Looks like this topic is wrapping up.
Yeah, we're mostly done. Would you like to do a summary or shall I?
Our next topic is the Domination victory, right? I imagine that will be quite a short one.
Yes, I agree with all of your suggestions. I suppose I would just suggest that we make sure it feels significant. Like, if you are way behind your opponent in science, you'll suffer for it, and if you're ahead of them, it'll be much more difficult for them. It's hard to figure out exactly how to do that without making it have absurd sight-distances.
Yeah, that sounds good. Absurd sight distances wouldn't be that much help for the defender, because after a certain distance you don't really know if the Envoy is coming towards you.
I can be OK with this. I guess. I suppose I just always prefer when a "niche" is more well-defined. Like, the Shadow player would use the GM in this situation... but in THAT situation, they'd choose the BK.
I definitely don't think I like the idea of the GM working FASTER. Flavor or not, I suggested *slower* for balancing reasons - so there was a purpose to the sacrifice of the spy that a BK requires. At the very least, they should be the same, IMO.
I definitely see what you mean here. We should note that the loss of a spy is only really a loss of rank and time though - not permanent spying capacity, since spies that die are always replaced after a few turns.
I don't see how we can mechanically make the Dragon be killable by GM, since he moves around so much. The Amyrlin should be possible, though.
They only need to occupy the same city at a time after the Gray Man has "established surveillance" (I assume we want a similar "movement cooldown" to normal spies). given the Dragon moves every 5-10 turns and some of his actions reveal his location to the Shadow, I think there's definitely time to try to assassinate him. I would envision this having a similar effect to the Shadow capturing the city the Dragon-spy is in - a temporary "injury" like Rand losing his hand. So the Dragon would just be unavailable for a certain number of turns.
Killing other spies... I don't think so. I wouldn't say they should do any of the other functions of a spy. Maybe that's the difference between them and a BK?
Interesting, yeah, this seems very sensible. I don't remember Gray Men ever doing any actual spying, just assassinations? That's a cool difference to me. Are we worried that we're handicapping Shadow civs' spying capacity then?
No, I agree that Legends is better. Histories is better because it blurs less with prophecies... but it doesn't sound as good. Plus, I like "Historians" for the archaeologists.
Cool, sounds good.
mmm... the thing about Charcoal is... it seems kind of like a cop-out. Us trying to change coal for the sake of it. It's not like they talk about charcoal in the books. Nor any of these other things though. Sulfur seems cool, to me, because it feels like it would be a part of gunpowder, you know? Could we just change the Coal image and make it yellow?
Totally agree here about charcoal, that would be kind of cheap of us. We could recolor coal for Sulfur - recoloring existing resources is very possible. That's more distance from base CiV than charcoal, but the others like Peat would have us making a whole new 3D model. It would be very cool for the user if we did it, but we've got a bit of a skill gap there. It would take me a long time to even try it, and a lot of trial and error.
Right. The thing about Lopar is, apparently, according to the wiki, "The lopar is the main combat animal of the Seanchan." So, not so much a luxury..... I dunno, we could do it, but it seems iffy to me.
The
wiki article I read said they're usually placid, unless trained to fight. Seems like that could be a luxury.
The Corlm (ostrich ones) are the only ones that don't seem to be obvious cobat units (they use them as scouts). ?Not sure that helps though.
Might be in consideration as a UU, but I think the Seanchan have better candidates. They wouldn't be the best strategics since they were only ever really used by one civ.
However, just found something, though: Kaf, which is Seanchan coffee-equivalent. I think that would be a good one, for sure.
Sounds very cool - one of Barathor's More Luxuries is already Coffee, so we can use that!
Good point! Though I don't think I quite follow how the whale itself is the thing that was used (as opposed to its blubber, meat, etc.).
OK, so just running down the list of civ resources, and which ones we're using:
Bonus - 8 in CiV. Shall we preserve that number?
Bananas - should we use this? Replace it with something? We don't see a lot of things in the tropics in the books, so its hard to say what they're like.
Wheat
Sheep
Cattle
Fish
Stone
Bison - cut (all red mean this)
Zemai
"Peaches" are a fruit we could replace bananas with, since it's mentioned... but it's mentioned as being poisonous! What fruits do you remember them mentioning?
All of those above in civ are food, except for stone (hammers). I'm fine with that.
