Pietato
Platonic Perfection
Oh and finding AI Russia at turn 100 (deity huge contients with islands) with 200 science and 300 cultire was a shock. Voidsingers give absolutely bonkers AI yields.
More discussion about this, please.
Oh and finding AI Russia at turn 100 (deity huge contients with islands) with 200 science and 300 cultire was a shock. Voidsingers give absolutely bonkers AI yields.
Well, right, but 20% of 100 Faith is 20 Science/Culture/Gold. Again, that's pretty nice, but it's not any more broken than the other societies. And in most cases, you have to invest a fair bit to get 100 Faith at that point. It's not free (for most leaders!).
It's super broken. Faith is, on its own, a very useful resource. But to have it give one of each of the others as well? That makes every point of faith basically another .6 extra. That is super tremendous broken. It means you can optimize one resource in the mid-game (oh yeah and you are getting old god monuments). I'm not complaining about this game mode but that stuff is insanely OP.
It's not that it's OP by itself (requires significant investment, although earth goddess + Liang is a combo any civ can do; also, La Venta, or theocratic legacy cards) the main OPness lies in monumentality. +4 faith/city is huge early because it is a free builder, routes, settlers, and later on archaeologists. Faith is something insanely useful already by itself and to have it give something else too (and gold is insane useful for culture games as well) is broken.It's really not. You can say "broken" and "OP" all you want, but you aren't convincing. The facts are:
1. Most games don't revolve around getting large amounts of Faith because that requires significant investment in Holy Sites, Earth Goddess, or some other Faith generator.
2. Games that do involve large amounts of Faith are generally cultural games or religious games and in both cases, Science and Gold usually aren't as important as the Faith itself. The Culture is, though.
3. 20 Science, Culture, and Gold per 100 Faith isn't that much. Even in a game in which you're generating 500 Faith per turn, which is a game that you've almost certainly won, you'll get +100 Science, Culture, and Gold. At that stage of the game, none of these values is very broken at all.
4. The Obelisks only provide +4 Faith per turn and they aren't modified by the cards that modify Holy Sites and the like. So, with 10 cities, you're getting a whole 40 Faith per turn. That's uh... 8 Science, Culture, and Gold. Not that much.
I played a game as Kongo the other day just to see how powerful Voidsingers is when you don't build Holy Sites. And, the AI beat me to Earth Goddess. So, my Faith was basically just random luxuries, some wonders, and whatever I got from the Voidsingers. I settled 8 cities because I figured that's about a normal cultural game.
I finished at turn 240. Not my best game, but I hadn't played Kongo before and anyway, Alex had a really strong culture defense for an AI.
Anyway, I had +115 Faith per turn at the end.
+32 from Obelisks (8 * 4)
+52 from Void Relics (8 * 4 + 5 * 4)
+31 from luxuries, trade routes, wonders, etc.
So, that's not that powerful, right? It's a whole 23 Science, Culture, and Gold. At that time, I was at 337 Science, 1261 Culture, and 1035 Gold per turn. Who cares about 23?
I mean, look, Voidsingers are obviously great for cultural games and maybe for religious games, too. And, sure, you can come up with scenarios like Russia or Ethiopia where the +20% Science/Culture/Gold ability seems really strong. But, most of the time it's just pretty good. Not broken. It's certainly not any more broken than what you can get from the other societies with a tiny bit of effort.
It doesn't use rock bands either, but at least it doesn't buy them
It's not that it's OP by itself (requires significant investment, although earth goddess + Liang is a combo any civ can do; also, La Venta, or theocratic legacy cards) the main OPness lies in monumentality. +4 faith/city is huge early because it is a free builder, routes, settlers, and later on archaeologists. Faith is something insanely useful already by itself and to have it give something else too (and gold is insane useful for culture games as well) is broken.
And Kongo is insane with all those relic slots (Mt St Michel). If you only have 13 relics as Kongo you are doing something very wrong.
From my experience so far:
- Hermetic Order is a complete gamble, in my game where I picked it, it sucked. The Alchemist lab is more expensive than a normal University and doesn't seem that great. Ley Lines are pretty average, very much of a gamble and can end up being an nuisance as much of a benefit by blocking tiles.
