S3rgeus
Emperor
EDIT: This post is the second of 2, starting a new page, which I figured was worth mentioning to avoid confusion!
And I'm back to my burst catchups and will inevitably fall behind again by tomorrow!
Yeah, this does make good sense. I'd be cool with choosing the same branch having a positive effect, but otherwise not having diplo modifiers.
What would we do about an Alignment tree then? Would we hide it by grouping it under a single diplo modifier of "they approve of your government's policies"?
Yeah, it's a significant chunk of work and doesn't add much.
I think you do see the bonus for such Policies. And you can look up how many Policies from each tree that players have adopted in one of the Diplo screens, right? (The global relations one?) So human players would have this information.
Totally, this is exactly what I was picturing. There's a lot of room for us to tweak them to be reasonable. (And a lot of combinations that lead to them being crazy good, I'm sure!)
Yeah, that would make it easier, but I don't think we'd want to restrict it to national wonders, as you've said.
That's mostly what I mean, the difference isn't about the actual bonus you get or not, it's about the source of that bonus. We don't need to explain and justify a concept of branch opener abilities and present them to the player in some way. We can present it as a part of the system that provides the bonus instead. So this would show up as a notification and on the actual Stedding screens, rather than as something represented on the Policy screen. It's not a mechanical change, just a conceptual one.
And totally agree with what you've said here, that these kinds of bonuses can take forms that don't make nearly as much flavorful sense as "policies" adopted by a civ, since they can be defined in the context of "something else" (Stedding in the above example) caring about which Policies the civ has adopted.
Yeah, that seems reasonable. I think we'd want to go into these kinds of bonuses in the next stage. I'm not sure if we should look at them after we've finished this first part or after we've gone through the individual Policies?
After we've finished this first part we'll have a set of trees and branches, which is the actual flavor and general mechanical ideas that these other systems will care about. But if we've already done the Policies, then we'll know a lot more about how the mechanics of each branch works and how these other systems could complement that. Conversely, we'll have more relevant flavor and mechanical design space for the individual Policies if we already know what other systems they connect to. Chicken and egg and all that.
According to someone on reddit, the cost to adopt your kth Policy can be calculated as follows:
(25 + (3k)2.01 ) (1+0.1*(n-1))
Where n is how many cities you have. It rounds down to the nearest multiple of 5.
I'm afraid of the amount of guesswork that would be involved in trying to work out how quickly players accumulate Culture though. And especially since we will have changed that significantly, even if we work from BNW data. So this will be something we're calibrating anyway, but the problem is whether the general necessity for Policy unlock speed will mesh up with how quickly players create Governors to take advantage of these Unity bonuses. I'm... not really sure how to work that out.
We could set up an obvious bonus in one of the earlier Policies that would trigger later. Something like "First X cities with Population over Y receive a free Governor"? Too strong?
Agreed.
I suppose I usually see the term diaspora more in the context of sci-fi's usually significantly cosmopolitan cityscapes, but that's likely just because of what I like to read!
I didn't actually go much into this above, so it's good to have this block to refocus on it!
This was mostly about the role of the naval Policies that we moved out of Commerce and Exploration and into other places. Now that we're going with having more trees, would a "naval" tree make sense? Or do we still want to put the naval stuff into branches of the existing trees?
A problem I find with them being in existing branches is it tends to make the branch choice in that tree very black and white. If the civ is mostly ocean-going on this map they should choose the naval one, otherwise not. Is there a way to avoid that without having a separate tree?
I think it could work well. It's mostly about having two different ways of encouraging players to expand. Warlike expansion is covered in the War tree, so we want two wauys that are mostly non-conflict, which this strikes me as a good foundational way to differentiate them.
I think that's still a separate problem though. Either those spaces are now actually good for the AI, in which case it's doing its job. Or they're still bad at it and that's the actual problem.
Seafaring is definitely an option. It does suffer from the problem I mentioned above of being a relatively automatic choice, but that's not the worst of problems overall.
I think it could be the main point of the branches though. To encourage the player to expand to different places from what they would otherwise. Not all Policies would necessarily be exactly about bonuses/luxuries, but they could complement that difference.
I don't think we'd want to go for peaceful vs warlike because of the existence of the War tree - Domination focused expansion should mostly be driven there.
I'm also not the biggest fan of WoTMod on the right and BNW on the left, which is covered above. (I may be straight up disagreeing with my initial assessment of this right now.)
So how else could we encourage Wideness in a branch? We've got a Wide tree in Ambition and it needs two branches that both encourage that Wideness, but in different ways.
Just to talk through the process, the primary motivation of a Wide player is to gain advantage through having many cities. So bonuses that scale with number of cities are good for them. Things that reduce the barriers to establishing more cities are good for them. The main barrier to more cities is Happiness.
Do we want to have two non-VC-mechanics make up a "wide and <X>" branch on both sides?
