Nere’s Rebalanced Secret Society
Rebalances the Secret Society mode, to make it viable as an "always-on" mode. The goal is to bring the power of each society closer, to reduce power creep, and to enhance the unique flavor of each society, making them more distinct. This is done by adding one or more malus to each society and some further nerfs to some effects. Furthermore, Voidsingers received some major changes, since the AI is incapable of using Cultists.
Note that the malus applied to the AI is roughly halfed. This is done to even the playing field, since humans can react to the malus way better then the AI.
Pictures of each governor promotion is also provided.
- Discovery chances have been generally slightly reduced. The purpose of this change is to reduce the chance that every society is discovered within the first few turns in each game. They should still be easily discoverable.
- Diplomatic modifiers have been intensified, which gives a gentle nudge towards "blocs" or "ideologies" of earlier civ games.
Focus: Enhance flavor, reduce power
- Tier 1: Added a malus: Can no longer declare surprise wars or wars on City States.
- Tier 2: Replaced Culture with Production on the building, and cost is made ~10% higher.
- Tier 3: Added a malus: All units receive -5 Combat Strength.
- Tier 3: Received 1 more spy, but spies no longer give benefits from counterspying.
Focus: Enhance flavor, reduce randomness of Leylines, increase power of Leylines, keep overall power unchanged / slightly reduced
- Tier 1: Leylines give +2 science on the tile.
- Tier 1: Leylines give a +3 adjacency bonus.
- Tier 1: Leylines can now spawn on most features (Forest, Jungle, etc). This should reduce the chance the "clump" and thus spread them more evenly.
- Tier 1: The number of Leylines has been slightly increased.
- Tier 2: Added a malus: -90% Faith in all cities.
- Tier 2: Reduced Production from the building by 1.
- Tier 3: Added a malus: Unit maintaince increased by +3.
- Tier 4: Project now grants science instead of gold, and science output from completion increased by 50%.
Focus: Enhance flavor, reduce power
- Tier 1: Added a malus: -50% Great Person Points.
- Tier 2: Added a malus: Grievenances against you don’t decay.
- Tier 2: New effect: Gain +50 Great General Points whenever your vampires kill a unit.
- Tier 3: Added a malus: No longer earn Influence towards Envoys.
Focus: Redesign to no longer use Cultist (since the AI cant use them) but still keep their overall theme and flavor, reduce power
- Tier 1: Building now grant +3 Faith instead of +4.
- Tier 1: Building now also grant +1 Great Prophet Point.
- Tier 2: Added a malus: Trade Routes grant considerably less gold, and might even give negative gold. This somewhat scales throughout the game.
- Tier 2: Instead of 20%/20%/20% for Science, Gold and Culture, the conversion from Faith is now 0% / 10% / 15%.
- Tier 3: Completely redesigned. Purpose is to keep the overal theme of loyalty pressure and culture/tourism through subtle agression.
- Tier 3: If one of your units kill another unit, gain +10 Great Artist+Writer+Musician points. Works on both religious combat and normal combat.
- Tier 3: All citizens exert an additional 0.25 Loyalty pressure.
- Tier 3: Governors exert 6 Loyalty pressure.
- Tier 4: Completely redesigned. Purpose is to provide a meaningful effect for a religion player that got this late into the game, but something that could also be useful for a culture player. A strong malus has also been added to off-set the quite powerful and generally useful effect.
- Tier 4: All units recieve +2 movement.
- Tier 4: All religious units receive +25 Religious Combat Strength
- Tier 4: All newly built religious units receive +2 Charges.
- Tier 4: Added a malus: -20% science in all cities.
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Feedback and suggestions is welcome, so please post it below. Proposals under consideration:
- Changing names and texts to be more historically and less fanatasy.
- Make the mode more "AI friendly" by reducing some of the malus effects for the AI players. ✓ DONE
- Moving malus from Voidsingers tier 2 to tier 1.
Better World Congress : https://steamcommunity.com/sharedfiles/filedetails/?id=2429588635 Improves the World Congress by reworking most Resolutions. Generally, if you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect. Upping the stakes also helps to make WC feel more interesting and impactful.
Inland Flooding mod : https://steamcommunity.com/sharedfiles/filedetails/?id=1690507099 if you want climate change to be 1) more impactful 2) more fair so it affect both coast and inland cities.
No normal camps – bug fix : https://steamcommunity.com/sharedfiles/filedetails/?id=2412130013 fixes the bug in Barbarian Clans mode where barbarian camps turns into "normal" camps, and cant be interacted with, cant turn into city states and dont spawn units.
Better Barbarian Clans mode : https://steamcommunity.com/sharedfiles/filedetails/?id=2412920721 makes several changes to the Barbarian Clans mode. Mainly makes snow camp less likely, and make conversion to CS slower unless some major civ (such as you!) actively help them.
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilizationu00ae VI: Gathering Storm
Sid Meier's Civilizationu00ae VI: Ethiopia Pack
Revisions:
Old revisions of this mod are available below. Click the link to download.