Tigranes
Armenian
- Joined
- Sep 11, 2008
- Messages
- 10,406
Disappointment and regret about missed opportunities -- these are the two feelings that shadowed me while playing with new Secret Societies. Just like Holy Roman Empire was neither Holy nor Roman nor Empire so are the Secret Societies. Neither Secret nor really Societies. Here is why.
One expects something sinister and villainously cool when hears "Secret Society". You don't go secret when you are trying do the most good, like Salvation Army. SS must operate like a state within state, not just another source of bonuses for the state. It necessarily should include some kind of downside for your own empire. I think I will convey the sentiment of all the civ6 players when I say that we are sick of bonuses, no matter how shiny the wrapper is -- more modifiers are just more modifiers. Instead we want to do something cool and we want AI to do something cool. Something that would add some intrigue to the very predictable pattern of how things would unfold if you just rake more goodies. There are so many missed opportunities: instead of being national governor SS could have been global phenomena, more like a CS without city or territory, pursuing their own agenda and having very special relationship with civ leaders providing both upside and downside.
Secrecy when it comes to your opponents could have been enforced using mechanic similar to Spies -- something is happening to them and they don't even know who did it. But you have to pay some price in order to get some benefit from SS, who, by definition, must serve their own purposes. If you get in bed with Cultists who drive your opponents insane -- your own faith must suffer and this could be a good opportunity to introduce heresy in the game. If Vampires agree to fight for your empire -- you need to pay them with the lives of your citizens. If you follow Hermetic pseudo scientists -- your recruited Great Scientists might part ways with you and run to another empire. And if you call Owls to help with your fiances -- they will bleed your land dry and you should see some farms and plantations go bankrupt and disappear. Just to give you an idea, you know. For such a complex game Civilization should not be so linear. There has to be some intrigue, tough choices, difficult decisions and unorthodox things happening. In form of events, you know, not in form of more free stuff. Even castle teleportation is not very different from airport, so what is so cool here?
One expects something sinister and villainously cool when hears "Secret Society". You don't go secret when you are trying do the most good, like Salvation Army. SS must operate like a state within state, not just another source of bonuses for the state. It necessarily should include some kind of downside for your own empire. I think I will convey the sentiment of all the civ6 players when I say that we are sick of bonuses, no matter how shiny the wrapper is -- more modifiers are just more modifiers. Instead we want to do something cool and we want AI to do something cool. Something that would add some intrigue to the very predictable pattern of how things would unfold if you just rake more goodies. There are so many missed opportunities: instead of being national governor SS could have been global phenomena, more like a CS without city or territory, pursuing their own agenda and having very special relationship with civ leaders providing both upside and downside.
Secrecy when it comes to your opponents could have been enforced using mechanic similar to Spies -- something is happening to them and they don't even know who did it. But you have to pay some price in order to get some benefit from SS, who, by definition, must serve their own purposes. If you get in bed with Cultists who drive your opponents insane -- your own faith must suffer and this could be a good opportunity to introduce heresy in the game. If Vampires agree to fight for your empire -- you need to pay them with the lives of your citizens. If you follow Hermetic pseudo scientists -- your recruited Great Scientists might part ways with you and run to another empire. And if you call Owls to help with your fiances -- they will bleed your land dry and you should see some farms and plantations go bankrupt and disappear. Just to give you an idea, you know. For such a complex game Civilization should not be so linear. There has to be some intrigue, tough choices, difficult decisions and unorthodox things happening. In form of events, you know, not in form of more free stuff. Even castle teleportation is not very different from airport, so what is so cool here?

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