S3rgeus's Wheel of Time Mod

What is this? There's nobody at work yet? Daytime post! I dare you to do the same - we'd definitely get back to the front page.

This is what happens when I'm on holiday! Two replies in one day!


yikes! I missed those. But anyways, here's the REAL list (proper names put in:

Smith - +3 Production
Philosopher - +5 Science
Guildmaster - +3 Gold
Patron - +3 Culture
Luminary - +3 Prestige
Tactician - +15 EXP to units created in this city
Dignitary - +1 Production/ +1 Gold/ +1 Science
Ta'veren - + T'a'r LP points OR T'a'r vision
Sage - +4 Faith

Awesome, summary-ized.

Right. And the other thing, thankfully, is that if we need to slow T'a'r LP spawn rate way down to prevent this becoming a big problem, it would only affect a very localized portion of the game (T'a'r). True, we'd then have to probably rebalance the projections and such (in order to be fair against rarer T'a'r LPs), but the system won't have nearly as many knock-on effects in the rest of the game as, say, a slower spawn rate for culture LPs.

Yep, T'a'r should be relatively calibrate-able, compared to the other big things like techs.

Right. I like it. So, 3? 4? Which do you prefer? 3 definitely feels more synergized with other systems (city radius, etc.), but that doesn't need to mean much.

I'm liking 4 as the range for this, so you can see just beyond the area you can work. And potentially overlap with another city hex.

OK, great. Very much ready to like this one now!

Coolio, done.

Also, I'm getting visions of a UA that makes a civ's governors all better - maybe a +1 to their yields, or even removing the happiness cap. Hawkwing's empire? Anyways, later...

Sounds cool! We'll discuss it later, I'm sure!

This will be fun!

Yeah, there's no way their gov-type specific, although as you suggest below, the 2nd-level one could be specific.

Awesome, looks good!

Right. "Last" chance - do we want to add any additional options to Upgrade 1 and 3? Seems like it's probably fine for now. It's interesting that the Upgrade 2 level feels not only the most compelling, but also the most "powerful." I think this is good, as it let's players feel like they can actually go with the Alignment without losing out too much.

Yeah, I'm happy with the upgrade options that we've got now.

I think because of the possibility of choosing +1 Light and +2 Shadow (which could actually be a viable thing to do, if in the late-game you change your mind), we need to have both qualifiers in there. Keep in mind that these are going to be kind of silly, which is sort of part of the point. Also, keep in mind that it would never say "Corrupt Evil Smith," because the second-level one would also be in between them (I propose), so it would go from "Corrupt Smith" to "Corrupt Industrious Smith" to "Corrupt Industrious Evil Smith".

Also, what I propose we do in order to make this flow more nicely, and still be silly without being awkward, is this:

It would expand from right to left, meaning the name would be
Upgrade 3 Upgrade 2 Upgrade 1 Gov Type in that order.

Upgrade 1s should be given names that are adjectives, but adjectives that feel somewhat like Titles. "Grand Sage" and "Honored Smith" and such. You'll see why below. This is easier said than done, of course.

Upgrade 2 should probably be an honest to goodness adjective. Industrious or whatever.

Upgrade 3 should be an adverb that will modify Upgrade 2, so we'd end up with an "Corruptly Industrious Grand Sage".

I think this works at all stages as well - "Industrious Grand Sage" sounds fine, as does "Grand Sage." The key is that the Upgrade 1 words need to be believable as if they are titles, because "Corruptly Industrious Good Sage" is less powerful than "Corruptly Industrious Grand Sage," in that it feels like the first two words of the latter modify the last two, whereas in the former it feels a bit like a string of adjectives....

The other alternative is to use an "ing" word for Upgrade 1, so "Corruptly Industrious Scheming Sage". These might work well since they don't have to feel like a "title."

whew. What say you?

Phew, that's a lot of detail! Sounds like a good approach to me - I like it! Not much else to add here, so let's go grab some adjectives!

Eh. I say no. Let's be unique. I'll remind you that the Alignment summary already has cruel, merciful, and reasonable slotted in for governors. Of course, we won't be using reasonable anymore.

Sure, I'm fine with avoiding the Alignment tier names if we can come up with good alternatives!

OK, of these, I think Just might seem the most "titley" in order to synergize well. But that said, both of these are from the city-alignment list, so i'd prefer we avoide them. I think the aforementioned merciful is a little weird here as well.

How about:
Honored
Grand
Glorious
Majestic
Supreme
Protective

or as "ing":
Inspiring
Loving
Caring
Nurturing

I know these aren't strictly good-evil, but I think they could work.

I'm liking Honored or Grand here. Do you have a preference between those two?

All of these but corrupt occur elsewhere in alignment, so I'm not really a fan of them. Corrupt could work, but it may not have the "weight" to feel right when paired with the others. Cruel (aforementioned) could work.

Consider:
Wicked
Heinous
Feared
Terrible
Savage
Outrageous
Fearsome

"or as ing"
Scheming
Torturing
Distressing
Terrifying

I like Fearsome as an adjective, but it doesn't quite scream "evil" to me. (May not be a problem - it's only +1 Shadow? Still, it's a bit weird.) Otherwise I like Feared.

This is ok, but might feel weird as the third descriptor in a row.... This one is really hard.

Maybe:
Ordered
Methodic

hmmm.... that's hard. "Ing" is easier:
Building
Planning
Organizing
Constructing
Creating
Inspiring
Encouraging

Would we mix the "ing" approach with the title approach above? I like Inspiring here. Out of the two titles, I'd prefer Ordered.

OK, these get to be adjectives of the regular type. Yay! I like most of these fine, though to me they feel very much like Light-related things, which makes them problematic when paired with a Corrupt Terrifying governor. Because of that, the only one of these I think I'd like is Humble.

That said, here are some others:
Beloved (this one might capture the happiness-idea the best)
Revered
Venerated
Reasonable
Diplomatic
Balanced

Beloved, all the way!

Yeah, so some ideas (based more on the abilities than on the name of the governor):

Smith (double production): Industrious, Efficient, Productive, Diligent
Philosopher (LW to science): Genius, Learned, Curious, Astute, Studious
Guildmaster (trade route range): Adventurous, Expansive, Ambitious, Astute, Insightful,
Sage (double path pressure): Persistent, Persuasive, Revered, Fabled, Storied
Patron (border expansion): Ambitious, Expansive, Assertive, Generous, Inspired
Luminary (extra LW slots): Refined, Cultivated, Learned, Curious
Tactician (extra range and splash): Aggressive, Protective, Defensive, Brilliant, Strategic, Clever
Dignitary (compact vote): Diplomatic, Gracious, Strategic, Adept, Calculating, Astute
Ta'veren (anti-Lawless field): Fearsome, Respected, Protective, Respected, Revered

Phew, that's a lot! My favorites in bold! (and yellow!)

It was a close call between Diplomatic and Gracious on the Dignitary for me.

Glad to see that Ta'veren are well respected enough that Respected got on the list twice! ;) If we don't use Fearsome for the +1 Shadow, I'd say definitely use it here.

Also, what about Shrewd for the Guildmaster?

I like Masterful for this one. Any of these are fine. Could also see some of those mentioned above (Respected, Revered, Admired)

Masterful it is!

This one is used by our cities. Nah. If we try to go with Adverbs:

Mercifully
Graciously
Kindly
Charitably
Morally

Charitably, I'd say. Even though I like Mercifully, when it gets combined with the other adjectives it stops having that association with "good" and becomes more like "thankfully".

These are the top two from our cities. Nah. Adverbs:

Corruptly
Wickedly
Devilishly
Fiendishly
Amorally

"Corrupt" as a descriptor works very well for a Governor, but I'm finding I don't like Corruptly too much. I'm finding that as an adverb quite a few of these feel much less impactful (describing more trickster-y evil than malicious evil). I don't have any good alternatives though - Corruptly would probably still be my frontrunner of these.

I like these words, in general. let's try some adverbs:
Studiously
Inspirationally
Beneficially
Constructively
Excitedly
Expertly
Professionally

Inspirationally, definitely!

yeah! Whew that took way too long... back to work.

Thanks for listing out all of those, I know that must have been a ton of work! :D
 
This is what happens when I'm on holiday! Two replies in one day!
I have no such excuse...

I'm liking 4 as the range for this, so you can see just beyond the area you can work. And potentially overlap with another city hex.
sure. let's try that.

I'm liking Honored or Grand here. Do you have a preference between those two?
I think Grand sounds the best, though it's more of a stretch flavor-wise. If you are ok with the flavor, let's go with that. If you aren't, let's do Honored.

Part of me likes the "ing" ones, though I'm not sure which one. Probably caring.

I like Fearsome as an adjective, but it doesn't quite scream "evil" to me. (May not be a problem - it's only +1 Shadow? Still, it's a bit weird.) Otherwise I like Feared.
Fearsome is ok. It definitely sounds better than Feared, IMO. I like "Terrible" for it's title-ness, though.

I do enjoy Scheming, though.

Would we mix the "ing" approach with the title approach above? I like Inspiring here. Out of the two titles, I'd prefer Ordered.
I think if we go "ing" for one, we go "ing" for all.

Ordered could work, I guess. I like Inspiring quite a bit, though, and the flavor fits well.

Beloved, all the way!
agreed.

Phew, that's a lot! My favorites in bold! (and yellow!)

It was a close call between Diplomatic and Gracious on the Dignitary for me.

Glad to see that Ta'veren are well respected enough that Respected got on the list twice! ;) If we don't use Fearsome for the +1 Shadow, I'd say definitely use it here.

Also, what about Shrewd for the Guildmaster?

Mostly ok with these choices, especially if we go with the "ing" ones above. If we don't, then some of these "ed" ones fall a little flat when paired with other "ed" ones above (e.g. Learned Honored Scholar doesn't flow as well). Ideally we keep the suffixed separate (even if we don't go with "ing").

Part of me enjoys Astute or Studious more for the Philosopher.

Shrewd is fine for the Guildmaster

Generous could be ok for the patron, but it's a little Light-sounding - I may prefer Inspired.

I am torn between Diplomatic and Gracious for the Dignitary - Diplomatic is a bit more "obvious," which makes Gracious a little more appealing.

Toss-up on the Ta'veren - fine with either Fearsome or Respected.

Charitably, I'd say. Even though I like Mercifully, when it gets combined with the other adjectives it stops having that association with "good" and becomes more like "thankfully".
you are so right! I think I might prefer Morally to Charitably, or maybe Graciously, but I'm not so sure, and could go for Charitably if you like it more.

"Corrupt" as a descriptor works very well for a Governor, but I'm finding I don't like Corruptly too much. I'm finding that as an adverb quite a few of these feel much less impactful (describing more trickster-y evil than malicious evil). I don't have any good alternatives though - Corruptly would probably still be my frontrunner of these.
Yeah, I see your point. I kind of like Fiendishly - it's kind of a fun word.

Inspirationally, definitely!
Inspirationally is good, though it is quite long. I see that I suggested inspired or something like that above. If you decide you want to go with that suggestion, than I'd suggest maybe Expertly or something.

Once we get these settled, it might be worth testing out a few combinations just to make sure it all feels right to us.

And on we go!
 
sure. let's try that.

Done

I think Grand sounds the best, though it's more of a stretch flavor-wise. If you are ok with the flavor, let's go with that. If you aren't, let's do Honored.

Part of me likes the "ing" ones, though I'm not sure which one. Probably caring.

Based on stuff below, I think the "ing" ones are working better, but this one is difficult for that. I'm not a big fan of "Caring" - it seems a bit personal for a descriptor of a ruler. I am having a lot of difficulty coming up with a good alternative though - there are several that are not of the "ing" variety that I prefer (Honored, Benevolent, Admirable, Magnanimous, Beneficent).

Fearsome is ok. It definitely sounds better than Feared, IMO. I like "Terrible" for it's title-ness, though.

I do enjoy Scheming, though.

Scheming sounds good.

I think if we go "ing" for one, we go "ing" for all.

Ordered could work, I guess. I like Inspiring quite a bit, though, and the flavor fits well.

Inspiring sounds good.


Done

Mostly ok with these choices, especially if we go with the "ing" ones above. If we don't, then some of these "ed" ones fall a little flat when paired with other "ed" ones above (e.g. Learned Honored Scholar doesn't flow as well). Ideally we keep the suffixed separate (even if we don't go with "ing").

Part of me enjoys Astute or Studious more for the Philosopher.

Shrewd is fine for the Guildmaster

Generous could be ok for the patron, but it's a little Light-sounding - I may prefer Inspired.

I am torn between Diplomatic and Gracious for the Dignitary - Diplomatic is a bit more "obvious," which makes Gracious a little more appealing.

Toss-up on the Ta'veren - fine with either Fearsome or Respected.

I'm good with Astute for the Philosopher.

I think I prefer Generous for the Patron, we're using Inspire elsewhere, right?

I swung back and forth on Gracious vs Diplomatic. In the end, I went for Diplomatic because it gives you a Compact vote, which Gracious doesn't really seem to be associated with.

Fearsome for the Ta'veren then - seeing as we're not using it above!

you are so right! I think I might prefer Morally to Charitably, or maybe Graciously, but I'm not so sure, and could go for Charitably if you like it more.

Charitably ftw!

Yeah, I see your point. I kind of like Fiendishly - it's kind of a fun word.

Yeah, Fiendishly seems like the best of them!

Inspirationally is good, though it is quite long. I see that I suggested inspired or something like that above. If you decide you want to go with that suggestion, than I'd suggest maybe Expertly or something.

Expertly sounds good here.

Once we get these settled, it might be worth testing out a few combinations just to make sure it all feels right to us.

And on we go!

A few examples:

Scheming Guildmaster
Charitably Industrious Inspiring Smith
Fiendishly Brilliant Scheming Tactician (nice one!)
Expertly Fearsome Scheming Ta'veren
Inspiring Sage
Beloved Inspiring Philosopher
Masterful Scheming Dignitary
Charitably Revered Scheming Sage
Fiendishly Refined Scheming Luminary (quite funny)

All seem pretty good to me!



so, for Shadar Logoth, is there an existing discussion for us to pick up on? I remember us discussing whether we'd have a Shadar Logoth CS type that was just antagonistic, or if we'd have one of the CSes in the game become Shadar Logoth somewhere in the first third of the game.
 
Based on stuff below, I think the "ing" ones are working better, but this one is difficult for that. I'm not a big fan of "Caring" - it seems a bit personal for a descriptor of a ruler. I am having a lot of difficulty coming up with a good alternative though - there are several that are not of the "ing" variety that I prefer (Honored, Benevolent, Admirable, Magnanimous, Beneficent).
ok, what about...

Honoring
Heartening
Motivating
Exalting
Invigorating
Guiding
Advising
Shepherding


Scheming sounds good.

Inspiring sounds good.

I'm good with Astute for the Philosopher.

I think I prefer Generous for the Patron, we're using Inspire elsewhere, right?

I swung back and forth on Gracious vs Diplomatic. In the end, I went for Diplomatic because it gives you a Compact vote, which Gracious doesn't really seem to be associated with.

Fearsome for the Ta'veren then - seeing as we're not using it above!

Charitably ftw!

Yeah, Fiendishly seems like the best of them!

Expertly sounds good here.
good with all of the above!

A few examples:

Scheming Guildmaster
Charitably Industrious Inspiring Smith
Fiendishly Brilliant Scheming Tactician (nice one!)
Expertly Fearsome Scheming Ta'veren
Inspiring Sage
Beloved Inspiring Philosopher
Masterful Scheming Dignitary
Charitably Revered Scheming Sage
Fiendishly Refined Scheming Luminary (quite funny)

All seem pretty good to me!
Yeah! I mean, they're terrible, but they're also awesome.

so, for Shadar Logoth, is there an existing discussion for us to pick up on? I remember us discussing whether we'd have a Shadar Logoth CS type that was just antagonistic, or if we'd have one of the CSes in the game become Shadar Logoth somewhere in the first third of the game.

As far as existing discussions, if you check out the Channeling Summary, there is some stuff of note under "Saidin - General" about the cleansing project, which is certainly relevant. That bit is here:

  • Saidin will be able to be cleansed. A “Cleanse Saidin” project will become available once a particular technology has been discovered.
  • Civs can contribute hammers to either support or deny the cleansing attempt. Participating civs receive some form of proportional reward if their side is successful.
  • Some global or local effects will occur once the cleanse project succeeds or failed – the destruction of Shadar Logoth, extra shadowspawn, etc.
  • The decision of whether to cleanse saidin or not will be likely based on a civ's use of male channelers, as well as their Alignment.

As far as other things.... I do remember most recently "deciding" that it would be cool if various CSs "became" Shadar Logoth - randomly - at some point during (I think) era 2, which lines up in flavor with Aridhol doing the same. We don't have to do that, but it could be fun. That convo comes from here and is quoted below:

Me:also, just had a crazy idea. What if Shadar Logoth didn't exist at the start of the map. What if sometime in era 2 or so a random CS *became* SL. It could always be aridhol, but maybe it's cooler if it is random. I don't have a problem with the lack of canon either - SL means "where the shadow waits" or something, so theoretically its more of a Title that could be applied to various places.

You:I do kinda love this idea. (It also gives us Aridhol back as a CS name.) This is pretty awesome. Yeah, let's do it!

That's all I can find in a thread search! So I think we're kind of starting fresh. Would you like to start?
 
ok, what about...

Honoring
Heartening
Motivating
Exalting
Invigorating
Guiding
Advising
Shepherding

Heartening sounds good.

good with all of the above!

Summary-ized

Yeah! I mean, they're terrible, but they're also awesome.

The best kind of awesome!

As far as existing discussions, if you check out the Channeling Summary, there is some stuff of note under "Saidin - General" about the cleansing project, which is certainly relevant. That bit is here:

As far as other things.... I do remember most recently "deciding" that it would be cool if various CSs "became" Shadar Logoth - randomly - at some point during (I think) era 2, which lines up in flavor with Aridhol doing the same. We don't have to do that, but it could be fun. That convo comes from here and is quoted below:

That's all I can find in a thread search! So I think we're kind of starting fresh. Would you like to start?

Sure, I'll start us off on this. Those quotes give us a good nudge to start with. I think there are a few different components to this system.

Shadar Logoth

General assumptions:
  • Shadar Logoth is represented by a CS
  • It will be present (somehow) in all games (unless explicitly disabled? or does it get disabled with a victory condition?)

Becoming Shadar Logoth

One of the things we've previously liked is that instead of Shadar Logoth being a normal CS that has its own unique CS type (still an option), a CS that is already in the game becomes Shadar Logoth sometime in the early game. This leads us to consider: what triggers the Shadar Logoth transformation? I see a few options:

  • When the first player reaches era 3
  • When the world era reaches era 3
  • When the Trolloc Wars start
  • When the Trolloc Wars end
  • In response to a specific player/civ action (difficult to do this one without combining it with one of the above - unless we want to allow Shadar Logoth to not be present in every game)

What happens to players who have an existing relationship with the CS that becomes Shadar Logoth? (If anything?)

The next question is how we choose which CS becomes Shadar Logoth. A couple of options:

  • It's always Aridhol. This is simple and easy, though relatively uninteractive and easily predictable for the player.
  • Random. We could choose a CS randomly - still uninteractive, but not at all predictable.
  • Choose a CS captured by Trollocs during the Trolloc Wars. This lends itself to the Shadar-Logoth-is-not-in-every-game approach (though could be combined with the random approach if the Trollocs don't capture any CSes, to ensure Shadar Logoth is in every game). This also lends itself to the "end of the Trolloc Wars" timing for triggering a CS to become Shadar Logoth (though it could also do so at the time it is captured). We could choose from the Trollocs' captured CSes (if there are more than one) using a variety of metrics (some assume we go for end-of-Trolloc-Wars-trigger):
    • First/last captured (chronologically)
    • Closest to/farthest from a major civ
    • Random

Shadar Logoth's Behavior

Shadar Logoth will presumably not be like a normal City-State. There are a few things that seem reasonable as characteristics that set it apart from others (each is obviously up for discussion):

  • Civs cannot be friends or allies with it.
  • Civs cannot gift it Gold or units.
  • It does not provide quests. (Or does it?)
  • No one can establish trade routes with it.
  • It is permanently at war with all civs and CSes.
  • Attacking it should be counterproductive.

Making the last point true involves a bit of complexity. I see a few ways of doing this, several of which are not mutually exclusive:

  • The city cannot be captured - simple and to-the-point, even if reduced to 0 HP and attacked, you "pillage" the city like when Barbarians "capture" cities. (Though stealing treasure from Shadar Logoth that way seems like it should have consequences.)
  • Mashadar unit: a powerful defensive unit that cannot move outside the CS's territory (we presumably don't want Shadar Logoth to go on the offense) that can wipe out any attackers. This isn't a foolproof way of keeping the city safe - a skilled human can always game the tactical AI, regardless of raw statistical advantages Mashadar may have. (Though beyond a certain threshold it becomes a waste of resources and likely only pursued as a challenge by players, rather than a way to win.)
  • The city remains "corrupted" even if captured and eventually rebels - becoming Shadar Logoth again. Could combine with the Mashadar unit approach

Is there any ongoing interactions we want civs to have with Shadar Logoth? A way to capture the flavor of pilfered treasure spreading the corruption?

