Leveled Game MODES – Secret Societies
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
Ethiopia Pack from New Frontier Pass.
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).
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.
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.