Apologies for the monumental delay on this post. I had an almost finished post on Tuesday evening when I was violently ill (food poisoning, bleh). Been recovering since then and am now back at about 80%! Suitable for finishing my Tuesday evening thoughts!
ugh! that's the worst. glad you're mostly back to normal.
Yep, these both seem like very sensible Policies for the individual branches. Whether or not they can work as openers will probably depend on the wider discussion we're having below about the nature of Branches and how they'll be structured.
hmm, I wasn't so sure we were going to do them as separate branches of the same tree. Depending on what we decide on how branches work in general (see below), that could work.
I definitely do like the idea of making the Fear/Acc choice unified with the rest of the social policies (which having them be separate *independent* trees would definitely fail to do).
Also totally agree here, having a lower MC spawn rate for Fear actually creates quite a few problems with designing MC-related Fear Policies, because anything that provides a bonus from doing X with an MC is worse for Fear than it would be for Acceptance because Fear would have fewer MCs. Eliminating the MC spawn rate modifier makes that go away quite handily, and, as you've said, lets the Philosophies have a more unique effect on the game.
great. We need to keep the MC generation separate, then.
All right, a couple of pieces here!
Internal Structure of a Tree
This is one is very interesting - I've been thinking that there wouldn't be any Policies in common between the two Branches. That each Tree would be two mutually exclusive Branches, each of which is a set of 6 Policies (5 normal + opener).
I think this could be easier for the player to reason about, but a point you bring up later about complementary, related Policies makes shared Policies between Branches quite advantageous. It would also mean we don't need quite as many Policies, which is probably good. However, it does mean that the two Branches need to be directly mechanically linked (or at least linked in such a way that there are common mechanical bonuses that help both Branches), which isn't necessarily the case, depending on how we want to make things mutually exclusive.
I think I prefer that we have the branches represent only parts of the tree, instead of the entire tree, if at all possible. The reasons you mention are definitely there - fewer total policies, and such.
Beyond that, though, I'd argue that having the each branch of a tree be 100% separate from its pair defeats the purpose of a branch in a first place. In fact, it isn't a branch, it's simply a fully-realized policy tree of its own. Up until this point, I was imagining that Fear/Acc would be this (wholly separate, exclusive trees) while the rest of them would be only semi-independent.
I think fully exclusive trees could work, but I think having only subsets of the trees be mutually exclusive and separate is more elegant. You have suggested the opposite, that fully-exclusive trees will be more intuitive, but I think the player would wonder why we've set them up as "branches" when they're wholly separate trees.
Just to be totally clear of what I'm talking about, since we haven't been on the same wavelength, apparently, consider the Honor tree. The opener would be one and the same for each branch, and the first two (or three) policies would be shared - not identical on two paths, but literally one path that hasn't yet separated). One path would head towards, say, the current final two or three policies, while the other path would present an alternative set, bonuses vs./or using shadowspawn, for instance. They could have wholly-unique finishers, or else the same finishers, or perhaps the finishers would be similar in some ways but unique in others (e.g. both provide faith-buy for GCaptains, but only provides Gold-on-kill and the other provides something different).
Certainly, the shared-mechanical link aspect would be challenge to make work in some trees, but I think, actually, we might be able to pull it off. Truthfully, though, I don't think we'll know until we create a rough map of what the main trees are, as well as the branches contained within each tree. If we can make a skeleton that feels like it we'll work, we're in business - if not, we probably need to abandon the idea.
Aside from the shared-mechanic aspect, which is unique to this conception of branching paths (where they share some policies), there's also the challenge with making certain things mutually exclusive, which is present in *both* conceptions of branching trees. Making an Honor civ specialize in some degree is fine, but as has been mentioned, making somebody choose between diplomacy and gold would *not* be fine, as those are designed to be able to work together. I think, though, from a user-experience perspective, *if* we can flavor the branches properly, and solve the shared-mechanics problem described above, the partially-separate trees will be "easier to swallow" than the wholly-separate trees you are suggesting.
In the case of Tradition and Liberty, it makes logical sense that they'd be fully exclusive, as could be, maybe, Piety and Rationalism or something, but for the rest of them, which are not likely to be diametrically opposed, this wouldn't be the case. I think if, say, a tree started out in piety and then branched into either finishing piety, or beginning T'a'r, players would accept that and we'd probably be able to flavor it as somewhat logical. However, making the full Piety Tree exclusive to the T'a'r tree would probably feel more arbitrary, and might be more frustrating. I think if we do full-exclusivity, we need to make darn sure they feel like they *should* be exclusive
Lastly, partial-trees feels somewhat like a new, fresh mechanic, with some strategic depth. Wholly-separate trees feels somewhat like we just made too many policy trees and are trying to crowd them in. This is despite the fact that this last point is somewhat true of both versions.
These makes me feel that, we should try to aim for partial branches, and see if it's possible. I just think we'll like it better, *if* we can get it to work. In the interest of that, I think we need to try to model some of the possibilities here, to stress test both of these possible paths.
Some thoughts on that will follow below. I'm not confident we'll be able to make it work nicely in either method, unfortunately.
Fear/Acceptance as a Tree
I'm thinking that Fear and Acceptance make a lot of sense as two Branches of the same, new Policy Tree. They both focus on the same facets of the game and represent concepts that we want to be mutually exclusive. More detail on the specifics of this follows below.
As for a name for this Tree, it could be the "One Power" Tree? Or simply the "Power" Tree?
"Power" sounds good to me. As far as whether they are fully-mutually exclusive, or only partially so, while I've shared general thoughts on this above, of course this particular pair of trees does feel better ass fully-mutually exclusive. That said, I think we could actually figure out a way to give them some shared policies. They wouldn't obviously have to do with Fear vs/Acceptance, per se, but would have something to do with channeler-production or such things.
Ordering Trees
I totally agree that our new Tree wants to be foundational - unlocked in the Ancient Era. I think there are a couple of ways we can approach that. As we've mentioned before and you've called out below, we've flagged up Exploration as one of the Trees we could potentially remove and replace with our own, redistributing the mechanical role of Exploration between other Trees. This removes a Medieval era Tree and adds an Ancient Era one.
But that doesn't have to be a big problem - pre-BNW, everything from Piety "up" was unlocked an era later than it is now. We could make Piety a Classical Era Tree again, and shift up the other Trees until they all slot into place below Rationalism. So we'd have Tradition, Liberty, Honor, and Power in the Ancient Era.
I agree that it isn't necessarily a big problem. Unlocking trees earlier has less potential negative fallout than pushing them later would, I think. I don't know now that we'd need to push piety back. Would have to seriously consider the ramifications of that - clearly there's a reason they moved it to ancient.
In fact, I'm about 80% through a game in which I unlocked Piety first. I'm playing as Theodora. She gets a free belief, but the problem is that the Byz UA doesn't actually help you produce faith to actually GET an early religion (to take advantage of that free belief). Thus the early Piety (also, that way you can get an early Reformation belief). The problem, of course, is to not have Trad/Lib until later...
EDIT:
I actually won this game, though only narrowly. Was originally going for culture, but ended up winning science only a few turns ahead of Bismarck. I found Byz to be pretty challenging. The early Piety ended up not mattering hugely, but if i'd managed to win culturally (Germany had too many wonders) it would have been because of all the early tourism I'd netted from my faith buildings (via that one reformation belief)
In any case, it's a case in point that we might not want to move Piety back, especially if we have some faith-oriented UAs.
Another alternative would be to consider the Exploration-replacement separately (or if it even needs to happen, depending on what we decide about the roles we want to fulfill in the Medieval-ish Era). We could make space in the Ancient Era by making Tradition and Liberty two Branches of the same Tree, rather than two separate Trees. Effectively we have a Tall Branch and a Wide Branch, which is how Tradition and Liberty are often (though not always) used in BNW. This would work a bit better with the no-Policies-in-common approach to Branching.
Right, Trad/Lib is the other case where full-exclusivity makes more sense. I'm not sure we could figure out a way to have them to have shared policies. Also, I'm not sure we should necessarily prevent people from choosing both.
I think we could potentially put some branching into these trees, though it might be tricky - and I'm not sure it would be by smashing them together. Can explore a bit more below.
I think the important thing to make the Power Tree competitive is that it has comparable mechanical bonuses - that there are relatively prevalent strategies that benefit most from the Policies in the Power Tree. This falls to the specifics of what the Policies do to make it work - it's a matter of finding flavorfully justifiable reasons to give bonuses that reward players for playing like Fear/Acceptance civs should that is more beneficial for some players than the Tradition/Liberty bonuses.
Right. If there are some shared policies, we can come up with a few pretty good things to open up the tree that won't have to be 100% related to Fear or Acceptance.
By the way, I was also just struck that, in theory, we could elect to have the shared ones be at the *end* of the tree, if need be.
Like the above quote block, it seems when we unlock which Tree is becoming a conversation above!
yeah, looks like we're finally going to talk about it!
