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but i have not really given the other 2 a chance yet.
i tried Voids once, and to get any benefits, you are forced into Faith, meh
Owls of Minerva is much more broad and generalist in nature. You are encouraged to focus on City States, from the ability to place extra Envoys via Trade Routes, which can in turn pave the way towards (but not getting over the "hump" of) a Diplomatic Victory. You also will earn a literal boatload of gold from the combination of Gilded Vaults, extra Trade Routes, and the capstone providing % of treasury as income every turn. This can be turned to most any purpose, given you can purchase any unit and most buildings with Gold.
The 2 Societies are very different and have different use cases. Both are absolutely bonkers in the correct situation, as is the Hermetic Order. Vampires are definitely powerful, but I don't feel they are of the same magnitude.
The units themselves take a certain mindset and gameplan to use properly, but the real power comes from the Vampire Castles, which lead to a ridiculously powerful capital city. They're truly excellent in Tall games, especially with a civ or city state that grants Unique Improvements.
Voidsingers are religious hands down so very good at Religion which also feeds into a culture game.
Vampires are purely an offencive game secret society. Most of their bonus is in the vampires so they suit most a domination game. Remember though that a domination game can transition into a science or culture game easily.
Alchemical society is a science game or sim city society. Providing strong science bonuses and adjacency for districts but they are also extremely weak. Their leylines are randomly placed which kind of forces you into a domination game if you want to get them. Which unfortunately runs counter to your sim city game plan by draining resources for 30-60 turns for military conquest. Unless you get very lucky. They do make a desert map decently better though.
Vampires and Hermetic Order tie for second place. Both offer incredible tile yields, but the usefulness of the Hermetic order depends both on how strong your great person game is and random leyline placement.
Owls are for Mali and Victoria, a couple others. Consistent benefits, but boring and underpowered compared to the others.