Cleansing Saidin

As counterpoint mentioned, Cleansing Saidin could suitably interact with Shadar Logoth. In the books, the city is used during the Cleansing and subsequently destroyed. Do we want Shadar Logoth to be a part of the Cleansing somehow in WoTMod? I see a few options:

  • It isn't. We can choose not to connect the two.
  • It is destroyed when the Cleansing succeeds - if the Cleansing is successful then regardless of where Shadar Logoth is on the map, it is destroyed.
  • Map-based objective. When the Cleansing project swings one way or the other, the players on the winning side must complete some objective at/near Shadar Logoth on the map in order for the Cleansing (or lack thereof) to be final and locked in for the rest of the game.

There are variants on these approaches which we can explore as well, of course. (Only map-objective for the side trying to Cleanse Saidin, Mashadar defensive unit destroyed and city left to be captured if Cleansing completes, Corruption-based rebellions no longer occur after Saidin Cleansing, the list goes on.)

Of the bulletted options, the first is obviously the simplest, but then it begs the question of why we're including Shadar Logoth. It will just sit there as a thorn in someone/several players' sides for the duration of the game. There might be some cool stuff during the Last Battle where Mashadar fights some Shadowspawn, but it's not really enough to justify it.

The second is a very simple connection and likely not too complicated (destroying capitals notwithstanding). It evens out the difficulty for all players (no dependency on your proximity to Shadar Logoth), but it feels relatively uninspired. The parts of BNW that players seem to most enjoy, and remark the biggest improvements over vanilla CiV, is where new systems encourage player interactions. The Cleansing would be a hammer-off-contest that just happens to destroy a city, in this set up.

The third is more complicated, though the degree to which it is so varies wildly depending on what the objective is that players need to complete. It's very possible to leverage existing systems and make the added complexity relatively lightweight. For example:

After "completing" the Cleansing project in order to succeed in Cleansing, one of the civilizations that contributed to that success must capture the Shadar Logoth city. Upon its capture, Saidin is Cleansed. (Depending on what we decide for the strength of Mashadar, he could be either weakened or removed when in this state. A turn limit to capture the city may be appropriate to allow non-Cleansing players a way to "reset" the process if they do well enough, but it isn't essential - transitioning into this "you must capture Shadar Logoth" state could be one-way.)

This is one example of how we could approach such a system and leverage the existing city capture mechanics, so that there aren't any significant new activities for the player, only contextual framing. (I'm also not sure how one would invert this objective for the non-Cleansing civilizations when they "win" the project - this approach may lend itself best to a "map objective for Cleansing success, not for Cleansing failure" approach.)

There are also a variety of approaches that could be more involved than the one above. Perhaps the Cleansing players need to use the Dragon to finish off Shadar Logoth (though I'm not sure how). Maybe any channeler can do it if allowed to "channel" in place near the city for long enough (once the project has "succeeded").

In the event that the Cleansing can be averted by the on-map objective, the project will need to be reset in some way. A few quick options for that:

  • Bump it back down slightly - the Cleansing is still imminent, but the proportion is shifted slightly so that the pro-Cleansing players need to put some more hammers in to try the objective again.
  • Reset to 0 - as if the project had never been worked on by anyone.

The first seems the most fair - the pro-Cleansing players have won once and the Cleansing is a big project - at this point, the anti-Cleansing players are delaying, so setting it back up so the pro-Cleansing players can start off the map objective relatively soon makes sense.

Option 2 is possible and simple, but likely very punishing. Given the timescale of Cleansing Saidin and the Last Battle, among other victory conditions, it seems unlikely that the Cleansing could ever succeed (or fail) after the on-map objective caused a reset. (Unless we severely tweaked the timescale of the actual Cleansing to be much shorter than we'd originally discussed - being something that players could do over a relatively short number of turns.)
 
Heartening sounds good.
I can live with that. I think I prefer Exalting, though. Seems more alignment-y (though perhaps somewhat religious). Either way.

Shadar Logoth

General assumptions:
  • Shadar Logoth is represented by a CS
  • It will be present (somehow) in all games (unless explicitly disabled? or does it get disabled with a victory condition?)
Thanks for setting this up!

OK, first off I will note that theoretically that first assumption could be changed. We could elect to have SL be a "regular" city, and not a CS at all - for instance, it could be something akin to the "shadowspawn civ" (though not that actual civ). I'm not sure that this designation is an important one, but I'm throwing it out there in case it is.

Yeah, I'd say present in all games, barring crazy situations where all CSs have been conquered, etc., or perhaps extreme player action or luck. I'd say it can be disabled. Most likely, I'd guess that it can be disabled specifically, which also disables the cleansing. We could consider linking its existence to the LB, but I don't think that's necessary, as the Cleansing is a valuable mechanic even if there is no LB.

I should say that I think some minimum number of CSs need to exist in the game for one of them to become SL. Should it be created, say, in a four-CS game? Probably not.

Becoming Shadar Logoth

One of the things we've previously liked is that instead of Shadar Logoth being a normal CS that has its own unique CS type (still an option), a CS that is already in the game becomes Shadar Logoth sometime in the early game. This leads us to consider: what triggers the Shadar Logoth transformation? I see a few options:

  • When the first player reaches era 3
  • When the world era reaches era 3
  • When the Trolloc Wars start
  • When the Trolloc Wars end
  • In response to a specific player/civ action (difficult to do this one without combining it with one of the above - unless we want to allow Shadar Logoth to not be present in every game)
I'll note that I'm not sure this is a hugely important decision, as the first four of these will apply to roughly the same time period in the game. According to the LB summary, the TW begins right at 75 turns into the game (I though I remembered it being era-dependent), so we go with the TW-tied triggers if we want the creation of SL to be relatively predictable (in terms of turns).

The flavor leans towards either Era 3's commencement or the end of the TW - the start of the TW is somewhat flavor-clashing. I'm tempted to go with World Era reaching 3 for simplicity's sake (though that may somewhat limit our CS-selection options below). That will serve to prevent it from happening to early - much like having the TW start at turn 75 helps ensure everybody has appropriate chances to get ready. One player zooming ahead could mess everybody's game up.

If we go with CS-selection mechanics that have something to do with the TW (a CS that was captured, for example), then obviously we need to go with the "end of the trolloc wars" option.

What happens to players who have an existing relationship with the CS that becomes Shadar Logoth? (If anything?)
I think, first of all, any caravans/cargo ships should be returned to the player. I think it's too punishing to have a bunch of routes insta-plundered, especially if it ends up semi-random.

Beyond that, I don't think we should do anything else. We could do some sort of one-time yield or something as compensation, but that feels pretty anti-flavor, IMO.

The next question is how we choose which CS becomes Shadar Logoth. A couple of options:

  • It's always Aridhol. This is simple and easy, though relatively uninteractive and easily predictable for the player.
  • Random. We could choose a CS randomly - still uninteractive, but not at all predictable.
  • Choose a CS captured by Trollocs during the Trolloc Wars. This lends itself to the Shadar-Logoth-is-not-in-every-game approach (though could be combined with the random approach if the Trollocs don't capture any CSes, to ensure Shadar Logoth is in every game). This also lends itself to the "end of the Trolloc Wars" timing for triggering a CS to become Shadar Logoth (though it could also do so at the time it is captured). We could choose from the Trollocs' captured CSes (if there are more than one) using a variety of metrics (some assume we go for end-of-Trolloc-Wars-trigger):
    • First/last captured (chronologically)
    • Closest to/farthest from a major civ
    • Random
I definitely don't think always-Aridhol is very compelling, though it is of course flavor-accurate.

I think I'm somewhat partial to the CS-captured-by-trollocs-or-random approach. Flavor-wise, I don't think it needs to be a captured CS, necessarily - most likely just one that has suffered a lot of damage. The idea is that the fear and hate in the city built up and created Mashadar, right? In major-civ terms, this would be tons of unhappiness, but with CSs, I'm not sure if there's anything we could do to represent that sort of negative vibe. In any case, I wouldn't assume a CS-capture will ALWAYS happen - in fact, unless we make those CSs earn back their sovereignty at the end of the TW automatically, we should probably make CS-capture pretty rare, else we'll have a lot of games with at least one shadowspawn CS). Maybe there's a sort of "boot order," as a list of options for which CS becomes SL. In order from first-choice to last resort:

1) a CS that was captured by Shadowspawn
2) a CS that has no ally (also tie-breaks for #1)
3) a CS that lost many units to Shadowspawn, maybe 5+ or 10+ (also tie-breaks for #2)
4) a random CS (last-case tie-breaker)

Alternatively, if we'd like some dumb-luck/crazy-player-dedication options, we could eliminate condition #4 and say if no CSs lost any meaningful number of units, there is no SL. Of course, that messes up the cleansing thing a lot.

If we're being crazy, we could also eschew the whole CS thing and say that ANY city captured by Trollocs has a chance of become SL, including major civ cities... This is probably too weird, though.

Shadar Logoth's Behavior

Shadar Logoth will presumably not be like a normal City-State. There are a few things that seem reasonable as characteristics that set it apart from others (each is obviously up for discussion):

  • Civs cannot be friends or allies with it.
  • Civs cannot gift it Gold or units.
  • It does not provide quests. (Or does it?)
  • No one can establish trade routes with it.
  • It is permanently at war with all civs and CSes.
  • Attacking it should be counterproductive.
I think all of these seem reasonable. I think there's a way we can sort of give it quests. More on that below.

What happens if somebody takes pot shots at Mashadar from outside the CS's territory? Can it suffer such damage? Will it ignore them and die? Will it chase them outside of the territory? How do we control this?

Also, I'd say that, if possible, the CS shouldn't do any aggressive things unless anybody gets close. Specifically, I don't want the Mashadar unit to pillage trade routes that happen to go through it, right? Or is there a better way to do this? (like make trade routes navigate around it). In short, I think I want being next to SL to be mostly consequence free (such as it was for Andor in the books) - it's a wasted CS and wasted land, and will hassle you if you get close, but it won't be anything approximating an actual aggressive neighbor.

Making the last point true involves a bit of complexity. I see a few ways of doing this, several of which are not mutually exclusive:

  • The city cannot be captured - simple and to-the-point, even if reduced to 0 HP and attacked, you "pillage" the city like when Barbarians "capture" cities. (Though stealing treasure from Shadar Logoth that way seems like it should have consequences.)
  • Mashadar unit: a powerful defensive unit that cannot move outside the CS's territory (we presumably don't want Shadar Logoth to go on the offense) that can wipe out any attackers. This isn't a foolproof way of keeping the city safe - a skilled human can always game the tactical AI, regardless of raw statistical advantages Mashadar may have. (Though beyond a certain threshold it becomes a waste of resources and likely only pursued as a challenge by players, rather than a way to win.)
  • The city remains "corrupted" even if captured and eventually rebels - becoming Shadar Logoth again. Could combine with the Mashadar unit approach

Is there any ongoing interactions we want civs to have with Shadar Logoth? A way to capture the flavor of pilfered treasure spreading the corruption?
I think it being uncapturable makes sense. Or, if it's captured it could revert back immediately afterwards. I'm not sure about pillaging barbarian-style (though see below).

I'd say make Mashadar a really slow but extremely powerful unit - the CS's only unit - that cannot leave the borders. I say make Mashadar respawn if it is somehow killed, after a couple turns. We could say that this respawn continues even if SL is captured - so any civ that takes it can't possibly hold it for long (Achievement for holding for X turns, I'm sure).

OK, now I'll say an idea I have. Just an idea, not necessarily sure that it's a good one:

SL could somehow be the source of corrupted Relics (i.e. artifacts). We could call these Corrupted or Cursed Relics, if we wanted to.

Whether through 1) completing some weird quest, 2) sacking the city (not a good choice, flavor-wise, IMO), or 3) "visiting" SL and surviving Mashadar, civs could be given/steal Relics. These would be like the regular LWs from mythic sites, except different.

You could get some specific benefit from them. Maybe it's simply more culture/prestige. Maybe it's also Gold or some other yield. But the thing is cursed. The city it's housed in suffers penalties to local happiness, or else production or faith or something. Or all. Loot from SL is essentially always considered bad, so the drawbacks should probably outweigh the benefits, but there should probably still be some benefits.

The curse could, theoretically, compound over time, as could the benefits. I dunno.

So, I don't know how it would all work, but it's probably the only way I can think to bring in the SL flavor in a more real way.

EDIT: Thinking over this, I suppose it should definitely *not* be more culture/prestige. We don't want to allow military action or Quests to allow a Wide player (or non-culture player) to totally bypass the main culture mechanics of the game in order to accumulate a lot of free LWs, even with a penalty. So, these LWs should either be equal in culture or prestige, or perhaps even less (somehow, maybe only culture or only prestige), or else a different yield entirely.

Cleansing Saidin

As counterpoint mentioned, Cleansing Saidin could suitably interact with Shadar Logoth. In the books, the city is used during the Cleansing and subsequently destroyed. Do we want Shadar Logoth to be a part of the Cleansing somehow in WoTMod? I see a few options:

  • It isn't. We can choose not to connect the two.
  • It is destroyed when the Cleansing succeeds - if the Cleansing is successful then regardless of where Shadar Logoth is on the map, it is destroyed.
  • Map-based objective. When the Cleansing project swings one way or the other, the players on the winning side must complete some objective at/near Shadar Logoth on the map in order for the Cleansing (or lack thereof) to be final and locked in for the rest of the game.
Definitely the Cleansing should be connected to SL, IMO.

I think ideally we can make it a map-based objective. Once that objective is completed, SL is destroyed. more specifics below.

There are variants on these approaches which we can explore as well, of course. (Only map-objective for the side trying to Cleanse Saidin, Mashadar defensive unit destroyed and city left to be captured if Cleansing completes, Corruption-based rebellions no longer occur after Saidin Cleansing, the list goes on.)

Of the bulletted options, the first is obviously the simplest, but then it begs the question of why we're including Shadar Logoth. It will just sit there as a thorn in someone/several players' sides for the duration of the game. There might be some cool stuff during the Last Battle where Mashadar fights some Shadowspawn, but it's not really enough to justify it.
agreed.

The second is a very simple connection and likely not too complicated (destroying capitals notwithstanding). It evens out the difficulty for all players (no dependency on your proximity to Shadar Logoth), but it feels relatively uninspired. The parts of BNW that players seem to most enjoy, and remark the biggest improvements over vanilla CiV, is where new systems encourage player interactions. The Cleansing would be a hammer-off-contest that just happens to destroy a city, in this set up.
I think this is definitely lacking. That said, if we can't come up with a suitable alternative, I could live with this, if it was the only remaining option.

But I think a map objective is good, not only for fun, but for game balancing purposes. We're imagining a situation in which shadow civs will campaign to keep saidin tainted, but it's quite possible that there won't BE any shadow civs, and the SL mechanic should stand somewhat alone in that. Also, it's possible that some shadow civs who use lots of saidin units will actually prefer to cleanse it, or at least be ambivalent about it. Thus, have it just be a worldwide hammer dump, without any additional trigger, makes this project potentially too easy for such a tremendously epic thing, as depicted in the books.

The third is more complicated, though the degree to which it is so varies wildly depending on what the objective is that players need to complete. It's very possible to leverage existing systems and make the added complexity relatively lightweight. For example:

After "completing" the Cleansing project in order to succeed in Cleansing, one of the civilizations that contributed to that success must capture the Shadar Logoth city. Upon its capture, Saidin is Cleansed. (Depending on what we decide for the strength of Mashadar, he could be either weakened or removed when in this state. A turn limit to capture the city may be appropriate to allow non-Cleansing players a way to "reset" the process if they do well enough, but it isn't essential - transitioning into this "you must capture Shadar Logoth" state could be one-way.)

This is one example of how we could approach such a system and leverage the existing city capture mechanics, so that there aren't any significant new activities for the player, only contextual framing. (I'm also not sure how one would invert this objective for the non-Cleansing civilizations when they "win" the project - this approach may lend itself best to a "map objective for Cleansing success, not for Cleansing failure" approach.)

There are also a variety of approaches that could be more involved than the one above. Perhaps the Cleansing players need to use the Dragon to finish off Shadar Logoth (though I'm not sure how). Maybe any channeler can do it if allowed to "channel" in place near the city for long enough (once the project has "succeeded").
ok. lots of possibilities here.

As far as the success-map objective versus failure-map objective, I think you have the right of it. If the project fails, that's that, and things stay the way they are.

On a side note, Project failure is based not on time expiration, but on actually hammers pumped into an "anti-project" right? That feels somehow inelegant to me. It could work, though.

I think capturing SL is a decent objective. It requires a certain amount of military prowess, of course, which I suppose is acceptable. I can imagine awesome showdowns where the anti-cleansing civs send units to defend SL.... and then get eaten by mashadar. That said, this is somewhat weird, because if you had, for instance, a light civ who "voted" against the cleansing, there's not really any way for them to fight back against other light civs there at this stage.

EDIT: I could imagine requiring the Razing of the city. This is a little less flavorful, as it wouldn't be the Boom Flash that happened in the books, but it could allow for more of a back-and-forth as people try to retake the city. Just an option

Other options could be out there, of course. One weird one would be to attack SL or Mashadar (or "kill" it) with a channeler that is Linked to at least X other channelers, or something like that. That's pretty nifty flavor, but it's also very limiting in the kinds of civ's that could pull it off.

Other than that.... there's "donating" units to the CS, or bringing X units there. Kind of weird, though. Can you think of anything else?

But yeah, after whatever we decide above is done, SL should be destroyed. Probably not the Big Statue wonder, though... Oh, and if we do Cursed Relics, those should be probably destroyed, too! Kind of nuts.

In the event that the Cleansing can be averted by the on-map objective, the project will need to be reset in some way. A few quick options for that:

  • Bump it back down slightly - the Cleansing is still imminent, but the proportion is shifted slightly so that the pro-Cleansing players need to put some more hammers in to try the objective again.
  • Reset to 0 - as if the project had never been worked on by anyone.

The first seems the most fair - the pro-Cleansing players have won once and the Cleansing is a big project - at this point, the anti-Cleansing players are delaying, so setting it back up so the pro-Cleansing players can start off the map objective relatively soon makes sense.

Option 2 is possible and simple, but likely very punishing. Given the timescale of Cleansing Saidin and the Last Battle, among other victory conditions, it seems unlikely that the Cleansing could ever succeed (or fail) after the on-map objective caused a reset. (Unless we severely tweaked the timescale of the actual Cleansing to be much shorter than we'd originally discussed - being something that players could do over a relatively short number of turns.)

hmm... Honestly, this is something I hadn't thought of yet. Obviously this is all quite a bit different if there are two things being tallied - pro Project and anti Project - as opposed to simply a "pro" pile that accumulates over time until the right amount of hammers is spent. Which do you prefer? I think I prefer the pro-only, as mentioned above, though clearly the "anti" option is good in that it allows civs actual agency to disrupt these plans. So, we probably should go with that.

I actually don't see much of a project having quite a big hit occur in the Project, even if it isn't back down to 0. I like to think once Operation Cleanse starts, civs should feel some urgency and send units to SL to help. Plus, having the anti-players "save it" once, but have to leave their units tied up defending it, or whatever, as they wait five turns for the second chance, feels unfair. To me, that makes it feel like it's not a matter of IF, but of WHEN, saidin is cleansed, which is a problem. I'm not saying a second attempt should be impossible, but it should cost you, for sure. But we can balance this appropriately - since the "pro" forces have a tougher task ahead of them, perhaps the "pro" side costs more hammers.

Similarly, what happens if the Project is "voted" down? Is there a second attempt?
 
I can live with that. I think I prefer Exalting, though. Seems more alignment-y (though perhaps somewhat religious). Either way.

Exalting works too!

Thanks for setting this up!

No problem - do we want a summary for Shadar Logoth? I'm not sure if we can fit anything else into the misc summary unless we break T'a'r out into its own one.

OK, first off I will note that theoretically that first assumption could be changed. We could elect to have SL be a "regular" city, and not a CS at all - for instance, it could be something akin to the "shadowspawn civ" (though not that actual civ). I'm not sure that this designation is an important one, but I'm throwing it out there in case it is.

Good point, we could choose to represent it as a major civ. Given Shadar Logoth's behavior, I don't think there would be significant distinction between the two, and since it comes from aCS, a CS sounds like a good approach to me. We'd also be reserving another major civ slot for a mechanic (which we have done with the Shadowspawn) and I don't think Shadar Logoth is present in a large enough portion of the game to warrant that.

Yeah, I'd say present in all games, barring crazy situations where all CSs have been conquered, etc., or perhaps extreme player action or luck. I'd say it can be disabled. Most likely, I'd guess that it can be disabled specifically, which also disables the cleansing. We could consider linking its existence to the LB, but I don't think that's necessary, as the Cleansing is a valuable mechanic even if there is no LB.

Cool, i like the idea of linking it to the Cleansing. So I'd say the Cleansing could be disabled by the player, and if it is then that also disables Shadar Logoth. Or would we want to allow Shadar Logoth even without the Cleansing? (We couldn't do the inverse.)

I should say that I think some minimum number of CSs need to exist in the game for one of them to become SL. Should it be created, say, in a four-CS game? Probably not.

Yeah, like in the extreme example where there's only 1 CS, this is definitely something to consider. I'm not sure if we want to disallow it though - the player has had to customize the game setup to have so few CSes in it. If they want to have Shadar Logoth as well, then we can let them, and they're free to disable it if they want to. (In terms of player experience, we could warn the player that Shadar Logoth will take over one of the CSes if they set up a game with less than a certain number. 4? 6?)

