The PolicyPlus+ mod rebalances Social Policies and Ideologies to promote more diverse strategies, making some of the lesser used policy trees more viable in certain situations, and making the stronger policies less "fail-safe" choices.
Policy trees in general now follow a two-tier structure. The opener and immediately available policies generally helping to establish infrastructure in a specific area (Tradition provides defense for your small empire, Liberty provides utility units, Honor boosts production of military units and buildings, Piety provides bonuses towards founding a religion, etc) The later policies and finisher generally provide boosts to these specific areas (Tradition boosts the Capital in multiple ways, Liberty provides Production, Gold, Culture, and Happiness boosts per City, Honor provides deadly promotions for your army, Piety provides bonuses to established Religions)
This approach somewhat matches the Ideology structure adopted in Brave New World and gives players choice in specialization. For example, a Liberty player could either pursue the left side of the tree for rapid expansion, or the right tree for better infrastructure development. An Exploration player can either go down the left side of the tree for a stronger navy, or the right side for better coastal cities.
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Changes include...
Tradition:
Liberty:
Honor:
Piety:
Patronage:
Aesthetics:
Commerce:
Exploration:
Rationalism:.
Ideologies:
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As part of the Japan UA is now used in an Honor policy, Japan receive a new UA that decreases Policy costs by 10% and provides +1 Culture on Fishing Boats and +2 Culture on Atolls.
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As the Spirit of Conquest policy has been buffed, the Statue of Zeus now provides +4 Iron and +15% Production of land units in the city instead of its previous effects.
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All gameplay changes have been implemented as XML files, so if you don't like a particular policy tree, feel free to disable it or just remove the file without impacting the rest of the mod. Likewise, the mod should be perfectly compatible with any other mod that does not explicitly interact with the policy trees.
Many thanks to Machiavelli24, who provided help during design and inspired me to make this mod with his excellent Reform and Rule mod. While Machiavelli24's mod completely rehauls Policy trees and Ideologies from the ground up, my mod is a less radical alternative that mostly rebalances existing policies and themes.
If you have any feedback with regards to coding problems or balance issues, please let me know! Feel free to discuss them here, or any other fun moments you've had or cool strategies you've come up with for this mod. Personally I've been a big fan of the Persian Pirates, where you go Liberty-Honor-Exploration and roam the world, using a large navy to accrue Golden Age points for your fearsome army.
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CivFanatics Download Link
Steam Download Link
Language Compatibility: English only.
Requires Brave New World.
Policy trees in general now follow a two-tier structure. The opener and immediately available policies generally helping to establish infrastructure in a specific area (Tradition provides defense for your small empire, Liberty provides utility units, Honor boosts production of military units and buildings, Piety provides bonuses towards founding a religion, etc) The later policies and finisher generally provide boosts to these specific areas (Tradition boosts the Capital in multiple ways, Liberty provides Production, Gold, Culture, and Happiness boosts per City, Honor provides deadly promotions for your army, Piety provides bonuses to established Religions)
This approach somewhat matches the Ideology structure adopted in Brave New World and gives players choice in specialization. For example, a Liberty player could either pursue the left side of the tree for rapid expansion, or the right tree for better infrastructure development. An Exploration player can either go down the left side of the tree for a stronger navy, or the right side for better coastal cities.
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Changes include...
Tradition:
Spoiler :
Opener: +3 Culture in the Capital. Border expansion rate increased.
Oligarchy: +50% Production when building Defense buildings. Cities with garrisons have +50% Ranged Combat Strength.
Aristocracy: +15% Production of Wonders. Military units gain strength near Capital (+20% in Capital, falls off by 2% per tile).
Legalism: +2 Production and +10% Production in Capital.
Monarchy: +1 Gold and -1 Unhappiness per 2 citizens in Capital.
Landed Elite: +2 Food and +10% Growth in Capital.
Finisher: +10% Growth in all cities and free Aqueduct in first four cities.
Oligarchy: +50% Production when building Defense buildings. Cities with garrisons have +50% Ranged Combat Strength.
Aristocracy: +15% Production of Wonders. Military units gain strength near Capital (+20% in Capital, falls off by 2% per tile).
Legalism: +2 Production and +10% Production in Capital.
