Showing posts with label Gameplay Mods (Civ V). Show all posts
Showing posts with label Gameplay Mods (Civ V). Show all posts

Monday, 2 March 2020

[Civ V] Rise to Power - Workforces

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Workforces is a new gameplay mechanic. Your Workers now expend Build Charges in order to build Improvements. Instead of taking a number of turns to complete an Improvement, Improvements are now built instantly, consuming 'Charges' in the process. Each Worker may use these Charges until they have none left, at which point they are expended.

Roads, Railroads, Repairs, and Clearing Features still require a set number of turns to be completed, however, but they do not consume Charges.

Workboats are also subject to this new mechanic, but they start with only one Charge. This can be increased by researching certain Techs.

Additional Changes

  • The Pyramids Wonder and Citizenship Policy now give bonus Charges.

Further Information

Background Information 


Patchnotes

3.3.2020
  • Adapted to RTP collection.
  • Forts now take turns instead of Charges to construct.
  • Worker unit models will now reduce in number as their charges are depleted. This might have some unintended side effects as it relies on damaging the unit, so let me know and I can remove it.
  • Fixed issue where certain actions indicated it cost charges when it didn't (removing forest/jungle, for instance).
  • Fixed issue where expending a Worker's charges with a Military Unit on the same tile would disband the Military Unit instead. 
  • Fixed issues caused by having the Pyramids.

Sunday, 23 February 2020

[Civ V] Rise to Power - Sovereignty

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Civilizations may now choose to establish a formal Government: a Kingdom, or Republic, or one of the unique Governments only available with certain World Wonders.

With a Government, you will gain the ability to pass Political Reforms. These are much like Social Policies except they confer certain penalties in exchange for their bonuses, and they each come in mutually exclusive groups of three (for instance, you can only choose one of Universal, None, and Landed in the 'Suffrage' Group).

To pass a Political Reform, you will need a certain minimum amount of the new yield Sovereignty. Sovereignty is not accumulated like other Yields; instead, it is a calculation based upon certain factors in any given turn. If you have enough Sovereignty, you can pass a Political Reform and it won't cost you Sovereignty to do so!

Additionally, Political Factions compete with your Government for control over the kinds of Reforms you can pass. Political Factions each have their own Sovereignty value, and this directly contributes to the minimum Sovereignty that certain Reforms require - reducing it for those Reforms a Faction supports and increasing it for those they oppose. The type of Government you have, as well as certain Reforms, will determine the specific nature and interests of your Political Factions.

An example government from Darius' Persia

Additional Changes

  • Adds additional Buildings, Wonders, and Techs.
  • Alters conflicting Social Policy names.

