S3rgeus's Wheel of Time Mod

OK, I've put these in the summary, and having it so the Shadowspawn units don't necessarily scale to Stage.

But, just so we're clear, this means a single civ could provide up to a +15% bonus. Are we ok with this?

Isn't the maximum 7%? (Only the unit being affected by Quest stage.) I didn't make it clear in my last post, but I think having % per stage could be a bit too powerful.


actually, based on both the telegraphing issue AND the hard-to-balance issue, I think I am in favor of just axing the GPT thing entirely.

Maybe an alternate way to do something very similar is to have a Quest that makes the player sit with unused trade route slots (assuming they have most of them full to start with)? Force them to not renew, say, two trade routes?

We could ask them to sleep trade units (caravan/cargo ship), but that's difficult, because trade routes last ~30 turns, they may not have access to any/most of their trade units for the duration of the Quest. Given that we can replace the GPT one with the demoted Demandred Quest, I think we can just go with that and keep the generic Quest count at 10.

OK, OK. I see your point and withdraw my previous world view.

That said, you're not actually trying to imply that *this* choice has "the potential to derail literally everything else in the game" are you?

No, that was in reference to our mechanical discussions. :D

OK, first off, I don't really care so much about the specifics here, so I'm happy to follow your lead, but yes, I think we're ready for recommendations.

As far as shadowspawn.... I think sending him to existing art is probably the best bet. The only weird one, I think, might be the Jumara, as there isn't really much out there. I've always pictured either Dune or Beetlejuice things, or perhaps the worms from Alpha Centauri.

We don't suppose Civitar has made progress on any of this, right? If so, we'd want to make sure his models line up with Trevor's icon. If he hasn't started, then this would probably be very helpful to get him to inform his models.

I'd been thinking a similar thing for the Jumara. There's actually a giant worm monster in Civ:BE, which we may be able to port to CiV to use as a unit model. It's a bit alien-y, rather than fantasy-ish, but porting the model is certainly easier than anyone making a new one. I think there are some effects issues (clouds of dust and flying chunks of rock and stuff) that may make that challenging, but it's a good place to start.

I don't think Civitar has made any progress on the WoT models, but I'll check with him to be sure!

I'll go through our thoughts on the appearance of the agreed icons tomorrow, and send some details on to Trevor about what we'd like to start with! Or, if you're reading this, Trevor, I can post it up in my next post! :D

OK, well first off, sure, let's make the payout the same per stage.

As far as the huge total... well, one thing we could do is not allow that seventh Quest. After two completions of Stage 3, the Quests have ended.

I see the mathematical purpose of making the payout more uniform, but I feel like it works against us in terms of the desired effect - I feel these do in fact need to be top heavy. I'm not in love with 200/300/400. Perhaps a little less uniformity would fix the problem.

Also, don't forget that 1 (or 2) Stage 1 Quests will appear "for free" during the TW.

I'll hold off on updating the summary until we get a final answer.

Right, I was forgetting to count the free Quest from the TW as separate. I'd be fine with dropping the 7th Quest, a nice side effect of that is that we can have them be farther apart (discussed in more detail below).

200/400/600 should be fine for 6 total Quests - pays out a maximum of 2400 (2600 with extra TW stage 1 Quest). If we find it's too much we can adjust down later.

Good question. I'd say make the restriction. Less confusing that way.

Done

I understand that you aren't talking about Shienar, but "Sea Folk that happen to live next to Blight," for instance. If you think it'll be pretty universally true that people will be there, then sure.

Yeah, it should be pretty common. Done

Yes, master list! Your list is a little wordier than mine, because it is specific to Forsaken, and also more numerous - you want to copy-paste to create the master list?

Sure, I've created one below this post.

We are still interpreting the turn thing differently, and I've tried and failed two times to get us on the same page.

Here's what I'm thinking. If this is not what you like, please convince me I am wrong. So far we've been agreeing on two very different approaches!

I've been conceiving of the Quests appearing on a "schedule" that is completely independent of your success (except for when you fail enough that your Quests cease coming). The first Quest happens, and the second one comes 30 turns after that. Then the next 25 after that (so said your original turn-map), regardless of whether it is Stage 1 or 2. This contrasts with what you're presenting here, which ties Quest spawning to Stage.

I prefer "my" method for a few reasons:

1) It accommodates the "time compression" that happens in the later game, and, more importantly, the super long turns in the late game.

2) It allows us to predict precisely how many quests a civ will receive, assuming they succeed a minimum number of times.

3) It avoids the double jeopardy that would come from spending too long on Stage 1, only to get fewer quests because the subsequent quests come slower.

Of course, "my" method has one clear disadvantage:

1) Quest-lengths all have to be 20 turns or fewer (19?), to accommodate a timely Stage-selection of the subsequent Quest (and whether it comes at all).

All told, I prefer my way. Thoughts?

Right, I'd forgotten that it was possible to make a configuration where the player got into the 25 turn interval region while still on stage 1, by failing one of their stage 1 Quests. This all sounds good to me.

Based on what we're discussing above about possibly axing the 7th Quest, we could have the first 3 be 30 turns apart and the last three be 20 turns apart? (In which case stage 1 now definitely has an interval of 30! :D Not explicitly tying the two together, but there's no configuration in this setup where a player sees a stage 1 Quest and has less than 30 turns to complete it.)

Well, I'm no longer loving the GPT quest anymore (see above), so assuming we don't fix that one, I'd say this one can replace it. If we DO fix it, then this one can be in addition, I suppose.

Discussed above.


Changed

Well, I'm thinking this actually ends up pretty darn similar to the Bel'al one anyways, so if we can come up with something more in-universe for her, I'd be in support of it.

What about something like:

Lanfear 2 (perhaps we should designati them by Quest Stage, so all the ones at stage one should Read Ishamael 1a, 1b, etc., instead of 1,2,3...)
Flavor: You should have no need of the pathetic women of your Age.
Objective: Disband 4 saidar units within 10 turns.
Restriction: must have at least 4 saidar units.

Much better!

For designations, the generic Quests and Ishamael's two stage 1 Quests are the only ambiguous ones when we know which Forsaken and which stage the Quest is. Labeling the ambiguous ones with letters sounds good - I've done that in the master list below.

ok, can agree with that.

Done

Right. So... as far as the influence snapping back... I dunno. Shouldn't there be a comparable permanent penalty that one would get from a civ? The WT diplo relationship is more complex than those of the CSs, which is fine, so I think this could respond accordingly.

Given that the Tower doesn't have allies like traditional CSes and can't be dragged into secondary wars that way, we could make declaring war on/being declared on by the Tower cost the player all of their Tower influence? (Doesn't affect their Ajah influences.) So after the war ends, they're at 0 again. It makes it have a lasting effect, which I think we want.

In which case this is all right as a Stage 2 Quest? It's certainly harsher than some of the others, but it's a similar kind of league.


Done for Be'lal

Should we make it so the trade route must be maintained for X turns, then?

Yes, done. X == 5?

I'd say 5 turns is fine, then.

As far as the restriction, I think it's fair to have the restriction simply be that an FD is "near" the civ (perhaps spawned BY the civ). If we stretch out the length of the quest, then we can just make the Objective to allow the FD to go unmolested for 5 consecutive turns near some city. A civ could then "lure" him to a city, and we don't have such a restrictive... restriction.

It's difficult to classify all of the "nears" here - where is near enough to be available for the Quest (not so much of a problem, the player just doesn't see this) and when the False Dragon is near enough to a city to count towards the "5 turns." (That's more of a problem, since the player doesn't quite know what to do.) We could go for within X tiles of a city, but the player doesn't control the False Dragon, he may decide to wander off some other direction, and having that cost them the Quest is kinda bleh.

Having a living False Dragon that was spawned by the civ as our restriction would certainly be very easy to assess, but we'd have to operate on the assumption that that False Dragon did attack that civ. (He may have gone for another nearby neighbor.) Otherwise this would be a free Quest for the spawner, since he wasn't obligated to take part in that fight. Still, there's a definite opportunity cost of the yields the False Dragon would have paid out. If the FD is fighting abroad, true, the player can just back off, but presumably the other player will kill the FD within 5 turns. If the FD is attacking at home, then that's the effect we want already.

The only "free ride" player is one who spawns an FD, that FD decides to attack another nearby civ instead of the spawning civ, and the spawning civ doesn't even try to get involved. If the spawning civ gets this Quest, they can just continue to do nothing and get the reward. I'm not quite sure what to do with this one yet, so I'm going to leave it highlighted red in the master list and work on the stage 3 Quests for now.

sure. fuxed,

In the list

see discussion above! This one should maybe be axed or replaced with a similar effect but not this exact mechanic.

Axed (I think)

fine with me. changed.

Done

I'd say 3. Also, should this route be maintained for some amount of turns?

Maintained for at least 5? Most players will probably leave it for the full 30, not knowing or able to pillage the resource to end the trade route. (If they have more than 3, I think they need to pillage themselves all the way down to less than 3 total, which might be even more costly than waiting out the trade.)

Definitely just "friendly" attitude. Not the DoF.

Ok, let's start with 1 and ramp it up if we find it too easy.

bah. ugly. That's supposed to be tied to the objective.

Done

much better!

Done

hmm.... the issue here is that I don't really think people usually keep their GP hanging around, right (except for Captains)? So how would it know which to give? If we're doing it based on "GP that is likely to spawn" then yes, we could simply do it based on whichever specific GP is about to spawn. What do you think?

newer version:

Generic 9
Flavor: Some of your great thinkers presume too much. Halt their petty progress.
Objective: Put one <Great Person> to sleep for 10 consecutive turns, in the next 20 turns.
Restriction: Must have a Great Person, or be likely to spawn one within the next 10 turns.

I'm not a big fan of "likely to spawn within" because we can't say reliably how many turns it will be before that GP spawns, so there will be situations where this Quest is actually impossible, which isn't good.

Most GPs don't stick around that long, but the Quest will be given at the start of the turn, at the same time the GP appears, if they have spawned a new one, so there's an overlap even for the instant-expend GP types. All of the restrictive complexity is invisible to the player, they just won't see this Quest that much. I'm also thinking we're probably going to introduce some GP types that it is costly to sleep for a time, but that won't be instantly expended all of the time, which makes this quest occur more often.

To clarify what I meant before, I was suggesting that we take an approach sort of like this:

  1. Turn X starts and player Y should receive a Forsaken Quest this turn.
  2. Generate a random number to choose between the Quests of the right Stage to try to give them. Choose Quest Z.
  3. Does player Y satisfy Quest Z's restrictions? If not, go back to 2.
  4. Give player Y Quest Z.

So at step 3, if we randomly picked the "sleep a GP" Quest, we'd look through all of the player's units and see if they have any qualifying GPs. If not, then we can't give them that Quest.

well, maybe not that the capital CANT have a harbor, but that the capital doesn't rely on them for a CConnection.

Maybe, instead, it reads like this:
Generic 10
Flavor: Foolish ideas flow too close to your seat of power. Cut them off.
Objective: Sever all land-based city connections to your capital for 3 consecutive turns in the next 15 turns.
Restriction: must have at land-based city connection with at least 3 cities.

It looks like what we want is at least 3 connected cities that don't themselves have harbors, but even that gets confusing. The capital might be connected by road to city B and city B is connected by road to city C. If the capital and C have harbors, pillaging any road between them doesn't break any city connections. (Even if the game is "using" the road to make the connection right now, before pillaging.)

This would also include landlocked cities on other landmasses - even though there are harbors in between. This could also lead to weird "backward" connection situations where players need to pillage roads in multiple directions out of landlocked cities because of harbors in cities on either side of them. (B in the above example.) An example of where this goes crazy:

Spoiler :


Say Rome, Ostia, Velitrae, Palmyra, and some other cities off the bottom of the screen all have harbors. Working out how to complete this quest is now very confusing for the player. "Can I just plunder the roads near Rome? Then none of them are land-based connections." (Even though no connections are broken.) If we restrict the Quest to players who don't have harbors in their capitals, then it becomes much more understandable.


I've posted the Forsaken Quests Master list below. I've made a few changes that I've also highlighted in red, with the rest of our ongoing discussions (new restriction on the Generic B Quest, new Demandred stage 2 quest to replace the demoted one.

And new stage 3 Quests are in there too! :D
 
Forsaken Quests

This list includes all Forsaken Quests that can be given out to players in WoTMod. The description of each Quest adheres to the following format:

<Forsaken Name (or 'Generic')>
Flavor: <flavor description>
Objective: <what the player must do>
Restriction: (if any) <prerequisite for a player to ever receive this Quest>

Stage 1 Quests

Ishamael 1A
Flavor: You must exert your independence over those who seek to control you.
Objective: Send 1 Aes Sedai you control back to the Tower within the next 5 turns.
Restriction: Trolloc Wars only. Must have at least one Aes Sedai

Ishamael 1B
Flavor: The Trolloc hordes will surely turn back if they can satisfy their appetites...
Objective: Allow 2 civilian units to be captured by Shadowspawn within the next 15 turns.
Restriction: Trolloc Wars only.

Generic A
Flavor: The Great Lord has need of some new recruits.
Objective: Disband 3 military units within the next 10 turns.

Generic B
Flavor: Men in your time should seize the source with a tighter grip.
Objective: Do not attempt to Gentle any units for 20 turns
Restriction: Must have less than two male channelers that are 10 or more turns old

Generic C
Flavor: The Forgers of Thakan'dar require a donation. Make your yields available to them.
Objective: Pillage 2 sources of <strategic resource> for at least 5 turns, in the next 10 turns.
Restriction: must have access to <strategic resource>

Generic D
Flavor: True service of the Great Lord should require no specialized goods. Dispense of such things.
Objective: Trade 3 <strategic resource> to another civ for nothing in return for at least 5 turns, within the next 10 turns.
Restriction: must have access to at least 3 <strategic resource>

Generic E
Flavor: It would amuse me to see you make some enemies.
Objective: Denounce a Friendly civilization within the next 5 turns.
Restriction: must be Friendly with a civ.

Generic F
Flavor: What's the worst that could happen?
Objective: Sell <Walls equivalent> in <city> within 5 turns.
Restriction: Must have <Walls equivalent> in <city>. <City> must have an enemy unit (at war or barbarian) within 5 hexes.

Generic G
Flavor: These men serve you well. Punish them for it.
Objective: Attempt to Gentle (via the Tower or your own Aes Sedai) 2 saidin units within the next 15 turns.
Restriction: Must have at least 2 saidin units that are 10 or more turns old.

Generic H
Flavor: Your forces grow idle. Perhaps you will better know their power when staring at their swordpoints.
Objective: Gift one military unit to 2 different civilizations within the next 10 turns.

Generic I
Flavor: The wealth from this place must be... redirected.
Objective: Sell a <market equivalent> within 10 turns
Restriction: Must have at least one <market equivalent>, must have positive GPT

Generic J
Flavor: Foolish ideas flow too close to your seat of power. Cut them off.
Objective: Sever all city connections to your capital for 3 consecutive turns in the next 15 turns.
Restriction: Your capital must not have a harbor

Stage 2 Quests

Ishamael 2
Flavor: The people of your nation are much too enraptured with the Creator - they can be cured of that.
Objective: Sell two <shrine equivalent> within 5 turns
Restriction: Must have at least 2 <shrine equivalent>

Aginor 2
Flavor: <Borderlander civ> is interfering with my experiments - pull them from the Blight for a time.
Objective: Declare war on <borderlander civ> within 10 turns
Restriction: Must have met a Borderlander civ

Demandred 2
Flavor: Knowledge of <prophecy GW generating a theming bonus for you> is needed in <foreign civ you are not at war with>.
Objective: Trade <prophecy GW> to <foreign civ> within 5 turns.
Restriction: Must have at least two active theming bonuses

Sammael 2
Flavor: There are some generals in your time that could do with a harsh lesson in tactics.
Objective: Lose 4 units in combat in the next 15 turns.

Rahvin 2
Flavor: I think I quite fancy the look of that plot of land over there.
Objective: Capture a border plot with no resources or adjacent resources/Natural Wonders from a nearby peaceful civ (without declaring war on them) within 20 turns
Restriction: Must have at least one <GP type that steals land>, must have a neighboring civ with resourceless plots adjacent to your territory

Lanfear 2
Flavor: I need to see if any of the weak-willed women of your age have any ability in the World of Dreams.
Objective: Disband 4 saidar units within 10 turns.
Restriction: must have at least 4 saidar units.

Graendal 2
Flavor: I have need of some baubles you currently possess.
Objective: Pillage <luxury resource you own>, and leave it pillaged for 5 consecutive turns, within 10 turns

Balthamel/Aran'gar 2
Flavor: The Sisters in the Tower have need of a distraction for a time.
Objective: Declare war on the Tower within 10 turns

Semirhage 2
Flavor: I need some information on the behavior of people who are deprived of food.
Objective: Starve <city you own> for 10 turns within the next 15 turns.

Be'lal 2
Flavor: There is a particular location we need access to.
Objective: Capture a foreign city from a civilization you are not already at war with within 20 turns
Restriction: The player must have met at least one player they are not currently at war with

Mesaana 2
Flavor: <Civilization> has become bold in their advances. Show them that their allies are not safe.
Objective: Declare war on a city state allied with <civilization> within 10 turns

Asmodean 2
Flavor: There's a certain merchant caravan in <civilization> that would benefit from <luxury resource you have>.
Objective: Trade <luxury> to <civilization> for nothing in exchange within 10 turns, keeping the trade active for at least 5 turns

Moghedian 2
Flavor: I can make good use of your agents in Tel'aran'rhiod.
Objective: Send your eyes and ears to <foreign city with a low science score> for 30 turns.

M'hael 2
Flavor: My friends need a moment of respite from your aggressions.
Objective: Do not damage, kill, or Gentle any Dragonsworn units for 5 turns.
Restriction: must have at least one Dragonsworn within 2 hexes of one of your cities

Stage 3 Quests

Ishamael 3
Flavor: The Great Lord must be allowed to unravel the world.
Objective: Let all Bubbles of Evil go uncleaned for 20 turns.
Restriction: Must have at least 4 hexes of Bubble of Evil within your borders

Aginor 3
Flavor: I am in need of unique specimens to improve my Shadowspawn.
Objective: Disband 6 of your unique units within 20 turns.
Restriction: Must have a non-obsolete unique unit.

Demandred 3
Flavor: The Prophesies claim that you must lose control of <city you own>.
Objective: Trade <city you own> to another player for nothing in exchange, or allow another player to capture it, within 20 turns

Sammael 3
Flavor: The Light have exposed themselves at <capital city of a neutral-declared civ>
Objective: Capture <capital city> within 20 turns
Restriction: The Last Battle must have started. There must be at least one civ declared Neutral.

Rahvin 3
Flavor: One of your leaders would be thrilled to have this "Lord Gaebril" as an advisor.
Objective: Sacrifice a Governor within 5 turns
Restriction: Must have a Governor This should potentially only work on a certain Governor sub-type

Lanfear 3
Flavor: You must let let Lews Therin do what he will for a time.
Objective: Do not attack the Dragon or any city he is residing in for 20 turns.
Restriction: The Last Battle must have Started. The Dragon must be in "unit mode" and within 10 hexes of one of your units or cities.

Graendal 3
Flavor: I have a need of Compelled servants for my palace. Many of them.
Objective: Disband 6 workers within 5 turns.
Restriction: Must have at least 6 workers.

Balthamel/Aran'gar
Flavor: I have plans concerning the Great Lord's prison. Our enemies must think they have the upper hand.
Objective: Allow a Seal to be captured by a player declared for the Light.
Restriction: Must have at least one real Seal, the Last Battle must have started, at least one player must have declared for the Light

Semirhage 3
Flavor: Prove to me that your people are capable of knowing true pain and suffering.
Objective: Achieve happiness of no more than -5 for at least 5 consecutive turns over the next 15 turns.
Restriction: You must be happy.

Be'lal 3
Flavor: These tree-singing fools have been a problem for millennia. Teach them to fear the Shadow.
Objective: Declare war on a Stedding within 5 turns.

Mesaana 3
Flavor: This has taken long enough, your eyes and ears must act now.
Objective: Attempt to assassinate the Amyrlin within 10 turns.
Restriction: Must have at least one Bloodknife or Gray Man.

Asmodean 3
Flavor: I wish to take the place of a traveling merchant - arrange an opening for me.
Objective: Disband a <Great Merchant equivalent> within 20 turns
Restriction: Must have a <Great Merchant equivalent>

Moghedian 3
Flavor: The Tower is on the verge of a schism. Sow some dischord and I can snap it in two.
Objective: Allow 2 Aes Sedai units to be killed in combat within 15 turns.
Restriction: Must have at least 2 Aes Sedai.

M'hael 3
Flavor: Those recruits could be used elsewhere
Objective: Disband 3 Asha'men within 5 turns
Restriction: Must have 3 Asha'men
 
Isn't the maximum 7%? (Only the unit being affected by Quest stage.) I didn't make it clear in my last post, but I think having % per stage could be a bit too powerful.
Right. So have I mentioned that I don't know how to read?

I misread your previous bit thinking that you wanted the +% to scale by Stage. +1 per Quest is the way to go, with units varying based on the Stage. Should we decide the units specifically, now?

We could ask them to sleep trade units (caravan/cargo ship), but that's difficult, because trade routes last ~30 turns, they may not have access to any/most of their trade units for the duration of the Quest. Given that we can replace the GPT one with the demoted Demandred Quest, I think we can just go with that and keep the generic Quest count at 10.
OK. Nuked, then.

Though, I think a player pillaging their own route or something would be viable as well.

I'd been thinking a similar thing for the Jumara. There's actually a giant worm monster in Civ:BE, which we may be able to port to CiV to use as a unit model. It's a bit alien-y, rather than fantasy-ish, but porting the model is certainly easier than anyone making a new one. I think there are some effects issues (clouds of dust and flying chunks of rock and stuff) that may make that challenging, but it's a good place to start.

I don't think Civitar has made any progress on the WoT models, but I'll check with him to be sure!

I'll go through our thoughts on the appearance of the agreed icons tomorrow, and send some details on to Trevor about what we'd like to start with! Or, if you're reading this, Trevor, I can post it up in my next post! :D
re: worms... yeah, the BE ones are a bit over-the-top sci-fi, what with the three jaws and stuff. That said... we don't know much about how the Jumara actually look. I wonder if the animation and most of the mesh could be preserved, but some of it changed to feel a bit better?

Google isn't giving me examples of the Alpha Centauri mind worm, which is annoying. Those would be 2d models, anyways, so maybe not helpful.

Thanks for reaching out to civitar and compiling the list for trevor!

Right, I was forgetting to count the free Quest from the TW as separate. I'd be fine with dropping the 7th Quest, a nice side effect of that is that we can have them be farther apart (discussed in more detail below).

200/400/600 should be fine for 6 total Quests - pays out a maximum of 2400 (2600 with extra TW stage 1 Quest). If we find it's too much we can adjust down later.
OK, this all sounds great. 6 quests (+ TW quest).

Also, that Shadow Point spread sounds good to me. In the summary.

Question - should we consider the possibility of the High King getting one from Ishamael (as Jalwin Moerad)?

Sure, I've created one below this post.
Great. I've linked to this from the Alignment summary. Should this be linked to from the first page, or is it too low level for that?

Right, I'd forgotten that it was possible to make a configuration where the player got into the 25 turn interval region while still on stage 1, by failing one of their stage 1 Quests. This all sounds good to me.

Based on what we're discussing above about possibly axing the 7th Quest, we could have the first 3 be 30 turns apart and the last three be 20 turns apart? (In which case stage 1 now definitely has an interval of 30! :D Not explicitly tying the two together, but there's no configuration in this setup where a player sees a stage 1 Quest and has less than 30 turns to complete it.)
OK, agreed, and summarized.

Re: Stage 1 quests, I think that's incorrect. Assuming my alignment is shadowey enough not to get fired after two quests:

Era of NB - Stage 1 (fail)
30 turns later - Stage 1 (succeed)
30 turns later - Stage 1 (fail)
20 turns later - Stage 1 (succeed)
20 turns later - Stage 2 (succeed or fail)
20 turns later - Stage 2 (succeed or fail)
end.

According to that (first three separated by 30, last three by 20), it is possible to have a 20 turn-later Stage 1.

or were you thinking it was 30, 30, 30, 20, 20?

Also, I'm wondering if this rule is now pointless:

Civs of any Alignment will receive no more Quests if they fail or ignore 4 Quests at any one Stage of difficulty.

