Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Secret Society Promotion Info
By Blitz
An easy reference for Secret Society promotions since they aren't uniquely labeled in the Civpedia. Secret Societies is a game mode you can enable at game creation. Once you meet a society they will show up in your Governor screen and you can only pledge to one Society.

The chance of receiving an invite to any society will get slightly smaller with every other civilization that joins this society (meaning "popular" societies will be less likely to send you an invitation).
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Owls of Minerva - send an envoy to a city state you have zero envoys at
Initiation: +1 Economic policy slot. Each trade route sent to a City-State awards 1 envoy there

Ritual: Allows you to construct the Gilded Vault building, a powerful replacement of the bank.

Gilded Vault: Replaces the bank. Inherent +5 gold, +2 merchant points. This commercial hub generates culture equal to its gold adjacency bonus. Having a harbor in this city provides +1 trade route capactiy.

Indoctrination: +1 Wildcard policy slot. +2 spy capacity. Your cities gain +4 loyalty per turn and +1 amenity when your spy in in their territory.

Master Plan: Every turn, you earn 3% of the gold in your treasury as income. Whenever an offensive spy mission in successful, you also gain half of the science, culture, gold, and faith that the targeted city produced this turn.
Hermetic Order - find natural wonders
Initiation: Reveals the Ley Line resource on the map. Ley Lines give a standard adjacency bonus to all specialty districts.

Ritual: Allows you to construct the Alchemical Society building, a powerful replacement of the university.

Alchemical Society: Replaces the university. Inherent +4 science, +2 production, +1 housing, +1 great scientist, great merchant, great engineer points. This campus district generates gold equal to its science adjacency bonus.

Indoctrination: For every Great Person earned, Ley Lines receive +1 yield equal to that Great Person's district type. Great Admirals and Great Generals earn +1 science. NOTE: This includes all Great People you have already earned.

Master Plan: Unlocks Occult Research, a city project that provides gold while active. When completed, it grants Great People points and science for every Ley line in the city.

Occult Research: Provides gold every turn. Receive science per Ley Line in this city and great scientist, great merchant, and great engineer points once finished. Requires a campus district.
Voidsingers - found in tribal villages
Initiation: Allows you to construct the Old God Obelisk, a powerful replace of the monument

Old God Obelisk: Replaces the monument. Inherent +1 culture and +4 faith. Contains 1 great work slot that can hold any type. Provides +1 loyalty per turn. If the city has maximum loyalty, also provides and additional +1 culture.

Ritual: Cities earn gold, science, and culture per turn equal to 20% of their faith per turn.

Indoctrination: Unlocks the Cultist unit. This unit is purchased with faith, and uses charges to reduce loyalty in foreign cities, generating Relics of the Void.

Cultist: Once it dies or loses all it's charges, it awards 1 Relic of the Void. Can move into foreign lands when not at war and use a charge to cause a city to lose 10 loyalty.

Master Plan: Unlocks Dark Summoning, a city project that provides lots of faith while active, and upon completion raises the amount of loyalty damage done by Cultists.

Dark Summoning: Provide lots of faith every turn. Upon completion it increases the amount of loyalty damage done by Cultists by 2 (to a maximum of 30). This requires an Old God Obelisk.
Sanguine Pact - clear barbarian camps
Initiation: Grants a Vampire unit in your capital.

Vampire: 2 movement, 20 melee strength. Has base combat strength equal to the strongest unit your cities have produced. Gains permanent combat strength when units die in adjacent tiles. Strength from barbarians is capped at +10. When killed, retreats with 1 hp to the Capital or nearest Vampire Castle. Heals an additional 50 hp when pillaging but receives reduced passive healing (50%). NOTE: Vampires base strength does not increase when building air and GDR units, but it does increase for corps/fleets and armies/armadas.

Ritual: Grants a Vampire unit in your capital, and allows your Vampires to construct Vampire Castles (max of 2 per empire).

Vampire Castle: Can be built in player owned territory and neutral territory by a Vampire. Provides fortification to units on the tile. Duplicates yields from adjacent tiles when built, adds them to the Vampire Castle's tile, and grants the tile's yields to the Capital city.

Indoctrination: Grants a Vampire unit in your capital. Increases maximum Vampire Castles builds to 3. Your Vampires now Intimidate adjacent units, reducing their combat strength by 5. Pillaging now costs 1 movement for Vampires.

Master Plan: Grants a Vampire unit in your capital. Increases maximum Vampire Castles to 4. Units within one tile of your Vampire Castles may now Airlift to any other tile near one of your Vampire Castles.
28 Comments
Shoocrane Jan 16, 2021 @ 1:54pm 
essential reference sheet. Thanks, Blitz
Billy Bo Bob Brain Dec 18, 2020 @ 9:38am 
Maybe to balance vampires you could lower the growth rate/population of a city they heal at?
emmettlover20 Dec 18, 2020 @ 9:22am 
Thanks Blitz
Blitz  [author] Dec 17, 2020 @ 8:36pm 
@emmettlover20 The patch that dropped today changed the free titles. You only get a free title for the first society you meet.
emmettlover20 Dec 17, 2020 @ 8:28pm 
Is anyone else having issues not getting all the Governor titles when discovering the societies. It just started for me today.
Slash Dec 17, 2020 @ 7:06am 
You forget the giant death robot mgmprsm, vampires are easy enough to kill you just have to actually try.
mgmprsm Dec 16, 2020 @ 2:45pm 
breaks the game - makes it too easy for you if you have them; far too powerful an enemy if you do not - there should be a van helsing or vampire hunter D unit that others can build to fight vampires - as it is, they have no mortal enemy. wish they would make it so you could do secret societies (which are cool) but EXCLUDE vampires. as such, makes no sense to have any secret society other than vampires, as they are far too powerful
Aluminum Elite Master Dec 14, 2020 @ 10:15am 
This is the type of info Firaxis should have provided themselves IMO, so excellent guide that fills that gap.
Blitz  [author] Dec 14, 2020 @ 9:57am 
@McDuck I believe so, but I haven't tested it.
McDuck Dec 14, 2020 @ 9:54am 
So one can only get Sanguine Pact if one is playing w/ barbarians enabled? I generally disable barbarians when I play