Sid Meier's Civilization V

Sid Meier's Civilization V

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Green's Policy Rebalance
   
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Mar 15, 2015 @ 10:34pm
Mar 23, 2015 @ 5:05pm
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Green's Policy Rebalance

Description
Green's Policy Rebalance - Makes all 4 starting Policy Branches viable and moves most science out of Rationalism to other policies.

>> It is likely that this will be the last update for this particular mod. The next step is to create a new mod where Rationalism is replaced with an Industry/Happiness tree. The new mod will build off of the progress made by this mod.

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Change Log (v2)

ONLY CHANGES FROM V1 are listed below. If an aspect of a Policy was not changed, it is not listed.

TRADITION
- Monarchy now only reduces 1 Unhappiness per 4 Citizens in the Capital.
- Finisher no longer provides bonus Science.

HONOR
- Warrior Code now provides +15% Production bonus to all Ground units.
- Military Caste now provides +2 Happiness and +2 Culture per garrisoned unit.
- Professional Army (Military Research) now gives +5%/+0%/+5% Science per city with a Barracks/Armory/Military Academy (changed from +3%/+3%/+3%), and receive a 50% Production bonus when building a Barracks, Armory, or Military Academy. Removed note about Happiness from Defensive buildings, as these were never implemented in the first place.

PIETY
- Religious Tolerance now provides +2 Food per Temple.

COMMERCE
- Finisher no longer provides a Great Merchant (though they can still be purchased with Faith).
22 Comments
Fry McFly Jan 6, 2021 @ 3:40am 
Is this mod compatible with the Enlightenment Era mod?
Vunu Nov 3, 2019 @ 1:08am 
any idea on how to make the ideologies discovered sooner, like in the renaissance instead of the modern era?
DongguanOLOP Sep 21, 2019 @ 12:59pm 
when will the next one come?
Fry McFly Mar 9, 2017 @ 2:42pm 
So where is the rest off the changes? I cant find any link.
Aerieyalle Chthurie May 20, 2015 @ 3:49am 
Interesting concept, I just wonder if the change to Commerce might nerf the Venetian Civilization to obscurity.
gia Apr 15, 2015 @ 9:45pm 
you should list somwehere what the mod changtes are, why do i care the patch notes if i dont know whats the base :P
The God-Emperor of Mankind Mar 22, 2015 @ 12:25pm 
I'm not sure how it'll play out, as I tend to play longer games, but if everythings works as it says it does, then it sounds like I'll love this mod! I always hated being forced to choose between having viable scientific output (after all, it's perhaps the most important aspect of Civ to stay on level with the other civs tech-wise) and taking a situationally important policy tree. And since most games my culture isn't super-high, I MUST make that choice. So thank you for making this mod, Green!

PS: I think an Industry and Happiness-based policy tree in place of Rationalism would be a great (and much-needed) addition to the game. My urban sprawl won't build itself, after all!
ZapSnap Mar 20, 2015 @ 9:02pm 
Ayy I'd really appreciate it if you didn't outright delete rationalism. A science-focused tree would still be nice, it just doesn't need to be as OP as it was.
Robo-Pig Mar 17, 2015 @ 10:01am 
Alright, I didn't even think of making an industry-focused tree. Sounds good, and it's definitely something the game doesn't have right now.
Rost Kurt Mar 16, 2015 @ 11:35pm 
отстой