Further Information

Background Information 


Patchnotes

23.3.2020
  • Fixed issue with Pantheon/Capital requirements for Wonders not working as intended.
  • Reduced the production cost on Government wonders. 
  • Absolute now increases Max Sov to 100%, Despotic is 75%, and Constitutional is 50%. Constitutional now increases Faction Power to 50%. Absolute now increases Rev Sentiment by 25% and has no impact on Factions.
  • Added various more titles.
  • Added new Commons and Theocracy icons with much thanks to Leugi.
  • Added new Dictatorship icon.
  • Added unique Caliphate government. Thanks to Leugi for the Great Mosque of Damascus icon that establishes it.
  • Preferences for unique Governments are once again supported. This serves the purpose mostly of preventing AI from switching away from a unique Government they have if they prefer it.
  • Added Workforces support.
  • Infrastructure no longer affects Units starting their turn in cities.
  • Various tweaks to how the Factions are constituted.
  • Various tweaks to Faction preferences,
  • Jail has been shifted to Additional Policy Trees mod.
  • Anti-Pope title will only be applied to a Catholic Theocracy if another player has claimed the Papacy.
  • Wonders that unlock unique Governments are now mutually exclusive, although they can still be captured (and their unique Government switched to if the original claimant eliminated).
  • Fixed issue where Theocracy had a bonus to its max sovereignty.
  • Fixed issues with the Diplomatic effect from Precedence Reforms, and nerfed their impact.
  • Further improvements to the differentiation between VMC and CP.
  • Fixed issue where the Alliance titles required you to have founded Shia Islam.
  • Various title additions and changes, with thanks to lime for his help with Shia/Sunni title distinctions.
  • Shifted Hemiji Castle to Steel and Hofburg Palace to Banking.
  • Fixed issue where Mesa Verde did not need to be built in the Capital.
  • Mesa Verde now grants free Population in all cities.
  • All Wonders that unlock a Government now grant a Golden Age.
  • Added Potala Palace wonder, exclusive to Theocracies; thanks to Sukritact for the art.
  • Added Valley of the Fallen wonder, exclusive to Dictatorships; thanks to Leugi for the art.
  • Halved impact of Cities on Government Cooldowns.
  • Reform and Government Cooldowns are now capped at 75%.
  • Added many new Theocracy titles with thanks to SeelingCat.
  • Can now view associated Factions from the choose Government screen.
  • Right-clicking the Government option now correctly brings you to that Government's civilopedia page.
  • Various Reform tweaks and fixes, with thanks to Revolutionist for suggestions.
  • Various changes to inherent Government bonuses.
  • Fixed issue where conquests weren't granting the conqueror's title but instead repeating your own title over their territory. In addition, these titles are now only available for those with the Empire Reform.
  • Radicalists are now renamed to Libertarians and Fundamentalists to Ultranationalists.
  • The Multi-Party list has been cropped to Conservatives, Liberals, Socialists, Greens, Religionists, and Moderates. More specific ideologies are names that these parties can pull from under certain conditions (e.g. Socialists might call themselves Syndicalists if you've completed the Industry Policy Branch) and more general ideologies become valid for all parties (e.g. national, progressive, etc.)
  • Added Third-Positionists as the Dictatorship faction for the TBD Neutrality Ideology mod.
  • Revolutionaries are now treated separately in terms of their power. 
  • Revolutionaries can now enter any government, including unique ones and the Dictatorship.
  • Rev Sentiment is now increased by Global Unhappiness and is further increased by Reforms that you've passed that your Factions oppose.
  • Mandate power is now constituted by Excess Happiness (still with the GA factor; this serves to balance against the Revolutionaries), Priesthood by Global Faith, and Dictatorship by Global Tourism.
  • Clarified that you can only appoint Great People as councillors that were born naturally rather than earned for free - this wasn't originally intended but technical limitations and thematic qtness inclines me to keep it this way.
2.3.2020
  • Tyrant title now requires Tradition finisher as well.
  • Fixed duplicate Supreme Pontiff title.
  • Building a Wonder that unlocks a unique Government no longer automatically establishes that Government if you already have a unique Government established.
  • Changed Hofburg Great Person Points from Artist to Merchant.
  • Daimyo power is now constituted by your Military Units times their level.
  • Cardinals now all oppose Right Religion Reforms.
