criZp
Deity
Just finished the 2nd version of the policy rework mod. I think it is quite polished now, so I'm uploading here for those that can't use the workshop. Feedback's cool. Be aware it's not fully bug tested, but I will fix any reported issues rapidly.
Wonder production policies, trade yield policies, great people point policies: have not been altered, but perhaps will be so in the future. Same with civil prestige, want to make a governor mod before I adjust that policy.
Changelist:
-Survey: recon units gain double experience, and all recon units gain camouflage, so that they cannot be seen by enemies unless directly adjacent to the enemy.
-Professional Army: +25% xp to all units, units have -50% less strength loss from injury
-Secondary Strike Capability: +25% production on nukes and nuclear projects, -25% maintenance on nukes, +1 uranium per turn from uranium mines
-Limes: +50% production toward walls and encampments, +1 gold and culture from all typer of forts
-Veterancy: +100% tile acquisition rate
-Total War: your enemy suffer +50% war weariness when fighting against you
-Military Research: +15% science in cities with a military academy
-Integrated Space Cell: +15% science and space project production in cities with a military academy
-Lightning Warfare: all units heal +25HP when destroying an enemy unit
-Native Conquest: gain gold when defeating an unit from an earlier era, equal to 100% of the enemy's strength
-Agoge: +1 production in all cities, and additional +2 production in cities with encampments
-Feudal Contract: +1 gold from mines and lumber mills
-Grande Armee: units have +50% flank and support bonus, unit maintenance reduced by 1 gold per unit
-Military First: units have no strength loss from injury
-Maritime Industries: +2 production in coastal cities, +25% production on naval units
-International Waters: +3 production in coastal cities, +50% production on naval units
-Finest Hour: +50% production on all aircraft, as well as aerodromes, hangars and airports. All air units have +2 range.
-National Identity: +100% tile acquisition rate, +3 loyalty in cities founded by you
-Defense of the Motherland: +5 strength to units in your territory, and no war weariness from combat in your territory
-Conscription: land units heal +10 health per turn in your territory, +25% production on land units
-Levee en Masse: land units heal +15 health per turn in your territory, +50% production on land units
-God king: +1 faith and +2 gold in the capital
-Ilkum: +30% production to districts (except encampments)
-Serfdom: +1 gold from farms and pastures
-Insulae: +2 housing in all cities
-Colonization: +2 food in all cities
-Land Surveyors: +1 culture in all cities
-Expropriation: +2 food and +1 culture in all cities
-Public Works: +50% production toward builders, and builders have +2 movement
-Medina Quarter: +3 housing in all cities
-Urban Planning: +30% production on settlers and city center buildings (except walls)
-Public Transport: +2 gold per turn from neighbourhoods, per appeal of their tile
-Liberalism: +1 amenity in all cities, and an additional +1 amenity in cities with 10+ population
-New Deal: +2 amenities in all cities, and +1 housing for every specialty district in a city
-Diplomatic League: +1 diplomatic favor per turn from every city state you are suzerain of
-Raj: +10% faith for every city state you are suzerain of
-Communications Office: +4 loyalty in cities with a governor
-Charismatic Leader: +3 envoy points per turn
-Gunboat Diplomacy: +5 envoy points per turn and open borders with all city states
-International space agency: +10% science for every city state you are suzerain of
-Collective activism: +10% culture for every city state you are suzerain of
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-Warlords throne no longer gives +20% production on city conquest, instead halves gold and resource cost of uit upgrades.
-Audience chamber no longer give a loyalty penalty in cities without a governor.
-War department no longer give +20HP on destroying an enemy unit, instead gives +25% combat experience, and melee units gain the ability to push back defenders they attack, if the defender is weaker than the attacker.
Removes a few policies: Maneuver, Chivalry, Press Gangs, Online Communities, Heritage Tourism, Strategic Air Force.
These policies have all been integrated elsewhere (conscription, maritime industries, cultural heritage civic, finest hour).
-Colonial Offices moved to Colonialism
-Native Conquest moved to Exploration
-Agoge moved to Military Tradition
-Corvee moved to Craftsmanship
-Expropriation moved to Nationalism
-Colonialism require Exploration
-Conservation require Ideology
-Mass Media don't require Natural History
-Double tourism bonus of the Computers tech is moved to the Social Media civic
-Having the Cultural Heritage Civic now grant +100% tourism from artifacts
-Having the Feudalism civic now grants +1 build charge to all new builders you make
Wonder production policies, trade yield policies, great people point policies: have not been altered, but perhaps will be so in the future. Same with civil prestige, want to make a governor mod before I adjust that policy.
