
- Civilization vi secret societies mod#
- Civilization vi secret societies free#
Civilization vi secret societies mod#
Inland Flooding mod : if you want climate change to be 1) more impactful 2) more fair so it affect both coast and inland cities. Upping the stakes also helps to make WC feel more interesting and impactful. Generally, if you pick the right side (A vs B) you will get some part of the effect, while the actually winner will get an even more powerful effect.
Tier 4: Added a malus: -20% science in all cities.Ĭheck out my other mod Better World Congress : Improves the World Congress by reworking most Resolutions. Tier 4: All newly built religious units receive +2 Charges. Tier 4: All religious units receive +25 Religious Combat Strength. A strong malus has also been added to off-set the quite powerful and generally useful effect. Purpose is to provide a meaningful effect for a religion player that got this late into the game, but something that could also be useful for a culture player. Tier 3: Governors exert 6 Loyalty pressure. Tier 3: All citizens exert an additional 0.25 Loyalty pressure. Works on both religious combat and normal combat. Tier 3: If one of your units kill another unit, gain +10 Great Artist+Writer+Musician points. Purpose is to keep the overal theme of loyalty pressure and culture/tourism through subtle agression. Tier 2: Instead of 20%/20%/20% for Science, Gold and Culture, the conversion from Faith is now 0% / 10% / 15%. This somewhat scales throughout the game. Tier 2: Added a malus: Trade Routes grant considerably less gold, and might even give negative gold. Tier 1: Building now also grant +1 Great Prophet Point. Tier 1: Building now grant +3 Faith instead of +4. Especially effective with civs that boost trade routes, like Rough Rider Teddy or Cree.Voidsingers Focus: Redesign to no longer use Cultist (since the AI cant use them) but still keep their overall theme and flavor, reduce power Overall an excellent choice in nearly every situation you should pick this if you dont have a solid reason for any of the others. The unique building encourages lots of cities with harbors and commerce districts so plan ahead. It's also one of the easiest societies to get, and usually has many adherents for an easier diplo game. Using early trade routes to boost city states is useful and reliable, and the spies and policy slots are great boons. Owls of Minerva: Buffs to trade routes, policies and spies makes this easily the strongest secret society. Civs that focus science, districts, or great people all have good synergy, eg Japan, Egypt, Brazil. Ley lines are very RNG dependent, but can open up city locations in unorthodox areas. The industrial era is where HO really shines, civs that focus great people will get dazzling bonuses on their ley lines.
Adjacency is usually situational, but the UB is solid at least and sets up a strong midgame. Hermetic Order: Simple solid buffs to districts and yields, useful for science victory. It works best in civs with great faith economies like Russia, Ethiopia, and Indonesia. Cultists are still good late game thanks to their disruption potential against spaceports. Cultists enable direct faith-based attacks on enemy loyalty, 4-5 cultists can take border cities. The medieval promotion makes wide faith/culture play very viable for any empire with a religion. The early UB is great - lots of faith and a wildcard great work slot. Voidsingers: Hybrid faith-culture buffs that reward religious play and convert it into culture victory. Vampires get the strength of your strongest unit, so warlike civs with strong early UU's like Norway, Gilgamesh and Macedon synergize well.
SP civs can always be dangerous, watch out for them getting a tech lead over you. This is the hardest to get so focus clearing barbarian camps early if you're aiming for this one. It's also good as an emergency defense against turn 10 rushes. Choose this for an early game rush assist, and use the castles late game to teleport armies into distant lands.
Civilization vi secret societies free#
Sanguine Pact: Military focused buffs with free vampire units and vampire castles. Civs following the same secret society are natural allies.
If you already have a secret society when you find a new one, you get free intel revealing which civs follow it. General: The 4 free governor titles make exploration more important in the early game, and accelerate tactics that use governors.