  • Fixed issue with Belief-specific titles not working in vanilla.
  • Added Mandate of Heaven government, unlocked with the Temple of Heaven. This government only has the Mandate of Heaven Faction, which is 100% when you are in a Golden Age when the Legislature is reset. If you weren't, you are considered to have lost the Mandate. This makes the Mandate government high risk, high reward - if you time your Legislature right, you can completely nullify your Sovereignty costs.
  • Fixed issue where Himeji Castle didn't increase Max Sov.
  • All Wonders that unlock a Govt now have a small secondary effect, and now cost more to construct.
  • Two-Party system is now based on winner-takes-all for each city based on the highest of the combination of three yields (Production, Food, and Faith for National, Culture, Gold, and Science for Progressive, even for Independent) plus the number of Policies from preferred Policy Branches (Tradition for National, Liberty for Progressive, etc.).
  • Multi-Party system is now based on proportionality for the combination of two yields for each major faction times Specialists (Liberals), non-Specialists (Conservatives), and Population (Socialists). Moderates are now based on Local Happiness. Minor factions stay the same. This change is WIP as I'm still not happy with the results of this system.
  • Fixed issue where the impact of Policies on Interest Factions wasn't working properly.
  • Added Theocracy. Theocracy requires that you have founded a Religion to adopt, but it operates similarly to the standard governments - it isn't limited and has Revolutionaries, but it has only one Faction otherwise (Priesthood), and its special bonus is that this Faction is always present in your Legislature (i.e. with the party systems). 
  • Ai will now be more inclined to prioritize Reforms from branches that better reflect their interests/flavours.
  • Replaced the Two-Party icons to make them more distinct against the Multi-Party icons.
  • Fixed issue where you could build the Govt Wonders outside your Capital.
  • Fixed incorrect information on Monarchy Faction preferences.
  • Added late-game Buda Castle, which nullifies Revolutionary power.
  • Fixed issue where Free Reforms were being consumed with changing Government.
  • Fixed issue with Religionist Faction names not generating properly.
  • Faction names no longer truncate; their spot in the legislature will now re-adjust in size.
  • Fixed issues with policy costs being inflated with revoked Reforms.
  • Fixed issue where the Revolutionaries were not appearing in Party legislatures.
  • Fixed display issue with Free Reforms.
  • Changed the Monarchy Faction icons.
  • Fixed issue where Despotic Executive was giving the incorrect amount of Max sov.
  • Added various additional Titles.
  • Fixed issue where St Basil's Cathedral was available to all Governments.
1.3.2020
  •  Chiefdom Factions are now based on your Capital's Population not Total Population.
  • Renamed Peasants Faction to Peasantry, and Kingdom's Factions are now Commons, Nobility, Clergy, and Bourgeoisie. Have dropped the variable names for the interest group factions.
  • Fixed various Reform issues.
  • Lowered Despotic max sov to 50%.
  • Fixed issue where Princedom stated that it unlocked Versailles instead of St. Basil's.
  • Governments are now categorized as either Limited (Chiefdom), Semi-Limited (Dictatorship and the unique ones), or Unlimited (the rest). Limited Governments cannot pass Government Reforms, whilst Semi-Limited Governments cannot pass Government Reforms except the Legitimacy ones. This replaces Chiefdom's hard limited on Max Sov.
  • Constructing a Wonder that establishes a Government now brings up the Choose Government popup (for only that Government) instead of automatically establishing it.
  • Fixed issue where Commoners would cause the Legislature to fail to compose properly when Food was a negative value.
  • Can now View Governments at any time from the Government Overview. Also fixed an issue where changing Governments was not properly available.
  • Sargon's Palace now allows you to change your Government. It still bypasses Pop reqs. but this gives it a use if built after you have established a government proper.
  • Renamed Shamans to Healers. Shifted the original Elder icon to the Healers and Elders receive a new icon.
  • Renamed Princedom to Principality and renamed Kingdom to Monarchy.
  • Holy See no longer opposes Government Reforms in other civilizations' legislatures.
  • Imperial Crown no longer supports Government Reforms.
  • Fixed issue where the Holy See's power was no longer calculating properly.
  • Holy See's power is now based on your Capital's Faith output.