I assume zemai can grow on the same tiles as bison would have, so no balance problems there.
There's a Sheepherder achievement hiding in here somewhere.
These all look sensible to me. If the people of WoT think Peaches are poisonous then I don't think we should use them as a resource. That's a bizarre little bit of trivia!
Arguably zemai should grow in desert-ish kind of areas, right? Since it's an Aiel thing. But the balance of deserts in CiV doesn't really lean towards that, and plains are definitely the "closest" terrain type.
Luxury Resources (26 total)
[two gold]
Cotton
Spices
Sugar
Furs
Ivory - renamed S'redit
Silk
Dyes
Incense
Wine
Copper
Gold
Silver
Marble
Pearls
Truffles - cut for weirdness
Jewelry This one is a CS-exclusive. Should we replace it with Sung Wood? Or should we keep this as well for regular CSs? (and then add the wood)?
Porcelain - so, did we end with you definitely wanting this one, or is this popping up as GW?
Nutmeg - civ specific in CiV. Figure we'll only use it if we need civ-specific luxuries for one of our civs.
Cloves - same as above
Pepper - same as above
Tabac
Oilfish - I could imagine this actually being civ/CS exclusive to Mayenne.
I think Porcelain can be a GW. We could replace "Jewelry" with "Firedrops" or one of the other WoT specific jewels? I think we can keep Sung Wood as separate - part of the Stedding - and use Firedrops or whatever for the "normal" CSes. We'll need to break down which CSes are which types from the list we have at some time too.
I don't think Mayenne will have its own unique CS trait (until we do a Venice and promote it to a civ), so I don't think Oilfish should be restricted to just them. CS exclusive sounds good though.
Related to below, I think moving Copper to be strategic makes a lot of sense. That means we'd need a replacement. There are a few more WoT-specific gems aside from Firedrops, though Google is failing me at the moment in trying to find more. We could swap one of those in its place?
Using more types of WoT gems does kind of call into question the presence of a generic "gems" resource (also below) though.
[one gold, one food]
Crab - does this one feel weird to you?
Salt
Whales - does this also feel weird?
Citrus - not sure if this fruit exists... maybe it's alright, though. Apples or something more generic?
Cocoa Is this weird, flavor-wise? Does it exist in WoT?
Kaf
I agree about those three resources seeming weird. Totally cool with replacing citrus with Apples.
I do not remember if chocolate exists in the WoT-verse.
I feel like there should be some more WoT-specific sea-faring resources, either coming from the Sea Folk or the coastal Westlands nations, but I'm drawing a blank.
[three gold]
Gems
Alum - could be two gold instead of 3
Cuendillar Horde - are we doing this one? Also, this could be two gold instead of 3
Cuendillar Hoard btw. Horde of orcs, hoard of gold. Do we want to make it a cache of cuendillar artifacts though? That seems to encroach on Antiquity Sites. I would be fine with just "Cuendillar" in some ways. Even though it's more of a manmade thing.
Also fine with Alum as 3 gold.
Gems is an interesting one if we split off specific gem types as I mentioned above, but we probably don't want to remove it.
So, a fair amount to settle above. Of course, we'd have to consider the balance changes that might occur if we eliminate, say, Whales, and don't replace it with another sea-based one.
Yes, we definitely want to make sure there are enough sea resources that there's variety across the map. The base CiV numbers, for BNW, aren't hard and fast minimums though. Even Huge maps don't have all luxury types placed on them by default - there are too many. It's good to have more to introduce variety between playthroughs though.
Strategic Resources
Horses
Copper
Iron
Coal - could be left alone, or theoretically replaced by Charcoal, or Sulfur, or something.
Aluminum - theoretically could be replaced by Alum, though with some problems in flavor, of course.
Oil - cut because its too advanced. can be re-purposed into Peat or something
Uranium - cut because.. .yeah.
Peat or Tar
Angreal Horde
One possibility I thought of was adding Copper as a sort of "replacement" for Iron - for lower-tech weaponry, such as bronze - and then bringing in iron later in the game for higher-tech weapons. We'll have to come up with SOME way of making a resource-progression feel right, without having the huge tech leaps that happen in a normal game. Of course, the downside is that we'd then lose a luxury resource, and that players already associate it with luxuries - is there another, similar thing we could do?