We have already established that Light 2+ civs fail out after the first two of they ignore them. But by having only 6 Quests, the "four failures on a given stage" thing is only really applicable for Stage 1 - it's technically impossible to have that happen on a Stage 2 Quest (2 successful Stage 1s, then 4 failed Stage 2's is already at the 6-quest max).

So, I suggest we either rephrase the rule as an addendum to the Light 2+ rule that makes it clearly about Stage 1, something like:

If a Civ of Alignment Tier Light 2+ fails or ignores their first 2 Quests, they will receive no subsequent Quests. If a civ of any Alignment fails 4 Stage 1 Quests, they will also cease to receve Quests

OR, if we want it to possibly matter for Stage 2 Quests, let's make it this (probably not as an addendum):
Civs of any Alignment will receive no more Quests if they fail or ignore 3 Quests at any one Stage of difficulty.

Much better!

For designations, the generic Quests and Ishamael's two stage 1 Quests are the only ambiguous ones when we know which Forsaken and which stage the Quest is. Labeling the ambiguous ones with letters sounds good - I've done that in the master list below.
Well, I think for nomenclature purposes, having each one have a name for it - if only for your use later - it might still be best to call them Lanfear 2 and Lanfear 3 (for example).

Given that the Tower doesn't have allies like traditional CSes and can't be dragged into secondary wars that way, we could make declaring war on/being declared on by the Tower cost the player all of their Tower influence? (Doesn't affect their Ajah influences.) So after the war ends, they're at 0 again. It makes it have a lasting effect, which I think we want.

In which case this is all right as a Stage 2 Quest? It's certainly harsher than some of the others, but it's a similar kind of league.
Yes, I think this is fine. Remind me: is 0 influence the minimum, or is -60 the minimum? I'm fine with it snapping to 0, as long as a civ doesn't *gain* influence after a war.

Another thing is to simply make it a fixed penalty. Is this how AI civs handle it after wars? So if you're sitting at a hugely positive Tower score, and you need to declare war for some reason, you wouldn't necessary lose ALL of it, just a big chunk - in most cases, though, it probably would be all of it (especially if the Tower declared war on YOU, since it was probably already really mad at you anyways).

As far as Stage 2, yes, I think it's fine. It's true that this *could* be worse than some of the other Quests, but that's only in certain cases - some civs won't car at all. I think that's fine.

Yes, done. X == 5?
sure. X == 5.

==... You programmer you!

Spoiler :

public float X;

void Start
{
X == 5;
}


It's difficult to classify all of the "nears" here - where is near enough to be available for the Quest (not so much of a problem, the player just doesn't see this) and when the False Dragon is near enough to a city to count towards the "5 turns." (That's more of a problem, since the player doesn't quite know what to do.) We could go for within X tiles of a city, but the player doesn't control the False Dragon, he may decide to wander off some other direction, and having that cost them the Quest is kinda bleh.

Having a living False Dragon that was spawned by the civ as our restriction would certainly be very easy to assess, but we'd have to operate on the assumption that that False Dragon did attack that civ. (He may have gone for another nearby neighbor.) Otherwise this would be a free Quest for the spawner, since he wasn't obligated to take part in that fight. Still, there's a definite opportunity cost of the yields the False Dragon would have paid out. If the FD is fighting abroad, true, the player can just back off, but presumably the other player will kill the FD within 5 turns. If the FD is attacking at home, then that's the effect we want already.

The only "free ride" player is one who spawns an FD, that FD decides to attack another nearby civ instead of the spawning civ, and the spawning civ doesn't even try to get involved. If the spawning civ gets this Quest, they can just continue to do nothing and get the reward. I'm not quite sure what to do with this one yet, so I'm going to leave it highlighted red in the master list and work on the stage 3 Quests for now.

bah... this one is tricky.

Maybe it's ok to have this one simply be one that rarely pops up (like the GP one below) - only possible when he's really, really close to a city. Maybe it would be easier to appear if it's *any* Dragonsworn within the city radius (and then require the player to avoid hitting ANY of them)? That would occur much more often, I'd think.

And besides, a M'hael quest being rare seems appropriate, since he's likely only to exist as a 'saken in a few of the potential Third Ages anyways!

Maintained for at least 5? Most players will probably leave it for the full 30, not knowing or able to pillage the resource to end the trade route. (If they have more than 3, I think they need to pillage themselves all the way down to less than 3 total, which might be even more costly than waiting out the trade.)
good. sounds fine!

Ok, let's start with 1 and ramp it up if we find it too easy.
bueno.

I'm not a big fan of "likely to spawn within" because we can't say reliably how many turns it will be before that GP spawns, so there will be situations where this Quest is actually impossible, which isn't good.

Most GPs don't stick around that long, but the Quest will be given at the start of the turn, at the same time the GP appears, if they have spawned a new one, so there's an overlap even for the instant-expend GP types. All of the restrictive complexity is invisible to the player, they just won't see this Quest that much. I'm also thinking we're probably going to introduce some GP types that it is costly to sleep for a time, but that won't be instantly expended all of the time, which makes this quest occur more often.

To clarify what I meant before, I was suggesting that we take an approach sort of like this:

  1. Turn X starts and player Y should receive a Forsaken Quest this turn.
  2. Generate a random number to choose between the Quests of the right Stage to try to give them. Choose Quest Z.
  3. Does player Y satisfy Quest Z's restrictions? If not, go back to 2.
  4. Give player Y Quest Z.

So at step 3, if we randomly picked the "sleep a GP" Quest, we'd look through all of the player's units and see if they have any qualifying GPs. If not, then we can't give them that Quest.
bah again!

OK, so regarding this particular Quest... I think that's TOO rare (for most GPs). We'd be looking at this quest occurring in three situations:

1) fortune smiles upon thee! A GP was born on the exact turn you were due for a new FQust - AND you "rolled" this one. (way, way rare)
2) The player already has a GP sitting around, likely waiting for a GW slot or a Wonder to build or something (less rare, but not a good "sacrifice," since that player is already willing to sleep their GP for reasons)
3) The player has a Great General (pretty common, not a very big sacrifice for a player not at War, since they'd likely be sleeping already).

So yeah, #1 is the only one that feels like a sacrifice, and it's painfully rare. Is that "that" though? Is there another way around? It is just a Stage 1 Quest, but I'd like it to have SOME impact.

So it's not realistic to have the Quest be possible when some GP meter is at, say, 80% or something? Sure, it's possible that no GP will be born, but the player can do things to make one appear faster (specialists), and 20 turns should be enough time to pull one off if a player wanted to.

It looks like what we want is at least 3 connected cities that don't themselves have harbors, but even that gets confusing. The capital might be connected by road to city B and city B is connected by road to city C. If the capital and C have harbors, pillaging any road between them doesn't break any city connections. (Even if the game is "using" the road to make the connection right now, before pillaging.)

This would also include landlocked cities on other landmasses - even though there are harbors in between. This could also lead to weird "backward" connection situations where players need to pillage roads in multiple directions out of landlocked cities because of harbors in cities on either side of them. (B in the above example.) An example of where this goes crazy:

Spoiler :


Say Rome, Ostia, Velitrae, Palmyra, and some other cities off the bottom of the screen all have harbors. Working out how to complete this quest is now very confusing for the player. "Can I just plunder the roads near Rome? Then none of them are land-based connections." (Even though no connections are broken.) If we restrict the Quest to players who don't have harbors in their capitals, then it becomes much more understandable.
bah #3!

OK, I agree with this. I think, as a Stage 1 Quest, it's certainly possible that some civs may actually be still eligible for this, since they might not yet have a harbor (or in the TWars or something). Otherwise, it's the landlocked capital civs, which is a large enough group, I suppose.

I've posted the Forsaken Quests Master list below. I've made a few changes that I've also highlighted in red, with the rest of our ongoing discussions (new restriction on the Generic B Quest, new Demandred stage 2 quest to replace the demoted one.

And new stage 3 Quests are in there too! :D
ok, checking them out next!
 
Generic B
Flavor: Men in your time should take a firmer hand on saidin.
Objective: Do not attempt to Gentle any units for 20 turns
Restriction: Must have less than two male channelers that are 10 or more turns old
first off, the verbiage: "firmer hand" sounds weird. should it be "use a firmer hand with" or "take further grip on" or something?

Restriction is good.

Generic C
Flavor: The Forgers of Thakan'dar require a donation. Make your yields available to them.
Objective: Pillage 2 sources of <strategic resource> for at least 5 turns, in the next 10 turns.
Restriction: must have access to <strategic resource>
good.

Generic E
Flavor: It would amuse me to see you make some enemies.
Objective: Denounce a Friendly civilization within the next 5 turns.
Restriction: must be Friendly with a civ.
This one is a sufficient sacrifice you think? I'm undecided.

Generic I
Flavor: Some of your great thinkers presume too much. Halt their petty progress.
Objective: Put one <Great Person> to sleep for 10 consecutive turns, in the next 20 turns.
Restriction: Must have a Great Person, or be likely to spawn one within the next 10 turns.
discussed above.

Generic J
Flavor: Foolish ideas flow too close to your seat of power. Cut them off.
Objective: Sever all land-based city connections to your capital for 3 consecutive turns in the next 15 turns.
Restriction: must have at land-based city connection with at least 3 cities.
discussed above.

Aginor
Flavor: <Borderlander civ> is becoming a nuisance - distract them from a Blight for a time.
Objective: Declare war on <borderlander civ> within 10 turns
Restriction: Must have met a Borderlander civ
I'd rather the Shadowspawn-creation link be made more obvious. How about:

Flavor: <Borderlander civ> is interfering with my experiments - pull them from the Blight for a time.

Demandred
Flavor: Knowledge of <prophecy GW> is needed in <foreign civ you are not at war with>.
Objective: Trade <prophecy GW> to <foreign civ> within 5 turns.
OK, so how does this one end up a proper sacrifice? You can't trade GW for nothing, right? I'd guess in most cases the civ would be able to get something out of this trade that would make it pretty minor as far as a penalty - only serious culture players would REALLY care about which specific GWs they have, right?

If such things can be gifted for nothing, it's fine, otherwise, I don't think this one works well enough. Maybe something like:

Demandred
Flavor: I need to use <foreign civ you are not at war with> as my personal staging ground, and you will assist me.
Objective: Gift one <Path Unit from Majority Path> and one Herald to <foreign civ you are not at war with>
Restriction: Must have a majority Path.

Is that too much of a telegraph?

Rahvin
Flavor: I think I quite fancy the look of that plot of land over there.
Objective: Capture <border plot> from a nearby peaceful civ (without declaring war on them) within 20 turns
Restriction: Must have at least one <GP type that steals land>
OK, I have mixed feelings about this one. I like it, it sounds good, but it's actually not really a sacrifice - not necessarily, at least. Sure, you'll annoy the civ, and potentially get some land you don't need, but you ALSO might grab a badass resource in the process. Is there a way to restrict it so it's kind of a waste? Like, "Steal land that has no resources on it" or something?

Be'lal
Flavor: There is a particular location we need access to.
Objective: Capture a foreign within 20 turns
should read "foreign city", right?

should this have a restriction: Civ must not be currently at war? We don't want this popping up when a civ is already at war, and just taking a city as they would anyways. So either that restriction, or just make the objective state that the city must come from a civ you aren't currently at war with.

But then, I know that this then becomes a much harsher task - and potentially harder than the othe stage 2 ones. Mayb e it's ok because this one, unlike the ohters, let's you take a city from essentially anyone. Suggestions?

M'hael
Flavor: A friend needs a moment of respite from your aggressions.
Objective: Do not damage, kill, or Gentle <False Dragon currently in your territory> for 5 turns.
discussed above.

Ishamael
Flavor: We need more direct control of this place if we are to bring enough Shadowspawn through the Ways.
Objective: Trade <city you own> to the Shadowspawn civilization Is this even possible?

first off, would need a "within X turns" flag.

I'd guess no, this isn't possible. Should we maybe make it so that, instead, it is "allow a city to be captured by ShadowSpawn" instead? That's weird, though, since if this occurs during the LB, the SSpawn won't attack you anymore...

Possible replacement:
Ishamael
Flavor: I order you to show the world that I, the true Nae'blis, control all.
Objective: Capture a city from two Shadow-aligned civs within 20 turns.
Restriction: must have declared for the Shadow in the LB.[/quote]

Another one I thought of, totally unrelated, but kind of cool for Izzy (maybe we can have multiple?)

Ishamael
Flavor: The Great Lord must be allowed to unravel the world.
Objective: Let all Bubbles of Evil go uncleaned for 20 turns.
Restriction: must have at least two Bubbles of Evil within your radii.

That's a bit weird, but I like the flavor of it... Of course, it depends on BoE being something that gets cleaned up (as opposed to dissipating with time), which I don't think we ever settled. Alternatively, whatever happens post-Balefire could work, too - is that also BoE?

But is this one not harsh enough? It's weird, because BoE are by definition a late-game only thing, so we can't have it at stage one or two, i don't think.

Aginor
Flavor: I am in need of unique specimens to improve my Shadowspawn.
Objective: Disband 6 of your unique units within 20 turns.
Restriction: Must have a non-obsolete unique unit.
sure!

Demandred
Flavor: It is supposedly a part of some "Wyld" prophecy that you lose control of <city you own>.
Objective: Trade <city you own> to another player for nothing in exchange, or allow another player to capture it, within 20 turns
I'd like to keep the "Wyld" out of it, since that might be tied up in Paths and stuff (and not necessarily tied to Demandred, theoretically). So, maybe:

Flavor: The Prophesies claim that you must lose control of <city you own>.

otherwise, good.

Sammael
Flavor: The Light have exposed themselves at <capital city of a Light-declared civ>
Objective: Capture <capital city> within 20 turns
Restriction: The Last Battle must have started
hmmm.... first off, the restriction needs to say you must have declared for the Shadow or be Neutral - if you are a Light civ, this quest becomes impossible.

Oh - side note - should we made a rule that says if you declare for the Light, you cease getting all FQuests? Neutral? Doing this would make the proposed restriction above moot.

Anyways, Given the fact that the Light are already your enemies, I don't think this one works as a sacrifice. It's "hard" in the sense that it's tough to capture a capital city, but these aren't really about how hard they are, they're about how much they screw you over, yes? Taking a capital city of one of your defacto enemies - there's no DoW penalty here - is likely to be a GOOD thing.

Possible replacement:

Sammael
Flavor: The Light have exposed themselves at <capital city of a neutral-declared civ>
Objective: Capture <capital city> within 20 turns
Restriction: The Last Battle must have started. There must be at least one civ declared Neutral.

this assumes (I could be wrong) that shadow players aren't already automatically DoW with neutral civs.

It's a subtle change, but I think this is better in that it requires you to go to war with a civ you probably want to otherwise avoid - and, based on the kinds of civs that would choose neutral, it's likely to be a powerful civ. Is this a big enough sacrifice?

Alternatively, could be something like "declare war on all neutral civs" or something like that (restriction would probably require multiple neutral civs).

Rahvin
Flavor: One of your leaders would be thrilled to have this "Lord Gaebril" as an advisor.
Objective: Sacrifice a Governor within 5 turns
Restriction: Must have a Governor This should potentially only work on a certain Governor sub-type
no current comments on the Gov sub-type.

I see where you're headed with the flavor, but it doesn't *quite* make sense. Also, it's a little weird to imagine Rahvin saying that., since he IS LGabe. Maybe:

Flavor: Your advisers are pathetic. You should heed only my words.

Lanfear
Flavor: Our good friends on the other side of this war think Lews Therin is immortal. Teach them otherwise.
Objective: Capture a city with the Dragon in it within 20 turns.
Restriction: The Last Battle must have started, the Dragon must still be in "plane mode."
This one is hard! Fair enough, though.

But... the major problem is that this is another one of those "only good" ones. It's hard, but no sacrifice. I don't think that works, not on the level of trading away your cities and stuff. Alternate, but potentially too rare version:

Lanfear
Flavor: We need to lure Lews Therin into a trap. You are the bait.
Objective: Allow the Dragon to capture one of your cities within 20 turns
Restriction: The Last Battle must have Started. The Dragon must be in "unit mode" and on the same continent as one of your cities.

Is that too impossible to achieve?

alternately:

Lanfear
Flavor: You must let let Lews Therin do what he will for a time.
Objective: Do not attack the Dragon for 15 turns.
Restriction: The Last Battle must have Started. The Dragon must be in "unit mode" and within 10 hexes of one of your units or cities.

I dunno... is this stuff all too late-game?

Graendal
Flavor: I have a need of Compelled servants for my palace. Many of them.
Objective: Disband all of your workers.
yikes!

Balthamel/Aran'gar
Flavor: I have a plan that must not be disturbed. That Seal must not be broken before the exact right moment.
Objective: Do not break a Seal of the Dark One for 20 turns.
Restriction: Must have at least one real Seal, the Last Battle must have started
ok. This one COULD be sort of a "no-sacrifice" one, since some players will prefer to hold onto them..... hmmm, interesting alternative:

Balthamel/Aran'gar
Flavor: I have plans concerning the Great Lord's prison. They do not concern you.
Objective: Give away a Seal of the Dark one within 10 turns.
Restriction: Must have at least one real Seal, the Last Battle must have started

You can give them away to other shadow players, right? Is that sufficiently "bad" enough, losing control of it? Probably not....

Semirhage
Flavor: These lands across the sea are ripe for the picking.
Objective: Capture a city on a different continent from your capital within 20 turns
Restriction: Must have met a player who has a city on a different continent
Eh.... same problem.... not really a sacrifice. Also, sort of random for Semirhage, I think.

Alternate:

Semirhage
Flavor: Prove to me that your people are capable of knowing true pain and suffering.
Objective: Achieve happiness of no more than -5 for at least 5 consecutive turns over the next 15 turns.
Restriction: You must be happy.

Be'lal
Flavor: These tree-singing fools have been a problem for millennia. Teach them to fear the Shadow.
Objective: Declare war on a Stedding within 5 turns.
good

Mesaana
Flavor: This has taken long enough, your spies must act now.
Objective: Attempt to assassinate the Amyrlin within 10 turns.
Restriction: Must have at least one Bloodknife or Gray Man.
Hmmm.... this one's tricky, because this seems like something that might always be good for the Shadow. It's hard to do, but, again, not a sacrifice, really.

An alternate idea:

Mesaana
Flavor: Your pathetic agents are of no use to use. Die, please.
Objective: Allow a Bloodknife to die via expiration, or get killed on a mission, within 20 turns.
Restriction: Must have at least one Bloodknife or Spy of level 2 or higher.

The idea here is that somebody would send them on a super low-probability mission, or else let one die. Probably will have to churn through a couple BKs to get the success... (via failure)

Asmodean
Flavor: I wish to take the place of a traveling merchant - arrange an opening for me.
Objective: Disband a <Great Merchant equivalent> within 20 turns
Restriction: Must have a <Great Merchant equivalent>
OK, why GM? Why not GA or GMus equivalent? Jasin Natael is a gleeman, not a merchant.

Moghedian
Flavor: They are divided, now is your chance to strike.
Objective: Attack the Tower city with an Aes Sedai unit within 20 turns.
OK, I'm a little torn in regards to my current obsession of making sure these are all sufficient sacrifices (and not just difficult)...

What about this, instead:

Moghedian
Flavor: The Tower is in turmoil. We must make them shed blood and tear themselves apart.
Objective: Allow 2 Aes Sedai units to be killed by the White Tower forces.
Restriction: must have at least 2 Aes Sedai. The Tower must not have been Turned.

This is interesting, since pre-LB, this also involves a DoW against hte WT, but during-LB, it simply involves a sacrifice.

M'hael
Flavor: Those recruits could be used elsewhere
Objective: Disband 3 Asha'men within 5 turns
Restriction: Must have 3 Asha'men We could give this the full 20 turn time limit and remove the restriction? Or restrict on "you must have at least 6 total Spark" (assuming Asha'man units cost 2).
Hmmm.... well, I don't think the restriction would need to be 6 Total Spark. It could be 2. A'M can be bought, right? All you'd need to do is buy one, disband, buy another, disband, etc. So, should be possible without actually having 3.

That said, I like the "feel" of this more if it's about disbanding units you already have (as you have it written) in a short period of time - that way you can't really meta, as you're more likely to actually need these units, so it's less about a waste of hammers/gold, and more about actual tactical disadvantage.

Question - is it weird that none of these are even flavored with Tel'aran'rhiod? Shouldn't we probably have one of Lanfear's or Moggy's (maybe Graendal's, Izzy?) mention it somehow. Would make sense. I don't think the quest has to actually USE it, though (since it's likely to be only a rare GP thing, or else an Aiel only thing). More of a flavor thing. This could potentially be a Stage 1 one, if we dont wanna mess up what we already have.

Alternatively/additionally, should be have an FQuest that is only sort of an "F," and make it from/about Slayer?
 
Right. So have I mentioned that I don't know how to read?

I misread your previous bit thinking that you wanted the +% to scale by Stage. +1 per Quest is the way to go, with units varying based on the Stage. Should we decide the units specifically, now?

You hadn't mentioned not being able to read before. I'm not quite sure how we got this far. How will you know which units I suggest?

Sure, let's decide the units. Stage 1: Trollocs, Stage 2: Trollocs or Myrddraal (random), Stage 3: Myrddraal or Dreadlords. It doesn't include all Shadowspawn types, but includes a distinctive progression?

OK. Nuked, then.

Though, I think a player pillaging their own route or something would be viable as well.

Yeah, that works well as an economic penalty.

re: worms... yeah, the BE ones are a bit over-the-top sci-fi, what with the three jaws and stuff. That said... we don't know much about how the Jumara actually look. I wonder if the animation and most of the mesh could be preserved, but some of it changed to feel a bit better?

If we can reuse the animations then it's certainly easier to tweak the BE worm that way. I know I could reskin it at the moment. I'd need significantly more modeling practice to be able to actually modify the mesh to look different (and have it remain consistent/sane).

Google isn't giving me examples of the Alpha Centauri mind worm, which is annoying. Those would be 2d models, anyways, so maybe not helpful.

Thanks for reaching out to civitar and compiling the list for trevor!

After talking to Civitar, he's been working on other projects for a while. One of his next-up units is a Warhammer unit (for his Warhammer fantasy mod) which would be great to double as Trollocs for us.

I included you on the PM to Trevor, so hopefully he sees the message! (I know I've missed the notification in the top right before for several days.)

OK, this all sounds great. 6 quests (+ TW quest).

Also, that Shadow Point spread sounds good to me. In the summary.

Question - should we consider the possibility of the High King getting one from Ishamael (as Jalwin Moerad)?

Tempting, but it feels a bit unbalancing to offer the possibility to only one player in a game. Though this would be a stage 1 quest. Something to note down, but I don't think it's essential to start with.

Great. I've linked to this from the Alignment summary. Should this be linked to from the first page, or is it too low level for that?

Awesome, thanks! I think just from the summary is fine, the Master lists only really make sense in the context of the summary that explains their mechanics.

OK, agreed, and summarized.

Re: Stage 1 quests, I think that's incorrect. Assuming my alignment is shadowey enough not to get fired after two quests:

Era of NB - Stage 1 (fail)
30 turns later - Stage 1 (succeed)
30 turns later - Stage 1 (fail)
20 turns later - Stage 1 (succeed)
20 turns later - Stage 2 (succeed or fail)
20 turns later - Stage 2 (succeed or fail)
end.

According to that (first three separated by 30, last three by 20), it is possible to have a 20 turn-later Stage 1.

or were you thinking it was 30, 30, 30, 20, 20?

Also, I'm wondering if this rule is now pointless:

We have already established that Light 2+ civs fail out after the first two of they ignore them. But by having only 6 Quests, the "four failures on a given stage" thing is only really applicable for Stage 1 - it's technically impossible to have that happen on a Stage 2 Quest (2 successful Stage 1s, then 4 failed Stage 2's is already at the 6-quest max).

So, I suggest we either rephrase the rule as an addendum to the Light 2+ rule that makes it clearly about Stage 1, something like:

OR, if we want it to possibly matter for Stage 2 Quests, let's make it this (probably not as an addendum):

Blargh, I'd forgotten about the Shadow players (who are the whole point of this exercise >.> ) that don't fail out of the sequence as quickly! 20 turns maximum length it is. It's good that that's universal anyway.

I like your final suggestion: Civs of any Alignment will receive no more Quests if they fail or ignore 3 Quests at any one Stage of difficulty.

It's succinct, accurate, and covers all stages for us.

Well, I think for nomenclature purposes, having each one have a name for it - if only for your use later - it might still be best to call them Lanfear 2 and Lanfear 3 (for example).

Good point. Changed.

