[NFP] Secret Societies Speculation

Its a missed opportunity that secret societies are not unlocked by negative events.

Agreed. Feels like Secret Societies could have been linked to the Era system and or Great People somehow.

You could also have Modern Secret Societies that become available in the late game.

Anyway. Interested to see how the existing mechanics will work, and then after that see if some of these Game Modes get a bit more development down the line. Not a bad place to be, really.
 
I don't think it can be replaced. It seems more likely that once you find one, you're stuck with it, so your only choice is to either use the governor title to unlock that society ability or use it to unlock a governor.

That can't be right because you are most likely to find a hut long before you can send an envoy.
 
It's not sending an Envoy, it's meeting a city-State.
It is sending an envoy to a city-state.
Though most likely you are going to be the first to meet a city-state, which in fact does give you a free envoy, so you're right as well.
 
Saw these details here: https://civilization.com/new-frontier-pass/civilization-vi-ethiopia-pack/
Bolded are new to me

  • An optional, specialized game mode with exclusive rule changes.
  • Adds four Secret Societies to the game.
  • Each Secret Society offers players a specialized Governor who applies their bonuses across the entire civilization.
  • Secret Societies may offer players new Resources, passive bonuses, unique buildings, units, or projects to further the Society’s ends.
  • Use your Secret Society membership to boost favorability and Alliances with other leaders.
 

Good to see Secret Societies have an impact on diplomacy.

I hope Secret Societies also require something investment to join and or have some sort of negatives, and so aren’t just more free swag. There is already too much easy culture, science and other yields in the game, that more “free stuff” would just make worse.
 
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There is already to much easy culture, science and other yields in the game, that more “free stuff” would just make worse.

I wonder if this gain is (partly?) compensated by what the envoy mechanic change takes out. But even if, it will likely lead to shifts between who profits from the current setup and from the new rules - the envoy thing takes away stuff from those going heavily for CS relations, while secret societies are a thing for everyone. And of course it has to be taken in account that the envoy changes will affect any game, while secret socities are a mode (though it is one I could personally run quite a lot, given it plays out as fun as it appears now - and in case it is nicely balanced, too...which is the important point you have made here)
 
Good to see Secret Societies have an impact on diplomacy.

I hope Secret Societies also require something investment to join and or have some sort of negatives, and so aren’t just more free swag. There is already too much easy culture, science and other yields in the game, that more “free stuff” would just make worse.

I think it's more free swag. Only thing to invest are governor titles and the first one comes with the invitation.
 
... Only thing to invest are governor titles and the first one comes with the invitation.

Probably. Governor titles are a sparse resource though and not something I would use in conjunction with the term “only”. (Even if the first one is indeed free. I wouldn't mind, if accepting a membership would cost the first, “real” governor title too and therefore represent an even higher opportunity cost!)
 
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It is a pity (or maybe not, jut is not shown in the interface we have seen), that 2nd, 3rd and 4th Secret Society promotion do not have an unlock (It only says "Unlocked at specific Era", so no Unlock mission is suggested), but it might be interesting if there is actually an unlock "mission", at least for flavour (they don't need to be super-difficut to acheve, just to be there), as it will show you have to commit to the society for them to commit to your goals.

In example:

Heremitic Order "Ritual" may require you to have at least a Ley Line inside your borders. Heremitic Order "Indoctrination" may require you to be producing a certain amount of science per turn,...
Voidsingers "Ritual" may require to having built certain number of obelisks, "Indoctrination" to produce an amount of faith per turn, "Master Plan" to have a number of cultists, or having used them...

and so on...
 
Does anyone think it is unusual that locked promotions are unknown (as in, the text description says ??? ...not yet revealed)? It could be just to make it seem more "secret", but really it will only serve to be annoying in the long run unless the promotions actually change from game to game (like we have in the future era). Still, it doesn't seem that they do.
 
I'd like to learn more about the Sanguine Pact. That secret society didn't have as much detail shown as the other SSs (wondering if that means the Sanguine Pact isn't as far along as the others). In particular I'd like to know what the vampire promotion tree will be like, or if they'll just be a hulk with no promotions like GDRs. Vampires have implied flight with being able to teleport between vampire castles, but I'd like to see if they have the ability to hover over water and dense terrain.

Also with just what we know of vampires, they'll likely be quite synergetic with Scythians. Being able to heal w/out having to go off and pillage will be useful.

Besides the Sanguine Pact, the other SSs seem mildly interesting, though the Minerva SS's additional policy slots will be hilarious.
 
Does anyone think it is unusual that locked promotions are unknown (as in, the text description says ??? ...not yet revealed)? It could be just to make it seem more "secret", but really it will only serve to be annoying in the long run unless the promotions actually change from game to game (like we have in the future era). Still, it doesn't seem that they do.

That's the first thing that I noticed but they didn't give any indication the promotions would actually vary, and seeing the promotions include unique buildings and a final powerful bonus, it seems they are intended to be static.

So it seems you're right in the long run it will get annoying. Just another thing to mod out.
 
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