  • If you change your Ideology whilst you have a Dictatorship, your Legislature will now be reset. This will only work on the next turn without CP.
  • Dictatorship can now freely change Governments.
  • Dictatorship Rev Sentiment reduction is now 100%.
  • Unique Government Civ preferences are no longer supported. Civ-specific preferences should now only be set between Monarchy, Republic, Principality, or Dictatorship.
  • Revolutionaries no longer have unique names.
  • Fixed text conflict with VP.
  • Fixed major trigger malfunction.
  • Fixed issue where establishing one of the unique Governments would reset your Reform choices.
  • Fixed issue with Reforms inflating policy costs when using DLL.
  • Have made quite a few internal changes to how governments are established, so please be on the extra lookout for oddities.
  • World Governments overview now shows its text fully instead of truncating it.
  • Government descriptions in the World Governments overview are now qualified (e.g. Parliamentary Monarchy or Revolutionary Dictatorship).
26.2.2020
  • Fixed incorrect Republic alpha icon.
  • Fixed issue where the Demarch title and General title had their conditions swapped around.
  • Forum Magnum now bestows the title of Tribune. Consul is now bestown by completing the Liberty Tree.
  • The title of Archon now requires the Tradition Finisher (with a Republic). Added Polmarch as Tradition + Honor Finisher + Republic. Also added Grand Archon and Grand Polemarch with those conditions + Empire.
  • Added Tyrant title as Liberty Finisher + Republic + Autocracy.
  • Fixed issue where EE's Versailles was still appearing in the pedia.
  • Default name for the Bourgeoisie is now Merchants (they're still called Bourgeoisie in Renaissance).
  • Revolutionaries are no longer present in Chiefdoms.
  • Nobles now favour Left Industry/oppose Right Industry.
  • Interest group Factions (Nobles, Populists, etc.) are now based on the highest of the Capital's rate for their Yield.
  • Fixed an issue where civs would consider changing to a Dictatorship without having an Ideology.
  • Fixed an issue where changing government did not reset your Reform choices.
  • Added Soldiers Faction to Republic, based on capital's XP output.
  • Fixed an issue with the Great Person popup not working.
  • Fixed an issue where a civ's government preference was guaranteed instead of weighted.
  • Fixed issue where the Government Overview screen would popup if the AI constructed a Wonder that unlocks a unique Government.
  • Fixed issues in the calculation of the Multi-Party system votes.
  • Populists are now powered by Science and favour Education reforms.
  • Fixed issue where the Justice Reform text stated the same effects for both reforms.
  • Fixed issues with Rations Reform effects being incorrectly assigned.
  • Fixed Ownership Maintenance effect text being indicated incorrectly.
  • Daimyo power is now based on number of combat units.
  • AI government preference is now more inclined to match their flavours.
  • Fixed text issues with Missions reforms.
  • Fixed issue where the Orders Reforms did not correctly negate one another.
  • Fixed issues with the mod being unable to distinguish between VMC and CP.
  • Added Commoners Faction to the Kingdom govt, based on Food after consumption.
  • Added Princedom government as an aristocratic middle-ground between Kingdom and Republic. Its Factions are the Citizens (based on Culture) and Peasants (based on Food consumed).
  • Interest Factions are now influenced by your Policy Branch choices, so Clergy and Oligarchs now stand a chance to assume dominance :p
  • Fixed issue where changing from a Chiefdom to a Kingdom/Republic would reset your Reform choices.
  • Fixed issue where Dictatorship legislature was not being properly established.
  • The unique Government Wonders now increase Max Sov increase of Sov.
  • Versailles now grants the Sun King title (so as to be consistent with Princedom and Republic's wonder-title).
  • Devaraja title now requires Angkor Wat.
  • Added Cacique title for Mesa Verde.
  • Added a few additional early Republic titles.
  • Added Motherland Calls wonder, replacing the Kremlin - since St. Basil's becomes the Princedom wonder.
  • Moved Versailles to Acoustics.
  • Fixed issue with titles that refer to the player's capital not working.
  • Added Revolutionary Republic title for some Radicalist Dictatorships.
  • Added titles for those that control Hofburg Palace, St. Peter's Basilica, and Himeji Castle without having the government that they establish.
24.2.2020
  • Fixed an issue where Government-exclusive Wonders could be built by anyone.
  • Fixed an issue with CP where Cooldowns were increasing each turn. 
  • Removed Info Panel dependency.
24.2.2020
  • Initial release.