I'll note that I'm not sure this is a hugely important decision, as the first four of these will apply to roughly the same time period in the game. According to the LB summary, the TW begins right at 75 turns into the game (I though I remembered it being era-dependent), so we go with the TW-tied triggers if we want the creation of SL to be relatively predictable (in terms of turns).

The flavor leans towards either Era 3's commencement or the end of the TW - the start of the TW is somewhat flavor-clashing. I'm tempted to go with World Era reaching 3 for simplicity's sake (though that may somewhat limit our CS-selection options below). That will serve to prevent it from happening to early - much like having the TW start at turn 75 helps ensure everybody has appropriate chances to get ready. One player zooming ahead could mess everybody's game up.

If we go with CS-selection mechanics that have something to do with the TW (a CS that was captured, for example), then obviously we need to go with the "end of the trolloc wars" option.

I agree that this may be totally decided by the discussion about the trigger condition below. End of TW sounds like a good one to me - more detail on that in another quote block below this.

I think, first of all, any caravans/cargo ships should be returned to the player. I think it's too punishing to have a bunch of routes insta-plundered, especially if it ends up semi-random.

Totally, yes. In most cases when we use the Shadowspawn-captured selection criterion, then players won't have trade routes with the Shadar Logoth city, but for any of the other cases where they do, giving them back their trade units sounds like a good idea.

Beyond that, I don't think we should do anything else. We could do some sort of one-time yield or something as compensation, but that feels pretty anti-flavor, IMO.

Agreed, I'm fine with not having any other special behavior for players who were aligned with the CS in some way before.

I definitely don't think always-Aridhol is very compelling, though it is of course flavor-accurate.

Agreed.

I think I'm somewhat partial to the CS-captured-by-trollocs-or-random approach. Flavor-wise, I don't think it needs to be a captured CS, necessarily - most likely just one that has suffered a lot of damage. The idea is that the fear and hate in the city built up and created Mashadar, right? In major-civ terms, this would be tons of unhappiness, but with CSs, I'm not sure if there's anything we could do to represent that sort of negative vibe. In any case, I wouldn't assume a CS-capture will ALWAYS happen - in fact, unless we make those CSs earn back their sovereignty at the end of the TW automatically, we should probably make CS-capture pretty rare, else we'll have a lot of games with at least one shadowspawn CS). Maybe there's a sort of "boot order," as a list of options for which CS becomes SL. In order from first-choice to last resort:

1) a CS that was captured by Shadowspawn
2) a CS that has no ally (also tie-breaks for #1)
3) a CS that lost many units to Shadowspawn, maybe 5+ or 10+ (also tie-breaks for #2)
4) a random CS (last-case tie-breaker)

Alternatively, if we'd like some dumb-luck/crazy-player-dedication options, we could eliminate condition #4 and say if no CSs lost any meaningful number of units, there is no SL. Of course, that messes up the cleansing thing a lot.

I'm a big fan of the 1-4 progression you've described here, that was pretty much exactly what I was thinking would be a good system.

If we're being crazy, we could also eschew the whole CS thing and say that ANY city captured by Trollocs has a chance of become SL, including major civ cities... This is probably too weird, though.

This is very interesting. It also makes quite a bit of flavor sense. It might be a bit punishing if the city that gets captured and chosen is smack in the middle of your empire. I'm not sure - I'm oddly enticed by this idea. Are there any other big reasons we wouldn't allowed major civ cities to become Shadar Logoth? (I think Shadar Logoth itself would "become a CS" regardless, from a technical perspective, but how we choose to show that to the player is all smoke and mirrors.)

I think all of these seem reasonable. I think there's a way we can sort of give it quests. More on that below.

What happens if somebody takes pot shots at Mashadar from outside the CS's territory? Can it suffer such damage? Will it ignore them and die? Will it chase them outside of the territory? How do we control this?

I would say that Mashadar will stay on the city hex most of the time when he's not actively seeking out intruding units. We could make it not take damage, but I think it would be more consistent with CiV to allow it to take damage (though take very little due to its comparative strength) and we can respawn a new Mashadar if the existing one is killed. (Analogous to part of it being attacked, but the greater whole still existing within the city.)

In terms of limiting its aggressiveness (ties into the quote block below) we can prevent Mashadar from being able to leave the hexes owned by Shadar Logoth (as you suggest below).

Also, I'd say that, if possible, the CS shouldn't do any aggressive things unless anybody gets close. Specifically, I don't want the Mashadar unit to pillage trade routes that happen to go through it, right? Or is there a better way to do this? (like make trade routes navigate around it). In short, I think I want being next to SL to be mostly consequence free (such as it was for Andor in the books) - it's a wasted CS and wasted land, and will hassle you if you get close, but it won't be anything approximating an actual aggressive neighbor.

Totally agree, Shadar Logoth should only bother players who move things into its territory.

I think it being uncapturable makes sense. Or, if it's captured it could revert back immediately afterwards. I'm not sure about pillaging barbarian-style (though see below).

Capture and reverting back immediately is effectively the barbarian-style pillaging, unless we also stop the player from getting the Gold bonus that comes with capturing a city.

I think our discussions for Thakan'dar actually set a good precedent here. While uncapturable does make some sense, it's quite un-CiV-like, and I think a difficult-to-fend-off rebellion that turns the CS back into Shadar Logoth would be appropriate. This plays into what you suggest below about the achievement for holding it for X turns - it's something a player could theoretically do as a challenge, but not something that's a reasonable ongoing strategy.

I'd say make Mashadar a really slow but extremely powerful unit - the CS's only unit - that cannot leave the borders. I say make Mashadar respawn if it is somehow killed, after a couple turns. We could say that this respawn continues even if SL is captured - so any civ that takes it can't possibly hold it for long (Achievement for holding for X turns, I'm sure).

All sound like very good ideas - I'm loving the achievement idea!

OK, now I'll say an idea I have. Just an idea, not necessarily sure that it's a good one:

SL could somehow be the source of corrupted Relics (i.e. artifacts). We could call these Corrupted or Cursed Relics, if we wanted to.

Whether through 1) completing some weird quest, 2) sacking the city (not a good choice, flavor-wise, IMO), or 3) "visiting" SL and surviving Mashadar, civs could be given/steal Relics. These would be like the regular LWs from mythic sites, except different.

You could get some specific benefit from them. Maybe it's simply more culture/prestige. Maybe it's also Gold or some other yield. But the thing is cursed. The city it's housed in suffers penalties to local happiness, or else production or faith or something. Or all. Loot from SL is essentially always considered bad, so the drawbacks should probably outweigh the benefits, but there should probably still be some benefits.

The curse could, theoretically, compound over time, as could the benefits. I dunno.

So, I don't know how it would all work, but it's probably the only way I can think to bring in the SL flavor in a more real way.

EDIT: Thinking over this, I suppose it should definitely *not* be more culture/prestige. We don't want to allow military action or Quests to allow a Wide player (or non-culture player) to totally bypass the main culture mechanics of the game in order to accumulate a lot of free LWs, even with a penalty. So, these LWs should either be equal in culture or prestige, or perhaps even less (somehow, maybe only culture or only prestige), or else a different yield entirely.

I think this definitely brings a lot of complexity into interactions with Shadar Logoth over the course of the game, and it's only really allowing us to include the flavor from the books. It's not bringing a lot of mechanical value to any of the players (by necessity, because otherwise it would be imbalancing, as you've mentioned).

I think the Cleansing should exist relatively separately from Shadar Logoth until the actual on-map event, which means that any system like this wouldn't have a way of connecting to a Cleansing-related feedback loop throughout the game.

While it would be nice to nod to the flavor of stealing relics like this, I don't think it's too essential.

Definitely the Cleansing should be connected to SL, IMO.

I think ideally we can make it a map-based objective. Once that objective is completed, SL is destroyed. more specifics below.

Coolio, sounds good.

I think this is definitely lacking. That said, if we can't come up with a suitable alternative, I could live with this, if it was the only remaining option.

Agreed, I think this would work, but it's not very exciting.

But I think a map objective is good, not only for fun, but for game balancing purposes. We're imagining a situation in which shadow civs will campaign to keep saidin tainted, but it's quite possible that there won't BE any shadow civs, and the SL mechanic should stand somewhat alone in that. Also, it's possible that some shadow civs who use lots of saidin units will actually prefer to cleanse it, or at least be ambivalent about it. Thus, have it just be a worldwide hammer dump, without any additional trigger, makes this project potentially too easy for such a tremendously epic thing, as depicted in the books.

Yes, I think Cleansing Saidin will be mostly about pro- vs anti-channeler civs competing, rather than necessarily all Light vs Shadow, though pro-Cleansing will tilt Light on average.

Also agreed that just having an abstract hammer-dump for this and that's it is a relatively uninspired use of the flavor.

I think capturing SL is a decent objective. It requires a certain amount of military prowess, of course, which I suppose is acceptable. I can imagine awesome showdowns where the anti-cleansing civs send units to defend SL.... and then get eaten by mashadar. That said, this is somewhat weird, because if you had, for instance, a light civ who "voted" against the cleansing, there's not really any way for them to fight back against other light civs there at this stage.

EDIT: I could imagine requiring the Razing of the city. This is a little less flavorful, as it wouldn't be the Boom Flash that happened in the books, but it could allow for more of a back-and-forth as people try to retake the city. Just an option

Other options could be out there, of course. One weird one would be to attack SL or Mashadar (or "kill" it) with a channeler that is Linked to at least X other channelers, or something like that. That's pretty nifty flavor, but it's also very limiting in the kinds of civ's that could pull it off.

Other than that.... there's "donating" units to the CS, or bringing X units there. Kind of weird, though. Can you think of anything else?

I actually quite like the idea of using a Linked set of channelers to perform a special action that will Cleanse saidin when in/adjacent/near Shadar Logoth territory. It does limit who can do it, but then it's limiting it to players with significant channeler strength, which should be the players who are pro-Cleansing, so I think that feels very elegant. It's also extremely flavorful, in that it mirrors the events of the books quite closely.

Having this action be something that the Linked channeler "does" for X turns and can be interrupted via combat could be an effective way to pit players against each other, swinging back and forth in the turns they have to try to complete the Cleansing.

I don't see anything in the Channeling summary about Linking male and female channelers - it seems like making that combination (a Linked Circle involving at least one of each gender) be the one able to perform the Cleansing is a nice nod to the flavor and presents a relevant tactical challenge for pro-Cleansing players, who should be overall pro-Channelers (and want to Cleanse saidin so they can more effectively use their own male channelers, who are harder to come by than the female channelers, who I'd imagine most civs have at least a couple of).

But yeah, after whatever we decide above is done, SL should be destroyed. Probably not the Big Statue wonder, though... Oh, and if we do Cursed Relics, those should be probably destroyed, too! Kind of nuts.

Agreed, the city is destroyed after saidin is Cleansed.

On a side note, Project failure is based not on time expiration, but on actually hammers pumped into an "anti-project" right? That feels somehow inelegant to me. It could work, though.

...

hmm... Honestly, this is something I hadn't thought of yet. Obviously this is all quite a bit different if there are two things being tallied - pro Project and anti Project - as opposed to simply a "pro" pile that accumulates over time until the right amount of hammers is spent. Which do you prefer? I think I prefer the pro-only, as mentioned above, though clearly the "anti" option is good in that it allows civs actual agency to disrupt these plans. So, we probably should go with that.

I think the project vs anti-project is a good way to go here, exactly as you've pointed out at the end here, so that there's player agency on both sides of the equation.

I don't think we would literally have two projects that require X hammers and whichever gets finished first happens. I think players can have any individual city contribute towards or against the Cleansing (as an available entry in its production menu). And then I see two ways of stacking them up against each other globally, each of which will have a different kind of experience:

  • Direct addition: Contributions in either direction are subtracted directly from each other and a resulting overall gain in one direction is calculated. (+25 pro per turn and +10 anti per turn, results in +15 pro global change) There's a fixed number that when reached in either direction, that side "wins". Implications of this system:
    • It sets civs' production outputs against one another directly, in terms of raw output.
    • It will be more likely to swing one way or the other in the endgame, when individual players pull ahead in hammer production and their preferences will have a majority effect (if one civ is producing +300 and everyone is only at +30, that civ's choice of pro or anti will be a dominating factor)
  • Overall proportion: Both pro and anti hammers are tracked as their own totals. The objective for both sides is for their hammers to make up greater than X% of the total. Implications:
    • Harder to suddenly swing one way or the other - contributions are stacked up against all contributions thus far, so the more people are participating in the Cleansing (on either side), the more hammers is takes for either side to succeed.
    • It would need some kind of baseline requirement (minimum hammers one way, earliest era/turn number Cleansing could occur, or something to that effect) otherwise the first player to put in hammers will finish it since they will be 100% of the hammers until other players start contributing.

I'm generally in favor of the second approach, because it prevents sudden upsets and rewards longer term strategic planning on the part of the players involved. One powerful player suddenly setting all of their cities to "Cleanse Saidin" for 10 turns is much less likely to be able to finish the project by himself, which I think would be a dominant strategy with the first approach.

I actually don't see much of a project having quite a big hit occur in the Project, even if it isn't back down to 0. I like to think once Operation Cleanse starts, civs should feel some urgency and send units to SL to help. Plus, having the anti-players "save it" once, but have to leave their units tied up defending it, or whatever, as they wait five turns for the second chance, feels unfair. To me, that makes it feel like it's not a matter of IF, but of WHEN, saidin is cleansed, which is a problem. I'm not saying a second attempt should be impossible, but it should cost you, for sure. But we can balance this appropriately - since the "pro" forces have a tougher task ahead of them, perhaps the "pro" side costs more hammers.

I don't think it's unfair to tie up their units in the "saving" of SL, because saving SL is very much a last-ditch effort to fend off the Cleansing. Having already lost the Cleansing project portion of the Cleansing system, they should be on the back foot trying to prevent it from happening, rather than be able to swing a game-long production contest back into a more neutral state through the actions of a few units in one location. I think if the project has gone in favor of the Cleansing, then preventing it at that point should feel desperate - almost a delaying tactic. The timeline for when the Cleansing occurs means that the Last Battle and other victories will be imminent, so delaying can be all the anti-Cleansing players need. (Like trying to hold off a Diplomatic victory by 2 votes in the WC while you're building the last few spaceship parts.)

I'm thinking that the on-map objective is more of a finale event that seals the Cleansing after the bulk of the preparation work has been done before - that it represents the big battle from the books, but not all of the preparation (gathering all of those allies, finding powerful enough channelers, having access to the Choedan Kal). That preparation is the project. So with that kind of timeline, a full reset to 0 or near 0 for the project would make re-attempting almost impossible, since either the LB or another victory would likely occur first.

Upping the requirement for the pro side does sound like a very effective way to deal with a "successfully thwarted" Cleansing. Say, for approach #2 above, that the pro-Cleansing guys needed to get to 75% of the total hammers to start the on-map event. If they fail (within X turns?), then they need to get to 85% (or some other number higher than 75%) to try again.

If after fending off the Cleansing, the anti-Cleansing players are able to pour hammers into the project and bring it back to neutral, or even win the project after that, I'd say that's a huge effort on their part and should be difficult - fighting back from an almost-loss.


Also, side note, does the Choedan Kal play into any of this at all? Or, assuming it's a wonder or something, are we fine with its ability, whatever that may be, being synergistic with the channeler-related requirements for success?

ok. lots of possibilities here.

As far as the success-map objective versus failure-map objective, I think you have the right of it. If the project fails, that's that, and things stay the way they are.

...

Similarly, what happens if the Project is "voted" down? Is there a second attempt?

I think having a more difficult threshold for the anti-Cleansing players, but making their side of the deal permanent could work. (Say pro needed 75% for the first try at Shadar Logoth, anti might need 85% all the time, or something like that.) There isn't really a defined scenario for how the Cleansing could be "blocked" but I think it's mechanically quite important that it can be, so that we don't end up with anti-Cleansing players playing a permanent delaying game.
 
Exalting works too!
OK. I like that one, then.

No problem - do we want a summary for Shadar Logoth? I'm not sure if we can fit anything else into the misc summary unless we break T'a'r out into its own one.
Ideally it doesn't need its own summary....

The LB summary, I think, is pretty close to full. I imagine there isn't any room on the Diplo/CS summary, right?

I mean, the Misc summary will keep growing, right? That might mean we'll be needing a second misc summary - maybe we can split it into more specialized summaries instead of just "Misc". The Dragonsworn and SL, for instance, feel like they go together pretty well. T'a'r could conceivably go into the Legendary People summary, if there's room. Or get its own. Threads can probably be put into the Alignment Summary.

Good point, we could choose to represent it as a major civ. Given Shadar Logoth's behavior, I don't think there would be significant distinction between the two, and since it comes from aCS, a CS sounds like a good approach to me. We'd also be reserving another major civ slot for a mechanic (which we have done with the Shadowspawn) and I don't think Shadar Logoth is present in a large enough portion of the game to warrant that.
ok. CS then!

Cool, i like the idea of linking it to the Cleansing. So I'd say the Cleansing could be disabled by the player, and if it is then that also disables Shadar Logoth. Or would we want to allow Shadar Logoth even without the Cleansing? (We couldn't do the inverse.)
I suppose SL could still be fine existing without the Cleansing. But... what's the point of it in that instance? I could go either way on this.

Yeah, like in the extreme example where there's only 1 CS, this is definitely something to consider. I'm not sure if we want to disallow it though - the player has had to customize the game setup to have so few CSes in it. If they want to have Shadar Logoth as well, then we can let them, and they're free to disable it if they want to. (In terms of player experience, we could warn the player that Shadar Logoth will take over one of the CSes if they set up a game with less than a certain number. 4? 6?)
What's the number of CSs that spawn if you create a Duel game? A game of 4 civs? I'd say 6 CSs, in general, could be the threshold that triggers such a warning.

I agree that this may be totally decided by the discussion about the trigger condition below. End of TW sounds like a good one to me - more detail on that in another quote block below this.
End of TW it is.

Totally, yes. In most cases when we use the Shadowspawn-captured selection criterion, then players won't have trade routes with the Shadar Logoth city, but for any of the other cases where they do, giving them back their trade units sounds like a good idea.
Well, we should hit this topic a bit more on the head - what happens to a captured CS at the end of the trolloc wars, typically? Does it stay shadow controlled, or does it revert back? The difference between CSs and major civs is that the CSs are incapable of recapturing themselves.

I'm a big fan of the 1-4 progression you've described here, that was pretty much exactly what I was thinking would be a good system.
great.

This is very interesting. It also makes quite a bit of flavor sense. It might be a bit punishing if the city that gets captured and chosen is smack in the middle of your empire. I'm not sure - I'm oddly enticed by this idea. Are there any other big reasons we wouldn't allowed major civ cities to become Shadar Logoth? (I think Shadar Logoth itself would "become a CS" regardless, from a technical perspective, but how we choose to show that to the player is all smoke and mirrors.)
I think if we went with this, the downside is that this city is not recapturable, unlike every other captured city in the game. This makes it particularly scary if this is an important city to your civ.

Obviously original capitals would have to be ineligible. Fringe cities make the most sense, in that they don't ruin the civ too much - but then again, that's somewhat unflavorful, since Aridhol WAS the capital.

Since we're thinking of captured cities being relatively common in the TW, what would we do to determine which city is corrupted? How could civs prevent it? I guess I feel like a major civ should only lose a city if something particularly bad has happened.

There's definitely something pretty awesome about this. But it's also potentially Restart-Your-Game-If-It-Happens kind of lame, which isn't a good thing.

I would say that Mashadar will stay on the city hex most of the time when he's not actively seeking out intruding units.
So you mention this to suggest that the cheap-shot-hit-him-with-an-archer-as-he-is-powerless-to-hurt-you thing won't be an issue? Can we program the AI to run into cover of the city if this exact thing happens?

I presume the CSs territory size will be such that, later-game, any 3-range units will be able to hit it from outside the borders. That's pretty crummy - would Mashadar chase them outside the borders in that case?

We could make it not take damage, but I think it would be more consistent with CiV to allow it to take damage (though take very little due to its comparative strength) and we can respawn a new Mashadar if the existing one is killed. (Analogous to part of it being attacked, but the greater whole still existing within the city.)
yeah, that sounds good.

In terms of limiting its aggressiveness (ties into the quote block below) we can prevent Mashadar from being able to leave the hexes owned by Shadar Logoth (as you suggest below).
I presume the CSs territory size will be such that, later-game, any 3-range units will be able to hit it from outside the borders. That's pretty crummy - would Mashadar chase them outside the borders in that case?

Capture and reverting back immediately is effectively the barbarian-style pillaging, unless we also stop the player from getting the Gold bonus that comes with capturing a city.

I think our discussions for Thakan'dar actually set a good precedent here. While uncapturable does make some sense, it's quite un-CiV-like, and I think a difficult-to-fend-off rebellion that turns the CS back into Shadar Logoth would be appropriate. This plays into what you suggest below about the achievement for holding it for X turns - it's something a player could theoretically do as a challenge, but not something that's a reasonable ongoing strategy.
ok, a losing-war to keep the city could work, then.

