King Phaedron
Warlord
- Joined
- Oct 9, 2017
- Messages
- 180
I confess that all these years, and I have never once played with Hermetic Order. They are the worst and most lackluster of the four secret societies, but lately I have been doing some multiplayer hotseat type games and noticed that AI players who chose Hermetic Order get absolutely no benefits from it. Leylines simply do not appear on custom maps, made in world builder.
Skymods has 477 pages of Mods for Civ 6, and in all this time, NO ONE has made a Mod that does something with Hermetic Order so that it functions on custom maps. Sure, you can add leylines with a special tool, but setting up Leylines as a COMPETING resource was a terrible idea to begin with.
So here are some ideas for a MOD that should be called something like, Hermetic Order without Leylines, or Hermetic Order for custom maps, or Leylines reworked.
-Adeptus Minor and Adeptus Major: boost the Adjacency of all districts in your empire by +1, increased to +2 with third promotion.
-Practicus: Neophyte boosts all districts in your empire that are less then 3 adjacency to 3 adjancey.
-Therion: Boost one district per city by +4 adjacency.
-Create Leyline: Another idea is for Alchemist or Builders to be able to create Leyline resources where you want, similar to Maui, and can't happen if undiscovered resources like Niter are hiding there. Only one Leyline may be created per City. This might be the easiest fix.
By my favorite solution is:
Unique Civilian Unit: Alchemist. Similar to Builders, they get progressively expensive. Can only be trained or purchased with faith in cities that have a Campus.
Alchemist: has 2 charges. 3 if Campus has a Library, 4 with Alchemical Society building. Does various things. A type of scientist with secret knowledge.
Districts: increase the adjacency of a district (Except for Entertainment, Encampments, etc) by +1. Up to +4 if all governer titles are unlocked. So if you have level 4 hermetic order all districts in your empire can be boosted by +4 adjacency through "hidden leylines."
Aquaduct: now provides +1 food per Hermetic Order Governor promotion.
Unique Promotions: Grants a unit a special promotion:
-Archers: Poison coated arrows: +3 combat strength
-Siege: Firebomb: Burns down Forest tile if attacking a unit standing on forest, and causes extra fire damage.
-Melee Naval: Salvage: Heal 10 HP after defeating enemy ships by taking some of their broken parts and doing repairs.
-Ranged Naval: +1 range for Quadriremes, more advanced Naval Ranged units instead get +3 combat strength against walls and +6 against encampment walls.
-Melee and Anti Cavalry: Heal or Fortify immediately on the same turn you start doing it.
-Cavalry: When defeated in battle, spawns a melee unit in it's place. For instance, defeat a horsemen, and it's warrior riders will appear. Defeat a Knight, and a swordsmen is created. These units are spawned with half HP.
-Recon: Gain 1 XP per land tiles when exploring and revealing new tiles. Auto heals 5 hp each turn.
LEAD TO GOLD: When using a charge to increase the adjacency bonus of a district, get a small amount of either gold or faith.
(Alchemist are most associated with turning lead into gold. Some believe this to be literal, which grants gold, but others claim that the spiritual lead is being transmuted to spiritual gold, thus producing faith instead.)
-Create Trap: Puts a Trap on the tile that will be invisible to all other players. Turns into Landmines in the Industrial era and gets stronger. Traps cause 50 to 75% damage and are extinguished when activated by enemy units you are at war with. If the enemy unit is a Barbarian the trap will not be removed.
Alchemical Society: Now also grants +1 charges to Alchemists.
Misc: Hermetic Order players get Special Bonus If they have Specific Relics:
Philosphers Stone: +1 charges to all Alchemist, OR Faith value also provides, science, gold and culture.
Holy Lance: +2 combat Strength to all Anti Cavalry units
Grass Cutting Sword: +3 Combat Strength for Swordsmen, Samurai, and any other units that use swords. (disappears when they become Muskets)
Book of Thoth: Provides Science equal to it's +4/+6/+18 (Reliquaries) Faith value
Ark of the Covenant: +5 Theological Combat Strength for all Apostles. (The Ark was said to Electrocute people)
Chains of the Apostle: When Apostles are condemned by enemy combat units, those units also take 30 HP damage.
