S3rgeus
Emperor
Spies placed in cities that hold a Seal have a chance to capture the seal for the spy's home civ. It is still undetermined whether the spy must have previously known the location of the seal, or whether the spy needs to be specifically ordered to go on a Seal-stealing mission (as opposed to doing so automatically like discovering intrigue or stealing a tech). The Dragon can also perform this function while stationed in a city, doing so at a faster rate.
We should decide on the undetermined bit of this. I'm not exactly sure what's meant by the "previously known" part here? Do we want to make stealing a Seal more like a City-State coup? Once the spy (or Dragon) has "established surveillance" in a city, the player can press a button that is "try to steal the Seal" (only available if a Seal is in the city) and has a % chance of succeeding? Modified by buildings/units/Alignment/something? The Dragon would then have a higher success rate, rather than a faster steal time (though I imagine he would "establish surveillance" faster than normal spies?).
Another approach would be the Spy vs Diplomat approach. When a Spy arrives at a city, the player sending them chooses "Seal or Technology" and the spy works on stealing whatever they choose. That's a bit iffy though, because Seals can be moved. We had a significant discussion about how movable Seals are and how that interacts with stealing them, right?
In addition to either of the above, we could require the spy to "look for Seals" in a city before he could perform the actual stealing part. This may take time and I think meshes quite well with the first paragraph above.
Beginning in the late-game (either in the AotD or the Last Battle), special researchable techs appear for all players that identify whether a particular Seal is authentic or a fake. It is still undetermined if only the owner of the seal can perform this research (or if their allies can as well).
I'd say only the team who currently controls the Seal can perform this research. (I say team since research is team-wide - it works if any player in that team controls it.) I remember discussing the potential for sub-trees in the tech tree in regards to these "Is it fake?" techs and having techs that were like "The Seal at Whitebridge." We definitely made a decision on how we want to structure that exactly, but I don't see it in the summary. (And don't remember exactly what we decided on in the end. I think a sub-tree/"separate window with the Seal-techs in it" accessed via the Tech tree was what we liked most?)
A fake seal disappears upon discovery, and possibly nets the discovering civ some kind of reward as a consequence (probably prestige or a science bonus).
What do we want this bonus to be? If we want a bonus at all? (Beyond knowing you don't need to break that Seal.) Science sounds appropriate because it helps with all victory types and therefore gives even non-LB-winning players a reason to participate. How significant should it be? Should we include global happiness? (Or unhappiness?) Or something to that effect?
A legitimate Seal can be destroyed via Global Project (contained within the team).
Isn't this a national project, rather than a Global one? Global would be like World's Fair or ISS - national is more like the Apollo Program or the Manhattan Project.
While each Seal's destruction is essential for both Shadow and Light victories, the Dark One's touch on the world strengthens with each destroyed Seal. This results in more numerous Bubbles of Evil, geater numbers of Shadowspawn, and reduced yields due to extreme weather conditions, food spoilage, etc.
Do we want to change or add anything to this? (No is perfectly acceptable - then we can just chop the "etc" off.)
Speaking of Bubbles of Evil, do we want to more precisely define what they entail in terms of CiV mechanics?
It is still unclear whether the alliance forms when the LB commences.
This is the structure of the Light side alliance. I think it should form immediately between all civs on the Light side once the LB starts. At least in our first playable run through the mod, this is a sensible and relatively simple approach.
typical things associated with conventional alliances in civ
Is this gold gifts and research agreements, like DoFs in base CiV?
Global (team) projects exist that allow civs to funnel hammers into team-wide benefits, such as experience boosts to newly produced units, etc.
Do we want to define what these Light-global projects are and what bonuses they provide? Bonus exp for newly created units sounds quite appropriate to a war. Are direct yield bonuses useful since we have the trade routes stuff (coming up next)?
I remember discussing thresholds for this, or at least something very similar to it, where units would have combat bonuses and such above a certain point.