It's really not. You can say "broken" and "OP" all you want, but you aren't convincing. The facts are:
1. Most games don't revolve around getting large amounts of Faith because that requires significant investment in Holy Sites, Earth Goddess, or some other Faith generator.
2. Games that do involve large amounts of Faith are generally cultural games or religious games and in both cases, Science and Gold usually aren't as important as the Faith itself. The Culture is, though.
3. 20 Science, Culture, and Gold per 100 Faith isn't that much. Even in a game in which you're generating 500 Faith per turn, which is a game that you've almost certainly won, you'll get +100 Science, Culture, and Gold. At that stage of the game, none of these values is very broken at all.
4. The Obelisks only provide +4 Faith per turn and they aren't modified by the cards that modify Holy Sites and the like. So, with 10 cities, you're getting a whole 40 Faith per turn. That's uh... 8 Science, Culture, and Gold. Not that much.
I played a game as Kongo the other day just to see how powerful Voidsingers is when you don't build Holy Sites. And, the AI beat me to Earth Goddess. So, my Faith was basically just random luxuries, some wonders, and whatever I got from the Voidsingers. I settled 8 cities because I figured that's about a normal cultural game.
I finished at turn 240. Not my best game, but I hadn't played Kongo before and anyway, Alex had a really strong culture defense for an AI.
Anyway, I had +115 Faith per turn at the end.
+32 from Obelisks (8 * 4)
+52 from Void Relics (8 * 4 + 5 * 4)
+31 from luxuries, trade routes, wonders, etc.
So, that's not that powerful, right? It's a whole 23 Science, Culture, and Gold. At that time, I was at 337 Science, 1261 Culture, and 1035 Gold per turn. Who cares about 23?
I mean, look, Voidsingers are obviously great for cultural games and maybe for religious games, too. And, sure, you can come up with scenarios like Russia or Ethiopia where the +20% Science/Culture/Gold ability seems really strong. But, most of the time it's just pretty good. Not broken. It's certainly not any more broken than what you can get from the other societies with a tiny bit of effort.
I'm just going to point out the super obvious thing - if I get voidsingers, I'm going to play a faith game. And since Voidsingers are super easy to proc, I'm going to know I have a voidsingers game very early - probably before I even choose a pantheon. If they gave you 20% of everything for gold, or culture, or whatever, I'm going to optimize for that. That ignores the fact that the Voidsinger monument is itself giving you +4 faith. In other words, since you should be building that in every city, every city will be generating a bonus +.8 or whatever gold, science and culture per turn - just without you doing anything extra.
Unless you are literally not optimizing (which would make me ask - why are you playing a strategy game at all?), the Voidsingers bonus (that they get in the freaking Medieval era) is incredible.
I'm just going to point out the super obvious thing - if I get voidsingers, I'm going to play a faith game. And since Voidsingers are super easy to proc, I'm going to know I have a voidsingers game very early - probably before I even choose a pantheon. If they gave you 20% of everything for gold, or culture, or whatever, I'm going to optimize for that. That ignores the fact that the Voidsinger monument is itself giving you +4 faith. In other words, since you should be building that in every city, every city will be generating a bonus +.8 or whatever gold, science and culture per turn - just without you doing anything extra.
Unless you are literally not optimizing (which would make me ask - why are you playing a strategy game at all?), the Voidsingers bonus (that they get in the freaking Medieval era) is incredible.
Sure. You get 0.8 Science, Culture, and Gold in each city. So, by the time you have 10 cities, you have 8 Science, Culture, and Gold. Does that really sound super powerful in the medieval era? I think not. The Obelisks are neat, and I love the graphics, but they're not overpowered or broken or whatever. They're just a really good bonus. The empty slots are probably the best part, really.
But they aren’t broken because the AI gets them too. The first game I used the Void (with Ethiopia), Rome had them too and was generating 650+ culture on turn 211 and the Inca (who had Hermetic) were halfway through the Mars mission at that time (I won on that turn, Diety). Until I see people consistently getting faster wins on Diety vs the AI than they did pre-societies, I am going to go with powerful, but balanced because everyone gets them.
