Sid Meier's Civilization V

Sid Meier's Civilization V

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SMAN's Privy Council - The Monarchs
   
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10 Aug, 2018 @ 9:22am
10 Apr, 2021 @ 2:13pm
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SMAN's Privy Council - The Monarchs

Description
"The most radical revolutionary will become a conservative the day after the revolution…"

-- Hannah Arendt



"After the Revolution" (AtR) adds a new level of capability to the game – allowing for a more tailored gaming experience, based on player's given playstyle. The mod introduces 17 new National Governments that major civs can use to help them better meet geopolitical objectives. These governments provide various benefits, both throughout the Empire and inside the Capital as well. When you select a government, a new National Wonder corresponding to that government will be built in your capital. When you change governments, the old National Wonder is removed, and the correct new one takes its place.

Every 5 turns, you will receive a notification informing you of your ability to change your government: if the current government is old enough and you have sufficient funds, you will receive a green notification. If either one of those conditions is not true, you will receive a red notification – letting you know you are not yet able to change your government.

Each government, except Anarchy, requires a specific Technology and Social Policy Branch enabled. For example, to institute Communist Government, you will need to discover Industrialization, and have enabled the 'Rationalism' Social Policy Branch.

Some governments require an additional Social Policy enabled as well. For example, if you wish to select the Monarchy form of government, you must have discovered the 'Chivalry' tech, have enabled the 'Tradition' Social Policy Branch, and have selected the 'Monarchy' Social Policy.

Additionally, some governments require specific Ideologies. Monarchy is one of those forms of government available to all, even to Civilizations with no Ideology at all. Fascism is only available to the Autocracy Ideology, while Communism is available to both Autocracy and Order Ideologies.

Changing governments requires Gold and at least 20 game turns from the last government change. The amount Gold required varies depending on the player's Current Era, and the selected Game Speed and Difficulty Level.

All governments have an associated Promotion to go with that form of government. These promotions provide additional flavors that those governments bring to military operations. Some are better at offense, some defense, and some focus on mobility/healing. When you change governments, the old promotion is removed and the promotion corresponding to the new government will be awarded.

The mod adds a new window, called the "Global Government Overview". This window displays information about your government, as well as other civs you have contact with. The "deeper" these contacts are, the better your information will be. You can increase "depth" by establishing embassies, Trade Routes, and assigning Spies & Diplomats to their cities – especially their capital.

You reach the 'Global Government Overview' popup by clicking on the 'Additional Information' item. It's the small blue button that looks like a wavy piece of paper, just to the left of the Espionage Overview button – on the top right side of the screen. Clicking on 'Additional Information' will open a menu list of popups, such as Demographics, Notification Log, etc. Towards the bottom of this list, find the 'World Governments' item and click on it.

The new 'Global Government Overview' UI will show a large amount of information about your own civ, and various details about others. There are numerous details embedded in the UI, so don't be afraid to hover the mouse around the window to get more information from the tooltips. By clicking on different Leaders in the top panel, you will be shown the information you have about them in the bottom panel of the UI.

Spies and Diplomats report specific numbers back to you, but the quality of the information improves if they are stationed in the target civ's capital – so the accuracy of these numbers will vary, depending on the quality of the report. Diplomats report better than Spies. Additionally, if you have Spies or Diplomats in a civ that changes government, you will receive a Notification on the right side of the screen.

If you have neither Spies nor Diplomats, you will receive 'hit or miss' types of information from your informants, caravan leaders, merchants, etc. This information will be presented as a comparison – how that civ compares to your own. When looking at this type of report, look at the 'assessment' – it will have a value of 'Inferior', 'Parity', or 'Superior'. You read this as: 'The target civ is (assessment) to my Empire.' So, if Napoleon's assessment of 'Land Area' is assessed to be 'Inferior' – you would read it as, "Napoleon's Land Area is Inferior to mine."

