Sid Meier's Civilization V

Sid Meier's Civilization V

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New Policies Complete
   
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Mar 21, 2018 @ 4:47am
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New Policies Complete

In 2 collections by elia bruzzone
Gameplay Changes
14 items
Total Conversion
2 items
Description
Supported languages: English and Italian.
This mod changes the 9 branches of the policies.
It changes more than 90% of the already present policies and adds 15 policies.
The policies in the figures are just some of the policies that are in the mod (sorry if
I have not added all the policies made but anyway they are all of this type).
The changes are many: it makes the tree of policies closer to history,
it adds a new system of unit acquisition (the unlocking of the units depends
on policies acquisition as well as techs acquisition, one of the two is enough
for the unit to be unlocked) and other minor chagnes.

An example of a unit that is unlocked with the acquisition of a policy is the catapult that can be unlocked with the Oligarchy policy or with the tech Mathematics.
Another example is Barbarian Axman who unlocks with the Anti-Pillage policy of the Barbarian Invasions branch; while this unit is never unlocked by tech.

The policy branches refer more than ever to historical facts:
Monarchy refers to the form of government of the monarchies of the ancient era, for example the Egyptian monarchy or even the Roman one.
Democracy refers to the Greek state cities.
Empire refers to the Roman Empire.
Barbaric invasions mainly refers to the invasions that the Roman empire had to reject but also to the barbarians in general (considering the populations outside the Hellenic-Roman culture).
Feudalism refers to the form of government, for example, of the Carolingian empire which is centered on the contrast and power of religion and the emperor (therefore of capital).
Communes refers to the birth of the cities after the feudal period (1100-1700): the Maritime Republics (Genoa, Venice, Pisa, Amalfi), the cities of the Hanseatic League, and the crossroads of trade such as Milan and Munich.
Mecenatism (Patronage) refers to the rebirth of the arts thanks to the "patronage" of the rich of the time who financed the artists so that they would make masterpieces.
Enlightenment refers to the Age of Enlightenment precisely in which this intellectual and philosophical movement prevailed over the others.
Industry refers to the industrial revolution from around 1760 onwards.
Each policy of the new branches refers to these historical facts.

Moreover, this mod changes the tech of infantry and adds the improvement Trench that, further to the +50% defense, provides -10 damage to the near enemies.
Other changes are:
each branch ending, you have a free policy
to balance the game with this policies, the maintenances are changed
to balance the game with this policies, the costs of production are changed
to balance the game with this policies, the cost of science of techs are chenged
to balance the game with this policies, the culture and the turism are changed
the wonders, except the Mosque of Djenne, aren't unlocked by policy

Finally, there are two things to say:
1. the languages supported are English and Italian (because I'm Italian); this means that if a player uses a language other than one of these, he will have non-correspondences between the text and what the policies really do.
2. sometimes, due to game errors, after loading the mod the first time, you need to reload it a second time; so, as soon as you start playing, I suggest you look at the policy tree and, if it is the same as the one in the initial photo of the mod in the workshop, then all is well. On the contrary, if it is different, you have to go back to the main menu and reload the mod, so everything should return to its place as it must be.

Have fun!
Popular Discussions View All (1)
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Aug 24, 2018 @ 4:01pm
!
navizeniy
39 Comments
TheGrealDeal Jun 1, 2020 @ 8:30am 
Hello, does this work with JDF's Rise to Power? Ive been trying to use them together, but the midgame it consistently crashes non stop. Does anyone know what the prolem is? Thank you.
blnei1213 Aug 31, 2019 @ 5:25pm 
Hello, thanks for the interesting mod you've made. But I want to make question : is it intended that the Great War Infantry still obsolete by Plastic? or another mod I using is making confusion? I want to produce Great War Infantry even after I finished acquiring plastic tech. Please let me know why i can't produce any melee units between plastic tech and penicillin tech.(My grammer may be so poor. Sorry about that.)
elia bruzzone  [author] Jul 20, 2019 @ 9:09am 
Thanks a lot. The problem with the picture is that I don't know how to do graphics. I take this opportunity to say that for the final mod it will take time because working in the company I almost never manage to dedicate myself to the mod. Obviously if someone reads these comments and decides to add the graphics, he is free to do so, indeed I would be very happy with it.
Classicgamer23 Jul 19, 2019 @ 9:50am 
@elia bruzzone Hello, I really like your mod. I play with it in all of my modded runs now because I love the changes you made to the policy trees. Although, could I ask for you to put the pictures for Industry, Enlightenment, Commerce and Patronage on the workshop? The policy pictures are only on the workshop for Democracy, Monarchy, Empire and Feudalism. It would be great if we could see all of the trees. Thanks
Psycho_Haze May 26, 2019 @ 3:01pm 
just a heads up i figured out smans world at war mod is incompatible with this mod.
??? May 21, 2019 @ 8:25am 
@elia bruzzone yh i reaslised this like and hour or so after i posted but the main point was that the ai only build forts as improvments when they adopt empire. This cripples there ability to produce food and therefor science allowing for a good human player to be 20% ahead by the end of the game. On top of this it a pain to attack any civs mid game becasue of the forts. I'm sorry if the string of comments i have left have been annoying as i dont it to seam like im telling you how your mod should be but there just slight annoyences i and some friends have found while playing.
elia bruzzone  [author] May 19, 2019 @ 10:46am 
Adopting Empire you receive +1 production from forts. This is because the Roman military were also great builders, for example in this case: Caesar's Rhine bridges.
??? May 19, 2019 @ 5:29am 
one extra thing i would like to point out is when the ai just seam to spam forts everywhere in there borders, this seams not to be affected by weather or not they have barbarian invation (becasue they produce +1 food then so it would atleast make some sense) . These forts also all produce +1 production which seams odd considering i see no policy that increase the production. This could just be another mod but i dont have anyothers on that affect forts so i presume this is it.
??? May 19, 2019 @ 5:04am 
@elia bruzzone
Thanks for the reply, most of the points i made where baced on the fact i normaly play with the TAKMOD installed so i was comparing the game to that which may have been an unfair standard as TAKMOD is a complete game overhall rather than just a policy overhall. Overall i would say the mod is great but just needs some tweaking in some places like torism output but you seam to be ontop of that. Thanks again for the great mod.
elia bruzzone  [author] May 19, 2019 @ 3:17am 
@???
1) This type of game is much more focused on culture than normal game is focused on science. Personally, before ideology (about 1100 aC if I am not playing at level 8) I have concluded "Empire" and "Patronage" plus 2/3/4 policies of each of these branches "Monarchy", "Democracy", "Industry"and "Enlightenment".
2) On this point you are right I need to change. In fact, in the last version, the one where I change the ideologies and much more, I changed this aspect. Thank you for the confirmation.
3) The latter is a desired change and you will see that in the final version where the wonders will be doubled will make more sense.
Thanks for these reports