On the DiploScreen, there is information about opponent's Secret Society. There is a bug in the Lua code that causes it always to be known, even in the situation when we actually have not yet discovered it.
The bug is here, file DiplomacyActionView_SecretSocietyRow.lua. If the opponent has the SS, then there is a check if we are aware of it. However, wrong object is used and the game actually if the opponent is aware of if, which ofc is always true.
if eSecretSociety ~= -1 then
local pLocalPlayer:table = Players[Game.GetLocalPlayer()];
local pLocalPlayerGovs:table = pSelectedPlayer:GetGovernors(); -- !!! It should be pLocalPlayer:GetGovernors() !!!
if pLocalPlayerGovs:IsAwareOfSecretSociety(eSecretSociety) then
-- Known Secret Society
Edit. This is a bug in a small, separate file. No need to add it to CQUI. I am moving this issue to Real Fixes.
https://github.com/civfanatics/CQUI_Community-Edition/issues/308
On the DiploScreen, there is information about opponent's Secret Society. There is a bug in the Lua code that causes it always to be known, even in the situation when we actually have not yet discovered it.
The bug is here, file DiplomacyActionView_SecretSocietyRow.lua. If the opponent has the SS, then there is a check if we are aware of it. However, wrong object is used and the game actually if the opponent is aware of if, which ofc is always true.
Edit. This is a bug in a small, separate file. No need to add it to CQUI. I am moving this issue to Real Fixes.