Sid Meier's Civilization V

Sid Meier's Civilization V

185 ratings
Reform and Rule (BNW)
File Size
0.074 MB
Oct 18, 2013 @ 8:19pm
Sep 10, 2014 @ 3:36pm
17 Change Notes ( view )

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Reform and Rule (BNW)

In 1 collection by Machiavelli
Machiavelli's modular mods (BNW)
7 items
This mod alters every Social Policy and Ideology Tenet. More than a mere "balance patch" most policies include effects that are unlike any existing policies and a few are unlike anything else in the game. These unique effects enable all new strategies that require a different perspective from standard play. The subtle synergy that is woven throughout the policies adds up to an impact that is greater than the sum of its parts. You can play dozens of games with Reform & Rule and still experience the thrill of discovering new techniques to take advantage of.

Tradition/Liberty/Honor/Piety: Will you go tall, wide, military or religion? Will you complete the entire policy branch for the powerful capstone? Or will you grab only the policies you need while quickly transitioning to another branch? Or will you conserve your cultural capital, forgoing the advantage of policies now, and instead aim to quickly complete the more powerful late game policy branches?

Patronage: Profit from City-States, be they loyal ally or conquered subject! With patronage capturing City-States can be a way to expand your empire without risking war with another major power.

Aesthetics: Construct monuments that will amaze the world! Have Golden Ages that power your empire to glory! Become the shining city on the hill that all less enlightened civilizations envy.

Commerce: Money may not buy love but it can buy power, buildings and armies! A master of Commerce can make so much money that production is no longer required, everything can be purchased. The capstone policy gives you money when your treasury is empty -- allowing you to make money by spending money!

Exploration: The once impenetrable ocean is becoming navigable. A rich bounty awaits the empire that can discover and tame distant new lands. Your mighty navy will dominate the seas and gather valuable treasure and tribute from the local people.

Rationalism: In an era of rapid progress and upheaval mastering new technology can be the difference between prosperity and destruction. Rationalism will enhance your scientific prowess by growing your population and improving the productivity of your scientists. However, completing Rationalism can be risky as it will delay access to potentially critical policies in Freedom, Autocracy and Order.

Autocracy: Achieve the Machiavellian ideal of being both loved and feared. As a strong leader, who does not tolerate dissent, you can bring unity to the world. Lesser nations will follow your commands or be crushed under the boots of your disciplined soldiers.

Freedom: A state's highest calling is to protect the rights of its citizens. Shielded from fear and abuse your greatest citizens will be able to assist your noble mission to bring peace and harmony to the world or explore the stars themselves.

Order: The ship of state functions best when everyone is at their assigned place, rowing in the same direction. By working together citizens can rapidly turn cities into centers of industry that will be able to produce war machines capable of conquering any foe or even the stars themselves.

Discussion thread[] on CivFanatics | Download[] from CivFanatics
If you like this mod and want me to prioritize development on it let me know by rating it, favoriting it and by posting in the comments or discussion thread.

Supported Languages:
  • English
  • Russian (translation by Jolteon)
  • Spanish (translation by RMCortes)

  • Q: What is a "Melee Unit" and how is it different than a "Gunpowder-class Unit"
  • A: The phase "Melee Unit" means any non-ranged unit. It include Spearmen, Knights, Riflemen, Tanks, etc. The phrase "Gunpowder-class Unit" means only units of the Gunpowder combat class (ei: Riflemen).

  • Q: Why did a policy which gives a lump sum of X gold/science/culture/etc (such as the culture from Patronage: Hegemony) give me Y gold/science/culture/etc?
  • A: Lump sums are often scaled based on game speed. If you are playing on a non-standard game speed the description will not be accurate.

  • Q: I think I got an incorrect amount happiness from a policy (such as Liberty: Meritocracy). Is this a bug?
  • A: It could be a bug but certain sources of happiness are scaled based on map size and difficulty level. If you are playing on a non-standard sized map or at a low difficulty level the description of how much happiness may not be accurate.

  • Q: The Commerce Finisher policy didn't give me the right amount of gold. Is this a bug?
  • A: It could be a bug but if you playing on a non-standard game speed the point at which the bonus gold is zeroed out is moved up or down from the default of 1000.

  • Q: Why did no changes happen after I started a game with this mod?
  • A: Are you running Civ 5 in a language other than English? If the language you are using is not supported than none of the tooltip text will change even though the effects do change.

  • Q: I like most of the changes made by this mod but I don't want this mod to make any changes to policy branch X. Can I do that?
  • A: Yes you can! See the 'how to disable specific policy branches' section below for instructions.

  • Q: I have another mod that changes a specific policy branch (for example, say Honor). Can I use that mod in combination with Reform and Rule?
  • A: Probably. If you disable Reform and Rule's Honor branch (see the 'how to disable specific policy branches' section below for instructions) you can play with the other mod's Honor branch while the other policy branches will match Reform and Rule.

  • Q: Is this mod compatible with mod X?
  • A: This is not an easy question to answer but here is a good rule of thumb. If mod X changes social policies it will not be compatible (unless you disable the policy branches in Reform & Rule that mod X alters). But if mod X does not change social policies than it almost certainly is compatible.

