Sid Meier's Civilization VI

Sid Meier's Civilization VI

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JFDLC: Rule with Faith
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
200.755 MB
Nov 25, 2018 @ 11:46pm
Dec 24, 2018 @ 1:00pm
8 Change Notes ( view )
You need DLC to use this item.

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JFDLC: Rule with Faith

Description
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OVERVIEW
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IMPORTANT This mod is not currently being updated, maintained, or developed. This is simply a matter of my own personal disillusionment with Gathering Storm, and should not be considered a reflection on the state of modding for Civ VI atm (well, its partly that). I'll re-visit the mod after the development cycle for Civ VI has ended.

This is a re-release of Rule with Faith. Rule with Faith is an overhaul of and expansion to existing game mechanics, with a focus on fleshing out the game's political and religious elements.
Current Features
  • 6 additional Governments. Existing Governments re-worked.
  • Civilizations now start as one of 3 Governments: Horde, Polis, or Chiefdom.
  • Policies overhauled, and three additional Types: Religious, Cultural, and Scientific.
  • New Civics to extend the Renaissance and Industrial Eras.
  • Great Person Policies are now Technical Policies and distributed across the Tech Tree.
  • Governments now belong to Classes (Monarchic, Aristocratic, Democratic) and switching between Governments of a different Class penalizes Loyalty.
  • First Ministers replace Government secondary bonuses to allow you to mix-and-match different bonuses with different Governments.
  • Dark/Golden Ages now decrease/increase the effect of Eurekas and Inspirations.
  • New Dark Age Policies offer powerful bonuses but risk plunging you into a Dark Age. New Golden Age Policies, meanwhile, can aid you in getting a Golden Age - but at the cost of other bonuses.
  • Great Theologians - a new Great Person - continue to put Great Prophet Points to use.
  • Peerage offers a new way to generate Governor Titles ala Influence and Envoys.
  • Consulates and Great Statesman give an new avenue for Influence generation.
  • Great Mercenaries provide an opportunity to acquire unique units.
  • Extend the utility of your old Governments with Empowerments.
Requires Rise and Fall. Vanilla may be available in the Links below. Don't bother asking for a Vanilla-compatible version; if it doesn't exist already, there won't be one.
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TROUBLESHOOTING
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If you're experiencing issues, it's highly likely to be a mod conflict. I don't know and can't support your modding setup as it is unique to you. Other issues include the DLC Load Order bug, which you can read more on below. Otherwise, if you think you have a legitimate bug, you can post a bug report on the Home Page[forums.civfanatics.com] with your database and modding.log files.

See here[forums.civfanatics.com]for info about the DLC Load Order bug.
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MOD SUPPORT
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This mod will be incompatible with any other mods that alter the GovernmentScreen, Great Person Screen, or Civic and Tech Trees. Use gameplay- or UI-altering mods at your own risk.
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CREDITS
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JFD: Lead Author
Janboruta: Art
Sukritact: Art

See included Credits.txt for full details.
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DISCLAIMER
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Sid Meier's Civilization V, Sid Meier's Civilization VI, Sid Meier's Civilization Beyond Earth, Civ, Civilization, 2K Games, Firaxis Games, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc who do not sponsor, endorse or otherwise authorise these mods.

By downloading and/or installing this mod you are agreeing to the following terms. This mod is distributed for free and provided as is, without any warranty of any kind whatsoever. You are using this mod at your own risk. You may not re-distribute, re-host, share, alone or as part of a bigger package this mod or its assets for any commercial or non-commercial purposes except where expressively and in verifiable writing given the permission to do so by the authors of this mod. All rights not described in this license agreement belong to their respective owners.
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LINKS
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See below for troubleshooting and more info.

Home Page[forums.civfanatics.com]
JFDModding Wiki[jfdmodding.wikia.com]

Direct downloads are available below. Some content is available for Vanilla but this isn't guaranteed and is otherwise not supported. If it is not there, it won't be made for Vanilla.

Direct Download (R&F)[drive.google.com]
Direct Download (Vanilla)[drive.google.com]
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Popular Discussions View All (1)
7
Aug 16, 2019 @ 11:02pm
Feedback
Zobtzler
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216 Comments
jjj Jun 11 @ 5:37am 
download cheat switch civ mod and you can kinda play it
jjj Jun 11 @ 5:31am 
IT WORKS WITH AN AUTOPLAY
jjj Jun 11 @ 2:31am 
thanks
[DKD] Borealis Jun 11 @ 1:07am 
Great statesmen provided neat little bonuses like envoys i believe, loyalty (pressure), gold, but also more unique bonuses if i recall it correctly. I really dont remember it fully :/
I wish he would have added them back too, alongside great mercenairies, however, that would also require a new district (consulates) for the statesmen, which is mutually exclusive to the government plaza, and that the government plaza isnt once per nation only but just like every other district, once per city.

At the very least, that is how it worked back when this whole mod worked.
If my previous reply was snappy, im sorry. Hope this helped a little bit more.
jjj Jun 11 @ 12:47am 
just wanted to see i could use an autoplay mod with this and find out what great statemen do
[DKD] Borealis Jun 10 @ 4:05pm 
@jjj, 99% certainly at this point in time (since the frontier pass and the update etc). Didnt use it, because it is horrendously outdated. Please read my comments below.
This is a mod for rise&fall only. Everything past that is not supported, tho the modular mods do support the current updates (i believe). They at least support Gathering storm so are more recently updated than this mod here.
jjj Jun 8 @ 9:08am 
Does this mod just crash the game when used
Rex Bellator May 14 @ 12:05pm 
Sounds like andysec18 is a salty anti-science global warming denialist. it's not fear-mongering, it's f_cking fact and if you don't like "fear" then you should support renewable and sustainable energy instead of receding into your backwards ideology.

Also the WC/UN has not been a consistent feature since Civ. It was just a regular wonder in Civs 1 and 2, 3/4/5 offered it as a victory option but each one was different (and it was incredibly inconsistent, with 5 making it pretty much an economy victory for whoever could buy off enough city-states).

If anything VI proved that the world congress in its previous incarnations was superfluous and broken, what they came up with was a much better alternative that introduced a new type of diplomatic capital instead of just using gold.
andysec18 Apr 30 @ 3:52pm 
I also feel totally shat on by Firaxis for the preachy Gathering Storm fearmongering expansion which you must have to have the world congress feature, which has been in Civilization for at least 20 years. I'm not getting it either, but I love this mod.
Levas/Alis Apr 28 @ 7:21am 
@Erenussocrates Its been a while that this mod has been released for GS in separates modules (look for RwF in workshop)