[WIP] Sovereignty Revised

No I did not. Thanks! This will solve the problem.
I think the tag is no longer in use in BnW because the Piety/Rationalism blocking has been removed, but I guess (hope!) that the tag will still work. One thing to notice, however, is that you can only have one such tag going - you can apply it to how many different policy trees you want, but AI will then only pick one of them. For instance, if you have 5 trees, and they are mutually exclusive like this:

1-2-3 mutually exclusive
4-5 mutually exclusive, but can work with 1-2-3

You can't currently get the AI to understand this. You can code the restrictions between the trees, but if you give them all the AIMutuallyExclusive tag, AI will only take *one* of these 5 trees, i.e. understand it like 1-2-3-4-5 is mutually exclusive. But I guess that won't be a problem for you with the set-up you have here.
 
I think the tag is no longer in use in BnW because the Piety/Rationalism blocking has been removed, but I guess (hope!) that the tag will still work. One thing to notice, however, is that you can only have one such tag going - you can apply it to how many different policy trees you want, but AI will then only pick one of them. For instance, if you have 5 trees, and they are mutually exclusive like this:

1-2-3 mutually exclusive
4-5 mutually exclusive, but can work with 1-2-3

You can't currently get the AI to understand this. You can code the restrictions between the trees, but if you give them all the AIMutuallyExclusive tag, AI will only take *one* of these 5 trees, i.e. understand it like 1-2-3-4-5 is mutually exclusive. But I guess that won't be a problem for you with the set-up you have here.

It won't be a problem. Only Monarchy and Republic are mutually exclusive, but I did expect there would be a limitation on how exclusivity works.
 
I have updated the OP (or one of them, anyway) with the changes to Might. This is Might having been implemented and tested and found to work by itself.

I've given a new policy to Might, Divine Right and Law because of two things: one; I concluded that a seventh policy for Monarchy and Republic would be too clutter-some and two; Republic and Monarchy are no longer going to be available until the Classical Era. This is hopefully going to reflect the evolution of the world a little better, with established governments being much slower to arise (so nominal Empires or Federations should not come about until the late Classical, early Medieval era). The religion race is going to be a little harder and war a little more violent, but it will make the Classical Era all the more important and meaningful; at least I hope.

As such, the Code of Laws tech from the Legal Buildings component will be moved back to fill the gap between Writing and Drama and Poetry, so you will no longer be able to so quickly rush through the Classical Era.

On top of this, I will be reducing, if not completely negating, the social policy increments from each new city. In its place, Social Policies will incur a maintenance cost of about 2% each, in each city. This will only apply to social policies from the Government Policies branch, which is unlocked in the Medieval Era. So at this time you may incur about 1 maintenance cost for each policy per city, depending upon the maintenance costs of each city.
 
How is it going with the update to the other policies, I hope you haven't decided to stop this mod, because it seems very interesting. I saw you posted in the 4th Ideology Theocracy thread and was wondering if you were going to add some of those ideas to the mod.
 
It's going well. I just have been changing policies and their effects around quite a bit (including the Might tree), so I won't update the OPs until I'm sure I'm satisfied with the specifics; especially in how they relate to the trees that are available in the same era.

In regards to what I talked about in the 4th Ideology thread - a lot of those ideas aren't really implementable; at least at this stage. Adding new Ideologies appears to be something either hardcoded or out of my league and the whole Religion system isn't really designed in the most satisfactory of ways. That said, I'm in the process of implementing the Divine Right tree and this tree has stopped every civ from Reforming their Religion (which they had the habit of doing almost every time as soon as they enhanced it). I will also be considering adding "Counter-Reformation" beliefs, as I feel not all deeply Religious civs should be adopting a Reformation (although this will be mostly nominal). I'm also trying to find ways to make faith a little more useful or desirable (such as the Theocracy effect, which will see Faith per turn contribute toward Golden Ages).

