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NewPolices 1.2

Joined
May 5, 2015
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628
Brackenspore submitted a new resource:

NewPolices - New polices

Some new polices.

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REQUIREMENTS
1. All DLC and patches (indispensably).
2. Rule with Faith MOD https://forums.civfanatics.com/threads/rule-with-faith.601999/ (extremely desirable).
3. If you don't want use RwF MOD, you must change the type of polices (in NewPolices.xml) from GovernmentSlotType="SLOT_JFD_RELIGIOUS" to GovernmentSlotType="SLOT_MILITARY/ECONOMIC/DIPLOMATIC" (* - standard type of policy)

Military
Concentration Camps (Mobilization)
+5 Production from each Barracks, -1 Amenities in all cities, accumulate 30% more war weariness than usual.
Archimedes' Legacy (Defensive Tactics)
Receive a second siege unit each time you train a siege unit.
Civil Defense (Nuclear Program)
+15 City defense strength, +15 City ranged attack strength. +50% Production towards Broadcast Centers.
Martial Arts (Military Training)
Land units gain +6 Defense Strength.


Economic
Basic Income (Globalization)

+6 Amenities, -8 Gold in all cities.
Dictatorship of the Proletariat (Ideology)
+100% Production yield from Industrial Zone district buildings.
Thalassocracy (Military Training)
+2 Production from each Lighthouse, Shipyard, and Seaport.
Environmentalism (Cold War)
+8 Food, +1 Amenities, -5 Gold in all cities.
Aristocracy (Early Empire)
Palace generates +5 Amenities.
Civil Society (Suffrage)
Each city receives +1 Food for each specialty district it constructs.
Resettlement (Class Struggle)
+30% Production in cities not on your original Capital's continent.
Compulsory Education (Urbanization)
Each city receives +1 Science for each specialty district it constructs.
Government Budget (Mercantilism)
Each city receives +1 Gold for each specialty district it constructs.
Enlightened Absolutism (The Enlightenment)
You gain +20% Great Writer, and Great Scientist points. Palace generates +7 Amenities.
Metallism (Civil Service)
+3 Gold from Mines over Luxury resources.
Insurance (Early Empire)
+2 Trade Routes.
Knowledge Economy (Globalization)
+100% Campus, Industrial Zone, Commercial Hub, and Harbor district adjacency bonuses.
Division of Labour (Craftsmanship)
Your cities get +20% Production towards districts.
Creative Class (Space Race)
Your Civilization gains +2% Gold for each Great Person it has ever earned.
Labor Unions (Urbanization)
Each city receives +1 Production for each specialty district it constructs.

Diplomatic
Diplomatic Marriage (Diplomatic Service)

+10% Gold per city-state you are the Suzerain of.
Soft Power (Social Media)
Theater Square districts provide +10 Tourism (effect rises).
Isolationism (Exploration)
+6 Gold from domestic Trade Routes.
Anti-globalization (Globalization)
+7 Gold, +6 Production, and +5 Food from domestic Trade Routes.
Civilizing Mission (Exploration)
+35% Culture in cities not on your original Capital's continent.

Religious
Multiculturalism (Cultural Heritage)
(*economic)
Your Builders can now make unique improvements of civilizations and city-states.
Swords to Ploughshares (Theology) (*military)
Increases growth by 15% in all cities whenever you are not at war with any civilization.
Harvest Festival (Games and Recreation) (*economic)
Increases growth by 10% in all cities, +1 Culture from each Granary.
Third Rome (Reformed Church) (*economic)
+6 Faith and +6 Culture in Capital.
Gnosticism (Recorded History) (*economic)
+4 Faith from Great Works of Writing. Libraries generate +1 Faith.
Caste System (Early Empire) (*economic)
Each city receives +1 Faith for each specialty district it constructs.

Wildcard
Scientific Management (Capitalism)

+3 Great Engineer points per turn, +1 Science from each Factory.
South Pole Expedition (Mobilization)
+3 Great Admiral points per turn. Seaports generate +1 Science.
Avant Garde (Ideology)
+4 Great Artist points per turn.
Science Fiction (Ideology)
+2 Science from Great Works of Writing, +3 Great Writer points per turn.
Hybrid Warfare (Social Media)
+5 Great General points per turn.
Electronic Music (Social Media)
+5 Great Musician points per turn.
Crowdsourcing (Social Media)
+5 Great Merchant points per turn.
 