Efficient, one-way trade routes exist to allow civs to send gold, hammers, food, science (for Seal research), and perhaps culture (see below). A civ would essentially be "donating" all of their yields from a given city to one or more cities, at a rate that is slightly beneficial to the recipient (e.g. 115% value, or three cities each getting 40% of the output). It is still undetermined how this is initiated, if via the city screen's production menu or via a caravan/cargo ship.
Given how internal trade routes work ("magic" yield appear at the target) do we want these to work in a similar way, or do we actually want to deduct yields from the sender?
I like the idea of this being caravan/cargo ship driven.
This also overwrites our Tinker UA from a few pages ago. Still only really relevant for the LB though, so they could coexist.
Civs who "support" the war effort will be rewarded with faith bonuses.
Like the Trolloc Wars, it would be good to have a clear definition of "support."
The White Tower will provide Aes Sedai to civs who participate in the Dragon Peace, in a manner that is still being determined. A civ's degree of "Brightness" will determine how much they receive, or the strength or cost of them. It appears that neutral and shadow civs will be locked out of having Aes Sedai (unless the WT is taken over by the Black Ajah, or elects to remain neutral towards the Dragon Reborn, which is not a mechanic that has been created yet). It is unknown what role the Black Tower will play in this.
A few things here - I think we can remove the Black Tower since we decided they're not going to exist as a diplomatic entity.
Given how we've done the diplo stuff, influence with the Tower is the deciding factor on Aes Sedai strength. Alignment being a factor in Aes Sedai slot allocation to players makes a lot of sense to me though.
The Black Ajah Aes Sedai available to Shadow civs should be noted here, I think.
I'm not entirely sure if this really diverges much from the Tower's normal behavior. (It doesn't need to, it just seems like we originally thought it would.)
The Dragon reborn is born when the first civ enters the Age of the Dragon. This civ will receive some kind of bonuses for this, regardless of eventual affiliation. These may include yield bonuses, prestige bonuses, or other effects.
What would we like these bonuses to be?
It is still undetermined what, if anything the Dragon does before the Last Battle commences. It has been suggested that he may do some things somewhat autonomously, much like Rand al'Thor does in the first 13 WoT books, but this is still undetermined. Such things may include "converted" nations, dealing with the White Tower, killing Forsaken, etc.
Do we still want to do this? I'm a bit concerned that this might result in very sporadic behavior on the part of the Dragon. (Not that Rand was particularly straightforward.) It's mainly an AI concern, the Dragon is clearly a powerful weapon for the Light and having a Light player see the Dragon make bad decisions at this stage could be demoralizing.
However, this might be more flavor dressing than mechanical, like I'm worrying over above. Is this just a series of popup boxes/notifications to the players about the Dragon's actions? (Will players care?) They should have in-game consequences, and if they have consequences, the players should really be involved in some way.
If the Dragon is destroyed during one of his actions (in spy-like phase or unit-phase), he is temporarily "Defeated." This causes a team-wide happiness penalty for the Light, a cooldown period before he returns, and perhaps another effect.
Only really asking about the "perhaps another effect" here - do we have another effect in mind? I'm fine with a Light-wide happiness penalty and a colldown on using him again.
Until the final Seal is destroyed, The Dragon Reborn exists in a "spy-like" state. In this phase, the Dragon is controlled for each turn (or set of turns) by a different Light-team member. The order of these turns is determined by a function of Prestige (most important) and Lightness or Faith(less important), as well as any special considerations (being the dragon's homeland, diplomacy, etc.). The specifics of this mechanic is still undetermined.
Only really commenting on "specifics of this mechanic is still undetermined" - this might be a leftover from a previous edit, since it looks like the Dragon has actions defined a few lines below this? None of the first part of this has any gaps that I can see.
If the Dragon is destroyed while all Seals have been destroyed and the Light civs have lost their capitals, the Dragon is killed and the game ends (victory unlocked for the next shadow player to complete a regular victory condition).
