Sorry for the radio silence. Been a bit sick. Today I'm still not well enough to do *real* work - but well enough for a post!
No worries, feel better soon!
I'm in the middle of the book where bad things happen to everybody. Oh, more specifics? I'm around 200 pages into aFfC.
Nice one, good stuff ahead! Book 5 was my favorite. I don't think my favorite character has even appeared yet in A Feast for Crows.
Yeah, that was the problem we had. It was a sci-fi game, and the Captain of the ship was the guy on Skype. Was really tricky to hear his "orders" when nobody could hear him.
At this point the campaigns probably dead. I'll probably explain The Secret to people over beers one day.
I miss RPing though!
As far as session lengths... probably around the 4-5 hour mark. But they were really infrequent - once or twice per month. Gone are the college-era days of all-day games once per week.
We try to get most weeks in, but in practice it's usually 3/4 or 2/4 weeks in a month. I've been quite impressed with the roll20 chat because we haven't had much dropping or difficulty hearing (bar the obvious occasions when people's internet actually cuts out momentarily).
Coming back from what you are suggesting here, it looks like we have two options for changes:
1) Re-brand the DSworn in such a way that they are generic and all-encompassing.
2) Separate the DSworn from the Barbs.
You spoke at great lengths about option 2, and that's probably the best bet. But, we could instead consider calling *nobody* Dragonsworn and simply using the notification to provide the flavor. Like, we call them ALL brigands, and the only real Dragonsworn aspect to the DSworn moments will be due to 1) their proximity near a FD, and 2) Our notification, e.g. "Mazrim Taim has declared himself the Dragon, and has raised an army of Dragonsworn" and just leave it at that.
This isn't pretty, but it also might be good enough. I'm not sure its so immersion-breaking for people to highlight the unit and see that, in fact, it's just a Brigand, and not a Dragonsworn. Plus, again, that reserves the "Dragonsworn" term for use elsewhere.
Additionally, is there a *mechanical* reason why separating helps us? Will there be some policies/buildings/units that have mechanics that work with one and not the other? If so, then we should definitely separate them, but if not, it might be overkill to have there be two separate "civs." But if they have different behavior (like guarding the FD), units, etc. then I'm sure separating them would make your life easier.
That said, the Separation option probably works too. I don't think the loss of CS number 41 will be felt all that much. Oh, and don't forget that we're already taking a CS for the Tower, anyways....
What should we name the barbs, then? Lawless" Brigands? Bandits? Renegades? Outlaws?
We'll be losing CS 40, but I agree, I don't think it's too much of an impact. The Tower doesn't cost us a CS in some ways - they're still listed with other CSes in the diplo window (though you can access the Tower-specific stuff once you've met them via an alternate menu). They still occupy territory like normal CSes, it's really just the lack of a specific "friend/ally bonus" system #39 means we only have 38 "traditional" CSes.
The way I've made sure the Tower ends up in the game is relatively direct - "Tower" is a CS trait type (like Maritime or Cultured) and there's only one CS that has that trait - Tar Valon. When the game starts and player slots have been allocated, it runs through the CSes and if it doesn't find a Tower type CS in the game, it swaps out one of the other CSes for a Tower CS (always Tar Valon in our main game case) before anything loads.
So, back to our friends the Barbarians. Given the quite separate roles of False Dragons and their entourage from the normal Barbarians, I think separating them could be good for us mechanically that way. As you've brought up, combat bonuses relating to one or the other seem like they could be quite appropriate as well.
Separating them also means that False Dragons and Dragonsworn would fight Barbarians they encounter. This seems quite reasonable to me. (And may make early game False Dragons more manageable, at a time when they could otherwise be civ-threatening.)
A name then! I quite like Brigands, Lawless, Bandits, and Outlaws. I think Brigands sounds the most WoT-ish (and a cursory Google shows that it crops up a few times in official canon).
Alright, I could be fine with this, in general. I think making the FD rate more unpredictable - or varied, I guess - is better than making it happen in waves as you say.
I will say, though, that accumulating an FD point every time a female channeler makes an action seems way too much - especially if every male channeler is only generating a point every turn. Should it be something like you get a clump of points when you produce a female channeler? That makes a little more sense to me.
Totally agree, every use of a female channeler generating FD points would be too much. A lump sum of points when you train the unit makes sense. This means that small, highly experienced armies will generate fewer FD points.
Alternatively we could make it probabilistic, so attacking has a 10% chance of generating an FD point for female channelers, 75% for male?
In any case, I'm thinking that this is what affects FD rate, listed in order from most dramatic effect to least dramatic effect. These are negotiable, of course.
1) Philosophy
2) Population
3) Unhappiness
4) Social Policy (Fear vs Tolerance or specific policies)
5) Use/existence of male channelers
6) Wonders
7) Use/Production of female channelers
What's your ranking? Certainly some of these could be slid up or down a rank or two.
you are right that we want to, in general, discourage the use of male channelers.
Yeah, this ranking seems very sensible to me. Pending our discussion below, Happiness might move up one, but they're definitely the right kind of area. At first I figured we might want to shift Population down a few - maybe swap it with Social Policies. But having the base driving force common to all civs ensure that at least
some False Dragons appear everywhere makes sense.
ok, this has the potential, of course, to make happiness the #1 source of FD points, actually. Maybe that's fine.
Before we decide this for sure, consider the alternative - using a flat amount of points generated per turn because of unhappiness (or reduced due to happiness).
Take an Oppressive, Fearful civ that uses no male channelers - very low FD point generation. Say they are profoundly unhappy. That unhappiness would effect their FD generation very little - like 4 points per turn up to 16. Compare that to a Tolerant, Liberated civ that uses plenty of males - very high rate. If they are unhappy, we could be talking something like 100 points per turn or something, up from 25
Is that how we want it to work? In these cases, the happiness ends up a minor factor in the first - 12 points - while in the second, it's tremendous - 75. Maybe that's ok, but it makes happiness a much more important mechanical consideration for civs that use a lot of channelers, which is a balancing aspect I'm not sure we're ready for in general.
The alternative is to simply make your happiness generate or subtract FD points per turn. Or, instead, simply tone down the multipliers a bit.
Yeah, this is a very good point. I'd be happy to switch to flat point generations at these intervals, or to reduce the multipliers. Leave the Happiness ones the same and make unhappiness +50% and doubled? (Instead of doubled and quadrupled)
got it, right. inputted!
EDIT:
I just went through and "updated" the Channeling summary, which mostly involved linking to the other summaries. There are a few things in there that are red now, but they're mostly things we don't need to worry about yet.
On point, though, an older version of it mentioned that Gentling can be cured by AS AND Asha'man. Should this be true?
We can make it true. Let's do the proportion of power thing then as well, right? (So Asha'man units only bring the unit back at X% its max strength.) Given that we don't have Stilled female channelers to balance that out, it seems the female ability would be mechanically superior in all cases.
While I'll miss the lump-sum option here, it may make sense to simply convert them all to GPT.
Or, maybe we go half-way - income can be Flat sum OR GPT, but penalties must only be GPT? Certainly some of the earnings ones seem to make little sense as GPT, but I think most of the penalties could be phrased in a way that makes it feel right.
This might be something to consider following for all of our Threads - taking AWAY flat science makes little sense, but SPT would be fine, for example.
Having lump sum gold still available as a reward sounds good to me.
Flat science subtractions do work though - we just reduce the player's progress toward their current technology (that's measured in beakers). The same way we could do for Culture or Faith. I think lump sum removals are more impactful in these cases (Culture, Faith). But they do introduce the possibility for negative totals, for players who have just faith purchased something or adopted a policy.
I'm assuming any GPT or Science/turn bonuses/penalties only last for X turns?
Unrest in Your Lands
FD points for the seonc, and DSworn for the 3rd.
Done
Accused Darkfriend
I was thinking it's to find and kill his masters (which you are right, isn't part of this), an act with a "good" aim that is accomplished through evil.... not sure how to do this. Probably should be eithe rShadow or Neutral at best... but should have some additional component that reflects its "goodness", right?
Darkfriend Escape. Sounds good.
Woops, I broke this quote block two posts ago. I said
Darkfriend Escape but this was actually about
Famine Near <city>. I've edited famine near city. But now I'm totally confused about Darkfriend Escape. Our suggested edits seem to lead to this:
Darkfriend Escape
Flavor: A man has been accused of being a darkfriend and brought to your court for judgement.
Choice A: Arrange his disappearance to safety abroad
(Minor -Gold, Minor +Shadow)
Choice B: Torture him to learn of his masters
(+Faith, Minor +Shadow)
Choice C: Silence the accusers
(-1 pop in <city you own>, +Shadow)
Choice D: Hang him
(Minor +Shadow)
Or something similar (possibly Light for option B). That doesn't seem very balanced.
