I would like to see another militant Secret Society, but I’d like to see it provide some fun tricks as well. So for players that want to field a sneaky army alongside offensive espionage, here are the Night Veil Syndicate!
The Syndicate provides a powerful unique unit called the Black Kite, which has modest firepower and coordinates well with other units. The Syndicate also grants incentives for using Spies and Recon units; Spies can quickly find leads on new cities to haunt and steal strategic resources, while Recon units get a free promotion for the rest of the game. Both Spies and Recon units can provide a support fire bonus that can give your attacks much more punch.
Night Veil Syndicate
The Night Veil Syndicate are clandestine agitators that thwart their enemies with underhanded tactics and keen awareness. They strive to rule the world with imperceptible might. Joining the Syndicate grants access to the unique Black Kite unit, a powerful Recon mercenary that can make melee attacks and ranged attacks. Black Kites gain power and mobility with later eras, but also become more expensive to purchase and maintain. Besides Black Kites, Syndicate members will also enjoy tactical benefits from fielding Spies, such as stealing strategic resources and applying support fire bonuses.
Initiation
Requirement: Settle a city adjacent to one or more Forest or Jungle tiles (60% chance to meet).
Allows you to hire Black Kite units with Gold. Grants a Black Kite unit in your capital. Gain +1 Diplomatic Visibility with all other civs.
[Black Kite]
Recon unit-type
100 Production (Cannot be built and cannot be bought with Faith)
400 Gold
1 Gold per turn
2 Movement
2 Vision
20 Melee Strength
20 Ranged Strength (2 range)
Black Kites can make melee attacks and ranged attacks.
Scramble: (Once per turn) The Black Kite swaps positions with an adjacent non-air military unit you control. This maneuver does not cost Movement for either unit, but is only valid if both units can traverse both tiles. Any formations involving either unit are immediately broken.
<Notes>
Multipurpose recon unit. Can gain additional Combat Strength and Movement with increasing Eras.
Ritual
Requirement: Research Military Tactics.
1 free promotion for Recon units fielded currently and later. Whenever a Listening Post mission in a foreign city is successful, uncover the City Centers of all cities that are trading with that foreign city. Your Black Kite units are automatically upgraded and increase in expenses.
(+15 Combat Strength, +1 Movement, +360 Gold cost and +2 Gold per turn maintenance for Black Kite units.)
Indoctrination
Requirement: Research Military Science.
Unlocks the Smuggle Materials mission, which steals the strategic resources accumulated by the target city for the duration of the mission. This mission targets the City Center and has a high chance of success. Your Black Kite units are automatically upgraded and increase in expenses.
(+15 Combat Strength, +1 Movement, +700 Gold cost and +2 Gold per turn maintenance for Black Kite units.)
Master Plan
Requirement: Research Synthetic Materials.
Spies take 75% less time to travel to their destination. When attacking units, +2 Combat Strength for each Spy and Recon unit within 2 tiles of the target unit. Your Black Kite units now hover, which allows them to move and fight on water, embark and disembark for free, and cross individual terrain tiles for 1 movement (except Mountains). Your Black Kite units are automatically upgraded and increase in expenses.
(+15 Combat Strength, +1 Movement, +1040 Gold cost and +2 Gold per turn maintenance for Black Kite units.)
For anyone that read through that huge wall of text, I greatly appreciate you spending your time doing so, and I'll try to answer any questions that come up
Even if the Syndicate is not interesting in its entirety, hopefully there are some parts of it that might be. I'm also interested in seeing what SSes other folks would like to see.
The Syndicate provides a powerful unique unit called the Black Kite, which has modest firepower and coordinates well with other units. The Syndicate also grants incentives for using Spies and Recon units; Spies can quickly find leads on new cities to haunt and steal strategic resources, while Recon units get a free promotion for the rest of the game. Both Spies and Recon units can provide a support fire bonus that can give your attacks much more punch.
Night Veil Syndicate
The Night Veil Syndicate are clandestine agitators that thwart their enemies with underhanded tactics and keen awareness. They strive to rule the world with imperceptible might. Joining the Syndicate grants access to the unique Black Kite unit, a powerful Recon mercenary that can make melee attacks and ranged attacks. Black Kites gain power and mobility with later eras, but also become more expensive to purchase and maintain. Besides Black Kites, Syndicate members will also enjoy tactical benefits from fielding Spies, such as stealing strategic resources and applying support fire bonuses.
Initiation
Requirement: Settle a city adjacent to one or more Forest or Jungle tiles (60% chance to meet).
Allows you to hire Black Kite units with Gold. Grants a Black Kite unit in your capital. Gain +1 Diplomatic Visibility with all other civs.
[Black Kite]
Recon unit-type
100 Production (Cannot be built and cannot be bought with Faith)
400 Gold
1 Gold per turn
2 Movement
2 Vision
20 Melee Strength
20 Ranged Strength (2 range)
Black Kites can make melee attacks and ranged attacks.
Scramble: (Once per turn) The Black Kite swaps positions with an adjacent non-air military unit you control. This maneuver does not cost Movement for either unit, but is only valid if both units can traverse both tiles. Any formations involving either unit are immediately broken.
<Notes>
Multipurpose recon unit. Can gain additional Combat Strength and Movement with increasing Eras.
Ritual
Requirement: Research Military Tactics.
1 free promotion for Recon units fielded currently and later. Whenever a Listening Post mission in a foreign city is successful, uncover the City Centers of all cities that are trading with that foreign city. Your Black Kite units are automatically upgraded and increase in expenses.
(+15 Combat Strength, +1 Movement, +360 Gold cost and +2 Gold per turn maintenance for Black Kite units.)
Indoctrination
Requirement: Research Military Science.
Unlocks the Smuggle Materials mission, which steals the strategic resources accumulated by the target city for the duration of the mission. This mission targets the City Center and has a high chance of success. Your Black Kite units are automatically upgraded and increase in expenses.
(+15 Combat Strength, +1 Movement, +700 Gold cost and +2 Gold per turn maintenance for Black Kite units.)
Master Plan
Requirement: Research Synthetic Materials.
Spies take 75% less time to travel to their destination. When attacking units, +2 Combat Strength for each Spy and Recon unit within 2 tiles of the target unit. Your Black Kite units now hover, which allows them to move and fight on water, embark and disembark for free, and cross individual terrain tiles for 1 movement (except Mountains). Your Black Kite units are automatically upgraded and increase in expenses.
(+15 Combat Strength, +1 Movement, +1040 Gold cost and +2 Gold per turn maintenance for Black Kite units.)
For anyone that read through that huge wall of text, I greatly appreciate you spending your time doing so, and I'll try to answer any questions that come up

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