Secret Society Cultist Promotion
Cultist are now a land melee unit. Can gain XP along with having a custom promotion tree.
Requires Ethiopia DLC and secret societies mode. (will give error if enabled without playing a secret society game.)
Follow up to my other secret society mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2276931933
This has a lot more changes made compared to the vampire mod, so here are some details.
Cultists:
-They are now a melee land unit instead of a pseudo-religious unit.
-Have a combat strength equal to the strongest unit you’ve produced (similar to vampires), but receive no other increase to combat damage beyond that.
-Cannot attack after moving.
-Have their ability to enter foreign territory by default, moved to their promotion tree.
-Movement (2>3), cost to purchase (100>175), loyalty damage from using a charge (10>15), and loyalty damage buff from dark summoning (2>5); have all been increased.
-Only gain a void relic upon using all 3 charges. Dying in combat won’t work.
Governor Promotions:
-First promotion grants a single cultist unit in your capital
-Second promotion grants a single cultist in your capital.
-Third promotion grants a void leader in your capital. This unit is able to found a religion, similar to a great prophet, but subverts the normal religion/great prophet availability.
*sorry the unit looks like a couple guys with clubs, the artdefs modding frightens and confuses me*
Discover Chance:
-increased to 100, because having it be random is fun in theory but not in practice.
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Ethiopia Pack