Looming Threat
Minor it is. As far as the blightborder thing.... I could go either way on this.
Done
OK, I definitely and solidly come down on the side of leaving it ambiguous. We can have a *few* threads where someobody's guilt (or innocence!) is known - that provides some interesting political situations, financial ones, tower diplomacy ones, etc.) but I think the spirit of most of what we're doing is best found in keeping it ambiguous.
Part of the drama of the books is the never-knowing-who's-bad thing. In our mod, of course, the chickens won't ever come home to roost, though - i.e., freeing someone who turns out to be guilty of being a darkfriend won't come back to haunt you later. But still, I think these threads are more about determining your actions, and the kind of ruler you are that anything else. So what if there's an innocent sister who has been hanged? That's merely one "unit" in a game that spans millenia. What's important is that you were willing to hang her, without proof
I'd say let's be very clear about what you *do* know. Sometimes you know nothing, and it's just finger pointing. Sometimes we can say that your counselors are convinced of the person's innocence, or something like that. Sometimes, it seems the person is totally guilty, but based on who they are (a foreign noble or a Sister) there is extreme political pressure to let them go. I think *these* are the kinds of choices we're looking for. In most of these cases, the guilt of the person is probably ultimately unknown, but what's important is what the player does with this information.
Cool, ok, this all sounds good. But because the player can see what Alignment they're going to get from each choice, I think it means we'll need to think about the morality of the choices slightly differently. The Alignment feedback from the choices shouldn't be based on any actual outcome but instead, as you've mentioned elsewhere, that the player was
willing to do whatever that choice entailed, regardless of how everything turned out afterwards.
Also, how the heck is the AI going to handle these threads?
It will make a value comparison of the actual results. I've gleaned only a passing understanding of how the AI's flavor system works (this makes different leaders/situations/strategies prioritize different things), mostly from reading whoward69's posts about it. I'll be able to say with more authority exactly how we could flavor (CiV flavoring, which is separate from "flavor" as in-universe canonical themes, as we've been using it) the choices, or even if we'll use the flavor system at all for it, after delving into more AI logic.
A Tower Divided
Why would Silencing your men generate gold? Wouldn't it cost gold?
This is an example where we'd need to be really clear about the situation. Why is arresting her a Light act? She "associates" with Darkfriends, does she? How can we be sure she isn't trying to trap them, extract information, or Sister in other ways?
I think the truth is, specifically this thread is really tricky because Sisters essentially have diplomatic immunity. That's why it makes less sense as a light action. Perhaps we rephrase D?
Now, an interesting thread might be a Sister obviously and flagrantly violating specific laws. Like, hurting people or stealing. You have proof, but do you have the jurisdiction to arrest her?
Some rewriting is definitely in order! How about this?
A Tower Divided
Flavor: A Sister from the White Tower has been residing in your capital for some time. She is working with a known Darkfriend scholar, apparently expecting you to stay your hand rather than risk retribution from Tar Valon if you move against her.
Choice A: Blackmail the Sister in exchange for her secrets (+Science, Minor +Shadow)
Choice B: Alert the Tower (+Tower Influence, Minor +Light)
Choice C: "Silence" your men who have knowledge of these events (-Gold, Minor +Science, +Shadow)
Choice D: Have her arrested (-Tower Influence, +Light)
Restriction: must have met the Tower
Cost of Progress
OK, I see you rationale. I was kind of missing the point.
Done
Imported Luxury
ok. let's go with your suggestions.
Done
Ter'Angreal Cache
I think the shadowy nature of Selling them comes from the fact that you don't really have the "right" to sell them in the first place... and you have no real way of knowing where they'll end up .
As far as destroying them, I can see that it's pretty ambiguous as to whether it's light or shadow. I was thinking it's sort of a "prevent them from falling into the wrong hands," but it's also something like "prevent them from helping people..."
Why don't we clarify this, and have them be something specifically scary and/or dangerous? Not just Ter'angreals, but Ter'angreal weapons or something liek that - maybe even Power Wrought Weapons. Then we can take the "destroy them" angle very clearly in the vein of "this is for the good of humanity," which would certainly be a light action.
Totally up for reflavoring to make it clearer. Something like this?
