Sid Meier's Civilization VI

Sid Meier's Civilization VI

Fuzzle's Secret Societies: Knights of Solomon
164 Comments
Waves 21 Sep, 2024 @ 7:26am 
O.o free belief? Is that added like an additional slot on the religion screen? Or just a passive effect? Does it also allow beliefs added by other mods? Is it possible to add even more (like in another mod?)
Kenraali #BringBackQP 15 Sep, 2024 @ 8:37am 
I would remove the Great General point from the first tier. Allows players to get GGs a lot earlier.
Fuzzle  [author] 10 Aug, 2024 @ 2:54am 
Are you using any other mods? If so, which ones?
Warriors_X 10 Aug, 2024 @ 2:34am 
Hiya - triggered Tier 4 - got the ability to select a new belief (completed my religion first), but there was nothing to choose from. Partially locked the game, as I had to alt+enter to end turns from there. :(
Darklord 25 Jun, 2024 @ 10:55am 
Got you, cheers!
Fuzzle  [author] 25 Jun, 2024 @ 9:24am 
That was only if you hadn't finished your religion already. If your religion only had say 3 beliefs, the free belief from tier 4 would grant you a 4th belief, but your apostles couldn't then be used to get a 5th belief. It has since been patched to only trigger the new belief bonus if your religion already has 4 beliefs, removing the need to grant 2 or 3 extra beliefs when the religion wasn't already complete.
Darklord 25 Jun, 2024 @ 9:16am 
Ah it was in your post on Reddit? No worries if not.

https://www.reddit.com/r/civ/s/zc1oBt5MAG

Tier 4 (Atomic Era): Your land combat units start with a free promotion. Your Apostles gain the Proselytizer promotion. Gain up to three free beliefs in your founded religion, limited to five beliefs in total.
Fuzzle  [author] 25 Jun, 2024 @ 9:07am 
This mod never gave three extra beliefs.
Darklord 25 Jun, 2024 @ 8:06am 
Really love this mod although I'm curious Is it possible for me to modify this to give 3 extra beliefs again as per the earlier version? (is there a line in the code somewhere?)
리버 4 Apr, 2024 @ 1:17am 
Nice work . but too weak.... no merit secret societies....
i think noting better than voidsingers
Randomdude 2 Mar, 2024 @ 11:05pm 
Just had a mod idea for a military secret society, similar to sanguine pact but based on fire and phoenixes as unique units etc... Got all the tiers/bonuses/effects worked out. Just looking for someone good at modding to do it, as I wouldn't even know where to start...
Fuzzle  [author] 2 Mar, 2024 @ 9:00pm 
You're free to make a suggestion but it is unlikely to happen.
Randomdude 2 Mar, 2024 @ 7:19pm 
Hi Fuzzle, just wondering if you do commissions for a new secret society??
Fuzzle  [author] 26 Jan, 2024 @ 12:25pm 
No. The entire secret societies game mode is part of the Ethiopia pack.
matkasvobodna 26 Jan, 2024 @ 9:31am 
can you make societies witch dont nedd ethiopian pack?
Fuzzle  [author] 16 Sep, 2023 @ 2:36pm 
Fix should be up shortly. Thanks for pointing out the inefficiency; I developed my own more efficient version.
DoctorCuck 15 Sep, 2023 @ 12:06am 
I only got the long loading time when I had JNR faith and the Religions Expanded. Having only one of them did not cause it.
Fuzzle  [author] 9 Sep, 2023 @ 5:56pm 
Even with all of Urban Complexity by JNR enabled, my original code only takes about 15 seconds longer to run than this version, which doesn't seem to account for the reported 10+ minute additional loading times.
DoctorCuck 8 Sep, 2023 @ 1:17am 
Also if you need help in the future just plug it into chatGPT, it actually fixed the code perfectly.
DoctorCuck 7 Sep, 2023 @ 11:59pm 
Knights_Society_Convert_Projects.sql, lines 46 to 50:
INSERT OR IGNORE INTO BeliefModifiers (BeliefType, ModifierId)
SELECT BeliefModifiers.BeliefType, 'MOD_JGP_ATTACH_CONVERT_TO_'||Buildings.BuildingType FROM BeliefModifiers
INNER JOIN Modifiers ON Modifiers.ModifierType == 'MODIFIER_PLAYER_RELIGION_ADD_RELIGIOUS_BUILDING' AND Modifiers.ModifierId == BeliefModifiers.ModifierId
INNER JOIN ModifierArguments ON Modifiers.ModifierId == ModifierArguments.ModifierId AND ModifierArguments.Name == 'BuildingType'
INNER JOIN Buildings ON Buildings.BuildingType == ModifierArguments.Value AND Buildings.PurchaseYield == 'YIELD_FAITH' AND Buildings.EnabledByReligion == 1;
DoctorCuck 7 Sep, 2023 @ 11:59pm 
Loading time issues are due to a really poorly optimized SQL query

