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While money can be used to fund a military, it can also be used to get buildings, civilians and military engineers among other things.
To sum up, the Brigand Court now feels like the worst of the secret societies, especially from an economic point of view or in multiplayer, where your flagship just gets sniped.
Would a -33% or -25% debuff be preferable? I do still want to slow the rate of promotions somewhat, but with the introduction of the sharing promotion it may be less necessary.
In my opinion, the secret society as it stands is only viable on island plates or archipelago maps, and only for a small selection of civilisations that do not benefit from one of the other secret societies.
The main problems in my opinion are:
1) The Flagship in its current state is the only strong aspect of the secret society, but it is heavily reliant on getting the right promotions early, (+1 attack per turn and movement after attack) and (+1 range +5 attack) is very strong, sharing promotions with adjacent units is good as 2. or 3. promotion if u got one of the first two, +2 movement is debatable, capturing a naval unit is unreliable, and the others are just bad. (In my opinion).
If you do not get one of the first two promotions immediately, you are not really stronger than a standard galley rush early on and cannot compete with the economic bonuses of other secret societies in the long run.
2) The special building (Outlaw Cove) is significantly weaker than any other special building, all it gives is +2 gold per era compared to the Light House. Owls of Minerva (Gilded Vault) gives you culture equal to its gold adjacency bonus and an additional trade route capacity for cities with a harbour compared to the bank.
So if you have well-placed Commercial Hubs, this will be somewhere in the range of +3 to 6. With the Town Charter Policy (100% bonus), this is doubled to +6 /+12. (Enough to rely on as your main source of culture!)
Hermetic Order (Alchemical Society) +2 Production, Gold equal to the adjacency bonus of the district and (+1 Great Engineer Great Engineer point per turn) (+1 Great Merchant Great Merchant point per turn) compared to the University
3) An early aggressive naval strategy is the only viable option. However, the flagship promotion mechanic gives you a dilemma where on the one hand you want to use your military advantage to conquer one or more cities quickly to gain the benefits of having the additional cities, and on the other hand you want to drag out the wars as long as possible to maximise exp, gain for your flagship and to unlock traders.
Hunting barbarians was a fun little side Quest that gave you the trade routes (economic benefit) that is needed to compete with other secret societies in the long term.
Alternatively, you could buff the Outlaw Cove…
First Mate: (Your naval units gain the ability to perform coastal raids. All units pillaging improvements and districts earn double the yields.) comes in too late to really be an important factor. (imo)