Social Policy Rebalancing

Machiavelli24

Mod creator
Joined
May 9, 2012
Messages
818
Social Policy Rebalancing

This mod changes every Social Policy in fun, interesting and unique ways and is fully compatible with Gods and Kings. Each policy branch has a unique feel and rewards a distinct style of play while still being flexible enough to combo with other policies in subtle and efficient ways.

The Steam Workshop entry has screenshots of each modified policy branch which can also be seen below. You also have complete flexibility to play with any subset of the policy branches you want. If you like the changes this mod makes to some policy branches but dislike others just see the "How to disable specific policy branches" section below.

Tradition | Liberty | Honor | Piety | Patronage
Tradition Policies.png | Liberty Policies.png | Honor Policies.png | Piety Policies.png | Patronage Policies.png
Order | Autocracy | Freedom | Rationalism | Commerce
Order Policies.png | Autocracy Policies.png | Freedom Policies.png | Rationalism Policies.png | Commerce Policies.png


Download Locations:
- The Steam Workshop entry.


How to disable specific policy branches
If you want to play with only some of the policy trees changed while keeping other trees untouched there is an easy way to do this. If you go to your "Sid Meier's Civilization 5/MODS/Social Policy Rebalancing (v X)/Social Policies" directory you will see a folder for every Social Policy branch (Tradition, Liberty, Honor, etc). If you rename one of these directories to (_Tradition, _Liberty, _Honor etc) it will disable all changes this mod makes to the renamed branch.

For example, if you wanted to play with the original Autocracy and Order trees you would need to change the name of the "Autocracy" folder to "_Autocracy" and change the name of the "Order" folder to "_Order".


Compatibility with other mods
This mod alters the following file and most likely will not work with any other mod that alters this file:
- InfoTooltipInclude.lua

If you are having compatibility issues you can disable the changes this mod makes to InfoTooltipInclude.lua by going to your "Sid Meier's Civilization 5/MODS/Social Policy Rebalancing (v X)/Shared" directory and renaming the "Building Tooltip fix" directory to "_Building Tooltip fix".

Building Tooltip fix only makes cosmetic changes so it can be disabled without impacting the function of the game.


Overview of Policies
Tradition:
Tradition is for empires that want to have few highly populated cities. One policy gives each city an additional scientist and artist specialist slot, enabling a player to accumulate extra science and culture if they have the surplus population to work those slots. Another policy lets food carry over between population growth, allowing a city to keep growing in a timely manner even as the city's population reaches the teens. The finisher gives +1 Production and +1 Gold for every 4 citizens in a city.

Liberty:
Liberty is for empires that want to expand rapidly. One policy gives +2 Happiness for each unique luxury resource, encouraging geographic expansion to maximize the number of different resources that fall within the player's borders. Another policy gives +1 Production from every hex with a resource, enabling a well-positioned low-population city to work a few high quality tiles.

Honor:
Honor rewards having a small high quality military. Various honor policies gives Culture and Gold for killing units, encouraging a player to take to the field of battle to improve their economy. It also has policies which give bonuses to units that are in the same tile as a Great General and makes wounded units fight better. Taken together this allows a small force to triumph over a larger force. The finisher gives a large science boost whenever you capture a city and a temporary 50 turn attack bonus. Time your conquests well and you can leverage this short term advantage into a long term one.

Piety:
Piety rewards building World Wonders and improves Golden Ages. The opening policy gives a production bonus while building Wonders and various other policies provide Faith, Science, Culture and Happiness for each World Wonder that you build. Another policy makes military units built during a Golden Age stronger and makes it require less Happiness to start a Golden Age. Other policies make it easier to start Golden Ages by rewarding having surplus Happiness. One policy gives Culture for every surplus Happiness and another gives the empire a Science boost while it is happy.

Patronage:
Patronage encourages interacting with City-States but there is a duality to it. It rewards allying with City-States but at the same time it also rewards conquering City-States. Unprotected or unfriendly City-States can be an effective and relatively safe way to expand your boarders without risking an all out war with another major civilization.

Commerce:
Commerce allows empires to produce large amounts of Gold, potentially to the point where Gold can be their main source of buildings and units. An early policy gives +1 Science and +1 Culture from Trading Posts, allowing an empire which works lots of Trading Posts to advance quickly down the tech tree and social policy tree. Other policies boost Gold production and make rush purchasing building and units cheaper. The finisher policy gives the player 100 Gold each turn if their treasury is empty but this decreases as the player's treasury fills. This game changing policy encourages the player to spend down their treasury each turn purchasing buildings and units to maximize the amount of Gold the policy provides.

Rationalism:
Rationalism enables empires to rapidly grow their population and produce science. The first policy gives a Science and Culture boost every time a city grows. Other policies provide a growth bonus and give additional science from specialists, Hospitals and Medical Labs.

Freedom:
Freedom encourages great people and Culture. It is ideal for player aiming for a Culture victory. Its opening policy gives a large amount of Culture whenever a Great Person or Great General is born. Another policy gives cities that create a Great Person a permanent birthplace bonus. Other policies reduce the cost of future social policies and provide Happiness for each social policy adopted.

