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
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Order | Autocracy | Freedom | Rationalism | Commerce
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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:
V 18
- 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
- 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.
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.





Order | Autocracy | Freedom | Rationalism | Commerce





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.