I think this definitely brings a lot of complexity into interactions with Shadar Logoth over the course of the game, and it's only really allowing us to include the flavor from the books. It's not bringing a lot of mechanical value to any of the players (by necessity, because otherwise it would be imbalancing, as you've mentioned).

I think the Cleansing should exist relatively separately from Shadar Logoth until the actual on-map event, which means that any system like this wouldn't have a way of connecting to a Cleansing-related feedback loop throughout the game.

While it would be nice to nod to the flavor of stealing relics like this, I don't think it's too essential.
OK, we can let this idea go, then. It was interesting to consider, but ultimately is probably not worth the complexity.

That said, might we consider some Quests for SL, perhaps that act as flavor nods to the books? Like, quests that are flavored to involve Padan Fain-esque characters and Daggers, and such?

What could the rewards for such things be?

I actually quite like the idea of using a Linked set of channelers to perform a special action that will Cleanse saidin when in/adjacent/near Shadar Logoth territory. It does limit who can do it, but then it's limiting it to players with significant channeler strength, which should be the players who are pro-Cleansing, so I think that feels very elegant. It's also extremely flavorful, in that it mirrors the events of the books quite closely.
I think this limitation is completely justifiable, both mechanically and flavor-wise.

Having this action be something that the Linked channeler "does" for X turns and can be interrupted via combat could be an effective way to pit players against each other, swinging back and forth in the turns they have to try to complete the Cleansing.
OK, so you're thinking that it's more "do this one action that takes a long time" than it is "attack the city when it has zero hp with a linked group of channelers" or such one-offs? I think I can be ok with that, though it has the potential to be frustrating.

Also there's the issue with Linking. Presumably this should be a group effort, right? I imagine you can only Link your own units, or perhaps with your allies. This event won't necessarily involve only your allies - the awesome part of it is that it could literally be happening in a way such that Light Civs and Shadow Civs are both working towards the same goal. This means, I'd imagine, that lots of times working together in a true sense won't really be possible - you probably can't link with somebody you're at war with. So.... what do we do with that?

One way to look at it is to have it be a Unique Mission that appears in SL territory that takes, say, 5 turns to complete, and must be completed, say, 3 times or 5 times.. This mission can only be completed by a pair of linked channelers, let's say. Maybe one or both of them is consumed afterwards, or perhaps simply can't do the mission again. So you'd need to send a whole other set of your own channelers to do it - or else rely on one of the other civs to do it instead.

I don't see anything in the Channeling summary about Linking male and female channelers - it seems like making that combination (a Linked Circle involving at least one of each gender) be the one able to perform the Cleansing is a nice nod to the flavor and presents a relevant tactical challenge for pro-Cleansing players, who should be overall pro-Channelers (and want to Cleanse saidin so they can more effectively use their own male channelers, who are harder to come by than the female channelers, who I'd imagine most civs have at least a couple of).
I could be wrong, but I think we decided that we were just going to limit Linking to female channelers in the interest of simplicity. We havent really spent much time on Linking, though, so I imagine that is flexible. Linking does not seem to be a very simple thing at all, really.

I like the idea of requiring a M/F link to do this, but on the other hand, I worry that it'll end up coming off as kind of complex and confusing and random to the player, when expressed as an objective - almost achievement-level weird ("perform a custom mission in SL with one male channeler and one female channeler four times").

I think the project vs anti-project is a good way to go here, exactly as you've pointed out at the end here, so that there's player agency on both sides of the equation.
ok. fair enough.

I don't think we would literally have two projects that require X hammers and whichever gets finished first happens. I think players can have any individual city contribute towards or against the Cleansing (as an available entry in its production menu). And then I see two ways of stacking them up against each other globally, each of which will have a different kind of experience:

  • Direct addition: Contributions in either direction are subtracted directly from each other and a resulting overall gain in one direction is calculated. (+25 pro per turn and +10 anti per turn, results in +15 pro global change) There's a fixed number that when reached in either direction, that side "wins". Implications of this system:
    • It sets civs' production outputs against one another directly, in terms of raw output.
    • It will be more likely to swing one way or the other in the endgame, when individual players pull ahead in hammer production and their preferences will have a majority effect (if one civ is producing +300 and everyone is only at +30, that civ's choice of pro or anti will be a dominating factor)
  • Overall proportion: Both pro and anti hammers are tracked as their own totals. The objective for both sides is for their hammers to make up greater than X% of the total. Implications:
    • Harder to suddenly swing one way or the other - contributions are stacked up against all contributions thus far, so the more people are participating in the Cleansing (on either side), the more hammers is takes for either side to succeed.
    • It would need some kind of baseline requirement (minimum hammers one way, earliest era/turn number Cleansing could occur, or something to that effect) otherwise the first player to put in hammers will finish it since they will be 100% of the hammers until other players start contributing.

I'm generally in favor of the second approach, because it prevents sudden upsets and rewards longer term strategic planning on the part of the players involved. One powerful player suddenly setting all of their cities to "Cleanse Saidin" for 10 turns is much less likely to be able to finish the project by himself, which I think would be a dominant strategy with the first approach.
I had to read this twice to understand, but I do understand now.

I see the appeal of the second method you propose above. However:

- It works very differently from all other Projects in civ, which may be somewhat of a problem - i think players won't expect it to work this way. (the first method would be more intuitive, especially if we phrased the anti-project in a way that made it clear it was subtracting hammers or something)
- It's highly reasonable to expect that this would be in a stalemate many times, and we could end up with rather high amounts of hammers dumped into this thing. I don't love the idea that in one game it could be accomplished in five turns (or whatever the minimum is) and 500 hammers, while in others it could take 30 turns and 10,000 hammers. Those extremes are extremes, but they are also possible.

This makes me actually kind of like the FIRST option better, in that it is more predictable, both from a design and a player perspective. While I see some of the problems you describe with the swinginess of it, I feel like those problems could occur in the second method too. If one civ controls 300 hammers a turn, while others have 30, that one civ is capable of doing in one turn what every other civ does in 10 - that civ is likely to dominate the Project in either case.

Is there something I'm not considering?

I don't think it's unfair to tie up their units in the "saving" of SL, because saving SL is very much a last-ditch effort to fend off the Cleansing. Having already lost the Cleansing project portion of the Cleansing system, they should be on the back foot trying to prevent it from happening, rather than be able to swing a game-long production contest back into a more neutral state through the actions of a few units in one location. I think if the project has gone in favor of the Cleansing, then preventing it at that point should feel desperate - almost a delaying tactic. The timeline for when the Cleansing occurs means that the Last Battle and other victories will be imminent, so delaying can be all the anti-Cleansing players need. (Like trying to hold off a Diplomatic victory by 2 votes in the WC while you're building the last few spaceship parts.)

I'm thinking that the on-map objective is more of a finale event that seals the Cleansing after the bulk of the preparation work has been done before - that it represents the big battle from the books, but not all of the preparation (gathering all of those allies, finding powerful enough channelers, having access to the Choedan Kal). That preparation is the project. So with that kind of timeline, a full reset to 0 or near 0 for the project would make re-attempting almost impossible, since either the LB or another victory would likely occur first.

Upping the requirement for the pro side does sound like a very effective way to deal with a "successfully thwarted" Cleansing. Say, for approach #2 above, that the pro-Cleansing guys needed to get to 75% of the total hammers to start the on-map event. If they fail (within X turns?), then they need to get to 85% (or some other number higher than 75%) to try again.

If after fending off the Cleansing, the anti-Cleansing players are able to pour hammers into the project and bring it back to neutral, or even win the project after that, I'd say that's a huge effort on their part and should be difficult - fighting back from an almost-loss.
I should say I'm not proposing a reset to zero. Something more like 50% or something. In any case, when viewed in terms of turns, I imagine it'd be a good 10 turns later before another attempt could be made, or something. I dunno. The problem I have with what you're proposing (adjusting the ratio target, etc.) is that it all feels a little complicated. Simply axing some of the hammers feels more appropriate.

The other things is... couldn't we just make it a one time Project? It doesn't seem that terrible to give people one shot at this, and that's that.

... but on the other hand, I could also imagine just keeping it active, forever. Like, if you complete the Pro project, you have as much time as you need to do X in the city and seal the deal.

I guess I'm not sold on the need for some complicate re-vote mechanic.

Also, side note, does the Choedan Kal play into any of this at all? Or, assuming it's a wonder or something, are we fine with its ability, whatever that may be, being synergistic with the channeler-related requirements for success?
Did we decide the CK was a natural wonder (no, right?) or a world wonder?

In either case, I think we could make it work in some of these possible ways:

Natural Wonder - it is destroyed (the female one, that is) and possibly replaced by either unpassable, useless land, or another natural wonder ("ruins of CK") with somewhat different yields (probably Faith)

World Wonder - In addition to what it normally does, this Wonder could additionally give bonus hammers to this Project for that city, or provide bonus damage against SL. Also, as a flavor nod, we could have its normal functionality go obsolete if the SL is cleansed (and maybe even make the wonder go boom!)

I think having a more difficult threshold for the anti-Cleansing players, but making their side of the deal permanent could work. (Say pro needed 75% for the first try at Shadar Logoth, anti might need 85% all the time, or something like that.) There isn't really a defined scenario for how the Cleansing could be "blocked" but I think it's mechanically quite important that it can be, so that we don't end up with anti-Cleansing players playing a permanent delaying game.
Right. I see the logic here. In general, making the Project of the "no" side a bit trickier than the "yes" side makes sense, given the extra tasks required of the yes-men.
 
Ideally it doesn't need its own summary....

The LB summary, I think, is pretty close to full. I imagine there isn't any room on the Diplo/CS summary, right?

I mean, the Misc summary will keep growing, right? That might mean we'll be needing a second misc summary - maybe we can split it into more specialized summaries instead of just "Misc". The Dragonsworn and SL, for instance, feel like they go together pretty well. T'a'r could conceivably go into the Legendary People summary, if there's room. Or get its own. Threads can probably be put into the Alignment Summary.

The misc summary will only keep growing if we keep adding small pieces to the mod. I do agree that the right place for Shadar Logoth is the Misc summary though. It would still be good if we could keep the Misc summary in one post though, so I'll split T'a'r out into its own summary below this post - it's the biggest section in the Misc summary by far and I think it's of a length with some of the shorter standalone summaries.

ok. CS then!

CS decided!
I suppose SL could still be fine existing without the Cleansing. But... what's the point of it in that instance? I could go either way on this.

It's another thing that isn't generally that sensible, but I think we should allow players to do it if they particularly want to. Arguably we can decide when we see how technically difficult it would be to disable one or the other and then go with the easier path.

What's the number of CSs that spawn if you create a Duel game? A game of 4 civs? I'd say 6 CSs, in general, could be the threshold that triggers such a warning.

A Duel map (2 majors) has 4 CSes and the next size up (tiny) has 8 (these are the defaults and the player can manually change CS count if they wish). A warning for 6 and under works for me. We could do 8 and under if we wanted to catch Tiny maps as well, but with 8 of them, I'm not sure it will be too big a problem.

End of TW it is.

Decided!

Well, we should hit this topic a bit more on the head - what happens to a captured CS at the end of the trolloc wars, typically? Does it stay shadow controlled, or does it revert back? The difference between CSs and major civs is that the CSs are incapable of recapturing themselves.

I believe we were going for it staying Shadow until another player does something about it. Without Trollocs to support it militarily and being at war with all civs, I think it's just a matter of time until someone captures it. At that point, if it's too far away for them to manage as their own city, they may often elect to liberate the CS in order to get the CS alliance out of it.

This may lead to isolated CSes on islands that do have Blight being captured and left Shadow-controlled for a long time. But them being isolated means that isn't much of a problem (and I don't think Shadow cities produce Shadowspawn until the LB starts or if the TW is going on - they just idle for the rest of the game if they exist outside those times). This feels like it fits in with the way CiV handles things like this - it allows this kind of unusual situations to occur and players usually enjoy it when they see it.

I think if we went with this, the downside is that this city is not recapturable, unlike every other captured city in the game. This makes it particularly scary if this is an important city to your civ.

Obviously original capitals would have to be ineligible. Fringe cities make the most sense, in that they don't ruin the civ too much - but then again, that's somewhat unflavorful, since Aridhol WAS the capital.

Since we're thinking of captured cities being relatively common in the TW, what would we do to determine which city is corrupted? How could civs prevent it? I guess I feel like a major civ should only lose a city if something particularly bad has happened.

There's definitely something pretty awesome about this. But it's also potentially Restart-Your-Game-If-It-Happens kind of lame, which isn't a good thing.

Hmm, I think the last point you've made here is a really good one, that if this happens to a city that's important to a human civ, they'll likely start over, which is a terrible experience. I think we may end up having to special-case this too much to make it a smooth system. While it would be cool in a lot of cases, I think the potential to screw over some players is a bit much for us to use major civ cities, and we might be better off going back to the CS-only approach.

So you mention this to suggest that the cheap-shot-hit-him-with-an-archer-as-he-is-powerless-to-hurt-you thing won't be an issue? Can we program the AI to run into cover of the city if this exact thing happens?

I presume the CSs territory size will be such that, later-game, any 3-range units will be able to hit it from outside the borders. That's pretty crummy - would Mashadar chase them outside the borders in that case?

I think that we'd make it so he sits in the city if he's not actively chasing a unit in SL territory - that way players would need to bait him out to be able to bombard him from outside the city (endangering the unit they use to bait him). And given the power difference, I would expect early game units to be doing 1-5 damage to him each attack, which wouldn't sustain against the heal rate from the city (he'd get it all back, even if several units got attacks in).

Also, I forget to mention last time, I figure he fights at full strength even when damaged (like cities do), so you can't soften up his attacks with this kind of barrage.

On top of that, he also respawns, so I don't think a bombardment like this would be a very effective strategy. We could even make him respawn instantly if the city is still controlled by Shadar Logoth, making bombarding Mashadar completely ineffective.

ok, a losing-war to keep the city could work, then.

Cool, sounds good to me!

OK, we can let this idea go, then. It was interesting to consider, but ultimately is probably not worth the complexity.

Ok, it was definitely worth us exploring it!

That said, might we consider some Quests for SL, perhaps that act as flavor nods to the books? Like, quests that are flavored to involve Padan Fain-esque characters and Daggers, and such?

What could the rewards for such things be?

The structure of the existing CS quests don't give us much room for flavor injection - there's pretty much just the name of the quest, its icon, and the notification tooltip (that last one is the biggest chunk of text). It's possible we could make that work, though I'm not sure we need to. Shadar Logoth was quite isolated until the events of the books dragged some characters through it and the CS quests are quite pro-active on the part of the CS. I'm also not sure what rewards we could give that would make these quests distinct, still fitting to the flavor, and also useful to players.

I think this limitation is completely justifiable, both mechanically and flavor-wise.

Cool, Linked Channelers it is! Configurations of them discussed below.

OK, so you're thinking that it's more "do this one action that takes a long time" than it is "attack the city when it has zero hp with a linked group of channelers" or such one-offs? I think I can be ok with that, though it has the potential to be frustrating.

Also there's the issue with Linking. Presumably this should be a group effort, right? I imagine you can only Link your own units, or perhaps with your allies. This event won't necessarily involve only your allies - the awesome part of it is that it could literally be happening in a way such that Light Civs and Shadow Civs are both working towards the same goal. This means, I'd imagine, that lots of times working together in a true sense won't really be possible - you probably can't link with somebody you're at war with. So.... what do we do with that?

One way to look at it is to have it be a Unique Mission that appears in SL territory that takes, say, 5 turns to complete, and must be completed, say, 3 times or 5 times.. This mission can only be completed by a pair of linked channelers, let's say. Maybe one or both of them is consumed afterwards, or perhaps simply can't do the mission again. So you'd need to send a whole other set of your own channelers to do it - or else rely on one of the other civs to do it instead.

I think if it needs to be completed multiple times by Linked channelers, then the mission itself can be instantaneous. Then the defender's job is to keep Link-able channelers out, rather than interrupting something. I think if it's instantaneous, it would need to consume the performing unit (otherwise one Linked channeler could machine gun it) - I'm not a big fan of disallowing that unit from doing it again, because then we'd need to track all of the units to disallow it, and it would be difficult for the player to track as well.

A short "casting time" like 2-3 turns could work with a non-consuming mission. My only concern with the mission consuming the channelers is that Aes Sedai can't be regenerated by the players, and it may be a bit of a high price to lose the lifelong Aes Sedai you've had since eons ago if you've been good at keeping them alive. Though maybe that's the point - making it an actual cost and encouraging players to spread the load between them? It's a bit weird, because it punishes you for being good at other parts of the game - losing better units than other players because you've been better at keeping them alive.

Totally agree that a single mission requirement that needs Linked channelers doesn't encourage co-operation from players on the same side, beyond strategic positioning to allow a designated pair to perform the mission. And that would only ever happen in games with multiple human players, because you could never convince the AI to do that correctly.

I could be wrong, but I think we decided that we were just going to limit Linking to female channelers in the interest of simplicity. We havent really spent much time on Linking, though, so I imagine that is flexible. Linking does not seem to be a very simple thing at all, really.

I like the idea of requiring a M/F link to do this, but on the other hand, I worry that it'll end up coming off as kind of complex and confusing and random to the player, when expressed as an objective - almost achievement-level weird ("perform a custom mission in SL with one male channeler and one female channeler four times").

Yeah, you're right that requiring an M/F link would add a lot of complexity to this. Especially since, as you've said, I do recall us going with Linking being a female-only ability. I'm fine with dropping this.

I had to read this twice to understand, but I do understand now.

I see the appeal of the second method you propose above. However:

- It works very differently from all other Projects in civ, which may be somewhat of a problem - i think players won't expect it to work this way. (the first method would be more intuitive, especially if we phrased the anti-project in a way that made it clear it was subtracting hammers or something)
- It's highly reasonable to expect that this would be in a stalemate many times, and we could end up with rather high amounts of hammers dumped into this thing. I don't love the idea that in one game it could be accomplished in five turns (or whatever the minimum is) and 500 hammers, while in others it could take 30 turns and 10,000 hammers. Those extremes are extremes, but they are also possible.

This makes me actually kind of like the FIRST option better, in that it is more predictable, both from a design and a player perspective. While I see some of the problems you describe with the swinginess of it, I feel like those problems could occur in the second method too. If one civ controls 300 hammers a turn, while others have 30, that one civ is capable of doing in one turn what every other civ does in 10 - that civ is likely to dominate the Project in either case.

Is there something I'm not considering?

I don't think it working differently from other projects will be a problem, because I don't think we'll present it like other projects. It doesn't have to have a filling-up-production-bar within the city (I don't think it should) - from the city's point of view it can look much more like the World Fair. Then we can present the information to the player in its own screen that has whatever representation makes sense.

Option 1 would probably mean we'd do a kind of number-line that represented progress in hammers towards the two sides. So one bar that is empty when no one has contributed, if contributions are leaning pro-Cleansing, a progress bar grows out of the middle (the 0 point) toward the right and a big "Cleanse Saidin" symbol/text/something. And it would grow the other way instead (or shrink towards 0 if there was already pre-existing pro-Cleansing progress) if anti-Cleansing was winning. This would be an adaptation of the progress bars used for production and such.

If we go with option 2, then we would be showing the percentage slices of the total number of hammers contributed by each side in a sliding scale. So it would be quite similar to Ajah influence, where you will be able to see the breakdown of players and who has how much of the total influence with each Ajah. (Simpler in this case since there are only ever 2 contributors.)

Either way it will be different from existing projects, I think it's just a matter of us communicating it in a way that makes sense for how it's tracked underneath, so that players' conceptual understanding of it line up with how the system works. I don't think we should frame the anti-project as producing negative hammers - I think, like Alignment, both sides should be working toward a higher "positive" goal, even when those goals are directly opposed.

Stalemates are a very good point - option 2 would definitely lead to stalemates sometimes. I don't think that's a big problem though - the stalemates are never truly unbreakable and if the major players decide to ignore the Cleansing, thinking that it's no longer worth their time, there's room for some cool comeback plays from less powerful civs working over time.

However, I see what you mean about that leading to uninteresting game states. And generally the CiV endgame's objective is to bring about big splashy things that cause the end of the game - the Cleansing is one of them. Because the volume of hammers players output scales up but the cost of the Cleansing stays the same (presumably), it becomes harder and harder for a deadlock to occur the closer to the end of the game you get. Which is a good thing. So yes, option 1 sounds good to me!

I should say I'm not proposing a reset to zero. Something more like 50% or something. In any case, when viewed in terms of turns, I imagine it'd be a good 10 turns later before another attempt could be made, or something. I dunno. The problem I have with what you're proposing (adjusting the ratio target, etc.) is that it all feels a little complicated. Simply axing some of the hammers feels more appropriate.

The other things is... couldn't we just make it a one time Project? It doesn't seem that terrible to give people one shot at this, and that's that.

... but on the other hand, I could also imagine just keeping it active, forever. Like, if you complete the Pro project, you have as much time as you need to do X in the city and seal the deal.

I guess I'm not sold on the need for some complicate re-vote mechanic.

You make a very good point. And a re-vote mechanic could be entirely layered onto a one-time project implementation if we later decided that we did want to allow civs to try again. At least to start with, a one-time-only deal is infinitely simpler, so I agree, let's just let players do it once. I'm a little wary of the on-map objective making the anti-Cleansing side feel a bit snipe-able (put no hammers into the project, just defend Shadar Logoth), but let's only "fix" that if it actually becomes a problem, rather than trying to address it pre-emptively by doing a lot of extra work on it!

