S3rgeus's Wheel of Time Mod

So it's a bank holiday today and since I'm up to date on replying to this topic, that means implementation! I mentioned before that I've been considering how the technical design of the Threads system might work and now I've gone in and put it together!

Usual disclaimer, all text, UI, and numbers are WIP, the objective isn't polish yet, it's just functional!

So, I started a new game:

Spoiler :
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You'll see up at the top that I've modified the Alignment section of the TopPanel (since we saw this last time) to show the player the underlying numbers, like other yields. I've also made it so that the Alignment section is colored depending on if you're leaning Light or Shadow. The white for Light is a bit hard to tell apart from the default beige in the screenshot, but Shadow is more different, as you'll see in a moment. I made this change now so that Alignment changing is an immediately visible thing, making it easier for me to track Threads changing the state of the game.

Speaking of which, a quick trip to FireTuner and voila:

Spoiler :
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Look at that! A new Thread is available! (With a completely legit icon, where did that come from?) I wonder what happens if I click this new notification?

Spoiler :
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Boom! I see this shiny new window, of course! (My mouse is hovering over option B, that's why it's highlighted.) And you can of course close the window without choosing and look around at the rest of the game - the notification will stick around (preventing you from ending your turn) until you've made a choice! I'm going to pick option C, because it has the most interesting results and then:

Spoiler :
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Tada! I have received 143 Shadow and 12 Faith. Exactly as planned!


If you compare this Thread against the version in the master list, you'll notice part of the payouts for options A and B are missing. That's because Threads don't support Happiness or city-specific yields (like Food or Production) yet, so I left those bonuses off to test the general system. The next step is adding support for all the different types of bonuses we've described in the master list!

Anyone who's interested in the step-by-step of how this came into being can see the commit history on the Github repository. Relevant to this change were creating the Threads DB tables, loading those tables from the DLL, adding support for custom "is expired" logic to custom notifications, and then finally creating a new UI window and hooking everything up to display and give out the rewards. Plus a few bug fix and merge commits sprinkled in between.

And that's where we are for now! :D

Sweet! All this looks great.

What is "Servant"?

This is not important now, but do you think we'll be showing the title of the threads like you have here (unrest in your lands), or are those just for us? I can also see it just saying something like "a thread in a pattern..." at the top or something. I don't know that I love the "choose thread" prompt. The thread is the "problem," yes, not the choice? unless i have it mixed up.

As far as color for the Light, I wish light blue or light yellow were available, but they're taken by science and gold. Other option?
 
In terms of that number of Aes Sedai, I think that could work. But it also might be a little high (9 for authority), just considering how powerful they are. In CiV, that's an entire army. I could imagine it peaking at 6 or 7, not counting any special bonuses from wonders or whatever.

These sound like sensible numbers to me. I'll note them in the diplo summary as estimates.

After reading through all of this post and thinking about it, I'm thinking my main issue still remains the amount of light given here. I don't think it should be equivalent to a Major +Light. It just has a lot of consequences, IMO. I'm thinking more like +Light levels, or perhaps a bit more than that.

Equivalency to Major +Light, as opposed to other Thread-level yields, isn't representative of such a significant amount for something that happens at such a different difficulty and frequency as FDs vs Threads. True, a single FD can net you as much as a Major +Light Thread Choice (in the above situation) - but so can two +Light Thread choices. And you're almost guaranteed the availability of 2 +Light Thread Choices every 32 turns. You are only aware of a possibility at an FD yield every 30-ish turns or so. And that's just a possibility - one you have to carry out in-game actions over multiple turns and compete with other players for. The comparative payout of an FD vs a Thread is that an equivalent FD payout affects the player's Alignment much less over the course of the game because it's so much harder to do and happens less frequently.

We may find that that "wave" aspect in the early game is both flavorfully offputing or, worse, very harmful to our civs. We might introduce a "base" value that is quite randomized at the start of the game in order to offset this. We definitely do NOT want a FD appearing near every civ on turn 30 (!) so we'll have to delay that first one anyways - might make sense to add some sort of randomizer on this first batch, so they don't all come at once.

Seeding the first FD spawn with a random offset sounds like a good plan. A wave of FDs at turn 30 would probably kill everybody! The knock-on of that is that the second FD may arrive unexpectedly quickly.

Right, that of course makes sense on some level, but it doesn't necessarily follow, logically, IMO, that a difficult to do action that is light is also necessarily very highly light. True, it is a light action, but only somewhat - gentling is a somewhat "mean" act on some level, especially as it is portrayed in-universe. It's not like it's somehow hugely charitable or anything - the player is still getting some nice Yields for doing it.

Yes, it's difficult, but it's not difficult because its so morally good or anything. Think of it this way: if we had "gentle him" as a thread option, i can't imagine that option ever yielding Major +Light.

so yeah, i come back to simply thinking our yield payout (of alignment) is too high. And that causes most of the other issues I have with it mechanically and flavorfully.

Right, I think we're coming at this one from two different angles. I'm thinking that it doesn't matter if the theoretical ceiling for this is so high, because it's not worth anybody's time reaching the ceiling. Doing so has a variety of other disadvantages and opportunity costs that it's never worth it. The value of that ~2500 Light is diminished by everything you give up to get it.

I believe you're approaching this from a flavor perspective, that by allowing such theoretically high yields, we're presenting the task as though it were particularly morally good?

Seeing as the player will never actually see these maximum values written out, I don't think that's inherently a problem. Players won't see "I can get 2500 Light this way" because for 95% of players that would be completely impossible. For the remaining 5% who it is possible for - they would need to do the math (over the course of the whole game) and realize the theoretical opportunity presented by their situation. But by that point it's passed them by and the chances of them having actually Gentled all of those False Dragons is very, very low.

I agree that I don't think either of these options are the best idea.

I am fine with a shadow civ "eating" some Light in order to gentle in some cases. However, I'm ok with this, again, if the bonus does not approximate a Major+Light action. A single one of those can have huge impact on your alignment, and still gentling is not a Light action of such high morale righteousness, I feel like that will feel sort of unfair to shadow players who want to do some gentling.

In your above example of the Reds in the books being from a partially-turned tower. OK, so that's the situation a game ends up in, a kind of evil red ajah. Still, from what you're suggesting, that means gentling logain and all the asha'man would give all those darkfriend Reds Major+Light. I don't find that palatable.

Same thing here about Major +Light not being that much when it happens once in an avoidable circumstance. Major +Alignment yields go a ways to moving players through the tiers and definitely make a big difference to Neutral players, but looking at the values for where the tiers sit, players who can eat a +Light while Shadow or +Shadow while Light are most likely able to eat the Major equivalent instead without it affecting their tier differently. Once you get to Tier 2 and above, the tiers are all wider than a single Major +Alignment (even in the endgame). The later tiers (4-6, where I imagine the "not so dedicated" middle-of-the-pack players will end up, those make up the majority of players) are 2-4 Major +Alignments wide.

Re the example, it's not quite like that, since Light is only being generated by the Gentling of rampaging False Dragons (the ones actually running around destroying the countryside). Only the Gentling of Logain would have given any Light to the controlling player. And that was back when Logain was very much a danger to a lot of normal folk.

Using Sisters (particularly Red ones who are good at it) to Gentle your own or enemy male channelers (and Asha'men) that are attacking you (I hadn't been thinking about this use case until now) is an Alignment-Neutral action - so both Light and Shadow civs have equal use for them. In particular to this case, Shadow civs would find value in being able to neutralize very powerful enemy units. This seems like it would be one of the most frequent uses of Gentling, rather than False Dragons making up the bulk of it.

So here is one issue with this: isn't gentling a FD a globally important event? They paraded Logain through the streets. It seems logical that a player would get a notification saying "Mazrim Taim has been Gentled." Or, would you suggest it just say "Mazrim Taim has been Defeated by an unmet civilization" for game balance purposes?

I figured we'd err towards the second one, towards non-involved players just being told he's been "defeated" regardless of whether he was killed or Gentled.

I'm not sure the flavor of it dictates that it has to be a globally important event. By "global" we're discussing the civs that know about the FD (so the people who've met the civ that spawned him or have seen the unit directly). I think it definitely makes mechanical and flavorful sense to exclude unmet civs from any notifications about FDs in places they've never seen or know about. (In the same way Shara never knew or cared about Guaire Amalasan, nor Seanchan about Yurian Stonebow.)

So for the more "local" civs who are aware of the FD - it depends on our characterization of FDs in general. I think since we've got more than the historical 7 from the WoT books, it makes sense to say that some of them are relatively inconsequential. They're a big deal where they appear and wreak havoc, but they get put down by a single civ or a couple of neighbors working in tandem and then promptly lost in the annals of history. Only a few False Dragons become Guaire Amalasan or Mazrim Taim - world-renowned infamy and such.

Do we want to model that distinction? We could make it so that civs who have met the spawning player know "there is an FD" and "that FD has been defeated." We could have players who have seen the unit know "this FD named Logain Ablar has declared himself" and "Logain has been Gentled."

This would telegraph players' Alignment a bit more, but still not very much. Unless the player currently has vision on the False Dragon, they don't know for sure who Gentled him. (A lone Aes Sedai owned by anyone could range far and succeed against a damaged FD in otherwise different-civ-controlled lands.) If they have vision, they know the civ was willing to eat the Light points to Gentle him in exchange for the other yields. But given most players aren't actually going for tier 8, that doesn't prove anything - a tier 5 Shadow civ can do that and still stay a tier 5 Shadow civ.

Also, is it possible for the Tower to gentle them? Would it be the tower's forces doing it themselves, or through some player agency?

Since our whole players-controlling-Aes-Sedai is an abstraction of how Aes Sedai were managed in WoT, I don't think we need to make a special way for the Tower doing the Gentling of False Dragons available mechanically. Given that normal male channelers will pop up more often and players can send them to the Tower to be Gentled, I think that part of the flavor is represented.

It would definitely be possible for the Tower CS to Gentle a False Dragon, but geography makes it unlikely - CS units don't range very far. I imagine the Tower CS will definitely have some Sister units, so if a False DRagon does wander close, their AI would definitely want to kill/Gentle him. (We could stack their attitude one way or the other on kill vs Gentle as we liked.)

OK, I can dig. I can see the 500 total for the top performer, if you feel like that's a good value. That would be jumping what, three tiers in the early game? Does that feel right? I could also see it being something like 150 for second place and another 150 - 250 for the top performer.

500 is a maximum jump of 2 tiers - from Neutral to Tier 2 (occurs if the player has net Alignment >= 0 already) or Shadow Tier 1 to Light Tier 1 (occurs if the player has 100-400 net Shadow). With the next tier at 1100, I think that sounds good.

honestly, this one is hard to judge, since exactly how the late game looks is still sort of a mystery. 1000 feels like a lot, but your points are valid.

I guess part of my issue is that the "winner" could have only narrowly won over competitors, so it feels a little odd for there to be such a humungous difference between the top and 2nd place.

Maybe 1000 is the total yield for the top guy? So, maybe, 600 for 1st place, and the other 400 for the 2nd place? Or 500/500? That way, there isn't such a cliff between the two.

Totally, yeah, 1000 as the total yield for the top guy is what I meant. 600/400 sounds like a good split. :D

as stated above, this view of FD incidence is much better sounding!

Question: civs have the ability to vary the incidence of both FDs and male channelers, through often simultaneous means. Who will vary more? I imagine it won't be the same.

Take a super liberation civ compared to a super oppression civ. Will the lib civ have a crazy high MC spawn rate AND FD rate, or will one only be moderately high? similarly, will the opp civ have essentially non-existent for both, or will their FDs still pop up often enough?

One thing to consider is both Flavor and Spark - having TONS of male channeler births doesn't really help most civs, unless they're dying, since you'll "fill up." But on the other hand, no matter what they did, civs like the Seanchan appeared to never squash their MC birth...

This is a very good question. Let's start with the default variances and see what makes sense. We're currently ballparking FDs at "known" every 30-ish turns. That means each civ spawns an FD approx. every 120 turns or so? (Taking a usual "neighborhood" of civs who know each other to be about 4. Obviously by the endgame all civs have met each other, but for the majority of the early and mid game that should be a good average.) You mentioned 20-30 turns between male channelers before, which I think sounds quite sensible.

I do wonder about the consuming Spark thing. We discussed before that a male channeler spawning when you have 0 available Spark causes the "negative strategic resource mode" effect, right? (Like when you trade for iron, use all of, then let the deal expire.) This makes all things that consume that resource worse until the deficit is eliminated. If the civ ends up having to fight the male channeler (because they fail to Gentle him or he goes mad naturally) - then he's a Lawless unit (or Dragonsworn?), right?

I ask mainly because otherwise intentionally running yourself out of Spark would make him weaker and easier to kill. Which isn't what we want. Given that Gentling success is dependent on combat strength though - running yourself out of Spark does make Gentling more likely to succeed, which is bizarre.

Anywho, separate problem, this is about incidence rates. I think in terms of raw numbers, False Dragons will vary more. A super liberation civ might generate an FD every 90 turns, whereas a super oppression civ every 150 - for a total range of 60. We might only want to move the male channeler spawn rate a smaller amount - from an average of 20-30, to a super liberation 15-25, to a super oppression 25-35?

Yeah, I can see how that would be be weird. Leave it alone, then?

Yeah, let's leave that for now.

ok: problem with this: EPIC TELEGRAPH.

Religions are public, so you'd see almost immediately that a given path that has been created is from a civ intending to be light.

Unless, we made the belief somehow generic, like "Alignment creation doubled in this city" or something, so it could help create shadow OR light?

Very true! Argh! That does sound like a sensible approach - making beliefs that increase Alignment yield, rather than just Light - but it upsets our existing Shadow Alignment source balance - which I think we quite liked. Then again, there's room to reduce the payouts from Forsaken Quests in order to compensate for this. Reducing Forsaken Quests to ~1500 (from ~2000) would allow for us to have ~500 from Paths on each side.

A simple belief that would do something like this is:

Citizens in your cities produce double Alignment.

Anything like that scales effectively for both sides.

Right, well I think also 0 may end up common as well common. really curious how often the AI will go neutral.

Yeah, that sounds good. We'll have to see re the AI - it's sort of up to us!

I'm actually not in a multi-window environment such that I can comment on this right now. Will examine this later - please preserve this quoteblock!

Interesting... I've never switched ideologies... no idea what the anarchy is like.

Quote block preserved!

hmm, I can't think what else it could/would be. GP creation boosts or something? a Light-only GP type? a "Legion of the Dragon" unit that only light people can use?

OK, so some general thoughts are in order.

First off, I'm becoming somewhat convinced that tier 8 does not need to be, and perhaps *?should* not be, a regular occurrence. we've been discussing the alignment in a way that suggests a player will decide they want to be a certain alignment, and then they execute that and achieve the goal. I am thinking the highest tiers, perhaps 7 and certainly 8, are not a guarantee. Perhaps you can't always make it happen.

for example, perhaps in order to realistically reach Tier 8 shadow, you have to Turn the Tower. Perhaps in order to realistically reach Tier 8 light, you must cleanse saidin. Maybe you can make it happen without such things, but it will be perhaps extremely difficult. Even with these things, you'd have to be diligent for the entire game.

What do you think?

I think I'm mostly in agreement with this. My only concern would be how extreme "extremely difficult" is. I would think that on a low difficulty, if a player actively concentrated on getting to tier 8 of Light or Shadow, then they would have to make some serious mistakes not to. They'll need to keep their Alignment in mind the whole game and make a lot of decisions based on that, but I don't think it should necessarily hinge on one-shot things like Cleansing Saidin or Turning the Tower. Getting one of those should make the top tier more accessible - if someone was going to fall short but then they were top Cleansing contributor, that could put them back on track.

I'm thinking that most games would have one player on tier 8 by the end. (That's one player either Light or Shadow not both, on average.)

So, as far as the proportions of various yields, and the problems it has created.... essentially, the only thing I'm hung up on is FDs. Proposal:

Cut the proportion of light yield caused by FDs in half. The simplest thing to do, IMO, is simply cut the yield payout to approximate a Normal +Light, or perhaps slightly higher. I think this is best for both flavor and mechanical reasons.

As far as the remainder of light points, I'm happy making those up with stedding, top-performer-bonuses and such. I think this is worth it

Again, I feel we should be under no obligation to make Tier 8 something that happens in every game. It should be special, occurring in a game that has a real push on alignment.

what do you think?

Related to all we were discussing above, I had thought you would want us to lower the Light generation of FDs to a greater degree than half - possibly making it only nominal. At half of what it was before, we'd expect it to contribute ~500 Light to a civ that focused on it.

I came to this post expecting to agree on this yield payout, but I find when writing out my thoughts that it still seems problematic. This does strike me as a low, given its difficulty. This kind of payout makes me think that most players will largely ignore it - only getting Light incidentally because they want the other yields, rather than prioritizing it. (Which means most players will average lower than 500.) That might be something we like, but then we need other sources.

In terms of how frequently civs should be able to achieve tier 8, I kind of touched on this above, but there's room for some more detail. I think that a player aiming to max out their Alignment, bar any failures along the way, should succeed in doing so unless they're playing on a high difficulty. Mainly because the player experience of the opposing approach is quite depressing. The player has been at this game for 12 hours, they've done nothing actually wrong, and they still don't get to the top tier of what they've been aiming for this whole time. There should definitely be room to fall short if the player is doing badly (in terms of Alignment, so they're choosing some Thread choices that go against-type in a big way, doing things in such a way that they're not getting as much of their Alignment as they could), but a player who is being persistent and sensible with it should succeed.

This is also the general approach CiV as a whole takes to difficulty. CiV gets some flak for its difficulty, but I think that's primarily because it doesn't scale up - it just starts cheating. The general experience of "default" difficulty should be one where if you decide to take a specific approach, barring something going catastrophically wrong, you will be at least relatively successful. Higher difficulties are where it should start to be important that you are the best at everything in a particular category in order to max out that category. But obviously building a sliding-scale difficulty system like that is hard, so Firaxis didn't do it.

With that in mind, I don't think we can use top-performer bonuses as a general case for the way to reach tier 8 - doing so shouldn't require being the Trolloc Wars top performer or Cleansing Saidin top contributor - those should just make it more accessible. Mainly because the top performer bonus only ever applies to one civ and only ever applies once per game. The average yield per player is much, much lower than the payout for the top performer for those kinds of events. It also makes reaching tier 8 more difficult in games with more players, which is a strange connection.

A quick example of the player count affecting the difficulty via averages: Say 40% of civs are "aiming" to be Light. Not necessarily going for tier 8, but they're intending to choose Light in the end. In a 6 civ game this is ~2 players, in 8 civ games this is ~3 players, a 10 civ game is 4 players, and 12 civ game is ~5 players. Assuming 2 players can share second place in the Trolloc Wars, in the 6 civ game, the TW pays out an average of 350 Light. 8 civs: 300. 10 civs: 225. 12 civs: 180. That's a single payout, once in the game. Even in the ideal (for the Light player) single Light player scenario leading to a 500 average - this is about the same as 3 Threads. In the worst case it's only a marginal improvement over +Light, even at the beginning of the game. It makes sense that the yield is low at such an early stage, but it's important to note how low it actually is across the board because of that. (Cleansing Saidin scales down in a similar manner.) The other side of this is it's effectively very high variance - the average is 180, but somebody's getting 500 and some are getting 0.

I don't think that variance characteristic is a problem in itself - it's good that doing these big splashy things and being good at them makes your civ stand out. But it does make it problematic to base the general progression toward tier 8 on it.

So, coming back around to our choosing-sources-of-Light discussion. FD Gentling is a challenging source of Alignment, compared to the other avenues. It's also worth considering that we don't want to make tier 8 Shadow easier than tier 8 Light. I think we need to make the FD Light generation significant so that it's worth the effort and players will focus on it, otherwise we'll need to reallocate significant Light generation into other non-Thread sources. And I don't think those other sources are as compelling as FD Gentling.

One-shots have the problems mentioned above, so that only really leaves Citizens, Paths, and Ogier quests. Citizens should be uniform across Alignments, so I don't think we want to beef up Light without beefing up Shadow - and I think we like where Shadow is at the moment in terms of non-Thread Alignment source distribution.

Paths we're discussing above, but they seem to have a problem with telegraphing - if we make them pay out more for Light in some circumstances, the player that chooses those beliefs telegraphs their intention to go Light.

This leaves us with Ogier quests. We haven't discussed those at length yet, do we want them to be Light counterparts to Forsaken quests? I'm struck by the comparison making the Forsaken seem lessened - they're supposed to be the embodiment of human corruption and dedication to the Shadow. The Ogier are certainly Light-Aligned, but I would think the Heroes of the Horn are more Forsaken counterparts than the Ogier.

I'll continue thinking to see if I can come up with any other avenues of producing Light in significant volumes, but I'm currently thinking FD Gentling as the biggest non-Thread contributor makes sense. Even comparatively, with Forsaken Quests at ~1500 (assuming reduction for Paths uniformity) - Forsaken Quests make more Shadow than FD Gentling does Light on average, which makes flavorful sense.

Sweet! All this looks great.

Awesome, thank you! I'm really happy with how this turned out.

What is "Servant"?

That's one of the placeholder Alignment tier names that I'd put in before we decided on the names/values for the actual ones.

This is not important now, but do you think we'll be showing the title of the threads like you have here (unrest in your lands), or are those just for us? I can also see it just saying something like "a thread in a pattern..." at the top or something.

I think having a title could be pretty cool. We obviously would want to change some/most of the titles we have now to sound cooler, but it's a nice touch.

I don't know that I love the "choose thread" prompt. The thread is the "problem," yes, not the choice? unless i have it mixed up.

You're right, I didn't think we'd stick with this wording. (I just hook up any text that makes it make sense at first, then it's easier to just swap in the final text because "put text here" is already set up, we just need to change what text it puts in.) "View Thread" seems sensible? I figure it should have the word Thread in it.

As far as color for the Light, I wish light blue or light yellow were available, but they're taken by science and gold. Other option?

We could go for a different kind of white-ish-blue. The Science color is relatively strongly blue, we could have something more ice-colored. I don't think we want to stray too far from white.

The color I put in for Shadow is obviously quite hard to read. That color will probably end up matching the accent color of the Shadowspawn civ.

Obviously the Light and Shadow yields should also have icons (much like the beaker, hammer, coin, etc.). I was thinking the AoL Aes Sedai symbol could work for both, with the light half emphasized for the Light and dark half emphasized for the Shadow. The emphasis would be significant enough to make the two of them quite distinct. An alternative would be to have just the relevant half as each side's icon.