Yes, I think this is fine. Remind me: is 0 influence the minimum, or is -60 the minimum? I'm fine with it snapping to 0, as long as a civ doesn't *gain* influence after a war.

Another thing is to simply make it a fixed penalty. Is this how AI civs handle it after wars? So if you're sitting at a hugely positive Tower score, and you need to declare war for some reason, you wouldn't necessary lose ALL of it, just a big chunk - in most cases, though, it probably would be all of it (especially if the Tower declared war on YOU, since it was probably already really mad at you anyways).

As far as Stage 2, yes, I think it's fine. It's true that this *could* be worse than some of the other Quests, but that's only in certain cases - some civs won't car at all. I think that's fine.

Given that the top of the Tower influence scale is 120 (assuming it's a similar magnitude to the Ajahs, but we might be using the standard CS scale for overall influence?) I think -120 makes sense as a minimum value. Totally agreed, the player should go back to their previous influence if it's less than 0.

I can see a significant argument for starting the player back off on a negative influence after a war regardless though. 0 indicates the Tower has no particular opinion about you, but they seem like the types to hold a grudge. We could bring players back at -30 or -60 instead of 0, after they make peace? (Any players with less than that to start with would go back to their old values.)


sure. X == 5.

==... You programmer you!

Spoiler :

public float X;

void Start
{
X == 5;
}

That's the stuff! You'll be adding code to WoTMod in no time.

bah... this one is tricky.

Maybe it's ok to have this one simply be one that rarely pops up (like the GP one below) - only possible when he's really, really close to a city. Maybe it would be easier to appear if it's *any* Dragonsworn within the city radius (and then require the player to avoid hitting ANY of them)? That would occur much more often, I'd think.

And besides, a M'hael quest being rare seems appropriate, since he's likely only to exist as a 'saken in a few of the potential Third Ages anyways!

Any Dragonsworn certainly makes it more likely! Sure, let's do that. I've edited it into the master list.


good. sounds fine!

Done

bah again!

OK, so regarding this particular Quest... I think that's TOO rare (for most GPs). We'd be looking at this quest occurring in three situations:

1) fortune smiles upon thee! A GP was born on the exact turn you were due for a new FQust - AND you "rolled" this one. (way, way rare)
2) The player already has a GP sitting around, likely waiting for a GW slot or a Wonder to build or something (less rare, but not a good "sacrifice," since that player is already willing to sleep their GP for reasons)
3) The player has a Great General (pretty common, not a very big sacrifice for a player not at War, since they'd likely be sleeping already).

So yeah, #1 is the only one that feels like a sacrifice, and it's painfully rare. Is that "that" though? Is there another way around? It is just a Stage 1 Quest, but I'd like it to have SOME impact.

So it's not realistic to have the Quest be possible when some GP meter is at, say, 80% or something? Sure, it's possible that no GP will be born, but the player can do things to make one appear faster (specialists), and 20 turns should be enough time to pull one off if a player wanted to.

I think we would exclude GGs as you suggested a while back, so #3 wouldn't see the Quest. (Making it even rarer, which is part of the problem.)

#2 is potentially a sacrifice - Great Engineers often sit around when the player doesn't have any wonders available to rush. Delaying them by 10 turns is likely to overlap with the player unlocking a new wonder and now they have to wait. Same with any GW-producing GP type, if the player doesn't have the slot for them, they'll be building more already and this would slow them down. (Effectively costs them up to 20 Prestige and Culture, or even shifts them out of a theming bonus they want.)

I'm not sure if that's enough to make us consider the Quest as it is?

I'm not a big fan of estimating the GP spawn time, because there are a whole bunch of external factors that can make the Quest impossible. (The only city that was going to spawn a GP gets attacked by another civ.) It's also really complicated to do correctly - we'd need to go through each of the player's cities and evaluate the potential GP yield, compare against the current one, look at which GPs it might produce soon and how far away we think those might be, and then decide if it's fair to ask them to sleep one of those for 10 turns within 20 (so if they'll spawn within the next 10 turns). And GP spawning is also one of the least understood mechanisms in BNW from a player perspective, I'd say. People generally know what to do to make GPs, but I think most players don't really know how the underlying counters and sources of GP points are divvied up.

bah #3!

OK, I agree with this. I think, as a Stage 1 Quest, it's certainly possible that some civs may actually be still eligible for this, since they might not yet have a harbor (or in the TWars or something). Otherwise, it's the landlocked capital civs, which is a large enough group, I suppose.

Yeah, it should be common enough - more so than the two above. Edited into the master list.
 
first off, the verbiage: "firmer hand" sounds weird. should it be "use a firmer hand with" or "take further grip on" or something?

Restriction is good.

Seeing as "seize" is always the books verb for using saidin, shall we go with "seize the source with a tighter grip" or something? I think all of this is temporary phrasing anyway.


Done

This one is a sufficient sacrifice you think? I'm undecided.

I think it should be fine - the AI tends to denounce as a group, so pushing away your allies usually excludes you from their friends too. It'll be easy to change it to more if we find it's too easy.

I'd rather the Shadowspawn-creation link be made more obvious. How about:

Flavor: <Borderlander civ> is interfering with my experiments - pull them from the Blight for a time.

Done

OK, so how does this one end up a proper sacrifice? You can't trade GW for nothing, right? I'd guess in most cases the civ would be able to get something out of this trade that would make it pretty minor as far as a penalty - only serious culture players would REALLY care about which specific GWs they have, right?

If such things can be gifted for nothing, it's fine, otherwise, I don't think this one works well enough. Maybe something like:

Demandred
Flavor: I need to use <foreign civ you are not at war with> as my personal staging ground, and you will assist me.
Objective: Gift one <Path Unit from Majority Path> and one Herald to <foreign civ you are not at war with>
Restriction: Must have a majority Path.

Is that too much of a telegraph?

We could make it primarily about breaking theming bonuses. We could specifically pick a GW that's contributing to one. That would be a good restriction: must have a set of GWs in a wonder creating a theming bonus. That should apply primarily to players who will care that it gets broken.

I do like your alternative as well - it's nice to have the Paths involved in the Forsaken Quests. Telegraphing is a bigger problem in stage 3 than stage 1 though - the Quest is potentially taking place shortly before the Last Battle, which would give players a big heads up about where to position troops.

OK, I have mixed feelings about this one. I like it, it sounds good, but it's actually not really a sacrifice - not necessarily, at least. Sure, you'll annoy the civ, and potentially get some land you don't need, but you ALSO might grab a badass resource in the process. Is there a way to restrict it so it's kind of a waste? Like, "Steal land that has no resources on it" or something?

Yeah, we will definitely target a plot that isn't particularly good. We can expand that one ring to ensure its neighbors don't have any resources or anything like that.

should read "foreign city", right?

should this have a restriction: Civ must not be currently at war? We don't want this popping up when a civ is already at war, and just taking a city as they would anyways. So either that restriction, or just make the objective state that the city must come from a civ you aren't currently at war with.

But then, I know that this then becomes a much harsher task - and potentially harder than the othe stage 2 ones. Mayb e it's ok because this one, unlike the ohters, let's you take a city from essentially anyone. Suggestions?

At first, I was thinking we already had "declare war on a civ" in stage 2, which this is clearly harder than. But actually, our "declare war" Quest targets a specific civ. This one lets the player choose one that's convenient for them, but then they need to capture a city as well, balancing it out.

Sure, let's go with <a player you are not already at war with>.

first off, would need a "within X turns" flag.

I'd guess no, this isn't possible. Should we maybe make it so that, instead, it is "allow a city to be captured by ShadowSpawn" instead? That's weird, though, since if this occurs during the LB, the SSpawn won't attack you anymore...

Possible replacement:
Ishamael
Flavor: I order you to show the world that I, the true Nae'blis, control all.
Objective: Capture a city from two Shadow-aligned civs within 20 turns.
Restriction: must have declared for the Shadow in the LB.

Another one I thought of, totally unrelated, but kind of cool for Izzy (maybe we can have multiple?)

Ishamael
Flavor: The Great Lord must be allowed to unravel the world.
Objective: Let all Bubbles of Evil go uncleaned for 20 turns.
Restriction: must have at least two Bubbles of Evil within your radii.

That's a bit weird, but I like the flavor of it... Of course, it depends on BoE being something that gets cleaned up (as opposed to dissipating with time), which I don't think we ever settled. Alternatively, whatever happens post-Balefire could work, too - is that also BoE?

But is this one not harsh enough? It's weird, because BoE are by definition a late-game only thing, so we can't have it at stage one or two, i don't think.

I like the bubble of evil one! We can stipulate that there must be at least 4 tiles of "bubble of evil" within the player's borders?

I'd like to keep the "Wyld" out of it, since that might be tied up in Paths and stuff (and not necessarily tied to Demandred, theoretically). So, maybe:

Flavor: The Prophesies claim that you must lose control of <city you own>.

otherwise, good.

Done

Oh - side note - should we made a rule that says if you declare for the Light, you cease getting all FQuests? Neutral? Doing this would make the proposed restriction above moot.

Yes, let's cut off Forsaken Quests for Light-declared players. They're locked into the Light alliance so the Quests don't really make sense anymore.

hmmm.... first off, the restriction needs to say you must have declared for the Shadow or be Neutral - if you are a Light civ, this quest becomes impossible.

Anyways, Given the fact that the Light are already your enemies, I don't think this one works as a sacrifice. It's "hard" in the sense that it's tough to capture a capital city, but these aren't really about how hard they are, they're about how much they screw you over, yes? Taking a capital city of one of your defacto enemies - there's no DoW penalty here - is likely to be a GOOD thing.

Possible replacement:

Sammael
Flavor: The Light have exposed themselves at <capital city of a neutral-declared civ>
Objective: Capture <capital city> within 20 turns
Restriction: The Last Battle must have started. There must be at least one civ declared Neutral.

this assumes (I could be wrong) that shadow players aren't already automatically DoW with neutral civs.

It's a subtle change, but I think this is better in that it requires you to go to war with a civ you probably want to otherwise avoid - and, based on the kinds of civs that would choose neutral, it's likely to be a powerful civ. Is this a big enough sacrifice?

Alternatively, could be something like "declare war on all neutral civs" or something like that (restriction would probably require multiple neutral civs).

This all sounds good to me. Changed! At this late stage of the game, I like the approach that causes civs to try to wipe each other out.

no current comments on the Gov sub-type.

I see where you're headed with the flavor, but it doesn't *quite* make sense. Also, it's a little weird to imagine Rahvin saying that., since he IS LGabe. Maybe:

Flavor: Your advisers are pathetic. You should heed only my words.

The fact that he is Lord Gaebril is the idea. The player will know that as a WoT fan, but in-universe Rahvin isn't going to tip his hand - it's a great "insider" moment for the player.

This one is hard! Fair enough, though.

But... the major problem is that this is another one of those "only good" ones. It's hard, but no sacrifice. I don't think that works, not on the level of trading away your cities and stuff. Alternate, but potentially too rare version:

Lanfear
Flavor: We need to lure Lews Therin into a trap. You are the bait.
Objective: Allow the Dragon to capture one of your cities within 20 turns
Restriction: The Last Battle must have Started. The Dragon must be in "unit mode" and on the same continent as one of your cities.

Is that too impossible to achieve?

alternately:

Lanfear
Flavor: You must let let Lews Therin do what he will for a time.
Objective: Do not attack the Dragon for 15 turns.
Restriction: The Last Battle must have Started. The Dragon must be in "unit mode" and within 10 hexes of one of your units or cities.

I dunno... is this stuff all too late-game?

I like the second one! "Do not attack the Dragon or any city he is residing in for 20 turns"? That would be a serious chunk of the LB and is exactly the kind of backstabbing division that led the Shadow to defeat in the books - it sounds perfect!


This one is quite scary! We might pare it back if "all your workers" ends up being too crippling.

ok. This one COULD be sort of a "no-sacrifice" one, since some players will prefer to hold onto them..... hmmm, interesting alternative:

Balthamel/Aran'gar
Flavor: I have plans concerning the Great Lord's prison. They do not concern you.
Objective: Give away a Seal of the Dark one within 10 turns.
Restriction: Must have at least one real Seal, the Last Battle must have started

You can give them away to other shadow players, right? Is that sufficiently "bad" enough, losing control of it? Probably not....

I like the flavor of losing the Seal to another player. How about letting a Seal be captured by a Light player? Make a Sealbearer and march him into enemy territory where he will be captured.

Eh.... same problem.... not really a sacrifice. Also, sort of random for Semirhage, I think.

Alternate:

Semirhage
Flavor: Prove to me that your people are capable of knowing true pain and suffering.
Objective: Achieve happiness of no more than -5 for at least 5 consecutive turns over the next 15 turns.
Restriction: You must be happy.

I see what you mean about about it not being enough of a sacrifice for a stage 3 quest. It's relevant to Semirhage though - she was implicated in instigating the Seanchan return to the Westlands.

Making the player make themselves unhappy is a very interesting one. It may be impossible for players who are very happy, but that's not necessarily a problem? They've already got some good stuff going on.

Hmmm.... this one's tricky, because this seems like something that might always be good for the Shadow. It's hard to do, but, again, not a sacrifice, really.

An alternate idea:

Mesaana
Flavor: Your pathetic agents are of no use to use. Die, please.
Objective: Allow a Bloodknife to die via expiration, or get killed on a mission, within 20 turns.
Restriction: Must have at least one Bloodknife or Spy of level 2 or higher.

The idea here is that somebody would send them on a super low-probability mission, or else let one die. Probably will have to churn through a couple BKs to get the success... (via failure)

I think this one is much more of a sacrifice than the others we discussed above. Without any preparation (they don't really have time for that), the player is extremely likely to fail. They lose the Bloodknife, that they were likely about to use for something else (since Bloodknives operate on a lifetime, players are likely to create them as needed). Then they also take a huge diplo hit with the Tower for trying to assassinate the Amyrlin. It also interferes with the timing of trying to Turn the Tower, since assassinating the Amyrlin is a part of that and doing so early doesn't really help them even if they do succeed. (And even if they succeed, they still lose the Bloodknife.)

OK, why GM? Why not GA or GMus equivalent? Jasin Natael is a gleeman, not a merchant.

True, but he's traveling with a group of merchants, which a GM represents. GMs are also much more likely to remain alive for longer. As we're discussing above, GW generating GPs usually get expended right away unless the player is short on slots, whereas GMs are almost always trekking across the map to reach a CS for a trade mission.

OK, I'm a little torn in regards to my current obsession of making sure these are all sufficient sacrifices (and not just difficult)...

What about this, instead:

Moghedian
Flavor: The Tower is in turmoil. We must make them shed blood and tear themselves apart.
Objective: Allow 2 Aes Sedai units to be killed by the White Tower forces.
Restriction: must have at least 2 Aes Sedai. The Tower must not have been Turned.

This is interesting, since pre-LB, this also involves a DoW against hte WT, but during-LB, it simply involves a sacrifice.

I'm not sure, it seems like this would be needlessly frustrating to try to do. The AI might not choose to attack your Aes Sedai units. (Even if you only send them, other players may be fighting the Tower, particularly during the LB, when there will be Shadowspawn to contend with too.)

I see what you mean about making the Quest a sacrifice though. What about this?

Mesaana 3
Flavor: They are divided and weak. Show them that their word means nothing.
Objective: Refuse the next two Tower Edicts.
Restriction: The Tower's Edicts must still affect the player (either Last Battle hasn't started yet, or the Tower has been Turned)

Hmmm.... well, I don't think the restriction would need to be 6 Total Spark. It could be 2. A'M can be bought, right? All you'd need to do is buy one, disband, buy another, disband, etc. So, should be possible without actually having 3.

That said, I like the "feel" of this more if it's about disbanding units you already have (as you have it written) in a short period of time - that way you can't really meta, as you're more likely to actually need these units, so it's less about a waste of hammers/gold, and more about actual tactical disadvantage.

Yeah, making the player disband units they already have in short order sounds like a better plan then. Removed the red text.

Question - is it weird that none of these are even flavored with Tel'aran'rhiod? Shouldn't we probably have one of Lanfear's or Moggy's (maybe Graendal's, Izzy?) mention it somehow. Would make sense. I don't think the quest has to actually USE it, though (since it's likely to be only a rare GP thing, or else an Aiel only thing). More of a flavor thing. This could potentially be a Stage 1 one, if we dont wanna mess up what we already have.

Alternatively/additionally, should be have an FQuest that is only sort of an "F," and make it from/about Slayer?

It is weird, I kept trying to find a way to put that in, but nothing really came up. the dreamspike and things like that, I wasn't sure how to fit them in. Making Tel'aran'rhiod a bit more prolific is probably a good idea given how big of a task it is to get it working in the way we planned for the Wise Women.
 
You hadn't mentioned not being able to read before. I'm not quite sure how we got this far. How will you know which units I suggest?

Sure, let's decide the units. Stage 1: Trollocs, Stage 2: Trollocs or Myrddraal (random), Stage 3: Myrddraal or Dreadlords. It doesn't include all Shadowspawn types, but includes a distinctive progression?
OK, I think that works. Should we leave the specific # of units for later?

If we can reuse the animations then it's certainly easier to tweak the BE worm that way. I know I could reskin it at the moment. I'd need significantly more modeling practice to be able to actually modify the mesh to look different (and have it remain consistent/sane).
ok. too be figured out then!

After talking to Civitar, he's been working on other projects for a while. One of his next-up units is a Warhammer unit (for his Warhammer fantasy mod) which would be great to double as Trollocs for us.
ok, cool. hopefully he gets around to WoT eventually.

Tempting, but it feels a bit unbalancing to offer the possibility to only one player in a game. Though this would be a stage 1 quest. Something to note down, but I don't think it's essential to start with.
fair enough. cool flavor, but not worth it, I'm sure.

Blargh, I'd forgotten about the Shadow players (who are the whole point of this exercise >.> ) that don't fail out of the sequence as quickly! 20 turns maximum length it is. It's good that that's universal anyway.

I like your final suggestion: Civs of any Alignment will receive no more Quests if they fail or ignore 3 Quests at any one Stage of difficulty.

It's succinct, accurate, and covers all stages for us.
ok, great. That still includes the 2-and-you're-out for the Light +2 players, right?

Given that the top of the Tower influence scale is 120 (assuming it's a similar magnitude to the Ajahs, but we might be using the standard CS scale for overall influence?) I think -120 makes sense as a minimum value. Totally agreed, the player should go back to their previous influence if it's less than 0.

I can see a significant argument for starting the player back off on a negative influence after a war regardless though. 0 indicates the Tower has no particular opinion about you, but they seem like the types to hold a grudge. We could bring players back at -30 or -60 instead of 0, after they make peace? (Any players with less than that to start with would go back to their old values.)
Ah. Well, I'd say something like -30 or something sounds great. Since this doesn't sever all your Ajah stuff - just serves as a modifier to them, it shouldn't be all that crippling.

What kind of effect will this have on Quota?

I think we would exclude GGs as you suggested a while back, so #3 wouldn't see the Quest. (Making it even rarer, which is part of the problem.)

#2 is potentially a sacrifice - Great Engineers often sit around when the player doesn't have any wonders available to rush. Delaying them by 10 turns is likely to overlap with the player unlocking a new wonder and now they have to wait. Same with any GW-producing GP type, if the player doesn't have the slot for them, they'll be building more already and this would slow them down. (Effectively costs them up to 20 Prestige and Culture, or even shifts them out of a theming bonus they want.)

I'm not sure if that's enough to make us consider the Quest as it is?

I'm not a big fan of estimating the GP spawn time, because there are a whole bunch of external factors that can make the Quest impossible. (The only city that was going to spawn a GP gets attacked by another civ.) It's also really complicated to do correctly - we'd need to go through each of the player's cities and evaluate the potential GP yield, compare against the current one, look at which GPs it might produce soon and how far away we think those might be, and then decide if it's fair to ask them to sleep one of those for 10 turns within 20 (so if they'll spawn within the next 10 turns). And GP spawning is also one of the least understood mechanisms in BNW from a player perspective, I'd say. People generally know what to do to make GPs, but I think most players don't really know how the underlying counters and sources of GP points are divvied up.
ugh. suggestion: axe it.

Replace with:
Generic 9
Flavor: Some of the wealth of your nation needs to flow into different coffers.
Objective: Pillage 1 of your own trade routes from 2 different major civilizations.
Restriction: Must have existing trade routes with 2 major civilizations.

Seeing as "seize" is always the books verb for using saidin, shall we go with "seize the source with a tighter grip" or something? I think all of this is temporary phrasing anyway.
sure. why not?

I think it should be fine - the AI tends to denounce as a group, so pushing away your allies usually excludes you from their friends too. It'll be easy to change it to more if we find it's too easy.
sounds bueno then

We could make it primarily about breaking theming bonuses. We could specifically pick a GW that's contributing to one. That would be a good restriction: must have a set of GWs in a wonder creating a theming bonus. That should apply primarily to players who will care that it gets broken.

I do like your alternative as well - it's nice to have the Paths involved in the Forsaken Quests. Telegraphing is a bigger problem in stage 3 than stage 1 though - the Quest is potentially taking place shortly before the Last Battle, which would give players a big heads up about where to position troops.
I'll leave the decision to you, as to which of these we go with, then. The problem with the first one is that theming bonuses are only useful to cultural players, so this sacrifice will mean different things to different people. Might be fine though.

Yeah, we will definitely target a plot that isn't particularly good. We can expand that one ring to ensure its neighbors don't have any resources or anything like that.
Oh, so the quest will spell out specifically which land should be captured? How will that be conveyed to the player?

At first, I was thinking we already had "declare war on a civ" in stage 2, which this is clearly harder than. But actually, our "declare war" Quest targets a specific civ. This one lets the player choose one that's convenient for them, but then they need to capture a city as well, balancing it out.

Sure, let's go with <a player you are not already at war with>.
good.

I like the bubble of evil one! We can stipulate that there must be at least 4 tiles of "bubble of evil" within the player's borders?
Is that many BoE likely to happen? If so, sure. If that's extremely rare, I'd say we should let it pop up at 2 BoEs.

Yes, let's cut off Forsaken Quests for Light-declared players. They're locked into the Light alliance so the Quests don't really make sense anymore.
ok. noted in the summary.

lame, but I actually have to go. Will finish later!
 
resuming our regularly scheduling show...

This all sounds good to me. Changed! At this late stage of the game, I like the approach that causes civs to try to wipe each other out.
great.

The fact that he is Lord Gaebril is the idea. The player will know that as a WoT fan, but in-universe Rahvin isn't going to tip his hand - it's a great "insider" moment for the player.
Right. That makes sense. I found the verbiage a little confusing, but that's not super important now, assuming these are placeholders anyways.

I like the second one! "Do not attack the Dragon or any city he is residing in for 20 turns"? That would be a serious chunk of the LB and is exactly the kind of backstabbing division that led the Shadow to defeat in the books - it sounds perfect!
so that's plane-mode OR unit-mode, right? 20 turns might be a long time for unit mode.

But yeah, like it.

I like the flavor of losing the Seal to another player. How about letting a Seal be captured by a Light player? Make a Sealbearer and march him into enemy territory where he will be captured.
great idea! I forgot about the Seal-Bear

I see what you mean about about it not being enough of a sacrifice for a stage 3 quest. It's relevant to Semirhage though - she was implicated in instigating the Seanchan return to the Westlands.

Making the player make themselves unhappy is a very interesting one. It may be impossible for players who are very happy, but that's not necessarily a problem? They've already got some good stuff going on.
Ah, I see the flavor connection, seems very tied to that version of the 3rd age, though.

I do think I prefer the happiness one, all things considered, mainly because it's more distinct than the others.

I think this one is much more of a sacrifice than the others we discussed above. Without any preparation (they don't really have time for that), the player is extremely likely to fail. They lose the Bloodknife, that they were likely about to use for something else (since Bloodknives operate on a lifetime, players are likely to create them as needed). Then they also take a huge diplo hit with the Tower for trying to assassinate the Amyrlin. It also interferes with the timing of trying to Turn the Tower, since assassinating the Amyrlin is a part of that and doing so early doesn't really help them even if they do succeed. (And even if they succeed, they still lose the Bloodknife.)
i'm having trouble deciding on this one. I'm still somewhat unconvinced. If you think it works the way it is, I'm fine with leaving it.

You don't like the alternate version I proposed as much?

True, but he's traveling with a group of merchants, which a GM represents. GMs are also much more likely to remain alive for longer. As we're discussing above, GW generating GPs usually get expended right away unless the player is short on slots, whereas GMs are almost always trekking across the map to reach a CS for a trade mission.
Alright. I see. I think maybe a slight alteration in flavor text will be in order, when the time comes.

I'm not sure, it seems like this would be needlessly frustrating to try to do. The AI might not choose to attack your Aes Sedai units. (Even if you only send them, other players may be fighting the Tower, particularly during the LB, when there will be Shadowspawn to contend with too.)

I see what you mean about making the Quest a sacrifice though. What about this?

Mesaana 3
Flavor: They are divided and weak. Show them that their word means nothing.
Objective: Refuse the next two Tower Edicts.
Restriction: The Tower's Edicts must still affect the player (either Last Battle hasn't started yet, or the Tower has been Turned)
OK. Interesting! Question, though: is 20 turns enough time for 2 tower edicts to pop up? Will they be happening at a rate of every 10 turns at this stage in the game (pre-LB)? If so, cool.

If not, what if it's like the one I proposed, but simply "lose X Aes Sedai in combat" or something?

It is weird, I kept trying to find a way to put that in, but nothing really came up. the dreamspike and things like that, I wasn't sure how to fit them in. Making Tel'aran'rhiod a bit more prolific is probably a good idea given how big of a task it is to get it working in the way we planned for the Wise Women.

looking at some of these for some ways to work this in.

Lanfear 2 flavor amendment:
Flavor: I need to see if any of the weak-willed women of your age have any ability in the World of Dreams."

Moghedian 2 flavor amendmen:
Flavor: I can make good use of your agents in Tel'aran'rhiod"
(also, objective should say EaE instead of "spy", same with the other spy Quest.

Oooh, I lost the quote-block re: Graendal 3 and disbanded workers. What if we made it just a fixed number? Like 6 workers (more?)? "All" seems weird - what if a civ only had like 2 workers for some reason? Seems to hurt Tall much less than it hurts wide?

OK, so what's next? Shall we jump into GP in general, or start with Govs?
 
OK, I think that works. Should we leave the specific # of units for later?

Yeah, we should be fine to come back to that later.

ok, great. That still includes the 2-and-you're-out for the Light +2 players, right?

Sure, we still want them to be dropped faster.

Ah. Well, I'd say something like -30 or something sounds great. Since this doesn't sever all your Ajah stuff - just serves as a modifier to them, it shouldn't be all that crippling.

What kind of effect will this have on Quota?

I don't think this affects Quota. From the diplo summary and our previous discussions, quota is affected by "civilization size, global influence, some world wonders, and Ideology selection." (Global influence is referring to global diplomatic influence, I believe, not Tower influence, though how we planned to measure that, I'm not sure.) Influence generally affects quality of Aes Sedai, whereas external factors affect quantity (Quota). This negative overall influence from wars indirectly impacts quality, because the player's Ajah influences will tend to degrade, since they can't recuperate their influence as effectively.

ugh. suggestion: axe it.

Replace with:
Generic 9
Flavor: Some of the wealth of your nation needs to flow into different coffers.
Objective: Pillage 1 of your own trade routes from 2 different major civilizations.
Restriction: Must have existing trade routes with 2 major civilizations.

This is much better. This is pillaging two trade routes, right? (One each from two civilizations?) Also, why target major civ trade routes? I think the only difference between major vs minor is you can get science from the major ones, but that's only if the other player has techs you don't. We definitely want to target international - internal trade routes (food, production) will usually be lower cost to pillage.

sure. why not?

Done

I'll leave the decision to you, as to which of these we go with, then. The problem with the first one is that theming bonuses are only useful to cultural players, so this sacrifice will mean different things to different people. Might be fine though.

I think if we restrict it to players who already having theming bonuses, we're much more likely to hit players that care about culture/prestige output.

Oh, so the quest will spell out specifically which land should be captured? How will that be conveyed to the player?

This is a very good question. It would be the only Quest that indicates a specific location on the map, which is not awesome (everything in all of the other Quests can be uniquely identified by a name somehow). We could go a bit broader with something like "Steal land from <neighboring civ> without stealing any resources" - which comes with the restriction: "Must have a common border region with no resources with a nearby civ".

Is that many BoE likely to happen? If so, sure. If that's extremely rare, I'd say we should let it pop up at 2 BoEs.

I'm thinking one Bubble of Evil might affect multiple hexes, so 4 hexes should be fine in that case.

so that's plane-mode OR unit-mode, right? 20 turns might be a long time for unit mode.

But yeah, like it.

Awesome, yeah, both plane and unit mode. It's definitely one even a dedicated Shadow player would consider ignoring, which is good!

great idea! I forgot about the Seal-Bear

Awesome sauce, changed.

Ah, I see the flavor connection, seems very tied to that version of the 3rd age, though.

I do think I prefer the happiness one, all things considered, mainly because it's more distinct than the others.

Yeah, the happiness one is very unique. Let's go with that.

i'm having trouble deciding on this one. I'm still somewhat unconvinced. If you think it works the way it is, I'm fine with leaving it.

You don't like the alternate version I proposed as much?

Not really - whether or not death by "expiration" is available is basically random, since the lifetime of a Bloodknife is longer than the time to complete the Quest, so the player needed to already have a Bloodknife for X turns before being given the Quest to be able to complete it that way. Otherwise it's as you said before, the player will throw the Bloodknife at a low probability target. The Amyrlin will usually be the lowest probability of success target anyway, but she comes with some additional negative consequences for failure. Targeting the Amyrlin feels more in line with the Forsaken flavor of the player making a sacrifice in the process.

Alright. I see. I think maybe a slight alteration in flavor text will be in order, when the time comes.

Yeah, I'd say most of them need to change in order to become final copy.

OK. Interesting! Question, though: is 20 turns enough time for 2 tower edicts to pop up? Will they be happening at a rate of every 10 turns at this stage in the game (pre-LB)? If so, cool.

If not, what if it's like the one I proposed, but simply "lose X Aes Sedai in combat" or something?

I think every 10 turns was the maximum rate we wanted to reach with Tower Edicts, but I never wrote any numbers for that into the summary. However, that will be triggered based on world era, and Forsaken Quests are a fixed-length progression that is triggered individually for each player based on their entering the Era of New Beginnings. Given the player might slow down in scientific progress after reaching EoNB or the world might speed up, we can't accurately relate the Tower's final Edict rate to any specific part of the Forsaken Quest sequence.

So we probably can't say 2 Edicts will definitely take place before the Quest runs out. I think 1 Edict would still be quite the sacrifice. We could say "refuse all Tower Edicts that are issued in the next 20 turns" - which would be 2 in most cases, but occasionally 1.

looking at some of these for some ways to work this in.

Lanfear 2 flavor amendment:
Flavor: I need to see if any of the weak-willed women of your age have any ability in the World of Dreams."

Moghedian 2 flavor amendmen:
Flavor: I can make good use of your agents in Tel'aran'rhiod"
(also, objective should say EaE instead of "spy", same with the other spy Quest.

I like the Lanfear one. Though there's a bit of potential confusion if Dreamer is a WoT GP type, I think we can get around it via phrasing.

The Moghedian one I'm not sure, given the nature of the World of Dreams, sending a spy to somewhere in the physical world doesn't seem like it should help her.

I've swapped out all usages of "spy" for "eyes and ears" (and messed with some grammar to make that plurality make sense-ish).

Oooh, I lost the quote-block re: Graendal 3 and disbanded workers. What if we made it just a fixed number? Like 6 workers (more?)? "All" seems weird - what if a civ only had like 2 workers for some reason? Seems to hurt Tall much less than it hurts wide?

Very true, it is unfairly easy for players with small numbers of workers. Changed.

OK, so what's next? Shall we jump into GP in general, or start with Govs?

I think GPs and Governors may end up being related topics. I'd say let's start with Governors, since one of the things we need to decide there is whether or not Governors are created by/from GPs - which will inform our GP considerations, if they are.

Shall I write an opening treatise for them?
 
will respond in full tonight. But:

I think GPs and Governors may end up being related topics. I'd say let's start with Governors, since one of the things we need to decide there is whether or not Governors are created by/from GPs - which will inform our GP considerations, if they are.

Shall I write an opening treatise for them?

yes, please!
 
I don't think this affects Quota. From the diplo summary and our previous discussions, quota is affected by "civilization size, global influence, some world wonders, and Ideology selection." (Global influence is referring to global diplomatic influence, I believe, not Tower influence, though how we planned to measure that, I'm not sure.) Influence generally affects quality of Aes Sedai, whereas external factors affect quantity (Quota). This negative overall influence from wars indirectly impacts quality, because the player's Ajah influences will tend to degrade, since they can't recuperate their influence as effectively.
right. Diplo= quality. fair enough.

So, when at war with the tower, you keep your AS?

This is much better. This is pillaging two trade routes, right? (One each from two civilizations?) Also, why target major civ trade routes? I think the only difference between major vs minor is you can get science from the major ones, but that's only if the other player has techs you don't. We definitely want to target international - internal trade routes (food, production) will usually be lower cost to pillage.
yes, two trade routes.

I was thinking we'd want it to be Major civs, because I figured we should make the Quester suffer a diplo hit with each of those civs.

I think if we restrict it to players who already having theming bonuses, we're much more likely to hit players that care about culture/prestige output.
OK. maybe make it unlock for a player that has at least 2 theming bonuses?

This is a very good question. It would be the only Quest that indicates a specific location on the map, which is not awesome (everything in all of the other Quests can be uniquely identified by a name somehow). We could go a bit broader with something like "Steal land from <neighboring civ> without stealing any resources" - which comes with the restriction: "Must have a common border region with no resources with a nearby civ".
I am in favor of the any common border with no resources option, over prescribing specific hexes.

I'm thinking one Bubble of Evil might affect multiple hexes, so 4 hexes should be fine in that case.
sure.

Awesome, yeah, both plane and unit mode. It's definitely one even a dedicated Shadow player would consider ignoring, which is good!
cool.

Not really - whether or not death by "expiration" is available is basically random, since the lifetime of a Bloodknife is longer than the time to complete the Quest, so the player needed to already have a Bloodknife for X turns before being given the Quest to be able to complete it that way. Otherwise it's as you said before, the player will throw the Bloodknife at a low probability target. The Amyrlin will usually be the lowest probability of success target anyway, but she comes with some additional negative consequences for failure. Targeting the Amyrlin feels more in line with the Forsaken flavor of the player making a sacrifice in the process.
right. Again, happy to go with your leaning here.

I think every 10 turns was the maximum rate we wanted to reach with Tower Edicts, but I never wrote any numbers for that into the summary. However, that will be triggered based on world era, and Forsaken Quests are a fixed-length progression that is triggered individually for each player based on their entering the Era of New Beginnings. Given the player might slow down in scientific progress after reaching EoNB or the world might speed up, we can't accurately relate the Tower's final Edict rate to any specific part of the Forsaken Quest sequence.

So we probably can't say 2 Edicts will definitely take place before the Quest runs out. I think 1 Edict would still be quite the sacrifice. We could say "refuse all Tower Edicts that are issued in the next 20 turns" - which would be 2 in most cases, but occasionally 1.

yeah, I like that last suggestion - ignore ALL edicts.

what about the non-refusable ones? What if this player is never offered a refusable edict during the window?

I like the Lanfear one. Though there's a bit of potential confusion if Dreamer is a WoT GP type, I think we can get around it via phrasing.

The Moghedian one I'm not sure, given the nature of the World of Dreams, sending a spy to somewhere in the physical world doesn't seem like it should help her.

I've swapped out all usages of "spy" for "eyes and ears" (and messed with some grammar to make that plurality make sense-ish).
For the Moggy one, the idea was not that they would be in the physical world, but taht they would be used in T'A'R ("I can make good use of your agents in Tel'aran'rhiod." Dream Ter'angreal and all that. Seems like a spy would be useful in such a way. Like, go to this stupid little city, put on the ring, and be a spy for her in the WoD.

Well that was fast! I await your thoughts on Governors/GP!
 
right. Diplo= quality. fair enough.

So, when at war with the tower, you keep your AS?

Yes, I think so. We might consider removing them if we find declaring war on the Tower becomes too generally viable as a tactic.

yes, two trade routes.

I was thinking we'd want it to be Major civs, because I figured we should make the Quester suffer a diplo hit with each of those civs.

Ah, interesting! I don't know if the diplo AI considers plundering trade routes in their assessment of a foreign civ. (Like, if I plunder a trade route Persia established with France, I don't know if France holds that against me.)

OK. maybe make it unlock for a player that has at least 2 theming bonuses?

Sounds good. Done

I am in favor of the any common border with no resources option, over prescribing specific hexes.

Done

yeah, I like that last suggestion - ignore ALL edicts.

what about the non-refusable ones? What if this player is never offered a refusable edict during the window?

Blargh! Non-refusable Edicts! I think that means we should do something different, since I don't see a way around that sometimes being a "free" quest.

Your previous suggestion of losing 2 Aes Sedai in combat looks more favorable than the above. I've edited that into the master list. It would be nice if we could capture some of the "divided Tower" flavor in the objective, but I don't have any suggestions for how we could do that.

For the Moggy one, the idea was not that they would be in the physical world, but taht they would be used in T'A'R ("I can make good use of your agents in Tel'aran'rhiod." Dream Ter'angreal and all that. Seems like a spy would be useful in such a way. Like, go to this stupid little city, put on the ring, and be a spy for her in the WoD.

Cool, that sounds good then!

Well that was fast! I await your thoughts on Governors/GP!

Imagine how many pages there would be in this topic by now if all of our posts were this short!

On to Governors!

I think this may very well be the first "intro" I've done. It's certainly the first one in a very long while. As with counterpoint's intros, I'll try to frame the discussion of what kind of design space Governors exist in and pose a lot of questions, as well as offer series of options for unknowns to seed the discussion.

Governors

What are they?

  • Governors are representations of increased city-level independence in WoT. They are "leaders" of their individual city.
  • Governors provide some kind of bonus to the city they inhabit.

Where do they come from?

Creating a Governor in game is something we have discussed in passing before. We have a few previously considered mechanisms from those discussions as well as some new ones I'll add here for variety.

  • Being spawned by expending a Great Person is a mechanism we have discussed before. This has a few considerations:
    • We have existing, easy divisions for possible Governor sub-types, discussed in more detail below, that players already understand.
    • This enforces a rarity on Governors, related to the rate the civilization can generate GPs. This would also mean Governors are more prevalent in Tall civilizations, but there they are restricted by city count, rather than GP count.
  • Being spawned by city growth
    • Also favors Tall by default, but a suitable growth threshold could give Tall vs Wide a similar Governor output.
    • Dissociates Governors with systems which affect GPs.
    • A properly set threshold could also give us a sense of rarity.
  • Being spawned by city age
    • Completely Tall/Wide agnostic
    • Pool of Governors in a game is known to be very low, since it's restricted by the number of cities that can possibly reach a certain age.
    • Not particularly flavorful
  • Being produceable via hammers
    • Easy to understand and also Tall/Wide agnostic
    • Makes them much easier to produce in large numbers and they would need to be low-powered to compensate.
    • Not particularly flavorful
  • Being purchaseable by some yield
    • Much like faith units are made rare through the relative amount of faith a civ can generate compared to hammers, this would introduce some scarcity (though less than GPs or city growth/age).
    • Which yield could we use? Are there any that are appropriate to expend for this?
  • Being bestowed by wonders
    • This source could also act in addition to any of the above. (There could be a few wonders that bestow Governors to the city they are built in/elsewhere, even if most Governors come from GPs.)
    • Enforces a definite and global rarity.
    • National wonders present another alternative that would allow us to have multiple different types without needing to include Governors in an unusually high proportion of all world wonders.
  • Accumulating "Governor points" (which confusingly abbreviates to GP) in some way
    • Likely on a per-city basis (like food/production) since Governors are presumably a city-level entity.
    • Various sources could produce Governor points (buildings, policies, Paths).
    • This allows us fine-grained control of the prevalence of Governors.
    • It also presents a new set of values to balance over the permutations of the game.
    • Particularly if combined with sub-types (see below) this could create "too many choices" for the player, particularly given the opaque nature of the existing Great Person points system and generally how poorly it is understood.

Governor Sub-Types?

  • Do we want to have sub-types at all?
    • I would say yes, because it adds significant variety to the player experience and presents new tactical options in "specializing" cities and choosing Governors that benefit .
    • Not having them would be simpler for us.
  • What do sub-types represent?
    • Different styles of leader - a former general versus a lifetime aristocrat, an elevated blacksmith versus a former Aes Sedai.
    • Targeting different bonus types.
    • Potentially offering unique abilities ("Units in this city spawn with 10 free EXP," for a martial Governor, "Channeling units are produced 50% faster in this city," for a channeling Governor, "Great Works in this city produce an additional +1 Culture," for a cultural Governor, as a demonstrative examples, rather than specific suggestions.)
  • How would they be chosen?
    • Our choice here is largely influenced by our choice of spawning mechanism.
    • GP spawning provides obvious divisions that we could use - Great Engineers create Blacksmith Governors, Great Scholars create Scholar Governors, and so on.
    • Wonder spawning also allows us to prescribe sub-type based on the wonder being constructed.
    • Purchaseable and produceable could very simply allow the player to choose which one to purchase/produce. The different types could be gated by different prerequisites.
    • City size and city age would likely lead to a pure player choice as well ("Your city has become large/old enough to have an independent governing division and you must choose a specialist to take the lead there.").
    • Governor points could be accumulated on a per sub-type basis.

What bonuses do Governors confer?

  • Having potentially unique abilities is mentioned above, and these would be bonuses for the player when used correctly.
  • Ongoing yield bonuses - having Governors produce small amounts of yield per turn, provide a simple and understandable incentive for players to utilize Governors.

What is their lifetime?

The lifetime of a Governor could be approached in several ways.

  • Governors are eternal
    • Much like CiV leaders, Governors could be ever-living entities that once spawned in a city, remain there until the end of the game (unless assassinated).
    • This is the simplest approach.
  • Governors can be "disbanded"
    • The player can choose to disband a Governor they control during their turn.
    • This gives the player a lot of power, allowing strategic sacrifices before cities are captured.
  • Governors lifetime with their controllers
    • Governors could remain in a city as long as that city keeps the same controlling civilization - being driven out/killed if the city is conquered.
    • An alternative but related approach to the above would be to allow the capturing player to decide what to do with any Governor they find in a city upon capturing it.
  • Governors can be "overwritten"
    • For some of the proposed spawning mechanics, it would be easily understandable to allow Governors to be "overwritten" by a different Governor if a new one is spawned in a city that already has a Governor. This would allow the player to reset their progress if they wished to, or to change which Governor sub-type a given city has.
  • Governors can be "retracted"
    • This is largely related to the GP spawning mechanism - where a player could be allowed to turn a Governor back into a GP. This is mentioned here for completeness, but having discussed this avenue previously, it leads to something of a balancing nightmare.

Do they upgrade?

  • Do individual Governors change in any way over time?
    • It would certainly be simple if they didn't.
    • Allowing customizable changes gives the player more optimization freedom - more strategic choices.
    • Gating certain abilities/effects behind an upgrade system could allow us to associate more impressive abilities with Governors, without unbalancing the game.
  • A lightweight upgrade system
    • Akin to promotions for units, having a small selection of potential upgrades for Governors that players can choose to pursue (to the exclusion of other upgrade choices).
    • We would certainly have much fewer of these than there are unit promotions.
    • We could associate some of our flashier abilities/effects with the more difficult to attain upgrades, ensuring things like +2 Faith per turn don't spiral out of control over the course of an entire game, because they aren't available until later on in the game.
  • How would Governors advance through any upgrade system?
    • Simple progression over time is an option and a simple one. This would allow us to guarantee Governors cannot unbalance the game by racing ahead to strong-upgrade bonuses, because it takes a fixed minimum time to reach those upgrades.
    • Accruing experience when a city engages in combat is another possibility, but this punishes peaceful civilizations and effective warmongers, since cities are only attacking on the defensive.
    • Produceable "training regimes" could allow the Governor to be upgraded by setting the city to "build" them. By gating training regimes on technologies, we can have complete surety that certain abilities will not be available until the game has progressed to a certain extent.
    • Purchaseable "training regimes" has a similar gating advantage to produceability, but the questions of "what yield?" become a similar kind of problem as they were for spawning Governors.
  • Via Policies
    • In addition to or instead of any of the above, Governors could be upgraded through Policies.

How do they interact with other systems within the game?

During a few discussions thus far, Governors have come up as a part of the game that we could incorporate into other systems.

  • The Domination Victory
    • I believe our only outstanding Domination Victory design question concerns whether or not Governors could be used in the context of the Domination Victory to make it different from BNW.
    • Possible considerations have included changing the Domination Victory to require a Governor in every capital, in addition to controlling them all, in order to win the game. Depending on the spawning mechanic, this may or may not be feasible.
    • This is likely something we'll want to discuss when most of the above is more solid.
  • Alignment
    • We're big fans of the idea of Governors contributing to Alignment and have already included some "external" design decisions to attribute some expected Alignment production to them over the course of a given game.
    • Selecting a Governors' "governing style" (Cruel/Mediated/Charitable, or some similar phrases) would allow the player to customize Governors in their city to target the Alignment they are intending to pursue (or to avoid it, if they wish to remain uncommitted).
    • Governing style potentially plays well into an upgrade system, where certain upgrades confer an Alignment yield to the Governor.
    • Governors (as a whole) are expected to produce in the region of ~1200 Alignment for a single, focused player over the course of a single game, based on our estimated thus far.

And I believe that should give us a good jumping off point. Any other major pillars that I've skipped over? Some of these sections clearly have dependencies (if we choose not to have an upgrade system, the details of how such a system would work are irrelevant), but I've erred on the side of more detail to start with. I have some clear favorites for some sections, some of which are demonstrated in my choices of phrasing, but others remain relatively removed from my opinions, which will probably become more clear in the next couple of posts!
 
ok, ok, finally have a chance to respond. We'll see if I can snag enough time to finish a post...

Yes, I think so. We might consider removing them if we find declaring war on the Tower becomes too generally viable as a tactic.
gotcha

Ah, interesting! I don't know if the diplo AI considers plundering trade routes in their assessment of a foreign civ. (Like, if I plunder a trade route Persia established with France, I don't know if France holds that against me.)

I've been thinking about this..... are we sure you CAN plunder your own Trade Routes without a DoW on the other civ?

Similarly, are we sure you can cancel trade agreements without a DoW (re: our luxury trading and such)?

Blargh! Non-refusable Edicts! I think that means we should do something different, since I don't see a way around that sometimes being a "free" quest.

Your previous suggestion of losing 2 Aes Sedai in combat looks more favorable than the above. I've edited that into the master list. It would be nice if we could capture some of the "divided Tower" flavor in the objective, but I don't have any suggestions for how we could do that.
Yeah, I think that's the way to go. Lose two AS in battle.

As far as flavor...., what about something like "The Tower is on the verge of a schism. Sow some dischord and I can snap it in two."

On to Governors!

I think this may very well be the first "intro" I've done. It's certainly the first one in a very long while. As with counterpoint's intros, I'll try to frame the discussion of what kind of design space Governors exist in and pose a lot of questions, as
well as offer series of options for unknowns to seed the discussion.
Good intro. Your training on Dagobah has paid off!

What are they?

  • Governors are representations of increased city-level independence in WoT. They are "leaders" of their individual city.
  • Governors provide some kind of bonus to the city they inhabit.
looks good.

Here I will bring up the question of name. Is Governor the best one? It's doesn't feel particularly "WoT", in vibe. It could be ok, but I figured we should confirm that.

In-universe, the word Governor apparently comes up for 1) the province leaders of Hawkwing's Empire, 2) some leaders during the AoL, 3) the Sea Folk in charge of Tremalking.

Another possible could be Stewards, which come up much more often in the books. These might have the opposite problem, though, where their flavor seems very tied to Rand and the end of the Age and such. (thus our Path, "Stewards of the Dragon.")

I'm fine with govs, but I just want to check: is there a better word for flavor purposes?

Where do they come from?

Creating a Governor in game is something we have discussed in passing before. We have a few previously considered mechanisms from those discussions as well as some new ones I'll add here for variety.

ok, this is the biggest issue, certainly, and also the one I'm most unsure of.

  • Being spawned by expending a Great Person is a mechanism we have discussed before. This has a few considerations:
    • We have existing, easy divisions for possible Governor sub-types, discussed in more detail below, that players already understand.
    • This enforces a rarity on Governors, related to the rate the civilization can generate GPs. This would also mean Governors are more prevalent in Tall civilizations, but there they are restricted by city count, rather than GP count.

From a flavor perspective, I do think this is the best - probably by far. The Berelains and Moaraines and Perrins of the world, and such.

I think, mechanically, this would also seem simple, as there'd simply be a Mission available to some/all GP that would turn them into a governor.

However, I do think this also has some aspects that are certainly problematic, and I don't yet know if/how we can deal with such things.

First, there's the issue of the number of GPs, and how they are very unpredictable and complicated. Sure, Tall players have a bunch of them, but so could players with a high faith output (by purchasing them). In some games you end up with a very high number of GP over the course of the game, and while true Tall civs would be limited by the number of cities, there is the possibility of civs that might have decent GP production (or purchase via faith or whatever) while having more than four cities, and to me that makes this really hard to balance.

Also, I can imagine Tall civs with very VERY few GP, and not really being able to "waste" them on Govs...

I'm not sure what to suggest. Perhaps, if they are created via GP, there is still a maximum number of Govs that can be operating at a given time? Maybe this scales by era? Maybe it's limited by city size? So, say, 15 or 20 +?

Or not - if governors offer a relatively minor bonus, then it's probably fine to make them unlimited (especially considering the sacrifice of a GP). Still hard to predict, though.

The other tricky element is the potential overlap/redundancy with GP improvements. An Academy is, for instance, mechanically quite similar to a +Science Governor, with the only difference being that the governor doesn't require a citizen to get the bonus (and the yields would likely be different).

For me, this overlap is slightly problematic. Part of me wants to just REPLACE the GP improvements with the governors, though I'm not sure that won't have ramifications we will hate. (It will, I'm sure).

Regardless, I don't like the mechanical similarity between these systems, when both come from GP.

One interesting spin-off of this idea is to create Govs with GP points, but not make them actually come from GPs directly. Like, say, every 3 GPs you create, you get a governor, or something (not to the exclusion of your GP)

Another variation on this idea is to simply avoid the "Existing" GPs and have there be a "Governor GP" that essentially just does this. Or, perhaps, simply one GP that is dedicated to this (sort of like how GAs are the only ones with Golden Ages, now). or, maybe, the legendary WoT GPs are the only ones that convert to governors.

  • Being spawned by city growth
    • Also favors Tall by default, but a suitable growth threshold could give Tall vs Wide a similar Governor output.
    • Dissociates Governors with systems which affect GPs.
    • A properly set threshold could also give us a sense of rarity.

I think this one is actually one of the best. It lacks the flavor of the previous, and certainly lacks some of the strategy, but it also lacks the problems associated above.

The main challenge with the "automatic" ones like this is how they might overlap with assassinations and/or getting "fired" by the player. If a Governor is Raised from the Unwashed Masses at city size 20, and then killed.... when do you get another? It shouldn't be immediate, right?

  • Being spawned by city age
    • Completely Tall/Wide agnostic
    • Pool of Governors in a game is known to be very low, since it's restricted by the number of cities that can possibly reach a certain age.
    • Not particularly flavorful

This one is a little less compelling than the one above, and shares the same challenge. That said, it's quite simple.

I also wonder how it interacts with captured (old) cities, and such.

Related to this is perhaps the simplest of all: Era unlock. Like, every two eras, you are given a new Governor. Not sure what I think about this.

  • Being produceable via hammers
    • Easy to understand and also Tall/Wide agnostic
    • Makes them much easier to produce in large numbers and they would need to be low-powered to compensate.
    • Not particularly flavorful

I think, mechanically, this one could work, but it really does lack a certain je ne c'est quoi that these others have. Basically, it turns the governors into a sort of "Wildcard Building" that can have a bonus associated with any yield you want. That flexibility is nice, but it's somewhat soulless, I think.

  • Being purchaseable by some yield
    • Much like faith units are made rare through the relative amount of faith a civ can generate compared to hammers, this would introduce some scarcity (though less than GPs or city growth/age).
    • Which yield could we use? Are there any that are appropriate to expend for this?

This shares some of the challenges with hammers, but is potentially more flavorful... and also has the potential for new weird problems.

Now, what I definitely do not like is the idea of each type of Gov being created via a specific yield (e.g., Smith-Lord via hammers and Chief Luthier via culture). Way too complicated and way too much like GP. One yield to rule them all.

It's only practical to view them all one-at a time.

Gold
- this is terrible.
Food
- this is essentially the same as city growth, and also makes little sense.
Faith - this one makes decent flavorful sense. I feel like Faith is scarce enough, though that some civs will likely be dumping all their faith into this.. or else ignoring it completely.
Happiness - this is interesting. We could tie # of govs to your happiness.... I think it's probably a bad idea.
Hammers - see discussion above
Science - no. stop it.
Culture - This certainly makes some flavorful sense. I do not like how it linked Culture players to Govs, though.
Prestige - This is wonderful, flavor-wise. Perfect. Too bad it's a total non-option - same problem as Culture, made worse because of late-gameness
Golden Age Points This is... pretty decent, actually. Wonderfully flavorful when you consider the Golden Age itself... less flavorful when you consider that it is being created via happiness.. Maybe every X GAs you get a Governor. This could work, but it also does seem somewhat unpredictable. Tying Govs to happiness is a bit odd.
Alignment - no. please, no. We don't have enough Alignment as is...
Pattern - OK, I know this doesn't exist, but this would be one of the places where this phantom-"yield" would make sense, at least flavorfully. Not much to say on it now, though, since it... doesn't exist.
Score - as if.

Of those... the only ones that seem at all viable are Faith, Hammers, GA Points, and.... Pattern, at least conceptually.

Dunno.

  • Being bestowed by wonders
    • This source could also act in addition to any of the above. (There could be a few wonders that bestow Governors to the city they are built in/elsewhere, even if most Governors come from GPs.)
    • Enforces a definite and global rarity.
    • National wonders present another alternative that would allow us to have multiple different types without needing to include Governors in an unusually high proportion of all world wonders.

Hmmm... I dunno what I think about the Global rarity. Also, do we want to link playstyle to being able to have govs? Some civs end up missing almost every one.... and some end up with almost every one (would we cap it?)

Also, where would the Govs go? If it's the city in which they are built, that's a interesting cap, since most civs only have 1-3 cities capable of building wonders.... but maybe that's a problem, also (most wide civs would only end up with 1 governor).

National Wonders seem to make more sense from a balancing perspective, but they are unfortunately biased towards Tall relatively significantly. Also, the Nationals all fall in the mid-game period (at least in the CiV chronology), which doesn't synergize with this well.

That said, I don't mind Wonders (or NWs) being an ADDITIONAL way to form governors - maybe even simply raising the "cap" for your civ, allowing another gov, or something.

  • Accumulating "Governor points" (which confusingly abbreviates to GP) in some way
    • Likely on a per-city basis (like food/production) since Governors are presumably a city-level entity.
    • Various sources could produce Governor points (buildings, policies, Paths).
    • This allows us fine-grained control of the prevalence of Governors.
    • It also presents a new set of values to balance over the permutations of the game.
    • Particularly if combined with sub-types (see below) this could create "too many choices" for the player, particularly given the opaque nature of the existing Great Person points system and generally how poorly it is understood.

OK, this is probably the most complex of these options (except, perhaps, for Pattern), but it definitely has some promise.

This is related to the "based off GP but NOT actual GP" idea I said above, just a more complicated version of it that considers multiple aspects.

Considering all of that, though, it also could be sort of elegant from a player experience perspective, though, I think, that elegance sort of depends on it being opaque. What I don't want is another yield to worry about. I don't want players to see that X building creates Y Gov Points. IT's just too much. If we make it all invisible, then it can be as complex as we want, without getting in the way.

Of course, that lack of transparency is highly un-civlike, and could frustrate people. One way of dealing with that is by making it sooo complex that it essentially captures everything - you make a city/civ "good" through a variety of means, you'll get a gov. Tons o hammers. OK. GPs? OK. Gold? OK. All of these things contribute to Governors. Almost like score.

That said, it makes it sort of strategically meaningless, as well. And... might come off, ultimately, as being rather similar in feel to simply doing it based on city age and/or size.
 
Governor Sub-Types?
  • Do we want to have sub-types at all?
    • I would say yes, because it adds significant variety to the player experience and presents new tactical options in "specializing" cities and choosing Governors that benefit .
    • Not having them would be simpler for us.

I think so. Making them generate some arbitrary yield seems weird to me.

I think the one possible exception would be to make a "God-King" kind of thing, where the creation of a Gov generates, say +1 Production, +1 Food, +1 Gold, +1 Faith, +1 Culture.... etc.

That's actually not the worst idea, and is quite simple. I'm also fine with sub-types, though.

  • What do sub-types represent?
    • Different styles of leader - a former general versus a lifetime aristocrat, an elevated blacksmith versus a former Aes Sedai.
    • Targeting different bonus types.
    • Potentially offering unique abilities ("Units in this city spawn with 10 free EXP," for a martial Governor, "Channeling units are produced 50% faster in this city," for a channeling Governor, "Great Works in this city produce an additional +1 Culture," for a cultural Governor, as a demonstrative examples, rather than specific suggestions.)

Of course, the simplest would be to make them each generate a different yield for free. Boom.
Gold, Culture, Production, Science Faith, and Food seem to make sense to me. Also possible would be Prestige, GP Points and Happiness, though those are sort of weird.

That said, your special ability idea is quite interesting. Basically, they take the place (or add onto) the functionality of various Buildings. Certainly the more unique feeling mechanic, IMO. However, it's also way harder to balance. It's much harder to predict the net effect of, say, 50% channeler production, in several different game scenarios. A cooler option, though - definitely makes them distinct from GP Improvements!

  • How would they be chosen?
    • Our choice here is largely influenced by our choice of spawning mechanism.
    • GP spawning provides obvious divisions that we could use - Great Engineers create Blacksmith Governors, Great Scholars create Scholar Governors, and so on.
    • Wonder spawning also allows us to prescribe sub-type based on the wonder being constructed.
    • Purchaseable and produceable could very simply allow the player to choose which one to purchase/produce. The different types could be gated by different prerequisites.
    • City size and city age would likely lead to a pure player choice as well ("Your city has become large/old enough to have an independent governing division and you must choose a specialist to take the lead there.").
    • Governor points could be accumulated on a per sub-type basis.

I agree that this will depend on Spawning mechanism. The GP method (uless it's WoT GP or cumulative-GP-point-creation) does suggest per-type creation, as do wonders.

All the other options, to me, scream for Player Choice, and I think I tend to like the idea of player choice more. For one, it adds strategic depth to some of these "automatic" seeming systems. Also, it cuts the automatic-redundancy created by "Hey, you spawned a lot of Culture - have some more culture via this gov!"

What bonuses do Governors confer?

  • Having potentially unique abilities is mentioned above, and these would be bonuses for the player when used correctly.
  • Ongoing yield bonuses - having Governors produce small amounts of yield per turn, provide a simple and understandable incentive for players to utilize Governors.
comments above.

Though I could also add that they could theoretically convey a bonus that is relevant to other civs as well. Like, trading with a city with a gov provides some extra yield or something.

It makes flavorful sense that they could have diplomatic repercussions too.... I just don't know what that might be.

What is their lifetime?

The lifetime of a Governor could be approached in several ways.

  • Governors are eternal
    • Much like CiV leaders, Governors could be ever-living entities that once spawned in a city, remain there until the end of the game (unless assassinated).
    • This is the simplest approach.
  • Governors can be "disbanded"
    • The player can choose to disband a Governor they control during their turn.
    • This gives the player a lot of power, allowing strategic sacrifices before cities are captured.
  • Governors lifetime with their controllers
    • Governors could remain in a city as long as that city keeps the same controlling civilization - being driven out/killed if the city is conquered.
    • An alternative but related approach to the above would be to allow the capturing player to decide what to do with any Governor they find in a city upon capturing it.
  • Governors can be "overwritten"
    • For some of the proposed spawning mechanics, it would be easily understandable to allow Governors to be "overwritten" by a different Governor if a new one is spawned in a city that already has a Governor. This would allow the player to reset their progress if they wished to, or to change which Governor sub-type a given city has.
  • Governors can be "retracted"
    • This is largely related to the GP spawning mechanism - where a player could be allowed to turn a Governor back into a GP. This is mentioned here for completeness, but having discussed this avenue previously, it leads to something of a balancing nightmare.
My inclination is for governors to be:

1) Generally "eternal" if left alone
2) Can be disbanded - providing we have Sub-Types (thus a reason to disband them), and a spawning mechanic that allows them to be replaced reasonably (though not easily)
3) Governors probably shouldn't stay with a city when captured, though I'm unsure if the gov should be killed, or if they should flee to another city
4) "Overwriting" a gov is essentially the same as disbanding-to-get-a-new-type. I have no preference as of now on how that is presented
5) I'd say they can't be retracted.

Of course, these systems do connect with other things, such as our various Alignment Quests and Forsaken Quests and such that involve the killing of a Gov, etc.

Do they upgrade?

  • Do individual Governors change in any way over time?
    • It would certainly be simple if they didn't.
    • Allowing customizable changes gives the player more optimization freedom - more strategic choices.
    • Gating certain abilities/effects behind an upgrade system could allow us to associate more impressive abilities with Governors, without unbalancing the game.
  • A lightweight upgrade system
    • Akin to promotions for units, having a small selection of potential upgrades for Governors that players can choose to pursue (to the exclusion of other upgrade choices).
    • We would certainly have much fewer of these than there are unit promotions.
    • We could associate some of our flashier abilities/effects with the more difficult to attain upgrades, ensuring things like +2 Faith per turn don't spiral out of control over the course of an entire game, because they aren't available until later on in the game.
  • How would Governors advance through any upgrade system?
    • Simple progression over time is an option and a simple one. This would allow us to guarantee Governors cannot unbalance the game by racing ahead to strong-upgrade bonuses, because it takes a fixed minimum time to reach those upgrades.
    • Accruing experience when a city engages in combat is another possibility, but this punishes peaceful civilizations and effective warmongers, since cities are only attacking on the defensive.
    • Produceable "training regimes" could allow the Governor to be upgraded by setting the city to "build" them. By gating training regimes on technologies, we can have complete surety that certain abilities will not be available until the game has progressed to a certain extent.
    • Purchaseable "training regimes" has a similar gating advantage to produceability, but the questions of "what yield?" become a similar kind of problem as they were for spawning Governors.
  • Via Policies
    • In addition to or instead of any of the above, Governors could be upgraded through Policies.

OK, I'm thinking about this one, and I have to say I'm feeling that it's in our best interests to keep this aspect as simple as possible.

I think promotions and stuff is just way too overly complex. I suppose if we don't do Sub-types, this is an options, but.... then we should just do subtypes. Otherwise, it's too much. The strategic "depth" isn't worth it, IMO.

And govs gaining experience is just.... walking into trouble in terms of complexity

I thinking we do one of these two things:

1) No upgrading, except for Alignment yield
2) Upgrade in fixed increments (say, there's 3 levels or something) based on some "automatic" factor - civ era, Age of governor (so a new gov is still at +1 while another is at +3), or city size or policy. Of those, I think I like the first or the second options, though policies could potentially offer a bonus as well..

The above assumes the Govs provide a yield bonus. if it's an effect (e.g. 50% more production of channelers), I think we probably shouldn't have them upgrade.

I could be fine with either option 1 or 2. It depends on how we want these to scale. Probably 2.

How do they interact with other systems within the game?

During a few discussions thus far, Governors have come up as a part of the game that we could incorporate into other systems.

  • The Domination Victory
    • I believe our only outstanding Domination Victory design question concerns whether or not Governors could be used in the context of the Domination Victory to make it different from BNW.
    • Possible considerations have included changing the Domination Victory to require a Governor in every capital, in addition to controlling them all, in order to win the game. Depending on the spawning mechanic, this may or may not be feasible.
    • This is likely something we'll want to discuss when most of the above is more solid.

Yeah, we need to keep this idea alive, but table it until we have a better idea how this will all work.

  • Alignment
    • We're big fans of the idea of Governors contributing to Alignment and have already included some "external" design decisions to attribute some expected Alignment production to them over the course of a given game.
    • Selecting a Governors' "governing style" (Cruel/Mediated/Charitable, or some similar phrases) would allow the player to customize Governors in their city to target the Alignment they are intending to pursue (or to avoid it, if they wish to remain uncommitted).
    • Governing style potentially plays well into an upgrade system, where certain upgrades confer an Alignment yield to the Governor.
    • Governors (as a whole) are expected to produce in the region of ~1200 Alignment for a single, focused player over the course of a single game, based on our estimated thus far.

I like these connecting to Alignment. I liked Cruel-Reasonable-Merciful, though we can consider other options.

I think simpler is better, again - just simply choose your Alignment upon creation, and that alignment should scale with everything else (likely era, or age of the governor).

And I believe that should give us a good jumping off point. Any other major pillars that I've skipped over? Some of these sections clearly have dependencies (if we choose not to have an upgrade system, the details of how such a system would work are irrelevant), but I've erred on the side of more detail to start with. I have some clear favorites for some sections, some of which are demonstrated in my choices of phrasing, but others remain relatively removed from my opinions, which will probably become more clear in the next couple of posts!

alright! look forward to hearing your thoughts and such.

There was totally some other way that governors interacted with the game that I thought of when I started writing the post (something I think may have been mentioned awhile back).... and I absolutely can't remember what it was. Oh, well, I'm sure it's not much, and if so, we'll find it somewhere.
 
We're back to 5 hour post-athons now! :lol: My own fault for writing so much Governor stuff in the intro, though it's since we don't want any of these decisions made in isolation from the others. I may have to split my posts over multiple days on weekdays for a little while, if they stay this length!

Also, it looks like we're actually agreeing on stuff below (as in, I've quoted some of your stuff and basically just said "yeah, that sounds good," so we can consider it relatively settled, rather than "zomg we actually agree on things!" :D ) - do we want a Governor summary or do they belong in a different one? I think the Misc summary would exceed its 30,000 character limit if we added a Governors section, since it will probably have a decent amount of text, otherwise I would suggest there.

I've been thinking about this..... are we sure you CAN plunder your own Trade Routes without a DoW on the other civ?

Similarly, are we sure you can cancel trade agreements without a DoW (re: our luxury trading and such)?

Looking at the source, a player can't plunder their own trade routes. We could change that easily enough though. Will players be confused by that change? It's a bit subtle, that you are able to plunder your own routes.

You can't explicitly cancel a trade agreement, but you can plunder the resource being traded, which will end the agreement.

Yeah, I think that's the way to go. Lose two AS in battle.

As far as flavor...., what about something like "The Tower is on the verge of a schism. Sow some dischord and I can snap it in two."

Done

looks good.

Here I will bring up the question of name. Is Governor the best one? It's doesn't feel particularly "WoT", in vibe. It could be ok, but I figured we should confirm that.

In-universe, the word Governor apparently comes up for 1) the province leaders of Hawkwing's Empire, 2) some leaders during the AoL, 3) the Sea Folk in charge of Tremalking.

Another possible could be Stewards, which come up much more often in the books. These might have the opposite problem, though, where their flavor seems very tied to Rand and the end of the Age and such. (thus our Path, "Stewards of the Dragon.")

I'm fine with govs, but I just want to check: is there a better word for flavor purposes?

Having written this post completely out of order, I'm now writing this section last. I hadn't considered renaming them in a long time, so wanted to give it a few hours of consideration to see if any other names became more clear.

I agree that Stewards, while flavorful, has a problematically specific association with the Dragon and the books timeline's lead up to the Last Battle.

I haven't come up with any alternatives that don't have obvious clashes. I think "Mayor" is even less WoT-y. "Council" could repurpose the flavor of it being one person into many, it's marginally more WoT-y, but isn't flavorfully applicable to as many cities' situations.

I like Governor as a name, but I definitely see what you mean about it not being a specifically WoT term.

From a flavor perspective, I do think this is the best - probably by far. The Berelains and Moaraines and Perrins of the world, and such.

I think, mechanically, this would also seem simple, as there'd simply be a Mission available to some/all GP that would turn them into a governor.

However, I do think this also has some aspects that are certainly problematic, and I don't yet know if/how we can deal with such things.

First, there's the issue of the number of GPs, and how they are very unpredictable and complicated. Sure, Tall players have a bunch of them, but so could players with a high faith output (by purchasing them). In some games you end up with a very high number of GP over the course of the game, and while true Tall civs would be limited by the number of cities, there is the possibility of civs that might have decent GP production (or purchase via faith or whatever) while having more than four cities, and to me that makes this really hard to balance.

Also, I can imagine Tall civs with very VERY few GP, and not really being able to "waste" them on Govs...

I'm not sure what to suggest. Perhaps, if they are created via GP, there is still a maximum number of Govs that can be operating at a given time? Maybe this scales by era? Maybe it's limited by city size? So, say, 15 or 20 +?

Or not - if governors offer a relatively minor bonus, then it's probably fine to make them unlimited (especially considering the sacrifice of a GP). Still hard to predict, though.

The other tricky element is the potential overlap/redundancy with GP improvements. An Academy is, for instance, mechanically quite similar to a +Science Governor, with the only difference being that the governor doesn't require a citizen to get the bonus (and the yields would likely be different).

For me, this overlap is slightly problematic. Part of me wants to just REPLACE the GP improvements with the governors, though I'm not sure that won't have ramifications we will hate. (It will, I'm sure).

Regardless, I don't like the mechanical similarity between these systems, when both come from GP.

One interesting spin-off of this idea is to create Govs with GP points, but not make them actually come from GPs directly. Like, say, every 3 GPs you create, you get a governor, or something (not to the exclusion of your GP)

Another variation on this idea is to simply avoid the "Existing" GPs and have there be a "Governor GP" that essentially just does this. Or, perhaps, simply one GP that is dedicated to this (sort of like how GAs are the only ones with Golden Ages, now). or, maybe, the legendary WoT GPs are the only ones that convert to governors.

I agree that a mechanical similarity between Governors and GP tile improvements would definitely be a problem. I think the primary differentiating factors are unique abilities and progression (upgrades). Both of those are discussed in more detail below.

I'm somewhat partial to the idea that WoT GPs are the source of Governors, but there are some issues with that approach. It would force us to exclude a lot of other "types" of Great Person - obviously - but there would be several "named characters" from the books who couldn't do what they actually did in the books timeline, which I don't think is good. (If we make any famous figure who governed a city into a non-WoT GP type, they can't be a Governor anymore, which is a bit bizarre.) That's mainly flavor, but I think it would run counter to fans' expectations of how it would work.

Another issue is that the WoT GPs only represent the "special" talents/abilities that very unique to WoT and don't fit under the classifications of the existing GPs. Whereas Governor sub-types seem like they should be much more in line with the CiV-like divisions of military/production/science/gold/culture. We have no way of directly relating specific WoT GP sub-types (Viewer, Wolfbrother, etc) to specific Governor sub-types, from both a mechanical and flavor point of view. This could be avoided by allowing the player to choose the Governor sub-type from any WoT GP, but thus far we've been considering the WoT GPs as "wildcards" that capture a lot of flavor and have interesting mechanics, but don't reliably contribute to specific victory conditions (at least not as reliably as normal GPs). Allowing a WoT GP to become any Governor sub-type would suddenly allow the player to turn any WoT GP into a targeted bonus for their desired victory condition. This vastly changes the WoT GPs' role and wholly consumes the other flavorful part of the WoT GPs, because the Governor route offers all of the mechanical reliability for the player to achieve their goals.

So those are my thoughts on WoT GPs as the sole source. Another thing you mentioned was "incidental" Governor spawning - i.e. you get a Governor every 3 GPs or something similar. That's an interesting one, though I feel like it's missing something. It's a straight up addition - the player hasn't had to take any opportunity cost on in order to gain a Governor (using the GPs to spawn the Governor directly has the opportunity cost of using the GPs other abilities).

In terms of the overall, I agree that there's a great flavor link here for GPs generating Governors in general. I'm not a big fan of us putting an arbitrary cap on the total number of Governors a civ can have (like, "no more than 6"), even if scaled by era. It's very mechanics-y, instead of feeling like a natural part of the game - like we couldn't make them fair and are compensating for that, rather than fixing the underlying imbalance.

Just as a reminder, how many Governors are we thinking civs will end up with at the end of the game? I believe we said Tall civs would have all of their cities with Governors if they tried, whereas Wide shouldn't be able to do that.

To address the specific problem scenarios you outlined, I'm not sure that they're that much of a problem. Civs with high faith output won't be able to come close to matching the GP output of a Tall civ because of the way GP faith costs scale up so rapidly. Faith purchasing GPs is also relatively late game, so any extra Governors spawned from that excess don't contribute as much overall, since they aren't around as long.

