Mod Request-Labour and Legal Civics

Joined
Jul 21, 2003
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Location
Adelaide, South Australia
I absolutely love how the Civ6 government system allows us to create more custom government types. However, I do feel like there are some limitations. Though there are some Labour and Legal Social Policies in the game already, they have been lumped in with the economic policies. Personally, I would very much like to see a new legal and labour civic slot added to most governments, & then see a further fleshing out of the social policies that make them up. For Labour Civics-especially-we could have Slavery, Serfdom, Indentured labour, organized labour, caste system and professional labour as potential labour social policies.

For legal, we could have Customary Law, Ecclesiastical Law, Martial Law, Judicial Law, Constitutional Law & International Law....to name a few obvious ones.

Ideally, for the legal social policies, it would also be nice to have a tech or civic called "Jurisprudence", with a Courthouse being a building that could be built with it-the various legal civics might then influence what your courthouse does....along with possible other secondary effects. Like Ecclesiastical Law could grant faith from the courthouse, as well as maybe enhancing the power/lowering the cost of religious units.

Anyway, I am just putting the idea out there for any clever modders to consider....though I am uncertain if its even possible with the current modding tools.

Either way, I am also happy to brain-storm the effects of any of the social policies I have mentioned above.
 
Hi guys, so anyone talented modders want to brain-storm this with me? ;)
 
Just last night while trying to fall asleep I came up with an idea that would use some UI magic to recreate Civics from Civ 4. The idea would be that there would be special Wildcard Rows that are marked with some special identifier. Each of these Civic Policies will have a special type akin to Civ 4, and preferably RFC Civics.

If you close the Civics screen with more than one of the same Civic Type or non Civic Type policies in the Civic Rows, the mod will automatically set the selected Civics to what was enabled at the start of the turn, or empty if somehow that's invalid too, and refreshes the free Policy change.

I can imagine there would be a few ways to do this if we couldn't directly set values in the code, triggering the research of an unresearchable Civic to reset the Free Policy Change would be one idea, though that raises the question if Civics can be unresearched. As for ensuring the AI would be capable of using this, I would say remove the default AI's access to policies and use an algorithm to choose it for them via data on their cities, army, tech progress, personality etc. I've yet to start modding Civ 6 yet so IDK what's viable or not.

That's the jist of the Civics idea, I also have an idea for setting goals for the nation through the policy screen that rewards you upon successfully reaching their goal. I'd imagine the AI would be handled the same way as above.
 
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