Did we decide the CK was a natural wonder (no, right?) or a world wonder?

In either case, I think we could make it work in some of these possible ways:

Natural Wonder - it is destroyed (the female one, that is) and possibly replaced by either unpassable, useless land, or another natural wonder ("ruins of CK") with somewhat different yields (probably Faith)

World Wonder - In addition to what it normally does, this Wonder could additionally give bonus hammers to this Project for that city, or provide bonus damage against SL. Also, as a flavor nod, we could have its normal functionality go obsolete if the SL is cleansed (and maybe even make the wonder go boom!)

I don't think we decided between the two - I'm in favor of the world wonder approach. I think we'll need to decide that within the context of the other world wonders and natural wonders we have in the game when we do those though - so something to come back to. I think either of these manifestations of the flavor from the book and its connection to the Cleansing make sense, so it's something we can keep in mind for its abilities/yields when we do decide what the Choedan Kal is!

Right. I see the logic here. In general, making the Project of the "no" side a bit trickier than the "yes" side makes sense, given the extra tasks required of the yes-men.

Cool, regardless of what we decide above with how we add the hammers, I'm happy to stack the project in favor of the pro-Cleansing, since finishing off the Cleansing requires the completion of a map objective as well.


I've added some of the stuff we've decided so far to the misc summary. T'a'r summary transplant below, and linked to from the first post.
 
Tel'aran'rhiod

The World of Dreams, as presented in the WoT books, is present in a similar mechanical form to Religion in BNW - a non-victory-specific system of player interaction that each individual game plan can utilize to further their own victory-specific agendas.

Structure

  • Tel'aran'rhiod (T'a'r from now on) is a map layer, in the CiV sense.
  • Units in the T'a'r map layer cannot discover new territory (cannot dispel the fog where a player has yet to explore)
  • Units in T'a'r can only be seen by other units also in the T'a'r map layer.
  • T'a'r units can move across water without embarking.
  • Nightmares manifest in the T'a'r map layers in the form of Shadowspawn, Dragonsworn, and Lawless units.
  • Units in the T'a'r map layer cannot enter hexes owned by Stedding.

Interacting with T'a'r

  • Access to T'a'r is restricted to female channeling units (Wilders, Kinswomen, Aes Sedai) that have a specific T'a'r-enabling promotion and certain types of Great People.
  • This promotion has prerequisite promotions, <promotions>, as well as a prerequisite technology, <technology>.
  • Female channelers who can interact with T'a'r all do so in the same manner:
    • A custom mission that puts the channeler herself to sleep (henceforth the "host" unit) and places a new unit in the T'a'r map layer (henceforth the "projection" unit).
      • This ability is unlocked on the The Wheel of Time technology, at which point Projections spawn next to the host unit.
      • Once the player researches the Dreaming technology, Projections can be spawned anywhere the player has active vision.
    • While the host unit is asleep, it does not heal and any passive abilities in grants are temporarily disabled (such as Aes Sedai who boost Governor yields in nearby cities).
    • When two projection units owned by different civilizations end their turn within sight range of each other, they each deal 10 damage to each other.
    • A projection unit has a lifetime of 15 turns.
    • When a projection unit expires because it has lived its full "lifetime", the host unit takes damage between 10-30% of its maximum health (proportional to the remaining health the projection had before it dissipated).
    • If a projection is disbanded by its owner or killed, then the host unit takes damage equal to 50% of its maximum health, modified by a small random value (much like combat damage).
    • If a host unit is attacked while Dreaming, the projection disappears from the T'a'r map layer and the host unit takes the normal T'a'r expiration damage in addition to the combat damage from the attack.
    • A projection can create a Dreamward at its current location over the course of 3 turns, after which the host awakens.
    • A projection can be expended to instantly destroy a Dreamward on the hex it is currently standing on, after which the host awakens.
    • Projections can be expended to gather a Glimmer of the Pattern from the hex they are currently standing on over the course of 5 turns.
  • Great People interact with T'a'r in ways that are bespoke for each Great Person type.

Dreamwards and Dreamspikes

  • Dreamwards and Dreamspikes are represented by improvement-like entities that exist on plots and are only visible from the T'a'r map layer. (They coexist with all existing plot modifiers such as Type, Terrain, Resource, Improvement, and Feature.)
  • Dreamwards and Dreamspikes create an area of effect around them, 3 hexes in radius.
  • No two Dreamspikes or Dreamwards can affect the same tile. (A Dreamspike and Dreamward can overlap, but two Dreamwards can't, for example.)
  • Dreamwards are created by projections, who create them over the course of 3 turns and are then expended.
  • Dreamspikes are created by expending a <GP type>.
  • Dreamwards cannot be placed within the area of effect of an existing Dreamspike. When a Dreamspike is created, any Dreamwards within its area of effect are destroyed.
  • Dreamwards have the following effects on entities that exist on the hexes they cover:
    • Occupied cities controlled by the same player as the Dreamward produce 50% less occupied unhappiness.
    • The player who controls the Dreamward's influence with city states affected by the ward decays 25% more slowly. (Tar Valon is unaffected.)
  • The player who owns the Dreamward has active vision on the Dreamward's tile.
  • Dreamspikes have the following effects on entities that exist on the hexes they cover:
    • Units cannot Travel within, into, or out of the range of a Dreamspike.
    • Envoys expended within the range of a friendly Dreamspike provide a Science bonus to the Envoy-owning civilization equal to 50% of the value of a Rush Research.
    • Projections controlled by other players cannot enter these hexes.
    • The owner of the Dreamspike has active vision on these hexes.

Glimmers of the Pattern

  • Whenever a Great Person is expended in one of the main map layers, a Glimmer of the Pattern is created.
  • In the case of multi-use Great Person abilities that eventually expend the Great Person, one of the uses of the ability will create a Glimmer, and the others will not. (Chosen at random.)
  • Glimmers can only be seen by units in the T'a'r map layer.
  • Glimmers are placed on a plot within 3 hexes of the Great Person expenditure that created them (decided at random).
  • Glimmers are identified by the nationality of the Great Person who was expended to create them.
  • Glimmers can be gathered by projections in order to permanently increase the rate at which that player produces Great Person points towards generating Wolfbrothers and Dreamwalkers.
  • Players can not see or gather Glimmers created by their own Great People being expended.
  • If a player gathers a Glimmer of the same nationality as the previous Glimmers they gathered, then it will only increase their T'a'r Great Person points per turn by 50% of its normal value.

Reflections of Power

  • Once during the lifetime of each Wolfbrother or Dreamwalker, when they use an ability, a Reflection of Power is created in T'a'r, which contains a Relic of Power GW or can be turned into a Portal Stone, or 30% of the time, a Prophesy GW or a Culture dump.
  • Reflections of Power can only ever be discovered by players who have adopted <policy in a culture-related tree>.
  • Once adopting <policy>, players reveal individual Sites by gathering Glimmers. Every 5 Glimmers gathered by a player reveals a single Reflection of Power.
  • T'a'r Sites of Power are revealed retroactively for any Glimmers gathered in the past, when players adopt the relevant policy.
  • T'a'r sites of Power can be explored by Historians from the main map layers (though the graphical representation may suggest some travel to T'a'r during the process, there is no mechanical interaction with the T'a'r layer).

Interaction with the Last Battle

  • During the Last Battle, the Forsaken will roam T'a'r, attacking units, Dreamspikes, and Dreamwards set by Light-aligned players.
  • During the Last Battle, wolves will roam T'a'r, attacking units, Dreamspikes, and Dreamwards set by Shadow-aligned players.

Great People

  • Several Great Person types are directly related to T'a'r and spawning them is driven by the collection of T'a'r Great Person points through gathering Glimmers.
  • The specifics of these Great Person types and their abilities are described in the Great People summary.
  • The full list of Great Person types who are spawned by this system of Great Person points is as follows:
    • Wolfbrother
    • Dreamwalker
  • When a player reaches the Great Person points threshold at which a T'a'r Great Person would be generated, they choose which of the two types of Great Person mentioned above they wish to spawn.

Wolfbrothers and Wolves

  • Wolfbrother is a new Great Person type, spawned by the mechanics mentioned above. Upon using its Enter the Wolf Dream ability, the main layer Great Person unit disappears and is replaced by a Wolfbrother unit in the Tel'aran'rhiod layer.
  • Wolfbrothers in Tel'aran'rhiod have two abilities: Summon Wolves and Destroy Dreamspike.
  • Wolfbrothers act as more traditional combat units in Tel'aran'rhiod, attacking like a military unit would in the main map layer. They do not cause passive damage like projections do, but they are affected by it.
  • Wolfbrothers are generally more powerful than nightmares, but not significantly so.
  • Summon Wolves summons a wolf unit in the T'a'r layer adjacent to the Wolfbrother.
  • Destroy Dreamspike destroys a Dreamspike on the hex the Wolfbrother is currently standing on.
  • Once a single Wolfbrother has used two of either of these abilities, he is expended.
  • Wolves are more powerful combat units than Wolfbrothers, but, like projections, cannot enter the area of effect of Dreamspikes.
  • Wolves have boosted movement compared to other Tel'aran'rhiod units and have combat bonuses against projections and nightmares. They are also capable of destroying Dreamwards.

Dreamwalkers

  • Dreamwalkers, like Wolfbrothers, are a new Great Person type that can enter the Tel'aran'rhiod map layer by expending their main layer unit and being replaced with a Tel'aran'rhiod-layer one.
  • Dreamwalker units in Tel'aran'rhiod have two abilities: Plant Dreamspike and Corrupt Dreams.
  • Plant Dreamspike creates a Dreamspike owned by their controller at their current location.
  • Corrupt Dreams creates a small group of Lawless units in the main map layers, at and surrounding their current location. This ability can only be used in foreign (enemy?) territory.
  • Dreamwalkers are capable combat units in Tel'ara'rhiod, capable of fighting against two wolves and usually taking one down with them.
 
The misc summary will only keep growing if we keep adding small pieces to the mod. I do agree that the right place for Shadar Logoth is the Misc summary though. It would still be good if we could keep the Misc summary in one post though, so I'll split T'a'r out into its own summary below this post - it's the biggest section in the Misc summary by far and I think it's of a length with some of the shorter standalone summaries.
That works for now. I guess, as far as the misc summary, I was figuring random stuff like buildings and units might go in there... But, they'll obviously have their own summary.

It's another thing that isn't generally that sensible, but I think we should allow players to do it if they particularly want to. Arguably we can decide when we see how technically difficult it would be to disable one or the other and then go with the easier path.
ok. their funeral.

A Duel map (2 majors) has 4 CSes and the next size up (tiny) has 8 (these are the defaults and the player can manually change CS count if they wish). A warning for 6 and under works for me. We could do 8 and under if we wanted to catch Tiny maps as well, but with 8 of them, I'm not sure it will be too big a problem.
Eh, I think 6 or fewer is probably fine.

I believe we were going for it staying Shadow until another player does something about it. Without Trollocs to support it militarily and being at war with all civs, I think it's just a matter of time until someone captures it. At that point, if it's too far away for them to manage as their own city, they may often elect to liberate the CS in order to get the CS alliance out of it.

This may lead to isolated CSes on islands that do have Blight being captured and left Shadow-controlled for a long time. But them being isolated means that isn't much of a problem (and I don't think Shadow cities produce Shadowspawn until the LB starts or if the TW is going on - they just idle for the rest of the game if they exist outside those times). This feels like it fits in with the way CiV handles things like this - it allows this kind of unusual situations to occur and players usually enjoy it when they see it.
Hmmmm... it sounds like we were going to make shadow-city-capture to be relatively common. If that's the case, then I'm not sure I like this aspect. Having a shadow CS emerge after a significant amount of (or even majority of games) is, to me, a problem. Specifically, I don't really like the "free" opportunity to liberate a CS so early in the game. I say free, because it comes virtually without any diplomatic consequences for the civ. Normally, if you want to liberate a CS, it means you're going to war with another civ, and likely getting warmonger penalties for capturing the city. No such things would apply here. It would be, additionally, easier to take than a normal CS, as it wouldn't produce units. Thus, an easy ally for the last 7 eras of the game....

An ugly knock-on of this is that it actually incentivizes letting the CSs (even your allies) fall in battle during the TW - it's a chance to get an easy ally-for-life.

Anyways, we could debate about "how bad" what I'm describing is, of course, but the fact is that I don't think it's a desirable consequence. That to me is a problem.

I propose either they are automatically freed, or else they stay shadow as you've described, but upon liberation provide a large diplo boost, not an actual perma-alliance/world leader vote like liberation. Still, though, it provides a civ with an easy opportunity to take a CS as a puppet or something with much less resistance and no diplo hit, so I still don't like this idea very much.

Hmm, I think the last point you've made here is a really good one, that if this happens to a city that's important to a human civ, they'll likely start over, which is a terrible experience. I think we may end up having to special-case this too much to make it a smooth system. While it would be cool in a lot of cases, I think the potential to screw over some players is a bit much for us to use major civ cities, and we might be better off going back to the CS-only approach.
Yeah, I'm fine with that. We could maybe make it happen in an easter-eggy way, like if no CSs qualify or something, but that's probably not worth the coding.

I think that we'd make it so he sits in the city if he's not actively chasing a unit in SL territory - that way players would need to bait him out to be able to bombard him from outside the city (endangering the unit they use to bait him). And given the power difference, I would expect early game units to be doing 1-5 damage to him each attack, which wouldn't sustain against the heal rate from the city (he'd get it all back, even if several units got attacks in).
OK. This works!

Also, I forget to mention last time, I figure he fights at full strength even when damaged (like cities do), so you can't soften up his attacks with this kind of barrage.
Sure.

On top of that, he also respawns, so I don't think a bombardment like this would be a very effective strategy. We could even make him respawn instantly if the city is still controlled by Shadar Logoth, making bombarding Mashadar completely ineffective.
Right. Well, we might have to lessen that last bit during the Cleansing event.

The structure of the existing CS quests don't give us much room for flavor injection - there's pretty much just the name of the quest, its icon, and the notification tooltip (that last one is the biggest chunk of text). It's possible we could make that work, though I'm not sure we need to. Shadar Logoth was quite isolated until the events of the books dragged some characters through it and the CS quests are quite pro-active on the part of the CS. I'm also not sure what rewards we could give that would make these quests distinct, still fitting to the flavor, and also useful to players.
OK. That's that, then. Just a bunch of achievements then!

I think if it needs to be completed multiple times by Linked channelers, then the mission itself can be instantaneous. Then the defender's job is to keep Link-able channelers out, rather than interrupting something. I think if it's instantaneous, it would need to consume the performing unit (otherwise one Linked channeler could machine gun it) - I'm not a big fan of disallowing that unit from doing it again, because then we'd need to track all of the units to disallow it, and it would be difficult for the player to track as well.
So, if you brought four channelers, would you be able to "machine gun it" three times in a row, until you're down to your last channeler (who obviously can't link anymore?)

Also, if you are, say, two light civs going against each other on this, the "defender" has nothing they can do, right? I guess if you aren't willing to DoW then the Anti-project is your only way of stopping the cleansing.

A short "casting time" like 2-3 turns could work with a non-consuming mission. My only concern with the mission consuming the channelers is that Aes Sedai can't be regenerated by the players, and it may be a bit of a high price to lose the lifelong Aes Sedai you've had since eons ago if you've been good at keeping them alive. Though maybe that's the point - making it an actual cost and encouraging players to spread the load between them? It's a bit weird, because it punishes you for being good at other parts of the game - losing better units than other players because you've been better at keeping them alive.
Well, who's to say it has to be an Aes Sedai? Even if we put saidin units aside, can't linking be done by any female channeler?

Casting time could work, but then again, with Mashadar, that will be pretty darn hard to pull off. I'm also not sure how that encourages cooperation either. Eh... this is tricky. Unit consumption is no perfect solution either, though.

Also, it remains to be seen how much cooperation works in this mod. Other parts of the mod hinge on it - the LB, of course. I hope cooperation actually happens.

Totally agree that a single mission requirement that needs Linked channelers doesn't encourage co-operation from players on the same side, beyond strategic positioning to allow a designated pair to perform the mission. And that would only ever happen in games with multiple human players, because you could never convince the AI to do that correctly.
Right. So... what do you think we should do?

Are we talking that X would have to happen and THEN you take SL?

Yeah, you're right that requiring an M/F link would add a lot of complexity to this. Especially since, as you've said, I do recall us going with Linking being a female-only ability. I'm fine with dropping this.
fair enough.

I don't think it working differently from other projects will be a problem, because I don't think we'll present it like other projects. It doesn't have to have a filling-up-production-bar within the city (I don't think it should) - from the city's point of view it can look much more like the World Fair. Then we can present the information to the player in its own screen that has whatever representation makes sense.
You're comparing it here to unit/building production. I was talking about it being very different from other Projects - as in the WF that you mention by name. It appears like the WF, but certainly wouldn't work like the WF. I mean, it would show percentage and all that, but it seems to me that it's quite a bit different, in that the WF is a "hit the target number of hammers" project, and this is a "hit the target %" project. I'm not sure that would be intuitive, especially if it looks a lot like the WF.

Of course, this is all mostly rhetorical, because I' think we are in agreement in general.

Option 1 would probably mean we'd do a kind of number-line that represented progress in hammers towards the two sides. So one bar that is empty when no one has contributed, if contributions are leaning pro-Cleansing, a progress bar grows out of the middle (the 0 point) toward the right and a big "Cleanse Saidin" symbol/text/something. And it would grow the other way instead (or shrink towards 0 if there was already pre-existing pro-Cleansing progress) if anti-Cleansing was winning. This would be an adaptation of the progress bars used for production and such.
This could certainly work, and I think the players would thank us for it. But, on the other hand, I don't think Option 1 is all that different from a "regular project," in that it's building towards a target production level (though % and such aren't very relevant here)

If we go with option 2, then we would be showing the percentage slices of the total number of hammers contributed by each side in a sliding scale. So it would be quite similar to Ajah influence, where you will be able to see the breakdown of players and who has how much of the total influence with each Ajah. (Simpler in this case since there are only ever 2 contributors.)
Right.

But, wait, Ajah influence is public?

Either way it will be different from existing projects, I think it's just a matter of us communicating it in a way that makes sense for how it's tracked underneath, so that players' conceptual understanding of it line up with how the system works. I don't think we should frame the anti-project as producing negative hammers - I think, like Alignment, both sides should be working toward a higher "positive" goal, even when those goals are directly opposed.
I can see your reasoning behind this last point. We could probably come up with a good term to make it feel right, also. But yeah, it's all in how it's presented - probably will need to look relatively unique, so the player notices that it is different.

Stalemates are a very good point - option 2 would definitely lead to stalemates sometimes. I don't think that's a big problem though - the stalemates are never truly unbreakable and if the major players decide to ignore the Cleansing, thinking that it's no longer worth their time, there's room for some cool comeback plays from less powerful civs working over time.
Right, but the potential for a stalemate is in and of itself kind of a "corrupting" influence on the process. In some games the Project will be won with very few hammers spent, because nobody bothers, and in others it'll be astronomical because everybody bothers. This is less contained than other projects - I'd feel better about it if we could somehow limit it or something. I suppose this is mostly moot, though.

However, I see what you mean about that leading to uninteresting game states. And generally the CiV endgame's objective is to bring about big splashy things that cause the end of the game - the Cleansing is one of them. Because the volume of hammers players output scales up but the cost of the Cleansing stays the same (presumably), it becomes harder and harder for a deadlock to occur the closer to the end of the game you get. Which is a good thing. So yes, option 1 sounds good to me!
OK. Let's try that.

You make a very good point. And a re-vote mechanic could be entirely layered onto a one-time project implementation if we later decided that we did want to allow civs to try again. At least to start with, a one-time-only deal is infinitely simpler, so I agree, let's just let players do it once. I'm a little wary of the on-map objective making the anti-Cleansing side feel a bit snipe-able (put no hammers into the project, just defend Shadar Logoth), but let's only "fix" that if it actually becomes a problem, rather than trying to address it pre-emptively by doing a lot of extra work on it!
OK, so one-time only, then!

As far as the snipability of it all (good point, for sure)... hmmm.... The thing is, even though there's a presumed disadvantage for the Pro crowd, in that they have to actually take the city/complete the objective, on the other hand, the Anti-crowd has some barriers as well. First, they have to DoW, so if you aren't willing to do that, your only hope is to put hammers into the anti project (which, incidentally, should not be public, right? Or should it?). Secondly, you have to deal with the fact that Mashadar wants to kill you too. It's not like you can just camp there.

I don't think we decided between the two - I'm in favor of the world wonder approach. I think we'll need to decide that within the context of the other world wonders and natural wonders we have in the game when we do those though - so something to come back to. I think either of these manifestations of the flavor from the book and its connection to the Cleansing make sense, so it's something we can keep in mind for its abilities/yields when we do decide what the Choedan Kal is!
Cool, to be revisited in 2018!

I've added some of the stuff we've decided so far to the misc summary. T'a'r summary transplant below, and linked to from the first post.
Also, just checked the updated Gov summary. Good work! I'll get the next summary (I assume that's gonna be Social Policies or Paths or something.
 
