Sid Meier's Civilization VI

Sid Meier's Civilization VI

44 ratings
Policy Bonanza - NOT UPDATED - DEAD AND GONE
   
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Type: Mod
Mod: Gameplay
File Size
Posted
Updated
70.424 KB
4 Mar, 2017 @ 11:01am
23 Mar, 2017 @ 2:57pm
4 Change Notes ( view )

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Policy Bonanza - NOT UPDATED - DEAD AND GONE

Description
Adds a few policies:
Should work with all mods that doesn't remove the required civics from the tree. I played through it once and didn't detect any errors. I'm not sure how well balanced it is at the moment, but I needed some early policies that allowed a little more control than the vanilla policies provide. Feedback is welcome, but I'm gonna delete any flaming/trolling comments.

Prioritize Capitol
(Economic):
+4 Production and -4 Gold in the capitol.
Unlocked by Craftsmanship (Ancient Era)
Obsolete by Colonial Offices

Settlement Funding
(Economic):
+2 Production and -1 Gold in all cities.
Unlocked by Early Empire (Ancient Era)
Obsolete by Colonial Offices

Large Trade Investment
(Economic):
+6 Trade Route capacity and -10 Gold in the capitol.
Unlocked by Foreign Trade (Ancient Era)

Watchtowers
(Military):
+1 Amenity and -1 Gold for cities with a garrisoned unit.
Unlocked by Military Tradition (Ancient Era)
Obsolete by Retainers

Gendarmerie
(Military):
+2 Amenities and -1 Gold for cities with a garrisoned unit.
Unlocked by Civil Service (Medieval Era)

Decentralization
(Economic):
+3 Production and -2 Gold in all cities.
Unlocked by Exploration (Renaissance Era)

Centralization
(Economic):
+6 Production in capitol and -1 Gold in all cities.
Unlocked by Exploration (Renaissance Era)

20% Tax Decrease
(Economic):
-20% Gold, +2 Amenity, +1 Food and +1 Production in all cities.
Unlocked by Code of Laws (Ancient Era)

Combat Readiness
(Military):
+3 Combat Strength for all units.
Unlocked by Military Tradition (Ancient Era)
39 Comments
MT  [author] 10 Apr, 2021 @ 9:09pm 
Never - unless someone else takes over.
Amyglyosaurus 10 Apr, 2021 @ 4:44pm 
Any info on when this might be compatible with GS?
Venusaisha 8 Nov, 2019 @ 3:45am 
BINARYGOD: u use 50 policy mods?
Irontusk341 7 Nov, 2019 @ 8:56am 
Not compatible with GS.
JJ 21 Jun, 2019 @ 8:42pm 
can you make more trade investment cards cause that is my fav policy
BINARYGOD 1 Mar, 2019 @ 1:06pm 
Weird I have over 50 mods, and the game runs fine. Plenty of mods do relatively little behind the scenes to achieve their goals, and the same is basically true or bigger ones.
Venusaisha 19 Aug, 2018 @ 11:39am 
On policy number of mods: 1 mod ("good thou 2 is better then 1"),3 mods ( "3 is the spirit" and often better then 2) , 5 mods ("the genesis") , 7 mods ("the whole and disciples"). Any more then that can clash the game , that my checks n balances depending on computer. However most times i stick to 3 or 5 , 7 may require beefy computer.:Diplomat:
Cosmic Fox 14 Feb, 2018 @ 7:44am 
wow this mod is OP for lower levels of skill play, higher levels perhaps this would be great. Good luck with it..
MT  [author] 4 Sep, 2017 @ 1:28am 
Works fine for me
kahras 3 Sep, 2017 @ 2:29pm 
My game doesnt allow me to continue after the first civic discovered. Had to disable till corrected unless you have a fix..........