On line 46 the code to clone the belief modifiers this query is not utilizing the indexing of the database properly and is instead performing a search through all possible buildings in the game. Obviously this issue becomes bigger with mods that add more buildings, especially faith buildings like from the religions expanded or urban complexity faith which cause the search to be repeated more times. I will put fixed code in another comment.
Fuzzle  [author] 28 Aug, 2023 @ 1:03pm 
Post the Database log in the bug report thread. The log can be found at: User\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs
Kobolo 28 Aug, 2023 @ 10:10am 
There is something that this isn't compatible with. Anyone have any guesses on what typical mods might be messing with this one? I run a lot of mods.
freemarcher 14 Jul, 2023 @ 9:08pm 
I tested a little further and it looks like the biggest issue was CIVITAS Askiya
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1205609555
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=1205609555
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2111584476
I can use all other leaders now with very little issue; it still lengthens the loading time but by very little compared to before.
freemarcher 14 Jul, 2023 @ 8:56pm 
Me again! It looks like disabling my leader mods fixed the issue. I don't know if that's common with everyone else having the same issue, but it might be worth mentioning in the description :steamhappy:
Fuzzle  [author] 13 Jul, 2023 @ 4:12pm 
I've never experienced any extended loading times personally, though I've gotten a lot of comments in that vein. Unfortunately since I can't replicate the issue, I can't diagnose what the supposed problem could be.
freemarcher 13 Jul, 2023 @ 3:39pm 
Hi! First off, I think your Secret Societies are awesome, and lend so much and really elevate the game. There is a problem though; with your societies installed, it makes loading times jump up to ten-fifteen minutes. It's not a huge problem on a single player campaign, but it becomes almost unusable when playing with friends. I'm wondering if there are any known incompatibilities I should look out for. I have a fairly large mod pack, so I'm used to a longer (~2/3 minute) loading time, but it's too egregious with multiple players. If I can get rid of something else, I'm sure I'd rather do that than get rid of these.
vernontan 22 Jun, 2023 @ 7:48pm 
Hi do you have the old version cos the new version caused my game to break
Doc_Furtado 22 Jun, 2023 @ 7:54am 
The keep unique building mod is great on ideia, but cause too many assets here, or something bad equal
Fuzzle  [author] 4 Jun, 2023 @ 9:57am 
You lose the civ unique building. That's why I made the Keep Unique Buildings mod
DavidBurnsideZF 4 Jun, 2023 @ 9:33am 
What happens if we play as Khmer, which has an unique replacement for the Temple and pick the Knights of Solomon?
IR62 14 May, 2023 @ 12:18pm 
Fuzzle, can you please have a look at the Diplomacy Compatibility Patch mod by Adriaman? I think there might be some code in there that adds the head count of followers in the standard religion screen. With that enabled, the 5th belief problem re-emerged.
IR62 14 May, 2023 @ 6:46am 
Fuzzle - you are right it worked, at least with CVI religion options set to default.

I'm going to repeat the sandbox scenario with a couple of other things I often use re-enabled, and see what happens.
IR62 14 May, 2023 @ 1:32am 
That is fascinating, because I had 42 *other mods enabled, and the only thing I disabled was customisation VI - and it worked properly (*including religion expanded, and Tomatekh's historical religions*).

I'll set up another speed-run game run with C-VI back in and see what the result is.
Fuzzle  [author] 13 May, 2023 @ 7:34pm 
Additionally, I couldn't replicate your issue with Customization VI and Knights of Solomon. It worked fine for me with both mods enabled.
IR62 13 May, 2023 @ 7:07pm 
TY.
Fuzzle  [author] 13 May, 2023 @ 5:59pm 
You can't pick the same belief twice.
IR62 13 May, 2023 @ 5:50pm 
Also a question - if you re-pick one of your original four beliefs as the fifth, will the effects stack? As an example, if I pick the belief that gives one science for each 4 followers of the religion, and then re-pick it, do I get two science instead of one?
IR62 13 May, 2023 @ 5:49pm 
@Fuzzle

Like other posters here, I had the problem with the 5th belief selection, and the empty religion screen with nothing to select, but managed to resolve it - by disabling Zegangani's "Customisation VI" mod.

Hypothesis: Customisation VI has some options for religion. I suspect it has a high load order number than this one, and and its religion scripts are loading after yours.

Possible fix: with respect to customised starting distances, Zegangani has a check box line in the options menu, with the explanation that if left unchecked, his mod's AssignStartingPlots.lua file is not loaded at all - so as to avoid incompatibility issues with other mods that use a modded version of that file. Perhaps if asked politely, Zegangani might be able to do something similar here.
Iberian Husky 9 May, 2023 @ 5:41pm 
This goes so well with Hojo Tokimune and Saladin.
Fuzzle  [author] 5 Apr, 2023 @ 1:36pm 
Can you be more specific?
Potatoes and Tomatoes 5 Apr, 2023 @ 12:00pm 
You sure? Because i dont think i got the bonuses
Fuzzle  [author] 5 Apr, 2023 @ 11:43am 
It's already compatible with them.
Potatoes and Tomatoes 4 Apr, 2023 @ 11:04pm 
any chance for compatibility with district expansions?
Eldrean 1 Apr, 2023 @ 6:10pm 
Increases load time depending on amount of mods too. At times it took even 10 minutes to create a new game. It's the only one of your secret societies mod that does this.
皮皮山上的咕咕⑨ 26 Mar, 2023 @ 10:48am 
After conducting some tests, I've found that this mod somewhat increases the loading time on larger maps. Smaller maps are fine.:steamsad:
MrocznyŻółwLPG 18 Feb, 2023 @ 9:34am 
Does the temple replacement get bonuses from stuff like feed the world?
DavidBurnsideZF 13 Feb, 2023 @ 6:32am 
I found out what the problem was. The Knights are triggered when an Envoy is sent to a City State, not when I clear a Barbarian Camp or a Tribal Village.
Fuzzle  [author] 12 Feb, 2023 @ 4:42pm 
Seems to work for me!
DavidBurnsideZF 12 Feb, 2023 @ 7:45am 
Hello. I've been testing this mod all day, and it seems the Knights never spawn in my games. All of the other new Societies spawn except for this one. I have all of your Secret Societies Mods installed plus a mod that tweaks Policies, and another that tweaks every unit promotion. Can you help, please? Thanks.