Tuesday, 31 December 2019

[Civ V] Rise to Power - (Gameplay) Epithets

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Requires Rise to Power - (Core) Utilities

Epithets is a new gameplay mechanic based upon your people's assessment of your rule at the beginning of each new Era. During any given Era, certain actions will accumulate Epithet Progress. On entering a new Era, if you have enough Epithet Progress, your people will recognise you with an Epithet - a special title and a one-time reward based on your dominant actions during the last Era.

Epithet Progress can be accumulated by building Wonders, earning Great People, conquering and razing cities, starting Golden Ages and WLTKDs, and spending Faith and Gold. Progress is reset each Era.

There are ten possible Epithets to be earned, each with different prerequisite actions and rewards


Additional Changes


Further Information


Background Information 


Patchnotes
1.1.2020
  • Adapted for Rise to Power setup.
  • Fixed issue where Barbarians and City-States received Epithets.
  • Fixed issue where the AI were altering the player's Epithet Progress.

Monday, 30 December 2019

[Civ V] Rise to Power - (Gameplay) Cycles of Power

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Requires Rise to Power - (Core) Utilities
Requires Rise to Power (UI) Info Panel

Cycles of Power is a new gameplay mechanic. Each civilization now starts with a choice of one of three Cycle Powers: Autocracy, Oligarchy, or Democracy, with each affecting the rate of your global Gold, Science, and Culture outputs.

With your chosen Cycle Power, you will have a unique way of generating the new yield Virtue, which decays each turn. If your Virtue reaches 0, you will descend into Anarchy, after which your Cycle Power is replaced with a new one.

In addition to these three Cycle Powers, the unique Theocracy Power is available to the first player that founds a Religion. This Cycle Power replaces the previous Power, and is permanently lost if the player loses all Virtue and enters into Anarchy. NOTE that in the current version the Theocracy Power has been temporarily disabled.


You are prompted to begin you Cycle of Power as soon as you found your Capital

Additional Changes

Some Social Policies are renamed to avoid conflicting with the Government Powers.

Further Information


Background Information 

Cycles of Power takes inspiration from two concepts in political philosophy: Polybius' (or Aristotle's) Kyklos and Jean Bodin's twin forms. For Polybius and other ancient Greeks that spoke on politics, government is essentially cyclical in nature; one system inevitably falls to corruption and is overthrown by those below it, only for those newly in power to fall to corruption themselves and be overthrown in turn, and so forth ad infinitum. Corruption, here, describes when the public good - the basis for government itself - is forsaken for the personal good of the ruler(s). Cycles of Power replicates this idea plainly - you start with one of three government choices (Autocracy, Oligarchy, or Democracy), which charges you with the upkeep of Virtue; what stands in for the public good expected of that government (in this mod, coterminous with the main yield benefit you get from it). If you fail to upkeep your Virtue, you will descend into Anarchy, and the eponymous cycle of power will continue on afterwards with a new government (the next one down in terms of the concentration of power).

However, this mod is not so much about government - that is, the day-to-day of governance - as it is about authority, - the mandate to govern - and this is where Bodin's two forms come into play. Legitimate government always has a mandate to rule, which is to say the authority and consent to govern, and that mandate can oftentimes be deceiving. A government whose legislature is made up of popularly elected officials might seem like a democracy, but in truth the mandate to govern might lie with a few individuals rather than with those that elected them (some cynical folks like myself might even argue the former is always the case, as in the iron law of oligarchy). On the other hand, having a crown and calling yourself a kingdom doesn't necessarily make you an autocracy; when a monarch is not absolute, he is no autocrat. For this reason, this mod uses the term 'Cyle of Power' to distinguish the source of authority from actual governance, what in Sovereignty I call simply 'Government.' This two-pronged conception of government follows Bodin's theory of the two forms of government: the constitutional and the administrative, and helps to represent the oftentimes deceptive nature of political desginations.

Patchnotes
1.3.2020
  •  Monarchy renamed to Autocracy and Aristocracy renamed to Oligarchy.
23.2.2020
  • Fixed issue where Monarchy and Democracy had their Virtue rates swapped around.
13.2.2020
  • Updated Social Policy name replacements to avoid conflicts with Sovereignty.
24.1.2020
  • Government Powers are now referred to as Cycle Powers to avoid confusion with Sovereignty's Governments.
  • Added new Icon to represent the Cycle of Power and Cycle Powers.
  • Added Virtue to the Top Panel.
  • Increased Virtue gain across the board.
  • Theocracy temporarily disabled.

Thursday, 24 October 2019

[Civ V] Rise to Power - (Gameplay) Great Philosophers

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Requires Rise to Power - (Core) Utilities
Requires Rise to Power (UI) Social Policy Screen
Requires the Community Patch

Great Philosophers are a new type of Great Person that can be expended for unique Social Policies (or for a free one). These unique Policies are organized into one of six Philosophies (Art, Ethics, Knowledge, Politics, Reality, and Rhetoric), and only one Policy per Philosophy can be active at a time. When you expend a Great Philosopher for a Policy belonging to an already-filled Philosophy, the old Policy is replaced.

