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[NFP] Secret Society Speculations

Discussion in 'Civ6 - General Discussions' started by JaeChunDaeSung, May 15, 2020.

  1. Kmart_Elvis

    Kmart_Elvis King

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    One small clue we have is that according to FXS, Secret Societies will require either R+F or GS. Since GS already has R+F mechanics, we can deduce it will deal with R+F mechanics. Maybe not entirely, but it will use them. So loyalty, governors, ages, etc.

    So I could see things like being able to install a governor in another civ, a la Ottomans. Maybe he/she will decrease loyalty in enemy cities, or act as a spy where you have full visibility over what is going on in the city. Or even if you don't install them yourself, maybe the enemy governor is a part of your secret society and thus has more loyalty towards you then their own native civ.
     
  2. Bechhold

    Bechhold King

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    How are we sure that Secret Societies will even be in regular gameplay and not just part of a scenario?
     
    Last edited: May 18, 2020
  3. Zaarin

    Zaarin Chief Medical Officer, DS9

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    Because they said that game modes can be toggled in regular games and are not scenarios.
     
  4. IMACIV6PLAYER

    IMACIV6PLAYER Chieftain

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    Schools as well. But they never teach them to pray. Because their real mission is to recruit, topple and rule.
     
  5. Thormodr

    Thormodr Servant of Civ Supporter

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    Those aren't the real Freemasons. ;)

    Anyway, will stop there. Wait and see what this game mode has to offer.
     
  6. JaeChunDaeSung

    JaeChunDaeSung Prince

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    I misinterpreted the feature. It was my hope that it will be an add-on to the game that can be toggled, or not, I'm fine with adding just a bit more here and there to spice things up.

    I'm still working off the impressions I got from learning about the Second Italian War of Independence. The fact Louis Napoleon III was himself a member of one of these, I got the notion that being a member, or being discovered as one can carry severe consequences in diplomacy and foreign policy.
     

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