![]() ![]() ![]() These two bonuses make this the most impressive second-tier promotion out of all four Secret Societies, since it has massive versatility and an unlimited scope of application. (Read more here.) Your Indoctrination bonus basically doubles your Spy capacity, since everyone except Black Queen Catherine and Wu Zetian has only 2 Spies in the Industrial Era, and basically gives you a free Forbidden City. This building allows each city to have a maximum of 2 Trade Routes, and also grants extra Culture. Their ability to generate Envoys can also get you a potentially unbeatable head-start on any city-state whose Suzerainty you may consider vital to your game-plan, as long as those city-states are within range of your Trade Routes.Īfterward, you will gain access to the Gilded Vault, a powerful replacement in its own right, and even more impressive if you think about how underwhelming the standard Bank it replaces is. Gaining an Economic Policy slot when you would otherwise only have 1 can be a powerful jump-start to your empire in the early game. They are also generally the easiest to join, as you may receive an invitation any time you send an Envoy to a city-state, giving you far more opportunities than the required actions of the other Secret Societies.Īn incredible component of the Owls of Minerva is how good their Initiation bonus is. Trade Routes, policy card slots, Envoys, and Spies are all excellent boons towards achieving any type of victory, and unlike the Hermetic Order's Ley Lines, these bonuses don't rely on luck. The Owls of Minerva are the most consistently useful of the Secret Societies. Earn 3% of your Gold treasury as Gold per turn (up to 1000 Gold per turn). Whenever an offensive spy mission is successful, you also gain half of the Gold, Faith, Culture, and Science that the targeted city earned that turn. Your cities gain +4 Loyalty per turn and +1 Amenity when your Spy is in their territory. Each Trade Route sent to a city-state grants 1 Envoy there.Īllows you to construct the Gilded Vault building, a powerful replacement of the Bank. Send an Envoy to a city-state (80% chance). However, as with other societies, this chance will get slightly smaller with every other civilization that joins this society (meaning "popular" societies will be less likely to send you an invitation). ![]() The Owls of Minerva's base chance of sending an invitation after you send an Envoy to a city-state is 80%. Furthermore, members will have an extra Wildcard Policy slot, extra Spy capacity, and bonuses to defensive Spies. It also grants an additional Trade Route for cities with a Harbor. It also allows construction of the Gilded Vault, a new building with all the benefits of a Bank, but also grants Gold adjacency bonus as Culture as well. Owls of Minerva membership grants access to an extra Economic Policy slot and extra Envoys to city-states with each Trade Route sent there. This Governor operates on an international scale, thus granting bonuses to the entire empire without being assigned to a city. Once joined, players will unlock a new Governor with four unique titles. Similar to the other Secret Societies, Owls of Minerva membership lasts the entire game. Your finance minister hides a tattoo of a two-headed owl on his ankle a silk merchant idly draws an eye on his open palm. It is astounding how many there were, all around you, all this time. You have recited the names of the founders and their lineages and memorized the signs of the Owls. “Join us,” offers a woman in an elaborate moth mask, her voice dripping with wealth and privilege. Later, he invites you down through tunnels below the city to a velvet-draped room full of figures in cloaks and animal masks, and who you think you recognize as some of the richest and most important people in your empire – and beyond. ![]() “These are the signs by which we know each other,” he says to you. A conversation with a new acquaintance turns to symbols: an eye in a pyramid, a two-headed owl, a serpent biting its own tail. ![]()
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