Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Leveled Game MODES - Secret Societies
   
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Type: Mod
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Apr 29, 2021 @ 3:37am
Aug 11, 2021 @ 8:27am
10 Change Notes ( view )

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Leveled Game MODES - Secret Societies

Description
Makes every society playable and balanced with each other, focusing only on the primary goals:

Hermetic Order - Science and Great Person
Owls of Minerva - Gold and Diplomacy
Sanguine Pact - Capital City and Vampires
Voidsingers - Faith and Culture

REQUIRES:
Ethiopia Pack from New Frontier Pass.

CHANGES:

Higher diplomatic penalty for different societies and reduced diplomatic bonus for same society.

Hermetic Order The most unused Secret Society needed to get more Science
  • Discovery chance - Reduced to 80% (instead of 100%)
  • Ley Lines - Grants +2 Science when worked
  • Ley Lines Adjacency - Grants +3 Adjacency bonus for Campus (instead of 2)
  • Alchemical Society Building - Grants Science equal to the adjacency bonus (instead of Gold)
  • Occult Research Project - Grants Science during the project (instead of Gold) and returns 30% of production when completed (instead of 15%)

Owls of Minerva Granted too many Gold and extra unrelated bonus
  • Discovery chance - Reduced to 60% (instead of 80%)
  • Initiation (Tier 1) - Removed Economic Policy Slot
  • Gilded Vault Building - Grants +1 Great Merchant point, like the Bank (instead of 2). Grants Gold equal to the adjacency bonus (instead of Culture)
  • Indoctrination (Tier 3) - Grants +1 Spy Capacity (instead of 2), +2 Loyalty to cities with a spy (instead of 4), +1 Economic Policy Slot (instead of Wildcard)
  • Successful Spy Mission - Grants 100% of Gold produced by the targeted city (instead of 50%), but grants no Science, Culture or Faith (instead of 50%).
  • Master Plan (Tier 4) - Grants 1% interest rate of your treasure (instead of 3%)

Sanguine Pact Vampires needed some tweaking.
  • Discovery chance - Increased to 80% (instead of 70%)
  • Vampire Unit - Doesn't exert zone of control anymore, capped combat strenght from barbarians (max. 5) and other units (max.15)

Voidsingers Cultists needed some tweaking. Removed unrelated bonus
  • Old God Obelisk Building - Grants +3 Faith (instead of 4)
  • Chorus (Tier 2) - Grants 50% Culture from Faith in each city (instead of 20%), but grants no Science or Gold (instead of 20%)
  • Cultist Unit - Cost increased to 600 faith (instead of 100), cost progression is now 60 (instead of 10). Maintenance increased to 8 (instead of 4). Causes 16 loyalty damage (instead of 10).

Credits:
Even though this idea was going through my mind for a while, i understand that Nerevatar has beaten me to it with his mod Nere's Rebalanced Secret Societies, but my mod is not as ambitious.

Feedback:
Please share your thoughts and sustained suggestions about these changes. I'll be always willing to make changes (that i can handle), as long as it keeps the mod purpose: More balanced, but more focused Secret Societies.

Ideas:

Other Mods:
11 Comments
Dr Phosphorus Apr 25, 2022 @ 12:40am 
"Makes every society playable," makes it sound like you can play more than one society. Wish there was a mod that actually did this
axatoramus Apr 7, 2022 @ 7:52pm 
Still waiting for some mod to change "secret societies" into realistic ones. No vampires and magicians, but deep-state agents or lobby groups.
Frank Savage Dec 13, 2021 @ 4:20am 
Ah ok thats what I thought
.FireSoul_  [author] Dec 12, 2021 @ 7:15am 
@Frank Savage, what do you mean? Which society can you choose? The mechanics only allows you to choose 1 society per game.
Frank Savage Dec 5, 2021 @ 1:10am 
I have the DL content downloaded, ethiopia pack, this mod subscribed but I can only choose 1 society. Anyone know why?
.FireSoul_  [author] Nov 30, 2021 @ 4:32am 
@MrClineBricks, i do not consider this mod to be a nerf at all. It's a balancing mod. How many players have you heard saying that they always choose Voidsingers or Owls of Minerva? The Hermetic Order gets buffed. The Voidsingers get a redirection of it's bonus to a single porpuse (Culture), Cultists are more expensive, but more effective too, to avoid spamming. Owls of Minerva get a redirection of ti's bonus to a single purpose (Gold) and a reduced interest to compensate.
Giant Enemy Spider Nov 22, 2021 @ 8:22am 
Secret Societies are already an underwhelming feature, so I can not particularly comprehend why you felt the need to nerf them.
.FireSoul_  [author] May 4, 2021 @ 3:10am 
I only see Sanguine Pact as a way to play domination games, and i dislike domination games... i'm peacefull. ;) Vampires in a peacefull game are basically useless. Maybe i can remove the nerf and upgrade his healing ability.

Regarding the Cultists, i do feel that they had to be more expensive to avoid spamming, but i can understand your point of view about their power, will try to check a balanced way of combining the cost with the power.

I do feel that Owls of Minerva get a major boost from getting envoys from trades, and double trades from Gilded Vaults, it's just too much combined with some policy cards, like those which give you bonus from number of envoys and bonus from number of suzerained CS. No other society can match this bonus, but removing those would hurt the Owls too much, so i'm planning to remove the Wildcard Policy bonus and moving the Economic Policy card to Tier 3.
Merlin The Wizard May 3, 2021 @ 7:57am 
For the Vampires, honestly any of your suggestions would improve them greatly. They are slow moving, outpaced in strength by most units of a given era, and heal slower than dirt, so any fix to one is a huge improvement.

As for the Cultists, more expensive makes sense, but perhaps either slightly more effect when using their charges, or perhaps a couple more charges. I've not seen much issue with them being spammed, but I haven't been playing with them too long.

Sorry if my first post came off a bit rude, it just seemed wild that someone thought Vampires were strong, just wish I'd seen that in the games I've played with them.
.FireSoul_  [author] May 1, 2021 @ 3:01pm 
@Merlin the Wizard, do you really think that Vampires and Cultists are just meh. I do think that Vampires are too strong and annoying. In your opinion, what can be done to buff Vampires? Faster? Healing Faster? Stronger? As for Cultists, i really don't like the AI spamming, that's why i made them more expensive, they don't lose any ability. Thank you for your opinion, i'll take that into consideration.