Social Policy Split

crawf0rd

The One and Only
Joined
Jan 30, 2012
Messages
483
Introducing Social Policy Split! This mod aims to give a more unique, yet difficult choice when choosing Social Policies by splitting the branches into two sub-branches, each with a target demographic (ie: one Tradition branch is for OCC, one Honor branch is for barb-hunting). To balance the sub-branches, I have added one new policy per branch. This has been worked on off and on since August, so you might notice some gaps in consistency. My idea for downsides is that the downside does the most damage if you are choosing the wrong policies, like if you have 5 cities and choosing Monarchy, the damage will be 5 happiness, rather than 1 happiness if you are OCC'ing. What I need to know right now is balance ideas, as I have put little work into balancing this. Also maybe a new name for this mod. Input is appreciated. Lets get to it!

Screenshot:
Spoiler :
2133hjn.jpg


Policies
Spoiler :

Tradition
Spoiler :

Tradition's left branch is aimed for empires with 2-4 cities, while its right branch is best used for OCC.
Left Side:
Aristocracy - Receive a free Aqueduct in your first two cities.-66% production when producing Aqueducts
Landed Elite - +50% Ranged strength in cities with a garrison. Walls build in half the usual time. Barracks build in double the usual time
Royalty - +15% Food in cities that have built a granary.

Right Side:
Oligarchy - +30% Food in your capital. -1 Food in all other cities.
Legalism - Receive a free Culture building in your capital. +15% Wonder Production. Settlers build in twice the usual time in the capital.
Monarchy - -75% Unhappiness in the capital. -1 Happiness from colosseums.


Liberty
Spoiler :

Liberty's left side is for a very wide empire. The right side is for a moderately wide empire.
Left Side:
Republic - +10% Production when producing buildings. Granaries build in double the usual time.
Collective Rule - +1 Science per city. -1 Gold per city.
Representation - +1 Production in all cities but the capital. -1 Production and Food in the Capital.

Right Side:
Expansionism - -33% Social Policy increase per city. -10% wonder production.
Meritocracy - -15% Unhappiness from population in all cities but your capital. +25% Unhappiness from population in your capital.
Citizenship - +25% Tile Improvement rate, and receive a free worker near your capital.

Honor
Spoiler :

Honor's left side is best for capturing an empire or two, while the right side is for a serious head-start against barbarians.
Left Side:
Warrior Code - +10% Combat Strength in foreign lands. -10% Combat Strength in friendly lands.
Military Tradition - +50% XP earned in combat.
Ruthlessness - Melee Units receive a 20% bonus vs. wounded units. Units cost 33$ more to upgrade.

Right Side:
Discipline - All units receive the Survivalism 1 promotion. -20% Ranged strength in cities with a garrison.
Military Caste - Earn Culture from killing barbarians equal to double their combat strength. -1 Culture in cities with a garrison.
Professional Army - +50% Combat Bonus vs. Barbarians.

Piety
Spoiler :

Piety's left side is for enhancing faith, while Piety's right side is for enhancing culture.
Left Side:
Organized Religion - +1 Faith from Monuments, Amphitheaters, and Opera Houses. -5% Science in cities that have built a Temple.
Theocracy - +3 Gold and Faith from Holy Sites. -3 Science from Academies.
Free Religion - Receive a free Great Prophet near your capital.

Right Side:
Mandate of Heaven - +65% Culture in cities that have built a wonder. -15% Culture in cities that have built a University.
Reformation - Monuments, Amphitheaters, and Opera Houses build in half the usual time. Courthouses build in twice the usual time.
Cultural Revolution - Future Policies cost 15% less. -15% Science in the capital.


Patronage
Spoiler :

Patronage's left side is for keeping a wide amount of city-state allies, which may switch allies from time to time. The right side is for keeping a tight pact of city-states with enough influence to last a good time.
Left Side:
Philanthropy - Allied City-States give 25% of their Science output to you. Gold Gifts are 25% less effective.
Scholasticism - Allied City States give double the resources. Allied Militaristic City-States gift units 20% less often
Cultural Diplomacy - Allied City-States will occasionally gift you Great People

Right Side:
Aesthetics - Gold Gifts are 33% more effective. Quests are 25% less effective.
Trade Agreement - Influence decays 33% slower. -10 minimum influence level.
Educated Elite - +50% Gold from Trade Missions.

Commerce
Spoiler :

Commerce's left side is for enhancing your navy. The right side is for enhancing your economy.
Left Side:
Naval Tradition - +1 Movement for embarked units. -1 Sight for embarked units.
Merchant Navy - +5 Gold per coastal city. -3 Gold per inland city.
Explorationism - Receive a free Explorer's Ship near the capital*

Right Side:
Trade Unions - +20% Gold from Markets. -15% Culture from Markets.
Mercantilism - +1 Gold from Trading Posts. -1 Food from Fishing Boats.
Protectionism - +2 Happiness per Luxury Resource. -1 Production in coastal cities.