That works for now. I guess, as far as the misc summary, I was figuring random stuff like buildings and units might go in there... But, they'll obviously have their own summary.

Yeah, definitely, they'll need their own summaries.

Eh, I think 6 or fewer is probably fine.

Done

Hmmmm... it sounds like we were going to make shadow-city-capture to be relatively common. If that's the case, then I'm not sure I like this aspect. Having a shadow CS emerge after a significant amount of (or even majority of games) is, to me, a problem. Specifically, I don't really like the "free" opportunity to liberate a CS so early in the game. I say free, because it comes virtually without any diplomatic consequences for the civ. Normally, if you want to liberate a CS, it means you're going to war with another civ, and likely getting warmonger penalties for capturing the city. No such things would apply here. It would be, additionally, easier to take than a normal CS, as it wouldn't produce units. Thus, an easy ally for the last 7 eras of the game....

An ugly knock-on of this is that it actually incentivizes letting the CSs (even your allies) fall in battle during the TW - it's a chance to get an easy ally-for-life.

Anyways, we could debate about "how bad" what I'm describing is, of course, but the fact is that I don't think it's a desirable consequence. That to me is a problem.

I propose either they are automatically freed, or else they stay shadow as you've described, but upon liberation provide a large diplo boost, not an actual perma-alliance/world leader vote like liberation. Still, though, it provides a civ with an easy opportunity to take a CS as a puppet or something with much less resistance and no diplo hit, so I still don't like this idea very much.

The liberation bonus from BNW isn't a permanent alliance, it's a large influence boost. The Compact vote thing (they always vote for their liberator) is based on liberation, but other civs can have overtaken as the CS's ally in the meantime (particularly if it happens early game), so the liberator may not be getting any CS bonuses. Capturing the Shadowspawn CS city would still give you a warmonger penalty (capturing and holding a city when you could have returned it to its "rightful owner"). Liberating cities doesn't incur warmonger penalties (so if you were to liberate a CS captured by another player, that wouldn't make you a warmonger).

I do see what you mean about it being a good way to get a big diplo boost with a given CS, and it encouraging you to abandon allies and CS's in order to free them later. I think how problematic that is will depend on whether players would be forced to abandon those CSes in most cases anyway - if they're only just about able to defend themselves, then there's no functional difference in this aspect.

I would like to avoid auto-freeing Shadowspawn CSes, because that very much feels like us making an arbitrary mechanical event take place because our Shadowspawn-CS dynamic doesn't interact well with the way we've modified CiV to work. It would be better if we could make it so that sensible decisions from all players will quickly lead to rebuffing of Shadowspawn control of cities after the TW, without introducing imbalance (the last part is what makes it hard).

One thing we could do is to make the Shadowspawn cities continue to produce Trollocs - that way players would actually have to fight to recapture these cities. And they would want to, otherwise there would be Trollocs running around pillaging and capturing their stuff. It would have to be an amount of them that isn't likely to cause a Shadowspawn civ to actually "win" and kill everyone though. A lack of a way to prevent that from happening is largely why we moved away from this kind of approach previously, I believe. It also doesn't solve the "abandon your allies to liberate them after for extra influence" problem.

That last problem will always persist as long as civs are doing the actual liberating and getting bonuses for it. But I think it does make sense for those liberation bonuses to take place. Even more so than when you liberate a CS from another civ, this time you're actually saving them from conquest by the embodiment of evil. We just need to escape the problem of that liberation being "free".

There's also inherent risk in allowing CSes to be captured by the Shadowspawn. Another player might reach the conquered CS first and liberate them - usurping your advantage. The CS you wanted to liberate might become Shadar Logoth. These are already factors balancing against the value of allowing CSes to fall to the Shadowspawn.

If the cities produced units, then there would be a cost to recapturing them.

What if Shadowspawn cities produced Blight? That would mean that leaving CSes under Shadowspawn control for long enough to become Blighted would be an extremely bad idea. But it's also unfortunately inescapable - cleaning Blight is an endgame tech (if it's even possible at all) so the CS (or conqueror if you chose to keep it) would have to deal with Blight in their territory for the rest of the game. (Blight spawns Shadowspawn, in addition to being really bad for yields.)

Any other different ways of making this process work? I'm honestly not too big a fan of most of the above. :(

Yeah, I'm fine with that. We could maybe make it happen in an easter-eggy way, like if no CSs qualify or something, but that's probably not worth the coding.

Yeah, it would be a decent chunk of extra work, depending on how sensible we wanted it to be! Something we can consider in the far distant future when most other things work as intended.

OK. This works!

Done

Right. Well, we might have to lessen that last bit during the Cleansing event.

Cool, so do we like the idea of instant-respawn unless the Cleansing is currently happening? We could make it so that Mashadar starts respawning after X turns once the pro-Cleansing project is completed.

OK. That's that, then. Just a bunch of achievements then!

Achievements it is!

So, if you brought four channelers, would you be able to "machine gun it" three times in a row, until you're down to your last channeler (who obviously can't link anymore?)

Only if performing the Cleansing doesn't consume both of them. I said "performing unit" last time but I've been considering whether consuming both would be more appropriate as well. It's a heavy cost to pay.

Also, if you are, say, two light civs going against each other on this, the "defender" has nothing they can do, right? I guess if you aren't willing to DoW then the Anti-project is your only way of stopping the cleansing.

This is difficult to address. I think the timeline for the Cleansing means it will often take place before the LB starts, when this won't be a problem, but there will certainly be times where it occurs after. All they can really do if it's Light vs Light is block the attacking player's access to tiles by putting their own units in the way. I think the nature of the Light alliance doesn't leave us much room to typically allow anti-Cleansing Light players and pro-Cleansing Light players to compete during the on-map objective, as long as we're using actual combat for that competitiveness.

Well, who's to say it has to be an Aes Sedai? Even if we put saidin units aside, can't linking be done by any female channeler?

It doesn't have to be an Aes Sedai, but I think that a fair majority of civs will have more Aes Sedai than other female channeler types. Even though they're given out by the Tower, they're given out in numbers that are most useful as the core of a military force. They're probably likely to produce some female channelers specifically to perform the Cleansing though, which would only cost them Aes Sedai if their plans went awry and they had to use the Sisters in a last-ditch effort to complete the Cleansing.

Casting time could work, but then again, with Mashadar, that will be pretty darn hard to pull off. I'm also not sure how that encourages cooperation either. Eh... this is tricky. Unit consumption is no perfect solution either, though.

Also, it remains to be seen how much cooperation works in this mod. Other parts of the mod hinge on it - the LB, of course. I hope cooperation actually happens.

Right. So... what do you think we should do?

Are we talking that X would have to happen and THEN you take SL?

For casting time you'd need Mashadar to busy attacking other units aside from the caster. And a human player would be much better at that than the AI.

Are there any completely different approaches to using these Linked units that we haven't discussed yet? I feel like there are significant drawbacks to instant-consumption and multi-turned channeled abillity approaches. Maybe we're better off going for simple capture of the CS?

What if the "complete Cleansing" ability was sort of like an attack and had to be used on the Shadar Logoth city from an adjacent hex while it had 0 health? That way pro-Cleansing civs could co-operate to siege down the city and the anti-Cleansing civs would be much like defending an actual city under normal circumstances. (Except Mashadar's added into the mix.)

Is there still no way of using the Dragon? The main difficulty I see there is that the Cleansing's timeline isn't actually tied to the LB, so the availability of the Dragon isn't guaranteed. That and his turn-taking structure means that players don't have control of him to do whatever they need to to Cleanse Saidin for very long.

You're comparing it here to unit/building production. I was talking about it being very different from other Projects - as in the WF that you mention by name. It appears like the WF, but certainly wouldn't work like the WF. I mean, it would show percentage and all that, but it seems to me that it's quite a bit different, in that the WF is a "hit the target number of hammers" project, and this is a "hit the target %" project. I'm not sure that would be intuitive, especially if it looks a lot like the WF.

Of course, this is all mostly rhetorical, because I' think we are in agreement in general.

Rhetorical, but worth discussing! It would only look like the WF from within the actual city. Within the city you're pretty much just getting "working on the World's Fair" - which would be fine for the Cleansing. All of the "hit the target number of hammers" context is on the screen that summarizes the World Fair - which we would have a completely different screen for the Cleansing.

This could certainly work, and I think the players would thank us for it. But, on the other hand, I don't think Option 1 is all that different from a "regular project," in that it's building towards a target production level (though % and such aren't very relevant here)

I think it's quite different because each player needs to be able to see when the "opposing side" is the one who's pulling out ahead, which isn't a notion that makes sense in any of the other projects. For the other projects (the worldwide ones like the WF), you're all putting hammers into one pot and trying to reach X production total. The competition comes from putting in more hammers than other players before X is reached. But for the Cleansing, you're putting hammers into one of two pots and trying to make the pot you're contributing to have X more hammers in it than the other one. So the competition is your whole side vs the other whole side. That can't be represented by a single ascending scale of production like the other ones.

But, wait, Ajah influence is public?

I forget if the breakdown is public, if you need a spy, or if it's never discoverable. (Or if we even discussed it?) I figure you can at least see your own and that will need to be represented on the screen.

I can see your reasoning behind this last point. We could probably come up with a good term to make it feel right, also. But yeah, it's all in how it's presented - probably will need to look relatively unique, so the player notices that it is different.

Yeah, and I think that's key to differentiating features like this - it should be clear to the player what exactly they're competing for and how they can best contribute to that.

Right, but the potential for a stalemate is in and of itself kind of a "corrupting" influence on the process. In some games the Project will be won with very few hammers spent, because nobody bothers, and in others it'll be astronomical because everybody bothers. This is less contained than other projects - I'd feel better about it if we could somehow limit it or something. I suppose this is mostly moot, though.

Mostly moot, as you've said!

OK. Let's try that.

Done

As far as the snipability of it all (good point, for sure)... hmmm.... The thing is, even though there's a presumed disadvantage for the Pro crowd, in that they have to actually take the city/complete the objective, on the other hand, the Anti-crowd has some barriers as well. First, they have to DoW, so if you aren't willing to do that, your only hope is to put hammers into the anti project (which, incidentally, should not be public, right? Or should it?). Secondly, you have to deal with the fact that Mashadar wants to kill you too. It's not like you can just camp there.

I don't think it should be public who's contributing to which project, but only in the same way that you can't see what other players' cities are building. I think the total progress toward each side should be public so that civs can prioritize as they wish. The same sort of way the victory condition progress (cultural influence, spaceship production, capital capturing, diplo votes) is public.

Very true about needing a DoW on the anti-Cleansing side, and them being the ones who are usually closer to Mashadar if they're trying to keep other players out. I think this approach will probably be ok then, in terms of snipability, so we'll see when we play it!

Also, should this new Cleansing info that we're discussing go into the Cleansing section in the Channeling summary? I figure the stuff that's internal to how the Cleansing itself works fits better there than in the Shadar Logoth section of the misc summary, or in its own section in the misc summary. (I almost created a "Cleansing Saidin" section in the misc summary and realized we had one of those elsewhere!)

Cool, to be revisited in 2018!

2018! Man, our schedule's been moved up, I'd penciled in 2020!

Also, just checked the updated Gov summary. Good work! I'll get the next summary (I assume that's gonna be Social Policies or Paths or something.

Thanks and sounds good! You did already create a Paths summary with the info we had at the time back here, so when we do the rest of the Paths discussion it can be edited into that.
 
The liberation bonus from BNW isn't a permanent alliance, it's a large influence boost. The Compact vote thing (they always vote for their liberator) is based on liberation, but other civs can have overtaken as the CS's ally in the meantime (particularly if it happens early game), so the liberator may not be getting any CS bonuses. Capturing the Shadowspawn CS city would still give you a warmonger penalty (capturing and holding a city when you could have returned it to its "rightful owner"). Liberating cities doesn't incur warmonger penalties (so if you were to liberate a CS captured by another player, that wouldn't make you a warmonger).
Right. I was mistaken about the perma-alliance thing.

While liberating doesn't give you a warmonger bonus, it DOES typically require you to actually be at war with another major civ, though, which certainly does have diplomatic (as well as other) implications. If you wanted to liberate Far Madding from Andor, you'd have to DoW on Andor and grab it - so while it doesn't incur global warmonger penalties, it most certainly would with *Andor* (which can have various effects) - no such problem exists with the shadowspawn civ.

I do see what you mean about it being a good way to get a big diplo boost with a given CS, and it encouraging you to abandon allies and CS's in order to free them later. I think how problematic that is will depend on whether players would be forced to abandon those CSes in most cases anyway - if they're only just about able to defend themselves, then there's no functional difference in this aspect.
Right.

I would like to avoid auto-freeing Shadowspawn CSes, because that very much feels like us making an arbitrary mechanical event take place because our Shadowspawn-CS dynamic doesn't interact well with the way we've modified CiV to work. It would be better if we could make it so that sensible decisions from all players will quickly lead to rebuffing of Shadowspawn control of cities after the TW, without introducing imbalance (the last part is what makes it hard).
agreed.

One thing we could do is to make the Shadowspawn cities continue to produce Trollocs - that way players would actually have to fight to recapture these cities. And they would want to, otherwise there would be Trollocs running around pillaging and capturing their stuff. It would have to be an amount of them that isn't likely to cause a Shadowspawn civ to actually "win" and kill everyone though. A lack of a way to prevent that from happening is largely why we moved away from this kind of approach previously, I believe. It also doesn't solve the "abandon your allies to liberate them after for extra influence" problem.
Well, what would be the problem with having them produce Trollocs in a way similar to how CSs produce units? Like, have them produce "defensive" trollocs, that typically don't stray so far. Then again, CS units DO sometimes stray if you're at war with them, but they definitely don't amass for war or anything. Is there a way to do this and make it work?

That last problem will always persist as long as civs are doing the actual liberating and getting bonuses for it. But I think it does make sense for those liberation bonuses to take place. Even more so than when you liberate a CS from another civ, this time you're actually saving them from conquest by the embodiment of evil. We just need to escape the problem of that liberation being "free".

There's also inherent risk in allowing CSes to be captured by the Shadowspawn. Another player might reach the conquered CS first and liberate them - usurping your advantage. The CS you wanted to liberate might become Shadar Logoth. These are already factors balancing against the value of allowing CSes to fall to the Shadowspawn.

If the cities produced units, then there would be a cost to recapturing them.
Yeah, I do agree that we need there to be some kind of significant reward for liberating a CS. I guess I'm wondering if it needs to be the SAME reward as when you liberate a CS from a civ. What if, instead, you got Light points, or a permanent happiness boost or something (with of course a diplo boost, but perhaps not as great as it is normally)? I'm a little nervous about the guaranteed-world-leader-vote, because it has some significant implications on the Diplo victory, and I'm not sure we want the TW to have these implications. Presumably CSs will get conquered in the LB as well, but I don't care as much about that, as it's late game and most civs have declared for a side already anyways. It's having that vote "locked down" so early in the game - and making that CS now a non-player in the diplo victory, that's the problem.

What if Shadowspawn cities produced Blight? That would mean that leaving CSes under Shadowspawn control for long enough to become Blighted would be an extremely bad idea. But it's also unfortunately inescapable - cleaning Blight is an endgame tech (if it's even possible at all) so the CS (or conqueror if you chose to keep it) would have to deal with Blight in their territory for the rest of the game. (Blight spawns Shadowspawn, in addition to being really bad for yields.)
I think the gradual accumulation of blight could work, too, but it might be somewhat annoying more than anything else. Nobody really cares how good the yields are for CS tiles, unless they take the CS as a puppet (which is somewhat uncommon, I'm guessing), so this would more than anything just end up a source of shadowspawn for the entire rest of the game, which might not be all that fun.

Any other different ways of making this process work? I'm honestly not too big a fan of most of the above. :(
I think having it produce some units can somewhat counter the "easy" aspect, and maybe changing the liberation bonus is the best way to lessen the diplo consequences.

Cool, so do we like the idea of instant-respawn unless the Cleansing is currently happening? We could make it so that Mashadar starts respawning after X turns once the pro-Cleansing project is completed.
Hmmm, I'm not sure it needs to be *instant?* Maybe one turn later, or even 2 turns. I feel like if you manage to kill it, you might deserve a moment or two of peace.

But yeah, once the cleansing is going, probably should be 3-4 turns off or something.

On that note, what happens to make the cleansing project available? Is it something that pops up automatically (when?), or is it voted on in the Compact? If it's a vote, then we need to bear that in mind as yet another layer of challenge for the performance of the Pro crowd.

Only if performing the Cleansing doesn't consume both of them. I said "performing unit" last time but I've been considering whether consuming both would be more appropriate as well. It's a heavy cost to pay.
right. more on this below.

This is difficult to address. I think the timeline for the Cleansing means it will often take place before the LB starts, when this won't be a problem, but there will certainly be times where it occurs after. All they can really do if it's Light vs Light is block the attacking player's access to tiles by putting their own units in the way. I think the nature of the Light alliance doesn't leave us much room to typically allow anti-Cleansing Light players and pro-Cleansing Light players to compete during the on-map objective, as long as we're using actual combat for that competitiveness.
Right. And I think light-v-light actions will be clunky no matter how it ends up working.

It doesn't have to be an Aes Sedai, but I think that a fair majority of civs will have more Aes Sedai than other female channeler types. Even though they're given out by the Tower, they're given out in numbers that are most useful as the core of a military force. They're probably likely to produce some female channelers specifically to perform the Cleansing though, which would only cost them Aes Sedai if their plans went awry and they had to use the Sisters in a last-ditch effort to complete the Cleansing.
Right, I'd say we should probably allow all females, though, unless it turns out to be problematic with balance.

For casting time you'd need Mashadar to busy attacking other units aside from the caster. And a human player would be much better at that than the AI.

Are there any completely different approaches to using these Linked units that we haven't discussed yet? I feel like there are significant drawbacks to instant-consumption and multi-turned channeled abillity approaches. Maybe we're better off going for simple capture of the CS?

What if the "complete Cleansing" ability was sort of like an attack and had to be used on the Shadar Logoth city from an adjacent hex while it had 0 health? That way pro-Cleansing civs could co-operate to siege down the city and the anti-Cleansing civs would be much like defending an actual city under normal circumstances. (Except Mashadar's added into the mix.)
I think this is the answer. I definitely feel like the Linked aspect is going to feel a little complex, and even tedious. Honestly, I think there's a non-zero chance that we end up excluding Linking from the game at all. Because of that, I'm wary of attaching such significance to it here, especially if it's going to feel clunky in any case.

So, I'm thinking that your "Complete Cleansing" ability is the way to go, so one possible path:

1) Win the Project
2) Capture SL
3) Have three distinct channeling units (male or female, I'd say) perform a "Cleanse Saidin" mission within the borders of SL, while SL is held by any major civ

I think having SL captured first is the way to go. Making it after might make it too easy to sneak channelers in there.

I know you didn't like having to make civs remember that they've already used the Mission on a given unit, but I think this is worth it to encourage cooperation. Additionally, without

I specify that any major civ can hold SL - if an Anti civ were to capture the CS in order to get Mashadar to shut up, they've put things significantly at risk!

Presumably, though, an anti-civ could retake SL from the Pro civs and "liberate" to turn it bad again, yes?

What do you think?

Given the above, during the cleansing mission, Mashadar should probably still respawn even if SL is held, but the missions haven't been performed yet, right? He'll try to retake the city, yes?

Is there still no way of using the Dragon? The main difficulty I see there is that the Cleansing's timeline isn't actually tied to the LB, so the availability of the Dragon isn't guaranteed. That and his turn-taking structure means that players don't have control of him to do whatever they need to to Cleanse Saidin for very long.
Definitely can't include the dragon, I think. For one, this isn't Alignment based, so you could have a channeler-heavy group of shadow civs trying to cleanse saidin, and the no-channeler light civs defending it. Having the dragon attached to the Anti side would of course be dumb.

We can add it in as flavor, though. Like, the third Cleansing Mission summons the dragon. Maybe that doesn't do anything but show some text and an animation, but maybe if the LB is already going, it actually moves his location automatically.

I think it's quite different because each player needs to be able to see when the "opposing side" is the one who's pulling out ahead, which isn't a notion that makes sense in any of the other projects. For the other projects (the worldwide ones like the WF), you're all putting hammers into one pot and trying to reach X production total. The competition comes from putting in more hammers than other players before X is reached. But for the Cleansing, you're putting hammers into one of two pots and trying to make the pot you're contributing to have X more hammers in it than the other one. So the competition is your whole side vs the other whole side. That can't be represented by a single ascending scale of production like the other ones.
Yeah. agreed.

I forget if the breakdown is public, if you need a spy, or if it's never discoverable. (Or if we even discussed it?) I figure you can at least see your own and that will need to be represented on the screen.
We should probably do whatever is typical for other projects in CiV.

I don't think it should be public who's contributing to which project, but only in the same way that you can't see what other players' cities are building. I think the total progress toward each side should be public so that civs can prioritize as they wish. The same sort of way the victory condition progress (cultural influence, spaceship production, capital capturing, diplo votes) is public.
Yes, totally agree.

Very true about needing a DoW on the anti-Cleansing side, and them being the ones who are usually closer to Mashadar if they're trying to keep other players out. I think this approach will probably be ok then, in terms of snipability, so we'll see when we play it!

Also, should this new Cleansing info that we're discussing go into the Cleansing section in the Channeling summary? I figure the stuff that's internal to how the Cleansing itself works fits better there than in the Shadar Logoth section of the misc summary, or in its own section in the misc summary. (I almost created a "Cleansing Saidin" section in the misc summary and realized we had one of those elsewhere!)
I feel like hte Channeling summary should probably only have the bare bones of what cleansing saidin means - what effect is has on units, madness, etc, and maybe a line directing to the SL summary. The reason being is that the Channeling summary is less likely to be frequently referenced - its quite old, and as such as a lot more big-picture and ideas, and less specific mechanics. Probably less useful to you, in other words. If there's room, though, I'm happy to put it all in there if you disagree.


Thanks and sounds good! You did already create a Paths summary with the info we had at the time back here, so when we do the rest of the Paths discussion it can be edited into that.
ah, that I did!

Almost done with SL, it seems!
 
Right. I was mistaken about the perma-alliance thing.

While liberating doesn't give you a warmonger bonus, it DOES typically require you to actually be at war with another major civ, though, which certainly does have diplomatic (as well as other) implications. If you wanted to liberate Far Madding from Andor, you'd have to DoW on Andor and grab it - so while it doesn't incur global warmonger penalties, it most certainly would with *Andor* (which can have various effects) - no such problem exists with the shadowspawn civ.

Yeah, recapturing from the Shadowspawn definitely isn't as diplo-affecting as recapturing from other civs. More detail on this below.

Well, what would be the problem with having them produce Trollocs in a way similar to how CSs produce units? Like, have them produce "defensive" trollocs, that typically don't stray so far. Then again, CS units DO sometimes stray if you're at war with them, but they definitely don't amass for war or anything. Is there a way to do this and make it work?

It's definitely possible, though I'm not sure how much work it would be. Also not sure how easy it would be to tell this situation apart from a city capture that occurred normally near the Blight (unless the behaviors would be the same, in which case that wouldn't be a problem).

Yeah, I do agree that we need there to be some kind of significant reward for liberating a CS. I guess I'm wondering if it needs to be the SAME reward as when you liberate a CS from a civ. What if, instead, you got Light points, or a permanent happiness boost or something (with of course a diplo boost, but perhaps not as great as it is normally)? I'm a little nervous about the guaranteed-world-leader-vote, because it has some significant implications on the Diplo victory, and I'm not sure we want the TW to have these implications. Presumably CSs will get conquered in the LB as well, but I don't care as much about that, as it's late game and most civs have declared for a side already anyways. It's having that vote "locked down" so early in the game - and making that CS now a non-player in the diplo victory, that's the problem.

An alternate liberation bonus sounds like a good way of solving this problem. It moves in on our Alignment calculations a bit, but I don't think this is ever reliable enough that we can account for it yet, and will probably fall way within the rounding errors of the calculations we've done so far.

So, we remove the guaranteed diplo-vote and the extreme largeness of the influence bonus. As an alternative payout, how about:

60 influence
300 Light

This would be a general bonus for liberating CSes from the control of Shadowspawn throughout the game (in the event they somehow get captured by them, I imagine the TW and LB will be when 99% of Shadowspawn CS capturing occurs) rather than specific to the TW.

I think the gradual accumulation of blight could work, too, but it might be somewhat annoying more than anything else. Nobody really cares how good the yields are for CS tiles, unless they take the CS as a puppet (which is somewhat uncommon, I'm guessing), so this would more than anything just end up a source of shadowspawn for the entire rest of the game, which might not be all that fun.

I agree here, this would probably not be very fun, so let's skip it.

I think having it produce some units can somewhat counter the "easy" aspect, and maybe changing the liberation bonus is the best way to lessen the diplo consequences.

Yeah, this sounds good to me - details above.

Hmmm, I'm not sure it needs to be *instant?* Maybe one turn later, or even 2 turns. I feel like if you manage to kill it, you might deserve a moment or two of peace.

If that moment of peace serves a purpose for us. I'd be inclined to make Mashadar a kind of "unrelenting force" - as long as the city is there to feed him with evil, there's nothing players can do to hold him back. Otherwise the most viable (but still quite difficult) strategy would be a protracted bait+range attack followed by a sudden siege in those two turns. I think we want to encourage an absolute commitment - throwing armies against the city all at once if you want to capture it.

But yeah, once the cleansing is going, probably should be 3-4 turns off or something.

Sounds like a good interval. If a player captures the city mid-game and Mashadar is respawning trying to retake it (unassociated with the Cleansing), should the respawn rate be the same?

On that note, what happens to make the cleansing project available? Is it something that pops up automatically (when?), or is it voted on in the Compact? If it's a vote, then we need to bear that in mind as yet another layer of challenge for the performance of the Pro crowd.

I think it can just be unlocked by a tech. So civs can start contributing to it once they've researched that technology. Alternatively we could do a WC-style "everyone can start contributing once anyone researches this tech" (different trigger, but some kind of distribution). I'd lean towards the former.

Right. And I think light-v-light actions will be clunky no matter how it ends up working.

Just the nature of the Light alliance, I suppose. We'll see if it becomes a problem.

Right, I'd say we should probably allow all females, though, unless it turns out to be problematic with balance.

Yeah, definitely, anyone who can Link/channel (which of the two depends on the discussion below).

I think this is the answer. I definitely feel like the Linked aspect is going to feel a little complex, and even tedious. Honestly, I think there's a non-zero chance that we end up excluding Linking from the game at all. Because of that, I'm wary of attaching such significance to it here, especially if it's going to feel clunky in any case.

So, I'm thinking that your "Complete Cleansing" ability is the way to go, so one possible path:

1) Win the Project
2) Capture SL
3) Have three distinct channeling units (male or female, I'd say) perform a "Cleanse Saidin" mission within the borders of SL, while SL is held by any major civ

I think having SL captured first is the way to go. Making it after might make it too easy to sneak channelers in there.

I think with capturing SL before doing the Cleansing mission can work, but why does it make it more difficult to sneak in channelers? Surely it makes it easier because you don't have to deal with the city attacking them as well and if you or an ally own the city, you have much better movement through the area via the city hex. It could also be confusing as to where "Shadar Logoth's borders" begin if the player who captures SL also has their own cities nearby - the borders will merge. You don't want players to accidentally consume extra movement moving onto the wrong hex because they couldn't tell where to go. (This would also only be a problem for a human player, which isn't good either.)

I think allowing (but not forcing) the Cleanse missions to go first makes sense. That way the border confusion, if present, is created by a deliberate player action, rather than forced on them by the way the Cleansing works.

I do think Linking could still work for the missions. I think if we're going to remove Linking then we should just do it, rather than holding off from using it where it's appropriate in case we remove it later. (If we do decide to remove it later, we can go back to single-channeler missions.) Making the capture of the city one of the focusing objectives of Cleansing saidin makes the mission a lot less clunky, I think. And based on some points below, I think a unit-consuming mission would work better, so we'd probably want to avoid male channelers otherwise it becomes bizarrely specific way to get rid of them.

So, I think Linking and performing the mission consumes the performing unit. Concerns about machine-gunning the mission aren't a problem if the player also needs to take the city afterwards, which the anti-Cleansing players should be actively defending. I was most concerned with SL having some isolated hex they owned and one player being able to complete the whole Cleansing rapidly without interacting with Mashadar or the other players. (Say there was a hex over a mountain ridge, or some such.) Capturing the city removes that.

I know you didn't like having to make civs remember that they've already used the Mission on a given unit, but I think this is worth it to encourage cooperation. Additionally, without

Did you mean to put something more on the end here?

I'm still thinking that given what we're discussing above, consuming the units is better than recording which ones have done the mission. Recording which ones have done the mission feels very unlike how CiV handles missions like this. And for the Cleansing of saidin, which is a big global event with big payoffs, if we're doing three instances of the mission + city capture to complete, then I think losing three channelers is an appropriate cost.

I specify that any major civ can hold SL - if an Anti civ were to capture the CS in order to get Mashadar to shut up, they've put things significantly at risk!

Sounds like a good balancing act for them.

Presumably, though, an anti-civ could retake SL from the Pro civs and "liberate" to turn it bad again, yes?

Totally, sounds good.

What do you think?

Given the above, during the cleansing mission, Mashadar should probably still respawn even if SL is held, but the missions haven't been performed yet, right? He'll try to retake the city, yes?

Yes, Mashadar should respawn until Saidin is Cleansed.

Definitely can't include the dragon, I think. For one, this isn't Alignment based, so you could have a channeler-heavy group of shadow civs trying to cleanse saidin, and the no-channeler light civs defending it. Having the dragon attached to the Anti side would of course be dumb.

We can add it in as flavor, though. Like, the third Cleansing Mission summons the dragon. Maybe that doesn't do anything but show some text and an animation, but maybe if the LB is already going, it actually moves his location automatically.

This all makes a lot of sense. I think given that we have a mechanism for triggering this above, we don't need to conditionally pull in the Dragon if we don't have to.

We should probably do whatever is typical for other projects in CiV.

I'm thinking that public influence is the way to go because that's generally how CiV presents information about competitive goals between players.

Yes, totally agree.

I feel like hte Channeling summary should probably only have the bare bones of what cleansing saidin means - what effect is has on units, madness, etc, and maybe a line directing to the SL summary. The reason being is that the Channeling summary is less likely to be frequently referenced - its quite old, and as such as a lot more big-picture and ideas, and less specific mechanics. Probably less useful to you, in other words. If there's room, though, I'm happy to put it all in there if you disagree.

I don't think a lack of specificity already in the Channeling summary means we should avoid it - it probably means that we'll need to go back and make things more specific like we did with the LB summary a while back. I have definitely implemented some stuff based on text from the Channeling summary though (parts of the Warder bond, for example). I think the Cleansing process, like the mission we're discussing above, which units can perform it, the stuff that defines the structure of how the Cleansing is unlocked and works should go there. Referencing the misc summary for Shadar Logoth information is definitely a good call, because the two are interrelated. I've added a link back to the Channeling summary from the Shadar Logoth section of the Misc summary where the Cleansing is relevant to the behavior of Mashadar. Otherwise I'd end up creating a Cleansing section in the Misc summary for these details, which is much more of a Channeling subsystem than an isolated misc system.

ah, that I did!

Almost done with SL, it seems!

Almost there! Are Policies up next then?
 
It's definitely possible, though I'm not sure how much work it would be. Also not sure how easy it would be to tell this situation apart from a city capture that occurred normally near the Blight (unless the behaviors would be the same, in which case that wouldn't be a problem).
hmmm... not sure either way if CSs captured at other points in the game should have this behavior or not. It sounds like we aren't going to need this mechanic, though, so it's probably fine to just not do it.

An alternate liberation bonus sounds like a good way of solving this problem. It moves in on our Alignment calculations a bit, but I don't think this is ever reliable enough that we can account for it yet, and will probably fall way within the rounding errors of the calculations we've done so far.

So, we remove the guaranteed diplo-vote and the extreme largeness of the influence bonus. As an alternative payout, how about:

60 influence
300 Light

This would be a general bonus for liberating CSes from the control of Shadowspawn throughout the game (in the event they somehow get captured by them, I imagine the TW and LB will be when 99% of Shadowspawn CS capturing occurs) rather than specific to the TW.
Hmmm.... I'm not sure we want it to be the same payout throughout the game. There doesn't appear to be a reason we couldn't just make the values less earlier in the game, especially the Light. The thing is, a civ that early might still be considering Shadow, but might still want to liberate a CS after the TW... 300 is quite a lot of Light. I'm thinking it should be worth about what a +Light or +Major Light from the TW's era would be (probably the former). I'm having trouble finding what those values are, though.

If that moment of peace serves a purpose for us. I'd be inclined to make Mashadar a kind of "unrelenting force" - as long as the city is there to feed him with evil, there's nothing players can do to hold him back. Otherwise the most viable (but still quite difficult) strategy would be a protracted bait+range attack followed by a sudden siege in those two turns. I think we want to encourage an absolute commitment - throwing armies against the city all at once if you want to capture it.
OK, fine, but I'd suggest it should at least wait to respawn on SL's next turn - as opposed to during your turn (while you're attacking).

Sounds like a good interval. If a player captures the city mid-game and Mashadar is respawning trying to retake it (unassociated with the Cleansing), should the respawn rate be the same?
Hmmm.. Not sure either way. If we want holding SL to be nye impossible, then he can respawn semi-immediately as elsewhere in the game. I'm not sure it will matter much, either way.

I think it can just be unlocked by a tech. So civs can start contributing to it once they've researched that technology. Alternatively we could do a WC-style "everyone can start contributing once anyone researches this tech" (different trigger, but some kind of distribution). I'd lean towards the former.
If we are trying to prevent the project from ending up to easy to dominate, I definitely don't think it should be tech gated "locally." I think everybody should gain access to it at the same point. That point, of course, can be tech gated.

I think with capturing SL before doing the Cleansing mission can work, but why does it make it more difficult to sneak in channelers? Surely it makes it easier because you don't have to deal with the city attacking them as well and if you or an ally own the city, you have much better movement through the area via the city hex. It could also be confusing as to where "Shadar Logoth's borders" begin if the player who captures SL also has their own cities nearby - the borders will merge. You don't want players to accidentally consume extra movement moving onto the wrong hex because they couldn't tell where to go. (This would also only be a problem for a human player, which isn't good either.)
It's not so much that the sneaking-in itself is easier before SL-capture (obviously it's harder), it's the the process as a whole is easier, namely because things can happen at any number of stages, which would make it much more difficult to plan for it/know what to expect. With what you're suggesting, for example, SL/Anti civs would have to choose between killing the capturing units and the channelers, whereas presumably in my suggestion, they'd be able to focus on each type in the various stages.

I think allowing (but not forcing) the Cleanse missions to go first makes sense. That way the border confusion, if present, is created by a deliberate player action, rather than forced on them by the way the Cleansing works.
I'm fine with this, of course, but I should note that the border thing was obviously somewhat of a mistake, because of the ambiguity you mention, re: player borders. I'd suggest, instead, it needs to be an adjacent-tile to the CS itself - this prevents sniping, somewhat, as getting a channeler that close is much, much more difficult than simply getting it within the borders.

I do think Linking could still work for the missions. I think if we're going to remove Linking then we should just do it, rather than holding off from using it where it's appropriate in case we remove it later. (If we do decide to remove it later, we can go back to single-channeler missions.) Making the capture of the city one of the focusing objectives of Cleansing saidin makes the mission a lot less clunky, I think. And based on some points below, I think a unit-consuming mission would work better, so we'd probably want to avoid male channelers otherwise it becomes bizarrely specific way to get rid of them.
Yeah, I just don't see, from a gameplay perspective, how requiring the link is worth it. It seems like it would make things a bit more annoying, for all parties, most especially the AI, who will undoubtedly act a fool when dealing with such things. I understand, of course, the flavor value of the link. But it doesn't seem to me to offer any benefit besides making the process more difficult - and clearly there are many other avenues we can take to achieve that.

I don't quite feel comfortable deciding on the removing of linking now, though. I feel like once we've tested a bit, or once we're talking about combat in a more focused way, we can tackle that. Definitely I don't see this mechanic (the cleansing) as a reason to include it, though.

So, I think Linking and performing the mission consumes the performing unit. Concerns about machine-gunning the mission aren't a problem if the player also needs to take the city afterwards, which the anti-Cleansing players should be actively defending. I was most concerned with SL having some isolated hex they owned and one player being able to complete the whole Cleansing rapidly without interacting with Mashadar or the other players. (Say there was a hex over a mountain ridge, or some such.) Capturing the city removes that.
Yeah, if you want to keep linking, I can live with it. But if we go with single mission, consume the unit, I think that would work totally fine enough. If we go with adjacent-tile, then I have no problem with it being before or after the city capture.

Did you mean to put something more on the end here?

I'm still thinking that given what we're discussing above, consuming the units is better than recording which ones have done the mission. Recording which ones have done the mission feels very unlike how CiV handles missions like this. And for the Cleansing of saidin, which is a big global event with big payoffs, if we're doing three instances of the mission + city capture to complete, then I think losing three channelers is an appropriate cost.
hmm... I think I must have meant to add more here. I don't know what it was, though. No problem with what you're saying though, especially if some of the tweaks above are adopted.

Oh, can't remember where you said this, but yes, disallowing males is a good idea, else people try to dump their mad channelers on SL...

I'm thinking that public influence is the way to go because that's generally how CiV presents information about competitive goals between players.
righto.

I don't think a lack of specificity already in the Channeling summary means we should avoid it - it probably means that we'll need to go back and make things more specific like we did with the LB summary a while back. I have definitely implemented some stuff based on text from the Channeling summary though (parts of the Warder bond, for example). I think the Cleansing process, like the mission we're discussing above, which units can perform it, the stuff that defines the structure of how the Cleansing is unlocked and works should go there. Referencing the misc summary for Shadar Logoth information is definitely a good call, because the two are interrelated. I've added a link back to the Channeling summary from the Shadar Logoth section of the Misc summary where the Cleansing is relevant to the behavior of Mashadar. Otherwise I'd end up creating a Cleansing section in the Misc summary for these details, which is much more of a Channeling subsystem than an isolated misc system.
ok, I've added a whole bunch of this to the Channeling summary - please check it, I think I may have missed something.

Also, were there any rewards for the Cleansing? Was it just some light points? We have ~500 Light as a payout for this - who gets Light points, and how is it distributed? For the missions? Capturing the city? Putting hammers in? Is it ranked like the WF?

Saidin units don't cost maintenance (at least non-asha'man don't) - we have in the summary that this may change once saidin is cleansed. Should it?


Almost there! Are Policies up next then?
that or Paths. We should do whichever will have more significant impact on the game (or on the other). Is that Policies?
 
hmmm... not sure either way if CSs captured at other points in the game should have this behavior or not. It sounds like we aren't going to need this mechanic, though, so it's probably fine to just not do it.

Cool, let's drop this then.

Hmmm.... I'm not sure we want it to be the same payout throughout the game. There doesn't appear to be a reason we couldn't just make the values less earlier in the game, especially the Light. The thing is, a civ that early might still be considering Shadow, but might still want to liberate a CS after the TW... 300 is quite a lot of Light. I'm thinking it should be worth about what a +Light or +Major Light from the TW's era would be (probably the former). I'm having trouble finding what those values are, though.

I think that, somehow, we didn't put the values we decided on for the Minor, Normal, and Major +Alignment amounts into any of the summaries. A brief sojourn into our helpfully searchable thread backup and....

We decided on this:

Beginning: +30, +120-160, +240-350
End: +60-80, +200-240, +500-580

I'll put those numbers into the misc summary.

So does +150 sound like a better amount of Light for liberating a CS from the Shadowspawn?

OK, fine, but I'd suggest it should at least wait to respawn on SL's next turn - as opposed to during your turn (while you're attacking).

Sounds good - summary-ized.

Hmmm.. Not sure either way. If we want holding SL to be nye impossible, then he can respawn semi-immediately as elsewhere in the game. I'm not sure it will matter much, either way.

If we're not pushed either way, then I think making these the same respawn rate creates consistency. Then we basically have two modes: when Shadar Logoth owns its own city the respawn is immediate, when the city is controlled by another player it's every 3-4 turns.

If we are trying to prevent the project from ending up to easy to dominate, I definitely don't think it should be tech gated "locally." I think everybody should gain access to it at the same point. That point, of course, can be tech gated.

Yeah, I'm fine with a global tech unlock. I think there's a decent argument for local unlock in that players who are ahead in tech should do well because they are actually doing well, but I think the comparison will be more easily assessed when we can play it.

It's not so much that the sneaking-in itself is easier before SL-capture (obviously it's harder), it's the the process as a whole is easier, namely because things can happen at any number of stages, which would make it much more difficult to plan for it/know what to expect. With what you're suggesting, for example, SL/Anti civs would have to choose between killing the capturing units and the channelers, whereas presumably in my suggestion, they'd be able to focus on each type in the various stages.

Right, I see what you mean. I don't think splitting the anti-Cleansing players' focus is a bad thing, that tends to be the balance players need to strike when defending (shoot at the siege weapons taking down the cities or units clearing the area, or melee units that will finally capture the city). And I think the pro-Cleansing channelers will often be a major part of the capturing force for reducing the anti-Cleansing unit presence.

I'm fine with this, of course, but I should note that the border thing was obviously somewhat of a mistake, because of the ambiguity you mention, re: player borders. I'd suggest, instead, it needs to be an adjacent-tile to the CS itself - this prevents sniping, somewhat, as getting a channeler that close is much, much more difficult than simply getting it within the borders.

Ah, ok! Yeah, if the ability is used adjacent to the city then border confusion isn't a concern.

Yeah, I just don't see, from a gameplay perspective, how requiring the link is worth it. It seems like it would make things a bit more annoying, for all parties, most especially the AI, who will undoubtedly act a fool when dealing with such things. I understand, of course, the flavor value of the link. But it doesn't seem to me to offer any benefit besides making the process more difficult - and clearly there are many other avenues we can take to achieve that.

I don't quite feel comfortable deciding on the removing of linking now, though. I feel like once we've tested a bit, or once we're talking about combat in a more focused way, we can tackle that. Definitely I don't see this mechanic (the cleansing) as a reason to include it, though.