Monarchy: +1 Gold and -1 Unhappiness per 2 citizens in Capital.
Landed Elite: +2 Food and +10% Growth in Capital.
Finisher: +10% Growth in all cities and free Aqueduct in first four cities.
Liberty:
Spoiler :
Opener: +1 Culture in every city.
Collective Rule: Free Settler in Capital. +25% Production of Settlers in all cities.
Citizenship: Free Worker in Capital. +25% Worker tile improvement rate.
Meritocracy: +1 Happiness per City Connection. -10% Unhappiness from population in non-occupied cities.
Republic: +1 Gold and +1 Production in every city. -50% maintenance costs for Roads/Railways.
Representation: +1 Culture in every city. -33% Social Policy cost increase rate per city.
Finisher: +25% Great Person generation. Free Great Person in Capital.
Collective Rule: Free Settler in Capital. +25% Production of Settlers in all cities.
Citizenship: Free Worker in Capital. +25% Worker tile improvement rate.
Meritocracy: +1 Happiness per City Connection. -10% Unhappiness from population in non-occupied cities.
Republic: +1 Gold and +1 Production in every city. -50% maintenance costs for Roads/Railways.
Representation: +1 Culture in every city. -33% Social Policy cost increase rate per city.
Finisher: +25% Great Person generation. Free Great Person in Capital.
Honor:
Spoiler :
Opener: Earn Culture from kills against all units. +25% Combat Strength vs Barbarians, notified on Barbarian Camp appearance.
Warrior Code: +15% Production of land military units. +50% Great General rate. Free Great General at Capital.
Military Caste: +1 Happiness and +2 Culture from city garrisons. Barracks, Armories, and Military Academies produced 50% faster.
Discipline: Units fight at full strength even when damaged. +15% Combat Strength for land units adjacent to other land units.
Spirit Of Conquest: Units gain +25% Combat Strength vs Cities and Fortified Units. Earn a large amount of Culture upon capturing a city.
Military Tradition: +50% unit XP gain. -33% unit upgrade cost.
Finisher: Earn Gold and Golden Age points from kills against all units.
Warrior Code: +15% Production of land military units. +50% Great General rate. Free Great General at Capital.
Military Caste: +1 Happiness and +2 Culture from city garrisons. Barracks, Armories, and Military Academies produced 50% faster.
Discipline: Units fight at full strength even when damaged. +15% Combat Strength for land units adjacent to other land units.
Spirit Of Conquest: Units gain +25% Combat Strength vs Cities and Fortified Units. Earn a large amount of Culture upon capturing a city.
Military Tradition: +50% unit XP gain. -33% unit upgrade cost.
Finisher: Earn Gold and Golden Age points from kills against all units.
Piety:
Spoiler :
Opener: Shrines and Temples are produced 100% faster and provide +1 Culture.
Prophecy: Free Great Prophet in Capital. Requires Theology.
Organized Religion: +1 Faith from Shrines and Temples. -25% Faith cost for units and buildings.
Mandate of Heaven: +8 Happiness from the Grand Temple.
Theocracy: +3 Gold from Holy Sites. +25% Gold from Temples.
Reformation: Add a Reformation belief to your Religion. Requires Printing Press.
Finisher: +3 Culture from Holy Sites and Faith Wonders. Religious units ignore rough terrain.
Prophecy: Free Great Prophet in Capital. Requires Theology.
Organized Religion: +1 Faith from Shrines and Temples. -25% Faith cost for units and buildings.
Mandate of Heaven: +8 Happiness from the Grand Temple.
Theocracy: +3 Gold from Holy Sites. +25% Gold from Temples.
Reformation: Add a Reformation belief to your Religion. Requires Printing Press.
Finisher: +3 Culture from Holy Sites and Faith Wonders. Religious units ignore rough terrain.
Patronage:
Spoiler :
Policies are unchanged apart from...
Merchant Confederacy: +3 Gold from land Trade Routes and +6 Gold from sea Trade Routes with City States. +100% Gold from Trade Missions.
Merchant Confederacy: +3 Gold from land Trade Routes and +6 Gold from sea Trade Routes with City States. +100% Gold from Trade Missions.
Aesthetics:
Spoiler :
Opener: +25% Great Writer, Artist, and Musician rate.