I think Coal's replacement would need to end up the end of our resource line, right? That's the one that'll help you build gunpowder stuff/dragons, right?
I figure Peat or Tar or something could be used in shipbuilding and stuff, making sealants on the hulls, that kind of thing - not so much fuel.
The Angreal Horde, if we chose to do something like this, could be used to enable some advanced channeling units - or else provide bonuses and such. Otherwise, we'll need SOMETHING here.
EDIT: since I wrote this post last night, I've cleaned up a few typos and such that made things unclear.
We could possibly even leave in coal as our "endgame" technology-based unit resource - for things like steamwagons. I'm all for adding Sulfur earlier on as a gunpowder source, and therefore involved in Dragons and stuff like that.
I do agree that we should have a channeling-related strategic. We could have "Wells" if we don't use that as a tech/ability? When channelers are already restricted by Spark, which is effectively a strategic resource that isn't mined from the map, I don't think we want to make an end-game channeling unit that requires Spark
and something else. Wells might be good in this circumstance then (as would Angreal Hoards) in that we could make a player's channelers better based on their access to that strategic. There needs to be a way to consume it though. Could we do that all through buildings? Or what about improvements that consume resources?
I agree. Legends. Prophecies could work too, but I prefer Legends.
So that means the Legends are the Art of our game? Are Prophecies the Writing? That makes Crafts the Music, which is odd....
That's fine with me. I don't think the concepts of the 3 types need to map across, it's just the function of their mechanics. Characterizing the 3 base CiV types, Music makes Tourism blasts - which is a Culture-attack tactic. Writing make Culture blasts - defensive tactic. And Art makes Golden Ages. If we're going to shuffle around the abilities anyway, I don't think the mapping means much anymore. Legends + Relics, Prophecies, and Crafts sounds good.
OK, Items of Power then. Maybe we just call them that? ooh,,, "Relics of Power" ?
But yeah, we don't need much - could be more than three though.
Relics of Power sounds good! So, how specific do we want to be, drawing from that list of Items of Power? I'm thinking we want to be a bit more generic than the actual entries in that list, but still recognizable. I'm liking:
Medallion
Figurine
Plaque
[One of the variations of] Rod
Disc
Any of the above would then be combined with a nationality to form a Relic?
Also: Antiquity Sites. I think we want to rename that. What do we choose instead?
OK, so what helps create Great Artists (for example) in WoT? Specialists, buildings, and wonders, right? Anything else? If not, then it does seem to fit here - Wisdoms, a building, and some wonders, right?
Having looked back at the Aes Sedai abilities during the coding work, we've also got the top level Blue Ajah bonus as a WoT GP generation bonus. That makes sense, and it's not a primary source since only one player will ever have it. Policies also contribute towards most GP types, but the bulk of natural generation is in Specialists, Buildings, and Wonders. That sounds good for the WoT GP types then.
Honestly, I could see us breaking Pattern down just the same as score. We could factor in more things than what CiV does, if you think it fits or is necessary. In any case, I'm not really sure how to approach it (don't really know much about how score is calculated, though i do see how complicated it is when I highlight it in-game).
I haven't looked into how Firaxis calculate score exactly, but I do know it doesn't consider how many units you have, at least not significantly. (So highly aggressive civs are often underscored for the first portion of the game, until they consume a few other civs.) It sounds like the easiest approach here would be to just use score until we have a better idea of if we want to make Pattern any different.
I won't quote the rest since I won't be responding to specific things. But I'm glad to see that things are happening, for sure. Sorry to hear the coding seems illogical at times, though.
In terms of whether you should post all the github details and such, I'll leave it all up to you. I certainly read it all, and try my best to follow it. I won't usually have that much to add or say, beyond words of encouragement and stuff. So, it's up to you - I'm consuming the goods and trying to learn from them, but I can't say necessarily that that's worth your time (since it obviously took quite a bit of time). That said, if there's a reason you want to post stuff here to keep track of your process and such, of course do so!
No worries about the illogicality, I sort of know to expect it now, having worked with CiV before, but every time I open up a new part of the game and find some crazy "solution" it has to surprise me. This time I've run into the code that puts all the little text in the "bonuses" columns when showing previews of combat damage. It is completely and utterly insane. Makes no sense - Firaxis made adding a new message tons more work (and more error prone) than they needed to. In most places I've erred on the side of restructuring Firaxis' code where possible rather than make the WoTMod additions more complicated and difficult to follow, but I couldn't really get into teasing apart EnemyUnitPanel.lua.
