Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Fuzzle's Secret Societies: Starborne Emissaries
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File Size
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44.072 MB
30 Mar, 2022 @ 3:30pm
31 Oct, 2024 @ 5:43pm
19 Change Notes ( view )
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Fuzzle's Secret Societies: Starborne Emissaries

In 2 collections by Fuzzle
Fuzzle's Secret Societies
9 items
Fuzzle's Mod Collection
54 items
Description
Make first contact with a race of aliens with the Starborne Emissaries!

This mod requires Gathering Storm! I currently have no plans to develop a Rise and Fall version, sorry!

Promotions
1. Contact
Unlocked by looting Tribal Villages. +15% Production toward Wonders. Campuses built adjacent to a Wonder grant a random Eureka from the current era.

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.

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.

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.

Elerium Power Plant
Unique to the Starborne Emissaries.
This Industrial Zone district generates Production and Science equal to its Production adjacency bonus.
Automatically converts any amount of Elerium into Power for cities within 6 tiles that need it each turn, at the rate of:
1 Elerium -> 16 Power
No CO2 into the atmosphere

Galactic Embassy
Unique to the Starborne Emissaries.
When completed, grants 2 Diplomatic Victory Points.

Non-Steam users:
You can download this mod at this link.[drive.google.com]

To install the mod, unzip the folder to the following location:
Documents\My Games\Sid Meier's Civilization VI\Mods

In game:
Click "Additional Content" and make sure this mod is enabled.

Pairs well with my other mods:
Secret Societies: Knights of Solomon
Secret Societies: Brigand Court
Secret Societies: Harmonists
Secret Societies: Hermetic Order Rework
Keep Unique Buildings
Reveal Secret Society Promotions
Faster Secret Society Discovery


Supported Languages:
English, Portuguese (thanks to TheColdHands), German (thanks to LoveDragon), Japanese (thanks to caffelattefox), Chinese (thanks to Bochi), Russian (thanks to TomatoSkin), French (thanks to aubmelvin)
If you'd like to help translate this mod into another language, I would gladly incorporate your translation into this mod! Message me if you're interested!


[ko-fi.com]
Popular Discussions View All (2)
2
18 Oct, 2023 @ 9:21am
Balance Feedback
Fuzzle
2
1 Apr @ 12:30pm
PINNED: Bug Reports
Fuzzle
79 Comments
BoonChi 3 Apr @ 7:27pm 
ZwartGeest, XCOM canonically exists in Civ. It may be Civ 5, but it's still canon.
ZwartGeest 10 Dec, 2024 @ 6:03am 
lemme guess, you took some inspiration from Xcom?
Fuzzle  [author] 23 Aug, 2024 @ 10:27am 
Note: The logs should be from right after the game refuses to load; if you've closed and restarted the game since then, the logs will have been cleared.
Fuzzle  [author] 23 Aug, 2024 @ 10:25am 
If you provide the Database and Modding logs at \AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs, I might be able to figure out which mod(s) it conflicts with.
Forgebreaker 23 Aug, 2024 @ 10:03am 
Game crashes on trying to load a new game with this mod enabled. every other mod works fine.
Fuzzle  [author] 1 Aug, 2024 @ 6:52am 
Yep, that's a sure sign of a conflict. For some reason, it seems like something might be deleting resources? Hard to tell, but if you search your installed mods for "DELETE FROM Resources" that should narrow it down.
Ori Vandewalle 1 Aug, 2024 @ 6:49am 
Thanks! I've got a lot of mods running, so I'm trying to narrow down what the conflict might be. I'm only getting the error when I have this enabled, but I don't get it if JUST this is enabled.
Fuzzle  [author] 1 Aug, 2024 @ 6:43am 
I expect a different mod is conflicting with this one, but I'll look into it
Ori Vandewalle 1 Aug, 2024 @ 6:24am 
I'm getting the "check your mods" error when I try to start a game with this one enabled where I didn't previously. Looking at database.log, I see this:

"[Gameplay] ERROR: Invalid Reference on Buildings_XP2.ResourceTypeConvertedToPower - "RESOURCE_JGP_ELERIUM" does not exist in Resources"

...which I imagine is a reference to this line in Aliens_Society_Forge.sql:

INSERT OR IGNORE INTO Buildings_XP2
(BuildingType, ResourceTypeConvertedToPower, Pillage)
VALUES ('BUILDING_JGP_ELERIUM_POWER_PLANT', 'RESOURCE_JGP_ELERIUM', 0);

Any idea what might be happening?
Figmentval 21 Jul, 2024 @ 9:40pm 
So this is what the Xcom: EU/EW Sectoids did after they got rejected from the sequel