Ahriman
Tyrant
Rhombur Vernius should probably be Industrious/Mechanized, not Creative(=Political)/Mechanized.
Ajidica said:I don't know if you need a theme for the Harkonnenns, but perhaps them staining the enviroment would work. My rational for that is in the Great Revolt books, Giedi Prime is decribed as being a verdant paradise, but by the time of the House books, Geidi Prime is decribed as a land of oil streaked sky and polution. So perhaps they get more benefit out of resources but eventualy those resources dissapear (with a popup letting you know in advanced) forcing you to go on the offensive to get more resources. It seems to fit the Harkonnen idea of 'use it then lose it.'
Deliverator said:I think this is quite interesting. The Harkonnens could use some more rounding out as a faction. I have recently finished Children of Dune and it does mention that peak spice production on Arrakis was under the Harkonnens. It might be good to capture this 'suck the planet dry', exploitative streak. Having blackened polluted terrain might be visually interesting, but I wonder whether the game would stay interesting for the Harkonnen player if there terrain gradually degrades. Perhaps greater spice productivity at some other expense (more unhappy population or Fremen revolts?) could be part of their unique abilities?
davidlallen said:"Suck the planet dry" is interesting, and polluting terrain is interesting. For Hark, we currently have slaves, the Inkvine Regiment, the Devastator tank, and the Slave Pit for whipping. Previous suggestions include an artillery unit, a traitor unit, a splash effect missile, and a barracks which gives +mil prod instead of experience. We also discussed adding a "sacrifice" button to the slave, but I am uncertain how to make the AI trade this off effectively.
An easy way to model pollution is with city unhealth. Perhaps a UB factory with higher output and higher unhealth? Maybe a mine variant, which gives hammers but reduces water output in adjacent plots? (I don't think there is a direct way to do "unique improvements", but a UU worker with one extra build mission would probably work.) Having some kind of grey cloud around the mine would be cool.
Deliverator said:One of the interesting-sounding features of the White Lies Black Ops Mod (which I haven't actually tried yet) are hostages:
"Hostages, which may be taken when attacking a city or pillaging certain improvements. Hostages can be publicly executed (driving up war weariness in the target civ), sold back or put to work in work camps."
I'm interested to know how in particular the execution->war weariness and work camp options work. These sound like they could add theme to the Harkonnen. ooggbboo has released the source code for the WLBO mod in this post which might be worth looking at.
The "shadow diplomacy" and Diplomat unit missions might be interesting too.
Ahriman said:I like the artillery, cruise missile and traitor unit ideas.
How about a build that gives +gold and +unhealth? That might be a good way to model environmental exploitation for economy gain. Where is it written that only hammer boosters should cause unhealth?
"Extractive industry" or something?
I have used the Incite Revolt ability, which is nasty because it removes all city defenses for the turn - whicih is of course the turn that I invade it with everything. Its nasty.
The AI never uses any of them against me. The only AI spy actions I ever suffer are the occasional destroyed improvement, which does nothnig in the long-run. And sometimes steal treasury, which takes a small amount of gold (waste of EPs).
I think the problem is: the AI wastes all its EPs on low-value missions, and so never actually gets big enough EP accumulations to use nastier missions.
I wonder if what we should do is remove many/most of the spy missions, really leaving each particular spy with only a small number of missions to choose from, either cheap missions or expensive missions.
So: Saboteurs can only destroy buildings, and are the only ones who can do this, so we can make the Sabotage Building mission cheap.
Split the BG missions into "cheap" missions (the diplomacy influence ones) and "expensive" missions (city takeover, faction-wide anarchy); give the former to a Sister unit, and the latter to the Reverend Mother unit.
We could make a Harkonnen Traitor spy unit, whose only ability was the 1-turn incite revolt
The Facedancers could have poison/plague missions only.
Ecaz could have a steal treasury mission.
Fremen could have some kind of water stealing mission.
As current, Atreides left without, but with superior espionage resistance (through higher EP point income).
I think the advanced espionage options would be more interestnig and flavorful if they were tied more closely to their intended faction, and a narrower scope might make it easier to force the AI to use them.
Cutting away the low-impact missions would be a big help.
I wonder if what we should do is remove many/most of the spy missions, really leaving each particular spy with only a small number of missions to choose from
Faction-unique espionage.
Design goal: Make espionage a more interesting part of the game, by making the espionage options available to each faction both powerful and flavorful.
Ecaz
Theme: Bribery
Unit: Agent
Missions:
I do really like this concept. Making espionage flavourful like this is a great idea, and it will make gameplay more focused too.
I've been thinking about Ecaz a bit recently. Their theme is not that well developed so far. The Smuggler unit is OK. The Elaccan gladiator I don't like too much, I think gladiators and drugged up slaves belongs more to the Harkonnen.
You could have an Espionage mission Establish Semuta Den which creates a Semuta Den building in the target city, this would somehow syphon off a portion of that's cities gold, negative gold in the city and positive gold for Ecaz.
I like the idea in general, its just implementing that is hard.I had a few ideas for them. The theme for them in my mind is not just traders, but narcotics suppliers - aristocratic drug barons if you like.
