[
@bite Can we just make this the the Secret Societies general discussion thread? If not, could we maybe make a more general thread?]
I was quite excited about Secret Societies, but having seen how they play they seem a bit of a mess. The promotions and related mechanics seem really good, and I like the late game buff to Alliances and impact on relationships. But the whole mechanism for triggering a Society and trade offs around having them seem really off.
Specifically:
- Getting a Secret Society. I'm not entirely sold on triggering Secret Societies via Goody Huts etc., but I guess it's okay. But I don't think multiple Civs should be able to trigger each Society that way. It just feels inevitable that you're going to get offers from every Society, and it isn't all that challenging given the triggers are so easy (albeit a bit RNG).
- I think maybe FXS should limit it to one Civ getting a Secret Society via Good Huts etc. Then, anyone else that wants that Society needs to do it via Diplomatic Visibility. That would make getting a Society initially a bit more competitive (because you have a rush to be the first one to get eg Void Singers), and then if you miss out getting a Society that way, you've got incentive to hunt among the other Civs for the one you want and then use Diplo Visibility to get the desired society. Otherwise, the current dynamic is to just keep banging Good Huts or Barbs all game long till you get the society you want, and that's just silly.
- Free Governor Titles. Getting additional free governor titles seems like a terrible idea - there's really just no trade off getting a Society at all, because you don't even have to use up your limited supply of existing Governor Titles. I'm even hearing stories of people getting four free titles! Oh Dear. No free titles, please. Or, if you have free titles, maybe only for the first person to discover the particular society.
- Trade-offs. Already discussed, but there's no real trade offs to Secret Societies, and that's kind of lame. Yeah, there's negative relationship penalties, but that's a very weak negative and only applies to AI Civs. I think there needs to be some sort of more general negative to the Societies that ramps up as you get promotions. It doesn't need to be anything crushing, but just something so you feel like there's some choice. It could be something just as simple as no Alliances with Civs that have a different Secret Society.
- Counters. I think there needs to be some sort of counters to Secret Societies. Currently, it's the same problem we had with Rock Bands, where there's just nothing proactive you can do against them. Again, I don't think we need anything major. But maybe Spy Missions that you can only run against Civs that have a different Secret Society to you; World Congress Resolutions that target Secret Societies; and or Policy Cards that give you additional combat bonuses etc. v Civs with Secret Socieites. I think the benefit of those counters would be players without Societies could use them freely, but so could Civs that have a Society but only against Civs with different Societies. Also, if Secret Societies had some good counters, I think that might even be enough of a "trade-off" by itself. Just a thought.
Anyway. The Game Mode is okay. But it's again a bit like Apocalypse Mode, where overall it's a cool idea, but the mechanics feel like they lack a little polish. It's basically the same situation as Red Death, which was and is a cracking idea, but just needed a bit more - and then, you know, we go Aliens, Zombies, and few more abilities, and touch more Sean Bean, and now that mode / scenario / whatever really is just 1000% times better.
I really hope Firaxis are open to revisiting these modes a little based on Feedback (
@FXS_MisterKevin hint hint). I mean, I really hope so. There are some really good ideas here, they just need just a smidge more polish.