Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Nere's Rebalanced Secret Society
   
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24 Feb, 2021 @ 1:40am
25 Mar, 2021 @ 1:33pm
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Nere's Rebalanced Secret Society

Description
Overview
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.

Details
Pictures of each governor promotion is also provided.
General
  • 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.
Owls of Minerva
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.
Hermetic Order
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 and -2 amenities 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%.
Sanguine Pact
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.
Voidsingers
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.


Feedback and future developments
if you enjoy the mod then give it a like, so other people can discover it :-)

Feedback and suggestions is welcome, so please post it below. Proposals under consideration:
  1. Changing names and texts to be more historically and less fanatasy.
  2. Make the mode more "AI friendly" by reducing some of the malus effects for the AI players. ✓ DONE
  3. Moving malus from Voidsingers tier 2 to tier 1.

Check out my other mod
Better World Congress : https://steamhost.cn/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://steamhost.cn/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://steamhost.cn/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://steamhost.cn/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.
55 Comments
Nerevatar  [author] 14 May, 2023 @ 5:34am 
@Potatoes and Tomatoes:
I haven't updated the mod since 2021. The modifiers worked when I developed it originally, but stuff might have changed since then. I don't play Civ games anymore and don't plan to again, so I won't be able to fix any bugs, further balance changes or adaptions to the new DLCs.

Anyone else feel free to fork the mod to maintain/develop it further. Credit for original work would be appreciated.
Potatoes and Tomatoes 20 Mar, 2023 @ 3:39am 
Hey Nere, have the comment i posted been adressed? or was it an issue from my side? i would really like to enable SS again!
Nandybear 18 Feb, 2023 @ 10:28am 
Initiation needs a diff downside; playing for suzerain means you never wage war against them anyway. Maybe no longer passively earn influence points ? Or halving them.

I stopped playing SS specifically because Owls was so OP and it meant getting Suzerain, which when playing on larger maps with many CS can make you the winner with ease
Potatoes and Tomatoes 12 Feb, 2023 @ 6:44am 
Hey nere.

Good mod, however, some effects dont seem to apply.

for example owels of minerva - combat ability, is not applying...
Nerevatar  [author] 25 Oct, 2022 @ 11:31pm 
Fixed
DrNicos 24 Oct, 2022 @ 9:16pm 
The description doesnt mention an important malus that exists in Hermetic Order Tier 2: There is -2 amenities in all cities. Description should be corrected.
GhostLight 8 Aug, 2022 @ 5:12am 
Thanks for doing this mod. It worked out great for me with the Illuminati ( I mean Owls of Minerva ;) despite the nerfing of the military. :owintrigue:
D21Chaos 20 Jul, 2022 @ 5:10am 
someone really hates vampires it seems
Skellor 14 Jun, 2022 @ 9:36am 
doesn't work in multiplayer
monuments still +4 faith
no science from lay lines
etc.
Nerevatar  [author] 16 Mar, 2022 @ 12:36am 
Thanks for all the feedback everyone. The reasoning I used back when I made this was to make each SS play very distinctly. Is this a bit too much? Probably, at least for some peoples tastes. I pretty much left the Civilization franchise and I honestly don't expect to be back. If serious bugs are found I will probably make time to fix them out of respect for the community, but otherwise no new features/balancing or anything like that.

If someone wants to make a new version of this and experiment with better/different balance feel free to do so, but please credit me with the original idea and make a link back here.