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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.
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
Good mod, however, some effects dont seem to apply.
for example owels of minerva - combat ability, is not applying...
monuments still +4 faith
no science from lay lines
etc.
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.
LOC_ABILITY_SOFT_TARGETS_ATTACKING_UNITS_COMBAT_STRENGTH_PREVIEW_DESCRIPTION
Needs to be:
LOC_ABILITY_SOFT_TARGETS_ATTACKING_UNITS_COMBAT_STRENGTH_PREVIEW_DESCRIPTION_NERE
Otherwise it doesn't show up
Same for
LOC_ABILITY_SOFT_TARGETS_ATTACKING_UNITS_COMBAT_STRENGTH_PREVIEW_DESCRIPTION_2
Needs to be
LOC_ABILITY_SOFT_TARGETS_ATTACKING_UNITS_COMBAT_STRENGTH_PREVIEW_DESCRIPTION_NERE_2
I think you shold add something to compensate this or maybe change it the malus to -25% and move this malus to a later era. Otherwise you can only do dominiation victory with sanguine pact...
Other secret societies could achieve victories that they don't have advantage. For example you could achieve domination victory with faster tech up by Hermetic order or gain a cultural or sceintific victory by stealing great works or technologies with Owls of Minerva. Voidsingers are very versatile, maybe except science
But vampires having 1/2 great people except generals mean they will fall behind in every way other civilizations have so I don't think its fair compared to other secret societies
And I'm happy you are enjoying the mod ;-)
But I think there is no silver bullet to solve this problem. If a map script with a lot of land is used, then ressources are spread out, but if there is only a little bit of land, then it will be clumped. If you are interested I could help you edit the mod yourself, so you could tweak the number of leylines yourself?
I think it is possible to "spawn" leylines from Great Scientists, but it would a lot of work, so it would probably not be something I would have time to handle to be honest.
--Order hunts for powerful leylines 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 terrible at having good relations.
Overall goal of this update
1) Some balance tweaks based on user feedback and my own playtesting
2) Making Owls and Voidsingers less passive, and providing them with some distinct playstyles.
Order tier 2 malus : -2 amenities on each city
^
Order are generally a bit too strong since they were buffed all around and playtesting shows the malus is too weak.
Void tier 2 malus+bonus : Can't harvest / chop ressources. +1 appeal på alle tiles. +2 Faith, Culture, Food and Production for each district build on a Breathtaking appeal tile.
^
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)
Owls tier 2 malus+bonus : -5 CS on all units. +500% favor from emergencies and scored competitions
Owls tier 3 Malus: Cannot heal outside your territory, and existing malus increased to -10 CS on all units. Combinign with tier 2 malus, will result in a total of -15 CS.
^
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.
@Update on the error: With some help from people having all DLCs, it seems theres is no problem with this mod. If you experience an error after loading this mod, it is probably something on your end, so consider clearing your cache. Or you might have an incompatible mod. If you upload some logs files I will still take a look and see if I can help.
1) Disable all other mods
2) Start a game
3) Find your database.log and modding.log from this location C:\Users\YOURNAMEHERE\Documents\My Games\Sid Meier's Civilization VI\Logs.
4) Upload these log files somewhere (such as the below link).
5) Let me know which DLCs you have / dont have, and which modes you had active when start the game from step 2.
One thing of note: I do not own the Vietnam pack and the Maya pack. You could try to disable those as well maybe, since I can't test anything related to them on my end.
I will try the new version tonight, though, thanks.
The database log is located here: C:\Users\YOURNAMEHERE\Documents\My Games\Sid Meier's Civilization VI\Logs.
You can open it with notepad or other simple text editors, and then you can find something like "[Gameplay] ERROR: ". Paste all lines which starts with this, and I'll try to help you out. You can also upload the file somewhere and send me a link.
Do note that if you have all DLCs and expansions, then it is most likely a problem on your end.
I haven't tried a new game yet, since your update.
I have uploaded a new version which removes the dependency from the Byzantium pack. It was unnecssary.
I've disabled all my other mods to try an identify the culprits and I still get the error with only this mod enabled.
I am not a fan of the unit maintanice malus myself, but it was the best I felt like I could find. Since Owls are the "gold society" I dont like the idea of them having a gold malus. But if you have suggestions for other replacements I am listening. Surprisingly few effects in the game allow for negative values unfortunately.
I agree about Pact and Great Generals, but unfortunately the only way the game allows for negative GPP rates, is to apply it to all types. I don't like it, but it is the art of the possible. As a band-aid I'll add the following for tier 2: Gain +50 Great General Points whenever your vampires kill a unit.
--> New version uploaded now. Also in that update: Obelisk faith reduced by 1.
And regarding the reduced malus for AIs: This will require a bit more work, but I definitely see the point that the AI would not be able to make good decisions in this regard. It will get done when I have the time.
my solutions/ideal changes
Hermetic order
change the unit maintaince downsides are good but this doesn't make sense maybe swap it with the owls negative combat streangh or something similar as when going for a science victory money is very central and i dont really like the idea of deleting my army to keep my economy afloat even when i have alliances
Sanguine Pact
don't know if its possible but is there a way you could make the -50% great people points not apply to great generals as it sort of goes against domination games or add extra great general points production to they're buildings
note it might also be a good idea to make another version of the mod where the ai doesn't get debuffs as the -90% faith or 20% science really seem to cripple them especially when the ai's logic sensors don't kick in and try to go for a faith victory as hermatic order as it sort of makes that ai worthless
I just pushed that update to fix the issue for you.