Sid Meier's Civilization VI

Sid Meier's Civilization VI

Bear's Mods - Hidden Agendas Expansion
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Update: 11 Nov, 2018 @ 4:28pm

v3.2

UI Changes :
- Display Pop-up will not trigger at the beginning of the game's start turn and not Turn 1. (Which basically means the pop-up will display at the start of later eras games).
- Changed the Hidden Agenda Icon and Tooltip Text on the button.
- Resized the Description box in the Pop-up to accomodate longer texts.
- Several text changes for modifiers and descriptions in order to give more clarity

Multiplayer :
- Clicking the Hidden Agenda button will not display the correct information and not fall back to displaying Player 1's information.
- (untested) At the beginning of the Multiplayer Game only one pop-up will be displayed for the player.

Preferred Agendas :
- DLC leaders will now take into consideration their preferred three agendas.
- Adjusted the odds to 60%/30%/15% for preferred agendas (was 75%/50%/25%)
- Rebalanced the preferred agendas so there's more variety among leaders

Agendas :
- Restored Sycophant agenda (now known as Glorious) - focused on taking advantage of Golden Ages.
- Restored Symphatizer agenda (now known as Terrible) - focused on taking advantage of Dark Ages.
- Restored Curmdagon and Flirtatious agenda (now known collectively as Charming) - focused on taking advantage of alliances.
- Expansive : Golden Age bonus is now +100% Production towards Settlers (was Settlers don't consume population cost)
- Philosophical : Retain 15% Great People points after recruiting (was 33%)
- Philosophical : Recruiting Great People with Faith or Gold costs 25% less (was 50%)
- Rebellious : Deleted Civilized file that was causing two seperate files to stack.
- Religious : Created custom trigger events for diplomatic responses
- Rebellious : Killing units now provides +50% Culture and Faith from Medieval Era onwards (was 25%)
- Spiritual : Should now actually work

Update: 8 Sep, 2018 @ 2:01pm

ver 3.1

This is the first major update for this mod for Rise and Fall. It includes a bug fixes, and restores a number of original game Agendas and few balance adjustements. The changes are as follows.

- Restored the Civilized trait, it is now known as Rebellious, it's focusing on taking advantage as well as eliminating Barbarians efficiently.
- Restored the Ideologue trait, it is now known as Imperialistic, it's focused on the expansion of your Government in general.
- Restored the Environmentalist trait. This is focused on taking advantage of your land without "destroying" it, and includes bonuses to National Parks and undeveloped terrain.
- Restored the Exploitative trait. This is the opposite of Environmentalist, this is focused on exploiting your land and developing your land quickly and more aggressively.
- Restored the Nuke-Happy trait, it is now known as Maniac. This is focused on developing a strong and cheap Nuclear Aresnal. And yes, Gandhi has a preference for it.

In addition to this, the following bugs were fixed

- This mod is now compatible with the User Reports Interface mod, the two buttons should now peacefully co-exist on the Launch Bar. Please keep in mind my mod overwrites theirs, but using a lua trick I managed to ensure that there's very little in terms of coding, and merely references their mods.
- Added several mutually exclusive agendas, this should prevent certain leaders from getting Agendas similiar to their Historical ones, for example, Seondeok rolling a Scientific agenda.

In addition to this, the following changes were also made
- All agendas have a limit of appearing only twice per game. This is to prevent from leaders rolling too many of the same agendas, and ensures there's always a variety of them.
- Each leader has a preference of three agendas that have a 75%, 50% and 25% chance of appearing, for example Gandhi is very likely to roll the Maniac agenda. Please note that these is using the "RandomAgendaPreference" table and does not neccessairly guarantee that these leaders will always use the three of their tables, but does increase the likelihood.

And finally I have also made few balance adjustements to already existing agendas

- Agricultural Trait : Medieval Bonus now provides +2 Food instead of 3, and during Dark/Gold ages provide -10%/+10% Food instead of -20%/+20%
- Cultural Trait now provides +1 Culture in every city instead of 2.
- Financial Trait now provides +20%/-20% during Gold/Dark ages, this was switched from Gold per Citizen. The Atomic bonus for Financial trait no longer decreases cost of using Gold to recruit Great People, it's instead changed to providing +0.5 Gold per Citizen in every city.
- Populous Medieval Era bonus will now grant +2 Population to all Future cities, and no longer applies to every city that has 1 Population.
- Populous Ancient Era bonus now provides +2 Housing instead of 3, and provides only +20% Growth Rate instead of 25%.
- During Dark/Gold ages for the Popolous Trait, Housing is adjusted by -3/+3 instead of -5/+5 and Dark Age inflicts a -50% Growth Rate penalty (instead of -75%).
- Scientific Medieval era bonus now provides +1 Science instead of 2.