Question, what do Light players do in this case? Some of them might still be quite powerful - what happens if a Light player conquers all Shadow and Neutral players after the Dragon is dead? Do we keep ramping up until he's swamped by Shadowspawn and dies? I see the flavor logic of "the Dragon is dead, there's nothing you can do" but from a CiV perspective it seems very teetering-on-the-edge-of-a-cliff that losing a single unit (no matter how powerful) can make the game unwinnable for multiple players at the absolute 11th hour of the game.
Maybe we should have some way of recovering the Dragon unit? So he isn't actually "dying" - but then again we need that classification for the Shadow side victory. I just think the above case should be handled in some way. Or is that just the eventuality for Light civs that have let all of the Seals be broken before they were sure about their victory? Seems a bit harsh since the Dragon doesn't become a unit until all of the Seals are broken and then he needs to cross the map.
The answer to this could be as simple as any unit could actually take Thakan'dar, it's just so difficult that you'd need a world-spanning monstrosity of a civilization pouring units at it non-stop for many, many turns to make it work without the Dragon.
Root out Darkfriends and/or Shadow spies in a city
One of the Dragon's abilities when he's in his spy-like state. What does this one do, precisely? Is this to do with the Darkfriend-citizen stuff? Shadow spies is pretty clear.
Increase Prestige for the civ - directed at a specific other civ
Also a Dragon ability. Does this need to be directed at another civ? Global for the user seems fine to me?
Attack units that surround a given city, as either a garrisoned unit or an enhanced city-defense.
I think we characterized this as "Randplane" and it would be good to mention that here if that's still what we intend? So he acts mechanically like a bomber, I'd say.
"Nuke" with balefire, which would be powerful but would carry some negative consequences (perhaps similar to bubbles of evil).
Do we want to decide on these consequences? This probably ties into defining Bubbles of Evil more precisely, which is mentioned above. Civ4 had the whole "global warming" thing turning random tiles into desert after people used too many nukes. I think we want to go with something along those lines? Unfortunately, we are graphically limited in that we can't change terrain types without the player reloading their save. (It will update the yields correctly, but the tile won't change in appearance until a reload.)
The Dragon is in a city for a minimum number of turns, to enable his possible defeat. Some actions may take longer than others to complete.
Which actions should take how much longer? Is the minimum turn count enforced across multiple players' turns of control, or is it something more like players can only move him once per "their turn" to control the Dragon (and that lasts 5-10 turns?)? The latter sounds sensible to me.
Depending on how we change Seal-stealing, none of the Dragon's abilities necessarily need to take time. There are definite advantages to his abilities being "use and they have an effect" (like attacking a unit) rather than having to track them over time.
The Prestige boost one could be a single-turn-expend-his-moves thing that gives the player a Prestige boost for the remainder of this "their turn" controlling the Dragon.
Due to the Dragon being ta'veren, his presence in a particular city causes some random effects, both positive and negative. The specifics are still undetermined, but it has been suggested that this could simply be bonuses and penalties to random yields.
Do we still want to do this? Seems like it could be a bit annoyingly random?
After the final Seal is destroyed, the Dragon reborn will appear in the game as a unit. It is undetermined where he will spawn.
This is relatively easily changeable later, but do we want to decide on this, just to have a known answer at least for now? Capital of the Light civilization with the most cities? Light capital of the highest Path/Prestige Light player's choice? Random Light capital? Random Light city? Closest Light Capital to Thakan'dar? Farthest from Thakan'dar? Many more options here.
The Dragon unit will be a powerful channeler. His purpose is to take Thakan'dar, which he can attack and capture (triggering a Light Victory). It is still undetermined if the Dragon is allowed "free reign" to do other things during this period, or if he is limited in movement or number of turns.
This is mainly about the "free reign" bit. Did we want to restrict the Dragon unit by number of turns or something before resetting him in some way, to mitigate the Light using him as a siege weapon against the Shadow rather than going for Thakan'dar? I'm not 100% sure we can ever fully get rid of that strategy - if the Dragon is powerful he'll be good at it. The 11th hour inescapable loss discussed above does make it a relatively risky strategy though.
Large numbers of shadowspawn will begin spawning in the Blight. These can appear in non-Blight locations as well (via unlocked Waygates, etc.).
