Sid Meier's Civilization VI

Sid Meier's Civilization VI

Nere's Rebalanced Secret Society
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Update: 25 Mar, 2021 @ 1:33pm

Overall goal of this update:
--Some balance tweaks based on user feedback and my own playtesting
--Making Owls and Voidsingers less passive, and providing them with some distinct playstyles
--Order now hunts for powerful leyines and Great People. They are great at science, and terrible at Faith
--Owls wants peace and trade, and will help out civs in need. They are good all-around for empire development and got a slight edge on Diplomatic interactions. They are terrible at waging war
--Voidsingers wants you to just simply accept The Great Truth, stop resisting, and join them in their utopian world. They like a beautiful world focused on Faith and Culture, with a twist of offensive loyalty pressure, and they are terrible at trade and science.
--Pact wants war. All that "improving the empire" that other societies talk about is not really something they understand. They are generally weaker in building an empire and are terrible at having good relations.


Overview
--Order are generally a bit too strong since they were buffed all around and playtesting shows the malus is too weak.

--Voidsingers are too passive. Adds a new bonus which should alter playstyle, and a new malus to counteract the bonus (which should also affect playstyle)

--Playtesting shows Owls to be too strong, since the malus are too small. Adds some more malus, and a bonus to changing up the playstyle.



Voidsingers
They get some new effects which is a power boost. This is done mainly to make them "more active" to play as, instead of being all passive bonuses. It should help make their playstyle more unique. The malus is rough, but it comes at game era medievel (player could easily be at renaissance era), so chopping is still possible for the early eras. And the new malus is needed to offset the increased power
--tier 1: Reduced faith from obelisk to 1. But added new effect: All districts on breathtaking appeal tiles provides +2 food, prod, faith and culture
--Tier 2: New bonus +1 appeal to all tiles. New malus: Cant chop/harvest
--tier 4: 200% religious pressure og Tourism fra alle dine byer, movement øges til +3


Hermetic Order
Very powerful now, so additional malus was needed. Tier 2 now also gets -2 amenities in all cities



Owls of Minerva
--tier 2: New malus, -5 CS, no unit heal outside borders. New bonus: +500% more favor from emergencies and scored competitions
--tier 3: Malus changed from -5 to -10
--tier 4: Yield "copying" by spies increased from 50% to 300%, and percentage of treasury added as GPT is changed from 3% to 5%.
This gives it way more power, but it is okay since it is tier 4 and comes very late. It also plays nicely into the flavor of Owls.
Further details on spy changes: Assuming a 6 turn operation time (8 turn normal, reduced to 6 through policy card) this changes means that a spy which is constantly in a city doing operations will gain 50% of the city's yield on average
Further details on GPT chabge: Note that the cap of 1000 GPT is still in place.

Update: 26 Feb, 2021 @ 11:49am

Removed the dependency from the Byzantium pack. It was unnecssary. The only minor change is that the owls tier 3 malus now affects both attacking and defending, which is fine.

Update: 25 Feb, 2021 @ 11:50pm

Roughly halfed the malus when it is applied to an AI. It can not be expected that the AI make smart decisions, so they need to be affected less. They are still affected somewhat, to keep the feeling of: "Oh this AI is Owls, so he has a weaker military" and stuff like that.

Update: 25 Feb, 2021 @ 12:53pm

Reduced Faith from Old God Obelisk by 1, so it is now +3 Faith, +1 Great Prophet Points.

Added a new effect for tier Pact: Gain +50 Great General Points whenever your vampires kill a unit.

Update: 24 Feb, 2021 @ 12:15pm

The mod will no longer be loaded into existing save games, only new ones.

Update: 24 Feb, 2021 @ 1:40am

Initial upload.