Leveled Game MODES – Secret Societies

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Author: .FireSoul_

Last revision: 11 Aug, 2021 at 15:27 UTC

File size: 10.24 KB

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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: