S3rgeus's Wheel of Time Mod

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. :p 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.
 
Yeah, we're mostly done. Would you like to do a summary or shall I?

Either way. This one should be simple, in any case. I'd be happy to do it, but it'll be a few days before I can. Let me know if you want me to.

Our next topic is the Domination victory, right? I imagine that will be quite a short one.

I'm still coming up with a whole lotta nothing when I think of this one, so I'm inclined to agree.

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.
OK, but should we settle on the actual "math" now? I don't have much in the way of specific suggestions.

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.
and
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?
Oh, well I'm not thinking that the Gray Mean are INSTEAD of regular spies. They're additional, yes? Shadow civ will be just *fine* with spying, I'd guess.

OK, to settle this, so the GM and BK work at the same speed? And GM can't do anything but assassinate... but BK *can*? So, do BK steal techs and stuff, or what? Lay out for me the differences, as you see them.

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.
OK, I gotcha. So this presumes that an assassination mission takes ten turns or less? Is that what you were thinking of?

If so, then, let's say this: the Dragon can be detected by the presence of an enemy spy (I think this is new). That spy can be sent on an assassination mission (i.e., turned into a BK), or a Gray Man can be sent there. Again, all of these things presume the assassination missions move quickly (which I'm still not 100% on).

And yes, the dragon is "defeated" as he is at other times.

You mentioning his hand gave me the idea that maybe we should flavor each defeat from things from the book - the various obstacles Rand faced, even if made more generic. Losing his hand, hearing voices, getting that unhealable wound, etc. Think we could come up with enough things to throw the player as flavor every time he was defeated?

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, I see the problem. But what about the Oil overlay? Could that be purposed/recolored to be peat? It's a similar thing, just would occur in different terrain. Of course the barrel-icon would need to be redone.

The wiki article I read said they're usually placid, unless trained to fight. Seems like that could be a luxury.
Yeah, I guess I'm just not seeing the luxury here. Three-Toed sloths are docile, but that doesn't mean they are useful as a resource. What makes them more apt to be a resource - usable to all civs, in fact - than any of the other beasts? They're all seeming rather ill-fitting to me now. I can be convinced, but I'll need more... They definitely look right. I wish there was a way to just use the truffle icon to equal pigs... but that's sort of a stupid resource (especially as a luxury)

Any other ideas?

Sounds very cool - one of Barathor's More Luxuries is already Coffee, so we can use that!
Kaffee, you mean

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.
Well, I think Earth-peaches have poisonous PITS, actually (cyanide, amazingly).

Regarding zemai. Good point. Well, we *could* opt to simply add a food resource to desert - which would mess things up, potentially. But, at the same time, I'm inclined to wonder about the "Desert" of the waste. I'm sure farmable land is very rare in the Waste. Water is so scarce, and all, that it seems crazy to imagine them wasting the tremendous amount required by crops. So, I'm guessing that, in fact, the parts of the Waste actually capable of growing Zemai (which we never see) probably aren't actually desert at all - probably are closer to plains. That, or they're only on desert floodplains.

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 had forgotten that firedrops even exist. Googled it... they aren't on the wikis, surprisingly. Good catch.

So, Firedrops could work as a jewelry replacement, but we could also just leave it as jewelry. That seems like it could be fine.

What should we replace porcelain with?

Also, an aside - ice peppers. These are a thing I was just reminded of. A main export of saldaea!

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.
Well, now I'm thinking we will probably need Oilfish as a full on luxury resource for everybody to use - it would let us get rid of either crab or whales. If they aren't affiliated with Mayenne speicifically, I don't see a reason to make them CS exclusive. If/when Mayenne gets promoted to Civ, we can reexamine this.

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.
look around, it does appear other gems pop up, though i can't find others that are unique. Moonstones are vaguely mysterious though, and show up, apparently (though they of course exist irl).
I'm not convinced that we shouldn't just leave Jewelry alone, though, and then also leave Gems alone.

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.

The only fish I can think of are Silverpike, always mentioned by Siuan in colloquialisms. But that's something like a barracuda, though, not really a food-fish, I don't think.

But Oilfish could definitely replace Whales or Crab, if we went global with them. Not sure what to do about the other. Don't think shellfish or whales are made mention of.

Oilfish could also just replace regular fish, but I think they're intended to be rarer than that.

OK, replace Citrus with apples.

So, replace cocoa with something new, or is that our Kaf?

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.
Eh.... I don't know how much I love the whole cuendillar thing, anyways. It seems a little out of universe.... If we can find other places to use its flavor, I'd maybe rather avoid doing this.

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.
Right, the variance is nice. We might have to face the music, though, and just hit the minimum amount for one working set of resources.

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 could see this, but to me this is sorta soured by the fact that we'd be using the coal model for sulfur and for coal.... I think we can do better. The steam power stuff is very late in the game anyways, that many people won't even see it. Could have it, but I'm not loving it.

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?
Well, we haven't solidified the mechanism by which we upgrade our channelers over time - be it simply via tech unlock, or natural wonders and the like. Note, I'm not suggesting we do so right now. But in any case, it makes it a little tricky to fit in here.

I do like the Well resource, I think. Sort of weird in-universe, but mostly OK, I think.

I agree that we shouldn't make it in addition to Spark - we're already making the late-game units cost more Spark. So, a few options as I see it:

1) It gives you Spark (maybe +1 or +2 per instance) straight ahead.
2) It provides yet ANOTHER yield/tally that represents the upgrade-state of your channelers. Get this higher, and your channelers get stronger.
3) Similarly to above, provides a strategic resource value like all others, providing a bonus to that number of channelers. So, if you have 3 wells, three of your channelers benefit. This is very odd because of the difficulty/complexity in choosing which ones would receive it.
4) getting the resource upgrades all channelers. Getting more upgrades them more.

I like the Spark thing, but I'm worried that it could get out of control fast, if a civ were able to find a mother load somewhere.

how should this work?

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.
good points. I think we'll have to see what happens with the GP before we know how each feature directly maps onto each GW-type.

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?
These all seem fine to me. There's also stuff like:

access key
box
ring
doorframe
various weapons

Also: Antiquity Sites. I think we want to rename that. What do we choose instead?
Maybe just "Sites of Power", "Ruins of Power"? something like that? "Historical Sites?" Something about the Pattern?

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 think using score for now might make sense. But, then again, I can also see it factoring in Alignment. I'd imagine being extreme on either side would make a civ more influential on the pattern.

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.
cool. I'm very happy to see that this stuff *can* work.
 
ok, here's the last battle stuff. I'll do my best here, kinda crazy to pick this up after so much time. Forgotten how crazy it is.

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.
OK. I'm going through and turning all these passages RED in the original summary - otherwise it'd be impossible to find out what needs to be changed after a couple rounds of quoting.

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?
This is tackled somewhat towards the end, but I think it could be clarified. I'll go ahead and lay it out here.

Based on the Lore and what we've already determined (covering shadow units in general):

Trollocs: spawn throughout game
Myrddraal: spawn throughout game, though in lower numbers
Draghkar: spawn throughout game, though in lower numbers
Samma N'Sei: spawn only during LB, and perhaps only in Blight.
Gray Men: spy-like assassin function. Available during LB
Dreadlords: spawn in LB AND Trolloc Wars (there definitely seem to be these guys during the Trolloc Wars)
Darkhounds: could theoretically spawn throughout game, but probably either only in LB or in LB/Trolloc Wars. Not sure which.
Gholam: Not sure how to handle him.... Should only occur in the LB. I'm thinking maybe he is a forsaken-like unit, popping up and terrorizing a city for a few turns, then disappearing.
Forsaken: appear only in LB, EXCEPT for Ishamael, who could also appear in Trolloc Wars (following the lore)
Jumara (Worm): maybe appear throughout game, Blight-Only. This would be the don't-go-in-the-blight monster without us having to have there be an insane amounts of other shadowspawn, slowing down the game due to their AI.

Also, will there be any wild/dangerous grolm and stuff? I assume not.

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.
This one definitely crosses over for me into "let's handle this later," since will probably warrant a full-on brainstorm and such.

Speaking generally, I can see us going in one of two ways with this:
1) bonuses can be essentially any yield
2) bonuses are essentially confined to one yield

The nice thing about the second option is it could let us make the alignment stuff feel consistent and predictably linked to game outcomes. If they all had to do with production, let's say. Or population.

That said, this would also have the problem of making it feel too predictable - too much of a mechanic that is manipulated, taking over much more than we originally sought.

I'm curious what kinds of things you were thinking for these.

As far as how fast they'd move through the ranks... I'm thinking that for a good part of the game, the differences between civs should be very slight. This should ramp us as the game progresses. I don't see this progression as being linear, I guess. That said, I never want these prompts to be an "all the time" thing - the alignment choices should feel somewhat rare and special.

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.)
Yes, I think under the hood this should be a sliding numerical value.

That said, from a player perspective, I don't know, maybe three dark ones and three light ones? Is that enough? I don't think I should take the time right now to try to brainstorm any specific words, though.

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?
I don't think the High King situation should affect Alignment. But it should probably affect Pattern, though...

As far as the Trolloc Wars, though, we obviously don't have anything systematic yet. I don't think that period warrants any "big deal" cooperation - there's no Lightside alliance, or anything. Some ideas:

1) Set of Global Projects (pre-Compact?) that allow people to contribute hammers towards certain civs. Which ones?
2) option to send one-sided trade-routes that are stronger for the recipient than they would otherwise be.
3) periodic AI-determined "quests" that pop up based on the game's analysis of the situation. If a civ is under siege, for instance, it would decide to ask all the other civs for donations of units, gold, etc.

Otherwise, I don't know. I like the idea of a "top performer" during the Trolloc wars, but I can't see how we can enable it. What do you think?

As far as False Dragons and stuff... I'm not sure. I suppose killing one at all could count for the light, but I don't think we want to get complicated enough to have it track how many kills you make and stuff, at least not for these purposes. I don't think we need anything official like the "war of the second dragon."

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.
I'd say a big part of the Trolloc Wars is that trollocs have the potential to spawn OUTSIDE of the blight - though not to the same extent as in the LB. Also, a few dreadlords pop up, maybe darkhounds, maybe even Ishamael. But nothing showing any "new" mechanics. Don't think I can take the time for any blow-by-blows tonight, but these are the kinds of things I'm thinking: lots of pressure from the blight, plus weird stuff happening elsewhere as well.

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?
Wait, so those secret Black quests - are we still doing them? I forgot where we ended up with that. But yes, many of these mechanics seem to no longer exactly apply. It is reasonable, though, to assume that Turning the Tower would net you darkside points....

Yes, Darkfriend spies do not appear to exist anywhere. I am fine with this. The Gray Man has taken over for the assassination aspect.

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?

That said, we do appear to be left with a hole. The whole Darkfriend Citizen thing (you mention it below), do we now have no way of fighting against them or creating more of them (in another civ or your own)? Is this why we needed this spy-like darkfriend? Or, is there a simpler way to do this?

I just did a quick forum search for "darkfriend citizen" and found several posts where we got pretty far into it (here is one of them). I don't have the time tonight (this is already hour number two of doing this tonight) to look into it more deeply, but suffice it to say, I'd mostly forgotten about it. A lot of this stuff seemed pretty cool though, so we should investigate further and decide how it still makes sense, if it indeed does.

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.
I say "no" to the double jeopardy of this. Low Faith output is enough.

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?)
What do you mean by having them "scale to offset the loss of Path"? Meaning, not only are they more common if you are high-darkness, but they are better?

I could go either way on this. They should feel unpredictable though. Are the boons distinct from any actual "rewards" you'd get for following your orders, or are those the rewards?

Did you play Bioshock? Remember how you can kill the little girls or let them live? It's a bad moral choice mechanic, because killing them - to harvest their power - doesn't carry the weight of sacrifice, because if you're nice to them all game, they end up giving you a huge gift of their power anyways.

I mention that because I don't want this to be like that. If you sacrifice something, we should make it actually a real sacrifice (though it should be balanced against potential benefit).

In general, though, it does seem to make sense that a heavy shadow playstyle would be high risk, high reward. Maybe the boons reflect that.

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.)
Hmmm... probably not. If there are penalties though, I'd say they shouldn't be across the board, instead being something very specific and consistent. Like maybe a hit to Faith or something.

Is there a significant distinction between these two rewards?
Not much, but in the one these are shadowspawn units gifted to the player, but in the other, the Shadow Civ will conduct its operations in your favor - and Forsaken super-units will spawn in your defense, etc.

Boons cropping up again, but in a different context - this time post-start-of-LB.
right. need to clarify it.

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.
ok, mostly with you here. Definitely need to add the word ORIGINAL into the mix. But I'm not sure I see the need for the "currently living" part. If the Shadow wholly eliminate a light civ, I think it's reasonable that they should maintain control of their capital, right?

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.
Yes, that is as I remember it. So, add this to the summary? Should it go here, or in some other section detailing the city?

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.
I agree. Separate it from the Culture sites. Not worth the confusion and unforeseen relationship of variables, etc.

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.
OK, so there is no longer the whole "spend research to discover the location of a seal," right? The research is to discover the validity of a seal only, right? You just find them around town, right, with an Era of the Dragon tech giving the location of some/most/all of the unfound seals. right?

So it's just random, then? Wander around (with this unit) until you find them? This seems... rather unfun.

In any case, I think we should unify this mechanic with the Hunt for the Horn system. The units that find the Horn should also be the units that find seals. Otherwise, having Seal-guys, Hunters, AND historians... that's way too much specialization for what COULD be one unit.

I do agree that they shouldn't be the Historians, though - let's not crowd that space too much.

So how can we unify it with the Horn? Is there a specific Hunter unit people use for it, or can ANY unit find it? And, again, it's just a random wander-the-earth-til-you-find-them thing?

Also, recall that there's a Blue ability (right) that makes a higher likelihood of finding the horn - we might wanna extend that to the Seals.
 
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.
I'm still highly ignorant of the mechanics of the coup d'etat. I've tried to do it in-game, and keep seeing a 0% success chance, so haven't actually done it.

What I mean by "previously known" is whether the player knows the seal is actually there. Like, how do we know that Amador is holding one of the seals? Is this public knowledge, or do the spies have to uncover that FIRST, before any of the stealing can occur.

So the coups are instantaneous? If so, then maybe that is the way to go, though I'm not sure. But yes, the distinction you make between the dragon and normal spies seems appropriate.

The "Diplomat" approach could make sense, but, again, I'm wondering how the player is expected to know there is a Seal there in the first place.

The "Look for seals" thing might be the best option, but... are ALL cities an option? It would take forever to comb through a wide civ for them...

The key thing to figure out, I think, is how we want the game of cat and mouse to play out. Should people be chasing seals around the map? Is the challenge in finding them? Or is the challenge in timing your left while the seal is "stuck" in a city? Or is the challenge simply overcoming a % chance?

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?)
I haven't changed the summary yet (though I made it red), but I think I do agree with you that it should be local to the player/team, not the "Side".

I think the sub-tree is probably the best idea, but I have nightmares of its UI...

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?
Well, a science bonus has the effect of offsetting the spent time/research on the Seal. Is that what we want, or do we want the sacrifice to "matter"? But I could imagine it as that, but could also imagine culture or something like that. Happiness might be too good. Not sure, though.

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.
I'm certain we discussed the why and how about this back when we did this. It's possible I got it wrong in the summary. But it's also possible we decided global made the most sense because of reasons we aren't conjuring to mind now - or even reasons that are no longer valid.

I definitely can see the logic behind a global project - discovering the identity of the seal is civ-based, but the actual destruction of them might make sense as a Side-based venture.

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?
I'll leave Bubbles for the end of the discussion, where they come up again.

I like these the way they are. Dont' think we need to add anything.

Should Pattern allow a civ to resist such things, though?

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.
totally agree - it should form immediately. Before I update the summary, though: Do people make their decisions a few turns before the sides are declared? one turn before? The same turn? Does the shadowspawn invasion being exactly then? before? after?

Is this gold gifts and research agreements, like DoFs in base CiV?
yeah, I think so. Defensive pact makes intuitive sense, but you're already locked into permanent war with the shadow civs. What happens if a Neutral civ attacks one light civ?

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.
hmmm... I definitely do think we did some brainstorming as to what the different projects would be, and benefits. I don't have time to search for them now, but I'm sure there's at least an incomplete set of them in there somewhere.

Sorry, this one I'll have to table for a time in which I can look more and brainstorm better.

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. :p Still only really relevant for the LB though, so they could coexist.
sorry about the Tinker thing. It's collateral damage I guess. Fitting for the Tinkers, I suppose.

Looking at this now, I'm wondering if when I wrote this I was confused about trade routes, and was thinking that they actually take things away from the sending civ.... I think we could do this as an actual "donation, " but I'm not sure framing that as a trade route is best - since that's not how they work. If it IS a trade route, it seems like it might be better to simply make it one-sided. You don't lose anything, but you also don't gain anything from it - they get a bunch, though. So, the sacrifice is in the loss of a viable trade route you could use elsewhere.

Like the Trolloc Wars, it would be good to have a clear definition of "support."
I think the one-sided trades and Projects would count towards 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.)
ok, some questions about this before I fix it.

It seems that we initially wanted aes sedai support to increase for a civ that has recently declared for the light. This makes intuitive sense. However, we've decided that a certain number of a civ's sisters will FLEE based on the strength of the Black Ajah. So, this means in most games that a civ will LOSE sisters at the start of the LB. Is this OK? I do think that strong alignment should cause the tower to reward them by raising a civ's "Sister Quota" (we need a better name, yes?), but will this quota still be less than it was before? Could it be higher?

Also, are we certain we want neutral civs to lose ALL their sisters?

lastly, we previously decided that the ratio of blackness of the white tower would cause a certain proportion of sisters to flee, etc. But we don't have a percentage turning anymore - it's all based on "turning conditions" now. So, is it based on how far the Turners got? Or something else? Or does this mechanic need to be scrapped? What should we replace it with?

What would we like these bonuses to be?
Hmm.... the dragon being born in your civ should definitely provide some prestige, right? Happiness? This does seem like something that would create some Pattern. Should you get a GP of your choice or something?

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.
I think the answer here is flavor only. Just have there be popups that show up saying some cool stuff that has happened. Should it reflect actual stuff, though? I do agree that it seems lame to have random significant events happen, but it should be *something*, right? Maybe the alignment choices of the era are simply flavored by Rand.

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.
this could work. The happiness penalty is permanent, right?

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.
I think the mechanic referred to here is not the dragons actions, but the specific turn order - who gets to control him, and when, and for how long. You put forth some pretty good ideas for how this could work, but i don't think we ever settled on any of them.

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.
All good questions!

My first thought was to re-enable Neutral victory, but that seemed like a terrible idea - we do NOT want a grumpy light player sabotaging to enable his own victory.

But, the primary problem here is that the game will not be over - some shadow civ still has to win - but we don't want the light players to quit. And I don't think I want Rand-death to mean auto-loss for the Light if there isn't a Shadow civ able to "seal the deal."

Maybe Thakandar could theoretically be taken, as you say. But also, there's the Time victory, right? The "Pattern Victory". Didn't we say that eventually the DO would lose interest, and everybody loses? Still, in Civ Terms, that's a time victory. Can't win conventionally, just stop everybody else from winning until some date.

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.
right. need to figure out that citizen stuff. As far as shadow spies, though... how are these different from spies of any type (e.g., neutral ones and such)?

Also a Dragon ability. Does this need to be directed at another civ? Global for the user seems fine to me?
agreed and changed.

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.
Yeah, could be like a bomber, but honestly could be just like the city-ranged attack as well. Arguments in favor of plane?

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.)
I think simply causing bubbles of evil to appear is possibly the best thing to do.

Balefire unravels the Pattern - does using it somehow decrease your Pattern score?

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.
Well, I'm not sure the actions need to take much time, but there at least needs to be a cooldown. Can't nuke every turn. Also, we should make sure he is stuck in a city for a minimum number of turns. Instantaneous effect - given those parameters - could work, though. As could prestige/turn and things like that.

Do we still want to do this? Seems like it could be a bit annoyingly random?
I don't know how annoying it would be, but I do think that we are going to try to figure some other way to work ta'veren in, right? Axe this?

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.

Hmmm, do you get to control the dragon, or is he AI? If so, then the capital of the highest path player, the highest prestige player, or the highest Pattern player, would seem fitting. But on the other hand, these places could be rather far from the blight.

What if he spawns at Tar Valon. Maybe that is locked at some central location when drawing the map... But what if the tower 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.
Gosh, I really don't know. Seems kind of disappointing to not get to use him, but, again, pretty powerful.... But on the other hand, there WILL be tons of forsaken roaming around.

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?
Very torn on this. I can see them being produced, bought, bought with faith, or just gifted by the shadow civ.... what feels right to you? This is an important aspect to what life is like as a shadow civ.

I would say, though, that the shadow civs probably only ever controll, trollocs, fades, and dreadlords. Probably never forsaken, darkhounds, gholam, or even the Bad Aiel. Draghkar?

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?
tackled this way up earlier in the post.

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.)
yes, definitely not a CS. I fixed it, though I've left the end of it red - not sure whether it is dragon-capture only, or if it can be captured by somebody else if he dies.

Boons again, but with some more detail on bonuses here. This can probably link up with discussions above.
yep, gonna have to work these out.

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?
Well, if the blight expands and recedes, it does seem to make sense that it could steal territory. Doesn't have to though. I wouldn't want people putting cities way up there as a way to block the blight from growing, though. I don't mind the territory stealing and such, but I wouldn't say it is permanent - make it more like acquiring a tile through culture. If the blight steals your tile, you can gradually get it back. I dunno. You'd rather just nix this idea?

