Loyalty makes the most sense. Hopefully tie in loyalty mechanics with religion more.My guess would be that Secret Societies mode has something to do with loyalty, but ties with governors or the era system could also be possible.
Loyalty makes the most sense. Hopefully tie in loyalty mechanics with religion more.My guess would be that Secret Societies mode has something to do with loyalty, but ties with governors or the era system could also be possible.
The new frontier announcement mentions that the gamemode in the Ethiopia pack requires either Rise and Fall or Gathering storm to play. This would mean it depends on mechanics from Rise and Fall.
My guess would be that Secret Societies mode has something to do with loyalty, but ties with governors or the era system could also be possible.
The new frontier announcement mentions that the gamemode in the Ethiopia pack requires either Rise and Fall or Gathering storm to play. This would mean it depends on mechanics from Rise and Fall.
My guess would be that Secret Societies mode has something to do with loyalty, but ties with governors or the era system could also be possible.
I just wish they would just introduce some way to from merchant companies that enriched trade routes etc. then allow them overtime to become Corporations.
I just wish they would just introduce some way to from merchant companies that enriched trade routes etc. then allow them overtime to become Corporations. Secret Societies seems to be some form of religious buff.
There will almost certainly be some spy stuff. It could be cool if there were a whole "mission" of sorts where your spies had to do various things to complete it. Once you do, you get a very nice end-game victory bonus like "recovered the Roswell alien craft" and get a +50% space mission project production bonus. Or "alien asteroid orbital weapons platform activated" and get a big nuke to drop every 5 turns for free. Or "alien mind-control device acquired" and get +30% all tourism. I dunno why I'm focused on aliens, but you get the idea. Powerful end-game bonuses that require many, possibly impossible steps to compete. I first mentioned spies, and they could be a part of it, but so could archeologists, your religion, your military, city-states, controlling certain world wonders. There are a ton of different possible steps you would have to take to complete the whole quest.
I'm guessing that it's more or less like Civ4's Apostolic Palace mechanic. I don't know how you would qualify to be either in or out of the secret society, but once you're in you get a separate WC that has different resolutions.
Or (or maybe in addition to), the secret society votes up a possible resolution before it heads to the normal WC. This would give some control over WC resolutions back ot the players instead of being just randomly selected.
There will almost certainly be some spy stuff. It could be cool if there were a whole "mission" of sorts where your spies had to do various things to complete it. Once you do, you get a very nice end-game victory bonus like "recovered the Roswell alien craft" and get a +50% space mission project production bonus. Or "alien asteroid orbital weapons platform activated" and get a big nuke to drop every 5 turns for free. Or "alien mind-control device acquired" and get +30% all tourism. I dunno why I'm focused on aliens, but you get the idea. Powerful end-game bonuses that require many, possibly impossible steps to compete. I first mentioned spies, and they could be a part of it, but so could archeologists, your religion, your military, city-states, controlling certain world wonders. There are a ton of different possible steps you would have to take to complete the whole quest.
My prediction is that Secret Societies will be a somewhat watered down version of corporations from previous Civ games, available a lot earlier than corporations ever were.
It’s interesting to read, how diverse hopes and expectations regarding the secret societies are.
I am afraid, somebody will be disappointed...
I for one hope, that secret societies won’t play too similar to religions (spread, effects, use of faith, ect.). Because, you know, we already have this sort of game play with ... actual religions!
It’s interesting to read, how diverse hopes and expectations regarding the secret societies are.
I am afraid, somebody will be disappointed...
I for one hope, that secret societies won’t play too similar to religions (spread, effects, use of faith, ect.). Because, you know, we already have this sort of game play with ... actual religions!
Ninjas could definitely use their own overlay.- The religion overlay has a lot of potential for other applications;
- The unit could be akin to the Spy in regards to movement/placement, avoiding the nuisance of moving units about.
I just wish they would just introduce some way to from merchant companies that enriched trade routes etc. then allow them overtime to become Corporations. Secret Societies seems to be some form of religious buff.
Yeah, that was pretty much my #1 wish for a third expansion, but I think it's pretty safe to say that this hope died with the statement that they don't want to add more features to the core game.That's top of my wish list, along with significant changes to late game economics. But given they explicitly said 'no new systems' I've accepted that it's unlikely to come in NFP. Or if it does, in a much more minor implementation than I'd like.
I think it would be fantastic if, in the preview, they say nothing at all about the secret societies. After all, if someone went blabbering on about them for a half hour on a public youtube video, they wouldn't be so secret, would they?
Why stop there, don't mention them in the civilopedia, patch notes, or have any gameplay popups to tell you what's happening! What do secret societies do? It's a secret!