Reform and Rule (Brave New World) This mod alters every Social Policy and Ideology Tenet. More than a mere "balance patch" most policies include effects that are unlike any existing policies and a few are unlike anything else in the game. These unique effects (like Patronage encouraging the capture of city-states, Commerce giving gold when your treasury is empty, or Freedom giving you a "birthplace building" when a great person is born) enable all new strategies that require a different perspective from standard play. The subtle synergy that is woven throughout the policies adds up to an impact that is greater than the sum of its parts. You can play dozens of games with Reform & Rule and still experience the thrill of discovering new techniques to take advantage of. Reform & Rule is compatible with most other mods and allows you to easily play with only the new social policy branches you want. How will you reform your civilization in its quest to rule the world? Tradition/Liberty/Honor/Piety: Will you go tall, wide, military or religion? Will you complete the entire policy branch for the powerful capstone? Or will you grab only the policies you need while quickly transitioning to another branch? Or will you conserve your cultural capital, forgoing the advantage of policies now, and instead aim to quickly complete the more powerful late game policy branches? Aesthetics: Construct monuments that will amaze the world! Have Golden Ages that power your empire to glory! Become the shining city on the hill that all less enlightened civilizations envy. Patronage: Profit from City-States, be they loyal ally or conquered subject! With patronage capturing City-States can be a way to expand your empire without risking war with another major power. Commerce: Money may not buy love but it can buy power, buildings and armies! A master of Commerce can make so much money that production is no longer required, everything can be purchased. The capstone policy gives you money when your treasury is empty -- allowing you to make money by spending money! Exploration: The once impenetrable ocean is becoming navigable. A rich bounty awaits the empire that can discover and tame distant new lands. Your mighty navy will dominate the seas and gather valuable treasure and tribute from the local people. Rationalism: In an era of rapid progress and upheaval mastering new technology can be the difference between prosperity and destruction. Rationalism will enhance your scientific prowess by growing your population and improving the productivity of your scientists. However, completing Rationalism can be risky as it will delay access to potentially critical policies in Freedom, Autocracy and Order. Autocracy: Achieve the Machiavellian ideal of being both loved and feared. As a strong leader, who does not tolerate dissent, you can bring unity to the world. Lesser nations will follow your commands or be crushed under the boots of your disciplined soldiers. Freedom: A state's highest calling is to protect the rights of its citizens. Shielded from fear and abuse your greatest citizens will be able to assist your noble mission to bring peace and harmony to the world or explore the stars themselves. Order: The ship of state functions best when everyone is at their assigned place, rowing in the same direction. By working together citizens can rapidly turn cities into centers of industry that will be able to produce war machines capable of conquering any foe or even the stars themselves. Column 1 Column 2 Column 3 Column 4 Column 5 Tradition Liberty Honor Piety Patronage Rationalism Exploration Commerce Aesthetics Column 1 Column 2 Column 3 Autocracy Freedom Order Freedom: Spoiler : Order: Spoiler : The Steam Workshop entry has screenshots of the social policies which can also be seen above. If you like the mod and want me to prioritize development of it let me know by rating it and making it one of your favorites on Steam and by posting here. Download Locations: The Steam Workshop entry. From CivFanatics. Supported Languages: English Russian (translation provided by Jolteon) Spanish (translation provided by RMCortes) FAQ: Q: What is a "Melee Unit" and how is it different than a "Gunpowder-class Unit"? A: The phase "Melee Unit" means any non-ranged unit. It include Spearmen, Knights, Riflemen, Tanks, etc. The phrase "Gunpowder-class Unit" means only units of the Gunpowder combat class (Riflemen, but not Spearmen). Q: Why did a policy which gives a lump sum of X gold/science/culture/etc (such as the culture from Patronage: Hegemony) give me Y gold/science/culture/etc? A: Lump sums are often scaled based on game