Additionally, minor text adjustements were made, particulary in the Description of each agenda. They are now more slicker, and give a clear idea of how to satisfy and transcend each agenda.

I'd also like to make the following remarks

- The Religious Trait is broken, primarily for the AI, Firaxis has broken the SAME_RELIGION requirement and it never detects if two nations follow the same religion, this is Firaxis' fault. I may figure out a cheap workaround for said agenda, but it does appear in the Random Agendas.
- The Exploitative Trait works, but I don't know if I know exactly how it is satisfied/transcended.
- I am aware that in Multiplayer the first player's agenda is displayed for the other players, this will eventually be fixed.
- Sycophant and Symphatizer will eventually be added as well. But currently lack of unique powers for them.

Update: 9 Jul, 2018 @ 2:01pm

ver 3.0

THE NEW VERSION IS FINALLY OUT and I can't believe it took a YEAR for me to actually bring the next version up.

I've been slacking oops!

This new version is a completely overhauled edition of the mod and it's core function has been changed.

Please keep in mind that this is not a finished version, as not all of the planned agendas are implemented.

However, those that already existed in the older version have been updated.

This is the overall changelog.

- The structure of each agenda has been adjusted, instead of having bonuses right from the get go I took inspiration from Revolutions and made it so the leader earns bonus as the game progresses. Each Agenda has Four Tiers of bonuses that unlock at Ancient/Medieval/Industrial/Atomic Eras (and in some cases (Industrial/Modern/Atomic/Information). They also come with a penalty and a boost during Dark/Golden Ages.

- A new re-designed and fancy pop-up that not only shows you a detailed breakdown of your bonuses, but can be summoned easily through the Top Panel via the Code of Laws Icon Button. So if you forget what your bonuses were, you can now look at it with ease.

This version requires Rise and Fall expansion pack to work. It will break existing saves.

Update: 2 Jun, 2017 @ 3:45pm

ver 2.0

The most demanded functionality is finally here.

When you start a game, you will now be shown your rolled agenda with a pop-up display. It will tell you all you need to know.

Please note, once you close it, you won't be able to see it again, so just make sure you read.

In addition, two new Agendas have been added, one brand new, and one revived from the dead.

As well, few minor issues have been corrected.

This is the full change log.

- Popup now displays the name and description of your random agenda.
- Removed Pedia refrences under the Agenda Concept.
- Minor BTS stuff (organized text files, removed references to unused agenda)
- Added the Commercial Agenda, players will like high gross income (how much gold you make per turn from all your cities, and dislikes those who have low income.
- Commercial leader will start with a free Trader and a Capacity to use it.
- Traders are 50% cheaper to build.
- Civilizations who sent trade routes will yield an additional +4 gold, but the Commercial leader will also result in getting +2 Science and Gold.
- Added the Civilized Agenda, players who focus on destroying barbarians.
- They start with a Slinger.
- They gain +10 Combat Strength against Barbarians.
- They get 100% of defeated Barbarian units and convert it to Culture.
- In addition, the following issues have been solved
- Aggressive and Protective combat modifiers are now displayed correctly.
- Aggressive Combat Strength is reduced down to 5 (was 10)
- Popolous leaders will no longer lose their population upon founding a second city.

Update: 29 May, 2017 @ 2:10pm

v1.1

- A pop up will now apear guiding the player to Civilopedia to read upon the unique hidden agendas, as of now, there is still no way to directly the player what agenda they have looked (this is being worked on but is beyond my abilities at the current moment.

- Added bullets in text to better display individual aspects of each agenda.

- Removed something causing the leader screen to only display the first 4 layers, this was an experimental thing that somehow managed to get left behind.

- Spiritual passive ability now provides +1 Faith in all cities instead of 2.

- Creative passive ability now provides 33% Culture boost to cities with wonders (down from 50%)

- Popolous starting bonus now makes Capital start with 3 population instead of 2.

- Popolous passive ability now provides more housing instead of population growth.

- Religious discount ability now gives 25% discount instead of 50% for Religious units.

- Industirous starting bonus now grants 50 Production instead of 100.

Update: 23 May, 2017 @ 3:45pm

v1.0

Initial version
* 3 new Hidden Agendas
* Starting Bonuses, Traits and Discounts for all current Agendas
* Removal of pre-determined agendas as well as few agendas.