A hybrid civ that has more than 4 cities but still less cities than most, where those cities are relatively high population on average is already in a kind of middle-ground-ish location where more Governors might actually make their capabilities more competitive. As it stands with BNW, these kinds of civs suffer from the reduced parallel production capacity that comes with a low city count compared to Wide civs but also have difficulty with GP production and National Wonders (compared to Tall civs) which would help them compete with either side of the spectrum.

A Tall civ that doesn't have enough GPs is just not doing well overall - GPs and National Wonders are the primary balancing mechanism that allow Tall civs with fewer cities to compete with Wide civs. So if they're short on GPs, then their strategy isn't working as a whole.

I like the idea of allowing Governors to only be spawned in cities that are over a certain size. This gives us some of the benefits of the "spawn by size" approach (discussed below), and prevents civs from being able to have "too many Governors" without us having to put a static limit on the number of simultaneous Governors. Somewhere in the 10-15 range seems like a good place to be, but any specific number is very easily tweakable, if we decide we like this limit in general. It's also very obviously explainable via flavor: this city is not significant enough to warrant its own governing body.

Another thing we could consider is making it so that spawning to many Governors is actually a bad idea for the player, rather than that they can't. Mechanically, if Governors produced Unhappiness, that could be achieved. I think to make the flavor work out better, we might decrease the local Happiness cap in cities with Governors, rather than have them straight up produce Unhappiness. Mechanically the same, but flavorfully much nicer.

Also, there will be more detail on this in the upgrades section below, but if Governors upgrade into their primary usefulness later on in their life cycle, that makes controlling their numbers significantly easier. Late-game Governors are weaker because they haven't had as much time to be upgraded (and have less time to contribute bonuses), and this overlaps well with the late-game being the time when players can most aggressively manipulate their GP spawn rate. (So we don't need to worry about a player who goes all in on all his GPs becoming Governors when he faith-buys 5 GPs after grabbing enough policies to unlock all of the faith purchases, because those Governors will be weaker individually than the other "normal" players who spawned a normal amount earlier in the game.)

I'm thinking this is my favored approach, though some of the new wrinkles/limitations (minimum pop, possibly unhappiness) add a lot to it as well.

I think this one is actually one of the best. It lacks the flavor of the previous, and certainly lacks some of the strategy, but it also lacks the problems associated above.

The main challenge with the "automatic" ones like this is how they might overlap with assassinations and/or getting "fired" by the player. If a Governor is Raised from the Unwashed Masses at city size 20, and then killed.... when do you get another? It shouldn't be immediate, right?

I think solving the assassination/disbanding thing could be done on a turn timer. "Any city with > X population that has no Governor spawns one after Y turns." Or there could be some way to manually have to city create a new one. A "run a local election" type Project that the city could produce, like a building, that allows the player to choose a new Governor type for the city when it's finished. This would be quite different from straight up producing via hammers, since the Governor appears automatically when the city reaches pop X, the Project is only to "replenish" a lost Governor for a city that would otherwise already have one. This could also make assassinating Governors a viable way to wonder-snipe, if you thought the player might redirect the city to replenish the Governor immediately.

I like this approach, but I think the flavor and strategy vs the GP approach above is a big loss. Governors become another thing that just "happen" to a city as it grows, much the same way as its yields increase, which doesn't feel that great from an experience point of view.

This one is a little less compelling than the one above, and shares the same challenge. That said, it's quite simple.

I also wonder how it interacts with captured (old) cities, and such.

Related to this is perhaps the simplest of all: Era unlock. Like, every two eras, you are given a new Governor. Not sure what I think about this.

I think using straight-up age of the city is inferior to using the city's size, which we're discussing above.

Era unlock is an interesting approach - it creates a hard limit without the player having to "run up against it." It also makes Governors more special than a thing that just "happens" to cities as they get bigger. It does have a similar challenge to population in terms of strategy and flavor, which I think are big losses above as well.

I think, mechanically, this one could work, but it really does lack a certain je ne c'est quoi that these others have. Basically, it turns the governors into a sort of "Wildcard Building" that can have a bonus associated with any yield you want. That flexibility is nice, but it's somewhat soulless, I think.

I agree, if they're simply produceable via hammers then they're missing a lot of the distinction that makes them worthwhile for the player experience. It does make them much more like a building. Shall we drop this one?

This shares some of the challenges with hammers, but is potentially more flavorful... and also has the potential for new weird problems.

Now, what I definitely do not like is the idea of each type of Gov being created via a specific yield (e.g., Smith-Lord via hammers and Chief Luthier via culture). Way too complicated and way too much like GP. One yield to rule them all.

It's only practical to view them all one-at a time.

Gold
- this is terrible.
Food
- this is essentially the same as city growth, and also makes little sense.
Faith - this one makes decent flavorful sense. I feel like Faith is scarce enough, though that some civs will likely be dumping all their faith into this.. or else ignoring it completely.
Happiness - this is interesting. We could tie # of govs to your happiness.... I think it's probably a bad idea.
Hammers - see discussion above
Science - no. stop it.
Culture - This certainly makes some flavorful sense. I do not like how it linked Culture players to Govs, though.
Prestige - This is wonderful, flavor-wise. Perfect. Too bad it's a total non-option - same problem as Culture, made worse because of late-gameness
Golden Age Points This is... pretty decent, actually. Wonderfully flavorful when you consider the Golden Age itself... less flavorful when you consider that it is being created via happiness.. Maybe every X GAs you get a Governor. This could work, but it also does seem somewhat unpredictable. Tying Govs to happiness is a bit odd.
Alignment - no. please, no. We don't have enough Alignment as is...
Pattern - OK, I know this doesn't exist, but this would be one of the places where this phantom-"yield" would make sense, at least flavorfully. Not much to say on it now, though, since it... doesn't exist.
Score - as if.

Of those... the only ones that seem at all viable are Faith, Hammers, GA Points, and.... Pattern, at least conceptually.

Dunno.

I agree with your assessments of these. I think Happiness would have more merit if the it didn't unfairly favor the AI - it could be quite interesting in a truly balanced environment, but I don't think we'll escape the AI-super-Happiness for a long time, if ever.

Hammers is above.

Faith is interesting. I agree that the flavor works out ok for Faith, but I think Faith purchasing is already quite a busy space, and it would be difficult to introduce another big-purchase Faith item like Governors over the course of the game. (It would compete a lot with Paths to start with.) Going with the GP approach would also allow players to sort of turn Faith into Governors already - since they could use the GP for it, without adding more Faith-buying contention.

GA points is interesting, but as you've mentioned, it's basically Happiness, which gives the AI a huge advantage.

Pattern doesn't really exist, as you've mentioned, and I don't think this is a compelling reason to implement it for the mod. It also works out as being quite similar to Governor points, discussed in more detail below.

While yield-purchasing in and of itself seems like an all right idea, I think we've systematically eliminated all of the yields as candidates? Given purchaseable doesn't seem to be our favorite from a flavor standpoint anyway, shall we drop this one?

Hmmm... I dunno what I think about the Global rarity. Also, do we want to link playstyle to being able to have govs? Some civs end up missing almost every one.... and some end up with almost every one (would we cap it?)

Also, where would the Govs go? If it's the city in which they are built, that's a interesting cap, since most civs only have 1-3 cities capable of building wonders.... but maybe that's a problem, also (most wide civs would only end up with 1 governor).

National Wonders seem to make more sense from a balancing perspective, but they are unfortunately biased towards Tall relatively significantly. Also, the Nationals all fall in the mid-game period (at least in the CiV chronology), which doesn't synergize with this well.

That said, I don't mind Wonders (or NWs) being an ADDITIONAL way to form governors - maybe even simply raising the "cap" for your civ, allowing another gov, or something.

Very good point about bias towards Tall from National Wonders, we want to avoid that then.

I think we can fix "where should they spawn" for world wonders by allowing the player to choose which city they want the Governor in. (Existing wonders modify other cities by giving buildings to all your cities, or spawning units that can be moved elsewhere. There are also existing wonders that provide the player a choice, like the Leaning Tower of Pisa, which allows you to choose a GP type once you build it.) Having to spawn the Governor in the city the wonder was built in is problematic, for reasons you touched on, that cities building wonders are the ones most likely to already have Governors (in any of our proposed systems), and forcing a replacement in all cases is quite "meh" for the player. There is certainly room for some wonders to create a Governor in "this city" though, and others (I'd say a majority of Governor-producing wonders, of which there presumably aren't too many) to spawn them in a city of the player's choice.

I also completely agree that wonders make a great secondary source - a kind of occasional bonus way of making a Governor - in addition to another "default" way that we choose (much like wonders are for GPs).

OK, this is probably the most complex of these options (except, perhaps, for Pattern), but it definitely has some promise.

This is related to the "based off GP but NOT actual GP" idea I said above, just a more complicated version of it that considers multiple aspects.

Considering all of that, though, it also could be sort of elegant from a player experience perspective, though, I think, that elegance sort of depends on it being opaque. What I don't want is another yield to worry about. I don't want players to see that X building creates Y Gov Points. IT's just too much. If we make it all invisible, then it can be as complex as we want, without getting in the way.

Of course, that lack of transparency is highly un-civlike, and could frustrate people. One way of dealing with that is by making it sooo complex that it essentially captures everything - you make a city/civ "good" through a variety of means, you'll get a gov. Tons o hammers. OK. GPs? OK. Gold? OK. All of these things contribute to Governors. Almost like score.

That said, it makes it sort of strategically meaningless, as well. And... might come off, ultimately, as being rather similar in feel to simply doing it based on city age and/or size.

I think a lack of transparency would make it too un-CiV-like, players wouldn't be able to reliably manipulate their Governor output without delving into the code to actually see what was going on. And I agree with your last paragraph that if we make an opaque system that takes most/all components of city betterment into account, then the system will largely look the same as the age/size method.

In terms of actually accruing Governor points, I think this method is way too complicated for us. It's something we'd need to balance in the context of everything else in the game, and we'd likely need to consider it when we were modifying almost any other system. Any change to it has tons of knock-on effects for other Governor and non-Governor systems (too many Governors means too much Alignment, breaking the LB stuff; loads more things like that). It also seems like too many choices for the player - they'll have a big list of point totals and yield rates equal to the number of Governor sub-types and I think most players will end up ignoring it. It looks like you've got a similar opinion on such a big table of new yields.

Are we dropping Governor points as a solution then? I don't think either of us are big fans, for a variety of complexity and player experience reasons.
 
I think so. Making them generate some arbitrary yield seems weird to me.

I think the one possible exception would be to make a "God-King" kind of thing, where the creation of a Gov generates, say +1 Production, +1 Food, +1 Gold, +1 Faith, +1 Culture.... etc.

That's actually not the worst idea, and is quite simple. I'm also fine with sub-types, though.

I agree, I like sub-types as a way of differentiating Governors and making them useful to different players.

I'm writing this post out of order, and I find I have to keep referring forward to the upgrade section, but the God-King-like approach could interact well with upgrades. All Governors could start out the same but then "specialize" into a certain area. I think I generally prefer the idea of sub-types, but this approach is worth considering.

Of course, the simplest would be to make them each generate a different yield for free. Boom.
Gold, Culture, Production, Science Faith, and Food seem to make sense to me. Also possible would be Prestige, GP Points and Happiness, though those are sort of weird.

That said, your special ability idea is quite interesting. Basically, they take the place (or add onto) the functionality of various Buildings. Certainly the more unique feeling mechanic, IMO. However, it's also way harder to balance. It's much harder to predict the net effect of, say, 50% channeler production, in several different game scenarios. A cooler option, though - definitely makes them distinct from GP Improvements!

A different yield output per subtype seems appropriate to me. I think that sets a good "baseline" for what a Governor does and what it's helping you achieve in a certain city.

Special abilities definitely differentiate Governors from GP improvements, and there's more on special abilities as a part of the upgrade stuff I discuss below. I agree that special abilities are harder to balance than yield payouts, but I think the differentiation gives us a lot. Combined with upgrades (details later), we have a lot of room to balance these to be appropriate, and they add a lot for the player.

I agree that this will depend on Spawning mechanism. The GP method (uless it's WoT GP or cumulative-GP-point-creation) does suggest per-type creation, as do wonders.

All the other options, to me, scream for Player Choice, and I think I tend to like the idea of player choice more. For one, it adds strategic depth to some of these "automatic" seeming systems. Also, it cuts the automatic-redundancy created by "Hey, you spawned a lot of Culture - have some more culture via this gov!"

Totally agree here, we basically default into a sub-type selection method via our choice on spawning then!

comments above.

Though I could also add that they could theoretically convey a bonus that is relevant to other civs as well. Like, trading with a city with a gov provides some extra yield or something.

It makes flavorful sense that they could have diplomatic repercussions too.... I just don't know what that might be.

I like this idea, and it's also something that could play well as a "unique ability" of a Governor as well. In addition to making them statically relevant to foreign civs, we could do things like "Trade routes originating in this city also produce X."

I'm writing this post out of order, so my diplo suggestion is actually way below here!

My inclination is for governors to be:

1) Generally "eternal" if left alone
2) Can be disbanded - providing we have Sub-Types (thus a reason to disband them), and a spawning mechanic that allows them to be replaced reasonably (though not easily)
3) Governors probably shouldn't stay with a city when captured, though I'm unsure if the gov should be killed, or if they should flee to another city
4) "Overwriting" a gov is essentially the same as disbanding-to-get-a-new-type. I have no preference as of now on how that is presented
5) I'd say they can't be retracted.

Of course, these systems do connect with other things, such as our various Alignment Quests and Forsaken Quests and such that involve the killing of a Gov, etc.

Totally agree on 1, 2, 4, and 5, those sound good to me.

3 sounds like we're undecided. I hadn't really considered how we might handle this before writing the intro, it only occurred to me then. I think it could be quite cool to have all 3 options, when you capture a city with a Governor:

  • Allow him to remain on but in a reduced capacity at first, so he loses some/all upgrades (see next section for more on upgrades).
  • Kill him in exchange for some kind of bonus.
  • Ransom him back to the civ you took the city from, if they can afford to give you whatever the cost is (not necessarily gold), allowing that civ to place him in a different city.

What do you think?

I like these connecting to Alignment. I liked Cruel-Reasonable-Merciful, though we can consider other options.

I think simpler is better, again - just simply choose your Alignment upon creation, and that alignment should scale with everything else (likely era, or age of the governor).

I've had to quote this out of order because it's very tied into the upgrade stuff I mention below.

I'm also a big fan of connecting Governors to Alignment, it adds tons of flavor and as we saw during the Alignment discussion, it solved a lot of problems for us.

I agree that simpler is better overall, but I don't think we should keep Alignment separate from all other Governor upgrades. Conceptually it is an upgrade - causing the Governor to produce an additional something that the player wants, so keeping it separate doesn't seem necessary.

There's also the amount that we're targeting for Governors' total Alignment output. We'd basically have to go for +1 Alignment in each direction if we have on-spawn Alignment choices, any more and players with early Governors will produce way more than our intended ~1200 Alignment. By making Alignment part of the upgrade system, we can afford to get into the more variable values that we discussed as our desired ballpark from a player experience point of view, while still keeping the overall output the same. It also allows us to make that source of Alignment have an opportunity cost, like most other sources do, because the player has to pick Alignment to the exclusion of other upgrades.

There's more detail on this as a part of the upgrade stuff below.

OK, I'm thinking about this one, and I have to say I'm feeling that it's in our best interests to keep this aspect as simple as possible.

I think promotions and stuff is just way too overly complex. I suppose if we don't do Sub-types, this is an options, but.... then we should just do subtypes. Otherwise, it's too much. The strategic "depth" isn't worth it, IMO.

And govs gaining experience is just.... walking into trouble in terms of complexity

I thinking we do one of these two things:

1) No upgrading, except for Alignment yield
2) Upgrade in fixed increments (say, there's 3 levels or something) based on some "automatic" factor - civ era, Age of governor (so a new gov is still at +1 while another is at +3), or city size or policy. Of those, I think I like the first or the second options, though policies could potentially offer a bonus as well..

The above assumes the Govs provide a yield bonus. if it's an effect (e.g. 50% more production of channelers), I think we probably shouldn't have them upgrade.

I could be fine with either option 1 or 2. It depends on how we want these to scale. Probably 2.

Simple as possible should be the name of the game for this, but I do think having an upgrade system adds a lot to Governors as a whole. I've mentioned upgrades in a ton of other places and they give us a lot of design flexibility with all of those choices because they mean that a single Governor isn't a static power output. It helps with the spawning stuff, the capturing stuff, the sub-type differentiation stuff, all sorts of things. (Also helps with Alignment, which I go into after this section.)

Allowing upgrades also lets us make Governors' abilities more splashy and cool for the player experience, while still remaining mechanically balanced because they have an opportunity cost. We can allow Governors to interact powerfully with some systems, but if done via upgrades, then the player can't create "super Governors" that unbalance their cities because pursuing different systems is mutually exclusive.

Definitely the units' promotions system is too complex for Governors - it has dependencies between promotions and tons of promotion variety, I don't think we want to approach that. I think it should be a bit like promotions from a player experience point of view, in that whenever a Governor can be upgraded, a little thing pops up for the player and they can pick an upgrade pretty much then and there, and it just has "an effect." No big additional screens or visible upgrade trees or anything like that, just a box in the bottom left with X buttons in it when there's an upgrade available, and some text in a tooltip on the city view screen that shows which upgrades are active on this Governor.

So, simple progression! I've been playing Heroes of the Storm lately and I think this has an example of a great simple progression system. When a hero reaches specific levels, they get a choice of 2-4 new bonuses, and they pick one. And that's it. We don't need any of the levels or EXP or anything that HotS has - but that simple "here are X options, choose 1" at each "upgrade threshold" has a bunch of advantages.

  • It's great for balance - we can easily make specific bonuses mutually exclusive by putting them on the same threshold, without needing to do any dependencies between upgrades.
  • It gives the player a lot of strategic choice - combinations of upgrades could synergize well, or allow players to create more "all arounders," as they wish with a single Governor.
  • It lets us put in splashier effects at the later stages of the upgrades, since we can say for certain that players will only be able to reach them later in the game, with a small number of Governors, at absolute maximum.

One of the things I was surprised by when running the numbers for Alignment was how quickly small yield-per-turn payouts become massive sums of that yield over the course of the game. By making pursuit of certain yields/bonuses mutually exclusive and delayed from the spawn of the Governor, we allow Governors to operate in that space significantly, without them becoming massively overpowering presences there.

So, proposal and stuff. This is driven by your suggested option #2 of "fixed upgrade intervals." All numbers are tweakable.

Governors upgrade by age. Once a Governor is 50 turns old, they get their first upgrade. 100 turns, second upgrade, and 150 turns, third and final upgrade.

A non-upgraded Governor produces a small amount of yield(s) that are relevant to their sub-type, and that's it. (Scholar Governor produces some Science, Blacksmith some Hammers, etc.) Say +2 or +3 or so.

When a Governor upgrades, the player is given X options, each of which, when chosen, makes the Governor provide some kind of additional bonus. The player chooses one.

An upgraded Governor produces marginally more of the appropriate yield(s) for their sub-type (like +1 per upgrade) than a less-upgraded Governor, just by default, disconnected from the choices described above.

For the first and third upgrade thresholds, 4 options are available. For the second, 3 are available. This difference is to allow two opposing Alignment choices at thresholds 1 and 3. So at 1, there is a +1 Shadow option and a +1 Light option. At 3, there is a +2 Shadow option and a +2 Light option, leading to a max +3 Alignment per turn in one direction, if the player takes the Alignment options for thresholds 1 and 3.

What the other options are is largely up to us, and I think are relatively separate from this proposal of a general "upgrading" system. Some additional yield bonuses would make sense in some slots. The "unique abilities" would make sense in others. I could see those either going into threshold 2, making that the "unique abilities" threshold - or into threshold 3, to make them mutually exclusive to the more significant Alignment bonuses - enhancing the opportunity cost of going all in on reaching high Alignment output for Governors.

Some "unique abilities" and most bonuses would probably be Governor sub-type-agnostic, which means we don't need to come up with X * sub-types abilities/bonuses or anything like that.

Also, something you've mentioned amongst other things, I agree that Policies could act externally to most of our considerations here. Governors are a space that we can manipulate from other systems, so if we find it's appropriate for a Policy to modify a certain/all/something Governors' yields then that can be considered for the Policy's balance, rather than the whole Governor system.

Yeah, we need to keep this idea alive, but table it until we have a better idea how this will all work.

Keeping the quote block for the Domination victory alive!

alright! look forward to hearing your thoughts and such.

There was totally some other way that governors interacted with the game that I thought of when I started writing the post (something I think may have been mentioned awhile back).... and I absolutely can't remember what it was. Oh, well, I'm sure it's not much, and if so, we'll find it somewhere.

You did mention them interacting with trading, which I think is really cool.

Also, could there be a way for Governors to interact with the Compact? As it stands, the Compact is basically the World Congress with a different name (new resolutions, but very similar format - the main difference is in the agency of the voters). Could we associate Governors with some way of obtaining votes, in addition to the usual CS stuff? Could a fully upgraded Governor provide a single vote in the final era(s), or something to that effect? Or maybe that could be an upgrade - "Gain one Compact vote."
 
Sorry for the delay. It's been a busy few days.

Let me say first, overall, that I'm highly interested in keeping this mechanic from being to bloated and over-designed. Right now I think we have a lot of good stuff here, but IMO it is certainly at risk of suffering from that exact problem.

While I think the governor idea is cool, it's ultimate just another tweak to yield and such, and IMO not as big a deal (or attractive) as something like the LB, Alignment, and the White Tower. As such, I want to try to make sure we keep it relatively simple and elegant, which, unfortunately, might mean we should put aside some aspects we otherwise like. In short, I feel like it's not cool enough to be made into a huge deal.

Also, it looks like we're actually agreeing on stuff below (as in, I've quoted some of your stuff and basically just said "yeah, that sounds good," so we can consider it relatively settled, rather than "zomg we actually agree on things!" :D ) - do we want a Governor summary or do they belong in a different one? I think the Misc summary would exceed its 30,000 character limit if we added a Governors section, since it will probably have a decent amount of text, otherwise I would suggest there.
I think we can probably do with a "Great People and Governors" GP, especially if they're as linked as they appear to be below. Definitely seems risky to expect that stuff to all fit in the misc summary.

Looking at the source, a player can't plunder their own trade routes. We could change that easily enough though. Will players be confused by that change? It's a bit subtle, that you are able to plunder your own routes.

You can't explicitly cancel a trade agreement, but you can plunder the resource being traded, which will end the agreement.
Bah. No, definitely not worth allowing self-plundering just to accommodate one or two forsaken quests. In fact, some of the quests are made BETTER because of this - people can't back out of their "sacrifices" early and stuff.

So, that means we need to replace that one quest, yes? Any suggestions on how to do a monetary hit?

I haven't come up with any alternatives that don't have obvious clashes. I think "Mayor" is even less WoT-y. "Council" could repurpose the flavor of it being one person into many, it's marginally more WoT-y, but isn't flavorfully applicable to as many cities' situations.

I like Governor as a name, but I definitely see what you mean about it not being a specifically WoT term.
OK, Governors it is. If we find a better name in the future, we can change it. Advisor is the only thing I can think of but that's already taken up by the Ajah Abilities.

AND OMG, THATS THE THING I FORGOT TO MENTION. Ajah abilities. We have a couple Ajahs that provide bonuses to govs, yes? Wasn't it Blue, Brown, and White? That needs to be taken into account, yes?

I agree that a mechanical similarity between Governors and GP tile improvements would definitely be a problem. I think the primary differentiating factors are unique abilities and progression (upgrades). Both of those are discussed in more detail below.

I'm somewhat partial to the idea that WoT GPs are the source of Governors, but there are some issues with that approach. It would force us to exclude a lot of other "types" of Great Person - obviously - but there would be several "named characters" from the books who couldn't do what they actually did in the books timeline, which I don't think is good. (If we make any famous figure who governed a city into a non-WoT GP type, they can't be a Governor anymore, which is a bit bizarre.) That's mainly flavor, but I think it would run counter to fans' expectations of how it would work.

Another issue is that the WoT GPs only represent the "special" talents/abilities that very unique to WoT and don't fit under the classifications of the existing GPs. Whereas Governor sub-types seem like they should be much more in line with the CiV-like divisions of military/production/science/gold/culture. We have no way of directly relating specific WoT GP sub-types (Viewer, Wolfbrother, etc) to specific Governor sub-types, from both a mechanical and flavor point of view. This could be avoided by allowing the player to choose the Governor sub-type from any WoT GP, but thus far we've been considering the WoT GPs as "wildcards" that capture a lot of flavor and have interesting mechanics, but don't reliably contribute to specific victory conditions (at least not as reliably as normal GPs). Allowing a WoT GP to become any Governor sub-type would suddenly allow the player to turn any WoT GP into a targeted bonus for their desired victory condition. This vastly changes the WoT GPs' role and wholly consumes the other flavorful part of the WoT GPs, because the Governor route offers all of the mechanical reliability for the player to achieve their goals.