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did not understand your phrase :crazyeye:
i meant the changes you have made....no screen shot about it ? would be nice to see what changes you have made...and is it compatible with the mod Civilization 6 improvement patch by Xaviarlol
 
i meant the changes you have made....no screen shot about it ? would be nice to see what changes you have made...and is it compatible with the mod Civilization 6 improvement patch by Xaviarlol
Ah, ok.
"is it compatible with the mod Civilization 6 improvement patch by Xaviarlol" - I think yes. My polices require standard civics. Xaviarlol did not create any new polices which would coincide with my polices. I think my mod compatible with any mod except mods which add polices with the same names.
 
I like your mod, The new polices are a little bit overpowered in some cases, but i found 90% of vanilla policies to be pretty bland and I avoided them in most cases. I found yours to be much more usable and more sought after.

I did a short video on yer mod showing off. It includes a short install tutorial, the mod working, and some general info on what I thought about it. Great mod my friend, keep up the good work! I'd love to see a complete policies overhaul by you as you have a good grasp of it. cheers.

 
I like your mod, The new polices are a little bit overpowered in some cases, but i found 90% of vanilla policies to be pretty bland and I avoided them in most cases. I found yours to be much more usable and more sought after.

I did a short video on yer mod showing off. It includes a short install tutorial, the mod working, and some general info on what I thought about it. Great mod my friend, keep up the good work! I'd love to see a complete policies overhaul by you as you have a good grasp of it. cheers.

Thanks for your feedback and video. :goodjob: I also recommend you and other users https://forums.civfanatics.com/threads/rule-with-faith.601999/ MOD. These MOD reworks governments and add new governments and new type of polices - religious.
Yields from districts you can find on the bottom right panel (line with city yields).
"The new polices are a little bit overpowered in some cases" - can you list these polices and offer your parameters for it? Then I can correct these polices.
Most of my polices are only changing yields of vanilla polices. The numbers remain the same. For example: Meritocracy (Civil Service): Each city receives +1 Culture for each specialty district it constructs -> Each city receives +1 Yield (science/production/gold/faith/food) for each specialty district it constructs.
Colonial Taves (Colonialism): +35% Gold in cities not on your original Capital's continent -> +35% Yield in cities not on your original Capital's continent. And etc.
 
I also recommend you and other users https://forums.civfanatics.com/threads/rule-with-faith.601999/ MOD. These MOD reworks governments and add new governments and new type of polices - religious.

Rule with Faith works with NewPolicies very nicely. In fact, just by changing some of your policies to use the "SLOT_JFD_RELIGIOUS" tag, they turn into religious policies without issue and without referencing RwF anywhere. I did that for Third Rome, Gnosticism, Swords to Ploughshares and Caste System if I recall correctly. Really nice stuff. :)

I can also say that some of the policies appear OP on paper, especially Insurance that gives +3 Trade Routes. I feel that even +1 Trade Route would be considered very strong. I can't really reflect on others, they seem fairly balanced, and the very powerful ones come late in the game. In any case, changing some of the values to personally tweak the mod is trivial. I'll be playing with NewPolicies some more, maybe I'll have more observations down the line.
 
I did that for Third Rome, Gnosticism, Swords to Ploughshares and Caste System if I recall correctly. Really nice stuff. :)
Huh, I do the same thing. Initially I have orientated on your mod, because I use your mod. :clap:

I can also say that some of the policies appear OP on paper, especially Insurance that gives +3 Trade Routes. I feel that even +1 Trade Route would be considered very strong.
Thanks, I will nerf Insurance to +2 Trade Route
 
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I'm new to Civ on the PC. My appreciation of the game is growing fast.
I especially like the customization that the independent developers bring to the game with mods like this one
This is a really terrific addition to the game. I hope you continue with it.
Thank you.
 
newpolices 1.2 , make save file not reload for continue game in other days or time . how can fix ??? or need wait new update????
 
I can't get a new game to start with this mod turned on. I have RwF on, and I thought I had all patches and DLC. Any thoughts on what I might be missing that's not allowing this to work?
 
I can't get a new game to start with this mod turned on. I have RwF on, and I thought I had all patches and DLC. Any thoughts on what I might be missing that's not allowing this to work?
Disable all mods except RwF and NewPolices. May be there is a conflict with another mod.
 
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