In terms of posting the details on here, it does help me to put things out in words on the forum, so I'll carry on with the code updates referencing commits then. (Helps me to see the structure of what I've done and in explaining it, make sure it makes sense.)
So, this time I've got a bunch of new stuff. Not many screenshots,
just this one. In the bottom left, in
tiny little text you can see "Bonus from research" which is the White Ajah Tier One ability in action.
In terms of actual implementation, I've got all 7 Ajahs' Tier One abilities working. (Plus Tier Zero for the Blue and White, from last time.) Tier One was probably the easiest tier, since most of those bonuses are variants on one that exist in the base game. (Meaning I didn't need to write new C++ to get the desired effects once the promotions were being given out to the right units, which works from the last update.)
So the changes are
Blue,
Green,
Red,
Brown,
Gray, and
Yellow. But where's the White? Well, our favorite ability, "White Sisters get +30% combat strength for 5 turns after you research a technology"
actually ended up being quite
complicated. That last one is the meat of the change. The second one is a bit misleading, that's me checking in one of Firaxis' files to replace their one with a modified version.
It turned out that nothing in the game core tracked how long it had been since a team finished researching a tech. I made a few false starts on the architecture for that one, but the final result seems sound and not too complex (performance wise) while still "doing what it looks like it should" from a DB columns perspective.
Due to their relationship to some of the other Tier Zero and Tier Two abilities, I'm thinking Warders and Gentling are up next.
Now, back to the Last Battle! I'll quote some of the sections I think we could use clarity on before we want to proceed with an implementation of the victory. I've started here mostly with questions to get a conversation started on each topic, rather than expecting the answers solved immediately, so don't feel like you need to answer everything on the spot! I've tried to include my opinion on what we can do wherever I can, but some quotes have just turned into a series of questions that don't necessarily have immediate answers. It helps to compare this to the LB summary to have context for some of the specific quotes.
Large numbers of shadowspawn appear, including new unit types and forsaken units.
This is when the Last Battle starts. Do we want to go through what the Shadowspawn unit types are exactly? Or should that wait until we have all of the normal units down?
Flavorful "what would you do?" situations where the player reacts to some ethical conundrum. Darkside choices may sometimes offer better rewards, or more short-term benefit, or even just a different (but comparable) reward to the lightside choice. Darkside options may or may not be obviously "evil" actions, but are certainly shady or otherwise unethical
Situations that affect alignment. Do we want to go through and create some of the actual circumstances for these? Not necessarily final text, but the kinds of bonuses and penalties. Also the speed at which we expect people to move through the "ranks" of the "Light/Shadow" scale as a result of these would be good to know.
Related to that, what are the "ranks" on the scale? How many levels of "Shadow/Light" are there? In general I think it's a sliding scale: modifiers scale with your underlying Alignment points, not in stepped, discrete increments. But at least for the player, who sees only a flavorful description, there are thresholds at which that description changes. I think some of the "how Shadow-y is this player"-based decisions become easier once there's a well defined scale. (Even with placeholder names for the levels.)
Chosing to support, or ignore, the forces of the Light during the Trolloc Wars, False Dragon battles, and other global events
How do we want to track this, exactly? Is it in number of kills during these events themselves? Are there any other global events aside from the High King? As a diplo event, does that necessarily contribute significantly to Alignment?
Raising the topic of the Trolloc Wars specifically, do we have more details on how we want that event to play out? Obviously we want more Shadowspawn and we want to shake up the players, but is there anything more to it than spawn a pile of units in the Blight every turn for X turns? I'm not suggesting we necessarily introduce new mechanics here, I think we've got enough of those in this space, but it would be cool to get a clear idea of the flow of the actual gameplay implications. A few blow-by-blows of some example Trolloc Wars would probably be a good idea.
The players use or lack of use of darkfriend-related units and features darkfriend spies, black ajah agents, etc.
Our design here seems to have shifted a lot from this idea. The Black Ajah is largely manifested through the Turning of the Tower mechanics we discussed in the last couple of pages, though we've still got secret quests from them up in the air? Should those quests be in one of the summaries?