Changelist:
-Survey: recon units gain double experience, and all recon units gain camouflage, so that they cannot be seen by enemies unless directly adjacent to the enemy.
-Professional Army: +25% xp to all units, units have -50% less strength loss from injury
-Secondary Strike Capability: +25% production on nukes and nuclear projects, -25% maintenance on nukes, +1 uranium per turn from uranium mines
-Limes: +50% production toward walls and encampments, +1 gold and culture from all typer of forts
-Veterancy: +100% tile acquisition rate
-Total War: your enemy suffer +50% war weariness when fighting against you
-Military Research: +15% science in cities with a military academy
-Integrated Space Cell: +15% science and space project production in cities with a military academy
-Lightning Warfare: all units heal +25HP when destroying an enemy unit
-Native Conquest: gain gold when defeating an unit from an earlier era, equal to 100% of the enemy's strength
-Agoge: +1 production in all cities, and additional +2 production in cities with encampments
-Feudal Contract: +1 gold from mines and lumber mills
-Grande Armee: units have +50% flank and support bonus, unit maintenance reduced by 1 gold per unit
-Military First: units have no strength loss from injury
-Maritime Industries: +2 production in coastal cities, +25% production on naval units
-International Waters: +3 production in coastal cities, +50% production on naval units
-Finest Hour: +50% production on all aircraft, as well as aerodromes, hangars and airports. All air units have +2 range.
-National Identity: +100% tile acquisition rate, +3 loyalty in cities founded by you
-Defense of the Motherland: +5 strength to units in your territory, and no war weariness from combat in your territory
-Conscription: land units heal +10 health per turn in your territory, +25% production on land units
-Levee en Masse: land units heal +15 health per turn in your territory, +50% production on land units
-God king: +1 faith and +2 gold in the capital
-Ilkum: +30% production to districts (except encampments)
-Serfdom: +1 gold from farms and pastures
-Insulae: +2 housing in all cities
-Colonization: +2 food in all cities
-Land Surveyors: +1 culture in all cities
-Expropriation: +2 food and +1 culture in all cities
-Public Works: +50% production toward builders, and builders have +2 movement
-Medina Quarter: +3 housing in all cities
-Urban Planning: +30% production on settlers and city center buildings (except walls)
-Public Transport: +2 gold per turn from neighbourhoods, per appeal of their tile
-Liberalism: +1 amenity in all cities, and an additional +1 amenity in cities with 10+ population
-New Deal: +2 amenities in all cities, and +1 housing for every specialty district in a city
-Diplomatic League: +1 diplomatic favor per turn from every city state you are suzerain of
-Raj: +10% faith for every city state you are suzerain of
-Communications Office: +4 loyalty in cities with a governor
-Charismatic Leader: +3 envoy points per turn
-Gunboat Diplomacy: +5 envoy points per turn and open borders with all city states
-International space agency: +10% science for every city state you are suzerain of
-Collective activism: +10% culture for every city state you are suzerain of
-----------------------------------------------------------------------------------------------
-Warlords throne no longer gives +20% production on city conquest, instead halves gold and resource cost of uit upgrades.
-Audience chamber no longer give a loyalty penalty in cities without a governor.
-War department no longer give +20HP on destroying an enemy unit, instead gives +25% combat experience, and melee units gain the ability to push back defenders they attack, if the defender is weaker than the attacker.
Removes a few policies: Maneuver, Chivalry, Press Gangs, Online Communities, Heritage Tourism, Strategic Air Force.
These policies have all been integrated elsewhere (conscription, maritime industries, cultural heritage civic, finest hour).
-Colonial Offices moved to Colonialism
-Native Conquest moved to Exploration
-Agoge moved to Military Tradition
-Corvee moved to Craftsmanship
-Expropriation moved to Nationalism
-Colonialism require Exploration
-Conservation require Ideology
-Mass Media don't require Natural History
-Double tourism bonus of the Computers tech is moved to the Social Media civic
-Having the Cultural Heritage Civic now grant +100% tourism from artifacts
-Having the Feudalism civic now grants +1 build charge to all new builders you make