The AI is playing well with the policies and the dynamic titles component is quite interesting. For Civs that found a Religion and adopt the Theocracy policy, a special title is bestown (such as Pope, Supreme Governor, Caliph, etc.) depending upon the Religion founded, as I can showcase:

Spoiler :
2X5YCrG.jpg


One change of note - concluded through testing - is that I believe I will allow Law to be opened in the Ancient Era. It's just a difficult one to find bonuses for, as it is not the same as the branch that it replaces (Patronage), unlike Divine Right (Piety) and Might (Honor) and it doesn't obviously lend itself to a specific yield or mechanic.
 
Keeping the Social Policy screen as it was, Monarchy and Republic just felt like two other policy trees. Well, now they don't and they - and the associated determinate right policies - feel more distinct from the Social Policies (which are now on a separate tab). Note that, in the image below, the Law tree has yet to be started, so it's layout will actually bear resemblance to the layout of Divine Right and Might (although probably in reverse).

Spoiler :
h6FF3za.jpg


I'm not sure about intending to add more than six policies in those two branches, but I am thinking of at least one (Principality for Monarchies and something equivalent for Republics); which can only be chosen if you have less than three cities (as opposed to the Empire policy's requirement of at least three). Principality would penalize larger civilizations, but you would be free to switch to Empire when this becomes a burden. Other than that, it depends upon how terribly annoying all that blank space becomes for someone looking at it. I'm not quite sure which looks better: the closer together Policies or the other. And frustratingly, the Tradition and Liberty trees appear to be hard-coded to not dim, even when their era dependency is changed.

What this means for the original Social Policy branches (Commerce, Science, Culture, Welfare and Defense) is not double the original amount of choices, as I feel this would be too much (and would be harder to keep distinct), but rather broader categories with six policies each (which means about 48 policy choices). These branches will likely be Commerce, Science, Maritime, Industry, Welfare, Defense/Security, Culture and one other. Of course, they will all technically belong to one branch (the Government Policies branch), which will increase Social Policy acquisition, and allows the AI to make the same varied choices that I want to player to make once they open this tree (flavoured as opening Parliament).

Another change is the effect of Ideologies on your power (Monarchy: Absolute vs Constitutional and Republic: Democratic vs Oligarchical). If you take a conflicting Ideology (such as Freedom with an Absolute Monarchy or Autocracy with Democratic Republic) your policy choice will be reversed (i.e. If you had an Absolute Monarchy but you adopted Freedom you will be switched to a Constitutional Monarchy, losing the benefits of Absolutism but gaining the benefits of Constitutionalism).

Finally, I've changed a few of the political screens to show information about the Government Policy choices of other civs. In the Diplomacy list on the main screen it will reflect their chosen government - this is helpful because Monarchies who declare friendship with other Monarchies and Republics who declare friendship with other Republics gain a small benefit). Then in the Diplomacy Screen the information is given in greater detail, reflecting the style in which other civs have chosen their government. It also reflects the Religion that they are following, even if they weren't the founder, as this wasn't something that appeared to be accessible very easily in the base game. I will likely update this to show who the founder is as well, for easy reference. However, all this information (including the default information detailing Wonders and Era) can only be viewed when you have an embassy with another Civ.

Spoiler :
eAxRO30.jpg

Spoiler :
m0gGebo.jpg


I've also updated the Might OP to reflect recent changes.
 
After some testing, I will update the OP for the Law policy tree in the near future. It has taken some time to get this tree finished, as unlike Divine Right and Might it does not cater to a specific mechanic (Divine Right = Religion and Might = War) and it does not take direct inspiration from the tree that it is replacing (Patronage). It has also been difficult to find legal concepts that can equal conceivable gameplay. Therefore, two of the policies are stretching my intention a bit and catering to city-state influence. Other policies grant bonuses to happiness, production and (like the other two trees) gold.

All policies from Law, Might and Divine Right will now be available only before the Renaissance Era (not including the Openers). This will ensure players move onto the Social Policies (Commerce, Maritime, Welfare, etc.) or, if they haven't already, that they choose a formal government. Also, the Player will first need a formal government (Monarchy, Republic, Stratocracy, Theocracy or Meritocracy) to open the Social Policy tree.

Having opposing government types (Republic/Monarchy or Monarchy/Republic) will have a (minor) diplomatic penalty, but having the same will give a small boost. Additionally, having an incompatible right to rule will give a diplomatic penalty (Republics do not tolerate Divine Right and Monarchies do not care for Might).

