Sid Meier's Civilization VI

Sid Meier's Civilization VI

Leveled Game MODES - Secret Societies
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.
Merlin The Wizard May 1, 2021 @ 1:47pm 
Damn, nerfing Vampires and Cultists? Two of the most solidly meh units? Rethink this, make everyone Owls-tier strong instead of bringing them all down. What you did for the Hermetic Order was good, maybe just leave the Owls alone, and buff the Vampires and everything the Voidsingers do. Vampires are weak as hell and get bullied by Barbarians in any age, and Cultists are only moderately useful in death.