3 ms·
Everything you said was basically my impression of the game when I left it. I didn't know about the last part, it doesn't surprise me they underdelivered on it.
by corbulo 4y ago
Everything you said was basically my impression of the game when I left it. I didn't know about the last part, it doesn't surprise me they underdelivered on it.
- oefrha 4y agoTo be clear secret societies is an optional game mode, and it’s not half bad for what it is, especially if you enjoy overpowered gameplay.
- NhanH 4y agoInteresting, how is secret societies imbalanced? That wasn’t my impression and I still play the game somewhat recently (certainly no more imbalance than the different civils themselves)
- oefrha 4y agoVampires combat strength is calculated as base strength of the strongest unit you have trained, plus 1 for every unit that has died in an adjacent tile (bonus from barbarians capped at +10). They don't normally die either, they retreat when brought to 1HP. You can intentionally sacrifice scouts around them to boost their CS. So you can realistically have unstoppable +30 CS vampires by mid game (as comparison, tank is +35 over a knight, two eras earlier), and unlimited CS by end game, as if you need an end game. Did I mention they also gain a -5 CS aura by industrial era? Their only weaknesses are lackluster movement (2, made up by earlier "airports" i.e. vampire castles), weaker passive healing (-5 HP per turn, made up by +50 from pillaging), and inability to form corps/armies (but you can get way more than +17 anyway). Another big source of imbalance is of course the AI's inability to use any of the secret society powers effectively.