Sid Meier's Civilization VI

Sid Meier's Civilization VI

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ARS - Improved Policies v1.2
   
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May 7, 2021 @ 1:01pm
Apr 16, 2023 @ 9:12pm
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ARS - Improved Policies v1.2

In 1 collection by Arstahd
Arstahd's Mods
14 items
Description
Overhauls the Policy Card system with the aim of increasing worthwhile choices.

Weak and narrow Policies were either boosted, combined, or eliminated altogether. Overly powerful Policies were either toned down or replaced with more reasonable alternatives. Policies that encourage human players to exploit game mechanics have been weakened or eliminated. The goal is to foster actual choices that vary based on the current situation at hand, rather than just sticking to a handful of clearly superior options that work in nearly all cases.

Chiefdom Government was granted an additional Wildcard slot and initial policy cards were expanded and reworked to provide more early game choices.


All Great Person and Wildcard type cards changed to Diplomatic type to increase the usefulness of both Diplomatic and Wildcard slots.


Extra Builder charges moved from Policy Cards to Civic abilities. Civil Service and Civil Engineering now each grant Builders +1 charge.


NEW POLICIES
Tribute : +4 Gold in the Capital.
Burial Rites : +3 Faith in the Capital.
Imperium : +3 Faith and +4 Gold in the Capital.
Central Authority : +6 Faith and +8 Gold in the Capital.

Forced Labor : +1 Production in the Capitol.
Collected Harvest : +1 Food in the Capitol.
Abundance : +1 Food in all cities.
City Services : +1 Food and +1 Production in all cities.

Hospitality : Open Borders with all city-states.
Courtesans : +4 Influence points per turn toward earning Envoys.

Natural Philosophy : +2 Science in the Capital and from each Campus district.
Rationalism : +3 Science in the Capital and from each Campus district.
Tech Boom : +4 Science in the Capital and from each Campus district.

Scripture : +2 Faith in the Capital and from each Holy Site district.
Simultaneum : +3 Faith in the Capital and from each Holy Site district.
Televangelism : +4 Faith in the Capital and from each Holy Site district.

Aesthetics : +2 Culture in the Capital and from each Theater district.
Grand Opera : +3 Culture in the Capital and from each Theater district.
Cinema Houses : +4 Culture in the Capital and from each Theater district.

Craftsmen : +2 Production in the Capital and from each Industrial Zone district.
Work Houses : +3 Production in the Capital and from each Industrial Zone district.
Manufacturing Efficiency : +4 Production in the Capital and from each Industrial Zone district.

Town Charters : +4 Gold in the Capital and from each Commercial Hub district.
Free Market : +6 Gold in the Capital and from each Commercial Hub district.
Distribution Centers : +8 Gold in the Capital and from each Commercial Hub district.

Dockside Markets : +1 Food, +1 Production, +1 Gold from each Harbor district.
Merchant Fleets : +2 Food, +2 Production, +2 Gold from each Harbor district.
International Shipping : +3 Food, +3 Production, +3 Gold from each Harbor district.

Warcraft : +25% Production toward land military units. +1 Great General point.
Feudal Obligation : +25% Production toward land military units. +2 Great General points.
Grand Assembly : +25% Production toward land military units. +4 Great General points.
Military Focus : +25% Production toward land military units. +6 Great General points.

Seamanship : +50% Production toward naval military units. +1 Great Admiral point.
Maritime Craft : +50% Production toward naval military units. +2 Great Admiral points.
Naval Innovation : +50% Production toward naval military units. +4 Great Admiral points.
Oceanic Dominance : +50% Production toward naval military units. +6 Great Admiral points.

Triumphant Rally : Non-ranged units gain +20 Health after defeating an enemy unit.
Rapid Recovery : All combat units gain +5 Health when healing.
Rally and Recover : All combat units gain +5 Health when healing. Non-ranged units gain +20 Health after defeating an enemy unit.

Warrior Spirit : +1 Combat Strength in all situations for all units.
Elite Drills : +3 Combat Strength for all units. Maintenance increased by 1 Gold per unit.
Advanced Arms : +5 Combat Strength for all units. Maintenance increased by 2 Gold per unit.

TWEAKED POLICIES
Discipline : +3 Unit Combat Strength when fighting against Barbarians.
Survey : Recon units get double experience and +6 Combat Strength.

Corvee : +20% Production toward Ancient and Classical wonders.
Gothic Architecture : +20% Production toward Renaissance and earlier wonders.
Skyscrapers : +20% Production toward all wonders.