I do agree with your assessment of the problems associated with WoT GPs. We're not even 100% sure that they'll exist, also, so that alone makes me very hesitant to put them in the game. As you say, they were meant to be flavor/fun and not have a direct victory-type aim, and tying them to govs disrupts that a lot.

So those are my thoughts on WoT GPs as the sole source. Another thing you mentioned was "incidental" Governor spawning - i.e. you get a Governor every 3 GPs or something similar. That's an interesting one, though I feel like it's missing something. It's a straight up addition - the player hasn't had to take any opportunity cost on in order to gain a Governor (using the GPs to spawn the Governor directly has the opportunity cost of using the GPs other abilities).

fair enough. Too automatic isn't necessarily a good thing.

In terms of the overall, I agree that there's a great flavor link here for GPs generating Governors in general. I'm not a big fan of us putting an arbitrary cap on the total number of Governors a civ can have (like, "no more than 6"), even if scaled by era. It's very mechanics-y, instead of feeling like a natural part of the game - like we couldn't make them fair and are compensating for that, rather than fixing the underlying imbalance.
In reading this post the first time, it took me a long time to figure out that, yes, you were advocating for GPs (connecting to Govs) ultimately. Theoretically speaking, I'm slightly uncomfortable with that because of some of the design challenges it presents (outlined in my previous posts), but I'm certainly ok with going with it, logistically speaking. I think we can make it work, and I think it's important that we simply decide on a such a thing and go forward.

As far as caps and such, I think we need to agree on a range we feel is appropriate, and make our restrictions do a "soft enforcement" of that range, as you've been talking about - population requirements, local happiness caps, etc. This is a balancing challenge, certainly, but I agree that it is the right approach.

Just as a reminder, how many Governors are we thinking civs will end up with at the end of the game? I believe we said Tall civs would have all of their cities with Governors if they tried, whereas Wide shouldn't be able to do that.
I'd say this will depend on how awesome they are. I'd prefer to err on the side of not-that-pretty scarce. I suppose if I had to provide a range that felt good, I'd say a typical civ would have 4-5 of them in the endgame. A civ that wasn't paying attention might only have 2 (or 0 theoretically). And a civ that's really using them as a chief component of their strategy - ensuring appropriate populations of cities and stuff - might have 7, a few of them probably not being born until the late game.

How does that sound to you?

Now how to arrive at that number organically, well, more on that below, but I don't have a great idea of how many cities of what size are present in an average game (and it seems that will be a key component)

To address the specific problem scenarios you outlined, I'm not sure that they're that much of a problem. Civs with high faith output won't be able to come close to matching the GP output of a Tall civ because of the way GP faith costs scale up so rapidly. Faith purchasing GPs is also relatively late game, so any extra Governors spawned from that excess don't contribute as much overall, since they aren't around as long.

I think more to the point, the truth is, the existence of a governor spawned from a GP needs to be balanced directly against the other uses of a GP. An academy is balanced against a Discover Technology and considered Equal, as is a "Start Golden Age." The existence of a governor should be the same, IMO. That said, of course, they aren't *literally* the same - an early game academy (hello Babylon) is super awesome, while a late-game Discover Tech is super awesome.

Thinking about it now, I find that comforting. How good should a Governor be? As good as the other uses of GPs - or, perhaps slightly better, considering there may be other "costs" associated with them (local happiness, etc.) and there will likely be soft "caps" on how many you can have."

To this specific point, then, yes, you're right that Faith production will probably stay balanced - if we balance Govs to the GP abilities themselves, nothing should change in this regard.

A hybrid civ that has more than 4 cities but still less cities than most, where those cities are relatively high population on average is already in a kind of middle-ground-ish location where more Governors might actually make their capabilities more competitive. As it stands with BNW, these kinds of civs suffer from the reduced parallel production capacity that comes with a low city count compared to Wide civs but also have difficulty with GP production and National Wonders (compared to Tall civs) which would help them compete with either side of the spectrum.

A Tall civ that doesn't have enough GPs is just not doing well overall - GPs and National Wonders are the primary balancing mechanism that allow Tall civs with fewer cities to compete with Wide civs. So if they're short on GPs, then their strategy isn't working as a whole.
Sure. these thoughts make sense.

I like the idea of allowing Governors to only be spawned in cities that are over a certain size. This gives us some of the benefits of the "spawn by size" approach (discussed below), and prevents civs from being able to have "too many Governors" without us having to put a static limit on the number of simultaneous Governors. Somewhere in the 10-15 range seems like a good place to be, but any specific number is very easily tweakable, if we decide we like this limit in general. It's also very obviously explainable via flavor: this city is not significant enough to warrant its own governing body.
Yes. Instinct tells me 15 is a good starting point. Population requirement is good, though.

Or... slightly more complex version, what if it increases with number of governors? Like, say, you get your first when a city reaches 15 size. You get a second when one city is at 15 and another city (probably the first city) is at 20. Then your third comes when you have three cities at 15, but at least one at 25, and so on. I think 3-4 cities of moderate size, with one around 30, is pretty common, right? Tall civs won't ever use more than 4 cities, and wide empires won't usually have a capital with a high enough population to trigger past, say, four gov spawns.

Another thing we could consider is making it so that spawning to many Governors is actually a bad idea for the player, rather than that they can't. Mechanically, if Governors produced Unhappiness, that could be achieved. I think to make the flavor work out better, we might decrease the local Happiness cap in cities with Governors, rather than have them straight up produce Unhappiness. Mechanically the same, but flavorfully much nicer.
Honestly I've always struggled a bit with the specific mechanics of local happiness, and how it interacts with global happiness. But yes, in theory I definitelylike this idea - and it's quite flavorful, actually.

Also, there will be more detail on this in the upgrades section below, but if Governors upgrade into their primary usefulness later on in their life cycle, that makes controlling their numbers significantly easier. Late-game Governors are weaker because they haven't had as much time to be upgraded (and have less time to contribute bonuses), and this overlaps well with the late-game being the time when players can most aggressively manipulate their GP spawn rate. (So we don't need to worry about a player who goes all in on all his GPs becoming Governors when he faith-buys 5 GPs after grabbing enough policies to unlock all of the faith purchases, because those Governors will be weaker individually than the other "normal" players who spawned a normal amount earlier in the game.)

I'm thinking this is my favored approach, though some of the new wrinkles/limitations (minimum pop, possibly unhappiness) add a lot to it as well.
Right, a late-game Governor is not unbalancing because, frankly, it isn't worth the expenditure of a GP (much like a late-game academy is pointless.

This does make them blur a lot with GP improvements, as previously stated....

I think solving the assassination/disbanding thing could be done on a turn timer. "Any city with > X population that has no Governor spawns one after Y turns." Or there could be some way to manually have to city create a new one. A "run a local election" type Project that the city could produce, like a building, that allows the player to choose a new Governor type for the city when it's finished. This would be quite different from straight up producing via hammers, since the Governor appears automatically when the city reaches pop X, the Project is only to "replenish" a lost Governor for a city that would otherwise already have one. This could also make assassinating Governors a viable way to wonder-snipe, if you thought the player might redirect the city to replenish the Governor immediately.

I like this approach, but I think the flavor and strategy vs the GP approach above is a big loss. Governors become another thing that just "happen" to a city as it grows, much the same way as its yields increase, which doesn't feel that great from an experience point of view.
Yeah, if you feel pretty solidly like you'd prefer the GP approach, I am prepared to go along with you on that.

I think using straight-up age of the city is inferior to using the city's size, which we're discussing above.
agreed. Though I do like using age-of-governor for stuff!

Era unlock is an interesting approach - it creates a hard limit without the player having to "run up against it." It also makes Governors more special than a thing that just "happens" to cities as they get bigger. It does have a similar challenge to population in terms of strategy and flavor, which I think are big losses above as well.
I think I enjoy this approach in some ways, but I'm happy putting it to the side if you'd like to. It's certainly not very interesting, and has no opportunity cost or strategic aspects (in creation).

I agree, if they're simply produceable via hammers then they're missing a lot of the distinction that makes them worthwhile for the player experience. It does make them much more like a building. Shall we drop this one?
dropped.

I agree with your assessments of these. I think Happiness would have more merit if the it didn't unfairly favor the AI - it could be quite interesting in a truly balanced environment, but I don't think we'll escape the AI-super-Happiness for a long time, if ever.

Hammers is above.

Faith is interesting. I agree that the flavor works out ok for Faith, but I think Faith purchasing is already quite a busy space, and it would be difficult to introduce another big-purchase Faith item like Governors over the course of the game. (It would compete a lot with Paths to start with.) Going with the GP approach would also allow players to sort of turn Faith into Governors already - since they could use the GP for it, without adding more Faith-buying contention.

GA points is interesting, but as you've mentioned, it's basically Happiness, which gives the AI a huge advantage.

Pattern doesn't really exist, as you've mentioned, and I don't think this is a compelling reason to implement it for the mod. It also works out as being quite similar to Governor points, discussed in more detail below.

While yield-purchasing in and of itself seems like an all right idea, I think we've systematically eliminated all of the yields as candidates? Given purchaseable doesn't seem to be our favorite from a flavor standpoint anyway, shall we drop this one?
Yeah, it seems like it's time to drop these!

Very good point about bias towards Tall from National Wonders, we want to avoid that then.
nuked.

I think we can fix "where should they spawn" for world wonders by allowing the player to choose which city they want the Governor in. (Existing wonders modify other cities by giving buildings to all your cities, or spawning units that can be moved elsewhere. There are also existing wonders that provide the player a choice, like the Leaning Tower of Pisa, which allows you to choose a GP type once you build it.) Having to spawn the Governor in the city the wonder was built in is problematic, for reasons you touched on, that cities building wonders are the ones most likely to already have Governors (in any of our proposed systems), and forcing a replacement in all cases is quite "meh" for the player. There is certainly room for some wonders to create a Governor in "this city" though, and others (I'd say a majority of Governor-producing wonders, of which there presumably aren't too many) to spawn them in a city of the player's choice.

I also completely agree that wonders make a great secondary source - a kind of occasional bonus way of making a Governor - in addition to another "default" way that we choose (much like wonders are for GPs).
I agree with your thoughts here. I think we should approach this sort of like we'll do all wonders - deal with them later. I don't think we should design these mechanics relying on them or anything. Just work them in later when appropriate.

I think a lack of transparency would make it too un-CiV-like, players wouldn't be able to reliably manipulate their Governor output without delving into the code to actually see what was going on. And I agree with your last paragraph that if we make an opaque system that takes most/all components of city betterment into account, then the system will largely look the same as the age/size method.

In terms of actually accruing Governor points, I think this method is way too complicated for us. It's something we'd need to balance in the context of everything else in the game, and we'd likely need to consider it when we were modifying almost any other system. Any change to it has tons of knock-on effects for other Governor and non-Governor systems (too many Governors means too much Alignment, breaking the LB stuff; loads more things like that). It also seems like too many choices for the player - they'll have a big list of point totals and yield rates equal to the number of Governor sub-types and I think most players will end up ignoring it. It looks like you've got a similar opinion on such a big table of new yields.

Are we dropping Governor points as a solution then? I don't think either of us are big fans, for a variety of complexity and player experience reasons.
dropped!
 
I agree, I like sub-types as a way of differentiating Governors and making them useful to different players.

I'm writing this post out of order, and I find I have to keep referring forward to the upgrade section, but the God-King-like approach could interact well with upgrades. All Governors could start out the same but then "specialize" into a certain area. I think I generally prefer the idea of sub-types, but this approach is worth considering.

I'm actually somewhat coming around to the idea of the God-king approach, if we go with upgrading. One of the main reasons why is that it immediately makes these guys feel different from Academies and Manufactories and Sweat Shops. Instead of turning a production-centered GP into a production-centered bonus, you turn it into an overall bonus in many things - and then you specialize as things go along, actually defining what that GP is bringing to the table.

I feel like God-king method synergizes well with upgrades, while I feel sub-types don't - they end up feeling a bit too complicated to me, and at times redundant (a production guy getting more production-ey) and at other times weirdly contradictory (a production guy producing a bunch of culture).

The tabula rasa approach makes an upgrade feel *needed* and natural, by contrast. Of *course* we have an upgrade system, say players everywhere. Additionally, it is less about avalanching than typical GP use. Normally, good production creates production GPs, etc. Now, you could theoretically spin those production GPs into culture, if you wanted to - without it being immersion breaking. Of course the idea of a GEngineer becoming a Culture governor is silly, but becoming a Generic Leader that provides bonuses to everything is flavorfully fine.... and then later you turn her into a culture Goddess.

Also, I feel like then we can do cool descriptors, like loot in Diablo or Borderlands or something, based on the upgrades you take, instead of just "Smith Governor." You know, Berelain the Smith of Terror (chose Production and +Shadow) or Perrin: Indifferent Cultured Industrious Governor (neutral, +Culture, +Hammers)

Also, I do feel like it's not unacceptable to have BOTH the god-king thing and some "nod" to subtypes. Like, everybody gets a minor bonus to everything, but if you started as a Scholar, you get an additional +1 to science or whatever.

I think a big part of how we do this depends on the question as to whether we want Govs to come from only a few GP types, or essentially all of them (though a case could b emade to eliminate GGenerals, since those aren't created in the same manner).

thoughts?

A different yield output per subtype seems appropriate to me. I think that sets a good "baseline" for what a Governor does and what it's helping you achieve in a certain city.

Special abilities definitely differentiate Governors from GP improvements, and there's more on special abilities as a part of the upgrade stuff I discuss below. I agree that special abilities are harder to balance than yield payouts, but I think the differentiation gives us a lot. Combined with upgrades (details later), we have a lot of room to balance these to be appropriate, and they add a lot for the player.
This makes sense.

Totally agree here, we basically default into a sub-type selection method via our choice on spawning then!
nope! Not based on what I said above, eh?

I like this idea, and it's also something that could play well as a "unique ability" of a Governor as well. In addition to making them statically relevant to foreign civs, we could do things like "Trade routes originating in this city also produce X."

I'm writing this post out of order, so my diplo suggestion is actually way below here!
OK, this thought is best held onto until we have the big picture settled.

Totally agree on 1, 2, 4, and 5, those sound good to me.

3 sounds like we're undecided. I hadn't really considered how we might handle this before writing the intro, it only occurred to me then. I think it could be quite cool to have all 3 options, when you capture a city with a Governor:

  • Allow him to remain on but in a reduced capacity at first, so he loses some/all upgrades (see next section for more on upgrades).
  • Kill him in exchange for some kind of bonus.
  • Ransom him back to the civ you took the city from, if they can afford to give you whatever the cost is (not necessarily gold), allowing that civ to place him in a different city.

What do you think?
This is tricky. While I think it's certainly cool to have these choices, I think it's perhaps a bit more complexity than is needed. I think i'd prefer one static thing happen every time a gov'd city is captured.

What that should be is also tricky. When viewed in relation to other GPs though, I'd think we probably need to have them either disappear or transfer to the new owner (though perhaps with less "exp"). Consider Academies, again, as a similar case.

I've had to quote this out of order because it's very tied into the upgrade stuff I mention below.

I'm also a big fan of connecting Governors to Alignment, it adds tons of flavor and as we saw during the Alignment discussion, it solved a lot of problems for us.

I agree that simpler is better overall, but I don't think we should keep Alignment separate from all other Governor upgrades. Conceptually it is an upgrade - causing the Governor to produce an additional something that the player wants, so keeping it separate doesn't seem necessary.

There's also the amount that we're targeting for Governors' total Alignment output. We'd basically have to go for +1 Alignment in each direction if we have on-spawn Alignment choices, any more and players with early Governors will produce way more than our intended ~1200 Alignment. By making Alignment part of the upgrade system, we can afford to get into the more variable values that we discussed as our desired ballpark from a player experience point of view, while still keeping the overall output the same. It also allows us to make that source of Alignment have an opportunity cost, like most other sources do, because the player has to pick Alignment to the exclusion of other upgrades.

There's more detail on this as a part of the upgrade stuff below.
I've mostly come around to the idea that the player shoudl have to specifically choose an alignment upgrade. No-alignment for free and such.

That said, I do wonder if some of this stuff should still scale by era, at least somewhat. Should a +1 gold from the godking method stay +1 regardless of era (assuming they don't pick +Gold as an upgrade), or should some things somewhat scale by era (especially alignment) or age?

I mean, +1 Shadow in the late game seems pointless... but it seems like you're saying the opposite it true, that in fact it's kind of a lot.

hmmm

Simple as possible should be the name of the game for this, but I do think having an upgrade system adds a lot to Governors as a whole. I've mentioned upgrades in a ton of other places and they give us a lot of design flexibility with all of those choices because they mean that a single Governor isn't a static power output. It helps with the spawning stuff, the capturing stuff, the sub-type differentiation stuff, all sorts of things. (Also helps with Alignment, which I go into after this section.)
in general, I'm sold on upgrades, ESPECIALLY when coupled with non-subtypes....

Allowing upgrades also lets us make Governors' abilities more splashy and cool for the player experience, while still remaining mechanically balanced because they have an opportunity cost. We can allow Governors to interact powerfully with some systems, but if done via upgrades, then the player can't create "super Governors" that unbalance their cities because pursuing different systems is mutually exclusive.

Definitely the units' promotions system is too complex for Governors - it has dependencies between promotions and tons of promotion variety, I don't think we want to approach that. I think it should be a bit like promotions from a player experience point of view, in that whenever a Governor can be upgraded, a little thing pops up for the player and they can pick an upgrade pretty much then and there, and it just has "an effect." No big additional screens or visible upgrade trees or anything like that, just a box in the bottom left with X buttons in it when there's an upgrade available, and some text in a tooltip on the city view screen that shows which upgrades are active on this Governor.
I actually feel like a menu splash is *easier* to deal with from a player experience perspective than the bottom-left-of-the-screen choose-a-promotion-icon. I imagine this being a small screen that pops up when you start a turn.

So, simple progression! I've been playing Heroes of the Storm lately and I think this has an example of a great simple progression system. When a hero reaches specific levels, they get a choice of 2-4 new bonuses, and they pick one. And that's it. We don't need any of the levels or EXP or anything that HotS has - but that simple "here are X options, choose 1" at each "upgrade threshold" has a bunch of advantages.

  • It's great for balance - we can easily make specific bonuses mutually exclusive by putting them on the same threshold, without needing to do any dependencies between upgrades.
  • It gives the player a lot of strategic choice - combinations of upgrades could synergize well, or allow players to create more "all arounders," as they wish with a single Governor.
  • It lets us put in splashier effects at the later stages of the upgrades, since we can say for certain that players will only be able to reach them later in the game, with a small number of Governors, at absolute maximum.

One of the things I was surprised by when running the numbers for Alignment was how quickly small yield-per-turn payouts become massive sums of that yield over the course of the game. By making pursuit of certain yields/bonuses mutually exclusive and delayed from the spawn of the Governor, we allow Governors to operate in that space significantly, without them becoming massively overpowering presences there.
How's HotS? I haven't played many mobas - just Smite, really.

as far as that last point, right. If we do the God King approach, I'm thinking like +1s accross the board... except for the things you actually upgrade. Is that still way too much yield in the end?

Sorry if I'm hung up on the God King approach. I just sort of like it, today at least...

So, proposal and stuff. This is driven by your suggested option #2 of "fixed upgrade intervals." All numbers are tweakable.

Governors upgrade by age. Once a Governor is 50 turns old, they get their first upgrade. 100 turns, second upgrade, and 150 turns, third and final upgrade.

A non-upgraded Governor produces a small amount of yield(s) that are relevant to their sub-type, and that's it. (Scholar Governor produces some Science, Blacksmith some Hammers, etc.) Say +2 or +3 or so.

When a Governor upgrades, the player is given X options, each of which, when chosen, makes the Governor provide some kind of additional bonus. The player chooses one.

An upgraded Governor produces marginally more of the appropriate yield(s) for their sub-type (like +1 per upgrade) than a less-upgraded Governor, just by default, disconnected from the choices described above.

For the first and third upgrade thresholds, 4 options are available. For the second, 3 are available. This difference is to allow two opposing Alignment choices at thresholds 1 and 3. So at 1, there is a +1 Shadow option and a +1 Light option. At 3, there is a +2 Shadow option and a +2 Light option, leading to a max +3 Alignment per turn in one direction, if the player takes the Alignment options for thresholds 1 and 3.

What the other options are is largely up to us, and I think are relatively separate from this proposal of a general "upgrading" system. Some additional yield bonuses would make sense in some slots. The "unique abilities" would make sense in others. I could see those either going into threshold 2, making that the "unique abilities" threshold - or into threshold 3, to make them mutually exclusive to the more significant Alignment bonuses - enhancing the opportunity cost of going all in on reaching high Alignment output for Governors.

Some "unique abilities" and most bonuses would probably be Governor sub-type-agnostic, which means we don't need to come up with X * sub-types abilities/bonuses or anything like that.

Also, something you've mentioned amongst other things, I agree that Policies could act externally to most of our considerations here. Governors are a space that we can manipulate from other systems, so if we find it's appropriate for a Policy to modify a certain/all/something Governors' yields then that can be considered for the Policy's balance, rather than the whole Governor system.
OK, I definitely like this proposal.

Questions re: the Alignment at thresholds 1 and 3. So, would +3 be total, or in addition to a +1 you start with when picking their Nature? I'm unclear if the Threshold 3 choice is a +2 total or an additional +2 (which would end with +4 total, +1 at creation, and then +1 at thresh 1, and +2 at thresh 3).

I like the progression though, and the idea that thresh 2 gives the unique abilities. Though, I could also imagine that being Thresh 3 - if those are cool things like 50% bonus to production of X. All relative to how powerful the abilities are.

I think policies, like Wonders, and simply something we'll deal with later, after we have the core system.

Keeping the quote block for the Domination victory alive!
right, domination quote block forever!

Though I will say, what we've figured out so far does not make me confident that we'll use this.... getting a gov in every city is really weird GP-dependent dom victory, which is quite weird.

You did mention them interacting with trading, which I think is really cool.

Also, could there be a way for Governors to interact with the Compact? As it stands, the Compact is basically the World Congress with a different name (new resolutions, but very similar format - the main difference is in the agency of the voters). Could we associate Governors with some way of obtaining votes, in addition to the usual CS stuff? Could a fully upgraded Governor provide a single vote in the final era(s), or something to that effect? Or maybe that could be an upgrade - "Gain one Compact vote."

I'm fine with either trading-bonuses or A compact vote being a potential ability.

Alternately, there could be a Compact resolution that provides a vote for every Gov you have or something.
 
Sorry for the delay. It's been a busy few days.

Let me say first, overall, that I'm highly interested in keeping this mechanic from being to bloated and over-designed. Right now I think we have a lot of good stuff here, but IMO it is certainly at risk of suffering from that exact problem.

While I think the governor idea is cool, it's ultimate just another tweak to yield and such, and IMO not as big a deal (or attractive) as something like the LB, Alignment, and the White Tower. As such, I want to try to make sure we keep it relatively simple and elegant, which, unfortunately, might mean we should put aside some aspects we otherwise like. In short, I feel like it's not cool enough to be made into a huge deal.

Makes sense, and I think we've actually decided on the majority of it in the first couple of posts, which is awesome! :D

Also, I should mention that I'm going to be busy tomorrow and Thursday evening, so I'll only be able to post again after this on Friday.

I think we can probably do with a "Great People and Governors" GP, especially if they're as linked as they appear to be below. Definitely seems risky to expect that stuff to all fit in the misc summary.

Cool, I've put in a placeholder post for that below.

Bah. No, definitely not worth allowing self-plundering just to accommodate one or two forsaken quests. In fact, some of the quests are made BETTER because of this - people can't back out of their "sacrifices" early and stuff.

So, that means we need to replace that one quest, yes? Any suggestions on how to do a monetary hit?

Generic 9
Flavor: The wealth from this place must be... redirected.
Objective: Sell a <market equivalent>
Restriction: Must have at least one <market equivalent>

Too harsh for stage 1? We could always go for a straight GPT cost, but I'm not sure what mechanism we'd use to allow the player to impose that on themselves.

OK, Governors it is. If we find a better name in the future, we can change it. Advisor is the only thing I can think of but that's already taken up by the Ajah Abilities.