Yeah, the tech cost increase per city was introduced to try to swing it back the other way, since Science used to favor Wide pre-BNW. (Not to the extent that Tall could never win, of course, we humans are much better at that than the AI!) It's much more comparable now, but I think it does favor Wide somewhat.
huh. I've always felt that I lagged in science when I built wide. I've only ever won Science in a tall civ, but then again, I don't play for SVic often, so that might have been a function of those games having UAs that helped science.
I mean go through and detail what all of the actual Tenets will do for each of the Philosophies, like we did for Threads, Tower Quests, and Pantheons. I'm not sure if this is something we want to do yet given that we're not going to decide Policies?
Well, if we aren't going through the policies, we don't *need* to go through the ideologies. It would feel a little weird to do so. But, then again, it probably wouldn't hurt, as the systems are somewhat separate. Up to you.
We do need to try to hammer out some possible trees, though, in order to assist our final decision, IMO. So, some attempts at gathering thoughts. These don't necessarily assume either full-or-partial branching, but in the interest of supporting both, I've tried to find things that are:
1) somewhat related mechanically or flavorfully
OR
2) mutually exclusive mechanically or flavorfully
BUT
3) not meant to be complementary
TRADITION AND LIBERTY
Could be together as a part of a "
size" tree, of some sort, but could alternately be spun to remain independent, but have brnaching including our new mechanics. For example:
Tradition branching into normal Tall stuff vs some
Governor stuff (feedbacking on the relative ease of a Tall empire LP-generation
Liberty branching into normal expansion stuff vs some
Governor stuff (this time, compensating for the relative difficulty of Wide empire LP-generation)
OR
Liberty branching into normal expansion stuff vs some stuff ripped from the former
Exploration , though definitely not the hidden sites.
OR
Tradition AND Liberty BOTH have
Fear and Acceptance branches, which provide Tall/Wide variations on the previously-discussed potential Fear/Acc bonuses. We'd have to make sure that if a civ did elect to do both of these trees, they wouldn't become insanely powerful by either doubling up on Fear, or mixing Fear and Acc.
FEAR/ACCEPTANCE
See above for ideas and see: Piety or Trad/Lib
HONOR
See above for idea about having normal dom-assisting path vs
shadowspawn
OR
perhaps things are flipped around so that the alternate paths are
lawless/dragonsworn versus
shadowspawn, while the dom-assist stuff is universal to both.
PIETY
This could theoretically branch into normal Piety vs
Alignment. This is flavorfully a bit suspect, and is also a bit mechanically suspect, but it's not entirely terrible.
OR
Piety branching into normal piety versus
T'a'r stuff, though probably not hidden sites. A bit odd, yes
OR
Piety
merging with Fear/Acceptance, such that halfway through the tree the policies also start affecting the things we previously associated with Fear/Acc.
OR
See Rationalism below
PATRONAGE
This could branch into two paths,
the tower versus
all other CSs
OR
it could branch into
the tower and stedding versus
all other CSs
OR
it could branch into
The tower and CSs vs
Stedding and CSs
OR
could branch into
Tower/CSs vs
Governors, which is flavorfully nice, but doesn't make much mechanical sense
OR
could branch into
Tower/CSs vs some misc stuff from
exploration
AESTHETICS
This one is hard. Could theoretically branch into normal Aesthetics and
T'a'r, though not hidden sites, which could make this one potentially useful for non-culture-victory players, which could be nice.
OR
Branch into normal aesthetics and
Alignment stuff, which, while mechanically linked, is probably pretty OK for flavor. The mutual-exclusivity of Culture bonuses and Alignment bonuses is iffy, though (but that will be present for any tree we attach alignment stuff to)
COMMERCE
This one is interesting, because it could probably be flavorfully linked to a great many things, but doesn't necessarily attach particularly easily to any one thing.
Could be regular Commerce vs
exploration stuff (perhaps including hidden sites)
OR
could be regular commerce vs
T'a'r stuff
OR
could be regular commerce vs
Govs, which is suspect, but might be ok flavor
OR
could be regular commerce vs
Alignment, which also is suspect, but might be ok flavor
OR
could be regular commerce vs
Stedding or the
Tower, reinforcing the money-diplo link
EXPLORATION
See other entries, as this one will probably be carved up into others,
OR
could be regular exploration vs
T'a'r
OR
could be regular exploration vs
Alignment, which makes little flavor sense
RATIONALISM
This one's tricky, in part because it's pretty much good for everybody.
Could be regular Rationalism against
Alignment, which makes good flavor sense, I think, but may not hold water mechanically
OR
Could be regular rationalism vs
Piety, though that messes with the era unlock of piety in a problematic way.
OR
Could be regular rationalism vs
T'a'r
Thoughts? Any way to make sense of all this? Did I forget any obvious options?