Semper Fidelis -- Ideologies Expansion Pack

hokath

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After what must be over half a year of database work, playtesting, and making a stupid number of icons,
Hokath Industries is proud to present
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DOWNLOAD
3 Brand New Ideologies for the Religious Victory
Find the Religious Victory here. Mods run fine independently of each other.

Devotion -- Theocracy -- :c5influence:Diplomatic, :c5war:Domination, and :c5faith:Religious Victories
Harmony -- Environmentalism -- :c5influence:Diplomatic, :trade:Time, and :c5faith:Religious Victories
Prosperity -- Neoliberalism -- :c5science:Science, :trade:Time, and :c5faith:Religious Victories
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Each aims to tell its story from the turn of the 20th century with 7 attractive Tier-1 Tenets,
to the Second World War and first Cold War with 7 powerful Tier-2,
all the way to the Second Cold War looking to the present day with 3 superpowered Tier-3 Tenets
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Spoiler Devotion :

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Spoiler Harmony :

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Spoiler Prosperity :

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Includes lua coding so that the AI can adopt the new ideologies
(a random chance based on their Leader's flavors and how big that ideological block already is)


Each Ideology comes with:
A World Wonder
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A National Wonder
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A Unique Unit
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Unique Policy Unlocks
2 New Policy-Unlocked Buildings
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A special National Wonder and 4 megachurch World Wonders for Prosperity,
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7 UNESCO Wonders for Harmony
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Time Victory Support
A default, stalemate-ending condition at 500 :trade: Turns in the base game,
in this mod each Ideology that targets the Time Victory has a way to reduce the game's max turn, down to a minimum of 375 :trade: Turns.
Harmony does it adopting :c5culture: Policies, creating a "counter-cultural" victory which wins without :tourism: Tourism.
Prosperity does it by making :greatwork: Great Works, which give more score in Semper Fidelis, and can buy them with :c5gold: Gold! A pseudo-economic victory.
And finally...


Rebalancing to the 3 base Ideologies
Spoiler Freedom :

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Spoiler Order :

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Spoiler Might :

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Includes the Diplomatic Victory on Autocracy being swapped out for the Time Victory.
Following @Hinin we rebrand this new "tall warmonger" tree as "Might"
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The timer is reduced based on how successfully you've acquire the World's Wonders.
Cruise to the finish line if you've "already won" with a :c5war: pseudo-domination victory.
The Tier-3 Tenet World Capital features a new Wonder of unprecedented power for those looking to close out the game with style
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6 Additional Ideology World Wonders
2 for each ideology when running @adan_eslavo 's More Wonders
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with more planned so that every ideology has 5 in total (one for each victory)
And a bonus one thrown in for everyone
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How does Foreign Direct Investment work? Does it spawn a franchise of *every* corporation created, or just your own corp, because the way it's written implies it might be the former?
 
Not even every created, but just *every*.
So the effects are twofold (i) its like a double-edged version of the Order Tenet. All Cities are Franchises, but also for everyone else(!), (ii) you get the Franchise bonuses of every Corporation, i.e. buffs to Luxuries (and they cost no maintenance, which if you are using my Tweaks is significant)
Then ofc the Tenet itself gives +3 yields per Franchise so its a big boost (to make up for the benefit it provides your opponents)

I thought this was one of my more-creative ideas :D
 
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does the dzong holy site replacement from your Tibet civ work with policies like not-for-profit?
 
All modded civs with unique improvements should be added, provided they've set the SpecificCivRequired flag to true.
However some great people improvements are not SpecificCivRequired, because they are tied to the Great Person (that is unique) instead. So if you, for example, obtain a Zulu Great General replacement, you can build their unique improvement, even though you aren't Zulu.
Tibet is a bit of an edge case because the Dzong is treated like a Citadel/Holy Site, not a unique improvement. So there the answer is no. HOWEVER, the Yak Pasture improvement I notice is treated as SpecificCivRequired so that will gain yields (!)
@jarcast2
 
@hokath
Hey, im playing Iroquis and planning to go Harmony, but i also have strong Celts in my game.
I was wondering, how the tennet would work, to get the second most popular pantheon.
Normally, you dont benefit from celts pantheon, but then again, this is a matter of implementation..
So... Should it work, will it work :) ?
 
Good question
But Celt pantheons are considered kinda OP, so my guess, the best solution would be, to use most popular and "not celt".
So in case Celts are most popular it would be second not the first one.
But im guessing some mechanism should be at work any way.. cause, what would happen, when your is the most popular, you would get double benefits from yours :) ?
Also im guessing it has to be evaluated per turn, since cities flip followers every turn, so the first place can alwyas change.
 
There a graphical glitch in the civilopedia, buildings section connected to the mod (e.g. Deep Ecology) but otherwise I don't see anything. And this may be my mod setup.
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Why are you putting the policy Help text as the dummy buildings' Description though?
 
It was the standard practice back whenever I started, means you don't have to add more text to the database.
It should never be seen unless you're in IGE and then you see the text of the policy, which is very helpful!
 
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