Autocracy:
Autocracy rewards having a sprawling army and is ideal for player who want to conquer the world. The opening policy gives Culture whenever you build a military unit or capture a city, allowing a player to advance down the social policy tree while expanding their army. Another policy gives +3 Happiness for every garrisoned unit, ensuring that even if a newly produced unit is not needed on the front it will still be useful sitting in one of your cities. Other policies give units in foreign land or adjacent to a friendly unit a strength bonus.

Order:
Order is for empires that want to rapidly build up their infrastructure and is ideal for players aiming for a Spaceship victory. The opening policy gives Engineer specialists a Science boost allowing a player to run Engineers instead of Scientists. The policy also gives Artists a production bonus, allowing a player to improve their production and culture at the same time. Another policy gives +2 Science from every farm, ensuring the citizens feeding your effective specialists also contribute to your science production. The finisher policy grants all cities a massive production bonus when producing space ship parts.


Change log
V 19
-German translation! (Thank you Anvari!)
-Tradition: Lots of little nerfs
-Liberty: Switched location of Collective Rule and Republic
-Piety: Lots of little nerfs
-Patronage: Educated Elite nerfed
-Ratoinalism: Humanism now also gives +1 Happiness per Observatory
-Freedom finisher: Changed to 1 free policy and +1 Artist slot in every city
-Order opener: Fixed bug

Older versions:
Spoiler :

V 18
Spoiler :

- Tradition: Minor changes to Oligarchy and Aristocracy.
- Honor: Military Caste no longer gives Happiness for Constables and Police Stations.
- Commerce: +10% Gold for Harbors and Seaports moved from Trade Unions policy to opening policy.
- Rationalism: Lots of changes.


V 17
Spoiler :

- New Patronage policies!
- Honor: Warrior Code now heals +10 HP.
- Commerce: Opener no longer gives +1 food. Trade unions no longer boosts mints but now boosts harbors and seaports.
- Rationalism: Various policies now boost Research Labs instead of Hospitals.



Known issues
None at this time.
 
Hi there,

I'd just like to say that I've started using your mod for the expansion pack, and that I really enjoy the changes, especially for piety.

Thank you.
 
honor is over powered all to hell with the %15 strenght combined with the warrior code and military caste bonuses.
 
Completely rewrote the first post to make it easier for people to understand what the mod is doing. I'll keep this thread updated going forward.
 
As I mentioned on the Steam Workshop forum I really like your mod,.... while I'm able to play using your mod and the unofficial patch mod (and a lot of additional mods,) I cannot load a saved game I could after a couple of turns but never after 50+ turns... I didn't try anything in between.
I'm am using a lot of mods so it is not necessarily a conflict between Social Policy Rebalancing and the unoffical patch, but I works fine with your mod disabled and not when it is enabled. It also works fine with your mod enabled and the unoffical patch disabled.

Per you request on the Steam Workshop forum, I'v attached a saved game I cannot start.

Ben
 

Attachments

I'm having troubles with your mod. Nothing big but my tooltips are the same as normal. I play with the newest patch, Gods and Kings and a german edition of Civ5. I have a few mods installed but after a search, i didn't find another mod which modifies the InfoTooltipInclude.lua.

Any idea how to fix it?
 
Mars, there is a pre-G&Ks version of this mod at http://steamcommunity.com/sharedfiles/filedetails/?id=77824290

MithralSmith, I didn't realize you were using mods besides this one and CUP. Could you provide me a list (private message is fine) of all the mods (and versions) you were using?

Anvari, is the problem with the tooltip or something else? The changes this mod makes to the tooltip is very minor and won't be noticeable unless the player takes certain policies. Alternatively the problem could be due to fact that I did not add/modify any non-English text so if you're playing with the German text it would be unchanged an thus give the impression that the mod is not working.
 
The mod is working. If you didn't modify any non-english texts, thats the reason. Do you need help with a german translation?
 
If you're willing to provide a German translation that would be great (I would credit you of course). It shouldn't be too much work since there are not that many lines that would need translating (under 100, probably closer to 50).

I can send you a PM with the details today or tomorrow.
 
I really like most of the changes, except for piety no longer being faith related and autocracy allowing you to gain obscene amounts of culture late game simply by building and deleting units (also gives you gold!).
 
I am not sure if you want to update this mod machiavelli, but I found 3 more bugs.

The commerce tree policy "mercantilism" simply doesnt work, at least it didnt in my game.

I went finish Liberty -> finish Commerce -> etc...

I finished the commerce tree at the same point as I took merchantilism.

Also protectionism in the Commerce tree gave me way more happyness than it should have given me, I had 6-7 cities, and I got 10-15 happyness (might have coincided with another event, but I dont think it did).

Last Democracy doesnt work as intended. It gives 1 happyness for each finished SP Tree, and not for each social policy itself.
 
Thank you for the bug reports Fluxx, I was not aware of those issues and I will investigate and fix them. There was a couple months where I was unable to work on the mod but I am working on it again and should have the next version out in 1-2 weeks. My plan for the next version is to be mostly bug fixes and a few minor policy tweaks in a couple of trees.
 
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