Sid Meier's Civilization VI

Sid Meier's Civilization VI

52 ratings
Social Policies and The Other Things (BETA)
File Size
0.891 MB
Nov 8, 2020 @ 5:14pm
Dec 9, 2020 @ 5:51pm
16 Change Notes ( view )
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Social Policies and The Other Things (BETA)

The main thing of this mod is that the governors are replaced with new bonuses that have a global effect, rather than being tied to a specific city. The new bonuses are divided into five categories: war, city development, and expansion, which are available from the ancient era, plus capitalism and colonialism, which unlock in the industrial era. Each category contains four bonuses, and you can take each one in whatever order you want.

Pretty much all of the policy cards have been removed from the game, as the new bonuses take their place. Some new policy cards have been added, playing a new kind of role: as a way to spend your money to improve your cities in various ways. Policy cards can now be swapped in and out whenever you feel like it. The government bonuses have also been changed a bit. As with the removal of many policy cards, many civics also had to be removed, which means that the civics tree has been restructured. I've also taken the liberty of moving writing and education from the tech tree over to the civics tree.

(Note: none of the policy cards are currently functional, their effects will be added shortly when the final version is uploaded)

The trade route system has been changed significantly, with a quality-over-quantity approach. Trade capacity does not depend on number of cities, but instead increases when you unlock certain techs and civics. The maximum number is now only 6 (at the end of the game, that is). International trade yields instead increase with districts both in the origin and destination city, meaning the quality of your own cities also matter. Trade yields are now given to both the sender and the receiver, so that going to war on those who send you traders is a less fruitful idea. This also promotes sending your traders to different civilizations, instead of sending all your traders to the one and same city.

The government plaza has been re-purposed as a commercial capital district, with each building increasing trade yields to and from that city.

Buildings in your cities now only grant great people points with certain population levels: tier 1 buildings require 5 population, tier 2 require 10 population, and tier 3 require 15 population. Resource stockpile increases from military buildings also depend on population. When buildings like the factory are powered, they no longer receive a fixed yield increase, but instead receive a boost that scale with population. Tier 2 and tier 3 buildings no longer have any base yields, but instead give better yields from their citizen slots.

No buildings have any ranged effect anymore, so that you have to build those in each city if you want their effect, again increasing the value of population. Additionally, the entertainment complex has been removed, and its buildings and project now belong to the city center. This because it allows big cities to work an additional tile. The Mexico city city-state, along with Tesla and Paxton great engineers, have gained new effects as their boost to ranged buildings no longer have any effect.

Neighborhoods now give a +1 adjacency bonus to all districts, and luxury resources give a +1 adjacency to theater districts, while bonus resources give +1 gold to commercial hubs. Hills give +1 production and -1 food to their tiles. Coastal tiles are +2 food instead of +1 food. Engineers become mechanized engineers with the combustion tech, gaining increased movement. Slots for works of writing, music, or relics has been doubled in the relevant buildings, so that you are less reliant on city spam in order to have a place for all your things. Cost increase of techs and civics in eras ahead of the current one is increased from +20% to +40% to reduce the incentive for beelining into the future, and to help with balancing the new structure of the civics tree. Tech and civic boosts have been removed for the same reason (also because I just don't like them). National parks give gold equal to their tourism. Builders and engineers gain an extra build charge at civil engineering (renamed skyscrapers). Various other small changes that I've forgotten to mention may also exist.
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KIDPOUNDER420 Dec 24, 2020 @ 6:15pm 
One step closer to making my Civ 6 a clone of Civ 5, will use this mod often and hoping for a full version in the future. Cheers
Masked Man  [author] Dec 11, 2020 @ 9:04am 
Sure, would take no time to upload that. Will just wait until this is fully done.
Kenraali Dec 11, 2020 @ 8:52am 
I'd like a version of this that does not touch the buildings, districts or trade routes at a base level - only the social policies and reduced governmental policies.
Masked Man  [author] Nov 30, 2020 @ 4:04pm 
I don't think I can do that.
Ratt Nov 30, 2020 @ 11:42am 
Is there a way you can impliment this alongside the existing system, to make the effects stack? I've been looking for a system like that for a long time, especially if you can impliment ideologies from Civ V the same way.
Masked Man  [author] Nov 26, 2020 @ 4:57pm 
Added support for the two expansions too, and also implemented many policies, most importantly the loyalty and amenity ones.
Demolition Daddy Nov 24, 2020 @ 10:40am 
Oh, I like the idea!
Egalisator Nov 23, 2020 @ 2:30am 
Thanks so much, that was fast!
Warfare Expanded has two expansion mods (armored assault and medieval), if you could add the same kind of code for those that would be great.
Masked Man  [author] Nov 22, 2020 @ 5:20pm 
I've added some code that should put units from steel and thunder and warfare expanded on different techs. If something still needs fixing just tell me.
Egalisator Nov 22, 2020 @ 4:55am 
When I use other mods some powerful units can be unlocked form the start if they are attached to technologies or civics that this mod removes from the trees entirely. Maybe you could add an optional compatibility patch that keeps "empty", only 1 turn to research, versions of the removed techs? Or maybe there could be some kinda scripting-based solution. Using this with mods that add units like Steel and Thunder or Warfare Expanded is especially a problem because they tend to add them all over the tech tree.

Aside from that compatibility issue, this is an amazing mod! I prefer social policies over governors so much and these policies are really exciting, less but inddividually more impactful than civ 5 ones. The other changes are all to my liking as well, it's my favorite overhaul mod by far.