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?

Yeah, I like this use of bubbles of evil too. I don't think there's much else to it, though it could of course intersect with Pattern, as well as Balefire...

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.
Alright, well I did what I could. This post was NOT supposed to take three hours..... There's definitely more that I simply didn't have the heart to delve into on a weeknight.

Crazy that this is so much earlier than even channeling. Makes sense, though, since we had a few other voices back during this discussion and... those voices were apparently scared off by the channeling dissertation.

But yeah, the summaries need to be made as clear and up to date as possible. This is twenty pages of post, now, but honestly the summaries are sort of all we'd really need, it seems.

In that vein, eventually we should probably do summaries of other things as well, Paths, etc. Once they're solidified.
 
Either way. This one should be simple, in any case. I'd be happy to do it, but it'll be a few days before I can. Let me know if you want me to.

If you could do that, that would be awesome. No worries about waiting a few days.

I'm still coming up with a whole lotta nothing when I think of this one, so I'm inclined to agree.

Agreed, I can't think of how we'd want to change the Domination Victory without fundamentally altering what CiV is as a game. I would be fine to leave it basically untouched in an objectives sense. The mechanics of how people conquer the world have changed a lot for WoTMod, but the end of objective still makes sense like it did in base CiV.

OK, but should we settle on the actual "math" now? I don't have much in the way of specific suggestions.

Another thing we could consider is techs the defending player has that the attacking player doesn't - since there are already things (trade routes, tech stealing, CS science) that care about that difference. That doesn't persist beyond the end of the tech tree though, when people are just spinning their wheels on Future Tech. That might be a good thing though - if we're spinning on Future Tech, why hasn't somebody won yet?

Anyway, math! Ignoring all unit sight ranges, because those don't really factor into this, a civ has sight for one tile beyond their culture border. So any highlighting we do will want to be beyond this threshold, otherwise it's not giving the player any new information.

Another factor is that right now we'd be basing our calculations on science yield rate at the end of the game in base CiV. Ours may not end up being the same kind of numbers. But assuming they are, players are usually generating 1500-2000 science per turn as they progress through the final techs on the tree.

So, we could have a very simple "your additional 'detection' range is the science per turn difference between the Envoy controller and you, divided by 100."

Oh, well I'm not thinking that the Gray Mean are INSTEAD of regular spies. They're additional, yes? Shadow civ will be just *fine* with spying, I'd guess.

Interesting, I was thinking one of the Shadow civ's spies was replaced by a Gray Man. But I'm fine with it being in addition.

OK, to settle this, so the GM and BK work at the same speed? And GM can't do anything but assassinate... but BK *can*? So, do BK steal techs and stuff, or what? Lay out for me the differences, as you see them.

I have to say it seems a bit strange that Bloodknives can steal techs and other protracted time activities, when the Bloodknives are on a clock and going to die after X turns. That doesn't seem like it's in the spirit of that mechanic. Even further, Gray Man aren't on a clock, it feels like they should be spy-ier than Bloodknives. But I don't ever remember hearing about Gray Men being used for information gathering in the books?

Also, I've been thinking that assassination is much like the coups mechanic. You mention below that you haven't tried it out in BNW, but the crux is that it is instantaneous. You press the button and either succeed or fail on the spot, based on that chance. I think that works quite well, because the player can weigh up the probability with the value of the spy vs the value of the CS.

If anything, considering the above, I'd be encouraged to make them both assassination-only. The Gray Men distinction is that they're Shadow-accessible only, which is a big one. But you've also mentioned before that there should be a niche - where a Shadow civ would use a Gray Man in one case, but a Bloodknife in another.

What if the Gray Men don't come back if they die? Bloodknives are spies the player has turned into Bloodknives, so they'll be replaced, but if Gray Men are added on top of the civ's existing spy roster, then it's perfectly fine for the player to lose them again through their own actions.

So Shadow players would use the Gray Men for more guaranteed kills, so that they get to keep using them. They'd only use them for difficult targets like the Amyrlin if they really needed to kill her to Turn the Tower and were short on Bloodknives.

Also worth noting that if Bloodknives are created from max rank spies, I don't see very many max rank spies in a single game. Even turning all of them into Bloodknives, that's not many chances to pull off an assassination - the Shadow are giving the players one more.

OK, I gotcha. So this presumes that an assassination mission takes ten turns or less? Is that what you were thinking of?

If so, then, let's say this: the Dragon can be detected by the presence of an enemy spy (I think this is new). That spy can be sent on an assassination mission (i.e., turned into a BK), or a Gray Man can be sent there. Again, all of these things presume the assassination missions move quickly (which I'm still not 100% on).

And yes, the dragon is "defeated" as he is at other times.

I touched on length above, but I think assassination could be instantaneous once the spy has "established surveillance" in the city. It's just an option - something the player can choose to do from then on.

Does the Shadow need a spy to find the Dragon? I think there might be value in just using normal sight here. If a Shadow player has active vision (ie no fog of war) over a city and the Dragon's in it, it's just labelled. (Much like aircraft, if you can see the city, you can see what aircraft are in it.) Players don't have that many spies to hunt the Dragon with either.

You mentioning his hand gave me the idea that maybe we should flavor each defeat from things from the book - the various obstacles Rand faced, even if made more generic. Losing his hand, hearing voices, getting that unhealable wound, etc. Think we could come up with enough things to throw the player as flavor every time he was defeated?

Yeah, I think so! This sounds really cool. So a full list of potential injuries:

losing a hand
losing a foot (probably don't want to combine this with the above)
losing a limb
Mashadar's unhealable wound
voices of the dead

In several of the above, we can swap in left/right to create a difference in subsequent games.

Right, I see the problem. But what about the Oil overlay? Could that be purposed/recolored to be peat? It's a similar thing, just would occur in different terrain. Of course the barrel-icon would need to be redone.

Yes, we could recolor oil for peat. Oil can already be found in marshes which is good. (Marsh is a feature rather than a terrain type, and each combination of resource + feature has a unique 3D model.) Yes, we'd definitely swap out the barrel.

Yeah, I guess I'm just not seeing the luxury here. Three-Toed sloths are docile, but that doesn't mean they are useful as a resource. What makes them more apt to be a resource - usable to all civs, in fact - than any of the other beasts? They're all seeming rather ill-fitting to me now. I can be convinced, but I'll need more... They definitely look right. I wish there was a way to just use the truffle icon to equal pigs... but that's sort of a stupid resource (especially as a luxury)

Any other ideas?

I figured since they were specifically called out as pets in the article, that could make them a luxury resource. It's something high society would do and take delight in - keeping Lopar for their own amusement/companionship. Even if it's a bit of a stretch, I think the ability to repurpose the pigs 3D model for such an in-universe concept is a big bonus for this resource. A new 3D model is a lot of work and unless we get one of the very few, very skilled CiV art modders to work on it, our replacement likely won't look as good as the pigs in base CiV.

Well, I think Earth-peaches have poisonous PITS, actually (cyanide, amazingly).

Regarding zemai. Good point. Well, we *could* opt to simply add a food resource to desert - which would mess things up, potentially. But, at the same time, I'm inclined to wonder about the "Desert" of the waste. I'm sure farmable land is very rare in the Waste. Water is so scarce, and all, that it seems crazy to imagine them wasting the tremendous amount required by crops. So, I'm guessing that, in fact, the parts of the Waste actually capable of growing Zemai (which we never see) probably aren't actually desert at all - probably are closer to plains. That, or they're only on desert floodplains.

Cool, all sounds good! Didn't know that about peaches!

I had forgotten that firedrops even exist. Googled it... they aren't on the wikis, surprisingly. Good catch.

So, Firedrops could work as a jewelry replacement, but we could also just leave it as jewelry. That seems like it could be fine.

What should we replace porcelain with?

Also, an aside - ice peppers. These are a thing I was just reminded of. A main export of saldaea!

Firedrops stuck with me from reading the books for some reason! If we've got a WoT alternative for Jewelry that we're not going to use elsewhere, might as well swap it in though? Or since we're removing porcelain, we could swap it in for that?

Ice peppers sounds like a winner! It even has a cool name, I'm sold on this.

Well, now I'm thinking we will probably need Oilfish as a full on luxury resource for everybody to use - it would let us get rid of either crab or whales. If they aren't affiliated with Mayenne speicifically, I don't see a reason to make them CS exclusive. If/when Mayenne gets promoted to Civ, we can reexamine this.

Cool, that's totally fine with me - Oilfish as a full on luxury instead of whales?

look around, it does appear other gems pop up, though i can't find others that are unique. Moonstones are vaguely mysterious though, and show up, apparently (though they of course exist irl).
I'm not convinced that we shouldn't just leave Jewelry alone, though, and then also leave Gems alone.

I'm fine with leaving gems alone, though we could add Firedrops anyway, as discussed above.

The only fish I can think of are Silverpike, always mentioned by Siuan in colloquialisms. But that's something like a barracuda, though, not really a food-fish, I don't think.

But Oilfish could definitely replace Whales or Crab, if we went global with them. Not sure what to do about the other. Don't think shellfish or whales are made mention of.

Oilfish could also just replace regular fish, but I think they're intended to be rarer than that.

Let's go global with Oilfish replacing whales?

Silverpike is a good one! Barracuda can be a food fish - where I used to live in the Bahamas it was something that was served (usually advertised as at the diner's own risk - barracuda can be poisonous, but I think it's in the food poisoning sense - throwing up and such - rather than the puffer fish sense). So I would be quite happy to add that in. Luxury? Bonus? I think we can leave the generic fish in, but it might be cool to have another sea-based bonus resource. The sea has a lot less variety than the land in CiV.

So, replace cocoa with something new, or is that our Kaf?

Yeah, let's turn cocoa into Kaf.

Eh.... I don't know how much I love the whole cuendillar thing, anyways. It seems a little out of universe.... If we can find other places to use its flavor, I'd maybe rather avoid doing this.

Cool, that's fine with me.

Right, the variance is nice. We might have to face the music, though, and just hit the minimum amount for one working set of resources.

Possibly, but I think we're most of the way there to equaling BNW's resource count? At most we've lost 2 or so? Are we down many if we take the above choices?

I could see this, but to me this is sorta soured by the fact that we'd be using the coal model for sulfur and for coal.... I think we can do better. The steam power stuff is very late in the game anyways, that many people won't even see it. Could have it, but I'm not loving it.

I don't think we need to worry about doubling up with that - even Firaxis do that and they've got whole teams of artists. Gold and silver are recolors of each other. Iron, Uranium, and Aluminum are pretty much recolors with some glow and particles for the latter two. Retexturing can make a huge difference to the appearance, even if the underlying models are the same.

I was thinking coal could be our equivalent to uranium - only useful for a few of the most powerful endgame things.

Well, we haven't solidified the mechanism by which we upgrade our channelers over time - be it simply via tech unlock, or natural wonders and the like. Note, I'm not suggesting we do so right now. But in any case, it makes it a little tricky to fit in here.

I do like the Well resource, I think. Sort of weird in-universe, but mostly OK, I think.

I agree that we shouldn't make it in addition to Spark - we're already making the late-game units cost more Spark. So, a few options as I see it:

1) It gives you Spark (maybe +1 or +2 per instance) straight ahead.
2) It provides yet ANOTHER yield/tally that represents the upgrade-state of your channelers. Get this higher, and your channelers get stronger.
3) Similarly to above, provides a strategic resource value like all others, providing a bonus to that number of channelers. So, if you have 3 wells, three of your channelers benefit. This is very odd because of the difficulty/complexity in choosing which ones would receive it.
4) getting the resource upgrades all channelers. Getting more upgrades them more.

I like the Spark thing, but I'm worried that it could get out of control fast, if a civ were able to find a mother load somewhere.

how should this work?

I'm liking #1 and #4. I think the end of the game is where we can allow things to spiral out of control a bit. A player who grabs enough of this to unbalance themselves was already very far ahead, let's have them win in style! Adding Spark is also the simplest approach, which is nice.

good points. I think we'll have to see what happens with the GP before we know how each feature directly maps onto each GW-type.

Cool, I'm happy to come back to this later.


These all seem fine to me. There's also stuff like:

access key
box
ring
doorframe
various weapons

Aren't the access keys specific to using the Choedan Kal remotely? I like the other ones. A lot of these won't be associable with the One Power and items thereof when just paired with a nationality though. Do we want to be a little more specific?

Maybe just "Sites of Power", "Ruins of Power"? something like that? "Historical Sites?" Something about the Pattern?

Historical Sites meshes well with Historians, though we might be hitting the word a bit too frequently in that case. Wrinkle in the Pattern sounds awesome, but doesn't really seem like what we're trying to describe. Sites of Power has my vote, I think, because it creates the association with the Power we might be missing above.

I think using score for now might make sense. But, then again, I can also see it factoring in Alignment. I'd imagine being extreme on either side would make a civ more influential on the pattern.

We can make Alignment contribute to score in a shifted exponential manner - high alignment has a very large effect, middling and lower has very little. Then we get both!



As you've mentioned below, weeknights and shortness of time! I'll have to come back to the Last Battle stuff tomorrow. Thanks for doing the red highlight and responding to so much straight away! I'll try to dive deeper on some of the individual topics in the next one, rather than necessarily cover the whole thing.
 
OK. I'm going through and turning all these passages RED in the original summary - otherwise it'd be impossible to find out what needs to be changed after a couple rounds of quoting.

Awesome, thank you! :D

This is tackled somewhat towards the end, but I think it could be clarified. I'll go ahead and lay it out here.

Based on the Lore and what we've already determined (covering shadow units in general):

Trollocs: spawn throughout game
Myrddraal: spawn throughout game, though in lower numbers
Draghkar: spawn throughout game, though in lower numbers
Samma N'Sei: spawn only during LB, and perhaps only in Blight.
Gray Men: spy-like assassin function. Available during LB
Dreadlords: spawn in LB AND Trolloc Wars (there definitely seem to be these guys during the Trolloc Wars)
Darkhounds: could theoretically spawn throughout game, but probably either only in LB or in LB/Trolloc Wars. Not sure which.
Gholam: Not sure how to handle him.... Should only occur in the LB. I'm thinking maybe he is a forsaken-like unit, popping up and terrorizing a city for a few turns, then disappearing.
Forsaken: appear only in LB, EXCEPT for Ishamael, who could also appear in Trolloc Wars (following the lore)
Jumara (Worm): maybe appear throughout game, Blight-Only. This would be the don't-go-in-the-blight monster without us having to have there be an insane amounts of other shadowspawn, slowing down the game due to their AI.

Also, will there be any wild/dangerous grolm and stuff? I assume not.

Awesome, I'm good with all of this.

In terms of the still open stuff - I'm fine with leaving Darkhounds for just the Trolloc Wars and Last Battle.

With the gholam, I think he would need to be quite distinct from the Forsaken in terms of capabilities, and then it's questionable whether it's worth including him in that manner for such a tiny slice of gameplay. I think we should include the gholam somehow, but I don't know if it should be more than flavor dressing on some the Shadow side objectives?

This one definitely crosses over for me into "let's handle this later," since will probably warrant a full-on brainstorm and such.

Speaking generally, I can see us going in one of two ways with this:
1) bonuses can be essentially any yield
2) bonuses are essentially confined to one yield

The nice thing about the second option is it could let us make the alignment stuff feel consistent and predictably linked to game outcomes. If they all had to do with production, let's say. Or population.

That said, this would also have the problem of making it feel too predictable - too much of a mechanic that is manipulated, taking over much more than we originally sought.

I'm curious what kinds of things you were thinking for these.

I'm fine with coming back to this later for a full brainstorming session. I'm thinking these quests are the primary driver of alignment changes in the game, and so we probably want to make them quite engaging. I also wonder if there's room for actual on-map objectives with these, but I'm not sure if there is.

I think restricting the rewards to one yield could make them a bit predictable, and be in danger of being much more useful to some victory types than others.

A mod that someone linked to much earlier in the thread was sukritact's Events & Decisions, which has a system that is probably conceptually similar to this. Stuff happens to your civ, you choose how to respond, and are rewarded correspondingly. This was effectively a feature of Civ4 that didn't come over to CiV and I think a lot of people miss it. We'd be tailoring it much more narrowly to Alignment though, rather than general events. Though they would have similarly far-reaching rewards. (Far-reaching in the "type of bonus" sense, rather than the power of those bonuses.)

As far as how fast they'd move through the ranks... I'm thinking that for a good part of the game, the differences between civs should be very slight. This should ramp us as the game progresses. I don't see this progression as being linear, I guess. That said, I never want these prompts to be an "all the time" thing - the alignment choices should feel somewhat rare and special.

That sounds good that alignment is mostly very close together for the first part (half?) of the game and become a much bigger factor later on.

I'm less sure about making the alignment choices rare - I'd been thinking these would be our primary driver for alignment shifts. So what else can players do that affect their alignment?

Yes, I think under the hood this should be a sliding numerical value.

That said, from a player perspective, I don't know, maybe three dark ones and three light ones? Is that enough? I don't think I should take the time right now to try to brainstorm any specific words, though.

Yeah, no need for specific words yet. Three is what I've put in now, but I can easily see there being significantly more than that. I would imagine they get farther apart at higher values - I can even see as many as seven or eight for each side.

There are some places where we need to draw lines, like which civs can see the Shadow Turning the Tower objectives, which civs are considered "very Light" by the Shadow AI, which cities are considered for razing for the Shadow objectives (seems like the Shadow really cares about alignment more than Light). It's useful to use the tiers for this. If we have eight, I'd say we could use the upper and lower 4 tiers as the thresholds for "significantly Light" and "significantly Shadow", leaving the middle 8 tiers as more debatable territory.

I don't think the High King situation should affect Alignment. But it should probably affect Pattern, though...

I agree about Alignment. The High King thing will definitely affect score, through which it will affect Pattern at the moment. Just to recap from before - I'm right in thinking that currently we don't plan to separate Pattern from score at all?

As far as the Trolloc Wars, though, we obviously don't have anything systematic yet. I don't think that period warrants any "big deal" cooperation - there's no Lightside alliance, or anything. Some ideas:

1) Set of Global Projects (pre-Compact?) that allow people to contribute hammers towards certain civs. Which ones?
2) option to send one-sided trade-routes that are stronger for the recipient than they would otherwise be.
3) periodic AI-determined "quests" that pop up based on the game's analysis of the situation. If a civ is under siege, for instance, it would decide to ask all the other civs for donations of units, gold, etc.

Otherwise, I don't know. I like the idea of a "top performer" during the Trolloc wars, but I can't see how we can enable it. What do you think?

I like the idea of a top performer in the Trolloc Wars too, but I don't know if we want to introduce any new mechanics for it. I think we should keep back the one-sided trade routes and global projects until the Last Battle. I think we want to layer the tracking on top of how players already interact with the waves and waves of Trollocs.

Something that I've thought of as a part of this and also the Blight spreading discussion later on in the post - the Shadow can capture cities, right? They can't necessarily build buildings and become a proper civ, but I think it's effective if they can do that - it makes them much more of a threat to the player. If those cities could build units only (Trollocs and such), that would be a good incentive for players to attack them or in the case of Shadow-captured CSes - likely liberate them.

Despite what you've said below, I'm not sure that the Trolloc Wars involves Shadowspawn spawning outside the Blight. What I've read (and remember) suggests that it was an actual invasion, stemming from the Blight, rather than the rampant emergence from Waygates across the land that we saw in the Last Battle. I think this is a good distinction between the two, but it does complicate things a bit, because it will be inherently localized by geography and where the Blight ends up.

We'll want to make some changes so that the Shadow AI is more aggressive - it has nothing to lose, no reason to defend any "homeland" because its homeland is unassailable. (The Blight can't be killed/captured.)

This means some players will lose a lot of stuff. Some tempting measures of success:

1. Number of cities lost.
2. Number of units lost.
3. Number/strength of Shadowspawn killed.

Geography makes #1 and #2 difficult. One civ who's all along the Blight might have courageously fought off all of the Trollocs. He's clearly MVP, but he'll have lost the most cities - because no one else lost any. We know Seanchan wasn't affected by the Trolloc Wars and depending on how our map scripts work, I can definitely see us ending up with maps where some continents, or at least islands, don't have a Blight. (I don't think the Shadowspawn have a navy.)

I'm actually warming to the whole number of Shadowspawn killed idea. Players who are farther away are inherently safer and unless they go out of their way to send their armies over to fight the Shadow, the guys who have to deal with the rampaging hordes of Trollocs are the ones who get the Trolloc Wars-related bonuses. This seems like a good combination. We had difficulty with "number of Shadowspawn killed" for events like Cleansing Saidin, but that was mainly because we had to limit it in some way. The Trolloc Wars can just track kills globally for the duration of the Wars.

Now, rather than just track kills straight up, we could have some penalties for losing cities. The guy who lost 4 cities and killed 15 Trollocs is clearly worse than the guy who lost 1 city and killed 13 Trollocs. And I mentioned Number/Strength (rather than just number) because Myrddraal and Draghkar are presumably worth more to kill than Trollocs.

As far as False Dragons and stuff... I'm not sure. I suppose killing one at all could count for the light, but I don't think we want to get complicated enough to have it track how many kills you make and stuff, at least not for these purposes. I don't think we need anything official like the "war of the second dragon."

Agreed, I don't think we want to do a "war of the second dragon" or anything like that either. Now I'm thinking this one could also be tracked by kills. A False Dragon spawns with several other Dragonsworn units around him. Killing (or even just damaging) any of those units that spawned together, is worth some contribution to the False Dragon event. Players are rewarded when the event ends based on their contribution to the kills.

Does the event end when all of those units are killed or just the False Dragon? The latter leads to situations where players want to keep the False Dragon alive so they get bonuses from killing the Dragonsworn in interim, which is weird. Unless the False Dragon is strong enough to make it too risky to leave him alive.

Alternatively, we could make it even simpler and these units that spawn with the False Dragon (and the False Dragon himself) yield Alignment for being killed. Just that simple, no tracking involved.

Also, do we necessarily want killing False Dragons to yield Light Alignment? I feel like it should flavor wise, but if a False Dragon shows up at your door, you should try to kill him, even if you're going Shadow, otherwise he'll kill all your stuff. Is the difference just that Shadow players would only get involved if forced to by proximity and Light players would hunt them down?

Is it worth more Light points to Gentle the False Dragon? That seems really good to me, since it's a voluntary player action. If that causes a significant difference, it may solve the above. Killing the False Dragon yields minor Light, but Gentling him yields major Light. The Shadow players will just always kill him. Doesn't help us with his followers, unless they're all male channelers too (nooooo, though one or two could be?). I'd imagine killing them was always going to yield significantly less Light though.

All of this would be in addition to the Prestige bonus that the player who kills the False Dragon would receive otherwise. Since the Prestige bonus is the actual thing players will want - Alignment isn't useful in and of itself, except to guide the player toward the side they want.

I'd say a big part of the Trolloc Wars is that trollocs have the potential to spawn OUTSIDE of the blight - though not to the same extent as in the LB. Also, a few dreadlords pop up, maybe darkhounds, maybe even Ishamael. But nothing showing any "new" mechanics. Don't think I can take the time for any blow-by-blows tonight, but these are the kinds of things I'm thinking: lots of pressure from the blight, plus weird stuff happening elsewhere as well.

What I said above about spawning patterns applies here. Good point on the Dreadlords and Darkhounds, they're a "new" thing the player won't have seen before the Trolloc Wars. We could make Ishamael pop up in some games, but not all? Everything I've read hints at him being there, but he was never running around using his powers in the open, which we'd have to do if we put his unit on the board.

So, blow by blow! Small map - so 6 players. Split into two continents, 4 civs on one, 2 on the other. Civs are:

Continent 1: Aiel, Andor, Tear, Seanchan
Continent 2: Illian, Shienar

Both continents have a Blight, but Continent 2's is significantly smaller.

It's turn 75 and the Trolloc Wars begin!

On Continent 1, Tear and Seanchan border the Blight in the north, Andor's all the way on the south coast, and the Aiel are in the middle. For the first five turns, Tear and the Seanchan are suddenly dealing with a lot of angry enemies pounding on their border cities.

Another 5 turns and they've lost a city each. Two city-states near the Blight have been captured. The Aiel start to see some stray Shadowspawn units entering their lands from the north, but they can fight them off.

Already, what this has made me think, is that the Shadowspawn AI should prioritize trying to reach the opposite end of the continent from the Blight, during the Trolloc Wars (or the middle if there is Blight at both ends). This makes it much less likely that the players on the border will just be totally screwed and everyone else untouched.

10 turns later, the Aiel are dealing with significant numbers and having trouble with it. Even Andor's seeing a couple of Shadowspawn, but not all that many. Seanchan and Tear are seeing a lot of units funneled past them, but haven't necessarily lost more than 3 cities between them - just enough to open a corridor. When they Wars end, they'll likely be able to reclaim the cities, since there will be much fewer Shadowspawn (though if the cities are reclaimed by their original owners is up for grabs).

Meanwhile, on Continent 2, Shienar had a good defensive position against the southern Blight, funneling Shadowspawn units toward a city in a gap in a mountain range. They haven't lost any cities, but have lost a fair amount of units and the Shadowspawn spilling around the mountain range has meant they've got to defend another border. Illian is way north and with Shienar's success, their lands see few, if any, Shadowspawn. However, Illian's the human player and they want to play Light this game.

Shadowspawn during the Trolloc Wars yield Light Alignment for being killed (?) - so Illian's army treks down south and actually fights the Shadowspawn.

What do we think? Is this how we plan for it to play out? Would the Light yield be annoying if you're a Shadow civ by the Blight? (Yes.) Can anything be done to mitigate that?

Wait, so those secret Black quests - are we still doing them? I forgot where we ended up with that. But yes, many of these mechanics seem to no longer exactly apply. It is reasonable, though, to assume that Turning the Tower would net you darkside points....

I am not sure if we're still doing those. Turning would definitely net you Shadow points - I'd say completing any of the Shadow objectives individually gives you a decent lump of Shadow points (as long as you could see it) and completing the whole thing nets you a ton.

The Black Ajah quests and Forsaken quests were something we discussed for a while. I think we liked the Forsaken quests and I think those had some good narrative choices. (Do self-destructive things because the Forsaken tell you to.) But do they still have a corresponding payoff?

I would be fine dropping the Black Ajah quests, given how we've changed the Turning the Tower mechanic.

Yes, Darkfriend spies do not appear to exist anywhere. I am fine with this. The Gray Man has taken over for the assassination aspect.

Sounds good to me, Darkfriend spies, as their own concept, dropped.

That said, we do appear to be left with a hole. The whole Darkfriend Citizen thing (you mention it below), do we now have no way of fighting against them or creating more of them (in another civ or your own)? Is this why we needed this spy-like darkfriend? Or, is there a simpler way to do this?

I just did a quick forum search for "darkfriend citizen" and found several posts where we got pretty far into it (here is one of them). I don't have the time tonight (this is already hour number two of doing this tonight) to look into it more deeply, but suffice it to say, I'd mostly forgotten about it. A lot of this stuff seemed pretty cool though, so we should investigate further and decide how it still makes sense, if it indeed does.

Right, I've reread that post and several more around it to get a better idea of what we were thinking for the Darkfriend citizen stuff. I think the last iteration we liked involved "Darkfriend" being a label that could be applied to citizens within a city, rather than having Darkfriend as a citizen type. I think this is a good approach, as it reduces players' ability to metagame around them and also means we don't need to balance a new citizen against all of the existing types.

Also, citizens working tiles are candidates for Darkfriend-ifying as well. We don't have to stick only with Specialists if we don't want to.

So, something we never really decided on: are Darkfriend citizens a cause of Alignment change or a symptom? From our discussions above, I think we have a lot of potentially flavorful ways of generating Light Alignment, but not nearly as many for Shadow. I think the decision events are the only ones so far that could really generate significant Shadow, and you've suggested we'd like to make them rare. So we'll need other significant sources of Shadow alignment. I think the Darkfriend citizens could fill that roll? They actually yield Shadow Alignment, in addition to their normal yields?

A few other questions come up: Where do they come from? How can you cause them to happen for yourself, if you want to? How can you cause them to happen to your enemies, to make your Bloodknives and Gray Men more effective? (I'm thinking Bloodknives, though not themselves Shadow, gain effectiveness in cities with more Darkfriends? What other effects do we think should be modified by the presence of Darkfriend citizens?) And how can you get rid of them if you don't want them from your own cities?

The first question - "Where do they come from?" - is a big one. If they're a primary source of Shadow Alignment, you need to be able to make them without already being very Shadow-y. The events could be our starting point - whenever you choose a "Shadow" response to an event, a citizen in one of your cities becomes a Darkfriend? Does that happen often enough to fill out the ranks in such a way that a player could Shadow-ify themselves intentionally? (Which we want.) (How do we choose which city and which citizen? Just let the player choose? Weighted in some way?)

How you can give them to your enemies could feed into the above. Is the answer to both just production? Is there a Darkfriend unit that can be expended at a city (yours or otherwise) to make one of the citizens a Darkfriend? Can they be produced infinitely? Are they gated on a tech? (They'd be civilians, right?) If they're limited somehow, what informs the limit?

And yet another separate question - how do you get rid of them if you don't want them? Does accruing Light Alignment cause them to disappear? Not having Light Alignment, but gaining it. Every time you gain 100 Light Alignment, one of your citizens that is a Darkfriend goes back to normal. Would the player choose which one? (This seems quite apt, there are likely key places that are contributing more Shadow points than others due to citizen allocation.)

A sufficiently production-mad Shadow civ could then corrupt its neighbors, almost against their will? Is there any way of giving the Light players some more agency?

The general concept of Shadow Alignment being generated primarily by normal folk who do evil things seems quite flavorfully apt. Rather than a series of grand, sweeping gestures, Shadow is something that slowly seeps into the facets of a civilization from within, from the people themselves.

EDIT: Alternative way of assigning Darkfriend citizens that avoids all meta-gaming (which we don't like): make one of the city's population a Darkfriend, instead of one of its citizen slots. No matter where that citizen works (even if he's unemployed), he's a Darkfriend a generates Shadow Alignment. Most of the rest of the above still applies if we like that idea.

I say "no" to the double jeopardy of this. Low Faith output is enough.

Sounds good to me - dropped. Faith purchase costs are unaffected by Alignment.

What do you mean by having them "scale to offset the loss of Path"? Meaning, not only are they more common if you are high-darkness, but they are better?

I could go either way on this. They should feel unpredictable though. Are the boons distinct from any actual "rewards" you'd get for following your orders, or are those the rewards?

Did you play Bioshock? Remember how you can kill the little girls or let them live? It's a bad moral choice mechanic, because killing them - to harvest their power - doesn't carry the weight of sacrifice, because if you're nice to them all game, they end up giving you a huge gift of their power anyways.

I mention that because I don't want this to be like that. If you sacrifice something, we should make it actually a real sacrifice (though it should be balanced against potential benefit).

In general, though, it does seem to make sense that a heavy shadow playstyle would be high risk, high reward. Maybe the boons reflect that.

EDIT: Bah, I blocked out the quote for this first time through and forgot to respond. I'll make this part of tomorrow's post!

Hmmm... probably not. If there are penalties though, I'd say they shouldn't be across the board, instead being something very specific and consistent. Like maybe a hit to Faith or something.

I'm happy to have no middle ground, enough unhappiness causes rebellions on its own anyway.

Not much, but in the one these are shadowspawn units gifted to the player, but in the other, the Shadow Civ will conduct its operations in your favor - and Forsaken super-units will spawn in your defense, etc.

Ok, cool.

ok, mostly with you here. Definitely need to add the word ORIGINAL into the mix. But I'm not sure I see the need for the "currently living" part. If the Shadow wholly eliminate a light civ, I think it's reasonable that they should maintain control of their capital, right?

Good point, I was trying to avoid including any civs that were already dead when the Last Battle started. A better ruling is probably: "All original capitals of civilizations that declared for the Light must be controlled by the Shadow." That way everyone who made it to the start of the Last Battle is included and no one from before.

Yes, that is as I remember it. So, add this to the summary? Should it go here, or in some other section detailing the city?

I think you could modify the bit that you mention in your next post (after the one I'm quoting now) where we're talking about Dragon-only capture. I think we'll go for other units can capture Thakan'dar, but it's really, really, really difficult to do.

I agree. Separate it from the Culture sites. Not worth the confusion and unforeseen relationship of variables, etc.

Sounds good.

OK, so there is no longer the whole "spend research to discover the location of a seal," right? The research is to discover the validity of a seal only, right? You just find them around town, right, with an Era of the Dragon tech giving the location of some/most/all of the unfound seals. right?

So it's just random, then? Wander around (with this unit) until you find them? This seems... rather unfun.

In any case, I think we should unify this mechanic with the Hunt for the Horn system. The units that find the Horn should also be the units that find seals. Otherwise, having Seal-guys, Hunters, AND historians... that's way too much specialization for what COULD be one unit.

I do agree that they shouldn't be the Historians, though - let's not crowd that space too much.

So how can we unify it with the Horn? Is there a specific Hunter unit people use for it, or can ANY unit find it? And, again, it's just a random wander-the-earth-til-you-find-them thing?

Also, recall that there's a Blue ability (right) that makes a higher likelihood of finding the horn - we might wanna extend that to the Seals.

Agreed that there's no research component to finding the Seals. I'm thinking now that the Seal Sites should be more like the Antiquity Sites (not connected to them, just mechanically similar). After a certain technology they become visible things on the map that players can go to. (If a player has built a city on top of one, they get the "unconfirmed" Seal when they research the tech.) As you say, wandering aimlessly around the map is not fun.

I'm not sure if we should unify the Seal-guys with the Horn Hunters though. "Hunter for the Horn" is such a good, flavorful unit and has such an appropriate task in finding the Horn. I don't think Hunters should find Seals though. I can see the Seal-guys also being able to find the Horn, but then why would you ever build Hunters? Unless Hunters are also viable combat units, where Seal-guys are clearly civilians.

I'm also not sure if we should make the Horn a more visible thing. Like, does it ever become a "Site of the Horn" like an Antiquity Site, that you eventually see and just dig up? I'm thinking the Horn might not be found in every game, and the only way to do that is make it something you can't see directly. I think there could be some mechanic of narrowing down its location though. (Could there be red herrings for that too?)

I think we originally proposed having the Blue ability affect the Seals as well, but didn't want to make the diplo victory dependent on the Last Battle victory. However, the role of the Tower in the diplo victory has changed since then - the internal workings of the Tower aren't all that relevant to the diplo victory anymore, only how the Tower votes in the Compact. So we have room to create some more dependencies here. It does make that ability monumentally less useful if the Last Battle victory condition is off. Then again, I imagine most players will play with all victories on. We could make it so that Blue Sisters can discover Seals and the Horn? Definitely flavorful. Is it useful enough? Sisters are certainly harder to kill than any civilian Seal-guy or normal combat Hunter.

So, a quick brainstorm of what our Seal-guys could be:

  • Sealfinders (the blazingly direct)
  • Heroes (Not of the Horn variety, though that's probably an association people will make, making this not a great option.)
  • Ta'veren (Since that tends to be the case in the books. Producing these by production is weird, but we'd need to if they were the Seal-guys.)
  • Chronicler (grabbing our previous candidate for the Archaeologists' rename)

I'm afraid that's all I have time for tonight. I'm going to try to do some coding for the mod this evening! :D
 
If I may make another wild suggestion? I've been going back through the thread and I checked out your github project, and I noticed you're using Rhuarc as the leader for the Aiel Nations. (I'm getting to the point, don't worry.)

Change Rhuarc to Rand al'Thor and make the Dragon Reborn's name change, similar to great people, the names including at least one major male character from each of the playable nations, including leaders, the names of as many of the AoL Forsaken as we know, and the names of as many false dragons as we know.

I suggest Rhuarc changing because, while prophecies state that Rand is like the leader of a bunch of places, the Car'a'carn is the only true leader of the aiel, whereas Rhuarc is simply one of many chiefs. Rand himself hasn't completely lead any other nation himself, as they are mostly autonomous or don't wish to be led by him.
 
Last updated 8/6/2015

I will fix things as they are settled. Please let me know of anything I have forgotten.

Cultural Victory Summary

The Cultural Victory in our mod will remain mostly unchanged, but there are some significant alterations that will be made in the interest of flavor. As usual, outsanding issues are highlighted in red.

Objectives
  • Like in base CiV (or, rather, BNW), there are two related, but distinct, yields that factor into the Cultural Victory. The first, still called Culture, is created throughout the course of the entire game, and serves as a civ's "defense against the Cultural Victory. The second, called Prestige, is predominately a late-game phenomenon, and serves as a civ's "offense" towards the Cultural Victory.
  • The Cultural Victory is achieved in the same manner as in CiV - accumulate enough Prestige (replacing Tourism) to overcome each civ's Culture, and you win.
  • The amount of your Prestige that affects a given civ is modified by certain factors, including Philosophy (formerly Ideology), diplomatic relationships, shared religion, and (new to this mod) shared Alignment.

The Yields
  • Culture is generated through a variety of means, most of which are analogous to base CiV. These include buildings, specialists, certain social policies/philosophical tenets, Great Works, certain civilization abilities, Cultural City-States, the result of global projects, Landmarks (Portal Stones here), and the actions of Great People. New to this mod, certain abilities of Aes Sedai abilities, as well as certain Edicts from the Tower, will also generate Culture.
  • Prestige is generated through a smaller set of means, most of which are analogous to the accumulation of Tourism in CiV. These include Great Works, the actions of Great People, buildings (conversion from Culture), Great Works, the result of global projects, and certain social policies/philosophical tenets. New to this mod, a civ's participation in certain global events, Aes Sedai abilities, as well as certain Edicts from the Tower, will also contribute to Prestige.
  • As in CiV, culture leads to Border Growth and earns a civ Social Policies.
  • Landmarks will be rebranded as Portal Stones, but will function the same as in CiV

Great Works
  • As in CiV, there are three kinds to Great Works that generate Prestige (and culture), as well as a "discoverable" item that does the same.
  • The three Great Works will be called Prophecies, Legends, and Crafts. The Artifact-replacement will be called Relics of Power.
  • The Great Works will be generated by Great People, specifics to be determined later.
  • The Great Works and Relics of Power will be housed in buildings that are yet to be determined, but will be structured and balanced similarly to base CiV.
  • Theming Bonuses will work the same as the do in base CiV.
  • Each Great Work and Relic of Power will have a Nationality and Era attached to it, which will function the same as the do in CiV.
  • The UI for the Great Works window will be improved, including more useful information more readily available to the player.
  • The Great Works trading system in CiV will be unchanged.

Relics of Power
  • Relics of Power will be "linked" to Crafts, in that they will occupy the same Great Works Buildings (as Art and Artifacts do in CiV).
  • Relics of Power will be found in Sites of Power, which appear throughout the map once a certain era has been researched.
  • The logic the game will use to determine the placement of Sites of Power will remain unchanged for the time being. The possibility of using previous saves as the source for their placement, in order to synthesize the notion that "time is a wheel," was considered as an appealing, though impractical post-release feature.
  • Sites of Power are excavated by Historians. Additionally, Brown Ajah Aes Sedai can excavate them and not be consumed (though more slowly, and with a significant cool-down period between excavations).
  • Relics of Power will fall into various types (which are completely interchangeable), including Medallions, Figurines, Plaques, Rods, Discs, Boxes, Rings, Ter'Angreal Doorframes, and assorted Power-wrought Weapons.
  • A Social Policy in the Culture tree (but not the Finisher) will unlock Reflections of Power. Reflections of Power are created whenever a Wolfbrother or Dreamwalker is expended.
  • For each 5 Glimmers by a civ in Tel'aran'rhiod, one Reflection of Power will be revealed. When the requisite Policy is chosen, several Reflections may appear immediately for that civ.
  • Reflections of Power are excavated as normal by Historians, though they will appear ghostly on the map while they do so. They can only be attack from the main layer during this time (not the Tel'aran'rhiod layer).
  • As in their BNW counterparts, Reflections of power have a 70% chance of yielding a typical Relic (or Portal Stone), but have a 30% chance of creating either a Great Prophecy or a Culture Dump.
 
I'll lead with thank you for the Cultural summary! I'll come on to that post and ldragogode's once I've caught up with the last Last Battle post from the top of the page.

I say "no" to the double jeopardy of this. Low Faith output is enough.

Sounds good to me - dropped. Faith purchase costs are unaffected by Alignment.

What do you mean by having them "scale to offset the loss of Path"? Meaning, not only are they more common if you are high-darkness, but they are better?

I could go either way on this. They should feel unpredictable though. Are the boons distinct from any actual "rewards" you'd get for following your orders, or are those the rewards?

Did you play Bioshock? Remember how you can kill the little girls or let them live? It's a bad moral choice mechanic, because killing them - to harvest their power - doesn't carry the weight of sacrifice, because if you're nice to them all game, they end up giving you a huge gift of their power anyways.

I mention that because I don't want this to be like that. If you sacrifice something, we should make it actually a real sacrifice (though it should be balanced against potential benefit).

In general, though, it does seem to make sense that a heavy shadow playstyle would be high risk, high reward. Maybe the boons reflect that.

Picking up on the section I accidentally skipped over last time.

And I am writing this section last. It's clearly a difficult one, because it keeps being much easier for me to focus on basically everything else than deciding on something here. Is there an inherent problem with the idea of Boons? Do we need to offset the Shadow players' loss of Faith and Path benefits in some other way?

Do we need to do any of this at all? Some players just choose not to create a religion in base CiV because "eh, I don't want to spend resources generating faith." They adopt someone else's religion later in the game and get the follower benefits. Is that just more likely to happen for Shadow players? Given Paths are founded in the early game and Alignment isn't a major factor until later on, this penalty is only marginal? What hole, exactly, are Boons filling for us? (I may have forgotten something.)

Choosing the "Shadow option" in alignment decisions has its own actual rewards, so it's not filling in for that. Where does that leave us with Forsaken quests, if we drop Boons?

I'm still highly ignorant of the mechanics of the coup d'etat. I've tried to do it in-game, and keep seeing a 0% success chance, so haven't actually done it.

What I mean by "previously known" is whether the player knows the seal is actually there. Like, how do we know that Amador is holding one of the seals? Is this public knowledge, or do the spies have to uncover that FIRST, before any of the stealing can occur.

So the coups are instantaneous? If so, then maybe that is the way to go, though I'm not sure. But yes, the distinction you make between the dragon and normal spies seems appropriate.

The "Diplomat" approach could make sense, but, again, I'm wondering how the player is expected to know there is a Seal there in the first place.

The "Look for seals" thing might be the best option, but... are ALL cities an option? It would take forever to comb through a wide civ for them...

The key thing to figure out, I think, is how we want the game of cat and mouse to play out. Should people be chasing seals around the map? Is the challenge in finding them? Or is the challenge in timing your left while the seal is "stuck" in a city? Or is the challenge simply overcoming a % chance?

Yes, coups are instantaneous. I know I've already mentioned this, but I figured it would be good to note that information explicitly as a part of this quote block.

Defining how we want the Seals cat-and-mouse to work is key to this, you're right.

So, the way I'm thinking of how this should work. Light civs want to keep the Seals moving. But we want it to be more than busywork for them to do every turn. Shadow civs should be hunting the Seals via espionage. Trying to steal a Seal from a city should be a tense affair - the Shadow civ doesn't know if they'll be discovered or thwarted by the Seal being moved. The Light civ needs to be put in a position where they know they need to do something, and fast, to prevent the Seal being stolen.

And for the time it takes to break a Seal, the Shadow civs should be wary of Light espionage stealing it too - to keep it safe or otherwise.

So, I have a proposal! Seals are stored in a city, as we've already said. Having a Seal is a "state" for a city - it may have some bonuses and effects (that's a separate discussion), but having a Seal doesn't affect your ability to have anything else there. (Doesn't interact with buildings, units placed on the city hex, aircraft if we have any, nothing like that.)

If the Seal hasn't been "researched" to see if it's real or not, the Research is linked to which city it's in. "Research Seal in Whitebridge" "Research Seal in Bandar Eban" If it has been researched and is real, then the project to break it is linked to city. "Break the Seal in Tanchico" "Break the Seal in Amador"

Any city that has a Seal (unresearched or otherwise) can produce a unit called a Sealbearer (name can be changed, though I think Sealbearer is quite apt). When they do, the Seal currently in the city is transferred to the Sealbearer. Then Sealbearer can then move to another allied city and be expended to place the Seal in that city. Removing a Seal from a city resets research and production progress towards verifying and breaking the Seal. (So if you move the Seal out of Whitebridge after 10/15 turns of research, you'll need to do 15 more in its new home.)

When you trying to find a Seal controlled by an enemy, you move one of your spies into their capital city. After the spy has established surveillance (3 turns, though we can make that vary if we wish), he can "Search for a Seal". Searching for a Seal takes ~3 turns. (What are some good modifiers to the length/success of this?) Searching can fail, it has three possible outcomes:

1. The player controlling the spy is told about one city (if any) that contains a Seal in the defending civilization. (If the defender has multiple Seals, it picks the geographically closest one and only tells the spy player about that one.)

2. The spy fails to find any relevant information and no Seals are revealed to the spy civ. (We could make this result look the same as the "no Seals" one to make that even more tense "Do I move on? Are there really none here?")

3. The spy is discovered and killed.

Assuming success to go through the rest of the story, the spy then needs to move to the city with the Seal. After establishing surveillance (another 3 turns, so ~9 turns have passed since first targeting the Seal-controlling civ with a spy) the spy can try to steal the Seal. Stealing takes multiple turns. When the spy civ selects "Steal" the defending civ is notified that a theft is underway. Stealing takes variable numbers of turns (good modifiers for this?).

The defending civ now has a few options. If they are trying to protect the Seal, they need to move it. So this city needs to produce a Sealbearer now. Will the Sealbearer finish before the Seal is stolen? Depends on the speed of the spy vs speed of the city to produce the unit.

What if the civ is researching or trying to break the Seal? They have a conundrum. If they're trying to break it - do they think they'll break it before it gets stolen? If not, they need to stop producing the Breaking and produce a Sealbearer (resetting their progress). If they're researching it, do they think it's fake? If they finish researching it and it's fake, the spy civ is wasting his time. If they finish researching it and it's real then they also need to move it once they're done - or it will be stolen!

That's the crux of the plan, but there are some numbers and reasoning to back up some of the above decisions. I'm thinking a Seal will take ~20 turns to break if the civ trying to break it is doing all right at the game. ~9 turns from first entering the civ to trying to steal the Seal means that even Light civs might be able to grab Seals from Shadow civs who are trying to break it immediately. We could compress the whole timeline if we thought ~20 turns was too long.

A few more notes: Sealbearers are civilians. If a Sealbearer holding a Seal is captured then the Seal goes with him. (He becomes a Sealbearer controlled by the attacking player and now he can choose which city to drop the Seal into.) This makes attacking cities with Seals on the map viable as well.

Another thing you might have thought of - what's to stop the Light players who are trying to protect the Seals (for a time) from offloading it onto a Sealbearer and hiding him somewhere off on the edge of the map? I'd say the Seals have a ripple effect in the Pattern and can be seen by other players from a distance after being in the open for too long. (So after X turns, Sealbearers are highlighted on the map for enemies, regardless of fog of war distance.) That makes squirreling him away a bad idea.

You might also be wondering why Sealbearers are units instead of an Espionage-style menu system. Partially because of the map and military implications, which seem fun. But also because it forces the city to stop producing whatever it's working on right now. That might be something important (like a wonder, or a combat unit that's needed for a war) that the player than misses out on because of the turns spent training the Sealbearer. That's awesome work on the part of the spying civ.

And we also need to mention the experience for the defending civ! It's not all doom and gloom for civs trying to protect the Seals. Searching can only take place in a civilization's capital - so if you successfully move a Seal after a "stealing mission" starts, the spy needs to go back to your capital to see where you've moved the Seal to. (And he might be totally wasting his time doing that - you can drop the Seal into a neighboring Light city.) Once there, the spy has another opportunity to fail in his search, in which case the attacking spy player needs to get another spy to send at you (since two spies from the same civ can't coexist in a city). In that time, you will be able to finish your research (unless he succeeds again - in which case it's probably moving time - unless you're super-science-dude! But you'll only know to move it when the stealing starts!).

An implication of this is that researching/breaking Seals in your capital city is a bad plan. The spy, if they succeed, are already when they need to be and their full loop to try again is much shorter than either your research or breaking time. I think this is fine.

I'm thinking that since the defending player was notified and the spy player has already overcome time and the search failure chance, stealing can't fail if it reaches its requires number of turns. It just seems way too punishing to attach another failure probability there, and seems like it makes the defender's life way too easy.

When a Seal is successfully stolen, the player who stole it can choose which of their cities they want it immediately transferred to. (We could move the spy there too, for flavor fun, but it isn't really important if we do that.)

Once the Sealbearer is produced (which immediately transfers the Seal to the bearer), the spying player is told that their attempt to steal the Seal has failed. The defending player might troll and drop the Seal back in the same city again to get maximum turns working on research or breaking (the defending player is assuming the enemy spy has moved back to their capital to start searching again - this is more viable with the former of the two approaches suggested in the next paragraph).

Also, I'm not quite sure on this last part, but I think only "revealed" Seals (found by searching) can be stolen. Even if a spy is in a city with a Seal, they can't tell if that Seal hasn't been revealed to them. Otherwise, visibility on the map of the Sealbearer unit moving could give the stealing civ an enormous advantage and possibly start a game of Seal hopscotch (which we don't want to become a perpetual-must-do thing). However, I could be sold on the idea of spies being able to start a steal mission in any enemy city they share an Seal with. That being able to provoke a game of hopscotch and potentially win it is a consequence of having really good surveillance. (And the player physically knowing where the Seal is and having to do something else first - potentially causing them to lose - could be seriously frustrating.)

Also want to say, with the above (particularly if the last paragraph goes for "any enemy city with a Seal and your spy can be stolen from" instead of "only revealed ones"), the Blue Ajah Edict that gives players sight on enemy cities becomes potentially more powerful. That's super cool!

What do you think? There are a lot of words above, but I think that's mostly enumerating all possibilities of both sides in combination - I think it will be quite easy to follow as a player.

Also, relevant post from the past (scroll until you hit the big text). I think most of that is foundational stuff that we've integrated into the summary or remembered thus far (and all interacts well with the above). But one point caught my eye that seems to have been lost:

The Dragon Unit only spawns when the Light civs collectively control all remaining unbroken Seals of the Dark One

That's an important distinction from the Dragon spawning when all of the Seals are broken! And makes it a much more back-and-forth process at the end (which is good).

I haven't changed the summary yet (though I made it red), but I think I do agree with you that it should be local to the player/team, not the "Side".

Awesome, let's go for team-local researching.

I think the sub-tree is probably the best idea, but I have nightmares of its UI...

I agree that it's the best idea. I think we'll reuse the look and feel of the tech tree - the actual entries will just be generated at runtime instead of set up in the database beforehand. We could fill it out in a regular grid-like fashion. We don't need any of the tech tree pipes or anything like that since there are no dependencies.

Well, a science bonus has the effect of offsetting the spent time/research on the Seal. Is that what we want, or do we want the sacrifice to "matter"? But I could imagine it as that, but could also imagine culture or something like that. Happiness might be too good. Not sure, though.

Good point, we do want the sacrifice to matter! How about a lump sum of Prestige and a permanent happiness bonus?

I'm certain we discussed the why and how about this back when we did this. It's possible I got it wrong in the summary. But it's also possible we decided global made the most sense because of reasons we aren't conjuring to mind now - or even reasons that are no longer valid.

I definitely can see the logic behind a global project - discovering the identity of the seal is civ-based, but the actual destruction of them might make sense as a Side-based venture.

I think we did discuss this at some length before. I remember being in favor of the National Project approach and I think I still am. Since it's only contributed to by a single player it gives them more fine grained control. If it's scaled up to all players, the human player could be frustrated because the AI could contribute just slightly more for a significant benefit in time. And they'd have to deal with the AI moving Seals when they'd poured production into breaking them (pending the above discussion about how Seals move and are stolen). I think leaving it in the hands of one player works best. The existing global projects, World's Fair, ISS, etc. work well because they're competitive, rather than co-operative.

Just did some digging and it looks like we liked the single-city (National Project) approach last time too.

I like these the way they are. Dont' think we need to add anything.

Should Pattern allow a civ to resist such things, though?

Cool, let's not add any more. I'm not sure if we should allow civs to resist them. Spawning more Shadowspawn doesn't seem very resistable - unless we decrease spawn rates in their territory. The yield penalties we could offset a bit, but I'm not sure if that's in the spirit of what they mean.

totally agree - it should form immediately. Before I update the summary, though: Do people make their decisions a few turns before the sides are declared? one turn before? The same turn? Does the shadowspawn invasion being exactly then? before? after?

I think we hit the Age of the Dragon World Era and the Shadowspawn spawn rate starts to ramp up in the Blight. After ~3 (5?) turns, everyone chooses their alignment. Once every player has chosen, Alignments are announced for all players, the Light coalition forms, and the wars start. (all at once) The Shadowspawn spawn rate steadily climbs from there and out-of-Blight spawning begins the turn after Alignments are declared.

yeah, I think so. Defensive pact makes intuitive sense, but you're already locked into permanent war with the shadow civs. What happens if a Neutral civ attacks one light civ?

Let's hold off on defensive pacts - otherwise Neutral civs are basically restricted to attacking other Neutrals and Shadow civs unless the Light is very weak in a given game. I would imagine diplo implications would seriously favor war from the other Light civs if a Neutral attacked one Light civs, unless they were otherwise swamped by Shadow.

hmmm... I definitely do think we did some brainstorming as to what the different projects would be, and benefits. I don't have time to search for them now, but I'm sure there's at least an incomplete set of them in there somewhere.

Sorry, this one I'll have to table for a time in which I can look more and brainstorm better.

I have read upwards of 6 pages of this topic trying to find this post, but no luck. (I found several other posts relevant to other parts of this discussion, so it wasn't wasted time.) I also remember discussing these projects but I cannot find where. The closest thing I've seen is this discussion about AI roles on the Light side for the Last Battle, but I don't think we want to do that anymore.

sorry about the Tinker thing. It's collateral damage I guess. Fitting for the Tinkers, I suppose.

Looking at this now, I'm wondering if when I wrote this I was confused about trade routes, and was thinking that they actually take things away from the sending civ.... I think we could do this as an actual "donation, " but I'm not sure framing that as a trade route is best - since that's not how they work. If it IS a trade route, it seems like it might be better to simply make it one-sided. You don't lose anything, but you also don't gain anything from it - they get a bunch, though. So, the sacrifice is in the loss of a viable trade route you could use elsewhere.

I say let's make it one sided trade routes for now as it reduces the complexity of an already very complex situation. It's opportunity cost rather than a deduction, which is fine.

I think the one-sided trades and Projects would count towards this.

Cool, so for the trade routes we can have the receiving civ get whatever yield we want and the sending civ gets Faith actually from the trade route. That means we don't need to find another mechanism for delivering that yield.

The projects (when we finally find the post with the summary of them, as mentioned above) can provide lump sums of Faith when completed (in addition to their other effects).

Sound like sensible mechanisms for delivering those Faith bonuses?

ok, some questions about this before I fix it.

It seems that we initially wanted aes sedai support to increase for a civ that has recently declared for the light. This makes intuitive sense. However, we've decided that a certain number of a civ's sisters will FLEE based on the strength of the Black Ajah. So, this means in most games that a civ will LOSE sisters at the start of the LB. Is this OK? I do think that strong alignment should cause the tower to reward them by raising a civ's "Sister Quota" (we need a better name, yes?), but will this quota still be less than it was before? Could it be higher?

I think it could be higher, but only for the highest/top two Light civs. (And that would depend on the Shadow not getting too far Turning the Tower - see below.) Once the Tower declares for a side, the quota for all civs on that side can be bumped up according to their alignment leaning in that direction. But it will also decrease due to the proportions, so it may remain the same for some, go down for others, and rise for a select few.

Do we need a better name? Is the actual quota ever visible to the player? If it's not, we don't really need to name it. There's just a general concept of some civs getting more Sisters than others. We might want to mention it in the depths of the civilopedia though - for those crazy optimizers who want to understand the actual math of the underlying mechanics.

Also, are we certain we want neutral civs to lose ALL their sisters?

Urgh, was that the old plan? No, let's not do that. How about Neutral civs' Aes Sedai allocation is unaffected?

lastly, we previously decided that the ratio of blackness of the white tower would cause a certain proportion of sisters to flee, etc. But we don't have a percentage turning anymore - it's all based on "turning conditions" now. So, is it based on how far the Turners got? Or something else? Or does this mechanic need to be scrapped? What should we replace it with?

I remember some of the details of what a Black Ajah Sister had for her abilities and they were awesome. (Some were shared with the Forsaken - we should probably put a list of the Forsaken abilities in the LB summary somewhere, and a list of the Black Ajah Sister abilities into the Tower/Diplo summary.)

Let's use the proportion of completed objectives to represent the portion of the Tower that has been corrupted and give Shadow players Black Ajah Sisters to replace their Aes Sedai accordingly. This is good because it gives Shadow civs an incentive to participate in some of the objectives even if they don't plan on going all the way on Turning the Tower.

How do we work out how many Sisters the Light civs keep if the Tower does Turn? Do they just keep them all? (That's certainly easiest.)

Hmm.... the dragon being born in your civ should definitely provide some prestige, right? Happiness? This does seem like something that would create some Pattern. Should you get a GP of your choice or something?

A GP of your choice! That sounds like a very appropriate and useful bonus. We could limit it to WoT GP types if we liked?

Or, or, or, flavor opportunity. 2 WoT GPs of your choice? (Who are totally not Mat and Perrin.)

I think the answer here is flavor only. Just have there be popups that show up saying some cool stuff that has happened. Should it reflect actual stuff, though? I do agree that it seems lame to have random significant events happen, but it should be *something*, right? Maybe the alignment choices of the era are simply flavored by Rand.

If we're going to do a popup about it, I think it has to reflect actual stuff. The player won't particularly care if it's just text - it has to mean something in-game. I think making the alignment decisions flavored by the Dragon is a good answer here. (Related note: the Dragon isn't always Rand, right? I've been thinking he would be "the Dragon" in all cases. A bit more on this for ldragogode's post later on.)

this could work. The happiness penalty is permanent, right?

I hadn't thought of that, but yes, that's awesome.

I think the mechanic referred to here is not the dragons actions, but the specific turn order - who gets to control him, and when, and for how long. You put forth some pretty good ideas for how this could work, but i don't think we ever settled on any of them.

After some reading for another section of this post, I found the in depth turn order from ages ago. I think that's the "most recent" one that we liked both. (It's in the middle of the post.) We just swap out Faith for a "Prestige and Faith aggregate that favors Prestige" since that's what we've decided we like.


All good questions!

My first thought was to re-enable Neutral victory, but that seemed like a terrible idea - we do NOT want a grumpy light player sabotaging to enable his own victory.

But, the primary problem here is that the game will not be over - some shadow civ still has to win - but we don't want the light players to quit. And I don't think I want Rand-death to mean auto-loss for the Light if there isn't a Shadow civ able to "seal the deal."

Maybe Thakandar could theoretically be taken, as you say. But also, there's the Time victory, right? The "Pattern Victory". Didn't we say that eventually the DO would lose interest, and everybody loses? Still, in Civ Terms, that's a time victory. Can't win conventionally, just stop everybody else from winning until some date.

Agreed re-enabling normal victories could destroy the way the Light victory works. Having thought more about it, I'm even more in favor of being able to take Thakan'dar with sheer numbers. It just needs to be so difficult without the Dragon that it's impossible for all but the most powerful Light civs/alliances.

I thought our "DO kills everyone" was effectively removing the Time Victory. I've yet to meet a CiV player that likes the Time Victory, but it's a necessary evil because the game isn't balanced into infinity. Using the Dark One as an endgame, we can avoid that whole concept by saying "everybody loses" after a certain point. I don't think this is a victory for any player. So I don't think it helps us with the powerful Light player who's gotten the Dragon killed.

right. need to figure out that citizen stuff. As far as shadow spies, though... how are these different from spies of any type (e.g., neutral ones and such)?

In this case, I was just referring to spies controlled by Shadow-aligned civilizations. I think we should do that (interacts well with the Seal mechanic above - you can use the Dragon to defend a Seal you're working on if you control the Dragon at the right time). We should be explicit in the summary that that's what we mean though.

In regards to citizens, if we do decide to go for "Darkfriend citizens" as a layer over existing citizens, this seems like a very cool ability. (Turn a bunch of them back into normal citizens.)

Yeah, could be like a bomber, but honestly could be just like the city-ranged attack as well. Arguments in favor of plane?

Mostly range - I think it would be relatively unimpressive if he had the same range as a city, and the bombers in CiV are effectively an endgame extension to city ranged attacks. Barring use of raken and their ilk, I don't think we'll have any other use for the existing plane mechanics, which seems a shame.
 
I think simply causing bubbles of evil to appear is possibly the best thing to do.

Balefire unravels the Pattern - does using it somehow decrease your Pattern score?

Yes, we can straight up give the player a score penalty every time they use the balefire ability, if we want to.

Well, I'm not sure the actions need to take much time, but there at least needs to be a cooldown. Can't nuke every turn. Also, we should make sure he is stuck in a city for a minimum number of turns. Instantaneous effect - given those parameters - could work, though. As could prestige/turn and things like that.

Yes, definitely, there should be a cooldown (varying per ability, right?). Sounds like instantaneous effects is looking good. I'm also a fan of him being limited to moving every X (5?) turns. I think we liked the movement-frequency-limit last time too (I read it somewhere when searching for the above) because it allows the city he's in to be attacked by the Shadow.

I don't know how annoying it would be, but I do think that we are going to try to figure some other way to work ta'veren in, right? Axe this?

Axed.

Hmmm, do you get to control the dragon, or is he AI? If so, then the capital of the highest path player, the highest prestige player, or the highest Pattern player, would seem fitting. But on the other hand, these places could be rather far from the blight.

What if he spawns at Tar Valon. Maybe that is locked at some central location when drawing the map... But what if the tower turns?

Why not just his current location? The Dragon-spy is in a city somewhere, let's spawn the unit in that city. (If he's dead, he spawns when he would have come back and in the city he would have been dropped in. Which... we have defined somewhere right? The capital of the next player in the turn order to control him?)

I feel like the players should be able to "do" something to determine which civ controls the unit. That way if there's ever a human on the Light team, they can make sure they do that first so they can control the Dragon. Since, realistically, I think we almost always want the human to control the Dragon if the human is Light. (But I don't think we should automatically gift it to the Light human player. And such a system also completely breaks down in multiplayer.)

Gosh, I really don't know. Seems kind of disappointing to not get to use him, but, again, pretty powerful.... But on the other hand, there WILL be tons of forsaken roaming around.

For now, let's give the players free reign with him and add restrictions if we find craziness happening.

Very torn on this. I can see them being produced, bought, bought with faith, or just gifted by the shadow civ.... what feels right to you? This is an important aspect to what life is like as a shadow civ.

I would say, though, that the shadow civs probably only ever controll, trollocs, fades, and dreadlords. Probably never forsaken, darkhounds, gholam, or even the Bad Aiel. Draghkar?

Agreed on players only ever controlling Trollocs, Myrddraal, and Dreadlords. I'd be fine leaving Draghkar to just the Shadow civ for now.

Let's give the players agency in this and let them train the Shadowspawn units in any city with a Waygate once they're over a certain Shadow alignment threshold. (The flavor justification of this is them working with the Shadow to bring them through the Ways.) Under that threshold, Shadow players receive some Shadowspawn units at intervals, rather like militaristic CSes, but otherwise that's it.

yes, definitely not a CS. I fixed it, though I've left the end of it red - not sure whether it is dragon-capture only, or if it can be captured by somebody else if he dies.

Going by the above, I'm a fan of letting it be captured by anyone, but making it monstrously difficult for non-Dragon units.

Well, if the blight expands and recedes, it does seem to make sense that it could steal territory. Doesn't have to though. I wouldn't want people putting cities way up there as a way to block the blight from growing, though. I don't mind the territory stealing and such, but I wouldn't say it is permanent - make it more like acquiring a tile through culture. If the blight steals your tile, you can gradually get it back. I dunno. You'd rather just nix this idea?

How about Blight and borders just don't interact? Blight can spread into your lands. We discussed potentially cleansing Blight with a lategame Ogier-related thing. I don't know if we still want to do this?

Regardless, this lets us have Malkier-like stuff happen in the actual games. Blight in your territory is bad for you because it has terrible yields and means Shadowspawn spawn inside your borders. Not for the faint of heart!

I think flipping back and forth with the Blight would just end up going on for the entire duration of the game and be a waste of that city's culture and its controller's time managing it.

Yeah, I like this use of bubbles of evil too. I don't think there's much else to it, though it could of course intersect with Pattern, as well as Balefire...

Cool, this sounds good! Bubbles of Evil as fallout-like features that spawn is the plan.

Alright, well I did what I could. This post was NOT supposed to take three hours..... There's definitely more that I simply didn't have the heart to delve into on a weeknight.

Crazy that this is so much earlier than even channeling. Makes sense, though, since we had a few other voices back during this discussion and... those voices were apparently scared off by the channeling dissertation.

But yeah, the summaries need to be made as clear and up to date as possible. This is twenty pages of post, now, but honestly the summaries are sort of all we'd really need, it seems.

In that vein, eventually we should probably do summaries of other things as well, Paths, etc. Once they're solidified.

If it's any consolation, this one also took upwards of 4 hours! ;) EDIT: WOAH, the smilies changed from the Christmas ones to the normal ones while I was writing this post. I feel like I've caught a moment in history somehow. Or maybe my browser had the Christmas ones cached and all my frantic moving through the topic convinced it to pull them down from CivFanatics again. Certainly more likely, but less exciting.

Relating to summaries, I completely agree. I think they should include all finalized decisions in some way and then the actual implementation work is based solely on the contents of the summaries. Agreed for summaries of Paths and the like as we decide them.

I've linked to the Cultural summary from the first post.

If I may make another wild suggestion? I've been going back through the thread and I checked out your github project, and I noticed you're using Rhuarc as the leader for the Aiel Nations. (I'm getting to the point, don't worry.)

Change Rhuarc to Rand al'Thor and make the Dragon Reborn's name change, similar to great people, the names including at least one major male character from each of the playable nations, including leaders, the names of as many of the AoL Forsaken as we know, and the names of as many false dragons as we know.

I suggest Rhuarc changing because, while prophecies state that Rand is like the leader of a bunch of places, the Car'a'carn is the only true leader of the aiel, whereas Rhuarc is simply one of many chiefs. Rand himself hasn't completely lead any other nation himself, as they are mostly autonomous or don't wish to be led by him.

Great to see you're taking a look at the github stuff! :D The civs currently in the mod are from many ages ago, before counterpoint joined up, so I think they'll change quite a bit when we get to civ-specific content. A few points here though - I think Rhuarc fulfills a very similar historical role to Hiawatha or Pocatello. The Iroquois and Shoshone, while peoples unto themselves, were (if I've got my history right) realistically divided into several smaller tribes that didn't respect a central authority (much like the Aiel). CiV abstracts that away to combine them into a recognizable entity for the player - choosing a recognizable figurehead as their "overall leader." It helps us in this case that Rhuarc was (if I've got my WoT right) one of the major coordinators under Rand's command of the Aiel as a whole.

The flipside of that, is I don't think Rand fulfills that role very well for the Aiel. He leads them for a significant portion of the books, but isn't really culturally Aiel himself. I'd also be reluctant to make the protagonist of the books available as a "playable character" (in this case, a Leader) since he skews everyone massively in favor of picking him - but CiV should provide a lot more range than that.

I think a civ with Rand as the leader would be more like a Hawkwing civ - a kind of "Nations of the Dragon" civilization that captures his status toward the beginning of the Last Battle, where he controls the north and east of the Westlands (pretty much). That sounds like a good Seanchan vs the Dragon scenario.

In terms of the Dragon taking variable names! I've been thinking of the spy/unit as always being just labelled "the Dragon" to explicitly avoid him being labelled Rand, but I'm less sure if we want to do that. I don't think we've discussed it before. I wouldn't want to include Leaders of civs in the current game, since then they'd exist in two places at once, which is kind of weird. But choosing the names of known False Dragons (or Rand, ahem, randomly) sounds pretty cool. (As indeed, does the "False Dragon, Rand al'Thor" emerging earlier in the game.)
 
OK, so I have a little time right now to sneak in a post. I'm going to try to answer everything that ISN'T about the LB, cleaning up our previous conversation (and commenting on the Rand-Aiel post. I'll continue the LB discussion later... it looks like that'll be another long one. I have family in town this weekend, so I might not be able to do do it as quickly as I'd like.

Agreed, I can't think of how we'd want to change the Domination Victory without fundamentally altering what CiV is as a game. I would be fine to leave it basically untouched in an objectives sense. The mechanics of how people conquer the world have changed a lot for WoTMod, but the end of objective still makes sense like it did in base CiV.
Cool. I'll still want to do a tedious "list all the points" thing like I did with Culture, though, just to make sure there isn't room for more WoT flavor - we may have changed Culture more than we originally thought we would.

Another thing we could consider is techs the defending player has that the attacking player doesn't - since there are already things (trade routes, tech stealing, CS science) that care about that difference. That doesn't persist beyond the end of the tech tree though, when people are just spinning their wheels on Future Tech. That might be a good thing though - if we're spinning on Future Tech, why hasn't somebody won yet?
I don't think this is a problem either. If everybody's at Future Tech, I don't think it's necessary for anybody to have an advantage in defending against science. The best way to defend at that point is probably to win the science victory yourself.

Anyway, math! Ignoring all unit sight ranges, because those don't really factor into this, a civ has sight for one tile beyond their culture border. So any highlighting we do will want to be beyond this threshold, otherwise it's not giving the player any new information.

Another factor is that right now we'd be basing our calculations on science yield rate at the end of the game in base CiV. Ours may not end up being the same kind of numbers. But assuming they are, players are usually generating 1500-2000 science per turn as they progress through the final techs on the tree.

So, we could have a very simple "your additional 'detection' range is the science per turn difference between the Envoy controller and you, divided by 100."
I like that, though I might suggest an "offset" of a few hundred science/turn, in order to allow people to benefit from being equal or close in science. So, something like "Science/Turn difference + 100 (or 200) divided by 100." So if you have equivalent science to them, you'd end up with 1 or 2 extra sight - this would separate you from the majority of the world, who would have LESS science per turn.

Another crazy idea would be to make envoys INVISIBLE, and ONLY able to be detected when in range of a city - and that city's Science output (and only that!) determines when exactly you can see them. So they'd be creeping around your borders, unnoticed, if your science was particularly terrible. Of course, a typical civ would probably notice them when they were still a ways away from the capital. Weird? thoughts?

Interesting, I was thinking one of the Shadow civ's spies was replaced by a Gray Man. But I'm fine with it being in addition.
I have to say it seems a bit strange that Bloodknives can steal techs and other protracted time activities, when the Bloodknives are on a clock and going to die after X turns. That doesn't seem like it's in the spirit of that mechanic. Even further, Gray Man aren't on a clock, it feels like they should be spy-ier than Bloodknives. But I don't ever remember hearing about Gray Men being used for information gathering in the books?

Also, I've been thinking that assassination is much like the coups mechanic. You mention below that you haven't tried it out in BNW, but the crux is that it is instantaneous. You press the button and either succeed or fail on the spot, based on that chance. I think that works quite well, because the player can weigh up the probability with the value of the spy vs the value of the CS.

If anything, considering the above, I'd be encouraged to make them both assassination-only. The Gray Men distinction is that they're Shadow-accessible only, which is a big one. But you've also mentioned before that there should be a niche - where a Shadow civ would use a Gray Man in one case, but a Bloodknife in another.

What if the Gray Men don't come back if they die? Bloodknives are spies the player has turned into Bloodknives, so they'll be replaced, but if Gray Men are added on top of the civ's existing spy roster, then it's perfectly fine for the player to lose them again through their own actions.

So Shadow players would use the Gray Men for more guaranteed kills, so that they get to keep using them. They'd only use them for difficult targets like the Amyrlin if they really needed to kill her to Turn the Tower and were short on Bloodknives.

Also worth noting that if Bloodknives are created from max rank spies, I don't see very many max rank spies in a single game. Even turning all of them into Bloodknives, that's not many chances to pull off an assassination - the Shadow are giving the players one more.

man, this has turned into a rather complicated aspect to the game...

Finally, I think you've figured it out, though. I like the idea of them both being assassination-only. I also like the idea of the Gray Man as a unique thing that you can't rebuild. That said, it IS a bit un-civ-like, right? You have a second chance at *everything*? Maybe, a slight variation on that concept - you BUILD them with PRODUCTION (and they're expensive) or even Faith, but you can only have one at a time. If one dies, you can build another, but it's a rather significant undertaking.

how is that?

I touched on length above, but I think assassination could be instantaneous once the spy has "established surveillance" in the city. It's just an option - something the player can choose to do from then on.
Right, so what, exactly, is the assassin doing while they wait? Can they be caught while they're just sitting there, doing nothing? Or once they've established surveillance, they HAVE to assassinate - or else leave to another city or hideout?

Does the Shadow need a spy to find the Dragon? I think there might be value in just using normal sight here. If a Shadow player has active vision (ie no fog of war) over a city and the Dragon's in it, it's just labelled. (Much like aircraft, if you can see the city, you can see what aircraft are in it.) Players don't have that many spies to hunt the Dragon with either.
I think if you need a spy to catch him, it'll probably end up too difficult. I think the aircraft method will probably work fine.

Yeah, I think so! This sounds really cool. So a full list of potential injuries:

losing a hand
losing a foot (probably don't want to combine this with the above)
losing a limb
Mashadar's unhealable wound
voices of the dead

In several of the above, we can swap in left/right to create a difference in subsequent games.
Ah. I was actually only thinking of things directly inspired by the books, but I see you're going more general, which is fitting, since this is a kind of alternate history.

Mashadar's wound? Isn't the wound caused by Ba'alzamon? Mashadar left more of a Mark on Mat, if I recall.

Also, we could have stuff like "The Dragon has alienated his closest friends" or "The Dragon has committed an atrocity" or "The Dragon has caused crops to die!" Sure, these aren't as much linked to getting killed, but still, they're bad things that happened to him.

Yes, we could recolor oil for peat. Oil can already be found in marshes which is good. (Marsh is a feature rather than a terrain type, and each combination of resource + feature has a unique 3D model.) Yes, we'd definitely swap out the barrel.
ok, good. glad that'll work.

I figured since they were specifically called out as pets in the article, that could make them a luxury resource. It's something high society would do and take delight in - keeping Lopar for their own amusement/companionship. Even if it's a bit of a stretch, I think the ability to repurpose the pigs 3D model for such an in-universe concept is a big bonus for this resource. A new 3D model is a lot of work and unless we get one of the very few, very skilled CiV art modders to work on it, our replacement likely won't look as good as the pigs in base CiV.
Alright, I will go along kicking and screaming. As long as you know that I know that you know this is kind of a silly resource, we should be fine. Are Lopar the correct choice, or should we do Grolm? I know Lopar were pets and stuff, but Grolm are much more visible and memorable in the series, in my opinion. And, still, we could probably just repurpose the pigs (make em green).

Firedrops stuck with me from reading the books for some reason! If we've got a WoT alternative for Jewelry that we're not going to use elsewhere, might as well swap it in though? Or since we're removing porcelain, we could swap it in for that?

Ice peppers sounds like a winner! It even has a cool name, I'm sold on this.
I say let's do Firedrops and Moonstone as our CS ones. I know Moonstone isn't WoT-specific, but it sounds fantasy-ish. And let's just keep gems where they are, though.

Ice Peppers, it is.

Let's go global with Oilfish replacing whales?

Silverpike is a good one! Barracuda can be a food fish - where I used to live in the Bahamas it was something that was served (usually advertised as at the diner's own risk - barracuda can be poisonous, but I think it's in the food poisoning sense - throwing up and such - rather than the puffer fish sense). So I would be quite happy to add that in. Luxury? Bonus? I think we can leave the generic fish in, but it might be cool to have another sea-based bonus resource. The sea has a lot less variety than the land in CiV.
OK, so let's add silverpike as the luxury, but keep fish as the bonus. Or maybe we could even go even more generic, with "seafood" or "shellfish" or something as the bonus resource, since our luxuries are technically also fish.

Yeah, let's turn cocoa into Kaf.
done.

Possibly, but I think we're most of the way there to equaling BNW's resource count? At most we've lost 2 or so? Are we down many if we take the above choices?
OK, if we do the final list I'm proposing below, we are even steven, I think!

I don't think we need to worry about doubling up with that - even Firaxis do that and they've got whole teams of artists. Gold and silver are recolors of each other. Iron, Uranium, and Aluminum are pretty much recolors with some glow and particles for the latter two. Retexturing can make a huge difference to the appearance, even if the underlying models are the same.

I was thinking coal could be our equivalent to uranium - only useful for a few of the most powerful endgame things.
I guess I just don't really like Coal as a strategic for us. Dragons will use Sulfur - what is a more powerful end-game unit than them? Isn't the Ashaman basically the most epic unit? Will the steam power techs yield combat units? What's our Giant Robot?

Also, look at the list below, and you'll notice that we have our six strategic resources, if we consider Wells as one of them, and add peat. Also, if Wells are the final one, this makes the end of the game- and only the very end - the point when a mad-dash of channeler production will occur as people accumulate Wells.
I'm liking #1 and #4. I think the end of the game is where we can allow things to spiral out of control a bit. A player who grabs enough of this to unbalance themselves was already very far ahead, let's have them win in style! Adding Spark is also the simplest approach, which is nice.
OK, so I'm thinking let's go with one. a Simple +1 Spark.

OK, so here's our final list, as I see it. Please consider.

BONUS
Bananas
Wheat
Sheep
Deer
Cattle
Salmon - generic fish model?
Stone
Zemai - replaces Bison - adapt the Wheat model somehow?
Shellfish - new, re-purpose of Crab model.

Luxury
[two gold]
Cotton
Spices
Sugar
Furs
S'redit - replaces Ivory
Silk
Dyes
Incense
Wine
Gold
Silver
Marble
Pearls
Lopar - replaces Truffles
Tabac - new - use the model from the "More Luxuries" mod, yes?
Ice Peppers - new - use banana model?
Firedrops - replaces Jewelry - CS exclusive - what do we do for a model?
Moonstones - replaces Porcelain - CS exclusive - what for a model?
Sung Wood - new - Stedding exclusive - what do we do about a model?

NOTE: Nutmeg, Cloves, and Pepper have not been replaced (and won't be unless we create a civ UA that needs them)

[one gold, one food]
Silverpike - replaces Crab - we should adapt the Fish model, right? In what way?
Salt
Oilfish - replaces Whales - how should we adapt the model?
Apples - replaces Citrus - just re-purpose the Citrus model?
Kaf - replaces Cocoa - use the "More Luxuries" model, yes?
Olives - new - uses "More Luxuries" model

[three gold]
Gems
Alum - replaces Copper (though this is moved to three gold, though it doesn't need to be) - use Aluminum model, I assume

Strategic
Horses
Copper - "replaces" iron, at least as far as era
Iron - "replaces" Coal, at least as far as era
Sulfur - "replaces" aluminum - re-purpose the Coal model
Peat - "replaces" Oil - re-purpose the Oil model
Wells - "replaces" Uranium - what do we do about Model here?

Aren't the access keys specific to using the Choedan Kal remotely? I like the other ones. A lot of these won't be associable with the One Power and items thereof when just paired with a nationality though. Do we want to be a little more specific?
as shown in my Culture summary, i'm happy to axe the access keys. But yeah, we could get more specific. What would you like? "Power-wrought Blade"?

Historical Sites meshes well with Historians, though we might be hitting the word a bit too frequently in that case. Wrinkle in the Pattern sounds awesome, but doesn't really seem like what we're trying to describe. Sites of Power has my vote, I think, because it creates the association with the Power we might be missing above.
I put "Sites of Power" into the summary, though now I'm wondering if we could go crazier. I want to have something like "Threads in the Pattern", but you've already mentioned problems with that. I also could like something like "Legendary Site", though that overlaps with "Legends." "Mythic Sites"? I dunno, if there's a way to make it relate to the pattern in some way...

We can make Alignment contribute to score in a shifted exponential manner - high alignment has a very large effect, middling and lower has very little. Then we get both!
good!


If I may make another wild suggestion? I've been going back through the thread and I checked out your github project, and I noticed you're using Rhuarc as the leader for the Aiel Nations. (I'm getting to the point, don't worry.)

Change Rhuarc to Rand al'Thor and make the Dragon Reborn's name change, similar to great people, the names including at least one major male character from each of the playable nations, including leaders, the names of as many of the AoL Forsaken as we know, and the names of as many false dragons as we know.

I suggest Rhuarc changing because, while prophecies state that Rand is like the leader of a bunch of places, the Car'a'carn is the only true leader of the aiel, whereas Rhuarc is simply one of many chiefs. Rand himself hasn't completely lead any other nation himself, as they are mostly autonomous or don't wish to be led by him.

Interesting idea. I've been thinking on this, and red S3rgeus's thoughts as well. I will echo that we haven't touched on the civs and their leaders in a LONG time - essentially since I joined the party. I have a lot of thoughts on them, but I've been holding back!

I will say that I agree with S3rgeus's issues with Rand. I'll also add one "clincher," for me:

You mention that Rand wouldn't have to be the Dragon, that we could make the Dragon's name change (this is fine with me, btw, having ANYBODY able to emerge as the dragon). But then, of course, why would he be the Car'a'carn? The Car'a'carn is, by definition, the dragon, so the two should be aligned. And if he is the Car'a'carn AND he is also the dragon (which again, must be true in that case), then we can't allow the Aiel to choose Shadow, which is not an option, I think.

So I don't want to go with Rand in the Aiel for that logical fallacy. Also, Rand kinda just takes over half the world by the end there - he's an actual, honest to goodness king of Illian - so I wouldn't want to base too much of our flavor off on the end-game antics (for the same reason, we shouldn't have Elayne as queen of Cairhien, for example).

Not sure I've asked this before, S3rgeus - what of the Shaido? Are they just gonna be an Aiel city? I know it feels wrong to have them as a complete civ, but it doesn't feel wrong to omit them entirely as well.
 
Ah, you both make excellent points, and I will admit that while I have been looking at everything either of you posted, I tend to skip over the dense stuff. You are right that, looking at it, Rand is most likely not the best bet for a leader (I hadn't even thought of either of what you two mentioned), especially with the fact that he, in canon, doesn't turn to shadow, and you're both right on that.

I'd like to talk about the Car'a'carn/Dragon similarity here; The Dragon doesn't necessarily have to be the Car'a'carn, but the Aiel are referred to, not distinctly, but to a generic 'the people of the dragon', which could have meant Andorans, Two Rivers men, possibly even just the group of people who swore to follow Rand.

The Car'a'carn, if I remember, was simply foretold to show up out of Rhuidean with the two dragon tattoos at dawn, and that was it.

I might have missed something, but I'll leave it here.
 
Cool. I'll still want to do a tedious "list all the points" thing like I did with Culture, though, just to make sure there isn't room for more WoT flavor - we may have changed Culture more than we originally thought we would.

Cool, that sounds like a good plan!

I don't think this is a problem either. If everybody's at Future Tech, I don't think it's necessary for anybody to have an advantage in defending against science. The best way to defend at that point is probably to win the science victory yourself.

Agreed. It sounds like we're going for science per turn anyway.

I like that, though I might suggest an "offset" of a few hundred science/turn, in order to allow people to benefit from being equal or close in science. So, something like "Science/Turn difference + 100 (or 200) divided by 100." So if you have equivalent science to them, you'd end up with 1 or 2 extra sight - this would separate you from the majority of the world, who would have LESS science per turn.

Very good point - the player going for the science victory should be winning, not breaking even when his science is compared to other civs. Yes, let's do an offset so that equaling the Envoy civ gives you added vision.

Another crazy idea would be to make envoys INVISIBLE, and ONLY able to be detected when in range of a city - and that city's Science output (and only that!) determines when exactly you can see them. So they'd be creeping around your borders, unnoticed, if your science was particularly terrible. Of course, a typical civ would probably notice them when they were still a ways away from the capital. Weird? thoughts?

This is a bit difficult with the way CiV's combat system and map layers work. We could do this, but it gets confusing. Because Envoys can be killed by combat units - so they should be on the same map layer, but then you'd be able to "see" an invisible Envoy by right-click-and-dragging around your territory with a combat unit, because it's an "attack" to move onto that hex. It's similar to what happens with submarines in close quarters, but it's less of a problem for submarines (though definitely still an issue in base CiV) because the ocean is wide, open, and uniform. Ships are much less likely to try to occupy the exact same hex.

man, this has turned into a rather complicated aspect to the game...

Finally, I think you've figured it out, though. I like the idea of them both being assassination-only. I also like the idea of the Gray Man as a unique thing that you can't rebuild. That said, it IS a bit un-civ-like, right? You have a second chance at *everything*? Maybe, a slight variation on that concept - you BUILD them with PRODUCTION (and they're expensive) or even Faith, but you can only have one at a time. If one dies, you can build another, but it's a rather significant undertaking.

how is that?

Awesome, let's do that. Both Bloodknives and Grey Men are assassination only. Bloodknives die and are replaced by new spies, as normal. Grey Men are available only to Shadow civs and can be produced by Production (but they are expensive) in the event they die. I assume Shadow civs get one for free when they declare for the Shadow?

Right, so what, exactly, is the assassin doing while they wait? Can they be caught while they're just sitting there, doing nothing? Or once they've established surveillance, they HAVE to assassinate - or else leave to another city or hideout?

I'm gonna go with nothing. I'd say they have no chance of being discovered - because they're not doing anything - but I could be convinced otherwise. As assassination-only units, you can park them somewhere to lie in wait, but there's no other benefit aside from positioning. They don't even let the controlling player view the foreign city.

I think if you need a spy to catch him, it'll probably end up too difficult. I think the aircraft method will probably work fine.

Cool, sounds good!

Ah. I was actually only thinking of things directly inspired by the books, but I see you're going more general, which is fitting, since this is a kind of alternate history.

Mashadar's wound? Isn't the wound caused by Ba'alzamon? Mashadar left more of a Mark on Mat, if I recall.

Also, we could have stuff like "The Dragon has alienated his closest friends" or "The Dragon has committed an atrocity" or "The Dragon has caused crops to die!" Sure, these aren't as much linked to getting killed, but still, they're bad things that happened to him.

Ah, there are two wounds, right? One inflicted by Ba'alzamon (Ishamael), which I'd forgotten, and another by Fain's dagger. (Rand was stabbed with it, over the wound Ishamael gave him, right? There was a whole thing about the two darknesses fighting each other within him.)

I'm liking all of the new ones you've proposed.

ok, good. glad that'll work.

Cool, we're in need of a miscellaneous summary or something, because I don't think the resources stuff fits into any of the existing ones? I'm happy to do one of those at some point this week, if we want to have one.

Alright, I will go along kicking and screaming. As long as you know that I know that you know this is kind of a silly resource, we should be fine. Are Lopar the correct choice, or should we do Grolm? I know Lopar were pets and stuff, but Grolm are much more visible and memorable in the series, in my opinion. And, still, we could probably just repurpose the pigs (make em green).

:p :p Grolm seem more military-like than Lopar, but I'm fine with either.

I say let's do Firedrops and Moonstone as our CS ones. I know Moonstone isn't WoT-specific, but it sounds fantasy-ish. And let's just keep gems where they are, though.

Ice Peppers, it is.

Done!

OK, so let's add silverpike as the luxury, but keep fish as the bonus. Or maybe we could even go even more generic, with "seafood" or "shellfish" or something as the bonus resource, since our luxuries are technically also fish.

Awesome. We could split fish if we wanted - shellfish vs "technical name for non-shellfish like grouper and salmon"? It would be pure flavor, I'd imagine they have the same yields.

OK, if we do the final list I'm proposing below, we are even steven, I think!

Awesome!

I guess I just don't really like Coal as a strategic for us. Dragons will use Sulfur - what is a more powerful end-game unit than them? Isn't the Ashaman basically the most epic unit? Will the steam power techs yield combat units? What's our Giant Robot?

Very good points, we have enough strategics so let's drop coal. I think Asha'man units are our GDRs, yeah. Though the Dragon and Forsaken are stronger.

Also, look at the list below, and you'll notice that we have our six strategic resources, if we consider Wells as one of them, and add peat. Also, if Wells are the final one, this makes the end of the game- and only the very end - the point when a mad-dash of channeler production will occur as people accumulate Wells.

OK, so I'm thinking let's go with one. a Simple +1 Spark.

+1 Spark it is!

OK, so here's our final list, as I see it. Please consider.

BONUS
Tropical Fruit - my generic re-purposing of Bananas, which we don't know exist... Do we use the Banana model, or adapt the citrus one?
Wheat
Sheep
Deer
Cattle
Fish - also, consider Sea Food or Shellfish or something
Stone
Zemai - replaces Bison - adapt the Wheat model somehow?

Luxury
[two gold]
Cotton
Spices
Sugar
Furs
S'redit - replaces Ivory
Silk
Dyes
Incense
Wine
Gold
Silver
Marble
Pearls
Tabac - replaces Truffles - use the model from the "More Luxuries" mod, yes?
Firedrops - replaces Jewelry - CS exclusive - what do we do for a model?
Moonstones - replaces Porcelain - CS exclusive - what for a model?
Sung Wood - Stedding exclusive - what do we do about a model?

NOTE: Nutmeg, Cloves, and Pepper have not been replaced (and won't be unless we create a civ UA that needs them)

[one gold, one food]
Silverpike - replaces Crab - we should adapt the Fish model, right? In what way?
Salt
Oilfish - replaces Whales - how should we adapt the model?
Apples - replaces Citrus - just re-purpose the Citrus model?
Kaf - replaces Cocoa - use the "More Luxuries" model, yes?

[three gold]
Gems
Alum - replaces Copper (though this is moved to three gold, though it doesn't need to be) - use Aluminum model, I assume

Strategic
Horses
Copper - "replaces" iron, at least as far as era
Iron - "replaces" Coal, at least as far as era
Sulfur - "replaces" aluminum - re-purpose the Coal model
Peat - "replaces" Oil - re-purpose the Oil model
Wells - "replaces" Uranium - what do we do about Model here?

Is there anything more specific we can use for Tropical Fruit? The rest feel much more targeted.

We should be able to adapt the wheat model for Zemai, or find a modder on CivFanatics who's already made "Corn" as a resource (I think there are some) and ask them if we can steal their art.

Yes, we can use the model from Barathor's More Luxuries for Tabac.

Firedrops and Moonstones, as CS exclusives, don't need a model since the resource is always under the city tile, they only need an icon. (If you conquer a Mercantile CS with a resource, you don't get to keep it - it disappears.) I'd say we could do the same thing with Sung Wood for Stedding - though if we want to put it on the map somehow, the Forest model is probably a good place to start.

Silverpike sounds like we could change the color of the fish model, at the very least. If it's possible to make them bigger, I'd say we should do that.

Oilfish we could go the other way from Silverpike, make the individual fish smaller and change them to a kind of dark green-y color.

Yes, we can recolor Citrus for Apples.

Barathor's More Luxuries to the rescue again for Kaf!

Yes, let's keep using the existing Aluminum model.

All good for the repurposing in the strategics section. What to do for Wells? It seems like it might need a new model? I can't think of what existing one we could change to use for it. We can use the art from features or improvements if they're useful. In an ideal world where we could make whatever art we wanted, what would we want this resource to look like? Then we can see how we'd get as close to that as possible using what we have.

What happened to Grolm/Lopar? And Ice Peppers?

as shown in my Culture summary, i'm happy to axe the access keys. But yeah, we could get more specific. What would you like? "Power-wrought Blade"?

Just a little something that lets people know where in the WoT flavor we're sourcing the relics from. "Andoran Doorframe" doesn't sound very Power-y. I'm not sure if we can do it generically or if we want to change each one - it shouldn't become too wordy either, the description of each item should be succinct. Is the fact that they're "Relics of Power" going to be front-and-center enough that players will make the association?

I put "Sites of Power" into the summary, though now I'm wondering if we could go crazier. I want to have something like "Threads in the Pattern", but you've already mentioned problems with that. I also could like something like "Legendary Site", though that overlaps with "Legends." "Mythic Sites"? I dunno, if there's a way to make it relate to the pattern in some way...

Legendary Site sounds very cool, but I agree it overlaps too much with Legends as a GW type. I'm fine with Sites of Power for now.

Related to Culture - a new name for Landmarks! Is this where we want to use Portal Stones? Or is that just bizarre that they're being created by the Historian?


Awesome, that should go into the Last Battle summary right? Since the Last Battle is the basis for Alignment as a thing. Unless there's somewhere better?

Not sure I've asked this before, S3rgeus - what of the Shaido? Are they just gonna be an Aiel city? I know it feels wrong to have them as a complete civ, but it doesn't feel wrong to omit them entirely as well.

I think we should leave the name out of the base Aiel civ and reserve the Shaido for an expansion civ. They have enough distinct flavor to be playable, I think, but aren't our highest priority since there are other "big nations" to do.

Ah, you both make excellent points, and I will admit that while I have been looking at everything either of you posted, I tend to skip over the dense stuff. You are right that, looking at it, Rand is most likely not the best bet for a leader (I hadn't even thought of either of what you two mentioned), especially with the fact that he, in canon, doesn't turn to shadow, and you're both right on that.

No worries about skipping over stuff - there's practically another Wheel of Time book in this topic and we want people to be able to contribute without having to read all of it!

I often think about what the analogue for this topic will be once the mod is released and actually working - in the hands of players. I'd imagine we'd want a subforum then. Stickied topics like "Player's Guide," "How to file a bug," "Report Typos Here," "Balancing Suggestions," "Report Missing Text Here," and hopefully a bunch more topics from eager players/modders! I'd love to see strategy discussions as well - where players are debating the best way to approach situations they run into in the mod. That's all quite far away, for the moment, though!
 
Quick response!
Cool, that sounds like a good plan!

Agreed. It sounds like we're going for science per turn anyway.

Very good point - the player going for the science victory should be winning, not breaking even when his science is compared to other civs. Yes, let's do an offset so that equaling the Envoy civ gives you added vision.

cool. settled then!

This is a bit difficult with the way CiV's combat system and map layers work. We could do this, but it gets confusing. Because Envoys can be killed by combat units - so they should be on the same map layer, but then you'd be able to "see" an invisible Envoy by right-click-and-dragging around your territory with a combat unit, because it's an "attack" to move onto that hex. It's similar to what happens with submarines in close quarters, but it's less of a problem for submarines (though definitely still an issue in base CiV) because the ocean is wide, open, and uniform. Ships are much less likely to try to occupy the exact same hex.
Oh, yeah. that sounds like a pain. Let's try it as described previously and see how it works, I say. You might wanna update the science summary and call it a day.

Awesome, let's do that. Both Bloodknives and Grey Men are assassination only. Bloodknives die and are replaced by new spies, as normal. Grey Men are available only to Shadow civs and can be produced by Production (but they are expensive) in the event they die. I assume Shadow civs get one for free when they declare for the Shadow?

I'm gonna go with nothing. I'd say they have no chance of being discovered - because they're not doing anything - but I could be convinced otherwise. As assassination-only units, you can park them somewhere to lie in wait, but there's no other benefit aside from positioning. They don't even let the controlling player view the foreign city.

First off, yeah, let's say you get a GM for free when you declare for the Shadow. That way we can make a second one be REALLY expensive, without making it so nobody could ever get one.

The problem I see with them "lying in wait" is, doesn't that make it perhaps too easy to kill the dragon? Like, park yourself in a Light capital, and just wait for their turn. Boom, dead (assuming youa re successful)? Maybe that's ok, though - the likelihood of success might be rather slow. But if all the shadow civs park themselves in the same capital, it's essentially a guaranteed kill. Is this ok?

Ah, there are two wounds, right? One inflicted by Ba'alzamon (Ishamael), which I'd forgotten, and another by Fain's dagger. (Rand was stabbed with it, over the wound Ishamael gave him, right? There was a whole thing about the two darknesses fighting each other within him.)

I'm liking all of the new ones you've proposed.
He was stabbed by Fain's dagger? Oh, I didn't remember that. When does this happen? Alright, then!

Cool, we're in need of a miscellaneous summary or something, because I don't think the resources stuff fits into any of the existing ones? I'm happy to do one of those at some point this week, if we want to have one.
yes! we need this. Some things that could go in there:
1) Spy stuff discussed above
2) resources
3) era names
4) Stuff about "Pattern"
anything else for now?

Obviously, we'll end up with a "Path summary" and "GP summary" as well, eventually.

:p :p Grolm seem more military-like than Lopar, but I'm fine with either.
I'm happy to go with Lopar IF we can find another use for Grolm somewhere else - they're much more prominent in the books, IMO. So, tentatively Lopar.

Awesome. We could split fish if we wanted - shellfish vs "technical name for non-shellfish like grouper and salmon"? It would be pure flavor, I'd imagine they have the same yields.
If we do this, we'd be adding an extra Bonus resource... which is fine. Shellfish is a good way to use the crab model. I'd suggest Salmon as the best option for generic fish, since they are technically mentioned in the book - there's some Andoran Noble named Luan Norwelyn who has a Silver Salmon as his house insignia! Ha!

That said, we might be overusing the fish model a bit - hopefully there's a way to make them more distinct. Maybe we can shrink the whale one and multiply it and use it for oilfish?

Very good points, we have enough strategics so let's drop coal. I think Asha'man units are our GDRs, yeah. Though the Dragon and Forsaken are stronger.

+1 Spark it is!
let it be written!

Is there anything more specific we can use for Tropical Fruit? The rest feel much more targeted.
I really can't think of anything else. I'm thinking there might be a scene in a prologue where a Chosen is being all decadent and stuff and might have some fancy fruits or something. Can't find anything though.

Should we cut this? That's our jungle bonus resource, though. Is there another resource we could make spawn in jungle to compensate (not ice peppers, I don't think those are jungle)?

If we don't cut it, leave it looking like bananas?

We should be able to adapt the wheat model for Zemai, or find a modder on CivFanatics who's already made "Corn" as a resource (I think there are some) and ask them if we can steal their art.
hopefully, yes!

Firedrops and Moonstones, as CS exclusives, don't need a model since the resource is always under the city tile, they only need an icon. (If you conquer a Mercantile CS with a resource, you don't get to keep it - it disappears.) I'd say we could do the same thing with Sung Wood for Stedding - though if we want to put it on the map somehow, the Forest model is probably a good place to start.
got it!
Silverpike sounds like we could change the color of the fish model, at the very least. If it's possible to make them bigger, I'd say we should do that.

Oilfish we could go the other way from Silverpike, make the individual fish smaller and change them to a kind of dark green-y color.
ok. either could work, though we should figure out a way to make salmon work too.

All good for the repurposing in the strategics section. What to do for Wells? It seems like it might need a new model? I can't think of what existing one we could change to use for it. We can use the art from features or improvements if they're useful. In an ideal world where we could make whatever art we wanted, what would we want this resource to look like? Then we can see how we'd get as close to that as possible using what we have.
Hmmm... wells. Well, aren't they pools and stuff - if you're talking about the EotW kind of Well. If you're talking about Wells like the ter'angreal that Cadsuane has, then we're talking objects, at which point maybe we can repurpose aluminum or something like that?

What happened to Grolm/Lopar? And Ice Peppers?
Bah! In my concern over matching everything 1:1 I totally forgot them. Stupid. Well, with them, we'll actually have MORE resources, at least for now.

So, I'll update my summary in the previous post to reflect these, so you have a full list if/when you make the official summary.

I know Lopar are luxury - same with Ice Peppers? An interesting opportunity for a tundra luxury (which I assume they are, since they come from Saldaea) - repurpose the Banana model?

I'm also realizing now that we could probably use the Bison model for Lopar as well.

Just a little something that lets people know where in the WoT flavor we're sourcing the relics from. "Andoran Doorframe" doesn't sound very Power-y. I'm not sure if we can do it generically or if we want to change each one - it shouldn't become too wordy either, the description of each item should be succinct. Is the fact that they're "Relics of Power" going to be front-and-center enough that players will make the association?
Well, I think the answer is simply a longer word. "Andoran Doorframe ter'angreal" IS quite descriptive, IMO. Is that too wordy?

Legendary Site sounds very cool, but I agree it overlaps too much with Legends as a GW type. I'm fine with Sites of Power for now.
ok, we'll leave it.

Related to Culture - a new name for Landmarks! Is this where we want to use Portal Stones? Or is that just bizarre that they're being created by the Historian?
I want to like this. I like the idea of it, but it is quite a stretch considering the historian...

But then again, maybe not. These are "Sites of Power", right? The Historian is going there and learning its secrets - ancient ter'angreal, portal stones, whatever, right? I think the key would be to make the text appropriate - it wouldn't be "build portal stone" but "Discover" or "Unearth" one.

In other words, I think we could make this work if we wanted.

Does it make sense they'd generate culture.?

Awesome, that should go into the Last Battle summary right? Since the Last Battle is the basis for Alignment as a thing. Unless there's somewhere better?
I think that works - though we might need an overall "alignment summary" once we figure out all that stuff (including the Choices, etc.).

I think we should leave the name out of the base Aiel civ and reserve the Shaido for an expansion civ. They have enough distinct flavor to be playable, I think, but aren't our highest priority since there are other "big nations" to do.
OK, so should we decidedly *not* include them as a part of the Aiel civ to leave the door open later?

No worries about skipping over stuff - there's practically another Wheel of Time book in this topic and we want people to be able to contribute without having to read all of it!

I often think about what the analogue for this topic will be once the mod is released and actually working - in the hands of players. I'd imagine we'd want a subforum then. Stickied topics like "Player's Guide," "How to file a bug," "Report Typos Here," "Balancing Suggestions," "Report Missing Text Here," and hopefully a bunch more topics from eager players/modders! I'd love to see strategy discussions as well - where players are debating the best way to approach situations they run into in the mod. That's all quite far away, for the moment, though!
yes. all this would be very cool!

I'd like to talk about the Car'a'carn/Dragon similarity here; The Dragon doesn't necessarily have to be the Car'a'carn, but the Aiel are referred to, not distinctly, but to a generic 'the people of the dragon', which could have meant Andorans, Two Rivers men, possibly even just the group of people who swore to follow Rand.

The Car'a'carn, if I remember, was simply foretold to show up out of Rhuidean with the two dragon tattoos at dawn, and that was it.

I might have missed something, but I'll leave it here.
You're right in theory that the Car'a'carn is a distinct prophesy from the dragon and such, but... the truth is, he *was* the same guy, in the end, right? I'm not sure in the cosmology of the whole series it would actually be possible for them to be separate people. The prophesy said he'd destroy the Aiel, etc.... all stuff that happened via Dragoning.

In any case, I'm not sure it matters - we don't have another character to put in as the Car'a'carn, so we wouldn't have a viable Leader option that way anyway.

Remember how Couladin ended up with the Dragons on his arms, though he was an imposter? Anybody remember how he got them?

The notion of the "People of the Dragon" does appear to specifically apply to the Aiel, historically, though of course, it comes to mean a whole bunch of peoples by the end of it all, as you both point out.
 
I thought that Couladin had gotten the dragons tattooed on, as he never actually went to Rhuidean, and was clearly surprised by what Rand said. And my argument for the Car'a'carn and Dragon Reborn being different was mainly because of the suggestion I made for random names of the Dragon, so you would of course be correct that they are the same, and the interpretation the books decided to go for was the way you were saying, so I'll leave you guys to your discussions about resources and stuff.

Edit: Either of you mind if I start looking into Uniques for the 7 factions already 'chosen', if neither of you have done that?
 
OK, let's get into this LB stuff for a bit!

Awesome, I'm good with all of this.

In terms of the still open stuff - I'm fine with leaving Darkhounds for just the Trolloc Wars and Last Battle.

With the gholam, I think he would need to be quite distinct from the Forsaken in terms of capabilities, and then it's questionable whether it's worth including him in that manner for such a tiny slice of gameplay. I think we should include the gholam somehow, but I don't know if it should be more than flavor dressing on some the Shadow side objectives?

I can be fine with that use of the Gholam, though, again, we haven't yet pieced through exactly what "Shadow side objectives" will look like. I've added the rest of this to the LB summary.

I'm fine with coming back to this later for a full brainstorming session. I'm thinking these quests are the primary driver of alignment changes in the game, and so we probably want to make them quite engaging. I also wonder if there's room for actual on-map objectives with these, but I'm not sure if there is.

I think restricting the rewards to one yield could make them a bit predictable, and be in danger of being much more useful to some victory types than others.

A mod that someone linked to much earlier in the thread was sukritact's Events & Decisions, which has a system that is probably conceptually similar to this. Stuff happens to your civ, you choose how to respond, and are rewarded correspondingly. This was effectively a feature of Civ4 that didn't come over to CiV and I think a lot of people miss it. We'd be tailoring it much more narrowly to Alignment though, rather than general events. Though they would have similarly far-reaching rewards. (Far-reaching in the "type of bonus" sense, rather than the power of those bonuses.)
Right. I can see us using something like sukritact's system here. I haven't played that, but I did look through it when it was referenced a few months back.

I think you're probably right about spreading the effects out to multiple yields.

As far as on-map objectives.... it seems to me we should probably avoid that, as we already have a lot of other things going on in that regards. It would be cool, but those strike me a lot more as "quests" than choices. I'd rather players be making decisions, and then having there be consequences for those, instead of them being things you work towards.

Essentially, I would like to think of these choices as something you do to flavorfully set yourself into position during the endgame, not necessarily goals in and of themselves.

What should we call these events, btw?

That sounds good that alignment is mostly very close together for the first part (half?) of the game and become a much bigger factor later on.

I'm less sure about making the alignment choices rare - I'd been thinking these would be our primary driver for alignment shifts. So what else can players do that affect their alignment?
Ah, I suppose we should clarify what "rare" means. I'm thinking maybe every 20-30 turns, or something? maybe less often in the early game, and more often in the Era of the Dragon. More than that, and I worry it would become a bit bothersome.

Oh, and in thinking about this more, I definitely am starting to think this Alignment stuff will need its own summary - the LB summary would get a little clunky with a list of choices in it and such.

Yeah, no need for specific words yet. Three is what I've put in now, but I can easily see there being significantly more than that. I would imagine they get farther apart at higher values - I can even see as many as seven or eight for each side.

There are some places where we need to draw lines, like which civs can see the Shadow Turning the Tower objectives, which civs are considered "very Light" by the Shadow AI, which cities are considered for razing for the Shadow objectives (seems like the Shadow really cares about alignment more than Light). It's useful to use the tiers for this. If we have eight, I'd say we could use the upper and lower 4 tiers as the thresholds for "significantly Light" and "significantly Shadow", leaving the middle 8 tiers as more debatable territory.
I see what you're saying, mechanically, but I still think that 17 positions (8 on each side, plus a neutral) is a bit more resolution than we'd know what to do with. You mentioned a couple "tiers" which would matter (e.g. which civs can see Shadow Turning objectives), but how many of these do you think would really be mechanically necessary? I'd guess we could probably be fine something like three steps "fully" in the alignment, then two neutral-leaning steps on either side, plus a neutral. Something like that, so, like, 9 or 10 or 11 or something. I think I'd like 9.