Cultural Centers: Provides a free Culture building in every city.
Fine Arts: +2 Happiness from Writer's, Artist's, and Musician's Guilds. 50% of excess Happiness converted to Culture.
Cultural Exchange: +15% Tourism from Shared Religion, Open Borders, and Trade Routes.
Flourishing of the Arts: +33% Culture in cities with World Wonders. A Golden Age begins immediately.
Artistic Genius: Free Great Artist at Capital. +1 Culture from Great Works.
Finisher: Theming bonuses are doubled.
Cultural Centers: Provides a free Culture building in every city.
Fine Arts: +2 Happiness from Writer's, Artist's, and Musician's Guilds. 50% of excess Happiness converted to Culture.
Cultural Exchange: +15% Tourism from Shared Religion, Open Borders, and Trade Routes.
Flourishing of the Arts: +33% Culture in cities with World Wonders. A Golden Age begins immediately.
Artistic Genius: Free Great Artist at Capital. +1 Culture from Great Works.
Finisher: Theming bonuses are doubled.
Commerce:
Spoiler :
Opener: +25% Gold in the Capital.
Mercenary Army: Can purchase Landsknechts. -20% unit purchasing costs.
Financial Scheduling: +1 Gold from Markets, Banks, and Stock Exchanges. -20% building and tile purchasing costs.
Wagon Trains: +3 Gold from all land Trade Routes. +25% Gold from City Connections.
Mercantilism: +2 Happiness from Luxury Resources. +1 Gold from Trading Posts and Plantations.
Smithian Economics: +2 Production from Customs Houses and +2 Gold from Manufactories. Free Great Merchant at Capital.
Finisher: +2 Gold from Specialists.
Mercenary Army: Can purchase Landsknechts. -20% unit purchasing costs.
Financial Scheduling: +1 Gold from Markets, Banks, and Stock Exchanges. -20% building and tile purchasing costs.
Wagon Trains: +3 Gold from all land Trade Routes. +25% Gold from City Connections.
Mercantilism: +2 Happiness from Luxury Resources. +1 Gold from Trading Posts and Plantations.
Smithian Economics: +2 Production from Customs Houses and +2 Gold from Manufactories. Free Great Merchant at Capital.
Finisher: +2 Gold from Specialists.
Exploration:
Spoiler :
Opener: +25% Production on Naval combat units.
Navigation School: +2 Movement for Great Admirals. +50% Great Admiral rate. Free Great Admiral appears.
Maritime Infrastructure: Harbors, Lighthouses and Seaports are produced 50% faster. +3 Production in all coastal cities.
Treasure Fleets: +6 Gold from all sea Trade Routes. Reveals Hidden Antiquity Sites.
Grand Armada: Naval combat units gain +25% Combat Strength vs other naval units, +1 Movement and +1 Sight.
Naval Tradition: +1 Happiness from Harbors, Lighthouses, and Seaports. +1 Gold from Fishing Boats.
Finisher: Embarkation with Defense and +2 embarked movement for all land military units.
Navigation School: +2 Movement for Great Admirals. +50% Great Admiral rate. Free Great Admiral appears.
Maritime Infrastructure: Harbors, Lighthouses and Seaports are produced 50% faster. +3 Production in all coastal cities.
Treasure Fleets: +6 Gold from all sea Trade Routes. Reveals Hidden Antiquity Sites.
Grand Armada: Naval combat units gain +25% Combat Strength vs other naval units, +1 Movement and +1 Sight.
Naval Tradition: +1 Happiness from Harbors, Lighthouses, and Seaports. +1 Gold from Fishing Boats.
Finisher: Embarkation with Defense and +2 embarked movement for all land military units.
Rationalism:.
Spoiler :
Opener: +25% Great Scientist rate.
Humanism: +1 Happiness from Libraries and Universities.
Knowledge Transfer: +50% Science from Research Agreements. Universities, Public Schools, and Research Labs are produced 50% faster.
Free Thought: +1 Science from Trading Posts and +17% Science from Universities.
Sovereignty: +1 Science for every 2 citizens in the Capital. Free Great Scientist at Capital.
Scientific Revolution: +10% Science when Happy. A Golden Age begins immediately.
Finisher: +2 Science from Specialists.
Humanism: +1 Happiness from Libraries and Universities.