speed. If you are playing on a non-standard game speed the description will not be accurate. Q: I think I got an incorrect amount happiness from a policy (such as Liberty: Meritocracy). Is this a bug? A: It could be a bug but certain sources of happiness are scaled based on map size and difficulty level. If you are playing on a non-standard sized map or at a low difficulty level the description of how much happiness may not be accurate. Q: The Commerce: Finisher policy didn't give me the right amount of gold. Is this a bug? A: It could be a bug but if you playing on a non-standard game speed the point at which the bonus gold is zeroed out is moved up or down from the default of 1000. Q: Why did no changes happen after I started a game with this mod? A: Are you running Civ 5 in a language other than English? English is the only currently supported language in Reform & Rule (the German translation is out of date). Q: I like most of the changes made by this mod but I don't want this mod to make any changes to policy branch X. Can I do that? A: Yes you can! See the "how to disable specific policy branches" section below for instructions. Q: I have another mod that changes a specific policy branch (for example, say Honor). Can I use that mod in combination with Reform & Rule? A: Probably. If you disable Reform & Rule's Honor branch (see the "how to disable specific policy branches" section below for instructions) you can play with the other mod's Honor branch while the other policy branches will match Reform & Rule. Q: Is this mod compatible with mod X? A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes social policies it will not be compatible (unless you disable the policy branches in Reform & Rule that mod X alters). But if mod X does not change social policies than it almost certainly is compatible. How to disable specific policy branches: It is easy to disable the changes this mod makes to specific policy branches. Doing so would allow you to play with the unaltered version of the disabled policy branches. Disabling a specific branch would also allow you to combine this mod with another mod that altered the disabled policy branch. To disable policy branches do the following: Go to your "Sid Meier's Civilization 5/MODS/Reform and Rule (v X)/Social Policies" directory. Inside you will find a directory for each social policy branch (1 Tradition, 2 Liberty, etc) For each branch you want to disable, change the name of the directory to put an underscore at the start of the name. For example, changing "1 Tradition" to "_1 Tradition". How to disable changes to wonder unlocking If you want to play with the normal wonders associated with each social policy you can. Go to your 'Sid meier's Civilization 5/MODS/Reform and Rule (v X)/Options/Wonders' directory. Change the names of the files which you want to unlock the unmodded wonder. For example, changing '8 Exploration_Wonder' to '_8 Exploration_Wonder' will make the exploration policy unlock the Louve instead of the Great Lighthouse. UI Modifications: This mod replaces the following UI files: InfoTooltipInclude.lua SocialPolicyPopup.lua SocialPolicyPopup.xml If you are using another mod that edits any of these files you can disable the changes this mod makes to the file to avoid compatibility conflicts. Disabling any of these files will not result in any game play differences, only a minor cosmetic differences. Known Issues: In tooltips (') characters are rendered as (") (visual issue only). In the UI window for picking Ideology policies the mouse over highlighting is of fixed size (visual issue only). Change log: Spoiler : V 25 - 9/10/2014 - Reform and Rule (The pious pirate patron) Spoiler : Non-Gameplay Modified the UI used to select an Ideology Tenent so that it doesn't spill out of the bottom of the section. Tradition Oligarchy: Added +15% Production when building National Wonders. Liberty Swapped the location of Citizenship and Republic. Collective Rule: Added +2 Science from Circuses. Honor Military Caste: Added +1 Happiness from Forges. Piety Significant changes to multiple policies. Patronage Moved around multiple policies. Sphere of Influence: Removed 25% faster influence lost for other players. Exploration Piracy: Now only provides healing to Melee Naval Units. Also provides +2 Movement for Embarked Units. Colonialism: Replaced "+6 influence per turn from city-states you can bully" with "Other player's influence decreases 25% faster". Exploration finisher: Replaced "+3 movement for embarked units" with "+6 influence per turn from city-states you can bully". older versions: Spoiler : V 24 - 8/12/2014 - Reform