Sid Meier's Civilization V

Sid Meier's Civilization V

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Reform and Rule (BNW)
 
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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)

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In 1 collection by Machiavelli
Machiavelli's modular mods (BNW)
7 items
Description
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.

Features:
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[forums.civfanatics.com] on CivFanatics | Download[forums.civfanatics.com] 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)

FAQ
  • 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)
2
Jul 13, 2014 @ 6:01pm
Multiplayer?
Lasdem
< >
263 Comments
Foin De Rodomontade Jan 11 @ 5:20am 
I play in english, and it's ok, great and so fine :D
Lord Setting Nov 21, 2016 @ 6:35am 
Damn ... so much for my plan of over sized borders as Russia
Machiavelli  [author] Nov 20, 2016 @ 7:35pm 
Lord Setting, that Culture does not aid in border growth.
Lord Setting Nov 18, 2016 @ 11:52pm 
Machiavelli : I've been wondering this for a while but when you take the *Rationalism Opener* does the Culture you get from letting the city population grow only apply to total *Culture Pool* that you use for buying next policy or does the effect aslo apply to your *Natural Border Growth*.

Example : You have *Ordained Priesthood* and the *Rationalism Opener* now your buying a Missionary in a city that a Public School. Does the 25 Culture from that purchase only add +25 Culture to your total Culture pool or does this also apply to the *Natural *Border Growth* as well ?
Onkel Ho Oct 22, 2016 @ 6:13am 
Okay many thanks Machiavelli
Machiavelli  [author] Oct 20, 2016 @ 4:44pm 
Onkel, this mod require Brave New World. If you are having trouble getting it to download, sometimes the workshop will have issues. Unsubscribing and resubscribing while Civ5 is running can force it to download the mod. If that doesn't work you can try the alternative download link at CivFanatics.
Onkel Ho Oct 20, 2016 @ 2:27am 
Hi, i cannot play with this mod. It is not showed in the mod selection of the game. Is this mod compatible with all the DLCs? Or why i cannot use it?
ganglu Oct 16, 2016 @ 9:02pm 
Hey Machiavelli, I understand what you said about influence boosters. However, I still think patronage is fairly weak if I one don't want to conquer city states.

1. Since that patronage is available in early game, the opener doesn't really help much. It doesn't give a friend or ally city state by adding 15 influence since it is very hard to complete city state requests in the early game.

2. I think the bonus from trade routes with city states doesn't help either cause a trate route with other civilizations or between my own cities is better than just getting gold from trading with city states for most of the time.

3. Hegemony does not even have non-conquering related effects, which makes Patronage more unbalanced for peaceful playstyle with city states.

Can you consider my concerns? Thank you!
Machiavelli  [author] Oct 16, 2016 @ 1:28pm 
SebrastianB, I believe alternative map scripts will work with this mod.

Koploro, I believe due to technical limitations JDH's mod manager can only support mods that are XML only. This mod makes extensive use of Lua, which is why it is not supported.

Roshan, the influence boosters from gold (& units) are in ideology tenants. Given how valuable city state influence is I wanted to move those effects to later in the game.
Koploro Oct 15, 2016 @ 1:20pm 
Looks like a great mod, but I use the JDH mod manager and whenever I try to load this in it's listed under "Not supported", any ways to fix?