Sandals of the Prophet: +1 movement for all religious units.
But since all of that would take a crazy amount of work, feel free to do something simple.
Skymods has 477 pages of Mods for Civ 6, and in all this time, NO ONE has made a Mod that does something with Hermetic Order so that it functions on custom maps. Sure, you can add leylines with a special tool, but setting up Leylines as a COMPETING resource was a terrible idea to begin with.
So here are some ideas for a MOD that should be called something like, Hermetic Order without Leylines, or Hermetic Order for custom maps, or Leylines reworked.
-Adeptus Minor and Adeptus Major: boost the Adjacency of all districts in your empire by +1, increased to +2 with third promotion.
-Practicus: Neophyte boosts all districts in your empire that are less then 3 adjacency to 3 adjancey.
-Therion: Boost one district per city by +4 adjacency.
-Create Leyline: Another idea is for Alchemist or Builders to be able to create Leyline resources where you want, similar to Maui, and can't happen if undiscovered resources like Niter are hiding there. Only one Leyline may be created per City. This might be the easiest fix.
By my favorite solution is:
Unique Civilian Unit: Alchemist. Similar to Builders, they get progressively expensive. Can only be trained or purchased with faith in cities that have a Campus.
Alchemist: has 2 charges. 3 if Campus has a Library, 4 with Alchemical Society building. Does various things. A type of scientist with secret knowledge.
Districts: increase the adjacency of a district (Except for Entertainment, Encampments, etc) by +1. Up to +4 if all governer titles are unlocked. So if you have level 4 hermetic order all districts in your empire can be boosted by +4 adjacency through "hidden leylines."
Aquaduct: now provides +1 food per Hermetic Order Governor promotion.
Unique Promotions: Grants a unit a special promotion:
-Archers: Poison coated arrows: +3 combat strength
-Siege: Firebomb: Burns down Forest tile if attacking a unit standing on forest, and causes extra fire damage.
-Melee Naval: Salvage: Heal 10 HP after defeating enemy ships by taking some of their broken parts and doing repairs.
-Ranged Naval: +1 range for Quadriremes, more advanced Naval Ranged units instead get +3 combat strength against walls and +6 against encampment walls.
-Melee and Anti Cavalry: Heal or Fortify immediately on the same turn you start doing it.
-Cavalry: When defeated in battle, spawns a melee unit in it's place. For instance, defeat a horsemen, and it's warrior riders will appear. Defeat a Knight, and a swordsmen is created. These units are spawned with half HP.
-Recon: Gain 1 XP per land tiles when exploring and revealing new tiles. Auto heals 5 hp each turn.
LEAD TO GOLD: When using a charge to increase the adjacency bonus of a district, get a small amount of either gold or faith.
(Alchemist are most associated with turning lead into gold. Some believe this to be literal, which grants gold, but others claim that the spiritual lead is being transmuted to spiritual gold, thus producing faith instead.)
-Create Trap: Puts a Trap on the tile that will be invisible to all other players. Turns into Landmines in the Industrial era and gets stronger. Traps cause 50 to 75% damage and are extinguished when activated by enemy units you are at war with. If the enemy unit is a Barbarian the trap will not be removed.
Alchemical Society: Now also grants +1 charges to Alchemists.
Misc: Hermetic Order players get Special Bonus If they have Specific Relics:
Philosphers Stone: +1 charges to all Alchemist, OR Faith value also provides, science, gold and culture.
Holy Lance: +2 combat Strength to all Anti Cavalry units
Grass Cutting Sword: +3 Combat Strength for Swordsmen, Samurai, and any other units that use swords. (disappears when they become Muskets)
Book of Thoth: Provides Science equal to it's +4/+6/+18 (Reliquaries) Faith value
Ark of the Covenant: +5 Theological Combat Strength for all Apostles. (The Ark was said to Electrocute people)
Chains of the Apostle: When Apostles are condemned by enemy combat units, those units also take 30 HP damage.
Sandals of the Prophet: +1 movement for all religious units.
But since all of that would take a crazy amount of work, feel free to do something simple.
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