Yeah, if you want to keep linking, I can live with it. But if we go with single mission, consume the unit, I think that would work totally fine enough. If we go with adjacent-tile, then I have no problem with it being before or after the city capture.

Cool, at the end of all of this, I think single unit, mission available adjacent to the city hex, as soon as the pro-Cleansing side wins the project, sounds like the way to go for now. So no Linking and city capture doesn't affect the missions.

Sound good?

hmm... I think I must have meant to add more here. I don't know what it was, though. No problem with what you're saying though, especially if some of the tweaks above are adopted.

Oh, can't remember where you said this, but yes, disallowing males is a good idea, else people try to dump their mad channelers on SL...

Cool, sounds good.

ok, I've added a whole bunch of this to the Channeling summary - please check it, I think I may have missed something.

Looks good, thanks! A few comments:

No time limit on the project/missions sounds good to me, so I'd be fine with removing the red there. Do you think the same?

I don't think we need:

The choice to do so or not will be related to a civ's use of male channelers, and their Alignment.

We can elaborate on what the rewards are and let players decide which side they want to choose based on the bonuses they like.

Some of the pro-Cleansing effects are described as when the "project is completed" but if the anti-Cleansing side wins then the project is also completed then. These could be described as when the "pro-Cleansing side completes the project" or something similar.

I don't think classifying the anti hammers as a subtraction is quite what we want - the two are opposed like Alignment, so the progress toward either side is that side minus the other. (The difference between +200 anti-Cleansing vs -200 Cleansing).

Also, were there any rewards for the Cleansing? Was it just some light points? We have ~500 Light as a payout for this - who gets Light points, and how is it distributed? For the missions? Capturing the city? Putting hammers in? Is it ranked like the WF?

Previously I believe we talked about something in the range of +800 for the top contributor and +200 for third place (since bonuses stack, top contributor gets a total +1000 bonus). This was a ranking system similar to the World's Fair and World Games global projects.

Now that we have the city capture, we could make this distribution a bit less top heavy:

First place on the project: 500
Third place on the project: 100
Perform Cleansing mission: 50 (assuming 3 are required)
Be controlling the city when saidin is Cleansed: 250

I went with "be controlling" rather than capture for two reasons: Shadow players may want to capture SL in order to better defend it themselves and that shouldn't give them Light. And if every city capture generated Light, it could be used to generate a lot of Light by trading the city back and forth between players as they fought over it.

I think the only other rewards are the ones you've mentioned in the summary - loss of a madness tier for all existing saidin units and no more accumulating madness for saidin users from then on.

Should there be any bonuses for the anti-Cleansing civs if they win the project? I could see Tower influence since the Tower mistrusted attempts to Cleanse saidin.

Saidin units don't cost maintenance (at least non-asha'man don't) - we have in the summary that this may change once saidin is cleansed. Should it?

I think this might lead to weird situations where civs with high male channeler populations want to oppose the Cleansing because it will ruin their economy, which is weird. I'd say let's have Asha'men require maintenance since they're produced units (regardless of the Cleansing) and normal Male Channeler units always be maintenance-less.

that or Paths. We should do whichever will have more significant impact on the game (or on the other). Is that Policies?

Yeah, I think Policies will have the biggest knock-on effects and we've already set a kind of foundation in the Fear vs Acceptance for some of the Policy trees. Would you like to start off that conversation? Before delving into tree structures like Fear vs Acceptance, we should probably establish that we don't want to change anything more fundamental about how Policies work!

Also, does Policies include Philosophies, as a part of the topic? I think so, right?
 
Cool, let's drop this then.



I think that, somehow, we didn't put the values we decided on for the Minor, Normal, and Major +Alignment amounts into any of the summaries. A brief sojourn into our helpfully searchable thread backup and....

We decided on this:

Beginning: +30, +120-160, +240-350
End: +60-80, +200-240, +500-580

I'll put those numbers into the misc summary.
Yeah, please do put them in the misc. I looked through the alignment summary, and it doesn't look like it feels right in any of the existing spots.

Also, when do those values change? World era?

Also, we're holding off on what the other bonuses/yields are, right? (e.g. +Major Gold)

So does +150 sound like a better amount of Light for liberating a CS from the Shadowspawn?
Sure, why not?

If we're not pushed either way, then I think making these the same respawn rate creates consistency. Then we basically have two modes: when Shadar Logoth owns its own city the respawn is immediate, when the city is controlled by another player it's every 3-4 turns.
But didn't you want the completion of the project to change his spawn rate? Otherwise, it will still be VERY hard to take SL, with a nye-invincible Mashadar. I thought the point was to make SL hard to hold before then, and doable after. So, if you want consistency, how about:

Before successful Pro Project - immediate
After - 3-4 turns.

Yeah, I'm fine with a global tech unlock. I think there's a decent argument for local unlock in that players who are ahead in tech should do well because they are actually doing well, but I think the comparison will be more easily assessed when we can play it.
I prefer global.

Right, I see what you mean. I don't think splitting the anti-Cleansing players' focus is a bad thing, that tends to be the balance players need to strike when defending (shoot at the siege weapons taking down the cities or units clearing the area, or melee units that will finally capture the city). And I think the pro-Cleansing channelers will often be a major part of the capturing force for reducing the anti-Cleansing unit presence.
and

Ah, ok! Yeah, if the ability is used adjacent to the city then border confusion isn't a concern.
and

Cool, at the end of all of this, I think single unit, mission available adjacent to the city hex, as soon as the pro-Cleansing side wins the project, sounds like the way to go for now. So no Linking and city capture doesn't affect the missions.

Sound good?
yep. sounds good!

No time limit on the project/missions sounds good to me, so I'd be fine with removing the red there. Do you think the same?
yep!

We can elaborate on what the rewards are and let players decide which side they want to choose based on the bonuses they like.
yep. that's an old hold-over. Unneeded.

Some of the pro-Cleansing effects are described as when the "project is completed" but if the anti-Cleansing side wins then the project is also completed then. These could be described as when the "pro-Cleansing side completes the project" or something similar.
Done. Let's come up with consistent Terminology. Project Phase and Mission Phase?

I don't think classifying the anti hammers as a subtraction is quite what we want - the two are opposed like Alignment, so the progress toward either side is that side minus the other. (The difference between +200 anti-Cleansing vs -200 Cleansing).
ok. So how should we describe it in the summary then?

Previously I believe we talked about something in the range of +800 for the top contributor and +200 for third place (since bonuses stack, top contributor gets a total +1000 bonus). This was a ranking system similar to the World's Fair and World Games global projects.

Now that we have the city capture, we could make this distribution a bit less top heavy:

First place on the project: 500
Third place on the project: 100
Perform Cleansing mission: 50 (assuming 3 are required)
Be controlling the city when saidin is Cleansed: 250
There's no second place.... did you mean 200 for them?

I can be fine with these, though it is quite a bit of light. Just kind of weird if it just so happens that some shadow civs want to do the cleansing. I could see us pulling it down again, especially given the CS-liberation as a possible alternative light source (as well as WBr Threads).

I went with "be controlling" rather than capture for two reasons: Shadow players may want to capture SL in order to better defend it themselves and that shouldn't give them Light. And if every city capture generated Light, it could be used to generate a lot of Light by trading the city back and forth between players as they fought over it.
absolutely.

I think the only other rewards are the ones you've mentioned in the summary - loss of a madness tier for all existing saidin units and no more accumulating madness for saidin users from then on.
Yeah,

Should there be any bonuses for the anti-Cleansing civs if they win the project? I could see Tower influence since the Tower mistrusted attempts to Cleanse saidin.
I think there should definitely be a reward. I don't know about Tower influence. It's true that some in the tower were opposed to it, but of course Egwene, Nynaeve and such were not. So I don't think that flavor fits all that well.

If you're going for Light for the Pro side (though perhaps I might like a little less light), perhaps some shadow? They should have probably something else, too, though. Maybe prestige? male channelers?

I think this might lead to weird situations where civs with high male channeler populations want to oppose the Cleansing because it will ruin their economy, which is weird. I'd say let's have Asha'men require maintenance since they're produced units (regardless of the Cleansing) and normal Male Channeler units always be maintenance-less.
absolutely. Agreed.

Yeah, I think Policies will have the biggest knock-on effects and we've already set a kind of foundation in the Fear vs Acceptance for some of the Policy trees. Would you like to start off that conversation? Before delving into tree structures like Fear vs Acceptance, we should probably establish that we don't want to change anything more fundamental about how Policies work!

Also, does Policies include Philosophies, as a part of the topic? I think so, right?
Yeah, definitely we should do Policies and Philosophies together. I'll start the conversation. I don't know much about how things worked in vanilla - when policies could be mutually exclusive (which I think we're doing) - so a few bits might be a bit loosey goosey, but the rest I can handle. I have to stop now - hopefully I'll have a chance either tonight or tomorrow night.
 
Yeah, please do put them in the misc. I looked through the alignment summary, and it doesn't look like it feels right in any of the existing spots.

Done, I've actually put them at the top of the threads Master List, since that was where Minor, Major, etc. appears first.

Also, when do those values change? World era?

Since Threads are local to each player, I think we could give them out based on the player's era.

Also, we're holding off on what the other bonuses/yields are, right? (e.g. +Major Gold)

Yes, I think so.

Sure, why not?

Awesome, I suppose this goes in the diplo summary? It's just a general behavior of CSes. Or it could go in the Shadowspawn section of the Alignment/LB summaries?

But didn't you want the completion of the project to change his spawn rate? Otherwise, it will still be VERY hard to take SL, with a nye-invincible Mashadar. I thought the point was to make SL hard to hold before then, and doable after. So, if you want consistency, how about:

Before successful Pro Project - immediate
After - 3-4 turns.

Sounds good - done!

I prefer global.

Global it is!

For now ;)

yep. sounds good!

Awesome sauce, decided!

Done. Let's come up with consistent Terminology. Project Phase and Mission Phase?

Yep, that sounds like good terminology to me.

ok. So how should we describe it in the summary then?

Players can contribute to two separate projects which advance the Project Phase towards completion - either in favor of or opposed to Cleansing Saidin. Like Alignment, progress toward either project is counteracted by the progress of the other.

Is that better? I'm not sure if it's clearer.

I tried to find the phrasing that we used for Alignment, but oddly we don't seem to have explicitly expressed that "always positive but opposing one another" anywhere directly. It's already in the mod (already implemented) so no need to add that Alignment phrasing anywhere now.

There's no second place.... did you mean 200 for them?

I meant third place, thinking that there was another, different bonus at 2nd, but I don't think there is one. We could split it up even more between 1st, 2nd, and 3rd, or we could just give out bonuses to 1st and 2nd?

I can be fine with these, though it is quite a bit of light. Just kind of weird if it just so happens that some shadow civs want to do the cleansing. I could see us pulling it down again, especially given the CS-liberation as a possible alternative light source (as well as WBr Threads).

Yeah, possibly. I think we can keep this in mind as something we can change if it becomes a problem.

I think there should definitely be a reward. I don't know about Tower influence. It's true that some in the tower were opposed to it, but of course Egwene, Nynaeve and such were not. So I don't think that flavor fits all that well.

If you're going for Light for the Pro side (though perhaps I might like a little less light), perhaps some shadow? They should have probably something else, too, though. Maybe prestige? male channelers?

Shadow does make sense as a mirror of the Light being given to the pro-Cleansing side. Male channelers would be strange, because the civs that do this are most likely to have specifically avoided the male-channeler-usage civ style (policies, buildings, etc). Prestige would only really be useful for Culture players, which wouldn't be too great.

Is there anything else we can do besides Shadow? I'm not sure if we can give enough Shadow to make it significant for the players. They already have a fair motivation in trying to deprive the pro-channeling civs of more reliable male channeling units.

Should they get some normal non-channeler units?

Yeah, definitely we should do Policies and Philosophies together. I'll start the conversation. I don't know much about how things worked in vanilla - when policies could be mutually exclusive (which I think we're doing) - so a few bits might be a bit loosey goosey, but the rest I can handle. I have to stop now - hopefully I'll have a chance either tonight or tomorrow night.

Coolio, sounds good!
 
Since Threads are local to each player, I think we could give them out based on the player's era.
Sure.

Awesome, I suppose this goes in the diplo summary? It's just a general behavior of CSes. Or it could go in the Shadowspawn section of the Alignment/LB summaries?
Eh, could see either, but I'm thinking it's more relevant to the Diplo summary.

Players can contribute to two separate projects which advance the Project Phase towards completion - either in favor of or opposed to Cleansing Saidin. Like Alignment, progress toward either project is counteracted by the progress of the other.

Is that better? I'm not sure if it's clearer.

I tried to find the phrasing that we used for Alignment, but oddly we don't seem to have explicitly expressed that "always positive but opposing one another" anywhere directly. It's already in the mod (already implemented) so no need to add that Alignment phrasing anywhere now.
This looks fine to me.

So, what about the success-condition. The Project Phase ends when [????]? What value of hammers? Does it need to be X above the Anti number of hammers, or is there a total number that will win no matter what?

I meant third place, thinking that there was another, different bonus at 2nd, but I don't think there is one. We could split it up even more between 1st, 2nd, and 3rd, or we could just give out bonuses to 1st and 2nd?
I say split it up even more between 3 places, so it's more like other Civ Projects.

Shadow does make sense as a mirror of the Light being given to the pro-Cleansing side. Male channelers would be strange, because the civs that do this are most likely to have specifically avoided the male-channeler-usage civ style (policies, buildings, etc). Prestige would only really be useful for Culture players, which wouldn't be too great.

Is there anything else we can do besides Shadow? I'm not sure if we can give enough Shadow to make it significant for the players. They already have a fair motivation in trying to deprive the pro-channeling civs of more reliable male channeling units.
I could see them being rewarded with Gold or something like that. Or maybe being rewarded with a free thread or something for the top contributor. Maybe we do that for the top, and then some amount of shadow for those of 2nd and 3rd place? How much shadow?

Should they get some normal non-channeler units?
Yeah, that could be fine for 2nd place or something. Or +1 spark or something.
 
Social Policies and Philosophies - Introduction

This is a framing post intended to guide the early parts of our conversation on Social Policies and Philosophies

Social Policies
Name
We have renamed a good number of things in WotMod, though not all. Social Policies does seem a bit weird, from a flavor perspective. Are we going to change the name?

Some alternatives, if we do decide to change it:
  • Customs - this was one we'd considered as a rename for "Beliefs," and I still like it in that capacity.
  • Traditions
  • Principles

Any suggestions?

Mechanics

Is there any overarching change we are making to the way Social Policies work?

We have discussed the existence of Fear and Acceptance (though I seem to remember this being called Tolerance) social policy trees, and that these would be mutually exclusive. This is a significant change to how things work in BNW, though it is apparently reminiscent of how Tradition and Liberty (I think) worked in Vanilla.

Is this the only change of this kind we will be making? Are there other possible mechanical changes we could make? We could, theoretically, change the way social policies work from the ground up, or, for example, make them undo-able. We seem to have been working with the assumption that we'll leave this alone, but it is worth brief consideration.

Trees
BNW has the following Policy Trees:
  • Tradition - Tall/Capital focus
  • Liberty - Wide focus
  • Honor - Barbarian/Combat focus
  • Piety - Faith/Religion focus
  • Patronage - CS relations (Classical Era Unlock)
  • Aesthetics - Culture (Classical Era Unlock)
  • Commerce - Gold focus (Medieval Unlock)
  • Exploration - Navy focus/Ancient Ruins (Medieval Unlock)
  • Rationalism - Science focus (Renaissance Unlock)

Which categories should we preserve? Of those we preserve, should we change their names?

Some of these seem like more-or-less essential functions. The Trad/Lib dichotomy seems pretty ingrained into CiV, for instance.

Are we able to add to the total number of policy trees? If so, what are the implications of this in terms of culture accumulation throughout the game?

The most obvious problem is with Fear and Acceptance - if we make these essential, what would we remove in order to make room? Or would it be simply a choice a civ makes, and not a full policy tree?

Similar issues exist if we open up new policy trees relevant to any of our new mechanics (see below)

Of the BNW trees, the most expendable seems to be Exploration, in the sense that I'm guessing its the most seldom chosen. However, eliminating it would mean losing out on a lot of sea-related bonuses, and also Antiquity sites

Lastly, do we want to change the tech-unlocks of any of the trees that we are keeping

New Concepts/Mechanics

WotMod has introduced some new mechanics. Some of them we may wish to include into Social Policies, whether as stand-alone Trees or as individual policies within trees, or as Philosophical Tenets. These are:

Dragonsworn (as distinct from Lawless) - perhaps can be included in our version of Honor
Shadowspawn - same as above
The Last Batlle - related to, but not equivalent, to above
Channeling - can be worked in to other trees, likely connects somehow to Fear/Acceptance
Male Channelers - see above
False Dragons - likely connected to the Channeling policies
Alignment - perhaps deserves its own tree, could theoretically be worked into Piety
Governors - perhaps only a few policies are necessary, possibly connected to Tradition, or Patronage or something
New LPs - buying of them with faith, etc.
Tel'aran'rhiod - similar situation to Alignment and Channeling
The White Tower - likely connects to Patronage and/or whatever we do with channeling
Stedding - likely connects to Patronage
Miscellaneous stuff - Shadar Logoth, The Horn of Valere, Science Envoys, Eyes and Ears/Assassinations

How should these things be represented in Social Policies?



Acceptance and Fear

How exactly does the mutual exclusivity of Acceptance/Tolerance and Fear work?

Similarly, what are the bonuses/drawbacks you get for choosing a given side? Presumably, the choice affects both False Dragon spawn rate and male channeler incidence. As a balance against that, it likely affects Spark as well. But what else does it affect?

Policies
Are we going to modify the existing policies from BNW, either to strengthen/weaken them, or else to include our original mechanics?


Related to above, are we going to adjust the specific branching paths within trees that we are preserving from BNW? For our new trees, how should we construct the paths.

Below, I have presented a condensed list of the policies from BNW, for our convenience. I'm naming them based on their function in-game, rather than their name, so we can more quickly assess things and move them around if need be. The full set of info from BNW can be found HERE. This will probably be the largest amount of work in this segment of the game.

I am not considering the paths/subrequirements at this time.

Capital
Opener - Faster borders, 3 Culture in capital. Hanging Gardens
1 - +15 prod on wonders, +1 hap/10 pop
2 - garrisons no maint, +50% str from garrison
3 - free culture bld in 4 cities
4 - +1 Gold, -1 unhap for 2 pop in capital
5 - +10% growth and +2 food in capital
Finisher - +15% growth, free aqueduct in 4 cities, GEn with Faith

Expansion
Opener - +1 cultuer/city. Unlocks pyramids
1 - +1 prod/city, +5% prod for buildings
2 - +25% improvement speed, free worker
3 - +50% building settlers, free settler
4 - +1 hap/ city connection, -5% unhap from pop (non-occupied)
5 - -33% policy cost from cities, starts GAge
Finisher - GP of choice

Combat
Opener - +33% vs Barbs, tells you barb camps, + Culture per barb killed, Unlocks statue of zeus
1 - +15% prod for melee, GGe appears, +50% earning GGe
2 - +15% str for adjacent melee
3 - garrison = +1 local hap and +2 culture
4 - +50% EXP from combat
5 - unit upgrade -33% gold cost, EXP buildings build +50%
Finisher - +gold per kill, buy GGe with Faith

Religion
Opener - -50% build time for religious bldngs, Unlocks Great Mosque
1 - +1 Faith from religious buildings
2 - -20% faith for religious units/bld
3 - +25% gold from Temples, Holy Sites +3 gold
4 - pantheon from 2nd most popular
5 - Reformation belief
Finisher - Free GPr, Holy Sites +3 culture

CSs
Opener - Influence decay -25%, Unlocked Forbidden Palace
1 - Gold Gifts +25%
2 - Infl Resting point + 20
3 - CS Allies give 25% their science
4 - Resources 2x, hap from lux +50%
5 - +2 gold from CS trade
Finisher - CS Gift GP

Culture
Opener - +25% Culture GPs. Unlocks Uffizi
1 - +50% bldng culture buildings
2 - 50% excess hap added to culture (for policies?)
3 - Wonder = +33% culture, free GAge
4 - Free GAr
5 - Shared Religion, Trade, Open Borders +15% Tourism
Finisher - double theming bonus, buy Culture GPs with faith

Gold
Opener - +25% Gold in capital. Unlocks Big Ben
1 - +2 gold from caravans. -50% road maint
2 - buy landsknechts
3 - +25% GMe. 2x Gold from GMe trade missions
4 - -25% gold price in cities. +1 science from Gold buildings
5 - +2 hap from lux

Navy
Opener - +1 Move/sight for navy. Unlocks Louvre
1 - +3 prod on coast
2 - +1 hap for navy buildings
3 - free GAd. +2 move for GAd. +50% GAd
4 - +1 Gold for navy buildings. +4 prod and culture from East India Company
5 - +4 gold from cargo ships
Finisher - Hidden Antiquity Sites. Buy GAd with Faith

Science
Opener - +10% science when happy. Unlocks Porcelain Tower
1 - +2 science from specialists
2 - GSc +25%
3 - +1 Science from trading post, +17% from Universities
4 - +1 Gold from science bldngs
5 - +50 science from research agreements.
Finisher - Free tech. Buy GSc with Faith
 
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