Sid Meier's Civilization VI

Sid Meier's Civilization VI

Fuzzle's Secret Societies: Starborne Emissaries
Fuzzle  [developer] 1 Apr, 2022 @ 9:12am
Balance Feedback
If you have any feedback about the balance of this mod or suggestions regarding adjustments to any aspect of the mod, please post them here!
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CDuque 11 May, 2023 @ 6:26am 
So, this is a science Secret Society.

1. Contact
The "+15% Production toward Wonders" is great. However, it's a bit counterproductive to what you usually do when you go science, as your top priority is set up campuses everywhere with libraries to generate great scientist points. You don't really have time to build wonders. Not only that but there isn't any wonder I can think of that helps with science early game anyways. Placement of wonders also don't go well with mountains where you want to put your campuses.

"Campuses built adjacent to a Wonder grant a random Eureka from the current era".. As I said, you rarely go wonders when you play tech as there isn't any advantage, at best, you will build one depending on the start (maybe Artemis temple).. so it only gives you one Eureka. And that's only if you build your campuses after you build a wonder (which you usually don't do, as you rush campsuses first)

Suggestions :
A) Use ley lines for adjancency: This will help scientific civs even if you play on maps without mountains to get good campuses.
B) Do something like for void singers, with the obelisk and a new obelisk, that instead of giving faith, it gives you science.


2. Influence
Unlocked in Medieval Era. You can build a new specialty district in your cities for every two Population instead of every three Population.

This one is pretty good. As you want to start near mountains, you will rarely get a lot of food, and thus it helps the cities that will have low pop to grown. Nothing to say about this one!


3. Comprehension
Unlocked in Industrial Era. Allows construction of the Elerium Power Plant, a powerful Industrial Zone building. Runs on Elerium, a unique strategic resource produced in Research Labs.

This is also a good one! However, I think it needs a little bit more clarification in the text, and maybe a small rework. You unlock it in the industrial era, but if I'm not mistaken, you need to go to the oil tech to unlock the plant. Maybe put it sooner, at the same time as coal? (reduce maybe the electricity output then). But I think it deserve a slot in the top part of the science tree instead of the low one where it is currently now with oil (as when you go science you prioritize the top tree not the bottom one)


4. Ascension
Unlocked in Atomic Era. +20% Production toward space race projects and +1 Diplomatic Policy Slot in all governments. Allows the Galactic Embassy, a unique project for Spaceports.

Tje first part is perfect. However, the Galactic needs a rework, as it "grants 2 Diplomatic Victory Points." which is totally useless when you go for a scientific victory. Maybe switch to a project that give us Eurekas, to fill the gaps we were unable to get. That will be way better.


I think you have a really good base here for a science secret society (that we really need!) But it needs a little bit of rework and it will be wonderfull!


Cheers!
CAIR 18 Oct, 2023 @ 9:21am 
Hi, I tried to make a spanish translation for this mod as well.
If it's okay with you, I would like to share it here.
Thank you for the interesting mods.
https://drive.google.com/file/d/1jyCSMSUdAc7U02G5eCD_3fThZR0j8up_/view?usp=share_link
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