Darkfriend spies no longer seem to exist as we thought about them here. Or has this become a post-start-of-LB-only notion - where Shadow civs' spies are corrupting Light civs?
Basically I think we're looking for our primary vehicles for players to gain Shadow points in this topic.
The player's suffering of "corruption" or Turning from opponent's darkfriend spies, etc.
I'm not sure what this represents exactly. I do remember the notion of a Darkfriend as a non-optional citizen at some point - did that make it into this system somewhere?
Player's position on the Scale provides them a modifier or multiplier to their Faith generation. Additionally, conventional Faith "purchases" may cost darkside players more than they would cost Lightside players.
The only outstanding question here, I think, is do we still want to make normal faith purchases cost more for Shadow players? The modifier to faith generation makes sense and so would a faith-purchase-cost-modifier. It was just left as a "maybe" so I think we should be sure before we put it in.
Darkside players will receive Boons to compensate for the lost faith. It is undetermined whether these are integrated into the rewards for the situations described above, or if these are additionally granted.
Boons, we discussed them quite a bit but I don't think we came down on a 100% idea of what their final form is. Do we want these to be given out by mysterious secret-Shadow-forces-popups at relatively random intervals, weighted by the player's Shadow alignment? How do we want them to scale to offset the loss of Path? (Do we want them to?)
While extreme positions on the Scale cannot "force" the player's hand in this choice, there are consequences to a player choosing a side that is at odds with how their civ has been played, most notably in penalties to happiness (and the possibility of their cities changing sides).
Are there other yield penalty middle grounds between rebellions and happiness penalties? (There don't have to be, there aren't in the Ideology system.)
For Shadow-allied civs, their position on the Scale may determine the following:
The amount or type of shadowspawn they are able to control
The amount of Darkside AI military support (eg. Forsaken forces) they receive.
Is there a significant distinction between these two rewards?
The strength of Boons granted fromt he Dark One.
Boons cropping up again, but in a different context - this time post-start-of-LB.
All Light-side capitals must be controlled by the Shadow (Neutral capitals are irrelevant). It is still unknown if Neutral civs controlling the Light capitals can trigger this. If one Light team members controlling each other's capitals (from previous wars), this will not count towards the Shadow victory.
Shadow victory condition. Commenting on the unknown here - I think it should be "All original capitals of currently living Light-side civilizations must be controlled by the Shadow." So if Ghealdan have declared for the Light, it doesn't matter if Neutral Seanchan controls the Ghealdanin capital, the Shadow still need to take it. Also means that any capital-exchanges from pre-LB intra-Light wars don't change anything.
The Dragon must "take" Thakan'dar
I remember discussing this in detail and I think I remember exactly how it works, but I think it's worth having as a part of the summary. Brief summary of what I remember:
Thakan'dar is a city, controlled by the Shadow civ.
It spawns deep in the Blight at the start of the Last Battle.
All units
except the Dragon have significant penalties when attacking Thakan'dar and it is very well fortified (plus surrounded by Shadowspawn) so it is nigh impossible to take with brute military force.
The Dragon unit does bonus damage to Thakan'dar, making him the only reasonable way to capture the city.
The seals begin the game hidden throughout the map. It is still unknown if these are found within ruins, archaeological digs, or if certain units or technologies enable their discovery on the map.
This is a big one. We've just finished the culture victory, so what do we think about the Seals sharing the Antiquity Sites with the Relics? I think after our discussions, I'd be inclined to make the Seals completely separate. I think it makes the Antiquity Sites too busy and potentially interferes with the Culture victory if you can't tell them apart before excavating. Further, they'll need to be placed differently from Antiquity Sites, given what we've discussed about leaving Antiquity Sites' spawning mechanism alone, but we can't rely on that to place our required number of Seals+fakes.
So, that leads us to how do we dig up them up? What are the "things" called that we're digging up? ("Site of a Seal" is nicely alliterative. This is the Seal equivalent for Antiquity Sites.) Do we want a Seal-finder unit or should be use our Archaeologists stand-in? (If we want a unit, what should it be?)
I'm leaning towards a dedicated Seal-finder unit. Otherwise culture civs will be inherently good at the Last Battle victory OR everyone will build lots of Archaeologists and crowd the culture civs out. I think it's good to keep some mechanical distance between the victories that way.