There was a point in time where I understood something about the font system and how one could go about adding new icons, but that's lost to the winds of time for the moment. (Adding new icons that can be put into text is a totally separate process to adding new images like the Civ symbols, which is a bit more straightforward.) I'll have to track down Pazyryk's and/or Tomatekh's old posts where they went through some of the detail of how new fonts can/can't be added. (Pazyryk had so much fun getting the É for Éa to work in game.)
 
Equivalency to Major +Light, as opposed to other Thread-level yields, isn't representative of such a significant amount for something that happens at such a different difficulty and frequency as FDs vs Threads. True, a single FD can net you as much as a Major +Light Thread Choice (in the above situation) - but so can two +Light Thread choices. And you're almost guaranteed the availability of 2 +Light Thread Choices every 32 turns. You are only aware of a possibility at an FD yield every 30-ish turns or so. And that's just a possibility - one you have to carry out in-game actions over multiple turns and compete with other players for. The comparative payout of an FD vs a Thread is that an equivalent FD payout affects the player's Alignment much less over the course of the game because it's so much harder to do and happens less frequently.
these are all good points, but it doesn't change the fact that this single action still puts out what seems to me to be too high an amount of light. I'm not sure what else to say, honestly.

Seeding the first FD spawn with a random offset sounds like a good plan. A wave of FDs at turn 30 would probably kill everybody! The knock-on of that is that the second FD may arrive unexpectedly quickly.
why wouldn't we just offset all of it? If we were going to originally have them spawn at, say, 100 FD points and then 200 (or whatever), and we staggered the first one so it started at 150, why not just make the 2nd 250?

remember, we've been discussing number of turns, but that is just a colloquial abstraction - we're really talking point accumulation. And we can make the trigger points wherever we want.

Right, I think we're coming at this one from two different angles. I'm thinking that it doesn't matter if the theoretical ceiling for this is so high, because it's not worth anybody's time reaching the ceiling. Doing so has a variety of other disadvantages and opportunity costs that it's never worth it. The value of that ~2500 Light is diminished by everything you give up to get it.

I believe you're approaching this from a flavor perspective, that by allowing such theoretically high yields, we're presenting the task as though it were particularly morally good?

Seeing as the player will never actually see these maximum values written out, I don't think that's inherently a problem. Players won't see "I can get 2500 Light this way" because for 95% of players that would be completely impossible. For the remaining 5% who it is possible for - they would need to do the math (over the course of the whole game) and realize the theoretical opportunity presented by their situation. But by that point it's passed them by and the chances of them having actually Gentled all of those False Dragons is very, very low.
These things you say are all true, and make sense. However, they are not in and of themselves reasons we *should* have the ceiling be so high. You are presenting reasonable rationale for why a high ceiling is not particularly problematic. However, by no means does that mean it is *good*.

But yes, I certainly do find it problematic from a flavor perspective. I don't think I'm suggesting anything unreasonable here. I'm suggesting that gentling a false dragon not be on a level with the most light-defining in-game actions that are possible.

Same thing here about Major +Light not being that much when it happens once in an avoidable circumstance. Major +Alignment yields go a ways to moving players through the tiers and definitely make a big difference to Neutral players, but looking at the values for where the tiers sit, players who can eat a +Light while Shadow or +Shadow while Light are most likely able to eat the Major equivalent instead without it affecting their tier differently. Once you get to Tier 2 and above, the tiers are all wider than a single Major +Alignment (even in the endgame). The later tiers (4-6, where I imagine the "not so dedicated" middle-of-the-pack players will end up, those make up the majority of players) are 2-4 Major +Alignments wide.

Re the example, it's not quite like that, since Light is only being generated by the Gentling of rampaging False Dragons (the ones actually running around destroying the countryside). Only the Gentling of Logain would have given any Light to the controlling player. And that was back when Logain was very much a danger to a lot of normal folk.

Using Sisters (particularly Red ones who are good at it) to Gentle your own or enemy male channelers (and Asha'men) that are attacking you (I hadn't been thinking about this use case until now) is an Alignment-Neutral action - so both Light and Shadow civs have equal use for them. In particular to this case, Shadow civs would find value in being able to neutralize very powerful enemy units. This seems like it would be one of the most frequent uses of Gentling, rather than False Dragons making up the bulk of it.

Your point about the Reds being chiefly used for regular males is of course sense-making. No new thoughts on the rest of it, as it tightly connects to things discussed above.

I figured we'd err towards the second one, towards non-involved players just being told he's been "defeated" regardless of whether he was killed or Gentled.

I'm not sure the flavor of it dictates that it has to be a globally important event. By "global" we're discussing the civs that know about the FD (so the people who've met the civ that spawned him or have seen the unit directly). I think it definitely makes mechanical and flavorful sense to exclude unmet civs from any notifications about FDs in places they've never seen or know about. (In the same way Shara never knew or cared about Guaire Amalasan, nor Seanchan about Yurian Stonebow.)
Right, by global I definitely mean "known civs."

So for the more "local" civs who are aware of the FD - it depends on our characterization of FDs in general. I think since we've got more than the historical 7 from the WoT books, it makes sense to say that some of them are relatively inconsequential. They're a big deal where they appear and wreak havoc, but they get put down by a single civ or a couple of neighbors working in tandem and then promptly lost in the annals of history. Only a few False Dragons become Guaire Amalasan or Mazrim Taim - world-renowned infamy and such.

Do we want to model that distinction? We could make it so that civs who have met the spawning player know "there is an FD" and "that FD has been defeated." We could have players who have seen the unit know "this FD named Logain Ablar has declared himself" and "Logain has been Gentled."

This would telegraph players' Alignment a bit more, but still not very much. Unless the player currently has vision on the False Dragon, they don't know for sure who Gentled him. (A lone Aes Sedai owned by anyone could range far and succeed against a damaged FD in otherwise different-civ-controlled lands.) If they have vision, they know the civ was willing to eat the Light points to Gentle him in exchange for the other yields. But given most players aren't actually going for tier 8, that doesn't prove anything - a tier 5 Shadow civ can do that and still stay a tier 5 Shadow civ.
right. So, I'm thinking we might be best off just saying only generic things. Maybe "Logain Ablar has been defeated!" Maybe we can also say "Logain Ablar has been defeated by Andor" or something like that. Not sure about that.

I'd say the specifics of how he was defeated don't need to be shared.

This does bring up an interesting thing, though. You've made mention of there being big deal FDs and "minor" ones lost in history. Will this exist? Is there variability in the power of FDs? As it is, if there supposed to be powerful but not destroy-the-civ-powerful, there isn't really room for a Guaire Amalasan is there?

Since our whole players-controlling-Aes-Sedai is an abstraction of how Aes Sedai were managed in WoT, I don't think we need to make a special way for the Tower doing the Gentling of False Dragons available mechanically. Given that normal male channelers will pop up more often and players can send them to the Tower to be Gentled, I think that part of the flavor is represented.

It would definitely be possible for the Tower CS to Gentle a False Dragon, but geography makes it unlikely - CS units don't range very far. I imagine the Tower CS will definitely have some Sister units, so if a False DRagon does wander close, their AI would definitely want to kill/Gentle him. (We could stack their attitude one way or the other on kill vs Gentle as we liked.)
These are very good points. The white tower IS defeating them... via the civs.

500 is a maximum jump of 2 tiers - from Neutral to Tier 2 (occurs if the player has net Alignment >= 0 already) or Shadow Tier 1 to Light Tier 1 (occurs if the player has 100-400 net Shadow). With the next tier at 1100, I think that sounds good.
right. good.

Totally, yeah, 1000 as the total yield for the top guy is what I meant. 600/400 sounds like a good split. :D
hopefully that will work.

This is a very good question. Let's start with the default variances and see what makes sense. We're currently ballparking FDs at "known" every 30-ish turns. That means each civ spawns an FD approx. every 120 turns or so? (Taking a usual "neighborhood" of civs who know each other to be about 4. Obviously by the endgame all civs have met each other, but for the majority of the early and mid game that should be a good average.) You mentioned 20-30 turns between male channelers before, which I think sounds quite sensible.

I do wonder about the consuming Spark thing. We discussed before that a male channeler spawning when you have 0 available Spark causes the "negative strategic resource mode" effect, right? (Like when you trade for iron, use all of, then let the deal expire.) This makes all things that consume that resource worse until the deficit is eliminated. If the civ ends up having to fight the male channeler (because they fail to Gentle him or he goes mad naturally) - then he's a Lawless unit (or Dragonsworn?), right?

I ask mainly because otherwise intentionally running yourself out of Spark would make him weaker and easier to kill. Which isn't what we want. Given that Gentling success is dependent on combat strength though - running yourself out of Spark does make Gentling more likely to succeed, which is bizarre.

Anywho, separate problem, this is about incidence rates. I think in terms of raw numbers, False Dragons will vary more. A super liberation civ might generate an FD every 90 turns, whereas a super oppression civ every 150 - for a total range of 60. We might only want to move the male channeler spawn rate a smaller amount - from an average of 20-30, to a super liberation 15-25, to a super oppression 25-35?
OK, first, regarding the Spark thing. I'd say, first of all, if he goes rogue he is Dragonsworn, I think (flavors better than rogue, right? but it doesn't matter). But in terms of his combat bonus to determine the likelihood of your gentling.... can't we just make it ignore that value, when trying to gentle friendly units? I mean, civ doesn't let you attack friendlies normally anyways, so I'd guess this mission would need to be special in some way (in terms of the programming). Can we ignore combat strength and use other things to determine the likelihood of success on friendly units? Because it is lame to fail to gentle your dudes because you have Wonders that make your channelers better... such things should probably work against your enemies, mostly.

OK, as far as incidence rates, I'm somewhat surprising myself here, but considering the base of 120 turns - which is a lot! - we're going to need to make the variation appropriately... varied. A super oppression civ, as described above, would get them every 150 points, so twice per game. A super liberation would get one every 90, which is only 3 (just barely not 4) times per game. I think this is an unacceptable difference. The only perceived effect would be the oppression civ getting them LATER, which isn't necessarily a positive. If we're going to reduce oppression's spark, it seems to me we should make this more distinct.

Granted, I'm talking a subtle difference, but a single FD is significant. If normal (authority, likely) is, say, 3 per game, oppression should probably be 2, and liberation 4. Make these differences count.

Of course, at the male-channeler level, these differences are way more perceivable, and as such I think for now your suggested rates look fine.

Very true! Argh! That does sound like a sensible approach - making beliefs that increase Alignment yield, rather than just Light - but it upsets our existing Shadow Alignment source balance - which I think we quite liked. Then again, there's room to reduce the payouts from Forsaken Quests in order to compensate for this. Reducing Forsaken Quests to ~1500 (from ~2000) would allow for us to have ~500 from Paths on each side.

A simple belief that would do something like this is:

Citizens in your cities produce double Alignment.

Anything like that scales effectively for both sides.
I could be fine with these beliefs. I could also be fine with lowering the FQuests down to ~1500.

One thing I will make note of, though: a belief like this would definitely make a civ a target for Heralds. You could really Eff their alignment-production up by herald-bombing their cities. Much more than in other civs.

Quote block preserved!
OK, so I've edited Light civs choosing Shadow 5-6 and 7-8 to reflect the rebellions.

Before, you said: "Maybe rebels and the like to occupy the rebelled cities? and also spawning in some other places? Temporary interruption of research, like the "Anarchy" when switching Ideologies.". What specifically are you suggesting here?

Additionally, I wanted to comment on a curiosity that bugs me: there's no benefit to being Light 6 over 5 (and 4 over 3, etc.). In shadow sides, if you choose Light, you get -5 happiness per tier, but the Light side gets happiness bonuses (and penalties) in clumps of two. Why not differentiate it every tier, so it's increments of 5 per tier, instead of 10 per two tiers?

I think I'm mostly in agreement with this. My only concern would be how extreme "extremely difficult" is. I would think that on a low difficulty, if a player actively concentrated on getting to tier 8 of Light or Shadow, then they would have to make some serious mistakes not to. They'll need to keep their Alignment in mind the whole game and make a lot of decisions based on that, but I don't think it should necessarily hinge on one-shot things like Cleansing Saidin or Turning the Tower. Getting one of those should make the top tier more accessible - if someone was going to fall short but then they were top Cleansing contributor, that could put them back on track.

I'm thinking that most games would have one player on tier 8 by the end. (That's one player either Light or Shadow not both, on average.)
I think one per game is probably likely. Not sure it would always be there, though.

I understand what you are saying (below, mostly) about how if you set your mind to something at an easy skill level, you should achieve it. I guess that's fine. But, isn't reaching Tier 8 something akin to building that wonder you are shooting for? It's easier to do on Warlord than Emporer, but by no means is it a guarantee. And by the same token, it really doesn't matter if you miss it. That's the big difference, I'd say - on chieftain, it won't impact you in the slightest if you play Light when you're Tier 3 Shadow - on Diety, though, you couldn't possibly afford those happiness penalties.

So, yeah, I see what you mean, but I don't think easy skill levels needs to mean people can easily prescribe their alignments - truly, many of our alignment systems appear to work in isolation of difficulty level. That said, forsaken quests, turning the tower, killing FDs, stedding quests, killing shadowspawn - these things will all become much. much easier on easy skill levels.

Related to all we were discussing above, I had thought you would want us to lower the Light generation of FDs to a greater degree than half - possibly making it only nominal. At half of what it was before, we'd expect it to contribute ~500 Light to a civ that focused on it.
I'm a bit confused here, because you say here that you were surprised my suggestion was so high, and then go on about how it's way too low...

In any case, my suggestion of 500 is to merely suggest that, yes, this can be a significant source, but no, I don't think it should be super significant.

I came to this post expecting to agree on this yield payout, but I find when writing out my thoughts that it still seems problematic. This does strike me as a low, given its difficulty. This kind of payout makes me think that most players will largely ignore it - only getting Light incidentally because they want the other yields, rather than prioritizing it. (Which means most players will average lower than 500.) That might be something we like, but then we need other sources.
So, again, I don't quite follow your logic here. You say people will ignore it. Weren't we happy with the gentling mechanic before I even suggested we have false dragon defeats provide light? Weren't the yields enough to be kind of fun and worth doing? how does adding some (pretty decent) light yield make them more ignorable?

If you mean that then they'd no longer become a "thing" people do *solely for the light associated with it*, then, to that I say: "fine." I don't see that as a problem. Not in the slightest. It's more tightly wrapped in other systems than most of the other alignment-mechanics are, so it's probably perfectly fine for the alignment aspect of this one to be of secondary concern for players.

In terms of how frequently civs should be able to achieve tier 8, I kind of touched on this above, but there's room for some more detail. I think that a player aiming to max out their Alignment, bar any failures along the way, should succeed in doing so unless they're playing on a high difficulty. Mainly because the player experience of the opposing approach is quite depressing. The player has been at this game for 12 hours, they've done nothing actually wrong, and they still don't get to the top tier of what they've been aiming for this whole time. There should definitely be room to fall short if the player is doing badly (in terms of Alignment, so they're choosing some Thread choices that go against-type in a big way, doing things in such a way that they're not getting as much of their Alignment as they could), but a player who is being persistent and sensible with it should succeed.

This is also the general approach CiV as a whole takes to difficulty. CiV gets some flak for its difficulty, but I think that's primarily because it doesn't scale up - it just starts cheating. The general experience of "default" difficulty should be one where if you decide to take a specific approach, barring something going catastrophically wrong, you will be at least relatively successful. Higher difficulties are where it should start to be important that you are the best at everything in a particular category in order to max out that category. But obviously building a sliding-scale difficulty system like that is hard, so Firaxis didn't do it.
OK, I guess I don't exactly get what you mean by high difficulty. You mean King and higher? OK, sure. As I stated above, I don't see why it is a design priority for, even on chieftain, alignment to be able to be a "gimme." What alignment you end up affects the player to such a small degree on such easy difficulties. And, again, many of the alignment systems will be easier to take advantage of on easy difficulties. It should be easy enough if only because your civ is just so much better than everybody else's, without us needing to go out of our way.

With that in mind, I don't think we can use top-performer bonuses as a general case for the way to reach tier 8 - doing so shouldn't require being the Trolloc Wars top performer or Cleansing Saidin top contributor - those should just make it more accessible. Mainly because the top performer bonus only ever applies to one civ and only ever applies once per game.

TEXT

In the worst case it's only a marginal improvement over +Light, even at the beginning of the game. It makes sense that the yield is low at such an early stage, but it's important to note how low it actually is across the board because of that. (Cleansing Saidin scales down in a similar manner.) The other side of this is it's effectively very high variance - the average is 180, but somebody's getting 500 and some are getting 0.
Well, I should stop you there, and put in that I've never quite got why we needed to cap the number of people who can reach Level 2 rewards in any of these things. It doesn't happen in the WF, does it? And if we're concerned with number of players, why wouldn't we just scale the number of civs eligible (if it isn't unlimited) to reflect the fact that there are, say, 16 civs. Heck, we could allow 2 top performers if we wanted. I think these kinds of things are so easily changeable (from a design perspective, making no comment on the actual coding) that they should hardly be reasons to change other, bigger, design components.

I'm still sitting here not seeing why the Turning of the tower, cleansing and such, shouldn't be a big part of a player's reasonable chance of attaining tier 8. As you've demonstrated, the math lines up such that they kind of *are* needed, as things stand.

I don't think that variance characteristic is a problem in itself - it's good that doing these big splashy things and being good at them makes your civ stand out. But it does make it problematic to base the general progression toward tier 8 on it.
right. yeah, don't think I agree here. If cleansing saidin represents 500 points, say, that's 500 points. Those points are important, whether they come from that, or steddings or whatnot. It's seeming like you kind of need to "max out" your light points throughout the game to hit tier 8. This makes sense to me - it is sort of "special. However you get there is your business.

So, coming back around to our choosing-sources-of-Light discussion. FD Gentling is a challenging source of Alignment, compared to the other avenues. It's also worth considering that we don't want to make tier 8 Shadow easier than tier 8 Light. I think we need to make the FD Light generation significant so that it's worth the effort and players will focus on it, otherwise we'll need to reallocate significant Light generation into other non-Thread sources. And I don't think those other sources are as compelling as FD Gentling.
I think you are vastly underestimating the potential challenge we have ready for us in Forsaken Quests AND in Turning the tower. We know the Turning will be pretty darn hard. And the forsaken quests can be whatever we want - not only may some be hard, but some will be literally self-destructive. I am not worried at all that the shadow path to tier 8 will be easier. If anything, it may make sense to make it *harder* - after all, turning the tower and completing forsaken quests carry with them significant rewards as well.

And again, I'm under no strong compulsion that we need to make gentling FDs "worth it" for light players. You get other yields, and you DO have to get rid of them anyways, don't you? Might as well pick up some light points along the way. And, if you're gunning for Light points, why wouldn't you try to do so?

One-shots have the problems mentioned above, so that only really leaves Citizens, Paths, and Ogier quests. Citizens should be uniform across Alignments, so I don't think we want to beef up Light without beefing up Shadow - and I think we like where Shadow is at the moment in terms of non-Thread Alignment source distribution.
agreed, re: citizens.

But, again, not agreed, re: one-shots.

Paths we're discussing above, but they seem to have a problem with telegraphing - if we make them pay out more for Light in some circumstances, the player that chooses those beliefs telegraphs their intention to go Light.
agreed here. These are a wash, on average.

This leaves us with Ogier quests. We haven't discussed those at length yet, do we want them to be Light counterparts to Forsaken quests? I'm struck by the comparison making the Forsaken seem lessened - they're supposed to be the embodiment of human corruption and dedication to the Shadow. The Ogier are certainly Light-Aligned, but I would think the Heroes of the Horn are more Forsaken counterparts than the Ogier.

I'll continue thinking to see if I can come up with any other avenues of producing Light in significant volumes, but I'm currently thinking FD Gentling as the biggest non-Thread contributor makes sense. Even comparatively, with Forsaken Quests at ~1500 (assuming reduction for Paths uniformity) - Forsaken Quests make more Shadow than FD Gentling does Light on average, which makes flavorful sense.
I too don't feel like Ogier quests need to be particularly big. From a flavor perspective, they have the same problem as FD gentling does. Some quests (again, maybe a few only-gives-you-light Quests) should give healthy Light, but not "most Lightey action you could possibly do" levels. I feel the same way about FD gentling, as you know.

Why are we forgetting about Shadowspawn killing? I know this is designed to be trivial, but does it have to be? A LOT of shadowspawn will be killed during the LB, and this has a chance to provide a LOT of extra light yield, especially considering Shadow civs will not be fighting shadowspawn (and will no longer be forced to absorb some Light points by killing them).

But in general, is it so unreasonable for some civs to go out of their way to hunt shadowspawn just for the light points? This makes perfect flavor sense to me. Expeditions into the blight and whatnot.

But, weird idea, what if there was a base amount of points you got for killing a SSpawn, but this was modified by your alignment. Say it's +5 base, but +/- 1 for every tier in either direction. So being Light Tier 1 would net you +6, Tier 2 +7, etc. And, by this, Tier 2 Shadow would net you +3 only. Essentially, it offers light civs more incentive to kill SSpawn, and prevents Shadow civs from being too punished for it - maybe we could "cap" that though, so shadow civs always receive SOME light for killing SSpawn.

I don't know, I could see something like this working.

Also, once again, there's the diplo stuff... gold gifts, DoFs. It would seem reasonable to provide light in these instances.

You're right, I didn't think we'd stick with this wording. (I just hook up any text that makes it make sense at first, then it's easier to just swap in the final text because "put text here" is already set up, we just need to change what text it puts in.) "View Thread" seems sensible? I figure it should have the word Thread in it.
View Thread will probably be fine.

We could go for a different kind of white-ish-blue. The Science color is relatively strongly blue, we could have something more ice-colored. I don't think we want to stray too far from white.

The color I put in for Shadow is obviously quite hard to read. That color will probably end up matching the accent color of the Shadowspawn civ.
Ice-colored text is probably fine. Maybe light purple for Shadow?

Obviously the Light and Shadow yields should also have icons (much like the beaker, hammer, coin, etc.). I was thinking the AoL Aes Sedai symbol could work for both, with the light half emphasized for the Light and dark half emphasized for the Shadow. The emphasis would be significant enough to make the two of them quite distinct. An alternative would be to have just the relevant half as each side's icon.
So when you say you're emphasizing the flame of TV or the dragon's fang, do you mean making it glow or something?

There was a point in time where I understood something about the font system and how one could go about adding new icons, but that's lost to the winds of time for the moment. (Adding new icons that can be put into text is a totally separate process to adding new images like the Civ symbols, which is a bit more straightforward.) I'll have to track down Pazyryk's and/or Tomatekh's old posts where they went through some of the detail of how new fonts can/can't be added. (Pazyryk had so much fun getting the É for Éa to work in game.)