Cool, Governors! :D

AND OMG, THATS THE THING I FORGOT TO MENTION. Ajah abilities. We have a couple Ajahs that provide bonuses to govs, yes? Wasn't it Blue, Brown, and White? That needs to be taken into account, yes?

They do, they provide +2 of a yield to a Governor within 3 hexes of them. It could be relatively long term if the player camps out the Sister by/in a city with a Governor and leaves them there for the whole game. Helpfully, the Blue and Brown Ajah abilities are map-dependent, so there's an opportunity cost in camping them, in that you don't get to use their other abilities.

The White Ajah's other ability prevents enemies from stealing technologies, so it's actually camping encouraging too. Though given the frequency of technology-steals, an ability that makes technology stealing harder for your enemy would be really frustrating to combine with a second ability that constantly moves the Sister around.

I do agree with your assessment of the problems associated with WoT GPs. We're not even 100% sure that they'll exist, also, so that alone makes me very hesitant to put them in the game. As you say, they were meant to be flavor/fun and not have a direct victory-type aim, and tying them to govs disrupts that a lot.

WoT GPs as a source, dropped then?

In reading this post the first time, it took me a long time to figure out that, yes, you were advocating for GPs (connecting to Govs) ultimately. Theoretically speaking, I'm slightly uncomfortable with that because of some of the design challenges it presents (outlined in my previous posts), but I'm certainly ok with going with it, logistically speaking. I think we can make it work, and I think it's important that we simply decide on a such a thing and go forward.

As far as caps and such, I think we need to agree on a range we feel is appropriate, and make our restrictions do a "soft enforcement" of that range, as you've been talking about - population requirements, local happiness caps, etc. This is a balancing challenge, certainly, but I agree that it is the right approach.

Sorry, I see now that my wording wasn't clear! Yes, advocating for the GP selection method. I agree, it's a more complex balancing task than population, but I think it makes the system much more enjoyable for the player. And as you've said, I think we can still keep it focused and within our ability to rein in!

Also totally agree on "soft enforcement" - more details on the specifics of these elsewhere, but it looks like we're in the same place on how we can stop Governors from becoming an every-city thing.

I'd say this will depend on how awesome they are. I'd prefer to err on the side of not-that-pretty scarce. I suppose if I had to provide a range that felt good, I'd say a typical civ would have 4-5 of them in the endgame. A civ that wasn't paying attention might only have 2 (or 0 theoretically). And a civ that's really using them as a chief component of their strategy - ensuring appropriate populations of cities and stuff - might have 7, a few of them probably not being born until the late game.

How does that sound to you?

Now how to arrive at that number organically, well, more on that below, but I don't have a great idea of how many cities of what size are present in an average game (and it seems that will be a key component)

This is pretty much exactly what I was thinking as well. Arriving at those numbers organically is key, and it looks like we both like the idea of unhappiness and population as a good way of capping that.

I think more to the point, the truth is, the existence of a governor spawned from a GP needs to be balanced directly against the other uses of a GP. An academy is balanced against a Discover Technology and considered Equal, as is a "Start Golden Age." The existence of a governor should be the same, IMO. That said, of course, they aren't *literally* the same - an early game academy (hello Babylon) is super awesome, while a late-game Discover Tech is super awesome.

Thinking about it now, I find that comforting. How good should a Governor be? As good as the other uses of GPs - or, perhaps slightly better, considering there may be other "costs" associated with them (local happiness, etc.) and there will likely be soft "caps" on how many you can have."

To this specific point, then, yes, you're right that Faith production will probably stay balanced - if we balance Govs to the GP abilities themselves, nothing should change in this regard.

Definitely, balancing Governor against the other actions available to GPs definitely gives us a much more targeted design space to work within. The fact that they also provide unhappiness and should therefore be marginally better is also a very good one. I've been thinking primarily in the context of Alignment yields, but for the others (Culture, Gold, Science, Production, Food, Faith), we can probably afford to go a bit higher than +3 per turn for a specialized Governor, considering the corresponding GP improvement produces between +4 and +9 of their respective yield, and are available immediately.

That means that if the Governors start of worse than the improvement in terms of sheer yield, they'll need to (taking into account the bonus of the "special ability") be better than the improvements when fully upgraded, in order to be a comparable choice.

Yes. Instinct tells me 15 is a good starting point. Population requirement is good, though.

Or... slightly more complex version, what if it increases with number of governors? Like, say, you get your first when a city reaches 15 size. You get a second when one city is at 15 and another city (probably the first city) is at 20. Then your third comes when you have three cities at 15, but at least one at 25, and so on. I think 3-4 cities of moderate size, with one around 30, is pretty common, right? Tall civs won't ever use more than 4 cities, and wide empires won't usually have a capital with a high enough population to trigger past, say, four gov spawns.

I thought I built a lot of farms! I would expect a Wide empire's capital to cap out around 20 pop, if it even gets that far. Tall has more room to grow, but I am super impressed when I get a city up to 40 pop (I think 52 is my all time record).

This is all related to spawning Governors based on population though - based on our discussions below, I think we'll go for the GP-based approach. I like the concept, but I think if the minimum population requirement for spawning a Governor via GP changed with each spawn, it would be a bit confusing for the player.

15 sounds like a good population minimum.

Honestly I've always struggled a bit with the specific mechanics of local happiness, and how it interacts with global happiness. But yes, in theory I definitelylike this idea - and it's quite flavorful, actually.

Most buildings that produce happiness produce local happiness (bar a few wonders). Each of your cities generates X net happiness for your empire - each citizen produces +1 local Unhappiness from crowding (though that can change based on some policy choices and UAs). The maximum global happiness a city can contribute is equal to its population. So if you've got a 4 pop city producing 6 local happiness (it has a colosseum and a stadium or something), then it's only producing a total of 4 global happiness, because the city is capped.

I only really got a firm grasp of this after diving into the code to change it, it's a bit confusing - particularly since there are a few wonders that completely ignore it.

Right, a late-game Governor is not unbalancing because, frankly, it isn't worth the expenditure of a GP (much like a late-game academy is pointless.

This does make them blur a lot with GP improvements, as previously stated....

It's a bit of a crossover in that they're useful at the same stage of the game, but I don't think it's too big of one for them to make each other redundant.

Yeah, if you feel pretty solidly like you'd prefer the GP approach, I am prepared to go along with you on that.

Cool, yeah, I'm in favor of the GP system! :D

I think I enjoy this approach in some ways, but I'm happy putting it to the side if you'd like to. It's certainly not very interesting, and has no opportunity cost or strategic aspects (in creation).

Agreed, let's drop this one then (spawn every 2 eras, or some similar cadence).

I'm actually somewhat coming around to the idea of the God-king approach, if we go with upgrading. One of the main reasons why is that it immediately makes these guys feel different from Academies and Manufactories and Sweat Shops. Instead of turning a production-centered GP into a production-centered bonus, you turn it into an overall bonus in many things - and then you specialize as things go along, actually defining what that GP is bringing to the table.

I feel like God-king method synergizes well with upgrades, while I feel sub-types don't - they end up feeling a bit too complicated to me, and at times redundant (a production guy getting more production-ey) and at other times weirdly contradictory (a production guy producing a bunch of culture).

The tabula rasa approach makes an upgrade feel *needed* and natural, by contrast. Of *course* we have an upgrade system, say players everywhere. Additionally, it is less about avalanching than typical GP use. Normally, good production creates production GPs, etc. Now, you could theoretically spin those production GPs into culture, if you wanted to - without it being immersion breaking. Of course the idea of a GEngineer becoming a Culture governor is silly, but becoming a Generic Leader that provides bonuses to everything is flavorfully fine.... and then later you turn her into a culture Goddess.

Also, I feel like then we can do cool descriptors, like loot in Diablo or Borderlands or something, based on the upgrades you take, instead of just "Smith Governor." You know, Berelain the Smith of Terror (chose Production and +Shadow) or Perrin: Indifferent Cultured Industrious Governor (neutral, +Culture, +Hammers)

Also, I do feel like it's not unacceptable to have BOTH the god-king thing and some "nod" to subtypes. Like, everybody gets a minor bonus to everything, but if you started as a Scholar, you get an additional +1 to science or whatever.

I think a big part of how we do this depends on the question as to whether we want Govs to come from only a few GP types, or essentially all of them (though a case could b emade to eliminate GGenerals, since those aren't created in the same manner).

thoughts?

I'm not as sure anymore, but the source of my reluctance isn't really to do with Governors themselves - more with GPs in general. The God-King approach works well with upgrades for the Governors themselves - it allows the player to go through a specialization process and customize their Governor to target their city's needs. It also makes the upgrades more impactful.

However, it would allow players to repurpose arbitrary GPs into different game plans, which drastically alters the usages of those GPs. For example, when a Science player generates a Great Artist, they're likely to use it for a Golden Age or the GW (purely for the Culture on the defensive) since thei primary science gameplan isn't particularly affected by the GA's other abilities. However, now they could use the GA to create a God-King Governor and specialize that Governor into Science. This creates the strange situation where players don't want to use their "targeted" GPs for Governors, but instead the off-victory ones. (So Science players will never use their Great Scientists as Governors, because the Great Artists are just as good at it, but the Scientists are useful elsewhere - correspondingly with Great Merchants for Diplo, Great Generals with Domination, the three Culture types with Culture.)

I hadn't considered that previously, but I think that's a big problem with the God-King approach.

I see what you mean about not wanting "here's some more Culture because this a Culture GP" - but that's really what the system (GP system) is supposed to do. That this type of GP has been produced means it should contribute specifically toward a corresponding victory type (or overall strategy that tends toward that victory).

About sub-types being complex with upgrades, I don't think they have to be. They can follow a relatively universal formula for what their upgrades are. Say we went for threshold 2 being the "special ability" threshold, here are a general set of options:

Threshold 1: +1 Light, +1 Shadow, +X of relevant sub-type yield, +10% build rate for sub-type buildings

Threshold 2: Remove local happiness cap decrease, sub-type specific bonus, +50% city attack and defense

Threshold 3: +2 Light, +2 Shadow, +Y of relevant sub-type yield (Y > X), +Z GP points for relevant GP

So we only need one sub-type-unique mechanic for each, for the middle option on threshold 2. (I'm also not sure if there's something more interesting for the third option on threshold 2 - that one might be a bit Martial - but it demonstrates a "generally applicable" ability. Actually threshold 2 option 3 could be the "God-King" option: +1 of everything?) Players will also become relatively quickly accustomed to the value of most of the choices since they'll be able to experiment with the majority of them on any Governor, it's just threshold 2 option 2 that presents a serious wildcard.

God-King would end up presenting the player with more options, rather than less, since there are upgrade choices for every yield category.

I don't think we should eliminate Great Generals, because there are definitely useful effects in there and it would be strange to exclude one GP type and not others. Great Prophets are also generated differently (not through GP points), but I think we still want to include them.

Also I love the idea of adding descriptors to the Governor based on the chosen upgrades! (Regardless of what we decide in God-King vs sub-types) "Berelain the Smith of Terror" - that player-driven juxtaposition feels very CiV!

nope! Not based on what I said above, eh?

Seems like the debate now is only really having sub-types at all or having God-King - so sub-type selection, if it does occur, is still determined by our choice of spawn mechanic, right? In this case, determined by the GP used, since GPs as the source seems decided above.

This is tricky. While I think it's certainly cool to have these choices, I think it's perhaps a bit more complexity than is needed. I think i'd prefer one static thing happen every time a gov'd city is captured.

What that should be is also tricky. When viewed in relation to other GPs though, I'd think we probably need to have them either disappear or transfer to the new owner (though perhaps with less "exp"). Consider Academies, again, as a similar case.

Right, I think I agree here. Let's just go with Governors die when a city is captured. (Gives the player all the more reason to defend it!) This potential for permanent loss is worse than the GP improvements actually, which will stick around unless the conqueror is a terrible person.

I've mostly come around to the idea that the player shoudl have to specifically choose an alignment upgrade. No-alignment for free and such.

That said, I do wonder if some of this stuff should still scale by era, at least somewhat. Should a +1 gold from the godking method stay +1 regardless of era (assuming they don't pick +Gold as an upgrade), or should some things somewhat scale by era (especially alignment) or age?

I mean, +1 Shadow in the late game seems pointless... but it seems like you're saying the opposite it true, that in fact it's kind of a lot.

hmmm

I think it makes sense to scale the yields the Governor is giving out based on how upgraded they are, and we can scale that per-yield. (So Gold and Science will scale up more aggressively than Culture or Prestige.)

The scale of the Alignment tiers means that a lot of little +1s add up quite quickly. While a late-game +1 won't matter too much, an early-game +1 will make a fairly hefty contribution. Whereas the overall target for Alignment is to make 7100 reachable but not automatic between all sources by the end of the game, Science, by comparison, requires 8800 beakers for each tech in the last column of the tree.

So I don't think the yields need to scale by era, we can let the scale-by-upgrade act as the mechanism that Governors remain relevant throughout the game. I figure with a sub-type approach we'd add +2 to the relevant yield per upgrade threshold, regardless of what option the player chose, just as a part of the general "progression" of that Governor.

One way to enable end-game Governors would be to have a building/wonder that did something along the lines of "Governors spawned in this city start at threshold 1".

in general, I'm sold on upgrades, ESPECIALLY when coupled with non-subtypes....

Awesome, upgrades it is!

I actually feel like a menu splash is *easier* to deal with from a player experience perspective than the bottom-left-of-the-screen choose-a-promotion-icon. I imagine this being a small screen that pops up when you start a turn.

Interesting, I've always felt things that pop-up screens are something that exists in a new context - a new tech, new era, new CS, etc. - where the offside buttons are more about modifying existing entities. (Though even Firaxis doesn't really keep to either - Religion pops up a new screen when you Enhance it.) It occurs to me that it may be to best to address upgrading a Governor from the city overview screen anyway, where the player can normally see the Governor.

How's HotS? I haven't played many mobas - just Smite, really.

I haven't played many MOBAs either - just DoTA2's tutorial and like 1 game. I'm finding it really fun, it's nicely streamlined so you don't have to already know how to play to be able to at least get started. It also helps that I've got several friends who play it as well, so I can party up with them!

as far as that last point, right. If we do the God King approach, I'm thinking like +1s accross the board... except for the things you actually upgrade. Is that still way too much yield in the end?

Sorry if I'm hung up on the God King approach. I just sort of like it, today at least...

No worries, God-King discussion is covered elsewhere. +1 for all yields is quite powerful to be able to bestow onto a lot of cities, though the usefulness of each yield diminishes differently as the game goes on. The details of my thoughts on this are above!

OK, I definitely like this proposal.

Questions re: the Alignment at thresholds 1 and 3. So, would +3 be total, or in addition to a +1 you start with when picking their Nature? I'm unclear if the Threshold 3 choice is a +2 total or an additional +2 (which would end with +4 total, +1 at creation, and then +1 at thresh 1, and +2 at thresh 3).

Ends up with +3 total. So threshold 1 is worth +1, and threshold 3 provides an additional +2 (if you take it). I was thinking we would do the threshold Alignment upgrades instead of having an initial Alignment output - even with only +1 from the initial Nature, over the course of all of a player's Governors for the whole game, that produces a majority share (about ~800-ish) of the ~1200 we want.

I like the progression though, and the idea that thresh 2 gives the unique abilities. Though, I could also imagine that being Thresh 3 - if those are cool things like 50% bonus to production of X. All relative to how powerful the abilities are.

I think policies, like Wonders, and simply something we'll deal with later, after we have the core system.

Awesome, sounds like the progression is good! I've given an example of a "abilities on threshold 2" above, so we'll probably continue that discussion up there.

Also totally agreed, policies and wonders can be decided in the context of their systems, rather than the Governor system.

right, domination quote block forever!

Though I will say, what we've figured out so far does not make me confident that we'll use this.... getting a gov in every city is really weird GP-dependent dom victory, which is quite weird.

I agree, I don't think we'll use Governors for the Domination victory, but it's worth keeping around in case something does come up when we're "finished".

I'm fine with either trading-bonuses or A compact vote being a potential ability.

Alternately, there could be a Compact resolution that provides a vote for every Gov you have or something.

Yep, coming at it from either side sounds like a good idea. Something for us to keep in mind when we're creating the upgrades then.
 
Legendary People

Reflavoring

  • Great People are now known as Legendary People. (This rename extends to all other components of the game that have inherited the "Great ____" moniker - Great Works becoming Legendary Works, for example.)
  • All existing Great Person types and their corresponding Specialists have been renamed:
    • Great Engineer and Engineer - Ogier Stonemason and Builder
    • Great Scientist and Scientist - Scholar and Scribe
    • Great Merchant and Merchant - Merchant Lord and Innkeeper
    • Great Artist and Artist - Master Artisan and Craftsman
    • Great Musician and Musician - Gleeman and Bard
    • Great Writer and Writer - Doomseer and Wisdom
    • Great General/Admiral - Great Captain
    • Great Prophet - Visionary

Detailed Changes and Additions

  • Ogier Stonemason
    • "Create Manufactory" has been reflavored to Create Brickyard
    • "Hurry Production" has been reflavored to Imbue Stonework
  • Scholar
    • "Hurry Science" has been reflavored to Scour Archives.
    • "Create Academy" has been reflavored to Create Estate Library.
  • Merchant Lord
    • "Trade Mission" has been reflavored to Direct Peddlers. It now provides additional gold but no longer boosts influence with City-States. It can be used in range of any foreign city where the Merchant Lord's controller could currently establish an international trade route and establishes a one-off trade routes between that city and the highest value city in range.
    • "Create Customs House" has been reflavored to Create Lord's Holding.
  • Master Artisan
    • "Create Great Work of Art" has been reflavored to Create Craft.
    • Start Golden Age is unchanged.
  • Gleeman
    • "Create Great Work of Music" has been reflavored to Create Epic.
    • "Concert Tour" has been reflavored to Grand Performance.
    • Myth Behind the Legend can be used while in territory controlled by the player that controls the Gleeman, expending the unit. It changes the Legendary Work type of two player-chosen Legendary Worka the controller owns to other types of their choosing.
  • Doomseer
    • "Create Great Work of Writing" has been reflavored to Create Prophecy.
    • "Write Political Treatise" has been reflavored to Interpret Viewings. It provides less Culture and must be used adjacent to, or in, a city controlled by the player who controls the Doomseer. This ability creates a Doomseer Specialist slot in a building in that city.
  • Great Captain
    • The Great General's combat bonus aura has been replaced by an aura that affects probabilities (including combat randomness, Gentling success rate, Seal stealing success rate, etc.) within 2 hexes of the Great Captain. (Referred to as Dice in my Head.)
    • The Great Captain has the Great Admiral's abilities while embarked.
    • The Great Captain spawns about 1.5 times as often as the Great General in BNW.
  • Ambassador
    • Meet with the Amyrlin can be used adjacent to Tar Valon and expends the Ambassador. The Ambassador's controller gains one quota-free Sister from an Ajah of their choice. The Tower will use one of its votes in the next Compact in support of a voting pattern used by the Ambassador's player (voting for a resolution they vote for, voting against a resolution they vote against). If the Ambassador's player splits their vote, the Tower will choose internally which resolution to vote in tandem with.
    • Negotiate can be used in any City State's territory, expending the Ambassador, to receive a boost of X influence points with that City State.
  • Wolfbrother
    • Pull of the Pattern can be used while in territory controlled by the player that controls the Wolfbrother, expending the Wolfbrother. Its controller encounters a new Thread immediately.
    • Enter the Wolf Dream expends the Wolfbrother and creates a corresponding Wolfbrother unit in the Tel'aran'rhiod map layer.
    • The Wolfbrother unit in the Tel'aran'rhiod map layer has other abilities, described in the Miscellaneous Summary.
  • Dreamwalker
    • Dream In the Flesh expends the Dreamwalker and creates a corresponding Dreamwalker unit in the Tel'aran'rhiod map layer.
    • Spy from the Dream expends the Dreamwalker to rush all Eyes and Ears controlled by the same player by 10%.
    • The Dreamwalker unit in the Tel'aran'rhiod map layer has other abilities, described in the Miscellaneous Summary.
  • Visionary
    • "Found Religion" has been reflavored to Found Path to the Light
    • "Enhance Religion" has been reflavored to Enhance Path to the Light
    • "Create Holy Site" has been reflavored to Create Pilgrimage Site.

Producing Legendary People

  • The following Legendary People are produced in the same way as their BNW counterparts:
    • Scholar
    • Ogier Stonemason
    • Merchant Lord
    • Gleeman
    • Master Artisan
    • Doomseer
    • Visionary
    • Great Captain
  • Ambassadors are produced by generating Ambassador points.
    • Ambassador points have a variety of sources:
      • Being allied with a City-State or Stedding produces +1 every turn.
      • Having an Emissary in a foreign capital produces +1 every turn.
      • Another civilization accepting your embassy gives you 10.
      • Accepting another civilization's embassy gives you 4.
      • Signing open borders with another civilization (either direction) gives you 10.
      • Signing a declaration of friendship gives 75 to each player.
      • Signing a defensive pact gives 100 to each player.
      • When the Ogier Stump selects an Age, if that was the Age you cast the most of your Stedding votes for, you receive 100.
      • Voting successfully on a Compact resolution (against a resolution that fails, or for a resolution that passes) gives you 400.
    • Once a civilization has accumulated enough Ambassador points, an Ambassador spawns near the civilization's capital.
    • The amount of Ambassador points required to spawn an Ambassador increases each time an Ambassador is spawned.
    • Ballparked figures for those thresholds start at 400 and end in the 1000+ range.
  • Spawning Wolfbrothers and Dreamwalkers is done through Tel'aran'rhiod, the details of which can be found in the Miscellaneous Summary.

Governors

Governors are "leaders" of cities - spawned within a single city and providing bonuses to that city.

What they do

  • Great People can spawn Governors by performing a custom mission, and are consumed in the process.
  • Governors are divided up into multiple Governor types, depending on which Great Person type was used to spawn them.
  • Each Governor type provides a yield bonus to the city they are stationed in, of approximately +3 in value, of yield(s) appropriate for its Governor type.
  • Governors reduce the local happiness cap in the city they are stationed in by 2.
  • Governors die if the city they are stationed in is captured by an enemy.
  • Governors are invisible to foreign players, unless that foreign player has Eyes and Ears stationed in the city, in which case the spying player can see what type of Governor is stationed there.

Upgrades

  • Governors upgrade based on the number of turns since they were spawned, at the following intervals: 50, 100, 150.
  • When a Governor upgrades, the player is given a selection of specialized upgrades to choose from. The player chooses one and that upgrade comes into effect.
  • The upgrades are (along with their adjectives):
    • Upgrade 1: +1 Light (Exalting), +1 Shadow (Scheming), +10% build rate for Governor type buildings (Inspiring)
    • Upgrade 2: Remove local happiness cap decrease (Beloved), Governor type specific bonus, "God-King" bonus (+1 of everything) (Masterful)
    • Upgrade 3: +2 Light (Charitably), +2 Shadow (Fiendishly), +Z GP points for relevant GP (Expertly)
  • "Governor type specific bonus" takes the form of a flavorful bonus that is mechanically unique for each Governor type.
  • Each upgrade confers a "title" to the Governor that describes the flavor of that upgrade.

Governor Types

  • What type a Governor is is determined by the type of the GP used to spawn it.
  • The following is a list of all Governor types along with: their relevant yield(s), unique upgrade 2 abilities (and adjective), and buildings enhanced by their level 1 building upgrade:
    • Smith
      • +3 Production
      • This city produces double production on the turn it starts a new build. (Industrious)
    • Philosopher
      • +5 Science
      • Legendary Works in this city produce Science instead of Culture and Prestige. (Astute)
    • Guildmaster
      • +3 Gold
      • Trade routes established in this city have +10 range. (Shrewd)
    • Sage
      • +4 Faith
      • This city exerts double Path pressure on other cities. (Revered)
    • Patron
      • +3 Culture
      • This city's borders expand X% faster. (Generous)
    • Luminary
      • +3 Prestige
      • Buildings in this city that would normally have one Legendary Work slot instead have two, with no Theming bonus. (Refined)
    • Tactician
      • +15 EXP
      • This city's attacks have +1 range and deal X% splash damage to enemy units adjacent to its target. (Brilliant)
    • Dignitary
      • +1 Gold, +1 Science, +1 Production
      • You have an extra Compact vote. (Diplomatic)
    • Ta'veren
      • T'a'r vision for 4 hexes around this city
      • Tiles worked by this city consume extra movement for and cannot be pillaged by Lawless or Dragonsworn units. (Fearsome)
 
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