Great Philosophers are earned everytime you complete a Social Policy Tree or when you adopt a Lv. 3 Ideological Tenet. They can also be chosen whenever a free Great Person choice becomes available.

There are six possible slots to fill with Philosophy Policies, one for each of the major schools of philosophy

Additional Changes

The Oracle World Wonder now provides 1 free Great Philosopher.

Further Information

The mod includes a total of 108 Great Philosophers. Great Philosophers you get are era-specific (you will get one of 12 from a list that is specific to your current Era); therefore, they are mostly designed to be swapped out as needed.

Background Information 

The Civ series has always had a tendency to overlook the social sciences; ironic considering a large portion of its target audience range from armchair to amateur to hobby to professional historians. I myself lean heavily into the social sciences, - politics, religion, and media - so its egregiously conspicuous that civ so often overlooks those great minds that contributed to the study of the human condition on a sociological and existential level. So I've always desired to carve out a spot for those thinkers that not only influenced me in my studies but serve as the very basis for how I think today - those like Foucault and Hobbes especially.

Short of anything that naturalizes the social sciences into Civ V, this brings us to Great Philosophers. Great Philosophers as an idea has often been brought up now and again - its an intuitive way to pay homage to those many great thinkers that civ has tended to omit (or has instead just lumped into other categories) without tying them to any one particular discipline. But of course, a blanket list of names is overly bland for a range of figures that have greater personal significance to me than the average Great Person list - after all, I've always considered myself strongly affiliated with the constructivist schools; to say nothing of my well-known monarchistic political philosophy. So, with Great Philosophers coming with their own unique abilities (ala Civ VI), I've been able to play around with different philosophical ideas and their representation in civ with a greater degree of detail - and this alone has been a hugely rewarding experience besides the modding that has come out of it. I hope the exposure to philosophy as a historical process will be as rewarding to people that play this mod (as if there were anyone left playing modded Civ V :larfingtibs:) as it has been to me making it.

Perhaps one day Civ will acknowledge those who were great for their thoughts rather than for their material consequences. But at least I've found a way to put them in for now.

Tuesday, 15 October 2019

[Civ V] Rise to Power - (Gameplay) Spirit Ideology

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Requires Rise to Power - (Core) Utilities
Requires Rise to Power (UI) Social Policy Screen
Some features require the Community Patch
Spirit is a new Ideology.

It can only be chosen after you have already adopted one of the three main Ideologies. With Spirit, you are able to retain any Ideological Tenets you had previously taken whilst also unlocking a set of new Ideological Tenets.* The more Tenets you have from your previous Ideology, however, the less space you have for Spirit-based Tenets.

You can adopt Spirit through the 'Reform Ideology' button in the Ideological Tenets panel in the Social Policy Screen.

*This is only true when using the Community Patch. Otherwise, you will receive one free Ideological Tenet for every one that you had before reforming to Spirit.


With the Community Patch, those adopting Spirit are able to retain their original Ideological Tenets

Additional Changes

With Ideological Values, Spirit is renamed to Nationalism.

Further Information

This mod will not function correctly with mods that add new Ideologies or Ideological Tenets. This does not apply to mods that belong to the 'Rise to Power' family of mods, but does include mods created by me that do not belong to that family.

Background Information 

The 'end of history' is basically the phrase that signifies everything I disdain about modernism - the conviction that history is an accumulative process and that we, now, are uniquely positioned in that history such that its natural laws no longer apply. Specifically, the 'end of history' refers to the apparent triumph of liberal democracy at the end of the Cold War over its greatest foe: communism, and supposedly with this triumph the consolidation of all human ideology into a universal consensus that liberal democracy is the only ideology worth adhering to. It shows a shocking lack of nuance and a lack of appreciation for the complexity of socio-political reality and history (whether you see it as progressive or not). And as should come to no surprise, its the phrase that Civ follows almost to the letter through its Ideology and Cultural Victory system.

But history did not end and historical change has not swept across the earth in the manner of a nourishing liberal rain. Nationalism, in particular, has been bubbling beneath the surface of the great ideological clashes for over a century; it was a part of communist and fascist ideology just as much as it is a part of liberal ideology, and, now more than ever, the apparenthood that nationalism continues to pervade human history is revealing itself more and more.