How to disable specific policy branches
It is easy to disable the changes this mod makes to specific policy branches. Doing so would allow you to play with the unaltered version of the disabled policy branches. Disabling a specific branch would also allow you to combine this mod with another mod that altered the disabled policy branch. To disable policy branches do the following:
  • Go to your 'Sid Meier's Civilization 5/MODS/Reform and Rule (v X)/Social Policies' directory. Inside you will find a directory for each social policy branch (1 Tradition, 2 Liberty, etc)
  • For each branch you want to disable, change the name of the directory to put an underscore at the start of the name. For example, changing '1 Tradition' to '_1 Tradition'.

How to disable changes to wonder unlocking
If you want to play with the normal wonders associated with each social policy you can.
  • Go to your 'Sid meier's Civilization 5/MODS/Reform and Rule (v X)/Options/Wonders' directory.
  • Change the names of the files which you want to unlock the unmodded wonder. For example, changing '8 Exploration_Wonder' to '_8 Exploration_Wonder' will make the exploration policy unlock the Louve instead of the Great Lighthouse.

Known Issues
  • In tooltips (') characters are rendered as (") (visual issue only).
Popular Discussions View All (1)
Jul 13, 2014 @ 6:01pm
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Lord Setting Dec 20, 2015 @ 4:05pm 
taw: i assume you did'nt konw that the AI always plays on chiften level right

and that the level you chose to play at dictates what extra bounses that the AI gets for that game ( Not to mention that these bounses from the diffacultly are multaplicative with the bounses that the AI gets from it's chiften level )

Thats why i was asking for nerf to Meritocrasy
taw Dec 18, 2015 @ 4:01am 
Lord Setting: Socal policies have more happiness in the mod, but ideologies have almost zero. Total happiness from social policies/ideologies didn't increase, just moved around.
Lord Setting Dec 17, 2015 @ 10:01pm 
mister creator Two requests for an update to this mod you think you could nerf the Meritocrasy policy efect of +2 happiness each Lux down to a +1 happiness per Lux.

The reasons being that
( A. ) I almost never see the AI's go down Tradition save for maybe Padro on occ , and both Ram's and even than thats rare when they are in my games

( B. )That and more offen than not if you take Meritocracy and go down the Peity Policy branch your guna have at least +12 happiness or more than you need. Plus not to meantion that if you combine this with a colonal game, Ordained Pristhood, holy order enhancement and the normal happiness bulidings. And now this mod practly brought back the infinent city spral dispite being a Blance Mod. not to meantion that the I.C.S. can happen much faster per city with this meathod.
Lord Setting Dec 17, 2015 @ 10:01pm 
2. From the honor finsher can you remove the +1 food an hammer from honor and relocate the landcanecks buying ablity to ? somewhere else ? ( i would not konw were to put that ) and add in for the honor finsher that ( All land military units ( While the Empire is at peace with all other Nations and Soveren sates ) have all acecess to all of the abilitys that workers have. )

I hope you read this and if this makes it into your mod for an up date thank you

And marry Christmas
taw Nov 6, 2015 @ 9:48pm 
I really like what this mod did to policies, but I don't think what it did to ideologies works well.

Vanilla dissidents are extremely easy to get (I never had any campaign where I didn't get dissidents the turn any AI picked ideology) and they lead to extremely brutal happiness penalty (like -15 or -20 right away). This is sort of balanced by level 1/2 tenets for all ideologies giving a lot of happiness. Massively nerfing happiness from tenets while keeping vanilla dissidents level does not lead to fun gameplay.

So far I haven't seen any other issues, but this is really big problem :-/

By the way, Honor policy that gives 250 science from generals + Capture+ mod which allows capturing great people means some fun science farming by baiting them with general and retaking, but that's just silly interactions between mods, not really fault of either of them.
Nortarus Nov 3, 2015 @ 9:51pm 
Idea: what if there was a tenet for order that lowered and raised the production of every city to match the average production of your empire, it'd be a double-edged sword tenet that could be very interesting to play around with (assuming it's possible within the mod creator)
Nortarus Nov 2, 2015 @ 3:16am 
I noticed that when playing vanilla again lol, sorry for bothering you. Anyway as I said before great mod keep up the good work :D
Machiavelli  [author] Oct 25, 2015 @ 11:26am 
The logic the AI uses to determin which Ideology to go doesn't actually look at any of the mechanics of the policies. They tend to go order in part because of the victory condition AI tend to get stuck in. AI will also tend to dog pile into one Ideology if they all like each other.
Nortarus Oct 25, 2015 @ 2:04am 
this is a great mod that has made me ask "how did I ever stand the game without this?"
But there is one problem: the order ideology. I've noticed that every single game I've played the vast (and I do mean vast) majority of ai choose order, this takes away the fun of ideology gameplay and I hope it can be fixed soon.

p.s: I think a possible cause would be some advantages order has over the other ideologies such as my prime suspects of great leap forward, mechanized warfare, air superiority and state monopoly
Salamandre Oct 9, 2015 @ 10:17am 
@ Machiavelli, first thanks for awesome mod. Then I would like to ask your permission to use a few reforms from it for a mod I am building now, a reform mod for OCC one city challenge. There are some that I find 100% on spot so I would live to take them as they are, without major changes.

Then also I need to ask about the UI folder, do we need it, what is it? I don't know much lua and can't guess what is for. Thanks again.