The Hermetic Order Doesn’t Suck, You Do

It has recently come to my attention that it is widely believed that the Hermetic Order is, without a doubt, the worst secret society available in Civilization 6. It is my intention dear reader, to try to convince you to give them a try the next time you play against your human or AI rivals in Civ 6. “Bold move Nystagmus” - Indeed, but please indulge me.

The Alchemical Society

Sure, the Hermetic Order doesn’t get special units like the Vampire or cultist. It doesn’t get additional policy cards or boosts to spies. Sure, you don’t get to enjoy consistent boosts to faith, culture, and gold. The Hermetic Order revolves around two things: Ley Lines and Great People. You can argue that the Alchemical Society is a pathetic excuse of a unique structure when compared to the Gilded Vault or the OP Vampire Castle. You can argue that Ley Lines given their unreliability of spawn and their inability to have districts built on it or be improved simply makes your Empire appear to be infested with small shiny useless stones. You can say all these things and you would never get an argument from me, dear reader.

My defense of the Hermetic Order relies on one overlying theme: mechanics. Do you want the secret society you choose to make you better at the many complex mechanics of the game? Or would you want the secret society you choose simply put the game on easy mode while you grind your enemies into dust? The two central attributes of the Hermetic Order, Ley Lines and Great People, reinforce the central games mechanics instead of replacing them.

Ley Lines while unworkable provide an additional map feature that lets you practice your city planning skills – trying to maximize adjacency bonuses. The boost to the Ley Lines revolves around Great People. The yields for Ley Lines improve in the mid to late game in the Industrial era (when Magus is unlocked) as a function of how many Great People you have earned. The Hermetic Order, true to their scientific ethos, is trying to teach you how to play the game better and faster. Why does everyone hate the Hermetic Order? Ask yourself why everyone hates school, and you have your answer.

Ley Lines while unworkable provide an additional map feature that lets you practice your city planning skills – trying to maximize adjacency bonuses. The boost to the Ley Lines revolves around Great People. The yields for Ley Lines improve in the mid to late game in the Industrial era (when Magus is unlocked) as a function of how many Great People you have earned. The Hermetic Order, true to their scientific ethos, is trying to teach you how to play the game better and faster. Why does everyone hate the Hermetic Order? Ask yourself why everyone hates school, and you have your answer.

Herein lies the crux of my defense to the Hermetic Order. It is a great litmus test to let you know you have made it. You are the Civ 6 veteran. If you are gaining enough Great People in any multiplayer game or especially against deity opponents to make Ley Lines viable – you are likely already winning. Hermetic Order will not be the saving grace of a game that had a poor spawn, or if you were diety’d. It will not snatch victory from the jaws of defeat.  It’ll make you win a game you were likely already going to win anyway – only faster. That game win – dear reader – will let you know one important thing: You know how to play the game of Civilization 6.      

Hermetic Order can help you train to be as good as this guy! Who knows - maybe even one day to win TheCivGive!

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