Enter the Spirit Ideology, which, contrary to what people seem to regularly mistake for a religious ideology, represents the outgrowth of nationalism as a concerted rejection of universalizing and globalizing ideologies - particularly liberalism - and a re-focus inward toward one's more immediate sense of identity; what can be religious or secular, conservative or liberal. This adds something of the next phase that we are seeing unfold today (emphasis on the 'seeing'), and continues Civ's historical mimicry past the end of the Cold War and into the 21st century.

Saturday, 12 October 2019

[Civ V] Rise to Power - (Gameplay) Ideological Values

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Requires Rise to Power - (Core) Utilities
Requires Rise to Power (UI) Social Policy Screen
DOES NOT Require the Community Patch

Ideological Values now determine the kinds of Ideological Tenets that you can adopt.

Each Social Policy is associated with one of three Ideological Values: Authority, Liberty, or Equality. Your proportion of these Values determines the kinds of Tenets you can adopt when you have an Ideology. Depending on the Tenet's Level, the Tenet may require you to have 25%, 50%, or 75% of one of these Ideological Values before it is able to be adopted.

Each Ideology is also associated with one of the three Ideological Values. Tenets that require that Ideological Value can be adopted into the associated Ideology regardless of your Social Policy choices.

Tenets are now accessible if your Social Policy choices were similar to their innate values

Additional Changes

This mod renames Autocracy, Freedom, and Order to Fascism, Liberalism, and Communism, respectively.

This mod also changes the existing duplicate Universal Healthcare policies to Private Healthcare and National Healthcare, which increase the Gold and the Food generated by National Wonders, respectively.

Further Information

This mod should not be used with other mods that change the Social Policy Screen nor with other mods that make Social Policy additions (changing existing Policies is fine). This mod will not function correctly with mods that add new Ideologies or Ideological Tenets. This does not apply to mods that belong to the 'Rise to Power' family of mods, but does include mods created by me that do not belong to that family.

This mod also replaces the following files and should not be used with other mods that do the same:
  • ChooseIdeologyPopup.lua
  • ChooseIdeologyPopup.xml

Background Information

The idea behind this mod was to create a more organic progression from the player's Social Policy choices to their Ideology choice without being overly constraining. Hence, the player will be guided toward building an Ideology that is thematically conducive to their Social Policy choices without preventing them from radically altering the value systems of their civilization if they so choose.

I also sought to address that ever-present determinism in civ's conceptualization of history and politico-historical concepts - allowing players to mix and match different Tenets according to their needs and interests; what is more conducive to a broad understanding of what Ideological value systems are about rather than the historically determinate conception that Firaxis gave us.

On this latter point, this may seem at odds with my decision to confirm what heretofore had only been implicit: the naming of Autocracy, Freedom, and Order as Fascism, Liberalism, and Communism; what contrariwise seems only to compound the issue of historical determinism. And it does in a way, but I believe only superficially - since whilst the names have become more determinate (though if I could allow the player to rename them ala Religions I would), their contents have become much more dynamic and reactive. In addition, there are very important gameplay considerations that ultimately led to this decision, which is to say that renaming the three Ideologies as such adds to that level of organic progression from SPs to Ideologies. As it stood, Freedom, Order, and Autocracy continued the naming scheme of SPs in denoting certain specific values (except Autocracy, which merely describes a certain structure of government...) rather than the more sophisticated value systems (that is, complex sets of values rather than a singular one) that I've sought to elicit with Fascism, Liberalism, and Communism. To me, that always felt a little lacklusture - as if confirming that Ideologies were nothing more than glorified Social Policies. Elevating the naming status and denotative meaning of the Ideologies seems to me an intuitive way to evolve the Social-Policies-as-singular-values system, and is what ultimately led me to concede to this decision - even if, at a nominal level, the originals were less deterministic. Moreoever, the addition of the three broader, singular values of Liberty, Authority, and Equality that now pervade all Social Policies and Ideologies meant that there was even more need to distinguish the Ideologies on an intuitive level.