The thing is, you're correct that some of these steps are "gates" unlocking something, but everything else can be considered as a sliding scale. The game doesn't need these categories - it can make decisions based on the actual raw Alignment score. The categories are useful to humans as a mental guide (excepting a few "gate" points), and more than a few on each side is more information than I think people will know what to do with.

I agree about Alignment. The High King thing will definitely affect score, through which it will affect Pattern at the moment. Just to recap from before - I'm right in thinking that currently we don't plan to separate Pattern from score at all?
Well... I agree that we won't separate score from pattern, providing we adjust the Score calculation to include some stuff it doesn't currently include (alignment, for instance). If we have things occur that affect pattern specifically, I suppose they'd also be affecting score.

I like the idea of a top performer in the Trolloc Wars too, but I don't know if we want to introduce any new mechanics for it. I think we should keep back the one-sided trade routes and global projects until the Last Battle. I think we want to layer the tracking on top of how players already interact with the waves and waves of Trollocs.
I agree. Let's make the TWs more about fighting... a War with Trollocs. As much as possible, I'd say we should pretty much go as far as making Alignment have nothing to do with it. I mean, you can do stuff to shift your alignment throughout the wars, but it won't make a difference now. Everybody will get hit (geography permitting).

But yes, leave all that fancy stuff out until later (barring what you're talking about below).

Oh, the Trolloc Wars are a good candidate for something to go in that Miscellaneous Summary. Oh, and the High King stuff as well!

Something that I've thought of as a part of this and also the Blight spreading discussion later on in the post - the Shadow can capture cities, right? They can't necessarily build buildings and become a proper civ, but I think it's effective if they can do that - it makes them much more of a threat to the player. If those cities could build units only (Trollocs and such), that would be a good incentive for players to attack them or in the case of Shadow-captured CSes - likely liberate them.
Yes, for sure. The Shadow should be capturing cities, absolutely. That said, flavor seems to suggest that they would be highly likely to raze cities. This seems appropriate, right? But is that too "hardcore" and mean, though?

Despite what you've said below, I'm not sure that the Trolloc Wars involves Shadowspawn spawning outside the Blight. What I've read (and remember) suggests that it was an actual invasion, stemming from the Blight, rather than the rampant emergence from Waygates across the land that we saw in the Last Battle. I think this is a good distinction between the two, but it does complicate things a bit, because it will be inherently localized by geography and where the Blight ends up.
OK. Yeah, you're right. Having it all from the Blight would complicate the balance of the event for us, but at the same time, it'll give us fewer variables to worry about. And, as you say, it'll differentiate it from the LB.

We'll want to make some changes so that the Shadow AI is more aggressive - it has nothing to lose, no reason to defend any "homeland" because its homeland is unassailable. (The Blight can't be killed/captured.)
Right, and what I said above, about Razing, fits this bill.

I just realized something, though. Shadow forces will have no siege units, right? Well, a few dreadlords. This means city capture won't be all that easy - just a buttload of units. This strikes me that a highly likely outcome of a round of TW in a typical game is that most civ's cities are intact, but that everybody's UNITS will be absolutely decimated. To me, that fits all right.

This means some players will lose a lot of stuff. Some tempting measures of success:

1. Number of cities lost.
2. Number of units lost.
3. Number/strength of Shadowspawn killed.

Geography makes #1 and #2 difficult. One civ who's all along the Blight might have courageously fought off all of the Trollocs. He's clearly MVP, but he'll have lost the most cities - because no one else lost any. We know Seanchan wasn't affected by the Trolloc Wars and depending on how our map scripts work, I can definitely see us ending up with maps where some continents, or at least islands, don't have a Blight. (I don't think the Shadowspawn have a navy.)

I'm actually warming to the whole number of Shadowspawn killed idea. Players who are farther away are inherently safer and unless they go out of their way to send their armies over to fight the Shadow, the guys who have to deal with the rampaging hordes of Trollocs are the ones who get the Trolloc Wars-related bonuses. This seems like a good combination. We had difficulty with "number of Shadowspawn killed" for events like Cleansing Saidin, but that was mainly because we had to limit it in some way. The Trolloc Wars can just track kills globally for the duration of the Wars.

Now, rather than just track kills straight up, we could have some penalties for losing cities. The guy who lost 4 cities and killed 15 Trollocs is clearly worse than the guy who lost 1 city and killed 13 Trollocs. And I mentioned Number/Strength (rather than just number) because Myrddraal and Draghkar are presumably worth more to kill than Trollocs.
Yeah, for sure I'm liking the idea of using Shadowspawn killed as the primary measure of success.

Why don't we attach this also to the trigger that ENDS the wars. Let's say they go for some amount of turns, but that they can be prematurely ended if X number of Shadowspawn are killed (it is probably a number that's slightly higher than what would normally be killed throughout the entire wars).

Does the Top Performer reap the reward only? What about 2nd and third place? Are the lower places simply a rank, or are they "threshold-based" like World's Fair rankings and CS friendship?

Regarding the cities-lost thing... I'm not sure I agree that your cities lost should count against you. You lost a city. that's bad enough, IMO. To me, the "Top Performer" here shouldn't be who is the "best", but who did the most to *push back the Shadow.* If you lost 70% of your cities, but saved the world in the process by killing 70% of the Shadowspawn, you deserve that reward... which will likely *not* be worth it.

That said, I'm wondering if perhaps the Trolloc invasion can't end until all cities have been liberated from the Shadow. We don't want shadow cities hanging out, all civ-like, do we? So, the cities either must be recaptured/stolen/liberated, or else the Trollocs will raze them by the end of things.

If we don't make the Shadow raze-happy, that would create an interesting situation - the other civs know the only way the Wars will end is by helping you capture that city. If they capture it... should they liberate it, or take it for themselves?

Actually, I'm starting to like the whole War-doesn't-end-if-the-shadow-has-cities, since it seems like it might force the other players not on the Blightborder to get involved. That siad, I'm not sure if the Shadow should raze or not.

Agreed, I don't think we want to do a "war of the second dragon" or anything like that either. Now I'm thinking this one could also be tracked by kills. A False Dragon spawns with several other Dragonsworn units around him. Killing (or even just damaging) any of those units that spawned together, is worth some contribution to the False Dragon event. Players are rewarded when the event ends based on their contribution to the kills.

Does the event end when all of those units are killed or just the False Dragon? The latter leads to situations where players want to keep the False Dragon alive so they get bonuses from killing the Dragonsworn in interim, which is weird. Unless the False Dragon is strong enough to make it too risky to leave him alive.

Alternatively, we could make it even simpler and these units that spawn with the False Dragon (and the False Dragon himself) yield Alignment for being killed. Just that simple, no tracking involved.

Also, do we necessarily want killing False Dragons to yield Light Alignment? I feel like it should flavor wise, but if a False Dragon shows up at your door, you should try to kill him, even if you're going Shadow, otherwise he'll kill all your stuff. Is the difference just that Shadow players would only get involved if forced to by proximity and Light players would hunt them down?

Is it worth more Light points to Gentle the False Dragon? That seems really good to me, since it's a voluntary player action. If that causes a significant difference, it may solve the above. Killing the False Dragon yields minor Light, but Gentling him yields major Light. The Shadow players will just always kill him. Doesn't help us with his followers, unless they're all male channelers too (nooooo, though one or two could be?). I'd imagine killing them was always going to yield significantly less Light though.

All of this would be in addition to the Prestige bonus that the player who kills the False Dragon would receive otherwise. Since the Prestige bonus is the actual thing players will want - Alignment isn't useful in and of itself, except to guide the player toward the side they want.
OK, reading through this, I'm pretty sure we don't need to do any tracking or "contribution" stuff.

Honestly, I'm tempted to go as simple as possible, and just say the False Dragon himself is all that matters - not killing his lackeys, even. Just makes things simpler. That said, I don't love the idea of somebody sniping your False Dragon kill (rolling in when he's at 10% and killing him in one hit), so we might want to divide the bonus based on actual contributions. Thoughts?

As far as alignment... I dunno. I'm starting to feel like it shouldn't really have anything to do with it. Shadow civs don't want False Dragons anymore than Light Civs. Keep in mind, throughout most of the game, there are no Shadow Civs anyways. Those civs want to kill the False Dragon as much as anybody.

Honestly, to me that extends even to Gentling. I don't think Gentling is more light, mainly because that's a very Red thing to do, and the Reds appear to have a lot of Blacks among them, right? I understand that it's sort of humane and stuff, but doesn't that tie in to your Philosophy and Fear/Tolerance mostly - things we've decided aren't correlated to Alignment?

Say you get Prestige from a FD kill - I'd say, give you more if you Gentle him. As simple as that, IMO.

On that note, though, I'm thinking Prestige might not be enough, seeing that it's essentially only useful to Culture players (right?), and is kind of odd (and useless) early in the game anyways. Maybe it should be Culture, maybe some Gold or Faith, and then maybe a little Prestige on top - maybe the Prestige only pops up if you Gentle him?

What I said above about spawning patterns applies here. Good point on the Dreadlords and Darkhounds, they're a "new" thing the player won't have seen before the Trolloc Wars. We could make Ishamael pop up in some games, but not all? Everything I've read hints at him being there, but he was never running around using his powers in the open, which we'd have to do if we put his unit on the board.
Very much OK with Ishamael being "Oh crap not now, Izzy!" thing that only happens in unlucky games.

So, blow by blow! Small map - so 6 players. Split into two continents, 4 civs on one, 2 on the other. Civs are:

Continent 1: Aiel, Andor, Tear, Seanchan
Continent 2: Illian, Shienar

Both continents have a Blight, but Continent 2's is significantly smaller.

It's turn 75 and the Trolloc Wars begin!

On Continent 1, Tear and Seanchan border the Blight in the north, Andor's all the way on the south coast, and the Aiel are in the middle. For the first five turns, Tear and the Seanchan are suddenly dealing with a lot of angry enemies pounding on their border cities.

Another 5 turns and they've lost a city each. Two city-states near the Blight have been captured. The Aiel start to see some stray Shadowspawn units entering their lands from the north, but they can fight them off.

Already, what this has made me think, is that the Shadowspawn AI should prioritize trying to reach the opposite end of the continent from the Blight, during the Trolloc Wars (or the middle if there is Blight at both ends). This makes it much less likely that the players on the border will just be totally screwed and everyone else untouched.

10 turns later, the Aiel are dealing with significant numbers and having trouble with it. Even Andor's seeing a couple of Shadowspawn, but not all that many. Seanchan and Tear are seeing a lot of units funneled past them, but haven't necessarily lost more than 3 cities between them - just enough to open a corridor. When they Wars end, they'll likely be able to reclaim the cities, since there will be much fewer Shadowspawn (though if the cities are reclaimed by their original owners is up for grabs).

Meanwhile, on Continent 2, Shienar had a good defensive position against the southern Blight, funneling Shadowspawn units toward a city in a gap in a mountain range. They haven't lost any cities, but have lost a fair amount of units and the Shadowspawn spilling around the mountain range has meant they've got to defend another border. Illian is way north and with Shienar's success, their lands see few, if any, Shadowspawn. However, Illian's the human player and they want to play Light this game.

Shadowspawn during the Trolloc Wars yield Light Alignment for being killed (?) - so Illian's army treks down south and actually fights the Shadowspawn.

What do we think? Is this how we plan for it to play out? Would the Light yield be annoying if you're a Shadow civ by the Blight? (Yes.) Can anything be done to mitigate that?
First off, in general I definitely like the flow of this.

I think the "try to reach the opposite coast" is an interesting trick to try to get everybody in on the action. Hopefully it doesn't make them too erratic and suicidal though.

As far as kills=Light... hmmm, I think that's probably a bit "too much." I'd say the "Top Performers" thing definitely could yield some Light, but by rewarding each Kill, I feel like we'd be sending all our civs to the Light side just by virtue of their geographic location. It's true, playing Shadow as a Borderlander should be harder - you have to kill a bunch of Shadowspawn all the time - but it shouldn't be impossible.

That said, I'd be ok with the Light yield if it was small, like +1, and the scale we were dealing with was rather large. Like, thing 1 gold or Faith, and how much that matters, versus 1 happiness, which matters a whole lot.

In any case, let's be cautious about that. I'd say Illian's army wouldn't go defend Shienar for Light points from kills, but to try to become a "top performer" (if not *the* top performer) and/or to bring an end to the Wars.

Lastly, are we sure we want this amount of city capture to be typical? Like, the blight people always lose cities. It makes sense, but at the same time, losing a city when your opponents done can be a HUGE blow you may never recover from, right? I don't want a situation when people boot up our game, see that they are placed on the Blight, and then Restart automatically because it's too much of a disadvantage. I think some of this is fine, but I do feel like a Unit Apocalypse might be better for this point in the game - especially since that then sets up some interesting potential inter-civ activity once the Wars end.

I am not sure if we're still doing those. Turning would definitely net you Shadow points - I'd say completing any of the Shadow objectives individually gives you a decent lump of Shadow points (as long as you could see it) and completing the whole thing nets you a ton.

The Black Ajah quests and Forsaken quests were something we discussed for a while. I think we liked the Forsaken quests and I think those had some good narrative choices. (Do self-destructive things because the Forsaken tell you to.) But do they still have a corresponding payoff?

I would be fine dropping the Black Ajah quests, given how we've changed the Turning the Tower mechanic.
One of your later posts, which I'll get to hopefully tomorrow, talks about Boons, which ties into this. But I'm thinking at this point that the Forsaken quests could kind of work like targeted CS quests. Not so much the same as the Alignment Choices - more like self-destructive quests that periodically become available.
 
Right, I've reread that post and several more around it to get a better idea of what we were thinking for the Darkfriend citizen stuff. I think the last iteration we liked involved "Darkfriend" being a label that could be applied to citizens within a city, rather than having Darkfriend as a citizen type. I think this is a good approach, as it reduces players' ability to metagame around them and also means we don't need to balance a new citizen against all of the existing types.
Yes, Darkfriend is a flag on existing citizens. That seems best.

Also, citizens working tiles are candidates for Darkfriend-ifying as well. We don't have to stick only with Specialists if we don't want to.
Yes, this seems important so as not to bias towards Tall civs turning to the Shadow.

So, something we never really decided on: are Darkfriend citizens a cause of Alignment change or a symptom? From our discussions above, I think we have a lot of potentially flavorful ways of generating Light Alignment, but not nearly as many for Shadow. I think the decision events are the only ones so far that could really generate significant Shadow, and you've suggested we'd like to make them rare. So we'll need other significant sources of Shadow alignment. I think the Darkfriend citizens could fill that roll? They actually yield Shadow Alignment, in addition to their normal yields?
I remember discussing this quite a bit. I'm still tempted to say that they are primarily a symptom, but are also a cause, in that they will also generate Shadow points.

A few other questions come up: Where do they come from? How can you cause them to happen for yourself, if you want to? How can you cause them to happen to your enemies, to make your Bloodknives and Gray Men more effective? (I'm thinking Bloodknives, though not themselves Shadow, gain effectiveness in cities with more Darkfriends? What other effects do we think should be modified by the presence of Darkfriend citizens?) And how can you get rid of them if you don't want them from your own cities?
I don't know that I agree about Bloodknives being better with Darkfriends present. Why them, and not all spies? Why them, and not attacking Keshiks? I don't really follow it. I feel like BK, if we treat them as neutral, should be neutral in this regard. What affects Spy success? Should probably be the same as that.

That said, if you did this the effect would be that BK become a weapon that is more effective for the Light forces, since they'll be able to assassinate governors in shadow cities at a higher rate. That could be cool, but I'm not sure that's the effect you intended. It's certainly not what you intended with Gray Men!

The first question - "Where do they come from?" - is a big one. If they're a primary source of Shadow Alignment, you need to be able to make them without already being very Shadow-y. The events could be our starting point - whenever you choose a "Shadow" response to an event, a citizen in one of your cities becomes a Darkfriend? Does that happen often enough to fill out the ranks in such a way that a player could Shadow-ify themselves intentionally? (Which we want.) (How do we choose which city and which citizen? Just let the player choose? Weighted in some way?)
OK, what I'm thinking here is that Darkfriend Citizens are not in and of themselves a "primary" source of Shadow. They are a symptom first, and a source second. To me, the Primary force - in the early game, before you have big-deal stuff like Turning the Tower and Forsaken quests - should be your Alignment Choices (need a flavorful name!). But I'm not thinking it needs to be set up in as direct a way as you've suggested here (one choice = +1 darkfriend).

They way i'm looking at it is that Darkfriends just are. Everybody has them, except the most impossibly Light-loving civ. I'd say there's a "base level" of DF in *every one of your cities*, based on a few factors:
Your Alignment is the biggie (as determined initially by your Choices). All alignments will start with some amount of Darkfriends. Only the heavy Light side alignments will have a zero DF. I'd say something like a purely neutral city would have a base level of 1/10 citizens, or maybe 2/10. Your heavy shadow city would have maybe 6/10 or something, with appropriate gradation between. Your middle light cities would probably have 0.5/10 (rounding I'm unsure of), with these distinctions becoming much more apparent in large cities.
Additionally, your civ's Happiness, and maybe some social policies and such would also affect this "Base Level" of DF presence.
If you wonder if having a wide empire might make you more prone to Shadow, because you'd necessarily have more cities with that extra DF in them due to your simple proportions, I think it might be balanced by the fact that a huge Tall city would likely have a handful of them, regardless of how awesome your lightness is.
But, I would say this suggestion works best when coupled with an Alignment system that deals in large numbers - we don't want +1 shadow created by an unintentional DF to be a very significant thing. An actual Shadow Choice would yield much, much more of it.

On top of that, each city could have things that modify its DF presence. Occupied cities might have more. Cities with tons of local happiness might have fewer. A city peppered with DF-conversion units from an opponent would have tons of DFs (maybe "Four Kings" style). Another city might have been "cleansed" and had the DFs rooted out. That kind of thing. But, just like CS influence, these cities might also slowly regress back to your baseline level - although, of course, these DFs, while there, generate Shadow Points, which might keep them there.

So, in summary, I feel like we just start each city with a small seed of DFs and see if they grow that seed or eradicate it, and if their neighbors allow it. I see a baseline percentage, which is then modified by individual city factors.

How you can give them to your enemies could feed into the above. Is the answer to both just production? Is there a Darkfriend unit that can be expended at a city (yours or otherwise) to make one of the citizens a Darkfriend? Can they be produced infinitely? Are they gated on a tech? (They'd be civilians, right?) If they're limited somehow, what informs the limit?

Yes, I think we need a sort of Darkfriend Missionary. What should we call this thing? Darkfriend is lame if we then call the Citizen that. Or maybe we call it a Darkfriend, but then just say a citizen is "Corrupted" or something (could also use one of the synonyms, "Shadowrunners, etc.")? But yeah, I think a unit could make a citizen a DF, but should it be one always? Could it be somewhat variable?

And yet another separate question - how do you get rid of them if you don't want them? Does accruing Light Alignment cause them to disappear? Not having Light Alignment, but gaining it. Every time you gain 100 Light Alignment, one of your citizens that is a Darkfriend goes back to normal. Would the player choose which one? (This seems quite apt, there are likely key places that are contributing more Shadow points than others due to citizen allocation.)

A sufficiently production-mad Shadow civ could then corrupt its neighbors, almost against their will? Is there any way of giving the Light players some more agency?
So, again, the base-line would certainly be a variable thing. So yes, accumulating Light - pushing your alignment - would affect the amount of DF citizens you had.
Beyond that, I do think we could consider a kind of Cleansing unit, but it shoudl be easier to create DFs than dispell them, at least through these kinds of means. What would this unit be, though? We could certainly have an Inquisitor/Hand of the Light/Questioner (all the same thing, I think), but we'll probably be needing them to be 1) Inquisitors! and 2) potential Amadician UUs, and 3) potential Faith-buy units if you choose Children-associated beliefs. So we'd probably need something else. Thief Taker?

It's possible that our Inquisitor unit (whatever we call it) would also serve to slightly "correct" your Citizens. If you are mostly neutral, they do nothing (except normal Religion/Path things), but if you are heavily light, they will root out DFs. If you are heavily Shadow, they will create DFs. This is highly flavorful, IMO, since the likes of Jaichim Carridin were actually DFs all along, and putting Light folks to the Question, etc. Again, though, this assumes all civs can build these units.

So, maybe there's a dedicated DF-spreading unit, and then a Faith-buy "correction" unit attached to the inquisitor (and maybe the missionary too, though it'd only work on your cities)?

The general concept of Shadow Alignment being generated primarily by normal folk who do evil things seems quite flavorfully apt. Rather than a series of grand, sweeping gestures, Shadow is something that slowly seeps into the facets of a civilization from within, from the people themselves.
Yes. That's why I like it to be a most organic process. Mostly based on your choices, buy also the big ebb and flow of your citizens as well.

EDIT: Alternative way of assigning Darkfriend citizens that avoids all meta-gaming (which we don't like): make one of the city's population a Darkfriend, instead of one of its citizen slots. No matter where that citizen works (even if he's unemployed), he's a Darkfriend a generates Shadow Alignment. Most of the rest of the above still applies if we like that idea.
Yeah, totally. Not connected to actual citizens. Just a proportion of your population.

Now, what are the specific Effects of this? Shadow Points, obviously. Maybe % success of spy success/assassination success (discussed above). What else?

