On the DiploScreen, there is information about opponent's Secret Society. There is a bug in the Lua code that causes it always to be known, even in the situation when we actually have not yet discovered it.
The bug is here, file DiplomacyActionView_SecretSocietyRow.lua. If the opponent has the SS, then there is a check if we are aware of it. However, wrong object is used and the game actually if the opponent is aware of if, which ofc is always true.
if eSecretSociety ~= -1 then
local pLocalPlayer:table = Players[Game.GetLocalPlayer()];
local pLocalPlayerGovs:table = pSelectedPlayer:GetGovernors(); -- !!! It should be pLocalPlayer:GetGovernors() !!!
if pLocalPlayerGovs:IsAwareOfSecretSociety(eSecretSociety) then
-- Known Secret Society
On the DiploScreen, there is information about opponent's Secret Society. There is a bug in the Lua code that causes it always to be known, even in the situation when we actually have not yet discovered it.
The bug is here, file DiplomacyActionView_SecretSocietyRow.lua. If the opponent has the SS, then there is a check if we are aware of it. However, wrong object is used and the game actually if the opponent is aware of if, which ofc is always true.