So, for example: "wide and T'a'r" and "wide and naval". Both T'a'r and naval are potentially looking for branches to call home. T'a'r could be things that allow Projections to reveal the fog (helping to scout) or even allow T'a'r to be used to found cities somehow. ("A Wilder who has created X Dreamwards can be expended to found a city," for example.) Naval has some obvious uses, and some we could take from Civ6. Care about founding cities on other landmasses and the like. It does have the issue I mentioned above of only being even an option when you're near water, but as also mentioned above, that isn't necessarily terrible.
aha! And I'm back to cutting in line before you're done... just like the old times.
And I'm back to my burst catchups and will inevitably fall behind again by tomorrow!
Yeah, I can see how with something like Unity, the people of that civilization would feel at odds with the other variety. But I think a case could be made for the opposite, in a sense. Those civilizations, while approaching "tallness" differently, are still both approaching tallness *at all*. And your War example makes some sense when stretched, but the Shadowspawn-fighting civs would feel no more contempt for the War-Justice civs than for the civs that didn't take War at all. Wealth civs are all Wealth civs, regardless of how they do it. That gives them some cultural affinity, even if they achieve it through different means. I don't feel the need to go for the diametrically opposed relations for different branches of trees. If we went with anything, I could see us going with liking people who chose your branch and only that - not disliking the opposite branch any more than you'd dislike people who ignored the tree entirely.
Yeah, this does make good sense. I'd be cool with choosing the same branch having a positive effect, but otherwise not having diplo modifiers.
What would we do about an Alignment tree then? Would we hide it by grouping it under a single diplo modifier of "they approve of your government's policies"?
I think a more nuanced approach could work, where it's tied to a civ's leader's personality, or something. Or, perhaps its just circumstantial, based on their condition in-game. A non-warlike civ will dislike all War civs. Not sure we need it though, or that it adds a whole lot to the game.
Yeah, it's a significant chunk of work and doesn't add much.
I see that we can do it without disclosing this information, but it does feel a little weird to allow the AIs to "act" upon knowledge that a human in that same scenario wouldn't be able to know. Of course, this would be a challenge with the policy system in general. In BNW, if you're fighting against somebody who has the Discipline flanking bonus, are you made aware of that bonus or is it hidden from you? Obviously, if you see a Landsnekt, you are made aware that theyare a loserchose Commerce.
I think you do see the bonus for such Policies. And you can look up how many Policies from each tree that players have adopted in one of the Diplo screens, right? (The global relations one?) So human players would have this information.
right, and it's actually possible that we could load multiple of these into one building, which could get cool but also get extreme rather easily.
A mid-game gold building, for instance, could start with one fewer gold that it adds. If you take Wealth: Fortune it gets the additional +Gold. If you take Wealth: Opportunity it gets +Production. This makes the building customizeable, however, objectively worse since many/most civs don't get the bonus. However, we could *also* give the building a +Prestige if you take Creativity:Inspiration, or a +Culture if you take Creativity: Legacy. So in that regard, the building has the potential to also be way better.
Totally, this is exactly what I was picturing. There's a lot of room for us to tweak them to be reasonable. (And a lot of combinations that lead to them being crazy good, I'm sure!)
These kinds of things would be easier to limit with Nat wonders of course, though those favor Tall, which isn't ideal.
Yeah, that would make it easier, but I don't think we'd want to restrict it to national wonders, as you've said.
hmmm, I am having some trouble picturing how what you've described with the Stedding would be different from what we were already discussing. In any case, my reason for feeling that this could be the answer has more to do with the fact that this idea feels somewhat weirder when a part of actual policies, but might make some sense if attached to a more generic "bonus" or "trait."
That's mostly what I mean, the difference isn't about the actual bonus you get or not, it's about the source of that bonus. We don't need to explain and justify a concept of branch opener abilities and present them to the player in some way. We can present it as a part of the system that provides the bonus instead. So this would show up as a notification and on the actual Stedding screens, rather than as something represented on the Policy screen. It's not a mechanical change, just a conceptual one.
And totally agree with what you've said here, that these kinds of bonuses can take forms that don't make nearly as much flavorful sense as "policies" adopted by a civ, since they can be defined in the context of "something else" (Stedding in the above example) caring about which Policies the civ has adopted.
Also, was thinking that one way to handle these kind of "unlock bonuses" would be to go out of our way to provide non-scalable - thus predictable - bonuses. +1 to strategic resources. a Flat +X to happiness, that kind of thing. That way we can provide bonuses that feel real, but are much easier to balance than, say, +X% to production of melee units, which then because incredibly powerful if you're all in on melee units, and incredibly useless if you aren't.
Yeah, that seems reasonable. I think we'd want to go into these kinds of bonuses in the next stage. I'm not sure if we should look at them after we've finished this first part or after we've gone through the individual Policies?
After we've finished this first part we'll have a set of trees and branches, which is the actual flavor and general mechanical ideas that these other systems will care about. But if we've already done the Policies, then we'll know a lot more about how the mechanics of each branch works and how these other systems could complement that. Conversely, we'll have more relevant flavor and mechanical design space for the individual Policies if we already know what other systems they connect to. Chicken and egg and all that.
I definitely don't know the approximate timing of when the average player gets those policies...