At the very bottom of the UI is the 'Change Government' button. If you are able to change your government, it will be enabled. Hovering over the button will let you know how much Gold you will need in order to change your government. It also reminds you, that when you change your government all of your current Research Progress, Culture, Faith, and Golden Age progress will be set to zero. You may also undergo a few turns of Anarchy, in which no Production, Gold income, or Science will be generated anywhere in your Empire. So, changing governments should be done with great care, and more than a little planning.

When you press the 'Change Government' button, a new popup appears, letting you select from the list of governments that are valid for you. Hovering over the large icon gives you details about the government. If you press the 'Cancel' button, no change occurs. If you press the 'Revolution' button, your government will immediately change, your stats are adjusted, change costs incurred, and possible Anarchy implemented.



Collaboration Site: https://forums.civfanatics.com/threads/sman-s-privy-council-the-monarchs-formerly-known-as-after-the-revolution.635326/



Direct Download: https://forums.civfanatics.com/resources/after-the-revolution.27006/




PLEASE NOTE:
- Mod is Stable status. Appreciate any feedback on fixes, suggestions, etc!
- Brave New World required


Acknowledgements: Some icons for the 17 National Wonder Buildings came from JFD, Bouncymischa, lincoln_lyf, etc. The art for the Government icons originally came from the Hearts of Iron game, but with much modification.
Popular Discussions View All (7)
14
2 Nov, 2023 @ 9:52pm
New Government Type Suggestions, Part 2: Post-Cold War gov't and ideology types
nicovallejos
51
4 Apr, 2021 @ 7:12am
Suggestions - Bug Reports
S-Man
47
2 Oct, 2020 @ 11:35am
New Government Type Suggestions
S-Man
258 Comments
Hollow6724 15 Jan @ 2:47pm 
Federal Monarchy
Полинкаж (Polinkazh) 30 Oct, 2021 @ 8:24pm 
I added a couple govs to the mod for myself but for some reason now my Global Government Overview is mostly blank with just one icon appearing in the box, you have any idea how I could fix this?
Fnord 4 Sep, 2021 @ 7:50pm 
lol
random scav 1 Aug, 2021 @ 9:51am 
You should add in Anarcho-Syndicalism and Anarcho-Communism
Rick Harrison 29 Jun, 2021 @ 11:48am 
As to my previous comment I should give you closure, I didn't read up on some government options being revoked upon selecting a certain ideology. I always pick democracy at the start and pick Autocracy as an ideology. Everything looks solid, no crashing in the Civilopedia it all looks good
Zensnowfall 25 May, 2021 @ 11:27am 
This is an awesome mod! Quick question though: I have noticed now on every single playthrough, that 1. The PC will always pick the Dynastic Kingdom to Monarchy path (with a few deviations to Poteocracy or Depotism if warlike), and 2. Every AI player immediately hits Monarchy upon *entering* the Medieval era...when Monarchy is locked behind Chivalry. Why is that?
S-Man  [author] 10 Apr, 2021 @ 2:16pm 
Hello! I've updated the mod, fixing some errors that were really hurting the game, and some QOL issues, as well.

For a list of changes, please look here:

https://steamproxy.net/sharedfiles/filedetails/changelog/1473449974


Thanks for your patience!
S-Man  [author] 8 Apr, 2021 @ 8:40am 
Quick update: I found the problem with the Civilopedia: the text key with all the government data was simply too long. I didn't even know there was a length to text strings. So, I'll need to edit it down to a smaller size, add a few more changes and get an update out soon.

Progress!
S-Man  [author] 8 Apr, 2021 @ 7:13am 
The update is almost complete. But man, I'm completely stuck on why the Civilopedia keeps crashing... ☹️

Usually, it's related to missing text keys or something simple, but I spent about 4 hours yesterday trying different approaches to fixing it. So far, nothing's worked.

I've reached out to some of the experts on Discord, I often go there when nothing else works. Hopefully, I can find some suggestions on nailing this one to the floor.
Brotherhood 7 Apr, 2021 @ 10:10am 
thx i have a mod simular to this but all it does is change the name, i was hoping this worked ill tell you if i see anything wierd