Rule with Faith

Rule with Faith

JFD

Kathigitarkh
Joined
Oct 19, 2010
Messages
9,132
Location
The Kingdom of New Zealand


Welcome to Rule with Faith!


Here, you will find links to keep up-to-date with Rule with Faith.
It can be downloaded on Steam Workshop or directly through my Google Drive.
Information

Rule with Faith is an overhaul of and expansion to existing game mechanics, with a focus on fleshing out the game's political and religious elements.

Current Features
  • 6 additional Governments. Existing Governments re-worked.
  • Civilizations now start as one of 3 Governments: Horde, Polis, or Chiefdom.
  • Policies overhauled, and three additional Types: Religious, Cultural, and Scientific.
  • New Civics to extend the Renaissance and Industrial Eras.
  • Great Person Policies reflavoured as Technical Policies as distributed across the Tech Tree.
  • Governments now belong to Classes (Monarchic, Aristocratic, Democratic) and switching between Governments of a different Class penalizes Loyalty.
  • First Ministers replace Government secondary bonuses to allow you to mix-and-match different bonuses with different Governments.
  • Dark/Golden Ages now decrease/increase the effect of Eurekas and Inspirations.
  • New Dark Age Policies offer powerful bonuses but risk plunging you into a Dark Age. New Golden Age Policies, meanwhile, can aid you in getting a Golden Age - but at the cost of other bonuses.
  • Great Theologians - a new Great Person - continue to put Great Prophet Points to use.
  • See the in-game Start-up Tutorial and Civilopedia for more details.
  • Peerage offers a new way to generate Governor Titles ala Influence and Envoys.
  • Consulates and Great Statesman give an new avenue for Influence generation.
  • Great Mercenaries provide an opportunity to acquire unique units.
  • Extend the utility of your old Governments with Empowerments.
Direct Installation
  • Download from Google Drive.
  • Unzip the contents of this into My Games\Sid Meier's Civilization VI\Mods
  • Enable in Additional Content.
Replacement Files
In order to implement these features, the follow files have been replaced:
  • Civ6Common.lua
  • CivicsTree.lua
  • CivicsTree.xml
  • CivicUnlockIcon.lua
  • CivicUnlockIcon.xml
  • GreatPeoplePopup.lua
  • GreatPeoplePopup.xml
  • GovernmentScreen.lua
  • GovernmentScreen.xml
  • GovernorPanel.lua
  • GovernorPanel.xml
  • HistoricMoments.lua
  • HistoricMoments.xml
  • LaunchBar.xml
  • LaunchBar.lua
  • ResearchChooser.lua
  • ResearchChooser.xml
  • TechTree.lua
  • TechTree.xml
  • TechCivicCompletedPopup.xml
  • TechCivicCompletedPopup.lua
  • TechandCivicSupport.lua
  • TechAndCivicUnlockables.lua
This mod is therefore incompatible with any other mod that changes these files.

Troubleshooting

If you encounter issues, it is important that you communicate this clearly so that someone can help you. You will need the following things:
  1. Mod Version.
  2. Mod List (other mods you have active).
  3. Database and/or Lua log files. See below.
You can post either here or on Discord.

How to Enable Logging

In Documents\My Games\Sid Meier's Civilization VI, open the file AppOptions and set the following options to 1:
  • EnableLogCollection
  • EnableDataErrorCollection
  • EnableLocalBuildCollection
You must start a game with the mod active for your logs to be populated.

User Settings

Some features can be disabled using the included JFD_RwF_UserSettings.sql file.

For more detailed instructions, see Discord.

Credits
  • Janboruta: Various Artwork.
  • Sukritact: Various Artwork, Improved Tech Tree mod.
  • Lime: Various Research/Text.
 
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holy cow.
Awesome job!
 
How did you get custom art assets working? This is amazing!

Custom art assets are imported in the modinfo file, and set manually in the UIs that I replace. This is how the base art is done in most cases for Government splashes and policy cards. Other things like icons are still inaccessible to modders (hence the civilopedia will still show the old policy card icons for the religious policies).
 
Oh so we still can't edit icons and even leader screens? Dang. Thanks for the info though.
 
Wait what?? Already I'm graced with the modding capabilities of the great JFD? Thank you so much. Will try out immediately.
 
When it goes to the part where it says chose a pantheon it doesnt display anything. Is that a bug?
 
