Can you please list all the policies (and ideologies) that conflict with the mod?
OK, I had a whole treatise about how I fondly remember switching governments from Civ Call to Power but ok, a hybrid system?OK so, let me explain.
I am making a overhaul of policies. Which will be "governments and policies". A government switch will cause a stability hit.
In this process, many policies will be cut. I can easily swap around the effects, so I need to know which effects are kinda pointless especially in the mod scenario. For example, a policy that gives a free archeologist, which has been axed from the game.