Rationalism
Spoiler :

Rationalism's right side is best for small empires, while the left is best for wide empires.
Left Side:
Secularism - +10% Science when the empire is happy. -1 Happiness from temples.
Free Thought - Universities and Public Schools build in half the usual time.
Scientific Revolution - +50% Science gained from Research Agreements. Museums and Opera Houses build in twice the usual time.

Right Side:
Humanism - +15% Science in cities that have built a Library. -15% Science in cities that have built an Opera House.

Sovereignty - +3 Gold and Science from Academies. -3 Culture from Landmarks.
Atheism - +1 Happiness from Libraries and Universities.

Freedom
Spoiler :

Freedom's Left Side is best for growing your empire. It's Right Side is for continuing development of your culture.
Left Side:
Constitution - Receive a free culture building in your first 6 cities. -3 Production in all cities.
Free Speech - +4 Culture per wonder in a city. -1 Happiness per Constabulary and Police Station.
Bureaucracy - Specialists consume half the normal food.

Right Side:
Civil Society - +25% Food in cities that have built an aqueduct. -25% Combat Strength in cities.
Democracy - 10 Units are maintenance free. Stadiums and Arsenals build in twice the usual time.
Universal Suffrage - +25% Culture in all cities.

Autocracy
Spoiler :

Autocracy's right side is for upkeeping a small amount of highly upgraded units. The left side is for running a wide army of lowly units.
Left Side:
Populism - +20% Unit Production. Wounded units inflict 10% less damage.
Fascism - Number of strategic resources tripled. -5% Combat strength for units fighting next to an adjacent unit.
Total Rape (Can't think of a name) - All units receive a 25% attack bonus for 50 turns.

Right Side:
Militarism - Receive 15 Culture as plunder per 1 culture a city produced. Units are 20% more expensive.
Total War - New units start with +30 experience. -1 Production in all Cities.
Police State - Enemy spies steal techs in twice the usual time. Units cost 15% more to maintain.

Order
Spoiler :

Both sides work to assist a wide empire.
Left Side:
United Front - +2 Gold per city. +25% Unhappiness in your capital.
Socialism - -20% Gold Maintenance paid for buildings. -1 Gold from Trading Posts.
Totalitarianism - +2 Production per city.

Right Side:
Nationalism - +15% Combat Bonus in friendly lands. -1 Happiness per city.
Planned Economy - +2 Production from Mines. -25% Gold from Markets.
Communism - +2 Food from Farms. -2 Gold per city.



Change Log
Spoiler :

Version 1.0.1 (Released 11/23/12)
Spoiler :

Fixed Representation and Citizenship giving Great Engineers
Fixed Warrior Code and Ruthlessness giving Great Generals
Fixed Explorationism not requiring Merchant Navy
Changed Collective Rule to -1 Gold, rather than -1 Culture.


http://forums.civfanatics.com/downloads.php?do=file&id=20398
Download now!
 
Maybe i could get some feedback...

maybe...
 
Sounds like an interesting idea, I should have a look at it later, but won't this affect cultural victory like... a lot? I mean, completing 5 branches will now take longer time due to the extra policy in each branch, unless you have done any changes to the victory conditions + you are talking about how different sub-branches are for different ways of playing but if you are aiming for a cultural victory you need to take all the policies in a branch, which means you need both sub-branches.
 
Sounds like an interesting idea, I should have a look at it later, but won't this affect cultural victory like... a lot? I mean, completing 5 branches will now take longer time due to the extra policy in each branch, unless you have done any changes to the victory conditions + you are talking about how different sub-branches are for different ways of playing but if you are aiming for a cultural victory you need to take all the policies in a branch, which means you need both sub-branches.

I was planning on updating the victory, then BNW did it for me. Use BNW for best results.
edit: wait im stupid, the new branches means its incompatible with BNW. Will update asap.
 
This looks interesting...
Although most of the names of the policies don't make any sense or connection to what they do. For example, Scholasticism has with science to do, you can tell by the name. Still it does nothing to affect it, since Scholasticism's previous effect is now due to Philanthropy.
But at least this won't affect BNW cultural victories, like it did with G&K :D
 
Perhaps "Rape and Pillage" instead of "Total Rape"? It sounds like "Total War: Rape Edition".

EDIT: For the Autocracy policy, I mean.
 
Perhaps "Rape and Pillage" instead of "Total Rape"? It sounds like "Total War: Rape Edition".

EDIT: For the Autocracy policy, I mean.

That was me being lazy and exasperated at the mod not working. Eventually hopefully I will change it :p
 
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