I restarted the whole game to see if it was random but i'll update you if it happens again or doesnt happen again
 
Also if you dont mind, i think if you have time you should make a multi-pack with not only faith but other aspects of the game as well
 
So I haven't played much with this yet but I love the concept and the quality of the work for the new cards and governments is awesome! Having said that can I offer some critiques :)

1. Chieftain is forced to take God King and that kinda sucks, I'd say you either need to change it to a wild card slot or better yet give it a 3rd economic slot.

2. I'm not a huge fan of the 1st tier of governments only having access to 3 total slots, its kind of a slap in the face when your used to vanilla giving you 4 :) would you consider just adding one more slot across the board? right now it goes 2, 3, 4, 6, 8 total slots. if you changed it to 3, 4, 5, 7, 9(8?) that would solve problem 1 as well... I tried doing that myself in the RwF_GameDefines.sql but I think that because I wasn't sure how to adjust the governments window layout as well it broke the UI :) And while there might be a case for that being too many total slots my game balance argument would be that you added in a whole new class of policies so there should be a few more slots to put those polices into.

3. Why did you change the name of classical republic to Democracy? Yes I know that ancient Athens Greece was a non representative democracy with no minority protection and that the Greek word Demos is the root and that modern America was actually founded as a representative republic (even though it's modern form operates more as a representative democracy now but that is going to lead down a VERY long political debate :p )... but the pure definition is not the common vernacular and its been classical republic through so many years of civ that again it's very jarring to see that change. I'm not saying your choice of names was wrong becasue its not I'm just trying to make and argument that over two and a half decades of game tradition trumps accuracy :)

It's your mod and it's pretty wonderful so I'd you'd consider those changes that would be great, if not could you give me some pointers on how I could edit those things for my own game play?

Ps On the legacy bonus have you concidered just carrying over the duplicate of the previous teirs legacy bonus?
 
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1. I actually already changed the religious slot to a wildcard, but haven't updated yet.
2. The second tier govts. come earlier than they do in the base game. I feel this is balance enough. But I can consider this change if more people feel the same way, and do so after having tested it out in-game.
3. My discipline is political science, so accuracy is more important to me here. And at the end of the day, I made this mod for me. But I will look at adding user settings ala my Civ V mods tomorrow, so that you can revert it.
P.S. Also not possible, unfortunately.
 
1. If I change Noble republic to another government, my districts will remain? It's cheat...
2. People republic and Liberal democracy. Bonuses to science and culture...at the end of the game. Why?
3. Fascism. Bonuse to faith???? Where is the logic?
"My discipline is political science" - I'm not sure...
 
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2. Science bonuses are still very important in late-game, especially in the form of a percentage modifier. Too early to comment on whether culture is as well, I haven't played any culture-focused games yet.
3. If we take Military Guardianship to be representative of 20th Century militaristic states such as Fascist Italy, National Socialist Germany, the esoteric fascisms in 30's and early 40's Romania, Hungary, Croatia and Poland, and the various military dictatorships across South America and South-East Asia, then religion (and the creation of 'new faiths') has played an absolutely central role in each, particularly the European movements of the 20's and 30's. You could argue that in the Asian dictatorships, the military often relies on the token blessings of religious leaders and divine monarchs. I'm a historian however, not a political scientist, so maybe Military Guardianship means something entirely different - but I'm guessing it's a simplified way of saying a state which heavily relies on the power of the military for its sovereignty and its ability to implement policy. typical political scientists, always trying to simplify everything into neat little categories
 
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3. Fascism. Bonuse to faith???? Where is the logic?
"My discipline is political science" - I'm not sure...

wew lad. See above. Notwithstanding, Military Guardianship ~= Fascism - see for instance the various military regimes of Asia that use religion/spiritualism as a unifying force (Burma during the 1990s and Japan during WW2, for instance).
 
wew lad. See above. Notwithstanding, Military Guardianship ~= Fascism - see for instance the various military regimes of Asia that use religion as a unifying force (Burma during the 1990s and Japan during WW2, for instance).
It is not defined to be a bonus.
People republic: production, workers, improvements.
https://en.wikipedia.org/wiki/Great_Construction_Projects_of_Communism - bonus to Wonder production, please
Liberal Democracy: market economy, gold, business, amenity (!).
Military guardianship: military unit production, strength.
That is the basis, it is their traits.
-------------------------------------------------------------
Noble republic: culture or something else.
 
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