According to someone on reddit, the cost to adopt your kth Policy can be calculated as follows:
(25 + (3k)2.01 ) (1+0.1*(n-1))
Where n is how many cities you have. It rounds down to the nearest multiple of 5.
I'm afraid of the amount of guesswork that would be involved in trying to work out how quickly players accumulate Culture though. And especially since we will have changed that significantly, even if we work from BNW data. So this will be something we're calibrating anyway, but the problem is whether the general necessity for Policy unlock speed will mesh up with how quickly players create Governors to take advantage of these Unity bonuses. I'm... not really sure how to work that out.
The other thing is that we could tweak one of the early policies so that it helps them *get* an earlier governor in the first place. I'm not sure how to do that without just giving a blanket +LP points, which is really a bigger thing than just being a governor-related mechanic. I think "free governor of your choice" is likely way too powerful.
We could set up an obvious bonus in one of the earlier Policies that would trigger later. Something like "First X cities with Population over Y receive a free Governor"? Too strong?
I think we can probably table this for now, until we really know exactly how the tree is going to look. But I'd be tempted to put it more in line with "Community" or something like that instead.
Agreed.
what makes Disaspora sci-fi? Here in el EEUU, at least, it's very much a term that comes up in discussion of history, anthropology, and even racial/ethnic studies. Say the word "diaspora" and it almost always will call to mind "African Diaspora" or "Jewish Diaspora", etc. Also, diaspora seems not to really mean expansion, so much as a people spreading *outside* of their homeland, within *other* nations. The Tuatha'an might in this way be a diaspora, but an expansionist civ, not so much.
But something else could work...
I suppose I usually see the term diaspora more in the context of sci-fi's usually significantly cosmopolitan cityscapes, but that's likely just because of what I like to read!
ok, I'm curious as to what your thoughts are, then.
I didn't actually go much into this above, so it's good to have this block to refocus on it!
This was mostly about the role of the naval Policies that we moved out of Commerce and Exploration and into other places. Now that we're going with having more trees, would a "naval" tree make sense? Or do we still want to put the naval stuff into branches of the existing trees?
A problem I find with them being in existing branches is it tends to make the branch choice in that tree very black and white. If the civ is mostly ocean-going on this map they should choose the naval one, otherwise not. Is there a way to avoid that without having a separate tree?
hmmm, I see what you mean, but I'm still not quite sure. I know that this is sort of similar to somebody having a policy that gives a boost to any tile, but happiness is somewhat "foundational" so it feels like a larger impact. I dunno, that's not exactly a scientific viewpoint.
I think it could work well. It's mostly about having two different ways of encouraging players to expand. Warlike expansion is covered in the War tree, so we want two wauys that are mostly non-conflict, which this strikes me as a good foundational way to differentiate them.
I think the issue I have here is that this might actually *encourage* the AI to be even stupider with city placement, because terrible sites at least have a little extra happiness...
I think that's still a separate problem though. Either those spaces are now actually good for the AI, in which case it's doing its job. Or they're still bad at it and that's the actual problem.
yeah, I think we probably need to settle on a "big picture" difference between these branches. Before it was seafaring... I'm not sure what else makes sense.
Seafaring is definitely an option. It does suffer from the problem I mentioned above of being a relatively automatic choice, but that's not the worst of problems overall.
The bonus resource thing is just one element - it's not likely to be the "main point" of that branch... I'm kind of coming up on blanks with this, though.
I think it could be the main point of the branches though. To encourage the player to expand to different places from what they would otherwise. Not all Policies would necessarily be exactly about bonuses/luxuries, but they could complement that difference.
The peaceful vs warlike expansion element is possible, but that isn't so easy to express in terms of bonuses, unless one side was all about lower occupation penalties, etc.
I don't think we'd want to go for peaceful vs warlike because of the existence of the War tree - Domination focused expansion should mostly be driven there.
Hmmm, I like how in Unity, we have BNW on the left, and New Mechanics on the right. Is there anything new to the mod that we could place on the right that could somehow relate to wideness? Unfortunately, I don't think so...
I'm also not the biggest fan of WoTMod on the right and BNW on the left, which is covered above. (I may be straight up disagreeing with my initial assessment of this right now.)
So how else could we encourage Wideness in a branch? We've got a Wide tree in Ambition and it needs two branches that both encourage that Wideness, but in different ways.
Just to talk through the process, the primary motivation of a Wide player is to gain advantage through having many cities. So bonuses that scale with number of cities are good for them. Things that reduce the barriers to establishing more cities are good for them. The main barrier to more cities is Happiness.
Do we want to have two non-VC-mechanics make up a "wide and <X>" branch on both sides?
So, for example: "wide and T'a'r" and "wide and naval". Both T'a'r and naval are potentially looking for branches to call home. T'a'r could be things that allow Projections to reveal the fog (helping to scout) or even allow T'a'r to be used to found cities somehow. ("A Wilder who has created X Dreamwards can be expended to found a city," for example.) Naval has some obvious uses, and some we could take from Civ6. Care about founding cities on other landmasses and the like. It does have the issue I mentioned above of only being even an option when you're near water, but as also mentioned above, that isn't necessarily terrible.