I've also changed the title system a little. Only formal governments will grant titles and in addition having 5 of a branch from Might, Divine Right or Law, or all (6) from a "department," will confer an epithet.

A few new wonders have been/are to be added. Knossos Palace will replace the Forbidden Palace as the Law (Patronage) specific Wonder and Solomon's Temple will replace the Mosque of Djenne as the Divine Right (Piety) specific Wonder. This is to keep these wonders tied to the same era as the policies (Ancient). Additionally, the Pantheon is to be added as a Classical Era Religious Wonder, to increase the spread of Religious Wonders (of which the Classical Era is surprisingly devoid) and the power of an effect in the Divine Right tree.

For the Social Policies, I've settled on the following trees: Commerce, Maritime, Welfare and Security, available from the Medieval Era, Science and Culture, available from the Renaissance and Industry and Religion, available from the Industrial Era. The Religion tree will be designed to keep Religion and faith competitive for those who don't want to see such things fade from the modern era. It will also - possibly - be a way to implement a pseudo Religious Victory, via the re-implementation of the Utopia Project, which will have a Religious based requirement and will yield victory when completed (if such an effect still functions). The Industrial tree will be designed to unlock unique Factories that make use of resource combinations for different benefits (for instance, the Steel Factory policy will allow you to build Steel Factories, using Iron and Coal for some effect, whilst the Synthetic Oil Factory will allow you to build Synthetic Oil Factories, allowing you to produce Oil even if you don't possess any).

Finally, the last major change is that to Monarchy and Republic. Both of these trees will have 9 - 12 policies. Three of these policies determine the realm that the player has; for Monarchies these policies are Grand Principality, Kingdom and Empire and for Republics these policies are Merchant, Noble or Administrative Republic. However, for Monarchies, the player does not directly choose this - instead, it is automatically bestowed based upon the number of cities a player possess. For Republics, on the other hands, the player is free to choose one, but must meet special conditions first (having X Trade Routes filled before a Merchant Republic, for instance). Three "enhancer" policies may be added alongside these realm policies, to enable specific strategies at a cost (for instance, Grand Principalities will be able to adopt Royal Patronage, granting additional science on specialists to remain competitive with larger civs, but comes at a cost to something like production).

I have also updated the Might OP to reflect the unique titles that one can obtain from the tree, if anyone is interested. The only other change to Might is that Slaves will be buildable in all cities (as the benefit of building them only in captured cities was moot).
 
Amazing, amazing, amazing!

Yes. Being forced to volunteer is always a boggling experience.

Shouldn't it be call Conscription?
 
I have added the attributes of the Law branch to the OP.

The only other changes of note are that, alongside the epithets granted by acquiring a certain number of social policies in a single branch, there will be a few for added flavour that have unrelated requirements, such as "the Pagan;" which is bestowed to civs with a pantheon in all their cities come the Medieval Era.
 
In terms of names for the Civs, I suggest you take a look at the "Civ names via policy" mod that's available on the workshop.
 
I'm minoring in Political Science, so I think I'll be fine. In any case, that mod doesn't really accommodate the political ideas represented by my mod.

Oh. I was mainly pointing out the methods the mod author used to shorten names and such (and also how he placed the name of the civ at the beginning for ease of navigation).
 
The OP for Divine Right has been updated. Additionally, the Military Junta policy in Might has been changed a bit.

Some Reformation beliefs may be moved as Enhancer beliefs, so as to accommodate the later Reformation, but I will look for ways to make up for this if necessary.
 
Hey there, I've been following this project for about a week now, just popping in to say that Divine Right excites me a lot. Could you describe the special promotions from Holy War a bit more? Does it work similar to the Ikanda where you start with one and can pick later ones as you promote?
 
Yes. When you adopt the Holy War policy, you get a promotion (Holy Warrior), which then allows you to choose between three promotions whenever you level. These promotions allow you to heal whenever you defeat an enemy (called Perseverance), earn golden age points from kills (called Glory) and gives a chance to withdraw from combat (called Intervention).

I'm glad you like the Divine Right tree. It was certainly the most interesting to think about.
 
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