Does it affect yields? Positively/negatively? We know Faith production is effected by alignment - but could it be technically affected by the number of DFs instead? Why would a Light civ want to get rid of DFs aside from just to avoid the Shadow accumulation? Do they do bad things? Hurt you somehow? Similarly, why might a Shadow civ want more of them, aside from just helping to accumulate shadow?

Good point, I was trying to avoid including any civs that were already dead when the Last Battle started. A better ruling is probably: "All original capitals of civilizations that declared for the Light must be controlled by the Shadow." That way everyone who made it to the start of the Last Battle is included and no one from before.
Cool. I updated it!

I think you could modify the bit that you mention in your next post (after the one I'm quoting now) where we're talking about Dragon-only capture. I think we'll go for other units can capture Thakan'dar, but it's really, really, really difficult to do.
Cool. updated.

Agreed that there's no research component to finding the Seals. I'm thinking now that the Seal Sites should be more like the Antiquity Sites (not connected to them, just mechanically similar). After a certain technology they become visible things on the map that players can go to. (If a player has built a city on top of one, they get the "unconfirmed" Seal when they research the tech.) As you say, wandering aimlessly around the map is not fun.

I'm not sure if we should unify the Seal-guys with the Horn Hunters though. "Hunter for the Horn" is such a good, flavorful unit and has such an appropriate task in finding the Horn. I don't think Hunters should find Seals though. I can see the Seal-guys also being able to find the Horn, but then why would you ever build Hunters? Unless Hunters are also viable combat units, where Seal-guys are clearly civilians.
Hmm.... regarding Hunters, I'd say they are definitely a combat unit. Probably in the Melee unit (perhaps cavalry) tree. Essentially, a swordsmen or something that also can discover the Horn. Probably becomes available around the same time as the Call the Hunt Project becomes available.

This makes me think that in other eras, you end up needing to use the Civilian Unit to find either the Horn or the Seals or, more likely, an Aes Sedai. I'd say All sisters can do it, but the Blues have a higher chance of success due to their special ability.

The civilian unit could be a "Treasure Hunter" or something. Sealfinder could work, but I definitely don't see the need to keep them separate from the Hunters. I can imagine the Hunter combat unit can't find the seals, but I don't see why the civilian one can't find the horn. Besides, the Hunters would probably be at a tech period when the Seals aren't even really being chased, right?

On the other hand, I could imagine them being called "Hunters", and then having an Illian UU be called Hunter of Tammaz or something. I dunno.

Then again, we could go in a weird direction here, and call them Sniffers or something... though that's breaking lore a bit.

On that note, though, the other option could be that Any GP could discover them. Obviously, youa ren't going to send around your Scientists, but Generals, Wolfbrothers, Admirals, etc? Maybe.

So, I'm thinking Aes Sedai for sure. Maybe GP as well. And then a Hunter combat unit, probably either tech-gated or an Illian UU, and then a civilian unit. What do you think?

I'm also not sure if we should make the Horn a more visible thing. Like, does it ever become a "Site of the Horn" like an Antiquity Site, that you eventually see and just dig up? I'm thinking the Horn might not be found in every game, and the only way to do that is make it something you can't see directly. I think there could be some mechanic of narrowing down its location though. (Could there be red herrings for that too?)
A big "I don't know" for all of this. What we do here depends simply on how much a part of the game we want the horn to be. We talked a looong time ago about Illian's UUs having *something* to do with it - not necessarily making them more likely to get it, but giving them a huge culture boost if they should find it, or something - so it stands to reason that it should maybe be a part of most, if not all games.

But we could decide it's totally luck based. Like, no Site or anything. But then that makes it essentially impossible to use as a part of a UA.

Then again, we could elect to just make the horn a possible thing you find in any Seal Site, or any Site of Power....

I think we originally proposed having the Blue ability affect the Seals as well, but didn't want to make the diplo victory dependent on the Last Battle victory. However, the role of the Tower in the diplo victory has changed since then - the internal workings of the Tower aren't all that relevant to the diplo victory anymore, only how the Tower votes in the Compact. So we have room to create some more dependencies here. It does make that ability monumentally less useful if the Last Battle victory condition is off. Then again, I imagine most players will play with all victories on. We could make it so that Blue Sisters can discover Seals and the Horn? Definitely flavorful. Is it useful enough? Sisters are certainly harder to kill than any civilian Seal-guy or normal combat Hunter.
Yeah, I'm thinking maybe all sisters can, but the Blues are better than most. But when you say "discover", I'm picturing that they help you find it. But what about once they've been discovered via late-game tech? Does a Blue "dig it up" faster?

So, a quick brainstorm of what our Seal-guys could be:

  • Sealfinders (the blazingly direct)
  • Heroes (Not of the Horn variety, though that's probably an association people will make, making this not a great option.)
  • Ta'veren (Since that tends to be the case in the books. Producing these by production is weird, but we'd need to if they were the Seal-guys.)
  • Chronicler (grabbing our previous candidate for the Archaeologists' rename)
Right. I obviously spoke a bit on this above. Don't love Heroes. Feel like we could use Ta'veren elsewehre (though this ties into the GP-can-find-them-thing). Chronicler could work, but I'm not sure this is quite right.

OK, that's that. Hopefully I can do the next one tomorrow!
 
Edit: Either of you mind if I start looking into Uniques for the 7 factions already 'chosen', if neither of you have done that?

I'm sorry, and I'm just one guy here, but I actually kinda *do* mind. I feel really terrible saying this, so allow me to explain. Also, this is the first project of this kind I've ever worked on (open to all and such). What's the protocol, S3rgeus? Does this conversation go where the Internets want it to go, or is it considered acceptable form to steer the topic? Please advise.

Essentially, creating the Uniques was the "sexy" thing that drew me to want to work on this mod. When I first found it, back on page three or four or something, I had a million ideas blazing in my mind about uniques. I still do. I've been taking notes on them, and have a file on my computer i've been updating adding more ideas I have had.

The thing is, it became clear immediately that we were absolutely not ready to jump into uniques. There were a lot of mechanics left to figure out first. Here were are, 17 pages and seven months later.

so, I guess I'm primarily highly scared that the Uniques thing will majorly derail the much less fun stuff we're currently working on. Also, I kinda feel like I want to be able to be a part of that discussion when the time comes, and put the time in it deserves. I sorta joined this party so I could help design uniques, so I'd feel a little robbed if those uniques were designed while I was knee-deep in dealing with much less glamorous stuff. I don't feel entitled to "take the lead" on it or anything (it doesn't need to be like Page 13 of this thread, lol), but I personally want to be able to be there from the ground up (seven months is a long time to wait!)

So far, we've been having success by approaching things systematically. The first few pages of the thread had a lot of [very good] Unique ideas thrown into the mix, but there wasn't a lot of context for it. I think we'd be best off by trying to be somewhat structured and deliberate about it, and deal with it at the time we can all really focus on it. I already have ideas on how we can be successful in conceiving our uniques without simply relying on a scattershot "everybody write your cool UU ideas", and I'd be happy to share those ideas when the time comes.

When is that time? I'm not sure. I know we're wrapping up the LB and cultural victories now. Domination should be fast. What's next is a little murky. We have Great People, Path (religion) beliefs, social policies, and the tech tree. I'm not 100% sure where Uniques fit into that. I suspect they wouldn't be finalized until *very late* in the process, but they could be brought up at the concept level much, much earlier. That said, at times this thread has struggled when we've had too many concepts going at once (you notice the current parallel discussions of the Last Battle, Culture, and Luxury Resources!). But maybe the process can start relatively soon. S3rgeus?

sorry to be long winded, and believe me I don't want to go shattering your dreams or anything. I definitely want to hear your ideas and for you to help us make some awesome Uniques. But I'm not sure now is the right time. If you don't think you'll be around then (I hope you will be), and just have to drop some ideas off now, then of course that is your decision. I'm not sure it'll be the best idea for us to "jump" in and really hash it out though. We might just have to flag the posts as "check these out later" or something. S3rgeus, what do you think?

I'm very happy to hear you've got some good ideas cooking. I know you've sort of jumped in at a potentially overwhelming point. I do think the next round of topics (beliefs, GPs, etc.) will be a little more user-friendly. I'd be glad to have you join us on those topics, which should start more "fresh" and not be so insanely referential as all this is (the LB discussion has been going on a loooong time). Additionally, those topics are likely ones that will benefit from some extra voices in the room - we'll need a grand idea factory for Path beliefs, for example).

Again, though, I'm just one dude!
 
Oh, when I meant looking into uniques, I meant specifically looking into uniques, and making a suggestion or two. I wasn't planning on designing an entire 7 factions all by myself simply so that neither of you two could do that! And I just really wanted to be able to contribute in a way that I understand and can actually assist. I'll be the first to admit that I know very little.

If we're getting into why I subscribed to this thread, it would be when I was wandering the internet a year ago and found another thread that looked like a failed mod, until I saw pictures for the successful implementations, and I knew then that this wasn't going to just off and die.
 
Jumping ahead, since this needs my attention!

Edit: Either of you mind if I start looking into Uniques for the 7 factions already 'chosen', if neither of you have done that?

and

I'm sorry, and I'm just one guy here, but I actually kinda *do* mind. I feel really terrible saying this, so allow me to explain. Also, this is the first project of this kind I've ever worked on (open to all and such). What's the protocol, S3rgeus? Does this conversation go where the Internets want it to go, or is it considered acceptable form to steer the topic? Please advise.

Essentially, creating the Uniques was the "sexy" thing that drew me to want to work on this mod. When I first found it, back on page three or four or something, I had a million ideas blazing in my mind about uniques. I still do. I've been taking notes on them, and have a file on my computer i've been updating adding more ideas I have had.

The thing is, it became clear immediately that we were absolutely not ready to jump into uniques. There were a lot of mechanics left to figure out first. Here were are, 17 pages and seven months later.

so, I guess I'm primarily highly scared that the Uniques thing will majorly derail the much less fun stuff we're currently working on. Also, I kinda feel like I want to be able to be a part of that discussion when the time comes, and put the time in it deserves. I sorta joined this party so I could help design uniques, so I'd feel a little robbed if those uniques were designed while I was knee-deep in dealing with much less glamorous stuff. I don't feel entitled to "take the lead" on it or anything (it doesn't need to be like Page 13 of this thread, lol), but I personally want to be able to be there from the ground up (seven months is a long time to wait!)

So far, we've been having success by approaching things systematically. The first few pages of the thread had a lot of [very good] Unique ideas thrown into the mix, but there wasn't a lot of context for it. I think we'd be best off by trying to be somewhat structured and deliberate about it, and deal with it at the time we can all really focus on it. I already have ideas on how we can be successful in conceiving our uniques without simply relying on a scattershot "everybody write your cool UU ideas", and I'd be happy to share those ideas when the time comes.

When is that time? I'm not sure. I know we're wrapping up the LB and cultural victories now. Domination should be fast. What's next is a little murky. We have Great People, Path (religion) beliefs, social policies, and the tech tree. I'm not 100% sure where Uniques fit into that. I suspect they wouldn't be finalized until *very late* in the process, but they could be brought up at the concept level much, much earlier. That said, at times this thread has struggled when we've had too many concepts going at once (you notice the current parallel discussions of the Last Battle, Culture, and Luxury Resources!). But maybe the process can start relatively soon. S3rgeus?

sorry to be long winded, and believe me I don't want to go shattering your dreams or anything. I definitely want to hear your ideas and for you to help us make some awesome Uniques. But I'm not sure now is the right time. If you don't think you'll be around then (I hope you will be), and just have to drop some ideas off now, then of course that is your decision. I'm not sure it'll be the best idea for us to "jump" in and really hash it out though. We might just have to flag the posts as "check these out later" or something. S3rgeus, what do you think?

I'm very happy to hear you've got some good ideas cooking. I know you've sort of jumped in at a potentially overwhelming point. I do think the next round of topics (beliefs, GPs, etc.) will be a little more user-friendly. I'd be glad to have you join us on those topics, which should start more "fresh" and not be so insanely referential as all this is (the LB discussion has been going on a loooong time). Additionally, those topics are likely ones that will benefit from some extra voices in the room - we'll need a grand idea factory for Path beliefs, for example).

Again, though, I'm just one dude!

and

Oh, when I meant looking into uniques, I meant specifically looking into uniques, and making a suggestion or two. I wasn't planning on designing an entire 7 factions all by myself simply so that neither of you two could do that! And I just really wanted to be able to contribute in a way that I understand and can actually assist. I'll be the first to admit that I know very little.

I'd say there are a bunch of things to consider here. I think we definitely can steer the topic in a specific direction, but at the same time we don't want to shut people out of proposing their ideas. We're certainly in a better place to discuss uniques now than we were in the past, but I think the systematic approach has been very successful for us thus far, and we've yet to reach the point where we want to dive full in on the uniques yet.

Now, that doesn't mean they shouldn't be discussed at all or that anyone else should feel they can't post about them or suggest stuff for them. I think anyone doing that would have to keep in mind that later on when we are doing uniques in depth, we'll have to approach the whole thing relatively afresh, because the foundations uniques are built on will have changed by then. That's not to say everything up until that point will be ignored - but specific mechanics are unlikely to survive. At this point it would be more about establishing a thematic feel for the civ and how we'd want them to play. (Even then, that's a huge discussion.)

Since I've said we'd have to approach uniques fairly afresh later on, I should clarify why that's the case as well. We still don't know what the majority of the units in the game are or the order of precedence for any of the technologies. We've got the major victory conditions mostly locked, which gives us more context than we had before, but the risk with doing uniques now is that the remaining foundation mechanics (Path, Techs, Units, particularly Policies, and GPs) would be "missing" from the majority of the uniques because they didn't exist yet when we were doing concepts on the uniques. The uniques are inherently variants on the underlying game, so I'd say they're probably one of the things we'll want to do last, so that they interact with every part of the game and also so that they don't have to be reworked due to some underlying system changing.

As counterpoint has said, the Last Battle is not very accessible to separate contribution - it's this whole monolithic thing that we've just dredged up from earlier in the topic and involves a lot of sweeping changes to the way CiV works. And I don't think we expected to be working on this to such a degree again until I went back and tried to implement it - realizing how much undecided space there still was.

However, our next topics are definitely much more "come up with lists of things that do cool stuff" kind of territory where a larger number of voices is very helpful. Path beliefs and Policies effectively need us to come up with a series of effects that are directly implementable and applicable in game.

In answer to counterpoint's specific questions:

I think steering the topic is fine - the systematic approach we've had thus far has been quite successful, from what I can see. If people want to drop in and have some input a specific part of the mod they feel passionate about, that should be fine too. I'm counting on most people to not write posts quite as long as ours so that we can address those specifics without derailing the other discussions. Even if all we can say is "Thank you for your idea, <some comments about it>. But we'll probably have to come back to it in more detail when we're discussing <topic in question>."

In terms of when I think we'll start on uniques in full - I think that's towards the end of primary-design. ("Primary-design" is a phase of this project that I have just made up a name for, which describes this stage, basically, where we're defining what the mod is rather than tweaking within a decided framework.) Uniques have definitely become relevant to other discussions in the past though - the Seanchan had some serious column space back on page 6 or so, I think. Mainly because of some context with the discussion of the underlying system.



I feel like this has all gotten very serious and we're all being very courteous here, which I think is awesome. So, in answer to the original question! ldragogode, if you have some ideas burning in your head for uniques that you'd like to be heard, feel free to post them up. Note that we'll be primarily focused elsewhere from uniques for a while though, so they'll only really come into focus later on, when the landscape they work within might have shifted, or new ideas might have been revealed by further work.

However however, I see two ways of reading that edited post. If you're more looking for somewhere that you can have a direct contribution, rather than you already having uniques you'd like to propose, more voices would definitely be helpful when we're moving on to GPs and Paths. And if you've got opinions on the Last Battle and how that's changed/being clarified, those are definitely welcome right away.

Hopefully that answers everybody's questions! If anyone disagrees with the above sentiments or topic structure, do of course say so.

And I think I've got a different assessment of the glamorous parts of CiV. I quite like all of this underlying framework stuff. At risk of being labeled very strange, possibly more so than the civs' uniques. Anyways! Normal programming resumes below.

Quick response!


cool. settled then!


Oh, yeah. that sounds like a pain. Let's try it as described previously and see how it works, I say. You might wanna update the science summary and call it a day.

Done! And it's occurred to me I haven't updated the science summary in a while. :blush: I will look through our discussions about doubling up and conquest and such to make sure nothing's been missed.

First off, yeah, let's say you get a GM for free when you declare for the Shadow. That way we can make a second one be REALLY expensive, without making it so nobody could ever get one.

Sounds good.

The problem I see with them "lying in wait" is, doesn't that make it perhaps too easy to kill the dragon? Like, park yourself in a Light capital, and just wait for their turn. Boom, dead (assuming youa re successful)? Maybe that's ok, though - the likelihood of success might be rather slow. But if all the shadow civs park themselves in the same capital, it's essentially a guaranteed kill. Is this ok?

Very good point. Ok, let's introduce a turn by turn "discovery chance" when the Bloodknife/Grey Man is in a foreign city.

He was stabbed by Fain's dagger? Oh, I didn't remember that. When does this happen? Alright, then!

At the bottom of this page. More precisely, Chapter 36 of A Crown of Swords.


yes! we need this. Some things that could go in there:
1) Spy stuff discussed above
2) resources
3) era names
4) Stuff about "Pattern"
anything else for now?

Obviously, we'll end up with a "Path summary" and "GP summary" as well, eventually.

Awesome, ok. I'll make a placeholder post for the misc. summary after this post and fill it in as I can this week.

I'm happy to go with Lopar IF we can find another use for Grolm somewhere else - they're much more prominent in the books, IMO. So, tentatively Lopar.

Cool, Grolm might be involved with the Seanchan specifically. Otherwise they feel more like a strategic (replacement for Horses, but we definitely don't want to replace Horses).

If we do this, we'd be adding an extra Bonus resource... which is fine. Shellfish is a good way to use the crab model. I'd suggest Salmon as the best option for generic fish, since they are technically mentioned in the book - there's some Andoran Noble named Luan Norwelyn who has a Silver Salmon as his house insignia! Ha!

Nicely done - salmon it is! Yep, totally fine with an extra bonus.

That said, we might be overusing the fish model a bit - hopefully there's a way to make them more distinct. Maybe we can shrink the whale one and multiply it and use it for oilfish?

We could do that, but I'd say if we can get size changes, the fish resources could be made to look very different from each other with a combination of color and size.

let it be written!

It shall be once I write a misc. summary! :D

I really can't think of anything else. I'm thinking there might be a scene in a prologue where a Chosen is being all decadent and stuff and might have some fancy fruits or something. Can't find anything though.

Should we cut this? That's our jungle bonus resource, though. Is there another resource we could make spawn in jungle to compensate (not ice peppers, I don't think those are jungle)?

If we don't cut it, leave it looking like bananas?

Let's just leave it as bananas for now, but if we can come up with anything else then we'll do the swap later.

Hmmm... wells. Well, aren't they pools and stuff - if you're talking about the EotW kind of Well. If you're talking about Wells like the ter'angreal that Cadsuane has, then we're talking objects, at which point maybe we can repurpose aluminum or something like that?

Aha, things like the Eye of the World are definitely much more resource-able than the ones Cadsuane has in her hair. Would it be too big of a thing to have pools of the One Power lying around the map though? There was only one Eye.

Bah! In my concern over matching everything 1:1 I totally forgot them. Stupid. Well, with them, we'll actually have MORE resources, at least for now.

So, I'll update my summary in the previous post to reflect these, so you have a full list if/when you make the official summary.

Awesome, thank you!

EDIT: While I remember! Olives - we said we wanted to include them as a luxury at some point as well? (They're already in Barathor's More Luxuries too! :D )

I know Lopar are luxury - same with Ice Peppers? An interesting opportunity for a tundra luxury (which I assume they are, since they come from Saldaea) - repurpose the Banana model?

Yeah, repurposing bananas sounds like a plan - we turn the yellow parts a nice chilly blue and we're golden!

I'm also realizing now that we could probably use the Bison model for Lopar as well.

Could do!

Well, I think the answer is simply a longer word. "Andoran Doorframe ter'angreal" IS quite descriptive, IMO. Is that too wordy?

Yes, I can see that working. I could also see us just using ter'angreal and angreal instead. Eh, more variety, let's go with the three words and see how it works.

I want to like this. I like the idea of it, but it is quite a stretch considering the historian...

But then again, maybe not. These are "Sites of Power", right? The Historian is going there and learning its secrets - ancient ter'angreal, portal stones, whatever, right? I think the key would be to make the text appropriate - it wouldn't be "build portal stone" but "Discover" or "Unearth" one.

In other words, I think we could make this work if we wanted.

Does it make sense they'd generate culture.?

Yes, let's do this. This also makes sense in the context of the ter'angreal and angreal ("unearth" or "discover"). I'd say it's fine that they generate culture.

I think that works - though we might need an overall "alignment summary" once we figure out all that stuff (including the Choices, etc.).

It could work like the diplo summary (with Edicts, Resolutions, and Quests) - link to a separate post that's a list of the choices. I just feel like alignment is quite tied into the Last Battle victory - that's primarily what it's there for.

OK, so should we decidedly *not* include them as a part of the Aiel civ to leave the door open later?

Yes, let's leave them out of the base Aiel civ.


I'm going to stop here for now, but I may have some more time later today. Quick code update - not much has changed, since I've been writing massive LB things this week. I've started off on Aes Sedai being able to bond Warders and have been changing the way the custom missions stuff (linked in my signature) works to accomodate this mission and give us easier to manage changes for new custom missions like this one (since I already know there will be a lot more). The amount of code needed for a new mission has been reduced and Lua is no longer required for a new mission - I can put it all in the C++.
 
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