Idea: Consumable policies mode

Siddorm

Warlord
Joined
Mar 4, 2018
Messages
155
🎴 Mod Idea: Consumable Policies Mode

🌍 Overview

One of the quirks of Civ VI’s design is the constant shuffling of policy cards. It’s optimal to swap in a builder card, chop or repair, then swap it out for something else — but this can feel more like micromanaging a spreadsheet than leading a civilization.

Consumable Policies Mode is a proposed game mode that changes this dynamic. In this mode, every policy card is consumable: once you unslot it, it disappears permanently for the rest of that game.

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🛠️ Core Rules
  • Slotting a Card: Works as normal — you can slot any available card when changing policies.
  • Unslotting a Card: Once removed, the card is permanently deleted from your deck for that game. (Clarification: Later cards from the same lineage would not be deleted. For example, if Ilkum (+30% Production toward Builders) would get deleted, then Serfdom (+2 builder chargers) would still be available later on).
  • AI Exemption: To avoid crippling the AI, this rule applies only to human players. The AI continues using the standard system.

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⚖️ Rationale
  • Reduces micromanagement: No more constant swapping of situational cards every few turns.
  • Adds weight to decisions: Policies become meaningful commitments with long-term consequences.
  • Enhances immersion: Feels more like governing a civilization, less like optimizing a yield puzzle.
  • Creates divergent playthroughs: Each game unfolds differently depending on which cards you commit to and when.

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âś… Why It Works as a Mode
  • Keeps the base game intact for players who enjoy the current system.
  • Functions as a “challenge mode” for those who want more permanence and drama in their policy choices.
  • Easy to toggle on/off at game setup, just like Apocalypse Mode or Dramatic Ages.

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💡 I’d love to see if anyone in the modding community is interested in experimenting with this idea. The framework seems feasible with Lua/SQL hooks, and it could make for a really fresh challenge mode. If you’re a modder who enjoys tinkering with Civ VI’s government mechanics, or if you know of similar projects, I’d be excited to collaborate, brainstorm balance tweaks, or even just test an early prototype. Let’s see if we can turn “Consumable Policies Mode” into a reality.
 
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I asked another LLM AI for an evaluation. It said that it likes my idea, and that it has the following suggestions (although I had already been thinking along these lines):
  • âś… Visual marking of consumed cards (grayed out/marked unavailable)
  • âś… Prevent re-slotting of consumed cards entirely
  • âś… Policy history log (optional detailed view: "Turn 47: Consumed Urban Planning")
  • âś… Clear indication when viewing the policy screen of which cards are still available
  • âś… Lineage preservation (for example: burning Ilkum doesn't burn Serfdom)
 
I am sharing this idea freely for anyone to implement, no credit needed. I would be happy to collaborate on testing/balance etc., upon request.
 
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