Sid Meier's Civilization V

Sid Meier's Civilization V

284 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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nicovallejos Mar 21 @ 4:37am 
@An Angry Red

I guess "Utopian Socialism" should be renamed to "Red Tourism". It is in the level 3 tenet of the Order tree. The reason is that China have actively supported red tourism last 2005 to promote the national ethos and socioeconomic development in those areas, especially rural and poorer areas. This is mainly that China has its historical significance to Chinese socialism to rekindle their long-lost sense of class struggle and proletarian principles.
An Angry Red Mar 9 @ 7:28am 
This was last updated in 2014 but I still have a problem with it. In the new Order tree, a level 3 tenant is "utopian socialism". Utopian socialism refers to pre-marxist socialist movements, who wanted to do stuff like buy land in the woods somewhere and build a commune there, and then socialism will spread on it's own, or something. It doesn't belong in the tree that's supposed to portray "stalinism"(which by the way, doesn't exist, but whatever).
eragon731 Feb 19 @ 6:26pm 
Hi Machiavelli. I the cache dump didn't work but reinstalling did. Thank you!
molina.jose.8800 Feb 13 @ 3:30pm 
Oh... I see. Thanks
Machiavelli  [author] Feb 7 @ 7:49pm 
Hidden Sites are now unlocked by the level 2 Autocracy tenet "Imperial Legacy". A nod to Italian fascism valorization of ancient Rome.
molina.jose.8800 Feb 7 @ 7:21pm 
All is neat in this mod... except for one tiny detail:

Exploration Finisher doesn't unlock Hidden Sites anymore! O__O!

Can you pleas fix this?
Machiavelli  [author] Jan 16 @ 7:34pm 
Eragon, I would recommend clearing your cache. Delete everything in (Documents\my games\Sid Meier's Civilization 5\cache). If that doesn't resolve the issue, try redownloading the mod (unsubscribe and resubscribe) or verifying your civilization 5 install via steam.
eragon731 Jan 16 @ 5:44pm 
I tried to use the mod. As soon as I started the game I didn't have a settler or warrior, autolost, & then when I went back to the title screen it would disable the mod. I am playing with all the Civ 5 DLCs and no mods except this one. Any tips?
Kitty Dec 24, 2017 @ 1:33pm 
what a fitting author name, lol
ancapistan Dec 14, 2017 @ 8:48pm 
Is the mod compatible with just the community patch part of the vox populi mod?