I'm just picking up all of the "etc"s! What else causes Shadowspawn to appear outside the Blight? Shadow Aligned civs get to control some Shadowspawn - do they gain the ability to produce those units or can they only buy them? Or do tey not have to do either, and the Shadowspawn just appear in Shadow civ territory, under their control?
The kinds of shadowspawn that exist may increase during the Last Battle. Forsaken will appear, and uncommon units such as dreadlords, grey men, gholam, darkhounds, and Samma N'sei (red-veiled Aiel) may appear. It is undetermined whether some of these units will appear during the Trolloc Wars as well.
Do they appear during the Trolloc Wars? I think Gray Men and Gholam have been moved, design wise, so they're no longer units. I don't think Samma N'sei or Dreadlords should show up in the Trolloc Wars. Darkhounds sounds good to me?
Are there any additional "normal" Shadowspawn aside from Trollocs and Myrddraal at other times?
Thakan'dar is an extremely powerful "city state" in the Blight. In addition to being a spawning point for shadow units, it will have powerful defensive capabilities. It has been suggested that Thakan'dar takes only minimal damage from non-Dragon units. Most notably, Thakan'dar cannot be captured except by the Dragon Reborn.
Mainly quoting this because of differences from what I remembered above. I think making Thakan'dar a city-state is confusing - there's already a Shadow "civ" controlling the Shadowspawn (like there is for the Barbarians) so I think it makes sense to give Thakan'dar to them. (Otherwise we have to do a bunch of fudging to make the city and the Shadowspawn like each other and AI properly together.)
Shadow civs may periodically receive Boons from the Dark One and the forsaken (as is the case earlier in the game as well). The exact form of these Boons is still unknown, but may include gold or other yields, upgrades, shadowspawn units, intelligence (as in espionage), etc.
Boons again, but with some more detail on bonuses here. This can probably link up with discussions above.
Culture output of a bordering civ may slow the advance of the blight, which offers an incentive for "culture sharing" for the Light civs, if a realistic mechanism can be found for this.
What's our realistic mechanic for this? Above this line was a bit about the Blight potentially shrinking people's borders. I seem to remember eventually deciding we didn't want to do that, so that civs bordering the Blight don't spend the whole game just fighting it and never getting any bigger? Maybe we can drop it?
Bubbles of Evil begin appearing at the start of the Last Battle, and increase in frequency as more Seals are Destroyed. These act similarly to fallout, diminishing yields and harming/killing units. They must be "cleaned up" or disappear after a set number of turns.
Ah, this is the most precise definition of the bubbles of Evil, I think. I had forgotten about this when I wrote the sections above. I'm totally fine with this approach - fallout-like features appearing on plots in specific areas that must be cleaned up or dissipate on their own eventually. How do we want to unlock the cleanup? How long do we envisage them lasting unattended? (I assume the cleanup takes a similar amount of time to fallout cleanup.)
Do we want to include anything else under the umbrella of Bubbles of Evil or just the scrubbable-plot-yield stuff?
I feel like I've just thrown out a ton of questions, so I should also add that it's perfectly fine if we want to say "let's come back to <topic> later when we've decided more on techs (or <insert other thing we haven't decided yet>)". I basically figured it would help to bring up everything that was still undecided or unclear and hammer it down if we could, now that we know so much more about how other systems work. (This predates even the Channeling discussion by 100-ish posts, so a lot of stuff has clearly changed or been decided on afterwards.)
I feel like I've been uber pedantic with a lot of the above questions. The main motivation is to avoid actually implementing anything we then realize is not what we'd intended a certain mechanic to be like. Some things we'll inevitably playtest and decide we don't like them and change them after and that's totally fine, it's just anything that's still known as undecided is good to finish off.
We may also have decisions on some of these that I'm not remembering. Given the detail we've put into the summaries, I think it's good to use them as a source for guiding the implementation, so it would be good to consolidate that information if it's spread throughout the topic. I think the notion of summaries for each subject was yours, counterpoint, so thank you! I think we'd be quite lost at this point without them.