3 ms·
To 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.
by oefrha 4y ago
To 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.