and Rule (bug fixes) Spoiler : Gameplay Fixed bug that could cause Leadership, Rationalism Opener and Educated Officers to provide incorrect amounts of Science. Mitigated rare bug relating to AIs with Tradition recapturing their own capital that could cause the game to hang forever. The core problem is not yet resolved but the game will continue instead of hanging forever. V 23 - 8/4/2014 - Reform and Rule (minor bug fixes) Spoiler : Gameplay Fixed bug introduced in the previous update that caused Air Superiority, Mechanized Warfare and Nuclear Program to not give experience. Fixed bug introduced in the previous update that caused Rationalism's Opener to not provide Science and Culture. V 22 - 7/30/2014 - Reform and Rule (minor housekeeping update) Spoiler : Non-Gameplay Updated internally used components. V 21 - 7/13/2014 - Reform and Rule (Spanish translation) Spoiler : Non-Gameplay Added Spanish translation (provided by RMCortes) Redesigned some of the policy-grants-buildings code. Should improve compatibility with other policy altering mods. V 20 - 7/2/2014 - Reform and Rule (Russian translation) Spoiler : Non-Gameplay Added Russian translation (provided by Jolteon). Fixed bug with Rationalism's opener that was introduced in the previous update. V 19 - 6/12/2014 - Reform and Rule (The Piracy update) Spoiler : Non-Gameplay Changed some back-end things to make the mod work correctly with other mods no matter the order the mods load. Honor Finisher: Added +1 Food and +1 Prod from Horses and Iron. Commerce Moved around some of the policies. Opener: Added +100% Production when building Caravansaries, Markets, Banks and Stock Exchanges. Removed +4 Food from Customs Houses. Entrepreneurship: Added +4 Food from Customs Houses. Exploration Moved around some of the policies. Merchant Navy: Now provides +25% production when making naval units, +50% faster Great Admirals and +3 movement for Great Admirals. Piracy (replaces Merchant Navy): Makes your military 50% better at intimidating city-state and lets your naval units heal +15HP outside of friendly territory. Colonialism: Now provides +50% yield from internal trade routes and +6 influence per turn from city-states you can bully. Exploration finisher: Now provides military units are 50% less hindered by injury and +3 movement for embarked units. Rationalism The Opener's Culture and Science is now scaled based on game speed (more in slower games, less in faster games). V 18 - 3/3/2014 - Reform and Rule (On a Sword and a Prayer) Spoiler : Tradition: Landed Elite: Food carry over changed from 10% to 15%. Honor Reworked many policies. Piety Reworked many policies. Patronage Opener now also makes captured city-states have no resistance. Aesthetics Protector of Civilization: now grants Golden Age points for every killed unit. Exploration Merchant Navy: now also makes wounded units 25% less hindered by injures (aka wounded units do 25% more damage). Colonialism: now provides +25% prod when making naval units and makes units better at influencing city-states. Exploration finisher: removed the +25% prod for naval units and 50% initimidation bonus. Autocracy Reworked a few policies. Freedom Reworked a few policies. Order Reworked a few policies. V 17 - 12/20/2013 - Reform and Rule (minor bug fixes) Spoiler : Order 1: Monument to the Party - Fixed bug causing players to not get happiness. Order 2: Birthplace of the Revolution - Fixed bug causing players to not get happiness. V 16 - 11/8/2013 - Reform and Rule (minor bug fixes) Spoiler : Honor: Military Caste - Fixed bug where the +50% Science was not provided until honor was completed. V 15 - 11/6/2013 - Reform and Rule (minor bug fixes) Spoiler : Order 2: Birthplace of the Revolution - Fixed bug where tourism bonus was only provided in the capital instead of every city. V 14 Reform and Rule (minor bug fixes) Spoiler : Honor: Discipline - Fixed bug with Khans not getting the move speed bonus. Honor: Military Tradition - Fixed bug where Great Generals would not heal units faster. V 13 Reform and Rule (minor bug fixes) Spoiler : Commerce: Wagon Trains - Fixed bug. V 12 Reform and Rule (minor bug fixes) Spoiler : Rationalism: opener - Fixed bug. V 11 Reform and Rule (minor bug fixes) Spoiler : Fixed bug with Patronage: Merchant Confederacy trade route gold not providing the correct amount. Fixed bug with Rationalism opener not providing the bonus Culture and Science. Fixed bug with Liberalism not always providing the correct amount of happiness. Minor changes to a couple tooltips for clarity. V 10 Reform and Rule (public release) Spoiler : Public release of BNW version of Reform and Rule.