Luckily, I think we won't be needing much in the way of umlauts and such!
 
Hey! I bookmarked a link to this thread a while ago, and I figured I'd check it out again. Any chance you guys could give me a quick summary of the major features and mechanics of the mod so far?

Also, I don't really have much experience coding, etc., but I'd definitely be willing to help in any way I can.
 
why wouldn't we just offset all of it? If we were going to originally have them spawn at, say, 100 FD points and then 200 (or whatever), and we staggered the first one so it started at 150, why not just make the 2nd 250?

remember, we've been discussing number of turns, but that is just a colloquial abstraction - we're really talking point accumulation. And we can make the trigger points wherever we want.

Right, I see what you mean. Yeah, we could stagger the whole progression for each player.

It occurs to me that some players are disadvantaged by a staggered start since they have to deal with False Dragons sooner than others, just by default, not because of anything they've done. It does seem like the wave is a worse alternative to that though.

I've noted it in the misc summary.

yield comparison stuff

Right, I think we've reached an impasse on this one. However, there's a section later on in your post that I think we agree on - I'll come to that below!

right. So, I'm thinking we might be best off just saying only generic things. Maybe "Logain Ablar has been defeated!" Maybe we can also say "Logain Ablar has been defeated by Andor" or something like that. Not sure about that.

I'd say the specifics of how he was defeated don't need to be shared.

That sounds good to me. Noted in the misc summary.

This does bring up an interesting thing, though. You've made mention of there being big deal FDs and "minor" ones lost in history. Will this exist? Is there variability in the power of FDs? As it is, if there supposed to be powerful but not destroy-the-civ-powerful, there isn't really room for a Guaire Amalasan is there?

We could allow the Dragonsworn to capture cities. A suitably well placed False Dragon may go on to become a global power of sorts, but this would be extremely infrequent. (Happen once every 100 games or something - many things would have to align for it to be possible.) I think that's the only avenue for Guaire Amalasan-like False Dragon armies. In almost all cases, the civ will be able to fend the False Dragon off. In the rare cases where they can't, another neighboring civ would take him out - since a perpetual-war neighbor is just new land calling out to be captured.

OK, first, regarding the Spark thing. I'd say, first of all, if he goes rogue he is Dragonsworn, I think (flavors better than rogue, right? but it doesn't matter). But in terms of his combat bonus to determine the likelihood of your gentling.... can't we just make it ignore that value, when trying to gentle friendly units? I mean, civ doesn't let you attack friendlies normally anyways, so I'd guess this mission would need to be special in some way (in terms of the programming). Can we ignore combat strength and use other things to determine the likelihood of success on friendly units? Because it is lame to fail to gentle your dudes because you have Wonders that make your channelers better... such things should probably work against your enemies, mostly.

Very good point - accidentally making Gentling harder by making your channelers better is a crazy side effect. We can ignore combat strength - shall we effectively make Gentling a random roll for friendly units? It's a weighted random roll for enemy units, taking into account the comparative power of the units and the stuff we've discussed before. We could derive that value from a baseline that's in effect for friendly units. Obviously some bonuses would apply to both (+10% Gentling effectiveness, if anything ever gives that) but making combat strength only a factor for foreign units makes flavor sense too. The friendly unit isn't treating the Gentler as an enemy combatant already, so it makes sense that units which are doing so are more difficult to Gentle.

Do we want to make madness tier contribute to the Gentling difficulty? It seems like more mad channelers would be more difficult to get into position to Gentle them. I imagine this would be a smaller modifier than the combat one for foreigners.

OK, as far as incidence rates, I'm somewhat surprising myself here, but considering the base of 120 turns - which is a lot! - we're going to need to make the variation appropriately... varied. A super oppression civ, as described above, would get them every 150 points, so twice per game. A super liberation would get one every 90, which is only 3 (just barely not 4) times per game. I think this is an unacceptable difference. The only perceived effect would be the oppression civ getting them LATER, which isn't necessarily a positive. If we're going to reduce oppression's spark, it seems to me we should make this more distinct.

Granted, I'm talking a subtle difference, but a single FD is significant. If normal (authority, likely) is, say, 3 per game, oppression should probably be 2, and liberation 4. Make these differences count.

Just making sure that we're using Oppression vs Liberation as a general signpost for the civ acting that way for the whole game, right? Because Philosophies are adopted late game they don't have as much room to affect this variation.

4 vs 3 vs 2 for the three Philosophical approaches to the game sounds like a good number to me mechanically. I do wonder if players will notice the distinction though. Given the way FDs are characterized in both the books and the way we plan to represent them in game, I don't think we can afford to up the spawn rate in order to provide a more obvious difference between them.

What if it was 5 vs 3 vs 1? At the super extreme ends of the spectrum - a super Liberation/Tolerance civ that uses every channeling unit they can get their hands on - all of the Aes Sedai they can manage, constantly maxing out their Spark and finding more via Angreal Caches. At the other end a super Oppression/Fear civ that never builds a single channeling unit, Gentles all of their male channelers immediately, and uses their Aes Sedai solely for abilities, not combat (even against Shadowspawn).

If the average is at 120 turns, I think we'll have a fair idea about the civ's trajectory by turn 150-ish, when they'll have delayed their first FD to. Then they have even more chances to make even bigger reductions to their FD rate in the latter half of the game (Philosophy playing a big role in that), which would let them delay that second FD long enough to outlast the game.

The super Liberation civ would have a similar accelerated trajectory - where their later game choices affect the rate more significantly as they go on, if the first one were compressed to 90 turns, they might bring the interval to the second one down to 80, then 70, then 50, then 40, then end of game.

Of course, at the male-channeler level, these differences are way more perceivable, and as such I think for now your suggested rates look fine.

Cool, do you want to note the male channeler rate in the Channeling Summary?

I could be fine with these beliefs. I could also be fine with lowering the FQuests down to ~1500.

One thing I will make note of, though: a belief like this would definitely make a civ a target for Heralds. You could really Eff their alignment-production up by herald-bombing their cities. Much more than in other civs.

Yeah, citizens may not be the best way to modify their Alignment production - possibly a modifier to Thread yield or something like that!

OK, so I've edited Light civs choosing Shadow 5-6 and 7-8 to reflect the rebellions.

Before, you said: "Maybe rebels and the like to occupy the rebelled cities? and also spawning in some other places? Temporary interruption of research, like the "Anarchy" when switching Ideologies.". What specifically are you suggesting here?

Mm, it occurs to me that the rebel thing doesn't work so well, because the cities around joining another civ, not becoming Lawless. We could however spawn Lawless units in other places the civ still controls, much like what happens when a civ is super unhappy, except more widespread (and all at once).

In BNW, if a civ with a different Ideology from you has serious tourism on you and your civ is unhappy enough, then you are eventually forced to switch Ideologies to that of the influential civ - which is punctuated by a turn or two of Anarchy. We could trigger that Anarchy state for a couple of turns for civs at the highest tiers choosing the opposite Alignment (tier 8 Shadow chooses Light and vice versa). When in Anarchy, the civ doesn't produce any beakers or gold, and all production queues in their city halt. (Anarchy was also in pre-BNW when switching between mutually exclusive policy trees.)

Additionally, I wanted to comment on a curiosity that bugs me: there's no benefit to being Light 6 over 5 (and 4 over 3, etc.). In shadow sides, if you choose Light, you get -5 happiness per tier, but the Light side gets happiness bonuses (and penalties) in clumps of two. Why not differentiate it every tier, so it's increments of 5 per tier, instead of 10 per two tiers?

Originally I liked the idea of the two being distinct in some way, but given the width of the tiers and what we've been discussing since, let's change this so that they're symmetrical. 5 per tier (bonus and penalty) sounds good.

I think one per game is probably likely. Not sure it would always be there, though.

I understand what you are saying (below, mostly) about how if you set your mind to something at an easy skill level, you should achieve it. I guess that's fine. But, isn't reaching Tier 8 something akin to building that wonder you are shooting for? It's easier to do on Warlord than Emporer, but by no means is it a guarantee. And by the same token, it really doesn't matter if you miss it. That's the big difference, I'd say - on chieftain, it won't impact you in the slightest if you play Light when you're Tier 3 Shadow - on Diety, though, you couldn't possibly afford those happiness penalties.

So, yeah, I see what you mean, but I don't think easy skill levels needs to mean people can easily prescribe their alignments - truly, many of our alignment systems appear to work in isolation of difficulty level. That said, forsaken quests, turning the tower, killing FDs, stedding quests, killing shadowspawn - these things will all become much. much easier on easy skill levels.

I don't think aiming for an Alignment tier is quite like aiming for a wonder. The wonder is one portion of many things that you do to achieve a specific goal, often related to your planned victory condition. The tier is more like the victory condition itself - it's a goal rather than a single component - something that defines what your civ is.

I'm also not sure if our currently isolated Alignment systems should operate independently of difficulty. I figured we were generally working on designing for standard gamespeed and Prince - the default game state - just keeping in mind that things would need to scale. Then when we've got that in a place we like, we'd go through and do a gamespeed and difficulty pass, deciding how each of those systems would scale (or not for some, maybe Alignment would be like that) with game speed and difficulty.

I'm a bit confused here, because you say here that you were surprised my suggestion was so high, and then go on about how it's way too low...

I figured you'd go lower, but I still think it's not high enough. :p But actually, this started out as an agreement and I ended up rewriting it, this bit got confused.

So, again, I don't quite follow your logic here. You say people will ignore it. Weren't we happy with the gentling mechanic before I even suggested we have false dragon defeats provide light? Weren't the yields enough to be kind of fun and worth doing? how does adding some (pretty decent) light yield make them more ignorable?

Totally, we were happy with FD Gentling before it generated Light and I think as a system by itself it works fine. But we've since discussed needing additional sources of Light, because we've discussed more detail about what values we want to reach and where we want those numbers to come from. I was saying people will not prioritize the Light output from FDs because it's a much lower effort to Light gained ratio than other sources, if we reduce it (more on this specifically in a moment). This means that the amounts most players will get from it are lower than previously represented. When the Light payout was high, it was worth Light civs investing more effort in it - so coordinated Light civs would get a larger proportion of the theoretical maximum Light yield than when the Light payout is smaller.

A made-up numbers example is that if the high payout Light has an average payout for a player who's paying attention that's 40% of the theoretical maximum, a lower payout system, in addition to having a lower theoretical maximum payout, the average payout for a player who's paying attention would fall, to say 30%. So it has a doubled up effect - making the yield smaller makes it less worth while to concentrate on for Light, making the players earn a smaller portion of that smaller total.

If you mean that then they'd no longer become a "thing" people do *solely for the light associated with it*, then, to that I say: "fine." I don't see that as a problem. Not in the slightest. It's more tightly wrapped in other systems than most of the other alignment-mechanics are, so it's probably perfectly fine for the alignment aspect of this one to be of secondary concern for players.

This is where I think we can agree! If we have a compelling alternative source of Light then making FD Light incidental is fine with me. My concerns before hinged on a lack of compelling alternatives, so it's worth us spending some time, as you've started below, in exploring how else we could find non-Thread sources of Light.

OK, I guess I don't exactly get what you mean by high difficulty. You mean King and higher? OK, sure. As I stated above, I don't see why it is a design priority for, even on chieftain, alignment to be able to be a "gimme." What alignment you end up affects the player to such a small degree on such easy difficulties. And, again, many of the alignment systems will be easier to take advantage of on easy difficulties. It should be easy enough if only because your civ is just so much better than everybody else's, without us needing to go out of our way.

On the lowest difficulties, I think the player's overall objectives are pretty much a "gimme." The point of those difficulties is just for players who want to cruise and enjoy the scenery, doing what they want for other motivations aside from gameplay optimization. But as you've said, the ease of doing that should come from the fact that they're so much better than everyone else. My concern here is that we risk calibrating the FD yields in such a way that tier 8 is unattainable, if we don't beef up other sources. So beefing up other sources, discussed way below!

Well, I should stop you there, and put in that I've never quite got why we needed to cap the number of people who can reach Level 2 rewards in any of these things. It doesn't happen in the WF, does it? And if we're concerned with number of players, why wouldn't we just scale the number of civs eligible (if it isn't unlimited) to reflect the fact that there are, say, 16 civs. Heck, we could allow 2 top performers if we wanted. I think these kinds of things are so easily changeable (from a design perspective, making no comment on the actual coding) that they should hardly be reasons to change other, bigger, design components.

I'm still sitting here not seeing why the Turning of the tower, cleansing and such, shouldn't be a big part of a player's reasonable chance of attaining tier 8. As you've demonstrated, the math lines up such that they kind of *are* needed, as things stand.

It does happen with the WF. The World's Fair requires X total production between all civs to be completed and Y production per player to reach tier 2 (where X is Y * number of players). So it's theoretically possible for all civs to reach tier 2 in that system, though obviously extremely unlikely. The more hammers an individual civ contributes beyond Y, the fewer other civs can have each bonus.

We could certainly change that so that more players are eligible, but it seems like a system that rewards effort quite effectively at the moment. Having a "winner" is also quite compelling for the player. I think the ease of changeability of a single component is misleading, because we'll always need to make all of the pieces fit together to achieve the overall goals of things like the Alignment system and that will always involve one subsystem changing vs the other (or the larger system) - it's a question of which changes give us the most value.

You're very right that mathematically the points average from things like the Trolloc Wars and Cleansing Saidin are included in the amounts needed to reach tier 8, which I'm now thinking is a problem, at least with how I did the averages before. But more on that below:

right. yeah, don't think I agree here. If cleansing saidin represents 500 points, say, that's 500 points. Those points are important, whether they come from that, or steddings or whatnot. It's seeming like you kind of need to "max out" your light points throughout the game to hit tier 8. This makes sense to me - it is sort of "special. However you get there is your business.

"However you get there is your business" is totally what I want player's to be doing as well. The problem of course with any of these estimates is that they're estimates. Very few players will actually get the average payout from any of these systems in a given game, they'll usually have some that diverge one way or the other. (A particularly aggressive neighbor Herald-bombing your citizens cuts your average net Alignment in the direction you want to go significantly, a superpower across the sea wiping a continent clean of Shadowspawn reduces your TW payout, production powerhouse reduces Saidin payout, etc. for all sources. And there are of course the opposites - you spawn on the Blight and win the TW handily because you see so much more Shadowspawn, you're the production powerhouse so you easily Cleanse Saidin, etc.)

I'm thinking that one of the above negatives happening to you shouldn't by itself deny you from reaching tier 8, the same way one of the positives shouldn't guarantee you reach it. That's why I'm think the top performer bonus for the one-shot Alignment things should be considered relatively separately from the other sources of Alignment. If you happen to be the top Cleansing contributor, then that should make tier 8 easier for you (if you're aiming for it) but just because you're not, shouldn't mean tier 8 is almost impossible.

I think you are vastly underestimating the potential challenge we have ready for us in Forsaken Quests AND in Turning the tower. We know the Turning will be pretty darn hard. And the forsaken quests can be whatever we want - not only may some be hard, but some will be literally self-destructive. I am not worried at all that the shadow path to tier 8 will be easier. If anything, it may make sense to make it *harder* - after all, turning the tower and completing forsaken quests carry with them significant rewards as well.

And again, I'm under no strong compulsion that we need to make gentling FDs "worth it" for light players. You get other yields, and you DO have to get rid of them anyways, don't you? Might as well pick up some light points along the way. And, if you're gunning for Light points, why wouldn't you try to do so?

I don't think I'm underestimating those, because FDs have competition, where none of the others do. There are other players actively competing for the same rewards. (Turning objectives even have players effectively co-operating, hence why they need to be so much harder on an individual level.) This is the same kind of thing as the top performer above - someone else being better shouldn't make it impossible for you, though it might make it harder. What should make it impossible to reach tier 8 is a player actually doing badly (in terms of Alignment).

In terms of FDs being worth it, the previous averages were based on players seeking out FDs because they paid out significant Light, in order to get that Light. If a player only dealt with FDs that were right on their doorstep, I would expect that value to be much lower. (I would only expect a single player to have to interact with 25%-ish of the FDs they're aware of.)

I too don't feel like Ogier quests need to be particularly big. From a flavor perspective, they have the same problem as FD gentling does. Some quests (again, maybe a few only-gives-you-light Quests) should give healthy Light, but not "most Lightey action you could possibly do" levels. I feel the same way about FD gentling, as you know.

Why are we forgetting about Shadowspawn killing? I know this is designed to be trivial, but does it have to be? A LOT of shadowspawn will be killed during the LB, and this has a chance to provide a LOT of extra light yield, especially considering Shadow civs will not be fighting shadowspawn (and will no longer be forced to absorb some Light points by killing them).

--scalable Shadowspawn kills--

I don't know, I could see something like this working.

I can definitely see this working mechanically, but it has implications that we discussed before. If Shadowspawn is a major source, then high Light civs must be militaristic, which doesn't seem like a good connection. The flavor's also a bit weird - why is it more good for a Light civ to kill a given Shadowspawn than a Shadow civ?

Also, once again, there's the diplo stuff... gold gifts, DoFs. It would seem reasonable to provide light in these instances.

I don't think we should use DoFs because they're the avenue to Research Agreements, which oddly hamstrings Shadow civs on Science. I think the gate on RAs (or whatever we decide to reflavor co-operative Science contributions to) of DoFs should remain. RAs weren't gated by DoFs pre-BNW and it made the game a bit crazy for prioritizing Science. It was all about gaming the AI just enough to sign an RA, whereas DoFs make it so you can't just spam RAs all over the world if you're rich.

Gold gifts I can see working - there's no reason to do this other than to be "helpful". There's a bit of flavor weirdness if you're helping someone who's clearly evil or doing it out of self-interest (propping up an enemy's rival).

I feel I should note that these kinds of consequences are why I think FD Gentling is a good fit. Because the player can achieve all of the same goals (deal with FDs that are threatening them and advance their civ with the yield payout) with or without generating Light - it's totally up to them.

So, from what we've discussed and liked previous to this post, we've got a bunch of symmetrical sources of Alignment - ones that have to pay out similar amounts to each side of Light vs Shadow for reasons individual to them. Some are due to telegraphing, others due to balance, others to player experience. These are the symmetrical sources at the moment:

Threads
Paths
Citizens

Asymmetrical sources are reserved for one side, they're either hidden in some way or only make sense contributing to one side of the battle.

Asymmetrical sources on the Light side:
Ogier quests
Gentling False Dragons
Killing Shadowspawn
Trolloc Wars

Asymmetrical sources on the Shadow side:
Turning the Tower
Forsaken Quests

The root of the problem we have right now is that the asymmetrical Shadow choices are worth more Shadow than any of the corresponding asymmetrical Light sources are worth Light. Symmetrical sources are providing approximately 5000 Alignment (with Threads contributing about 75% of that).

Note of detail about Turning the Tower as a Shadow source - I was figuring that each Turning objective would grant the civ that completes it Shadow when they complete it (or possibly a per turn yield as long as they have completed it, since some are relatively temporary and lump sum payouts would be abusable that way). With this happening regardless of whether or not they succeed in the Turning in the end. (Though I imagine succeeding in the Turning could be worth some?) Was this similar to what you were thinking?

At a previous estimate of 1500 for Forsaken Quests and 500-1000 from Turning objectives, Shadow players have a possible but difficult time reaching 7100. (The averages are all for players that are focusing on these objectives, so they need to focus on all of them.) If a player excels at some stuff and don't have any big drags the other way, they should be able to make it. The fact that Shadowspawn kills will hinder all Shadow civs is worth considering here, we might want to make Forsaken Quests or Turning objectives worth a bit more. But that's probably something we could approach if we find players regularly falling short (while trying) on playtests.

We pegged Shadowspawn kills at 500 before. Might that be lower at +5 per kill? That's 100 units - I would say a lot of players kill less than 100 units total per game in BNW, and a lot of our added kills are LB related. If we take your suggestion for scalable Light from Shadowspawn kills 500 is probably more accurate.

Ogier quests at 500 is basically arbitrary on our part - we can have these pay out what we think is appropriate for them. Does 500 sound like a good objective for a player who focuses on completing them?

FDs are our favorite, of course. :p They range from less than 500-ish average to 1000-ish average between all of our various approaches to the problem.

TW is relatively small on average, which makes sense since it's early game, at a 200-ish.

Light comes out lower overall. Depending on our FD preference, either significantly (500-1000-ish below) to marginally (a couple of hundred difference, or possibly marginally ahead if we go for the lower end of the Shadow averages).

I saw in a post from a few pages back while writing this one that you mentioned the potential fora Light-only GP type. We were discussing potential rewards for being very Light, but could a Light GP help us here somehow? A GP that is generated by having high Light, that somehow boosts your Lightness?

The Horn of Valere is another potential source, but it's difficult because there's only one.

What are some other WoT elements that are indicative of particularly Light-like people/civilizations?

Is there anything that we can mechanically unlock for Light players in the same way Forsaken Quests and Turning objectives unlock as you progress through the Shadow tiers? The WoT lore lends itself to Shadow-oriented rewards for things like this because the Dark One is so much more hands on than the Creator.

What about Prophecies, which we discussed in a very different form so long ago? What if, as you progress through the Light tiers, you could unlock Prophecies, which if fulfilled would provide you with Light? (As well as other benefits?) A sort of mirror for Forsaken Quests, since we can make the Prophecies lead to things that fans will recognize as circumventing the Dark One's plans.

If we could introduce something else like this then I'd be happy to make FD Gentling Light generation more incidental. In fact if we thought Prophecies were compelling and could be made to seem really Light and should make up a bigger proportion overall, we could drop FD Light generation.

The Turning objectives are working towards a specific end goal - Turning the Tower - do we want/could we have Prophecies work towards any end goal? What if they revealed the Horn of Valere? I think the Dragon's mechanics are all already settled enough that we don't need to unearth them to connect this to them.

View Thread will probably be fine.

Changed!

Ice-colored text is probably fine. Maybe light purple for Shadow?

Light purple could be quite similar to Culture. There are no red yields yet. We probably wouldn't want to go fire engine red since that's used to indicate negative values and stuff, but something deeper maroon-ish?

So when you say you're emphasizing the flame of TV or the dragon's fang, do you mean making it glow or something?

Yeah, like highlighted within the image, either with a glow or putting it in the foreground and the other in the back.

Luckily, I think we won't be needing much in the way of umlauts and such!

All hail ASCII! :D
 
Hey! I bookmarked a link to this thread a while ago, and I figured I'd check it out again. Any chance you guys could give me a quick summary of the major features and mechanics of the mod so far?

Also, I don't really have much experience coding, etc., but I'd definitely be willing to help in any way I can.

Hello and welcome to the thread! Always great to see another fan on here! :D

A quick summary is a bit difficult, there are a lot of major features! In general I would say it's definitely much more of a total conversion than a civ pack (we've been at this for however many months and haven't discussed civ uniques much). There's a lot more detail in the mechanics-specific summaries linked to from the first post.

Even just reading the headings and a sprinkling of the bullet points will give you an idea of where we're going with the systems we've designed thus far.

And thank you for the offer of help! We're mostly doing design work at the moment, so if you have ideas on topics we're currently discussing (also described in the first post) then feel free to fire away. Or if there's anything in a completely different segment of the mod that you'd like to leave with us for when we cover that later, then of course feel free.
 
Hey! I bookmarked a link to this thread a while ago, and I figured I'd check it out again. Any chance you guys could give me a quick summary of the major features and mechanics of the mod so far?

Also, I don't really have much experience coding, etc., but I'd definitely be willing to help in any way I can.

Welcome!

S3rgeus definitely has the right of it - a "quick summary" is kind of impossible, BUT, I can say a few big-picture words about what we've been doing:

- The game ends with Tarmon Gai'don, "The Last Battle." Players choose Light or Shadow, and fight in an epic global war (including shadowspawn and forsaken, of course)... unless they choose to stay Neutral and win a typical victory.

- In order to help players steer their civs towards Light or Shadow, we have instituted "events" throughout the came called "Threads of the Pattern" - essentially moral choices that allow civ's to gradually choose an "Alignment" to set up their role in the last battle.

- Channeling units exist, of course, with females and males (who go mad!). There is a White Tower, a CS, that provides Aes Sedai units to players (each Ajah having different abilities).

- Other than that, we've developed new quests, resolutions, the Horn of Valere, sort of new everything, actually. As S3rgeus says, there's a lot, but I think those three points above are the big, foundational changes.

For sure feel free to ask if you want clarification on something that is unclear, or your curious about. And yes, as S3rg says, help is always welcome!
 
Right, I see what you mean. Yeah, we could stagger the whole progression for each player.

It occurs to me that some players are disadvantaged by a staggered start since they have to deal with False Dragons sooner than others, just by default, not because of anything they've done. It does seem like the wave is a worse alternative to that though.

I've noted it in the misc summary.
Well, the difficulty of FDs will scale by era, right? So if a FD pops up WAY later, that FD would also be stronger, right? That could be helpful for this potential unfairness.

Also, we could set it up so the "offset" sort of "accordions," getting bigger and shorter throughout the game. So, If I got one early, my next one would come a bit late, etc. This is a bit weird though, because that makes the creation of FD throughout the game not explicitly a result of FD point accumulation, which is somewhat un-civlike. Then again, an offset at ALL is somewhat uncivlike.

Maybe when the FD counter hits the right value, it triggers a random-turn counter, and at the end of that turn count, an FD spawns. It could be anything from 1-20 turns, maybe. Who knows, maybe your FD rate or policies affect the range of that counter. Weird.

OK, another weird idea, this one way off the beaten path, but potentially useful. This was inspired by the discussion below on "Powerful" FDs (Logain, Mazrim Taim, etc.). What if, instead of FD *rate*, your FD points determined the *strength* of your FDs? Maybe it is somewhat the power of the units themselves, but perhaps more importantly if would determine the number and strength of his armies. So, FD "rate" would be essentially fixed (probably a base value with a significant randomness attached to it), but your accumulation of points determines how powerful they are. This would allow for hugely powerful FDs.

Even if we don't go as far as eliminating FDpoints = rate, we could still use FD point rate to determine the strength of an FD.

Right, I think we've reached an impasse on this one. However, there's a section later on in your post that I think we agree on - I'll come to that below!
Right. Impasse. Bah. To be honest, I've sort of said all my arguments, so there's no need to say them again. I don't have to love every design decision we make, though. I feel comfortable that I have been *heard*, at the least.


As you note, though, it's possible there might be a way to sidestep this, anyways. (more below).

The truth is, we may continue to disagree, philosophically, on the role of Tier 8, and its commonness, but... that might not matter. As you've stated, we really have very little idea how this *really* will go down, with real players accumulating real alignment points. Whether we have a distinct philosophy or not is irrelevant, really - we just have to see, when we put it all together, if it "works" or not. If those philosophical differences do indeed come up again, then we can revisit them based on actual game evidence. Throwing around theoretical priorities and problems isn't nearly as significant as if, come play test, we see that these problems do indeed exist.

We could allow the Dragonsworn to capture cities. A suitably well placed False Dragon may go on to become a global power of sorts, but this would be extremely infrequent. (Happen once every 100 games or something - many things would have to align for it to be possible.) I think that's the only avenue for Guaire Amalasan-like False Dragon armies. In almost all cases, the civ will be able to fend the False Dragon off. In the rare cases where they can't, another neighboring civ would take him out - since a perpetual-war neighbor is just new land calling out to be captured.
fine with the city capture thing. I stated some thoughts on FDs above that apply to this.

Very good point - accidentally making Gentling harder by making your channelers better is a crazy side effect. We can ignore combat strength - shall we effectively make Gentling a random roll for friendly units? It's a weighted random roll for enemy units, taking into account the comparative power of the units and the stuff we've discussed before. We could derive that value from a baseline that's in effect for friendly units. Obviously some bonuses would apply to both (+10% Gentling effectiveness, if anything ever gives that) but making combat strength only a factor for foreign units makes flavor sense too. The friendly unit isn't treating the Gentler as an enemy combatant already, so it makes sense that units which are doing so are more difficult to Gentle.

Do we want to make madness tier contribute to the Gentling difficulty? It seems like more mad channelers would be more difficult to get into position to Gentle them. I imagine this would be a smaller modifier than the combat one for foreigners.
I think a key thing we need to remember is that when gentling Friendlies, there is the chance for them to go Rogue. This chance does not exist for enemy channelers and FDs. So, I'm thinking we want something like this.

Friendly - high success rate, negatively modified only by Madness level. Failure = rogue. Red Ajah receive bonus.
Enemy - variable success rate, probably from very low to moderate, negatively modified by enemy's combat strength, HP. Positively modified by your unit's combat strength. Red Ajah receive bonus.

note that any channeler that isn't yours is to be considered an enemy channeler, since a gentling attempt is a DoW.

But how does that sound?

Just making sure that we're using Oppression vs Liberation as a general signpost for the civ acting that way for the whole game, right? Because Philosophies are adopted late game they don't have as much room to affect this variation.
Right. of course. Talking about them as a general term. Obviously the actual philosophies would only be able to effect the last 1 or 2 FDs.

4 vs 3 vs 2 for the three Philosophical approaches to the game sounds like a good number to me mechanically. I do wonder if players will notice the distinction though. Given the way FDs are characterized in both the books and the way we plan to represent them in game, I don't think we can afford to up the spawn rate in order to provide a more obvious difference between them.

What if it was 5 vs 3 vs 1? At the super extreme ends of the spectrum - a super Liberation/Tolerance civ that uses every channeling unit they can get their hands on - all of the Aes Sedai they can manage, constantly maxing out their Spark and finding more via Angreal Caches. At the other end a super Oppression/Fear civ that never builds a single channeling unit, Gentles all of their male channelers immediately, and uses their Aes Sedai solely for abilities, not combat (even against Shadowspawn).

If the average is at 120 turns, I think we'll have a fair idea about the civ's trajectory by turn 150-ish, when they'll have delayed their first FD to. Then they have even more chances to make even bigger reductions to their FD rate in the latter half of the game (Philosophy playing a big role in that), which would let them delay that second FD long enough to outlast the game.

The super Liberation civ would have a similar accelerated trajectory - where their later game choices affect the rate more significantly as they go on, if the first one were compressed to 90 turns, they might bring the interval to the second one down to 80, then 70, then 50, then 40, then end of game.
Very much happy with the 5 vs 3 vs 1 plan. I think, practically speaking, it's 4 vs 3 vs 2, but in extreme cases it could like up at 5,3,1.

I will say that waiting a whole 120 turns for the first FD does seem too long. So some sort of offset will definitely be in order, as discussed. I'm thinking what we're looking to do is probably have civs get their first FD between, say, turns 30- or 40-80 or something, and then the countdown begin normally at that point. Hard to figure out how to make this work and be fair, though.

Cool, do you want to note the male channeler rate in the Channeling Summary?
noted. Can add the gentling stuff too, once settled.

lol, remember @settled (or was it #settled?)? The summaries obviously replaced that. MAN that would have been much harder to find stuff...

Yeah, citizens may not be the best way to modify their Alignment production - possibly a modifier to Thread yield or something like that!
I liked this on first blush, BUT, Paths, like religions, are city-based and should probably consequently only affect things that pertain to that specific city. So threads don't really fit that mold - what would you do if half your cities had that path, and the others didn't?

That said, I COULD see this as a Lineage (pantheon), since those tend to be more global, right....? Or, do those still have to spread? But, of course, if it's a Lineage, it should probably be a relatively minor boost (i.e., not double alignment production).

So, a couple alternatives to simply doubling alignment rate or something:

- Friendly Heralds are twice as effective
- Foreign Heralds are half as effective.
- Governors produce double alignment (see below!)
- + X alignment points for every city following this path (in the direction of your overall alignment)
- X building produces +Y Alignment (in the direction of your overall alignment)
- allows construction of <Alignment Building> based on direction of your overall alignment, that produces more alignment, plus other things (e.g., Evil Pagoda).

Mm, it occurs to me that the rebel thing doesn't work so well, because the cities around joining another civ, not becoming Lawless. We could however spawn Lawless units in other places the civ still controls, much like what happens when a civ is super unhappy, except more widespread (and all at once).

In BNW, if a civ with a different Ideology from you has serious tourism on you and your civ is unhappy enough, then you are eventually forced to switch Ideologies to that of the influential civ - which is punctuated by a turn or two of Anarchy. We could trigger that Anarchy state for a couple of turns for civs at the highest tiers choosing the opposite Alignment (tier 8 Shadow chooses Light and vice versa). When in Anarchy, the civ doesn't produce any beakers or gold, and all production queues in their city halt. (Anarchy was also in pre-BNW when switching between mutually exclusive policy trees.)
ok. gotcha. So shall I add some anarchy to the summary? Should it occur at only the very top (or bottom, depending on perspective), or should it be a few turns at Tiers 5-6, more at 7-8, etc.?

By the way, I like using a word like "Chaos" flavorly better than the very modern concept of anarchy.

Originally I liked the idea of the two being distinct in some way, but given the width of the tiers and what we've been discussing since, let's change this so that they're symmetrical. 5 per tier (bonus and penalty) sounds good.
OK, I've updated the LB summary. Hopefully I did it right. Lemme know!
also, that post is full! I had to cut out some stuff to get it to fit.

Shall I create an Alignment summary after all?

I don't think aiming for an Alignment tier is quite like aiming for a wonder. The wonder is one portion of many things that you do to achieve a specific goal, often related to your planned victory condition. The tier is more like the victory condition itself - it's a goal rather than a single component - something that defines what your civ is.

I'm also not sure if our currently isolated Alignment systems should operate independently of difficulty. I figured we were generally working on designing for standard gamespeed and Prince - the default game state - just keeping in mind that things would need to scale. Then when we've got that in a place we like, we'd go through and do a gamespeed and difficulty pass, deciding how each of those systems would scale (or not for some, maybe Alignment would be like that) with game speed and difficulty.

OK. I understand. I do think we're still looking at this differently, but ultimately I don't think it matters.

Boiling down our points of view, it seems like:

S3rgeus - achieving Tier 8 should be pretty doable
counterpoint - achieving Tier 8 should be somewhat hard.

I think that's it, right? I would venture to guess that our goal isn't actually THAT different.

Honestly, I can live with that discrepancy in opinion. Again, this is all so theoretically, I don't think either of us knows which will actually be fun. Also, I don't think either of us knows which result our respective choices we're pushing actually will achieve. Like, I could be arguing for numbers that, for instance, keep Tier 8 pretty darn easy, or alternatively, make it impossible, neither of which I want.

So I guess I'm conceding, really. I think I have some ideas below that might make this somewhat moot, but what I definitely do agree with, is that we need to create "excess" possible Alignment points. We need 7100 points to reach Tier 8, right? More than 7100 points should be realistically accessible in most, if not absolutely all, situations. I can get behind that, and I'm starting to think, at the core, that's what you're suggesting.

STUFF ON FD LIGHT PAYOUT
Yeah, I see your points on the FD rate. I have no retort, because my retorts have been expressed already... and Im' starting to lose my will to resist...

This is where I think we can agree! If we have a compelling alternative source of Light then making FD Light incidental is fine with me. My concerns before hinged on a lack of compelling alternatives, so it's worth us spending some time, as you've started below, in exploring how else we could find non-Thread sources of Light.
See, I think right here, your use of the word incidental is kind of highlighting our perceived differences being at odds with our ACTUAL differences. I don't think I was arguing for it to be "incidental." I don't think 500 versus 1000 is incidental. Truthfully, the numbers aren't all that different. I just didn't like the flavor of such huge chunks being doled out - and still don't - but mechanically, such things are actually somewhat trivial. We got bogged down in philosophy.

On the lowest difficulties, I think the player's overall objectives are pretty much a "gimme." The point of those difficulties is just for players who want to cruise and enjoy the scenery, doing what they want for other motivations aside from gameplay optimization. But as you've said, the ease of doing that should come from the fact that they're so much better than everyone else. My concern here is that we risk calibrating the FD yields in such a way that tier 8 is unattainable, if we don't beef up other sources. So beefing up other sources, discussed way below!
alright. I think I addressed this above.

It does happen with the WF. The World's Fair requires X total production between all civs to be completed and Y production per player to reach tier 2 (where X is Y * number of players). So it's theoretically possible for all civs to reach tier 2 in that system, though obviously extremely unlikely. The more hammers an individual civ contributes beyond Y, the fewer other civs can have each bonus.

We could certainly change that so that more players are eligible, but it seems like a system that rewards effort quite effectively at the moment. Having a "winner" is also quite compelling for the player. I think the ease of changeability of a single component is misleading, because we'll always need to make all of the pieces fit together to achieve the overall goals of things like the Alignment system and that will always involve one subsystem changing vs the other (or the larger system) - it's a question of which changes give us the most value.

You're very right that mathematically the points average from things like the Trolloc Wars and Cleansing Saidin are included in the amounts needed to reach tier 8, which I'm now thinking is a problem, at least with how I did the averages before. But more on that below:
I'm definitely on board with there being one winner, but I'm not sure we need to limit second place.

You are right that the WF limits second place, but this is just a byproduct of the whole "the project is done when X hammers are spent." As you note, it is possible for the whole world to get second place in some games. Point being, it's not an ACTUAL limit, it's just a byproduct.

I don't see why we need an ACTUAL limit. Practical byproducts will of course likely pop up, but is it necessarily to institute them ourselves? Take the trolloc wars. There will be a LOT of shadowspawn. If, truthfully, the civs all do the amount of kills needed for second place, I think they should all be awarded that reward.

Of course, production-liked things like Cleansing may have more clear byproduct limits, though.
 
"However you get there is your business" is totally what I want player's to be doing as well. The problem of course with any of these estimates is that they're estimates. Very few players will actually get the average payout from any of these systems in a given game, they'll usually have some that diverge one way or the other. (A particularly aggressive neighbor Herald-bombing your citizens cuts your average net Alignment in the direction you want to go significantly, a superpower across the sea wiping a continent clean of Shadowspawn reduces your TW payout, production powerhouse reduces Saidin payout, etc. for all sources. And there are of course the opposites - you spawn on the Blight and win the TW handily because you see so much more Shadowspawn, you're the production powerhouse so you easily Cleanse Saidin, etc.)

I'm thinking that one of the above negatives happening to you shouldn't by itself deny you from reaching tier 8, the same way one of the positives shouldn't guarantee you reach it. That's why I'm think the top performer bonus for the one-shot Alignment things should be considered relatively separately from the other sources of Alignment. If you happen to be the top Cleansing contributor, then that should make tier 8 easier for you (if you're aiming for it) but just because you're not, shouldn't mean tier 8 is almost impossible.
not sure I agree, but I think it ultimately doesn't matter. I think in one situation, and one playstyle, the Cleansing WOULD be mandatory - that player hasn't done enough other stuff do let it be optional.

The point is, create more than 7100 points worth of alignment opportunities. I don't think *we* should go out of our way to state which ones are optional. If a player chooses to do weird sh*t on his threads, then the other things become very very much NOT optional. No need for us to determine which ones are most important, as you seem to be doing, here.

Now, we may face some disagreement, come playtime, with how easy maxing our your alignment is. But it's hard to judge that now.

Do keep in mind, though, that if Tier 8's become too accessible, then we've actually created a situation wher eit is impractical for a civ to pursue all the alignment opportunities. We're failing to reward a "True Light" player. Say they were diligent with threads and FDs the whole game, and reach Tier 8. Saidin can be cleansed.... eh, whatever. Don't need it (for the light points). That seems a little weird, to me, so much alignment point "overflow." It's like we reward players for doing some dark stuff early on, because there's "room to spare," instead of rewarding a truly righteous path.

(unless we did something crazy like "excess" light points convert into faith or something epic like that).

I don't think I'm underestimating those, because FDs have competition, where none of the others do. There are other players actively competing for the same rewards. (Turning objectives even have players effectively co-operating, hence why they need to be so much harder on an individual level.) This is the same kind of thing as the top performer above - someone else being better shouldn't make it impossible for you, though it might make it harder. What should make it impossible to reach tier 8 is a player actually doing badly (in terms of Alignment).

In terms of FDs being worth it, the previous averages were based on players seeking out FDs because they paid out significant Light, in order to get that Light. If a player only dealt with FDs that were right on their doorstep, I would expect that value to be much lower. (I would only expect a single player to have to interact with 25%-ish of the FDs they're aware of.)
no further comment, except that I like that 25%ish figure.

I can definitely see this working mechanically, but it has implications that we discussed before. If Shadowspawn is a major source, then high Light civs must be militaristic, which doesn't seem like a good connection. The flavor's also a bit weird - why is it more good for a Light civ to kill a given Shadowspawn than a Shadow civ?
I agree with your hesitation here and no longer like this approach!

I don't think we should use DoFs because they're the avenue to Research Agreements, which oddly hamstrings Shadow civs on Science. I think the gate on RAs (or whatever we decide to reflavor co-operative Science contributions to) of DoFs should remain. RAs weren't gated by DoFs pre-BNW and it made the game a bit crazy for prioritizing Science. It was all about gaming the AI just enough to sign an RA, whereas DoFs make it so you can't just spam RAs all over the world if you're rich.
K, makes sense. No DoFs.

Gold gifts I can see working - there's no reason to do this other than to be "helpful". There's a bit of flavor weirdness if you're helping someone who's clearly evil or doing it out of self-interest (propping up an enemy's rival).
Weird thing, though. We don't want the amount of gold to directly translate into Light points, right? Because then Rich = super light. Which is crazy. But, on the other ahnd, we don't want a guy to ask you for 1000 gold, and you give him 25 gold, and get the full light points..

How the heck do we deal with that?

I feel I should note that these kinds of consequences are why I think FD Gentling is a good fit. Because the player can achieve all of the same goals (deal with FDs that are threatening them and advance their civ with the yield payout) with or without generating Light - it's totally up to them.
Again. No argument in the slightest that FD gentling is a good fit. The disagreement is 100% about the hugeness of the yield payout.

So, from what we've discussed and liked previous to this post, we've got a bunch of symmetrical sources of Alignment - ones that have to pay out similar amounts to each side of Light vs Shadow for reasons individual to them. Some are due to telegraphing, others due to balance, others to player experience. These are the symmetrical sources at the moment:

Threads
Paths
Citizens

Asymmetrical sources are reserved for one side, they're either hidden in some way or only make sense contributing to one side of the battle.

Asymmetrical sources on the Light side:
Ogier quests
Gentling False Dragons
Killing Shadowspawn
Trolloc Wars

Asymmetrical sources on the Shadow side:
Turning the Tower
Forsaken Quests

The root of the problem we have right now is that the asymmetrical Shadow choices are worth more Shadow than any of the corresponding asymmetrical Light sources are worth Light. Symmetrical sources are providing approximately 5000 Alignment (with Threads contributing about 75% of that).
I should note that the lack of balance you describe here is sort of self-inflicted. We decided Forsaken quests would be worth X and Turning Y. We can lower them if we need to... if we have another way to reach 7100 (see below).

Note of detail about Turning the Tower as a Shadow source - I was figuring that each Turning objective would grant the civ that completes it Shadow when they complete it (or possibly a per turn yield as long as they have completed it, since some are relatively temporary and lump sum payouts would be abusable that way). With this happening regardless of whether or not they succeed in the Turning in the end. (Though I imagine succeeding in the Turning could be worth some?) Was this similar to what you were thinking?
Absolutely, completing an OBJECTIVE gives you the points. Completeing the turning probably gives everybody who contributed points, based on the number of ojbectives they completed.

At a previous estimate of 1500 for Forsaken Quests and 500-1000 from Turning objectives, Shadow players have a possible but difficult time reaching 7100. (The averages are all for players that are focusing on these objectives, so they need to focus on all of them.) If a player excels at some stuff and don't have any big drags the other way, they should be able to make it. The fact that Shadowspawn kills will hinder all Shadow civs is worth considering here, we might want to make Forsaken Quests or Turning objectives worth a bit more. But that's probably something we could approach if we find players regularly falling short (while trying) on playtests.

We pegged Shadowspawn kills at 500 before. Might that be lower at +5 per kill? That's 100 units - I would say a lot of players kill less than 100 units total per game in BNW, and a lot of our added kills are LB related. If we take your suggestion for scalable Light from Shadowspawn kills 500 is probably more accurate.
Well, not liking scalable light anymore, are we... so, yeah, 500 is probably a bit high. Well, certainly PRE LB it will be way too high. During, though... .maybe not.

Ogier quests at 500 is basically arbitrary on our part - we can have these pay out what we think is appropriate for them. Does 500 sound like a good objective for a player who focuses on completing them?
I'm actually hoping we can pull these down. 500 I think could be possible, but as an average it seems a little disproportionate. I don't want ogier to take over this thing.

FDs are our favorite, of course. :p They range from less than 500-ish average to 1000-ish average between all of our various approaches to the problem.
right. I'm liking the 500 range, you the 1000 range. Nobody's perfect.

TW is relatively small on average, which makes sense since it's early game, at a 200-ish.
good.

Light comes out lower overall. Depending on our FD preference, either significantly (500-1000-ish below) to marginally (a couple of hundred difference, or possibly marginally ahead if we go for the lower end of the Shadow averages).

I saw in a post from a few pages back while writing this one that you mentioned the potential fora Light-only GP type. We were discussing potential rewards for being very Light, but could a Light GP help us here somehow? A GP that is generated by having high Light, that somehow boosts your Lightness?

The Horn of Valere is another potential source, but it's difficult because there's only one.

What are some other WoT elements that are indicative of particularly Light-like people/civilizations?

Is there anything that we can mechanically unlock for Light players in the same way Forsaken Quests and Turning objectives unlock as you progress through the Shadow tiers? The WoT lore lends itself to Shadow-oriented rewards for things like this because the Dark One is so much more hands on than the Creator.
Right! Thoughts on this, see below!

What about Prophecies, which we discussed in a very different form so long ago? What if, as you progress through the Light tiers, you could unlock Prophecies, which if fulfilled would provide you with Light? (As well as other benefits?) A sort of mirror for Forsaken Quests, since we can make the Prophecies lead to things that fans will recognize as circumventing the Dark One's plans.
OK! Hmmm.... I both like the idea and totally revile it. I like it for obvious reasons, I revile it because it's a big new thing we have to develop, and, more importantly, because the last time we went down the rabbit hole of prophesy I ended up pretty convinced we should just leave them as GWs and be done with it. Very complicated and not all that intuitive!

If I hadn't miraculously had a few other ideas I liked, I'd be pretty nervous at this point!

If we could introduce something else like this then I'd be happy to make FD Gentling Light generation more incidental. In fact if we thought Prophecies were compelling and could be made to seem really Light and should make up a bigger proportion overall, we could drop FD Light generation.
OK! I hope this happens! Not sure we need to drop them entirely though.

The Turning objectives are working towards a specific end goal - Turning the Tower - do we want/could we have Prophecies work towards any end goal? What if they revealed the Horn of Valere? I think the Dragon's mechanics are all already settled enough that we don't need to unearth them to connect this to them.
Right. These are the questions that scare me. Tying it into the broader game... Remember, we're dealing with Alignment, here, which is really NOT a core mechanic to civ, nor even our game, if we're honest. It's mostly there for flavor. I'm very hesitant to wrap it up into everything else in this manner....

OK, here's what I've been thinking.

I think we need to beef up our symmetrical sources. The reason is that 1) we're having trouble balancing the asymmetrical ones, and 2) the asymmetrical ones feel like they will be harder to rebalance in playtesting. The Symmetrical ones can be changed, in one swoop, for both alignments - not the case for Ogier quests, for instance. The Asymmetrical ones can be used to fix issues we have with the symmetrical ones, but we're finding that the other way around isn't working well.

So I'm thinking we need to add more Symmetrical ones to get us closer to a value that can make the asymmetrical sources feel much more "optional" like you are suggesting, and not nearly so bloated and flavor-killing, like I've been dreading.

So what I'm loooking for is ways for civs to consistently create alignment points more-or-less passively.

So, some things I've thought of, that make me feel silly for not thinking of sooner:

A) Governors
OK, so we will be speaking of these soonish (probably after we finish the assymetrical ones, Forsaken, Turning, Ogier, etc.). But I'm starting with a couple of assumptions:

1) Governors produce a yield in a city (faith, production, etc.). This is permanent, or at least until the gov is removed.
2) Governors are rare enough to become valuable. A Tall civ may have one in every city, but a wide civ certainly would not

Additionally, it has been discussed that these are GP, or WERE GP. I am not sold as of this moment on this aspect, though I am open to it. It is moot, here. Hopefully my assumptions above are correct.

What if, when you installed a Governor (or maybe once some tech was unlocked or something), you were able to determine his Ruling Style:

Cruel
Reasonable
Merciful

What does this do? Generates Alignment points! A Cruel Gov would, say, Produce +5 Shadow per turn. A Merciful would produce +5 Light. A Reasonable: +0.

These could scale by era.

Now, note that this is in addition to whatever "actual" yield that gov produces.

I like this, because it is relatively hands off, and serves as a sort of stable companion/alternative to the more dynamic Citizen yield.

Also, I think this is flavorfully quite good. You asked what happens in the books that is "light-like" (not your words), and I kept being drawn to Rand deciding Lords cannot kill commoners and stuff - "fair" and equitable rule, basically. So why not have our governors reflect that?

B) Buildings
Why not just have a wholly optional Alignment building that basically does nothing but produce alignment? It's POSSIBLE that it could have other effects, but maybe not. It would maybe be maintenance free.

I was thinking at first that it would be "unlocked" upon a certain tier, but I'm thinking maybe both kinds (shadow one and light one) could be available to anybody at all times (in case you're shadow and want to change to light)

What would it do? I dunno, a few alignment points per turn? How many? Depends on how many we'd like this to generate over the course of the game.

The purpose is essentially the same as the gov - a "stable" source of alignment.

Note: probably these should be invisible to enemies, even when a spy is present, and should be consequently destroyed upon city capture.

C) Wisdoms
So, we talked about Wisdoms producing faith and WoT units and stuff. What if Wisdoms acted sort of as variable-alignment citizens? So, if the city as a whole is Light, a wisdom will produce +1 light. Or is it based on the civ as a whole?

In any case, an idea! Not much more to it than that.

OK, what do you think? I should note that the intention behind these "stable", "boring" and "easy" ones is NOT to replace the dominance of threads, but merely take some of the pressure of the Asymmetrical ones, essentially allowing us to make FDs and Ogier quests and Forsaken stuff NOT be so bloated, without having to make our Threads dole out 700 light per punch.

so?



Light purple could be quite similar to Culture. There are no red yields yet. We probably wouldn't want to go fire engine red since that's used to indicate negative values and stuff, but something deeper maroon-ish?
sure!
 
Hey Hey everyone. Just wanted to pop in and say hey. Quite new to the civ forums. I'm a civ 5 addict and to be honest, i joined so i could get involved with making mods. I'm an illustrator and painter. I know 2 of you have seen my work, but if anyone else in this thread hasn't feel free to check it out.

My Website

Its cool to hear about this mod. I dont read the books but it sounds like an intense project :) I could do icons or diplomacy images for it.
 
Well, the difficulty of FDs will scale by era, right? So if a FD pops up WAY later, that FD would also be stronger, right? That could be helpful for this potential unfairness.

Also, we could set it up so the "offset" sort of "accordions," getting bigger and shorter throughout the game. So, If I got one early, my next one would come a bit late, etc. This is a bit weird though, because that makes the creation of FD throughout the game not explicitly a result of FD point accumulation, which is somewhat un-civlike. Then again, an offset at ALL is somewhat uncivlike.

Maybe when the FD counter hits the right value, it triggers a random-turn counter, and at the end of that turn count, an FD spawns. It could be anything from 1-20 turns, maybe. Who knows, maybe your FD rate or policies affect the range of that counter. Weird.

OK, another weird idea, this one way off the beaten path, but potentially useful. This was inspired by the discussion below on "Powerful" FDs (Logain, Mazrim Taim, etc.). What if, instead of FD *rate*, your FD points determined the *strength* of your FDs? Maybe it is somewhat the power of the units themselves, but perhaps more importantly if would determine the number and strength of his armies. So, FD "rate" would be essentially fixed (probably a base value with a significant randomness attached to it), but your accumulation of points determines how powerful they are. This would allow for hugely powerful FDs.

Even if we don't go as far as eliminating FDpoints = rate, we could still use FD point rate to determine the strength of an FD.

I like your first suggestion, that FDs appearing later are stronger and that reduces the unfairness of a staggered spawn rate. Partially because for now it's the simplest. I think we'll want to see if the staggered spawn is actually a problem in-game before we design around it.

Given all of our discussions about FD rate and tying it to other systems in the game, I think switching FD rate to be constant and making FD power variable isn't something we need to do yet.

The truth is, we may continue to disagree, philosophically, on the role of Tier 8, and its commonness, but... that might not matter. As you've stated, we really have very little idea how this *really* will go down, with real players accumulating real alignment points. Whether we have a distinct philosophy or not is irrelevant, really - we just have to see, when we put it all together, if it "works" or not. If those philosophical differences do indeed come up again, then we can revisit them based on actual game evidence. Throwing around theoretical priorities and problems isn't nearly as significant as if, come play test, we see that these problems do indeed exist.

Cool, I completely agree on this that most of our plans here won't really project directly into the game - there are too many variables for us to accurately map them yet, we can only make very rough estimates.

I think a key thing we need to remember is that when gentling Friendlies, there is the chance for them to go Rogue. This chance does not exist for enemy channelers and FDs. So, I'm thinking we want something like this.

Friendly - high success rate, negatively modified only by Madness level. Failure = rogue. Red Ajah receive bonus.
Enemy - variable success rate, probably from very low to moderate, negatively modified by enemy's combat strength, HP. Positively modified by your unit's combat strength. Red Ajah receive bonus.

note that any channeler that isn't yours is to be considered an enemy channeler, since a gentling attempt is a DoW.

But how does that sound?

All sounds good! Should this go in the Channeling summary?

Very much happy with the 5 vs 3 vs 1 plan. I think, practically speaking, it's 4 vs 3 vs 2, but in extreme cases it could like up at 5,3,1.

I will say that waiting a whole 120 turns for the first FD does seem too long. So some sort of offset will definitely be in order, as discussed. I'm thinking what we're looking to do is probably have civs get their first FD between, say, turns 30- or 40-80 or something, and then the countdown begin normally at that point. Hard to figure out how to make this work and be fair, though.

Yeah, waiting 120 turns for the first FD is too long. And I agree that it will be 4 vs 3 vs 2 in most cases.

We could start with a spawn value that would give us a turn 120-ish first FD and have the randomness be subtractive with an offset - pulling all players down from there in varying degrees. Then we can leave the general progression alone and it achieves what you've suggested here - earliest FDs in 30-40 and most civs by 80 - while still keeping an overall rate that won't overwhelm players.

noted. Can add the gentling stuff too, once settled.

lol, remember @settled (or was it #settled?)? The summaries obviously replaced that. MAN that would have been much harder to find stuff...

The summaries are definitely one of the best decisions we've made so far, since none of the other decisions would really matter if we didn't have them - we wouldn't remember what they were! They've also been instrumental in the technical work I've been doing because they define implementable requirements for the mod to play like we want.

I liked this on first blush, BUT, Paths, like religions, are city-based and should probably consequently only affect things that pertain to that specific city. So threads don't really fit that mold - what would you do if half your cities had that path, and the others didn't?

That said, I COULD see this as a Lineage (pantheon), since those tend to be more global, right....? Or, do those still have to spread? But, of course, if it's a Lineage, it should probably be a relatively minor boost (i.e., not double alignment production).

So, a couple alternatives to simply doubling alignment rate or something:

- Friendly Heralds are twice as effective
- Foreign Heralds are half as effective.
- Governors produce double alignment (see below!)
- + X alignment points for every city following this path (in the direction of your overall alignment)
- X building produces +Y Alignment (in the direction of your overall alignment)
- allows construction of <Alignment Building> based on direction of your overall alignment, that produces more alignment, plus other things (e.g., Evil Pagoda).

Good point about Thread yield, yeah, we can't really interact with them from Paths. Your suggestions sound good.

Lineages/Pantheons spread with their associated religion - the only difference is that Pantheons automatically spread to your existing cities when you adopt them, whereas Religions don't. I imagine we'd maintain that system. It's there because nobody has the faith at the Pantheon stage of the game to spread it to their own cities, so it would just sit idle in everybody's capital. So when a city adopts a Religion it gets the Pantheon belief bonus that goes with that Religion too.

ok. gotcha. So shall I add some anarchy to the summary? Should it occur at only the very top (or bottom, depending on perspective), or should it be a few turns at Tiers 5-6, more at 7-8, etc.?

By the way, I like using a word like "Chaos" flavorly better than the very modern concept of anarchy.

Chaos sounds like a good name. Let's add it for just 1 turn at tiers 5-6 and 3 turns for 7-8.

OK, I've updated the LB summary. Hopefully I did it right. Lemme know!
also, that post is full! I had to cut out some stuff to get it to fit.

Shall I create an Alignment summary after all?

Awesome, thanks! Hopefully just cutting words, rather than any content. :p Yeah, if we're hitting the character limit on the LB summary let's split the Alignment stuff out.

All looks correct to me.

OK. I understand. I do think we're still looking at this differently, but ultimately I don't think it matters.

Boiling down our points of view, it seems like:

S3rgeus - achieving Tier 8 should be pretty doable
counterpoint - achieving Tier 8 should be somewhat hard.

I think that's it, right? I would venture to guess that our goal isn't actually THAT different.

Honestly, I can live with that discrepancy in opinion. Again, this is all so theoretically, I don't think either of us knows which will actually be fun. Also, I don't think either of us knows which result our respective choices we're pushing actually will achieve. Like, I could be arguing for numbers that, for instance, keep Tier 8 pretty darn easy, or alternatively, make it impossible, neither of which I want.

So I guess I'm conceding, really. I think I have some ideas below that might make this somewhat moot, but what I definitely do agree with, is that we need to create "excess" possible Alignment points. We need 7100 points to reach Tier 8, right? More than 7100 points should be realistically accessible in most, if not absolutely all, situations. I can get behind that, and I'm starting to think, at the core, that's what you're suggesting.

Definitely, our goals are very similar. I would describe my goal with tier 8 to be making it "pretty hard" but I think we have differing descriptions of what "pretty hard" means.

Also completely agree that we want an excess of 7100 Alignment available in almost every single situation. Ideally we'd like it to be available in every situation, but the perfection of balance for that is likely out of our (and even Firaxis') reach.

See, I think right here, your use of the word incidental is kind of highlighting our perceived differences being at odds with our ACTUAL differences. I don't think I was arguing for it to be "incidental." I don't think 500 versus 1000 is incidental. Truthfully, the numbers aren't all that different. I just didn't like the flavor of such huge chunks being doled out - and still don't - but mechanically, such things are actually somewhat trivial. We got bogged down in philosophy.

By incidental, I'm meaning that the Light gains won't be the reason a player Gentles an FD. They'll just be nice cherries on top of the normal rewards for FDs they would have dealt with anyway. (High payouts would mean the Light is no longer incidental, it's the actual reason some players are Gentling FDs, so they would go out and Gentle more with that specific purpose in mind.) We both seem to be fine with this approach as long as the overall Light picture still makes sense!

I'm definitely on board with there being one winner, but I'm not sure we need to limit second place.

You are right that the WF limits second place, but this is just a byproduct of the whole "the project is done when X hammers are spent." As you note, it is possible for the whole world to get second place in some games. Point being, it's not an ACTUAL limit, it's just a byproduct.

I don't see why we need an ACTUAL limit. Practical byproducts will of course likely pop up, but is it necessarily to institute them ourselves? Take the trolloc wars. There will be a LOT of shadowspawn. If, truthfully, the civs all do the amount of kills needed for second place, I think they should all be awarded that reward.

Of course, production-liked things like Cleansing may have more clear byproduct limits, though.

Right, I see where we diverged on this one. I see what you mean about the WF limit just being a byproduct. It's possible for the whole world to get tier 2, but everyone would need to produce exactly the same number of hammers (and that number would need to be the production total divided by the number of players). I'd say even if the players were all human and coordinating to do that (just for kicks) it would prove impossible to do. It's just technically statistically possible, somewhere off in the trillions of ways to roll a game of CiV.

So with the Trolloc Wars, I think we'll have a similar situation. Victory is measured by Shadowspawn kills - so the player who kills the most is the winner. Then we can have tiers 2 and 3 of the rewards at given kill thresholds that vary likely based on the amount of Blight that ended up being placed on the map (which is generally related to map size by map type). The byproduct limits will then arise from the number of Shadowspawn that are spawned during the TW. In fact, it gives us a nice number of spawned units to shoot for - tier 2 * number of players, though we can't hit the number as reliably as a simple set production limit can. In this situation we'd want to calibrate tier 2 to such a level that it achieves the goals we set before - involving everyone without overwhelming the Borderlanders.

not sure I agree, but I think it ultimately doesn't matter. I think in one situation, and one playstyle, the Cleansing WOULD be mandatory - that player hasn't done enough other stuff do let it be optional.

Totally, this is exactly what I mean. Winning the Cleansing makes 7100 accessible to a player who was otherwise not going to reach it.

The point is, create more than 7100 points worth of alignment opportunities. I don't think *we* should go out of our way to state which ones are optional. If a player chooses to do weird sh*t on his threads, then the other things become very very much NOT optional. No need for us to determine which ones are most important, as you seem to be doing, here.

Definitely, this sentiment (players needing to win at Cleansing Saidin because they've chosen some Shadow Threads) is exactly what I was trying to express about accessibility. My concern is with the opposite - not so much with Threads because we've made them relatively reliable - where players need to win at Saidin because one of the other sources has just never been available to them. I don't think that should happen because of the exclusive nature of Cleansing Saidin. Threads are a good example of this going well - a player can't be deprived of the opportunity to generate a lot of Alignment via Threads, they can only choose not to do so in order to get something else.

Now, we may face some disagreement, come playtime, with how easy maxing our your alignment is. But it's hard to judge that now.

Do keep in mind, though, that if Tier 8's become too accessible, then we've actually created a situation wher eit is impractical for a civ to pursue all the alignment opportunities. We're failing to reward a "True Light" player. Say they were diligent with threads and FDs the whole game, and reach Tier 8. Saidin can be cleansed.... eh, whatever. Don't need it (for the light points). That seems a little weird, to me, so much alignment point "overflow." It's like we reward players for doing some dark stuff early on, because there's "room to spare," instead of rewarding a truly righteous path.

(unless we did something crazy like "excess" light points convert into faith or something epic like that).

Definitely, we don't want tier 8 to be easy and civs to be swimming in excess Alignment, because the system isn't balanced correctly then - they should need to be dedicated to their side to reach tier 8. That's the counterpart problem to 7100 being unreachable. I think we're safely on the unreachable side of the spectrum at the moment, or at least before your latest post, but we should of course avoid going too far the other way. It's inevitably a very delicate balance, making a video game that's actually impossible or stupendously easy are both quite easy to do - it's being challenging but fair that's hard!

Weird thing, though. We don't want the amount of gold to directly translate into Light points, right? Because then Rich = super light. Which is crazy. But, on the other ahnd, we don't want a guy to ask you for 1000 gold, and you give him 25 gold, and get the full light points..

How the heck do we deal with that?

Given your suggestions below, I think we can drop the gold gift stuff, pretty much for the reasons you bring up here. A system that prevents abuse will have odd limitations that look unusual for players who are just playing normally. (You must donate at least X, stop gaining Light after Y, only gain fixed Alignment no matter the donation, anything like those.)

I should note that the lack of balance you describe here is sort of self-inflicted. We decided Forsaken quests would be worth X and Turning Y. We can lower them if we need to... if we have another way to reach 7100 (see below).

Yep, sounds good.

Absolutely, completing an OBJECTIVE gives you the points. Completeing the turning probably gives everybody who contributed points, based on the number of ojbectives they completed.

Great, that all sounds good.

Well, not liking scalable light anymore, are we... so, yeah, 500 is probably a bit high. Well, certainly PRE LB it will be way too high. During, though... .maybe not.

Ok, let's reduce our estimate to that to TW-level couple of hundred-ish. This will clearly vary a lot based on the player's proximity to the Blightborder, so it's not that reliable a source.

I'm actually hoping we can pull these down. 500 I think could be possible, but as an average it seems a little disproportionate. I don't want ogier to take over this thing.

All averages are for players that are focusing on that task, so someone who's trying to complete Ogier quests in order to get Light, not someone who's only completing Ogier quests if they stumble onto the objective doing something unrelated. 500 in that case is very small over the course of the game. We get into a similar situation I mentioned with FDs, where if they're worth much less, they're not worth pursuing for the Light anyway.

OK! Hmmm.... I both like the idea and totally revile it. I like it for obvious reasons, I revile it because it's a big new thing we have to develop, and, more importantly, because the last time we went down the rabbit hole of prophesy I ended up pretty convinced we should just leave them as GWs and be done with it. Very complicated and not all that intuitive!

If I hadn't miraculously had a few other ideas I liked, I'd be pretty nervous at this point!

I don't think it's a big new thing we'd need to develop - I figured we'd make it a mechanical mirror of Forsaken Quests. So the player gets a Prophecy that requires them to do X in order to get Y Light points. The only significant difference between the two systems in terms of us needing to come up with stuff, is objectives for the player - those would obviously be different from Forsaken Quests. While the text and yield would be different, those are much simpler swap-outs.

We could effectively turn Forsaken Quests into a symmetrical source of Alignment - they would just be called different things on each side.

Right. These are the questions that scare me. Tying it into the broader game... Remember, we're dealing with Alignment, here, which is really NOT a core mechanic to civ, nor even our game, if we're honest. It's mostly there for flavor. I'm very hesitant to wrap it up into everything else in this manner....

I think Alignment is a core mechanic of our mod. A lot of WoT things in the mod happen as a part of the Alignment scale. I disagree that it's there primarily for flavor - it obviously exists because of the flavor, but the same can be said of all WoTMod systems. The system itself has become one that affects several others, much like Culture in CiV, and has rewards and all sorts of stuff.

All that aside, I do agree that we shouldn't tie Alignment into everything, because of the way CiV works as a game. The way players can turn off certain components means a certain amount of isolation is necessary for everything to still make sense when they do. Keeping that isolation also makes our lives easier for balancing.

I think we need to beef up our symmetrical sources. The reason is that 1) we're having trouble balancing the asymmetrical ones, and 2) the asymmetrical ones feel like they will be harder to rebalance in playtesting. The Symmetrical ones can be changed, in one swoop, for both alignments - not the case for Ogier quests, for instance. The Asymmetrical ones can be used to fix issues we have with the symmetrical ones, but we're finding that the other way around isn't working well.

I'm all for beefing up our symmetrical Alignment sources and I love your ideas below. I don't think it necessarily makes balancing easier - I can see several situations where it's harder. Changes to the symmetrical systems have to affect both sides, so they're exposed to the complexities of both ends of the scale. The asymmetrical sources have fewer variables to consider when we want to change them because they only apply to players of the Alignment they contribute to.

So I'm thinking we need to add more Symmetrical ones to get us closer to a value that can make the asymmetrical sources feel much more "optional" like you are suggesting, and not nearly so bloated and flavor-killing, like I've been dreading.

I like the idea of asymmetrical sources being the optional overflow that players can pursue if they find themselves falling behind where they need to be in Alignment. This also makes their completion complexity (more difficult to complete a Forsaken Quest than choose a Thread choice) make sense - players can invest in them if they need to.

So what I'm loooking for is ways for civs to consistently create alignment points more-or-less passively.

So, some things I've thought of, that make me feel silly for not thinking of sooner:

A) Governors
OK, so we will be speaking of these soonish (probably after we finish the assymetrical ones, Forsaken, Turning, Ogier, etc.). But I'm starting with a couple of assumptions:

1) Governors produce a yield in a city (faith, production, etc.). This is permanent, or at least until the gov is removed.
2) Governors are rare enough to become valuable. A Tall civ may have one in every city, but a wide civ certainly would not

Additionally, it has been discussed that these are GP, or WERE GP. I am not sold as of this moment on this aspect, though I am open to it. It is moot, here. Hopefully my assumptions above are correct.

What if, when you installed a Governor (or maybe once some tech was unlocked or something), you were able to determine his Ruling Style:

Cruel
Reasonable
Merciful

What does this do? Generates Alignment points! A Cruel Gov would, say, Produce +5 Shadow per turn. A Merciful would produce +5 Light. A Reasonable: +0.

These could scale by era.

Now, note that this is in addition to whatever "actual" yield that gov produces.

I like this, because it is relatively hands off, and serves as a sort of stable companion/alternative to the more dynamic Citizen yield.

Also, I think this is flavorfully quite good. You asked what happens in the books that is "light-like" (not your words), and I kept being drawn to Rand deciding Lords cannot kill commoners and stuff - "fair" and equitable rule, basically. So why not have our governors reflect that?

This. Is. Awesome.

I love this idea. It captures loads of great WoT flavor and solves a ton of mechanical problems for us - it's like the perfect mechanic. I know we haven't discussed Governors in much detail yet, but I'll say that this plays well with how I'd been envisioning they would work. I figured Governors would be 'promoted' over time much like units are (dunno how they gain EXP or some similar equivalent, maybe it's just simple number of turns, but we can discuss that in detail later). Like unit promotions, it's basically a super lightweight levelling mechanic. Making some of those options Alignment based would allow players to gain Alignment in a completely voluntary and reliable way. There are a variety of ways to make this kind of tri-state selection available in tandem with or separate to any system like a promotion-like one.

Also completely agree on the incidence of Governors - that a Tall civ might be able to have a Governor in every city but a Wide one certainly wouldn't.

So yeah, totally sold on this one. In fact it's one of my new favorite sources! :D So as a very rough ballpark, how much are we aiming for this to generate in Alignment for a player who's actively setting most of his Governors one way or the other?

B) Buildings
Why not just have a wholly optional Alignment building that basically does nothing but produce alignment? It's POSSIBLE that it could have other effects, but maybe not. It would maybe be maintenance free.

I was thinking at first that it would be "unlocked" upon a certain tier, but I'm thinking maybe both kinds (shadow one and light one) could be available to anybody at all times (in case you're shadow and want to change to light)

What would it do? I dunno, a few alignment points per turn? How many? Depends on how many we'd like this to generate over the course of the game.

The purpose is essentially the same as the gov - a "stable" source of alignment.

Note: probably these should be invisible to enemies, even when a spy is present, and should be consequently destroyed upon city capture.

This would definitely be a stable source of Alignment. I'm not sure we'd need to make them maintenance free - I'd say let players who want to use this source have to invest in it.

Do we think the player experience for these will be ok? I do remember when I first implemented Alignment tracking a while ago I hooked it up to a building to test it and we laughed about how "Evil Inn" was a bit crazy. We could certainly make it more nuanced than that, but I figured I'd bring up our old first reaction to it, for us to consider.

I think we could do this, I quite like this one. It's definitely very easy to put into the game, so unlike Forsaken Quests/Threads there's not too much investment in "this must be right because it's hard to add and hard to remove." BNW already supports making specific buildings uncapturable, so that's super easy to do. As demonstrated when I put Alignment into the game originally, making buildings pay it out is quite simple (and also already works). Making the buildings invisible may be possible already, but if not we can just hide them in the UI and not add any logic for the AI to consider them.

C) Wisdoms
So, we talked about Wisdoms producing faith and WoT units and stuff. What if Wisdoms acted sort of as variable-alignment citizens? So, if the city as a whole is Light, a wisdom will produce +1 light. Or is it based on the civ as a whole?

In any case, an idea! Not much more to it than that.

OK, what do you think? I should note that the intention behind these "stable", "boring" and "easy" ones is NOT to replace the dominance of threads, but merely take some of the pressure of the Asymmetrical ones, essentially allowing us to make FDs and Ogier quests and Forsaken stuff NOT be so bloated, without having to make our Threads dole out 700 light per punch.

so?

Sounds good to me - Wisdoms mimicking the overall progression of the city with their yield sounds reasonable. Non-Darkfriend Wisdoms were already set to produce Light, since they are citizens as a part of the whole DFC stuff, this would be in addition to that. Would we be fine with the notion of a DF Wisdom producing some Light because she was in a Light-progression city?
 
Hey Hey everyone. Just wanted to pop in and say hey. Quite new to the civ forums. I'm a civ 5 addict and to be honest, i joined so i could get involved with making mods. I'm an illustrator and painter. I know 2 of you have seen my work, but if anyone else in this thread hasn't feel free to check it out.

My Website

Its cool to hear about this mod. I dont read the books but it sounds like an intense project :) I could do icons or diplomacy images for it.

Hello and welcome! I'm impressed with your work, the things you've done on there look great! Also good that you're invested in CiV like we are, we're hoping to make the mod a similar kind of replayable as the base game. (Hence our emphasis thus far on a "main game" which is random civs/maps with primary systems that adapt to that randomness, like CiV itself.)

And of course it would be great to have someone working with us who's got a talent we otherwise lack! I'm a programmer by trade and while I've been tinkering with artwork for this mod (and hopefully improving), it would definitely benefit immensely from an actual artist who can create new content.

How would you like to proceed with participating? Would you be interested in working with us on this mod for a good while? (Like all modding, motivation and time permitting, real life is obviously a priority for us all!) Or would you prefer to just work on a few pieces and just see how it goes? (No matter what you choose, if your circumstances change and you need/want to stop working on this mod in the future, we would totally understand.)

How would you like to become more familiar with the Wheel of Time and the kinds of stuff we're developing? I don't know if you would intend to read the books at any point in time (related to this mod or otherwise), I figure we should warn you that of course the mod is a spoiler bonanza for the books. We've got a few summaries of our planned features that are linked to the from the first post. Don't feel you need to read them all straight away or anything, I'm just letting you know in case you wanted to explore more about what we're doing that way.

And of course if you'd like to participate in our design discussions about what we plan to do with the mod and how the mechanics work, do feel free to do so!
 
Hey thanks a lot man! Yeah I play CiV quite a lot. I got into it a few years ago, and I do solo play and just have fun kicking ass. Basically, I probably should spoil myself anyway. I might just browse the wikias for the characters if there is one so I have a good idea of who they are. I know the diplomacy portraits are kind of like the visual "face" of a leader mods (literally!), so I'd taking pride in making those look really cool :0

I'm perfectly Fine staying on the project for a long time, as long as the deadliens aren't too fierce. How many civs are we looking at here? :0

I'm sure ill poke around the post and get to know the ambitions behind it :)
 
Hey thanks a lot man! Yeah I play CiV quite a lot. I got into it a few years ago, and I do solo play and just have fun kicking ass. Basically, I probably should spoil myself anyway. I might just browse the wikias for the characters if there is one so I have a good idea of who they are. I know the diplomacy portraits are kind of like the visual "face" of a leader mods (literally!), so I'd taking pride in making those look really cool :0

I'm perfectly Fine staying on the project for a long time, as long as the deadliens aren't too fierce. How many civs are we looking at here? :0

I'm sure ill poke around the post and get to know the ambitions behind it :)

sounds awesome! As mentioned already, your stuff looks great. Can't wait to see some of it applied to this mod!

We haven't made anything definitive yet, civ wise, but I think we were thinking of 14 civs at launch. Yeah, that's a lot, I know. We haven't settled who the leaders will be, but if you were to actually want to get started on some art, we could obviously settle that sooner than later. In the meantime, the wikis will give you an idea of the kinds of flavor that exists in the series - though, obviously, there are a lot of different art styles that pop up.

In terms of deadlines... We're hoping to finish it within a year, but we'll probably do a beta semi-launch that wouldn't need all the art assets done (especially things like diplo screens).

But, that said, there's kind of a lot of random art that needs to get done, including some less glamorous stuff (tech tree, buildings,etc.). Hopefully that stuff doesn't end up taking too much time away from the bigger-scale stuff like character portraits.

looking forward to working with you!
 
(last updated 10/16/16. Pulled from LB Summary 5/9/2015)

Alignment Summary


A &#8211; The Alignment Scale
B &#8211; Effects during the Game Pre-Last Battle
C &#8211; Effects on the Last Battle
D - Darkfriend Citizens
E - Forsaken Quests


A &#8211; The Alignment scale
  • Throughout the game, the player will be faced with situations that affect their score on a good vs. evil scale, called Alignment. Player actions and events will cause a player to move further towards or away from
  • A player between 100 Light and 100 Shadow (expressed mathematically as -100 Light) is said to be neutral, but there are eight tiers of Shadow or Light alignment continuing on either side. Each tier further away from neutral is 200 points "wider" than the previous. This results in the following spectrum on either side of 0 (absolute neutrality): Tier 1 (100), 2 (500), 3 (1100), 4 (1900), 5 (2900), 6 (4100), 7 (5500), 8 (7100).
  • The Shadow Tiers will be named as follows (increasing in Shadow Points): Mischievous, Dishonest, Selfish, Malicious, Notorious, Vicious, Malevolent, Diabolical.
  • The Light Tiers will be named as follows (increasing Light Points): Wholesome, Honest, Devoted, Pure, Just, Righteous, Benevolent, Enlightened.
  • There are symmetrical sources of Alignment that generate both Shadow and Light Points. These sources, and their average possible yield per game, are:
    • Threads: in the Pattern~3800. See The Misc Summary and the Thread Summaries 1, 2, and 3.
    • Paths: ~500. See the Paths Summary.
    • Citizens: ~500. See below for details. Each Darkfriend Citizen produces 3 Shadow Points per turn, while a typical Citizen produces 1 Light Point per turn.
    • Governors: ~1200. Governors will generate Alignment Points (either Light or Shadow) based on the selected nature of the Governor: Cruel, Reasonable, and Merciful (for +Shadow, neutral, and +Light). Alignment point yields will range anywhere between +1 and +5.
    • Buildings: ~500. These buildings will yield small values of Alignment points (likely +1). They will likely be tech-gated, and will represent "corrupting" and "cleansing" forces in society.
  • There are also asymmetrical sources of Alignment, available uniquely to Shadow and Light generation.
  • For Light, these are (~8400 total)
    • Ogier Quests: ~500. Some, but not all of these, will generate significant Light rewards.
    • Cleansing Saidin: ~500. The Top Performer in this event will be rewarded with 1000 points, and other performers with 200.
    • Gentling False Dragons: ~500. This value is based on an estimation of likely encounters throughout a game, with the reward scaling over time. See the Misc Summary for details.
    • Killing Shadowspawn: ~200. Killing a Shadowspawn unit yields +5 Light points.
    • Trolloc Wars: ~200. The Top Performer of this event will receive 300 Light points, with second place yielding 200.
  • For Shadow (~8700 points):
    • Forsaken Quests: ~1500. Rewards for these may scale based on a civ's Alignment.
    • Turning the Tower: ~700. Each Turning objective will yield some shadow points for the civ that accomplishes the task. Turning the Tower completely will yield further points for any civ that completed at least one objective.
  • In Team games, Alignment will be tracked separately for each team member. The player with the most extreme Alignment will choose which side the Team will join at the beginning of the Last Battle
B &#8211; Effects during the Game Pre-Last Battle
  • Before the Last Battle begins, Alignments are unknown to other players.
  • The player's Path does not have anything to do with their position on this scale (though their accumulation of Faith is affected).
  • Player's position on the Scale provides them a modifier or multiplier to their Faith generation - Shadow player receive a penalty.
  • Shadow players will learn of the required events to Turn the Tower beginning in the Era of Encroaching Blight.
  • Shadow players will be offered Forsaken Quests. This quests will often require some sort of "sacrifice" of the civ. The frequency of this, and the quality of their rewards, will vary based on Alignment. Rewards will be somewhat random, with some of them being hardly a reward at all. In all cases, the primary reward will be Shadow Points.
  • A player's Alignment position affects the strength of their Questioners, and of opposing Questioners used on their cities.
  • There will be buildings and wonders that are only available to civs of a particular Alignment.
  • When a city is captured, any Alignment buildings within it have the same percentage chance of being preserved than any other building.
  • Civilizations can accuse other civilizations of being of a particular Alignment, which may have diplomatic ramifications with other civs (penalty for those of different Alignment, bonus for those of similar Alignment).
  • Each civilization will have suspicions as to the Alignment of other civs, based on accusations, previous relationship, and other evidence (gathered from captured cities, etc.). These suspicious affect civs' diplomatic attitudes towards other civs.
C &#8211; Effects on the Last Battle
  • For details on the Last Battle, please see its Summary.
  • The ultimate decision of their allegiance rests with the player. However, the player's place on the scale does effect what kind of effects they will experience during the Battle.
  • While extreme positions on the Scale cannot "force" the player's hand in this choice, there are consequences to a player choosing a side that is at odds with how their civ has been played, most notably in penalties to happiness (and the possibility of their cities changing sides).
  • For Shadow-allied civs, their position on the Scale will determine the following:
    1. The amount of negative attention they receive from AI-controlled Light Forces and the (Light-controlled) White Tower
    2. The frequency of Forsaken Quests and quality of rewards.
    3. The amount of Faith they receive (as in the normal parts of the game)
    4. Additionally, the following bonuses/penalties will apply, based on the Alignment Tier of the Shadow civ:
      • Shadow Tier 1-3: can produce Trollocs
      • Shadow Tier 4-5 - can produce Myrddraal
      • Shadow Tier 6-7 - can produce Draghkar
      • Shadow Tier 8 - can produce Dreadlords
      • Neutral - -5 Happiness
      • Each positive Light Tier costs an additional -5 happiness (capping at -45 at Light Tier 8)
      • Light Tier 4 - One immediate random city rebellion
      • Light Tier 5 - One immediate random city rebellion, 1 turn of Chaos (Anarchy)
      • Light Tier 6 - Two immediate random city rebellions, 1 turn of Chaos
      • Light Tier 7 - Two immediate random city rebellions, 3 turns of Chaos
      • Light Tier 8 - Three immediate random city rebellions, 3 turns of Chaos
  • For Light-allied civs, their position on the Scale may determine the following:
    1. The amount of negative attention they receive from AI-controlled Dark Forces and shadowspawn (and a Shadow-allied Tower)
    2. Their rank and frequency of turns controlling the Dragon
    3. The amount of Faith they receive (as in the normal parts of the game)
    4. Additionally, the following bonuses/penalties will apply, based on the Alignment Tier of the Light civ:
      • Shadow Tier 1 - -5 Happiness
      • Shadow Tier 2 - -10 Happiness
      • Shadow Tier 3 - -15 Happiness
      • Shadow Tier 4 - -20 Happiness
      • Shadow Tier 5 - -25 Happiness, a Forsaken will spawn near to your civ, earlier than usual, one immediate city rebellion, 1 turn of Chaos (Anarchy)
      • Shadow Tier 6 - -30 Happiness, a Forsaken will spawn near to your civ, earlier than usual, one immediate city rebellion - 1 turn of Chaos
      • Shadow Tier 7 - -35 Happiness, two immediate city rebellions - 3 turns of Chaos
      • Shadow Tier 8 - -40 Happiness, two immediate city rebellions - 3 turns of Chaos
      • Neutral - Nothing
      • Light Tier 1-2 - +1 Aes Sedai quota (assume Light White Tower for all quota boosts)
      • Light Tier 3 - +5 Happiness, +2 Aes Sedai quota
      • Light Tier 4 - +10 Happiness, +2 Aes Sedai quota
      • Light Tier 5 - +15 Happiness, +3 Aes Sedai quota
      • Light Tier 6 - +20 Happiness, +3 Aes Sedai quota
      • Light Tier 7 - +25 Happiness, +4 Aes Sedai quota
      • Light Tier 8 - +40 Happiness, +4 Aes Sedai quota
  • For Neutral civs, their position on the Scale may determine the following:
    1. The amount of negative attention they receive from AI-controlled Dark and Light Forces and shadowspawn.
    2. The amount of Faith they receive (as before)
    3. Additionally, the following bonuses/penalties will apply, based on the Alignment Tier of the Neutral civ:
      • Shadow Tier 1, light Tier 1, and Neutral - nothing
      • Light and Shadow Tier 2 - -10 Happiness
      • Light and Shadow Tier 3 - -15 Happiness
      • Light and Shadow Tier 4 - -20 Happiness, one immediate city rebellion
      • Light and Shadow Tier 5 - -25 Happiness, one immediate city rebellion
      • Light and Shadow Tier 6 - -30 Happiness, one immediate city rebellion
      • Light and Shadow Tier 7 - -35 Happiness, two immediate city rebellions, 1 turn of Chaos (Anarchy)
      • Light and Shadow Tier 8 - -40 Happiness, two immediate city rebellions, 1 turn of Chaos
D &#8211; Darkfriend Citizens
  • A certain number of citizens in a given city will be flagged as Darkfriends and produce Shadow Points each turn (3).
  • Regular Citizens counter against this by producing a small amount of Light Points per turn (1)
  • Darkfriend Citizens are primarily created automatically, as a reflection of a civ's overall Alignment (though they obviously do also affect that alignment to some extent). Most cities above a certain size will have some Darkfriend presence.
  • The unaltered Darkfriend composition of a city is referred to as "Balanced".
  • If a civ with an overall Shadow Alignment has a city with too many darkfriends, that city will be said to be Chaotic. Too few: Cowardly. 4 or more Darkfriends too few: Sanctimonious.
  • If a civ with an overall Light Alignment has a city with too few darkfriends, that city will be said to be Fanatical. Too many: Uncommitted. 4 or more Darkfriends too many: Corrupted.
  • If a civ with an overall Neutral Alignment has a city with too many Darkfriends, that city will be said to be Corrupted. Too few: Sanctimonious.
  • A city that is Balanced will have a number of Darkfriend citizens based on the city's population. Each Alignment Tier is associated with a given cycle of Darkfriend and Normal Citizens that repeats as often as a city's population requires (for example, if a given prescribed cycle was Dark / Light / Dark (D/L/D), a size 8 city would have a citizen composition of D/L/D/D/L/D/D/L.
  • Current Cycles for each Alignment Tier are as follows:
    • Neutral: L/L/D/L (+0 per cycle, tending marginally Light, since citizen 3 costs more than 2. Balanced a little by citizen 4 costing more than 3, but not completely.)
    • Light tier 1 & 2: L/L/D/L/L (+1 per cycle)
    • Light tier 3 & 4: L/L/D/L/L/L (+2 per cycle)
    • Light tier 5 & 6: L/L/L/L/D/L/L (+3 per cycle, notable that no part of the cycle is the player net Shadow)
    • Light tier 7 & 8: L/L/L/L/L/L/L/D (+4 per cycle)
    • Shadow tier 1 & 2: L/L/D (-1 per cycle)
    • Shadow tier 3 & 4: L/L/D/L/D/L (-2 per cycle)
    • Shadow tier 5 & 6: L/D/L/D/L (-3 per cycle)
    • Shadow tier 7 & 8: D/L/D/L (-4 per cycle, and this one is the first time where Shadow spends no part of the cycle gaining Light)
  • If a civ moves to a different Alignment Tier, any new growth in the city reflects the cycle of civ's new Alignment Tier.
  • Every 1000 Shadow points (raw, not net) accumulated by a civ, one Normal Citizen in each overly-Light city will revert to being a Darkfriend. Every 1000 Light points (raw, not net) accumulated by a civ, one Darkfriend Citizen in each overly-Shadow city will revert to being a Normal Citizen.
  • Normal and Darkfriend citizens typically produce identical yields. However, some improvements or specialist buildings (via Uniques, Alignment buildings, etc.) will produce Alignment.
  • The Alignment Focus (towards Light, Neutrality, or Shadow) of a city can be set, and works in conjunction with the existing features of City Management (there will also be a "Produce Alignment" option for city yield priority as well).
  • Darkfriend citizens can be created or removed through the use of units called Questioners. These units can be expended in friendly or enemy territory, and pull a city's Darkfriend number closer to the Balanced Darkfriend composition for that civ.
  • Questioners are produced with Hammers, and like Archaeologists, cannot be purchased.
  • Questioners are invisible to all other civs. If used on an opponent's city, the effects of the use are similarly unknown to the producer of the Questioner.
  • Questioners add or a remove Darkfriend Citizens based on the Alignment Tier of the "receiving" civ. If the civ is Neutral or Tiers 1-2 (Light or Shadow) up to 3 Darkfriends can be added or removed. If the civ is of Tiers 3-6, up to 2 Darkfriends can be added or removed. If the civ is of Tiers 7-8, only 1 Darkfriend can be added or removed.
  • A Questioner will adjust the Darkfriend composition of a city only as far as would make the city's number of Darkfriends Balanced for a city of that size within the civ that created the Questioner.
  • When a Questioner adds or removes a Darkfriend Citizen, which Citizen is changed will be determined randomly.
  • In addition to any Alignment changes that occur, using a Questioner in an opposing city generates a Faith for the expending civ. This will scale by era, beginning with 10 in the Era After the Breaking, and then progressing to 20, 30, 40, 50, 60, 75, 90, and 100.
  • When a city is captured, it's Citizen composition is technically unchanged.However, the Citizens that are lost due to Population loss is determined at random, such that the Alignment may not mirror the city, pre-conquest.

E &#8211; Forsaken Quests
  • Forsaken Quests will briefly be available during the Trolloc Wars, for any civ of an Alignment of at least Shadow Tier 1. This Quest will be given by Ishamael, and will be Stage 1.
  • Forsaken Quests have three Stages of difficulty. Stage 1 Quests are generic and are given by random Forsaken. Stages 2 and 3 Quests are tied to specific Forsaken (or for each Stage).
  • For a Master List of Forsaken Quests, go here.
  • If a particular Forsaken has been killed by Balefire, no more Quests will come from them.
  • Civs will be offered up to six Forsaken Quests throughout the game (not including any given by Ishamael during the Trolloc Wars). The first will arrive during the Era of New Beginnings. These Quests will be offered to any Civ with Alignment Tier Light 3 or "lower".
  • Subsequent Quests will be given (if still qualifying) 30, 30, 20, 20, and 20 turns later, regardless of the Quest Stage.
  • Civs start out with Stage 1 Quests. After completing 2 Quests of a given Stage, the civ proceeds to Quests of the next stage.
  • If a Civ of Alignment Tier Light 2+ fails or ignores their first 2 Quests, they will receive no subsequent Quests.
  • Civs of any Alignment will receive no more Quests if they fail or ignore 3 Quests at any one Stage of difficulty.
  • If a player declares for the Light in the Last Battle, they will receive no more Quests.
  • The only player reward for completion of a Forsaken Quest is Shadow Points. All Quests require some kind of Stage-dependent sacrifice.
  • The Shadowspawn civ is rewarded each time a civ completes a Forsaken Quest. It receives units (spawning far away from the civ), varying in type depending on the Stage of the completed Quest: Trollocs for Stage 1, Trollocs or Myrddraal for Stage 2, and Myrddraal or Dreadlords for Stage 3.
  • Additionally, for each successfully completed Forsaken Quests, Shadowspawn all receive a permanent combat bonus equal to +1% per Quest completed.
  • Civs will have a variable amount of turns before a Quest expires (dependent on the type of Quest), independent of the rate at which these Quests appear for the civ.
  • Each completed Quest yields Shadow Points, depending on the Quest Stage. Stage 1 Quests (including those in the Trolloc Wars) yield 200 points, with 400 points for Stage 2 and 600 for Stage 3.
 
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I like your first suggestion, that FDs appearing later are stronger and that reduces the unfairness of a staggered spawn rate. Partially because for now it's the simplest. I think we'll want to see if the staggered spawn is actually a problem in-game before we design around it.

Given all of our discussions about FD rate and tying it to other systems in the game, I think switching FD rate to be constant and making FD power variable isn't something we need to do yet.
ok. agreed on both points.

All sounds good! Should this go in the Channeling summary?
Yep! done.

Yeah, waiting 120 turns for the first FD is too long. And I agree that it will be 4 vs 3 vs 2 in most cases.

We could start with a spawn value that would give us a turn 120-ish first FD and have the randomness be subtractive with an offset - pulling all players down from there in varying degrees. Then we can leave the general progression alone and it achieves what you've suggested here - earliest FDs in 30-40 and most civs by 80 - while still keeping an overall rate that won't overwhelm players.
k. hard to know how this will all work out in the end, but that sounds reasonable in theory.

The summaries are definitely one of the best decisions we've made so far, since none of the other decisions would really matter if we didn't have them - we wouldn't remember what they were! They've also been instrumental in the technical work I've been doing because they define implementable requirements for the mod to play like we want.
cheers!

Good point about Thread yield, yeah, we can't really interact with them from Paths. Your suggestions sound good.
OK. so we should implement all of them, then? Just, as a reminder, the ones I suggested were:

- Friendly Heralds are twice as effective
- Foreign Heralds are half as effective.
- Governors produce double alignment (see below!)
- + X alignment points for every city following this path (in the direction of your overall alignment)
- X building produces +Y Alignment (in the direction of your overall alignment)
- allows construction of <Alignment Building> based on direction of your overall alignment, that produces more alignment, plus other things (e.g., Evil Pagoda).

This seems a bit odd to include in the alignment summary, right? They should belong in a "Path Summary," but we haven't done enough on paths yet to justify one of those. suggestions?

Lineages/Pantheons spread with their associated religion - the only difference is that Pantheons automatically spread to your existing cities when you adopt them, whereas Religions don't. I imagine we'd maintain that system. It's there because nobody has the faith at the Pantheon stage of the game to spread it to their own cities, so it would just sit idle in everybody's capital. So when a city adopts a Religion it gets the Pantheon belief bonus that goes with that Religion too.
Oh, wow. ok, panths spread like religion, inasmuch as they follow the religion. So that doesn't help us with a thread-related one either.

Chaos sounds like a good name. Let's add it for just 1 turn at tiers 5-6 and 3 turns for 7-8.
ok. I've added it to the summary. We're talking just about "opposite-side" alignments, NOT when choosing neutral? Or should we have one turn of Chaos at 7-8 for neutral civs?

Is this something that should go in the misc summary under a "terminology" section, where we keep straight our renaming. It's in the Alignment summary now, but it's pretty buried!

Awesome, thanks! Hopefully just cutting words, rather than any content. :p Yeah, if we're hitting the character limit on the LB summary let's split the Alignment stuff out.

All looks correct to me.
Yeah, added an alignment summary, freeing up some space in the LB summary. Can you link it on page 1?

Definitely, our goals are very similar. I would describe my goal with tier 8 to be making it "pretty hard" but I think we have differing descriptions of what "pretty hard" means.

Also completely agree that we want an excess of 7100 Alignment available in almost every single situation. Ideally we'd like it to be available in every situation, but the perfection of balance for that is likely out of our (and even Firaxis') reach.
Right. I've been thinking about this, and wanted to specify my position on this a little more clearly.

I'm thinking that if you civ ONLY does Threads - even if they do all of one side - that's not going to be enough to get them to tier 8 (unless we're talking a game where you get lucky and get a bunch of +Major opportunities).

The other things are optional yes, but so is reaching tier 8! I'm imagining in most situations, a civ would need to do some additional stuff as well.

A related point: I figure a civ who doesn't go "all in' on light with threads would have to probably do essentially all the other stuff to end up Tier 8.

By incidental, I'm meaning that the Light gains won't be the reason a player Gentles an FD. They'll just be nice cherries on top of the normal rewards for FDs they would have dealt with anyway. (High payouts would mean the Light is no longer incidental, it's the actual reason some players are Gentling FDs, so they would go out and Gentle more with that specific purpose in mind.) We both seem to be fine with this approach as long as the overall Light picture still makes sense!
right. makes sense!

OK. Have to take a quick break. Be back to finish in a bit!
Right, I see where we diverged on this one. I see what you mean about the WF limit just being a byproduct. It's possible for the whole world to get tier 2, but everyone would need to produce exactly the same number of hammers (and that number would need to be the production total divided by the number of players). I'd say even if the players were all human and coordinating to do that (just for kicks) it would prove impossible to do. It's just technically statistically possible, somewhere off in the trillions of ways to roll a game of CiV.

So with the Trolloc Wars, I think we'll have a similar situation. Victory is measured by Shadowspawn kills - so the player who kills the most is the winner. Then we can have tiers 2 and 3 of the rewards at given kill thresholds that vary likely based on the amount of Blight that ended up being placed on the map (which is generally related to map size by map type). The byproduct limits will then arise from the number of Shadowspawn that are spawned during the TW. In fact, it gives us a nice number of spawned units to shoot for - tier 2 * number of players, though we can't hit the number as reliably as a simple set production limit can. In this situation we'd want to calibrate tier 2 to such a level that it achieves the goals we set before - involving everyone without overwhelming the Borderlanders. [/quote]
Right. This all sounds good. Though I'm not sure we'll be able to do something so simple as Tier 2 * # of players. The reason being is that it's quite possible there will be huge expanses of Blight that are nowhere near civs, and thus possible there will be SSpawn that are never even seen by players. Right?

Definitely, this sentiment (players needing to win at Cleansing Saidin because they've chosen some Shadow Threads) is exactly what I was trying to express about accessibility. My concern is with the opposite - not so much with Threads because we've made them relatively reliable - where players need to win at Saidin because one of the other sources has just never been available to them. I don't think that should happen because of the exclusive nature of Cleansing Saidin. Threads are a good example of this going well - a player can't be deprived of the opportunity to generate a lot of Alignment via Threads, they can only choose not to do so in order to get something else.
On board with this viewpoint, I think.

Definitely, we don't want tier 8 to be easy and civs to be swimming in excess Alignment, because the system isn't balanced correctly then - they should need to be dedicated to their side to reach tier 8. That's the counterpart problem to 7100 being unreachable. I think we're safely on the unreachable side of the spectrum at the moment, or at least before your latest post, but we should of course avoid going too far the other way. It's inevitably a very delicate balance, making a video game that's actually impossible or stupendously easy are both quite easy to do - it's being challenging but fair that's hard!
Well, at this point I think you know where I'm at from a balancing perspective, at least. Hopefully we can hit the mark.

Given your suggestions below, I think we can drop the gold gift stuff, pretty much for the reasons you bring up here. A system that prevents abuse will have odd limitations that look unusual for players who are just playing normally. (You must donate at least X, stop gaining Light after Y, only gain fixed Alignment no matter the donation, anything like those.)
Gold alignment yield axed!

Ok, let's reduce our estimate to that to TW-level couple of hundred-ish. This will clearly vary a lot based on the player's proximity to the Blightborder, so it's not that reliable a source.
agreed.

All averages are for players that are focusing on that task, so someone who's trying to complete Ogier quests in order to get Light, not someone who's only completing Ogier quests if they stumble onto the objective doing something unrelated. 500 in that case is very small over the course of the game. We get into a similar situation I mentioned with FDs, where if they're worth much less, they're not worth pursuing for the Light anyway.
well, I think the ogier quests are slightly different than FD. While a civ has the potential to kill anywhere between 0 and 15 FDs (or something), we can limit ogier quests much more.

We could have your average ogier quest be totally unrelated to +Light, but have a few of them pop up throughout the game (maybe only 3 or something) that provide quite significant light yields. This would make them a non-factor in alignment for most of the game, but at key points would make light civs really want to complete a certain action for a significant payout. This is preferable, IMO, to a bunch of Ogier quests, and each one gives minimal payout - in that case, then yes, people would never do them just for the light yield.

OK. time to take a quick break. Will finish later tonight.
 
I don't think it's a big new thing we'd need to develop - I figured we'd make it a mechanical mirror of Forsaken Quests. So the player gets a Prophecy that requires them to do X in order to get Y Light points. The only significant difference between the two systems in terms of us needing to come up with stuff, is objectives for the player - those would obviously be different from Forsaken Quests. While the text and yield would be different, those are much simpler swap-outs.

We could effectively turn Forsaken Quests into a symmetrical source of Alignment - they would just be called different things on each side.
I understand what you're saying here. This makes sense. Still, I'm pretty hesitant.

First off, mechanically, I think we're fine without these. FQuests and TtT are shadow-only yield, but considering shadow players are "forced" to deal with some light-gains throughout the game (killing shadowspawn), I'm thinking the various smaller sources we've developed for light may be able to accommodate the lower total Shadow production we'll be making possible from FQuests and TtT (and if we don't lower the shadow points we provide here, it's because we make these super hard, which might be fitting). I dunno, might not need it. I'm open, though.

Flavor also troubles me. Of course, there are all the hesitations I had last time we discussed this. But, also, a good number of the prophesies that get fulfilled in the books aren't necessarily "light" things. Some of them are actually bad: a light-side nation (Tear) being literally conquered by an NPC (in our game). They speed towards an eventual light victory, but that's not necessarily because theindividual actions are good, and make sense as generating Light.

Also, there's the challenge of making them actually feel like things that help the light side, without it being "go attack this shadow civ, even though nobody has declared for shadow). The FQuests don't have this problem, because we can hide behind the whole "crazy sh*t" angle.

I don't know. I could be convinced, but I think if I had my preference I would leave these out.

I think Alignment is a core mechanic of our mod. A lot of WoT things in the mod happen as a part of the Alignment scale. I disagree that it's there primarily for flavor - it obviously exists because of the flavor, but the same can be said of all WoTMod systems. The system itself has become one that affects several others, much like Culture in CiV, and has rewards and all sorts of stuff.

All that aside, I do agree that we shouldn't tie Alignment into everything, because of the way CiV works as a game. The way players can turn off certain components means a certain amount of isolation is necessary for everything to still make sense when they do. Keeping that isolation also makes our lives easier for balancing.
I guess when I say it isn't a core mechanic I refer to its "off to one side" aspect. It's sort of a layer put on top of everything else. Sort of like religion, which I think could basically be ignored in most games of civ. Also, it's very different from most of the mechanics of civ - you're given a choice, adn you choose.

I'm all for beefing up our symmetrical Alignment sources and I love your ideas below. I don't think it necessarily makes balancing easier - I can see several situations where it's harder. Changes to the symmetrical systems have to affect both sides, so they're exposed to the complexities of both ends of the scale. The asymmetrical sources have fewer variables to consider when we want to change them because they only apply to players of the Alignment they contribute to.
understood. Yeah, I suppose I am incorrect there.

I like the idea of asymmetrical sources being the optional overflow that players can pursue if they find themselves falling behind where they need to be in Alignment. This also makes their completion complexity (more difficult to complete a Forsaken Quest than choose a Thread choice) make sense - players can invest in them if they need to.
talked to death above! (previous post)

This. Is. Awesome.

I love this idea. It captures loads of great WoT flavor and solves a ton of mechanical problems for us - it's like the perfect mechanic. I know we haven't discussed Governors in much detail yet, but I'll say that this plays well with how I'd been envisioning they would work. I figured Governors would be 'promoted' over time much like units are (dunno how they gain EXP or some similar equivalent, maybe it's just simple number of turns, but we can discuss that in detail later). Like unit promotions, it's basically a super lightweight levelling mechanic. Making some of those options Alignment based would allow players to gain Alignment in a completely voluntary and reliable way. There are a variety of ways to make this kind of tri-state selection available in tandem with or separate to any system like a promotion-like one.
very glad you like this idea!

I think I really like it too - assuming we end up settling on rules for governors that play nicely with this idea. Although, perhaps this becomes a priority for us when we develop them. Honestly, I've never been 100% that we needed them at all - this moves me way closer to that number though....

Also completely agree on the incidence of Governors - that a Tall civ might be able to have a Governor in every city but a Wide one certainly wouldn't.
ok, this will probably be a balancing mess. To be dealt with later!

So yeah, totally sold on this one. In fact it's one of my new favorite sources! :D So as a very rough ballpark, how much are we aiming for this to generate in Alignment for a player who's actively setting most of his Governors one way or the other?
ok. good question.

Honestly, you've had a much better grasp of the numbers this whole time. Do you mind offering a suggestion? Maybe revise your previous List of Sources for shadow and light, including these new aspects (and downgrades of some of the old aspects)?

Big picture, though, I'm figuring these could, if employed throughout the game, yield a Tier or something like that. I do like the idea of the alignment stacking on top of their normal bonus, but if it's that high of a yield, there should probably be some "game" to it, that makes it anything but an obvious solution to just throw your governors in one direction and enjoy the free points. You know, in the interest of fun.

ideas? Or... perhaps we cover that when we do govs in general, and for now we just establish the yield total.

In any case, if you don't mind, I'd like to see how you're thinking the yields will line up at this point before I put anything into any summary.

This would definitely be a stable source of Alignment. I'm not sure we'd need to make them maintenance free - I'd say let players who want to use this source have to invest in it.
ok. agreed. maintenance.

Do we think the player experience for these will be ok? I do remember when I first implemented Alignment tracking a while ago I hooked it up to a building to test it and we laughed about how "Evil Inn" was a bit crazy. We could certainly make it more nuanced than that, but I figured I'd bring up our old first reaction to it, for us to consider.

I think we could do this, I quite like this one. It's definitely very easy to put into the game, so unlike Forsaken Quests/Threads there's not too much investment in "this must be right because it's hard to add and hard to remove." BNW already supports making specific buildings uncapturable, so that's super easy to do. As demonstrated when I put Alignment into the game originally, making buildings pay it out is quite simple (and also already works). Making the buildings invisible may be possible already, but if not we can just hide them in the UI and not add any logic for the AI to consider them.
ok. glad mechanically things will work out.

I think the flavor isn't super amazing, but I think we could make it work. Maybe things like "Darkfriend Safehouse" or something. Or else we could also think of it less literally: not necessarily things associated with Darkfriends or the Creator, but rather corrupting forces or cleansing forces in your society. So, things like a Gambling den (a "Hell" if we want to be in universe, but confuse all but the most hardcore fans...) vs a Shrine (which may not be our Path building). Thieve's Guild versus Shelter. You know, things that generate alignment aren't necessarily "about" that alignment, as the threads have shown.

Sounds good to me - Wisdoms mimicking the overall progression of the city with their yield sounds reasonable. Non-Darkfriend Wisdoms were already set to produce Light, since they are citizens as a part of the whole DFC stuff, this would be in addition to that. Would we be fine with the notion of a DF Wisdom producing some Light because she was in a Light-progression city?

OK, this is a little weird, so we should talk about it.

Were we going to make it so *specific* workers were either Normal or DFCs? I thought it was more removed than that.

Certainly, if it's more generic, then we don't have to worry about which citizen is a wisdom, which makes things easier. But if specific citizens have alignment, then this would be a bit tricky.

As far as the Wisdoms generating Light, I say we go one of two ways:
1) All wisdoms produce Light. and Only Light. Wisdoms are thus an asymmetrical source.
2) Wisdoms produce EITHER Shadow or Light, and sometimes neither, but never both, based on the tier-breakdown of either the specific city or of the entire civ. The free "+1 Light" from Wisdoms previously discussed would consequently be axed.

Option 1 "feels" more appropriate flavor-wise, obviously, but that doesn't mean its the right choice mechanically.
 
Hey thanks a lot man! Yeah I play CiV quite a lot. I got into it a few years ago, and I do solo play and just have fun kicking ass. Basically, I probably should spoil myself anyway. I might just browse the wikias for the characters if there is one so I have a good idea of who they are. I know the diplomacy portraits are kind of like the visual "face" of a leader mods (literally!), so I'd taking pride in making those look really cool :0

I'm perfectly Fine staying on the project for a long time, as long as the deadliens aren't too fierce. How many civs are we looking at here? :0

I'm sure ill poke around the post and get to know the ambitions behind it :)

Awesome, there is a Wheel of Time wikia for you to browse! Definitely no tight deadlines - while we're working at a fair clip to get things designed, this is a big project so we'll be here a while! As counterpoint says, we'd like to have something within a year.

Based on our feature set and what it looks like we're going to be designing in the remaining sections, (assuming we don't take on more programmers) I'd be quite happy if our public beta happened within that time!

Also as counterpoint has said, we're at 14 civs intended for launch. The civs themselves all exist within the context of the mod's other changes - we're more of a total conversion than a civ pack. We're overhauling some of the existing victories, adding a new one, stripping out and replacing the tech tree, units, buildings, and policies, as well as adding quite a few new mechanics. As you can see - tons of new artwork and icons between all of those! The civs are of course one of our biggest player facing things (and likely the first pieces of WoTMod artwork that the player will see when they start the mod!) so your enthusiasm to have those looking awesome is great! :D
 
OK. so we should implement all of them, then? Just, as a reminder, the ones I suggested were:

- Friendly Heralds are twice as effective
- Foreign Heralds are half as effective.
- Governors produce double alignment (see below!)
- + X alignment points for every city following this path (in the direction of your overall alignment)
- X building produces +Y Alignment (in the direction of your overall alignment)
- allows construction of <Alignment Building> based on direction of your overall alignment, that produces more alignment, plus other things (e.g., Evil Pagoda).

This seems a bit odd to include in the alignment summary, right? They should belong in a "Path Summary," but we haven't done enough on paths yet to justify one of those. suggestions?

I think a Path Summary makes sense. There are a lot of flavor and mechanical considerations that we noted down before and that both of us remember that we could make a part of that summary already. And even if we don't move on to working on it immediately, we've edited more historical summaries like the LB summary for a while, so we could simply leave it there for us to come back to, so that our current thoughts on the subject are captured.

All of those specific beliefs sounds good to me. We'll probably want to consider them within the power level of the rest of the beliefs (we have a new name for "beliefs" right?) when we do those, but the idea of what they do and how they achieve it sound effective.

ok. I've added it to the summary. We're talking just about "opposite-side" alignments, NOT when choosing neutral? Or should we have one turn of Chaos at 7-8 for neutral civs?

Is this something that should go in the misc summary under a "terminology" section, where we keep straight our renaming. It's in the Alignment summary now, but it's pretty buried!

Noted in the misc flavor section of the misc summary.

One turn of Chaos at 7-8 for Neutral civs sounds good too.

Yeah, added an alignment summary, freeing up some space in the LB summary. Can you link it on page 1?

Done!

Right. I've been thinking about this, and wanted to specify my position on this a little more clearly.

I'm thinking that if you civ ONLY does Threads - even if they do all of one side - that's not going to be enough to get them to tier 8 (unless we're talking a game where you get lucky and get a bunch of +Major opportunities).

The other things are optional yes, but so is reaching tier 8! I'm imagining in most situations, a civ would need to do some additional stuff as well.

A related point: I figure a civ who doesn't go "all in' on light with threads would have to probably do essentially all the other stuff to end up Tier 8.

Yep, I agree with all of this - sounds like what I was thinking too!

Right. This all sounds good. Though I'm not sure we'll be able to do something so simple as Tier 2 * # of players. The reason being is that it's quite possible there will be huge expanses of Blight that are nowhere near civs, and thus possible there will be SSpawn that are never even seen by players. Right?

Oh yeah, we'd almost never be able to hit that exact number, but having an estimate to aim for is very helpful. (Otherwise we have an amount of Blight and just need to decide how many Shadowspawn to spawn. How many is a good idea?) An average rate that leads to about tier 2 * number of players can be used to say "I want to try to spawn 10 Shadowspawn this turn" and then trying to find 10 appropriate tiles. You might not always find 10, so sometimes it will vary, but it gives our spawning system an objective. Any other fixed number we can calculate would serve the same purpose, if we found tier 2 * number of players was too hard or too easy.

well, I think the ogier quests are slightly different than FD. While a civ has the potential to kill anywhere between 0 and 15 FDs (or something), we can limit ogier quests much more.

We could have your average ogier quest be totally unrelated to +Light, but have a few of them pop up throughout the game (maybe only 3 or something) that provide quite significant light yields. This would make them a non-factor in alignment for most of the game, but at key points would make light civs really want to complete a certain action for a significant payout. This is preferable, IMO, to a bunch of Ogier quests, and each one gives minimal payout - in that case, then yes, people would never do them just for the light yield.

Right, yep, this sounds good!

I understand what you're saying here. This makes sense. Still, I'm pretty hesitant.

First off, mechanically, I think we're fine without these. FQuests and TtT are shadow-only yield, but considering shadow players are "forced" to deal with some light-gains throughout the game (killing shadowspawn), I'm thinking the various smaller sources we've developed for light may be able to accommodate the lower total Shadow production we'll be making possible from FQuests and TtT (and if we don't lower the shadow points we provide here, it's because we make these super hard, which might be fitting). I dunno, might not need it. I'm open, though.

Flavor also troubles me. Of course, there are all the hesitations I had last time we discussed this. But, also, a good number of the prophesies that get fulfilled in the books aren't necessarily "light" things. Some of them are actually bad: a light-side nation (Tear) being literally conquered by an NPC (in our game). They speed towards an eventual light victory, but that's not necessarily because theindividual actions are good, and make sense as generating Light.