Knowledge Transfer: +50% Science from Research Agreements. Universities, Public Schools, and Research Labs are produced 50% faster.
Free Thought: +1 Science from Trading Posts and +17% Science from Universities.
Sovereignty: +1 Science for every 2 citizens in the Capital. Free Great Scientist at Capital.
Scientific Revolution: +10% Science when Happy. A Golden Age begins immediately.
Finisher: +2 Science from Specialists.
Ideologies:
Spoiler :
Freedom (Changed Tenets)
Creative Expression: +4 Culture and +4 Gold from the Writer's, Artist's, and Musician's Guilds.
Capitalism: +1 Happiness from Markets, Banks, and Stock Exchanges.
Economic Union: +3 Gold from land Trade Routes and +6 Gold from sea Trade Routes with other Freedom civilizations.
Their Finest Hour: +33% City Combat Strength. Fighter units receive Interception I and Dogfighting I promotions.
Urbanization: +10% Food from Hospitals and Medical Labs.
New Deal: Great Tile improvements have +4 of their major yields.
Order (Changed Tenets)
Skyscrapers: -30% building purchase cost.
Party Leadership: +1 Food, Production, Gold, Culture, Science in every city. -17% Social Policy cost increase rate per city.
Resettlement: Newly settled cities start with +3 Population. 3 free Settlers appear at the Capital.
Iron Curtain: Free Courthouse when annexing a city immediately on capture. +3/+6 Food/Production for internal land/sea trade routes respectively.
Autocracy (Changed Tenets)
Elite Forces: Ranged units receive +20% Combat Strength in foreign lands.
Mobilization: -30% unit purchase cost.
Creative Expression: +4 Culture and +4 Gold from the Writer's, Artist's, and Musician's Guilds.
Capitalism: +1 Happiness from Markets, Banks, and Stock Exchanges.
Economic Union: +3 Gold from land Trade Routes and +6 Gold from sea Trade Routes with other Freedom civilizations.
Their Finest Hour: +33% City Combat Strength. Fighter units receive Interception I and Dogfighting I promotions.
Urbanization: +10% Food from Hospitals and Medical Labs.
New Deal: Great Tile improvements have +4 of their major yields.
Order (Changed Tenets)
Skyscrapers: -30% building purchase cost.
Party Leadership: +1 Food, Production, Gold, Culture, Science in every city. -17% Social Policy cost increase rate per city.
Resettlement: Newly settled cities start with +3 Population. 3 free Settlers appear at the Capital.
Iron Curtain: Free Courthouse when annexing a city immediately on capture. +3/+6 Food/Production for internal land/sea trade routes respectively.
Autocracy (Changed Tenets)
Elite Forces: Ranged units receive +20% Combat Strength in foreign lands.
Mobilization: -30% unit purchase cost.
-----------------------------------------------------------------------------------
As part of the Japan UA is now used in an Honor policy, Japan receive a new UA that decreases Policy costs by 10% and provides +1 Culture on Fishing Boats and +2 Culture on Atolls.
-----------------------------------------------------------------------------------
As the Spirit of Conquest policy has been buffed, the Statue of Zeus now provides +4 Iron and +15% Production of land units in the city instead of its previous effects.
-----------------------------------------------------------------------------------
All gameplay changes have been implemented as XML files, so if you don't like a particular policy tree, feel free to disable it or just remove the file without impacting the rest of the mod. Likewise, the mod should be perfectly compatible with any other mod that does not explicitly interact with the policy trees.
Many thanks to Machiavelli24, who provided help during design and inspired me to make this mod with his excellent Reform and Rule mod. While Machiavelli24's mod completely rehauls Policy trees and Ideologies from the ground up, my mod is a less radical alternative that mostly rebalances existing policies and themes.
If you have any feedback with regards to coding problems or balance issues, please let me know! Feel free to discuss them here, or any other fun moments you've had or cool strategies you've come up with for this mod. Personally I've been a big fan of the Persian Pirates, where you go Liberty-Honor-Exploration and roam the world, using a large navy to accrue Golden Age points for your fearsome army.

-----------------------------------------------------------------------------------
CivFanatics Download Link
Steam Download Link
Language Compatibility: English only.
Requires Brave New World.