Ter'Angreal Cache
Flavor: Your scholars have discovered an ancient hoard of Power Wrought Weapons, potentially more powerful than any ever since the Age of Legends. However, those who wield them seem to suffer from withdrawal whenever they put them down.
Choice A: Send them to the Tower (+Tower influence, Minor +Light)
Choice B: Take them into your possession (+Culture, +Prestige)
Choice C: Sell them (+Gold, +Shadow)
Choice D: Have them destroyed (Major +Light)
Does B still make sense? I do quite like that bonus.
Rogue Coven
I can see the appeal of the Spark duality, but we might just have C be +1 Spark instead of +1 Wilder.
I like B as a Light action because you're leaving people to their own devices. They will probably be arrested or something from the tower, if caught. The books seem to paint these sorts of unlicensed channeler groups as a good thing and not to be ruined... though of course, Egwene then "incorporates" them into the Tower fold (is there a way to bring that whole thing in somewhere?)
Cool, edited in the stuff you've said here.
In terms of integrating the incorporation of the Kin into the Tower. I'm not sure if that should be a part of Threads, possibly part of the Tower quests instead. That would be if we want a player to have a hand in "making it happen." Otherwise it could be an edict.
As a quest:
Integrate the Kin
The Ajah that proposed this quest will reward you for gifting Wilder or Kin units to the Tower in the next 30 turns.
As an edict:
Kin Brought into the Fold
One Kin unit per player is replaced with a <majority Ajah color> Ajah Sister. (Or Ajah of the player's choice.)
Alternate form:
Kin Brought into the Fold
Civilizations receive influence (+10) with the Tower for each Kin unit they control.
Four Kings in Shadow
So, I still don't think A would ever be a light action, "apparently" or not. This is not a battalion of Shadow troops. You're not supposed to just go and kill tons of people. They should be arrested, tried, etc. This kind of thing ain't good karma, bro. Definitely shadow.
But yeah, can drop the -happiness from A.
Right, I'm convinced! I've made the changes (I think, this one got quite confusing as to what we've decided on).
Nah, Hinderstap isn't full of DFs! You're Thinking of "Four Kings" (cited in my thread name above), and even then, 4K isn't necessarily literally ALL DFs.
Hinderstap is the one that was caught in that weird time loop, where they'd all kill each other at night and then wake up the next morning alive. It was a bubble of evil, or something - remember that Mat opened a gateway (or had someone do it, obviously) to some battle during the LB so they could like die and then fight again the next day?)
Is there a way to bring in Hindy or other Bubble situations into Threads? Pretty neat flava.
How about:
Trapped in Time
Flavor: A village of formerly ordinary folk have been trapped in a Bubble of Evil, murdering one another in the night and reawakening in their beds the next morning.
Choice A: Fortify the border of the town and allow no one in or out (Minor -Gold, Minor +Shadow)
Choice B: Unleash them on the Shadowspawn (+Light)
Choice C: Order your troops into the village to be killed, creating an immortal legion (Gain 4 military units, Major +Shadow, -Happiness)
Choice D: Put your scholars to work, there must be a way to free them from the curse. (-Science, Major +Light)
Restriction: World era has reached Era of the Dragon
I can't think of a better cost for C than happiness?
Unruly House
Happy to go in either direction, providing we balance it right and flavor it right.
Done
Foreign Preacher
I think this is a great situation where the "right thing to do" is by far the worst for you. In civ, there's very few reasons to want a foreign religion in your cities. Here you are actively encouraging it, because it is somewhat Just and nice. I'm fine with a hefty Light bonus being essentially the only benefit. It is the only choice here that offers much light, right? minor faith could be ok, if you feel like it's necessarily.
Right, I've changed C. I was asking about adding Faith to option B here though. +Shadow and -Diplo seems like a poor combo compared to the others?
Resources Dscovered
I'm fine with both of these, though I think it should be [Era Relevant Strategic Resource] instead of iron, specifically.
Done
Refugees
Yeah, I can see how it would be a penalty. Actually, maybe we just make diplo a non-factor here?
I'm fine with your C.
Done
Retainer is a Noble
I think we can phrase it in a way that states the noble is hiding in order to escape threats on their life, or they are from a fallen kingdom, or something like that. I don't remember exactly why Alliandre did what she did.
Maybe there's a restriction that "One civ must have been eliminated" or "One Original Capital must be occupied" or something.