Also, there's the challenge of making them actually feel like things that help the light side, without it being "go attack this shadow civ, even though nobody has declared for shadow). The FQuests don't have this problem, because we can hide behind the whole "crazy sh*t" angle.

I don't know. I could be convinced, but I think if I had my preference I would leave these out.

I'm not hugely attached to using Prophecies this way, I find the Governor idea much more compelling, but it might be useful in addition.

I don't think the flavor will be a problem - we can cherry pick situations from WoT history or flavor extrapolations that are more obviously Light-centric, rather than happenstance that happens to lead to good things. We'd definitely want to avoid situations where it's ambiguous whether or not fulfilling the Prophecy was morally good.

I see what you mean about the mechanics of it though - it's good to have Forsaken Quests and Turning the Tower as powerful asymmetrical Shadow sources since, as you've said, Shadow players have to eat some Light. Whereas there aren't many (any?) forced Shadow situations, beyond someone else messing with your DFC count.

I think we can make this work, but let's table it for now and come back and develop it later if we find we need/want to.

I guess when I say it isn't a core mechanic I refer to its "off to one side" aspect. It's sort of a layer put on top of everything else. Sort of like religion, which I think could basically be ignored in most games of civ. Also, it's very different from most of the mechanics of civ - you're given a choice, adn you choose.

Ah, ok, I would have called Religion a core mechanic as well. True, you can ignore it for less dire consequences than ignoring Science, but it's still mixed into and a part of a lot of other parts of the game. (Policy tree for it, late game faith-buying GPs, the more powerful beliefs are definitely awesome - I've funded many an army via Tithe.)

very glad you like this idea!

I think I really like it too - assuming we end up settling on rules for governors that play nicely with this idea. Although, perhaps this becomes a priority for us when we develop them. Honestly, I've never been 100% that we needed them at all - this moves me way closer to that number though....

I'm glad it's moving you towards liking them, I'm a big fan of Governors! :D Yeah, I think considering this when we dive deeper on Governor design makes sense.

ok, this will probably be a balancing mess. To be dealt with later!

Not a mess, just a challenge. ;)

ok. good question.

Honestly, you've had a much better grasp of the numbers this whole time. Do you mind offering a suggestion? Maybe revise your previous List of Sources for shadow and light, including these new aspects (and downgrades of some of the old aspects)?

Big picture, though, I'm figuring these could, if employed throughout the game, yield a Tier or something like that. I do like the idea of the alignment stacking on top of their normal bonus, but if it's that high of a yield, there should probably be some "game" to it, that makes it anything but an obvious solution to just throw your governors in one direction and enjoy the free points. You know, in the interest of fun.

ideas? Or... perhaps we cover that when we do govs in general, and for now we just establish the yield total.

In any case, if you don't mind, I'd like to see how you're thinking the yields will line up at this point before I put anything into any summary.

Without delving into the details of how Governors will work, if we do have a promotion-like system where some choices increase the Governor's Alignment yield, then we have a built in opportunity cost of taking it, which mitigates the whole "free points" by choosing that way. It also means players can "dip in" to Alignment if there are multiple small ones available, only taking small yield bonuses because they're not too invested, or have made up their points elsewhere, rather than a single Cruel = +5 Shadow.

We probably also want +5 to be the ceiling of the Alignment production of a single Governor. If a Tall civ can have one in all of their cities, they can have maybe 4-ish. They can probably only achieve this in the later sections of the game. But even if it takes them 200 turns to get all 4 Governors and then upgrade them to +5, they'll generate 2000 Alignment in 100 turns. That's... a lot.

So we probably want to go lower than that. If we have an upgrade path for the Governors that leads to +5 only for Governors who have lasted most of the game and that the player is deliberately upgrading for Alignment in exclusion to any other bonuses available, this becomes significantly more sensible.

Say the first tier is only +1. If a civ takes this upgrade with one of their early Governors, say they get it rolling by turn 100, because they're being really fast. (Not sure how fast a player could be at getting a Governor, we'll decide on that later, but this might inform that choice. This time also includes however long it takes to upgrade that Governor in some fashion, which we'll do through some mechanism we haven't discussed yet.) That Governor's tier 1 bonus will generate ~250 Alignment over the course of the game. Later Governors come in at staggered later turns, and maybe generate another ~250 Alignment between all of their tier 1 bonuses.

Introducing a second tier (likely another +1) could get us to ~1000 in total, but this is all at maximum. (Player who chooses Alignment first for every Governor for the whole game.) We could make the second tier more drastic (+2), which would allow a maximal Alignment player to push it up to ~1500 or so. (Tier 1 would be a prereq of tier 2.) This way a Governor could be Alignment-specialized and the civ wouldn't be forced to pick the Alignment bonuses with every Governor in order to build up a decent total. They'd fall well short of ~1500 (around ~800-1000).

It's worth mentioning that pending our discussion on the Governor mechanics, we could shift the context of these estimates significantly. Anything that makes the first tier of Alignment bonuses occur later or have additional non-Alignment-producing prerequisites would significantly lower Alignment per Governor over time.

Related to buildings, I think they'll be smaller than that - usually fed off of some other input (making citizens produce more, Governors produce more, something like that). A bit more detail on this below the estimates.

Big picture time.
Symmetrical sources:

Threads: ~3800
Paths: ~500
Citizens: ~500
Governors: ~1200
Buildings: ~500

That brings us to ~6500 from symmetrical sources for a focused player.

Asymmetrical Light:

Ogier Quests: ~500
Gentling False Dragons: ~500
Killing Shadowspawn: ~200
Trolloc Wars: ~200

That brings us to ~7900 total available averages (for focused players) for Light, so there's room for something to go wrong for one, two, or even three of the player's asymmetrical sources if they do particularly well in some symmetrical ones.

Asymmetrical Shadow:

Forsaken Quests: ~1000
Turning the Tower: ~500

~8000 total available averages for Shadow. I weighted Forsaken Quests more heavily than Turning objectives since the Turning objectives are calibrated to require multiple players, and there will be one player who "completes" them in most cases and gets the points. (Meaning each player will not complete too many.) Forsaken Quests are more easily customizable than that, since they're sandboxed for each player. I could see the weighting being more even on average though. I could also see us pushing Shadow farther ahead to further offset the Light they'll be forced to eat.

Either way, I think these totals look pretty good. You've got your ~500 FD Gentling! ;) We'll inevitably need to calibrate in game, but as general proportions of how much each source should represent I think they match up well. We've got more available than required to reach tier 8 and I think we'll need to see how much of that pans out as being accessible in most cases. I can see situations where we'd need to go either up or down from those estimates.

I'm also really beginning to understand why the Culture buildings in BNW produce such seemingly small individual amounts of Culture per turn - it snowballs into the endgame +500 per turn! Worth considering that by making the tiers wider, we'd have more room for variation with these sources (buildings and Governors that produce more per turn, or are available for longer). Originally we wanted to do that (or at least I did, when I went through a tier progression first), but the values seemed too big. The point I made before about needing to recalibrate most things afterwards still remains though.

ok. glad mechanically things will work out.

I think the flavor isn't super amazing, but I think we could make it work. Maybe things like "Darkfriend Safehouse" or something. Or else we could also think of it less literally: not necessarily things associated with Darkfriends or the Creator, but rather corrupting forces or cleansing forces in your society. So, things like a Gambling den (a "Hell" if we want to be in universe, but confuse all but the most hardcore fans...) vs a Shrine (which may not be our Path building). Thieve's Guild versus Shelter. You know, things that generate alignment aren't necessarily "about" that alignment, as the threads have shown.

Yeah, cleansing or corrupting influences sounds like a good way to go. As shown by Governors above, if these buildings are available to everyone, their yield will need to be tiny per turn if we don't want it to take over for players who build them early. Gating them on a tech about halfway through the tree would let us be more flexible with the yield though. (If it's available straight away, even +1 contributes a lot of Alignment over the course of the game, more than ~500.)

OK, this is a little weird, so we should talk about it.

Were we going to make it so *specific* workers were either Normal or DFCs? I thought it was more removed than that.

Certainly, if it's more generic, then we don't have to worry about which citizen is a wisdom, which makes things easier. But if specific citizens have alignment, then this would be a bit tricky.

As far as the Wisdoms generating Light, I say we go one of two ways:
1) All wisdoms produce Light. and Only Light. Wisdoms are thus an asymmetrical source.
2) Wisdoms produce EITHER Shadow or Light, and sometimes neither, but never both, based on the tier-breakdown of either the specific city or of the entire civ. The free "+1 Light" from Wisdoms previously discussed would consequently be axed.

Option 1 "feels" more appropriate flavor-wise, obviously, but that doesn't mean its the right choice mechanically.

I've always been thinking specific citizens would either be Darkfriends or not, but you're right, we don't have to do it that way. I do think it looks quite cool for the player - they can go in and see which citizens are Darkfriends on the citizen breakdown. Otherwise it is just a number to the player, not anything they can visualize. (A city just has 3 DFCs and that's it.) It is how religion does it though, so there's certainly a precedent.

It does make option 1 easier to do. Then the only weird case is when the city has a number of DFCs equal to its population (due to crazy Heraldic nonsense). This is much less common and even then, a player would be unlikely to associate the two.

Would we be ok with linking the WoT GP types to Light Alignment? GPs are built up over time, so even if a Wisdom only generates +1 Light per turn, as demonstrated above, that stacks quickly across multiple cities. And this is possibly multiple Wisdom specialists within each of those cities - adding up to multiples of Light per turn.

I also see that I didn't actually include Wisdoms as a discrete source above, but the numbers are still ballparked all right. Do we need Wisdoms to generate Light?
 
Sorry for the absence. My document HD has been on the fritz, and it's been all I can do to recover those files in my free time and try to get things back up and running (currently halfway through putting everything back.

I hate being in this weird middle ground with tech. I know enough to install my own stuff, set it all up, and make things run, but I don't *really* know what I'm doing.... so everytime something goes wrong, goodbye 12 hours.... At least I get it working eventually. I do have the tech support phone people beat in that regard, I guess.

On that note, anybody ever had the problem where a large drive (2TB+ is only showing 746 GB capacity.) Now *that* was a waste of time today....

Anyways, here I am. Sorry for the lapse - unfortunately it's not like this is going to be an epic response worth waiting for....

I think a Path Summary makes sense. There are a lot of flavor and mechanical considerations that we noted down before and that both of us remember that we could make a part of that summary already. And even if we don't move on to working on it immediately, we've edited more historical summaries like the LB summary for a while, so we could simply leave it there for us to come back to, so that our current thoughts on the subject are captured.

All of those specific beliefs sounds good to me. We'll probably want to consider them within the power level of the rest of the beliefs (we have a new name for "beliefs" right?) when we do those, but the idea of what they do and how they achieve it sound effective.

I remember tossing around the word "Customs" as a possible alternative for Beliefs. Don't remember settling though.

OK, so I'm happy to set up a Paths Summary, or you can. I'd do it now, but my docs are still being backed up so I don't have access to the list I made many months ago. I can probably take care of it tomorrow once things are back to normal.

let's keep this quote block alive until this gets done, so we know to put these beliefs in the summary.

- Friendly Heralds are twice as effective
- Foreign Heralds are half as effective.
- Governors produce double alignment (see below!)
- + X alignment points for every city following this path (in the direction of your overall alignment)
- X building produces +Y Alignment (in the direction of your overall alignment)
- allows construction of <Alignment Building> based on direction of your overall alignment, that produces more alignment, plus other things (e.g., Evil Pagoda).

Noted in the misc flavor section of the misc summary.

One turn of Chaos at 7-8 for Neutral civs sounds good too.
good. un-red in the summary.

Yep, I agree with all of this - sounds like what I was thinking too!
whew! feels good to hear that.

Oh yeah, we'd almost never be able to hit that exact number, but having an estimate to aim for is very helpful. (Otherwise we have an amount of Blight and just need to decide how many Shadowspawn to spawn. How many is a good idea?) An average rate that leads to about tier 2 * number of players can be used to say "I want to try to spawn 10 Shadowspawn this turn" and then trying to find 10 appropriate tiles. You might not always find 10, so sometimes it will vary, but it gives our spawning system an objective. Any other fixed number we can calculate would serve the same purpose, if we found tier 2 * number of players was too hard or too easy.
definitely agreed.

I'm not hugely attached to using Prophecies this way, I find the Governor idea much more compelling, but it might be useful in addition.

I don't think the flavor will be a problem - we can cherry pick situations from WoT history or flavor extrapolations that are more obviously Light-centric, rather than happenstance that happens to lead to good things. We'd definitely want to avoid situations where it's ambiguous whether or not fulfilling the Prophecy was morally good.

I see what you mean about the mechanics of it though - it's good to have Forsaken Quests and Turning the Tower as powerful asymmetrical Shadow sources since, as you've said, Shadow players have to eat some Light. Whereas there aren't many (any?) forced Shadow situations, beyond someone else messing with your DFC count.

I think we can make this work, but let's table it for now and come back and develop it later if we find we need/want to.
Yeah. You say "table it for now," I say "decide 'no' for now." Same result, though.....

Definitely thinking we won't be needing the light points anymore though!

Ah, ok, I would have called Religion a core mechanic as well. True, you can ignore it for less dire consequences than ignoring Science, but it's still mixed into and a part of a lot of other parts of the game. (Policy tree for it, late game faith-buying GPs, the more powerful beliefs are definitely awesome - I've funded many an army via Tithe.)
right. we're obviously talking chiefly a semantic difference only (definition of "core mechanic," that is.) I think i'm in line with you in substance.

I'm glad it's moving you towards liking them, I'm a big fan of Governors! :D Yeah, I think considering this when we dive deeper on Governor design makes sense.
ok, let's dive away soon, then.

Without delving into the details of how Governors will work, if we do have a promotion-like system where some choices increase the Governor's Alignment yield, then we have a built in opportunity cost of taking it, which mitigates the whole "free points" by choosing that way. It also means players can "dip in" to Alignment if there are multiple small ones available, only taking small yield bonuses because they're not too invested, or have made up their points elsewhere, rather than a single Cruel = +5 Shadow.

We probably also want +5 to be the ceiling of the Alignment production of a single Governor. If a Tall civ can have one in all of their cities, they can have maybe 4-ish. They can probably only achieve this in the later sections of the game. But even if it takes them 200 turns to get all 4 Governors and then upgrade them to +5, they'll generate 2000 Alignment in 100 turns. That's... a lot.

So we probably want to go lower than that. If we have an upgrade path for the Governors that leads to +5 only for Governors who have lasted most of the game and that the player is deliberately upgrading for Alignment in exclusion to any other bonuses available, this becomes significantly more sensible.

Say the first tier is only +1. If a civ takes this upgrade with one of their early Governors, say they get it rolling by turn 100, because they're being really fast. (Not sure how fast a player could be at getting a Governor, we'll decide on that later, but this might inform that choice. This time also includes however long it takes to upgrade that Governor in some fashion, which we'll do through some mechanism we haven't discussed yet.) That Governor's tier 1 bonus will generate ~250 Alignment over the course of the game. Later Governors come in at staggered later turns, and maybe generate another ~250 Alignment between all of their tier 1 bonuses.

Introducing a second tier (likely another +1) could get us to ~1000 in total, but this is all at maximum. (Player who chooses Alignment first for every Governor for the whole game.) We could make the second tier more drastic (+2), which would allow a maximal Alignment player to push it up to ~1500 or so. (Tier 1 would be a prereq of tier 2.) This way a Governor could be Alignment-specialized and the civ wouldn't be forced to pick the Alignment bonuses with every Governor in order to build up a decent total. They'd fall well short of ~1500 (around ~800-1000).

It's worth mentioning that pending our discussion on the Governor mechanics, we could shift the context of these estimates significantly. Anything that makes the first tier of Alignment bonuses occur later or have additional non-Alignment-producing prerequisites would significantly lower Alignment per Governor over time.

OK, there's a LOT there, most of it very cool seeming, but.... I kind of feel like I cant really respond to all of it, because it feels a little premature to do so. I think we probably need to start "at the beginning" with regards to governors, before we'll be able to really work out levelling mechanics and such. Sorry for yet another Respond-to-an-epic-Wall-of-Text-with-one-paragraph (TM).

I will say, though, generally, that from a flavor perspective I did like the idea of you choosing the gov's "nature" at creation. So that gov just WAS Cruel. Instead of choosing it at a later time as a promotion. This of course means that such alignment yields would be in *addition* to their normal bonuses.

Now, if there is advancement, I'm not sure currently if I want the alignment to be a choice as you've described, or simply just level up with the governor, like all their yields (don't forget, certain Aes Sedai provide bonuses to govs as well). That is the thing I'm not yet ready to really comment on.

Also, I'll say that mathematically I think I am in line with you.I think a +1 as a base. MAybe +5 is fine for end-game, but it's possible it is too high, based on the numbers you are crunching. Maybe it's fine, but probably it'd be the case that not all of your govs would be at +5. Now, what I'm not sure of is how exactly these advances happen - is it by promotion, era, city-size, etc. These are the things to hash out later.

Basic totals, though, I'm with you.

Related to buildings, I think they'll be smaller than that - usually fed off of some other input (making citizens produce more, Governors produce more, something like that). A bit more detail on this below the estimates.
Right. For buildings, I'm thinking a +1 could be good, or else the more indirect ways you are suggestion. Either way.

Big picture time.
Symmetrical sources:

Threads: ~3800
Paths: ~500
Citizens: ~500
Governors: ~1200
Buildings: ~500

That brings us to ~6500 from symmetrical sources for a focused player.
let's preserve these for quote blocking purposes. When we settle them I'll add things to the summary.

These all look good to me, though I'm thinking we will likely add Wisdoms as well (see below). I could see Govs being perhaps lowered to accommodate that.

Asymmetrical Light:

Ogier Quests: ~500
Gentling False Dragons: ~500
Killing Shadowspawn: ~200
Trolloc Wars: ~200

That brings us to ~7900 total available averages (for focused players) for Light, so there's room for something to go wrong for one, two, or even three of the player's asymmetrical sources if they do particularly well in some symmetrical ones.
8400! You forgot Cleansing of Saidin, which your earlier post said was 500 (one guy gets 1000, others get 200, or something)

These others look fine, though I could also imagine Ogier ending up lower if need be.

Asymmetrical Shadow:

Forsaken Quests: ~1000
Turning the Tower: ~500

~8000 total available averages for Shadow. I weighted Forsaken Quests more heavily than Turning objectives since the Turning objectives are calibrated to require multiple players, and there will be one player who "completes" them in most cases and gets the points. (Meaning each player will not complete too many.) Forsaken Quests are more easily customizable than that, since they're sandboxed for each player. I could see the weighting being more even on average though. I could also see us pushing Shadow farther ahead to further offset the Light they'll be forced to eat.
Yeah, adding Cleansing back in there actually makes the Shadow stuff BEHIND the light. I can see FQuests or TtT being even more to accommodate.

Either way, I think these totals look pretty good. You've got your ~500 FD Gentling! ;)
further living is unnecessary - I have achieved all of my goals on this day.

We'll inevitably need to calibrate in game, but as general proportions of how much each source should represent I think they match up well. We've got more available than required to reach tier 8 and I think we'll need to see how much of that pans out as being accessible in most cases. I can see situations where we'd need to go either up or down from those estimates.

I'm also really beginning to understand why the Culture buildings in BNW produce such seemingly small individual amounts of Culture per turn - it snowballs into the endgame +500 per turn! Worth considering that by making the tiers wider, we'd have more room for variation with these sources (buildings and Governors that produce more per turn, or are available for longer). Originally we wanted to do that (or at least I did, when I went through a tier progression first), but the values seemed too big. The point I made before about needing to recalibrate most things afterwards still remains though.
Yes, I'm with you on both points. First, that this feels alright, but secondly on how scary-fast things can tumble out of control. I'm really curious to see what happens with DFCs.... wondering if we'll end up with like +500 light per turn or something....

Yeah, cleansing or corrupting influences sounds like a good way to go. As shown by Governors above, if these buildings are available to everyone, their yield will need to be tiny per turn if we don't want it to take over for players who build them early. Gating them on a tech about halfway through the tree would let us be more flexible with the yield though. (If it's available straight away, even +1 contributes a lot of Alignment over the course of the game, more than ~500.)
Alright, so what flavor direction do you enjoy?

but yeah, gating via tech seems reasonable.

I've always been thinking specific citizens would either be Darkfriends or not, but you're right, we don't have to do it that way. I do think it looks quite cool for the player - they can go in and see which citizens are Darkfriends on the citizen breakdown. Otherwise it is just a number to the player, not anything they can visualize. (A city just has 3 DFCs and that's it.) It is how religion does it though, so there's certainly a precedent.

It does make option 1 easier to do. Then the only weird case is when the city has a number of DFCs equal to its population (due to crazy Heraldic nonsense). This is much less common and even then, a player would be unlikely to associate the two.

Wait, so which thing is Option 1?

As much as I like the coolness of specific citizens being DFs, I am concerned that it will be weird from a player experience. I think I, as a player, will expect it to mean something if I see a Scientist, and he's a darkfriend, or I see a guy working a farm, and he's normal. We know there's no difference, but I feel like by visually distinguishing specific citizens like this, we will be making people think that it *does* matter.

More importantly to the topic at hand, though, I don't think the "manage which alignment your wisdom is" is a fun mechanic at all. Seems like it would be really tedious to ever have to worry about this.

So, I could go for specific citizens being DFs and such, but we'd need to make very careful accommodations to make it make sense. A number to the player is more boring, but it is more intuitive, perhaps.

Is there a way to split the difference? Have some sort of graphical representation of citizens, some of them being dark, but not have those citizens literally BE the citizens you can manipulate in citizen management?

Would we be ok with linking the WoT GP types to Light Alignment? GPs are built up over time, so even if a Wisdom only generates +1 Light per turn, as demonstrated above, that stacks quickly across multiple cities. And this is possibly multiple Wisdom specialists within each of those cities - adding up to multiples of Light per turn.

I also see that I didn't actually include Wisdoms as a discrete source above, but the numbers are still ballparked all right. Do we need Wisdoms to generate Light?
I think the answer to both of these questions is "no," we don't want to link such things. That said, I think we CAN link WoT GPs to *Alignment* in general.

I could be in favor of having wisdoms generate Alignment of varying types - based on either the alignment of the city or your civ overall (but NOT the alignment of a specific citizen), generating, say, +1 Alignment in whatever direction. I don't think having them be Light only makes sense based on the balance above.

or, you know, put them back to Faith only. As you say, maybe we don't need them.

OK, so it strikes me that we're essentially done here, barring some nuances. Shall we move on? Where are we at?
 
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