ARS – Improved Policies v1.2

If you liked this item, please rate it up on Steam Workshop page.

Author: Arstahd

Last revision: 17 Apr, 2023 at 04:12 UTC

File size: 86.02 KB

On Steam Workshop

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