In any case, I'd say it comes down to the fact that keeping them around is highly inappropriate, but somewhat merciful, and perhaps useful.
Awesome, yes! Requiring a civ to be eliminated and then having that person be a "monarch from [extinct civ]" sounds great!
So something like this?
Retainer is a Monarch
Flavor: You have discovered that one of your servants is actually the former Monarch of <extinct civ>, serving you out of fear for their life.
Choice A: let them continue their deception (+Culture, Minor +Shadow)
Choice B: Come clean, and make them one of your advisers (Free Governor, +Light)
Choice C: send them home in exchange for a bounty, to be executed by their conquerors (+Gold, +Shadow)
Troubling Origins
I know you aren't in love with all the happiness penalties, but I think this is one case where they are justified. The Aiel practically had a rebellion on their hands when the Secret came out. Faith per turn could be good too, though.
I sort of see what you're saying about Prestige. It's a bit of an indirect relationship, though. The truth is, it would give THEM a happiness penalty. Is there any other way we can approximate that (without literally doing it) within your own civ? If Prestige is the only way, then so be it.
Ok, sounds good re happiness penalty.
I think Prestige is the only way to model that. I think it's a really good one though. Especially since it may actually lead to a happiness penalty in the foreign civ, if they follow a different Philosophy and the lump sum from the choice pushes you past an influence threshold.
Darkfriends for Sale
sure, it's better mechanically. Somewhat weird flavorfully, but well within the range of acceptability.
Done
Future False Dragon
yeah, neutral is fine.
Done
Channeler on the Run
ok, good.
Done
Tax on Belief
Well, the idea of A being sort of shadow comes from 20th and 21st century notions of freedom or religion and stuff like that. Possibly anarchistic, but... in general WoT's sense of morality and such is somewhat anarchistic, in some ways, so I'm ok with it.
Yeah, I don't really see closing the shrines as necessarily Shadow, myself. Maybe minorly. The truth is, any Evil Civilization would absolutley want a healthy religion to control their populace. Closing the shrines would perhaps cause a big faith hit (not listed here, stupidly), but I'm not sure it's shadow.
Profiting off their worship, though.. that's more evil.
Maybe it's just a rephrase that's needed? As far as my initial conception, yes, it was a tax off of donations and such, or something. I originally wanted it to instead simply be more like "Your shrines are popular, one of your advisors has recommended you impose a tax to gain revenue blah blah blah" because that makes a lot of sense for A and B. The problem is, that flavor leaves very little room for a C (closing) option, as there's really no benefit, aside from some Athiestic aim (it would be weird if we made closing the shrines provide +Science or something).
It's worth noting that our Paths are different from Religion here, and actually make C more plausible with your explanation. Something like this?
Tax on Belief
Shrines to the Creator are flush with donations from your people. One of your advisers has implied you could siphon gold off to fund your government.
A . Do it (Minor -Faith, Minor +Gold, +Shadow)
B . Fire your adviser (+Faith, +Light)
C . We have no need for these places, shutter them and let the people direct their wealth elsewhere (-Faith, +Gold, Minor +Shadow)
Ogier Writer
I see what you're saying, re: B. That makes a lot of sense, but I don't like it, mechanically, because Prestige and Culture are so interlinked.
Also, why do the embellishments need to be transparent? This is an Ogier writer after all. I'd say objectively, the lie helps your global image... it's just a bad thing to do.
Mechanically I think the link between culture and prestige makes the rewards even more fitting this way. A culture player wants Prestige the most (since that's how they win and they'll have enough culture incidentally) so they'll go for C if they can afford it, or B if they want to be moral about it. (This is obviously a Culture-targeted Thread.) But then a Culture Shadow player doesn't necessarily need money for their choice to be helpful to them, because they can choose A.
I can understand the flavor going both ways, but I think the above means we should go the foreign transparency route, since it jibes with the above mechanical advantages.
Nym Guardian
I was thinking its sort of invasive. I mean, this guy is supposed to sit there for all eternity guarding stuff, after all. Definitely not conservationist research. More like "learn how he works to make more constructs" and stuff, which is probably not fun for him. Even if it's not hurting him, it probably involves taking him from the place, etc.
Cool, I'm fine with Shadow points if we describe the research as removing him from where he's living now! I've changed the choice text to:
Send scholars to retrieve the creature for study
Phew! That was also a
lot of editing! Time for some new Threads!