You aren't just getting the .8 science/culture gold. You're also getting the faith, which itself is pretty useful - it can win you the game with monumentality (+4 faith/city and you have maybe 6 cities that's +24 faith a turn, which is enough to get you 2 "free" settlers or maybe 4 workers), or it can be used to set up your religion, or buy great people and so on. On top of that you are getting +.8 science AND +.8 culture AND +.8 gold.
And you are reinvesting that faith into your faith economy, especially when you have the faith buildings for your religion. If you are playing Voidsingers you probably are getting a pantheon that will help you generate faith, founding a religion, and selecting early/helpful beliefs. Meanwhile, as you generate faith which is helping you with your overall game, you are also getting free science, culture (culture being especially critical) and gold. Even if you are just generating 24 faith a turn (which you shouldn't be) from those monuments that's +5 extra culture, which can be huge at that time in the game.
For me it really puts to shame the extra economic policy slot - and policy slots are what I would call "a really good bonus". The only reason I'm not sure is because the vampires might be really good, just haven't had a chance to work with them.
You aren't just getting the .8 science/culture gold. You're also getting the faith, which itself is pretty useful - it can win you the game with monumentality (+4 faith/city and you have maybe 6 cities that's +24 faith a turn, which is enough to get you 2 "free" settlers or maybe 4 workers), or it can be used to set up your religion, or buy great people and so on. On top of that you are getting +.8 science AND +.8 culture AND +.8 gold.
And you are reinvesting that faith into your faith economy, especially when you have the faith buildings for your religion. If you are playing Voidsingers you probably are getting a pantheon that will help you generate faith, founding a religion, and selecting early/helpful beliefs. Meanwhile, as you generate faith which is helping you with your overall game, you are also getting free science, culture (culture being especially critical) and gold. Even if you are just generating 24 faith a turn (which you shouldn't be) from those monuments that's +5 extra culture, which can be huge at that time in the game.
For me it really puts to shame the extra economic policy slot - and policy slots are what I would call "a really good bonus". The only reason I'm not sure is because the vampires might be really good, just haven't had a chance to work with them.
Voidslingers are great for monumentality, though you will certainly want sources of faith other than just the obelisks. The early game value of the old god obelisks is in your faith economy snowball started, by buying that settler a few turns earlier. Later on, the slots are very useful for a cultural victory. Super potent with Russia or Ethiopia, and quite good for any civ with a bonus towards faith.
The vampires are pretty good for domination games. I played a game with Hungarian vampires and it was fun to have a black army fueled by mercenaries and vampires sweep the world. I leveled up the first vampire to be pretty terrifying and able to almost one-shot unwalled cities. The downside is that the vampires are slow, which means they aren't really immortal from the perspective of fast domination games. A unit that vanishes for 5 turns before reappearing 20 turns of movement away from your active fronts is, for all intents and purposes, dead. The first one had a hard time keeping up with the levied troops and cavalry and the second one never caught up to the main armies and just built a couple castles. Those castles were nice, helping my mediocre capitol build Terracotta Army fast. The real strength of Secret Societies was getting those early governor titles though. I got Armani by turn 8 and was able to levy the first city state army by turn 13 before moving on to levy the second by turn 18.For the first time ever, I was the one doing a turn 20 warrior rush on the Deity AI.
I wouldn't necessarily discount Owls of Minerva too. Their banks make commercial hub-harbor combinations actually good, as you get the adjacency bonus with culture and an extra trade route. A city with a harbor and CH with the gilded vault at the mouth of a river is going to be producing +5 culture and +8 gold, without factoring in any other districts or sea resources. I bet you could have some pretty insane Free Inquiry ages. I'll need to test it with Phoenicia or someone else with no faith bonuses and an incentive to go for CHs/harbors.
Side note: I do find it funny how holy sites and faith are becoming significantly more useful with each patch and expansion, at the same time that the AI is prioritizing them less and less. In the Hungarian game, I founded a religion on like turn 100 without having even researched Astrology. Rome's single conquered holy sites was enough.