Ilkum : +25% Production toward Builders and Settlers.
Public Works : +30% Production toward Builders and Settlers.

Insulae : +2 Housing to all cities with at least 1 specialty district.
Medina Quarter : +3 Housing to all cities with at least 2 specialty districts.
New Deal : +4 Housing and +2 Amenities to all cities with at least 3 specialty districts.

Bastions : +6 City Defense Strength. +6 City Ranged Strength. +30% Production toward walls.

Caravansaries : +3 Gold from all Trade Routes.

Raid : All pillaging and plundering yields increased by 50%.
Native Conquest : +3 Unit Combat Strength when fighting Barbarians. Defeated enemies yield 50% of their Combat Strength in Gold.
Total War : All pillaging and plundering yields increased by 50%. Defeated enemies yield 50% of their Combat Strength in Gold.

Land Surveyors : City border expansion increased by 15%. Plot purchase cost reduced by 15%.
Expropriation : City border expansion increased by 20%. Plot purchase cost reduced by 20%.

Equestrian Orders : +1 Horses and +1 Iron from improved resources. +20 to all stockpiles.
Drill Manuals : +1 Niter and +1 Coal from improved resources. +20 to all stockpiles.
Resource Management : +1 Aluminum and +1 Oil from improved resources. +20 to stockpiles.

Propaganda : Accumulate 35% less war weariness than usual.

Inspiration : +4 Great Scientist points per turn.
Science Foundations : +8 Great Scientist points per turn.

Traveling Merchants : +4 Great Merchant points per turn.
Laissez-Faire : +8 Great Merchant points per turn.

Civil Prestige : Established Governors with at least 1 Promotion provide +1 Amenity, +2 Housing.





Compatible with the base game and both expansions.

Compatible with Better Report Screen and related mods.

Created by Arstahd
33 Comments
Sternentier Aug 24, 2024 @ 9:59am 
Hmm, interesting set of policies. The thing about scouts, though, the way I play, I get the +20 combat strength as soon as possible, making recon units viable throughout the game. I believe this mod reduces the experience gain of scouts, but gives them a combat boost, It will be interesting to see how that plays out with my recon strategy.

Another thing is that this set of mods seems to give a considerable boost to the early game, perhaps making it easier to build up an army before you have a strong trade system. This should make things much easier on higher difficulty levels, where early expansion is crucial. I can't wait to try this mod.
Dr.Abominate Jun 30, 2023 @ 12:56pm 
Thank you for response.
I am aware of how much time you must sacrifice for updating mods.
However, if you ever find some time, polishing such as Civilipedia entries would be nice.
No pressure, just focus on the priorites : )
Arstahd  [author] Jun 30, 2023 @ 11:03am 
Dr.Abominate - I'm glad you enjoy it. I'm actually preparing to release a major update. Many, many. improvements, such as : Yield boost polices buffed from +2/+3/+4 to +3/+4/+5, +Gold/+Faith policies buffed, plus numerous new policies.

By descriptions are you referring to Civilopedia entries? That would certainly add some polish to the mod, unfortunately it isn't something that I can spare time on, it's hard enough to find time to make functional updates.
Dr.Abominate Jun 30, 2023 @ 8:20am 
A very good mod if you want to experience some freshness.
I just have a question, will you ever add descriptions to the cards? It would be nice to read about it.
Keep up the good work
Arstahd  [author] Apr 16, 2023 @ 9:16pm 
v1.2 uploaded.

Changed the LoadOrder for 6T mod compatibility plus a few bug fixes and tweaks.
Potatoes and Tomatoes Apr 14, 2023 @ 11:07am 
Wierd, i dont really have any mods effecting the policies tbh
I will check it later.
Arstahd  [author] Apr 14, 2023 @ 11:01am 
I just enabled every 6T mod plus several other JNR mods related to policies and government and the game started without a hitch.. My current build is using a LoadOrder of 25600. Problem seems to be on your end.
Potatoes and Tomatoes Apr 14, 2023 @ 1:31am 
yea i did, i do have lots of mods on, but i am not sure what conflicts.
my main mods are the 6t core project
Arstahd  [author] Apr 13, 2023 @ 8:50pm 
Potatoes and Tomatoes - Are you sure you modified the LoadOrder correctly? There are 3 entries in the modinfo file to change. Anyway, it's been a long time coming, but I've finally gotten around to playing again and should have an update addressing this issue uploaded in a day or two.
Potatoes and Tomatoes Apr 13, 2023 @ 7:02am 
sadly i have the same issue, i changed the load order, it wont start the game