Sid Meier's Civilization VI

Sid Meier's Civilization VI

Bear's Mods - Hidden Agendas Expansion
Darklord 30 Jul, 2024 @ 3:40pm
List of Agendas?
Hi,

Is there a downloadable list of Agendas available with descriptions please?

Cheers,

Daniel.
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Showing 1-4 of 4 comments
Legoworf 14 Aug, 2024 @ 4:52pm 
I will try to make one here for any one curious
Wolfmaster 24 Aug, 2024 @ 4:25am 
Taken directly from in-game descriptions.

-Adventurous-
All land units gain +1 Movement and Sight. All military units gain a further +3 Combat Strength when fighting on any features and additional +3 Combat Strength when fighting on any hills. All Recon class units gain +5 Combat Strength in any situation.

-Aggressive-
All military units gain +4 Combat Strength. Grievances caused by you and towards you are decreased by 50%.

-Agrarian-
+3 Food in the Capital. +15% Growth Rate in every city. +1 Food from Farms and Plantations, and additional +1 Food from Farms on resources.

-Ambitious-
During Gold Ages, gain a free Wildcard policy slot in any Government, and your cities produce +20% Gold and Production.

-Charismatic-
Cities exert +0.25 Loyalty Pressure per Citizen. All cities gain +3 Loyalty per turn.

-Charming-
+1 Influence Points per turn. Gold cost of leveraging City-State troops is reduced by 25%. Trade Routes to City-States provide +2 Food, +2 Gold, and +2 Production, doubled if you are the Suzerain of this City-State.

-Colonial-
All cities on foreign continents gain +2 Food and Production, +20% Faith, Gold, and Production, and +4 Loyalty per turn.

-Commercial-
Foreign Trade unlocks an additional Trade Route slot and a free Trader appears in the Capital. International Trade Routes yield +4 Gold. Domestic Trade Routes yield +2 Food and +2 Production. Trade Routes sent to you yield the origin city +4 Gold, and +2 Culture and +2 Science to the destination city.

-Cooperating-
+1 Alliance points per turn. Trade Routes sent to your allies provide +4 Gold and +2 Culture and Science for both members.

-Creative-
+20% Production towards Wonders and +20% Tourism across your empire.

-Disciplined-
+5 Combat Strength against Barbarians. When clearing a Barbarian Camp, earn a free Meteor bonus as well as additional 150 Gold.

-Efficient-
+20% Production towards Districts. +15% Production towards Districts in cities without a Specialty District. All cities gain an extra District slot regardless of Population.

-Environmentalist-
+1 Appeal in every city. Features grant +1 Appeal to adjacent tiles. Cities with a National Park or Preserve grant an additional +1 Appeal.

-Expansionist-
+20% Production towards Settlers. Newly founded cities start with 4 extra tiles. Culture and Gold cost of acquiring new tiles is reduced by 25%.

-Exploitative-
Builders and Military Engineers gain +1 Charge. +50% yields when clearing features and harvesting resources. Cities with a Tier 3 Industrial Zone building gain +3 Power.

-Financial-
+3 Gold in the Capital. +15% Gold in every city. Faith and Gold cost of buildings, districts, and units is 20% cheaper in every city.

-Generous-
+2 Amenities and Housing in every city. Each unique improved luxury resource in a city grants it +1 Amenity.

-Humanitarian-
During Dark Ages, gain a free Wildcard policy slot in any Government, and your cities produce +20% Culture and Science.

-Profiteering-
200% of a unit's Combat Strength is converted into Gold. +50% more yields from pillaging Districts and improvements. Units only expend one Movement point when pillaging or coastal raiding.

-Imperialistic-
Gain a free Wildcard policy slot in any Government. Gain a free Governor Title when entering a new era, including the Ancient Era.

-Industrious-
+3 Production in the Capital. +15% Production in every city. Mines and Quarries receive +1 Production, and Mines on resources gain an additional +1 Production.

-Innovative-
+3 Science in the Capital. +15% Science in every city. Free Eureka boost when entering a new era.

-Insightful-
All strategic resources are revealed without the required technology, and all strategic resources accumulate 1 extra resource per turn when improved.

-Integrated-
+2 Food and +2 Production from coastal cities or cities with a Harbor. +1 Food, Gold, and Production from Fishing Boats.

-Militaristic-
+25% Production towards military units. All military units gain +50% experience. All Great Generals provide an additional +5 Combat Strength for all nearby land military units regardless of the unit's era.

-Pacifist-
+15% Culture, Faith, Gold, and Science in every city when not at war with any major player. +2 Diplomatic Favor per turn. For every Delegation received, earn +1 Culture, Faith, Gold, Science, and Diplomatic Favor, increasing to +3 for every Embassy.

-Philosophical-
+15% Great People points in every city. Faith and Gold cost of recruiting Great People is reduced by 20%.

-Protective-
+50% Production towards all Walls. +5 Defense Strength and Ranged Strength for all cities. +4 Combat Strength when fighting in friendly territory for all military units. Grievances caused by you and towards you are increased by 50%.

-Refined-
+3 Culture in the Capital. +15% Culture in every city. Gain a free Inspiration boost when entering a new era.

-Religious-
Faith cost of purchasing Religious units is reduced by 25%. Religious units gain +10 Theological Strength. Gain 1 Great Prophet Points per turn.

-Seafaring-
+25% Production towards Naval units. All Naval units gain +1 Movement and Sight, as well as +4 Combat Strength when fighting on Coast and additional +4 when fighting in Ocean. All great Admirals provide an additional +5 Combat Strength for all nearby naval units regardless of the unit's era.

-Spiritual-
+3 Faith in the Capital. +15% Faith in every city. Your cities exert 50% extra Religious pressure. Gain +1 Amenities for each Religion with at least 1 follower in your cities. Gain +2 Faith for every nation, including yourself, you have met that has founded a religion and is not currently at war.

-Subtle-
Gain a free Spy and Spy capacity with Civil Service. Your Spies operate at 1 level higher. When completing successful missions, gain 200% of the target city's Gold per turn, as well as 50% of the target city's Culture and Science per turn.

-Vigilant-
Foreign Spies operate at 1 level lower in your cities. Cities with a stationed Counterspy gain +8 Loyalty and +2 Amenities. Gain 100 Culture and Science per rank for each foreign Spy killed in your cities.
Wolfmaster 24 Aug, 2024 @ 4:27am 
Love this mod a ton, but after looking through these bonuses it's kinda crazy how bad Charismatic is compared to the rest. Definitely would love to see something done there. Would recommend +0.5 Loyalty per citizen and +4 per city, or just some other bonus to go with it.
Last edited by Wolfmaster; 24 Aug, 2024 @ 7:58pm
Darklord 13 Jan @ 4:55pm 
Cheers for the list! Sorry I missed this till now.

Originally posted by Wolfmaster:
Love this mod a ton, but after looking through these bonuses it's kinda crazy how bad Charismatic is compared to the rest. Definitely would love to see something done there. Would recommend +0.5 Loyalty per citizen and +4 per city, or just some other bonus to go with it.

Easy to tweak. Open the mods folder there's an SQL called Charismatic in it.

C:\Steam\steamapps\workshop\content\289070\931656288\HiddenAgendas

Edit it to any values you like. (open the file in notepad)

VALUES ('BEARHID_CHAR_EXTRA_PRESSURE', 'Amount', 0.25),
('BEARHID_CHAR_EXTRA_LOYALTY', 'Amount', 3),

Changing 0.25 to 0.50, and 3 to 4 should do it.

Daniel.
Last edited by Darklord; 13 Jan @ 4:55pm
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