This doesn't feel right. Loyalty bonuses for underlings, sure, but you shouldn't be addicting leaders of other factions. Besides, diplomacy bonuses starts stepping on other faction benefits; good relations shouldn't be in character for drug lords.I also thought about leader Semuta addiction causing diplomatic bonuses - in Dune the Baron knows he can rely on and manipulate Nefud because he is a Semuta addict - so potentially leaders could become addicted to Semuta as well.
Perfect idea. Dr. Yueh comes to mind.Harkonnen
Theme: Treachery
Unit: Traitor
Missions: Lower defenses (put city into unrest for 1 turn like current foment unrest mission)
Fenring was an assassin for all practical purposes and he was highly skilled in political blackmail. The unit could be called 'Court Assassin' perhaps? Assassinate fits. Instead of add culture, how about blackmail leader - can only perform in enemy capital; prevents civ from declaring war on House Corrino for 10 turns; causes civ to vote the same as House Corrino in Landsradd elections for 10 turns.Corrino
Theme: Assassination, political power
Unit: (Is there anything used to describe Fenring? That's who we'd be modelling here.)
Missions: Assassinate (assassinates a great person), Add culture (adds friendly culture to city - maybe something else, this one is pretty weak.
Since the theme for Ordos (at least in the civ description) is wealth, how about the following -Ordos
Theme: Sabotage
Unit: Saboteur
Missions: Destroy improvement (weak, but almost free mission), destroy building
It would probably be better to just have 1 unit type IMO. I think that would be more uniform. Civ-wide anarchy is extremely powerful with purchase city mission not far behind. Maybe access to these missions could be related to promotions somehow.Bene Gesserit
Theme: Intrigue, manipulation
Units: Sister, Truthsayer
Missions:
Sister: Force friendship (as current),
Truthsayer: Purchase city mission (as current), Civ-wide anarchy (as current)
The Fremen did attack spice operations in the book. Might I suggest pillage improvement instead. I think that fits the theme for them pretty well.Fremen
Theme: Raiders
Unit: Razzia Commando
Missions:
Some kind of water theft mission would be ideal
Otherwise, just a cheap steal treasury.
The loyalty theme I like a lot. My suggestion - make Duke's Bench also give a free promotion to all military units built in the city. Call it 'Diehard Loyalist' or some such, giving a 50% defense against bribery missions. See Ecaz suggestion below.Atreides
Theme: Upright, virtuous, loyal
Unit: none, but UBs with higher EP output (maybe an Internment camp replacement?) so that passive benefits are gained faster and enemy missions are made more expensive.
I like the Plague mission so that should be kept. Instead of poison water, why not 'Infiltrate Garrison' which would destroy an enemy unit. Basically, unless stumbled upon first, the Facedancer kills the target unit, takes on their appearance, and then flees when safe (success) or is found out and killed (partial success). In the Dune books that is what Facedancers actually did.Tleilaxu
Theme: Biology
Unit: Facedancer
Missions: Improved version of Poison water (higher unhealth). Plague (expensive ability, actually kills population)
Promotions increase mission success chance.
Here's how you could do Ecaz -Ecaz
Theme: Bribery
Unit: Agent
Missions:
Steal tech would probably be good enough. Since the espionage cost would probably be high (judging by vanilla civ), promotions could focus on bringing the cost of the mission down, otherwise the unit would eventually have nothing it could do. Destroy buildings (such as factory, refinery etc.) would fit the theme however. Anyway, that's just my 2 cents.Ix
Theme: Technology
Unit: Infiltrator
Missions: Steal tech, ?
Maybe. I still think there is a better name out there somewhere.'Court Assassin' perhaps?
Preventing war sounds possible... voting sounds hard to code. Also, Landsraad is problematic because the resolutions (other than war) are so weak, and because the AI is terrible at deciding which things it should vote for or against.nstead of add culture, how about blackmail leader - can only perform in enemy capital; prevents civ from declaring war on House Corrino for 10 turns; causes civ to vote the same as House Corrino in Landsradd elections for 10 turns.
The Ordos were created for the Dune 2 computer game, and a Saboteur was their unique advantage there. So its a nice shoutout for fans of the games to include things like that when its possible. So Saboteur makes the most sense for Ordos.Since the theme for Ordos (at least in the civ description
That's not fun to have used against you. Losing a critical resource forever is a no-no.Or if not possible to code, maybe just remove resource from map entirely.
One of the problems we face is that we have to use the existing espionage AI.The Fremen did attack spice operations in the book. Might I suggest pillage improvement instead. I think that fits the theme for them pretty well.
Its reasonable, but I don't know if we have the ability to code this kind of thing.Instead of poison water, why not 'Infiltrate Garrison' which would destroy an enemy unit
I think removing a unit from an enemy *and* giving it to you might be too much... I dunno. Might be ok. I don't know if this kind of thing is codeable. We can see what David thinks.Bribe military unit - if successful causes unit to become Ecaz unit but with experience reset to 0; cost should be based on unit level; promotions would be: I - reduce cost by 20%, II- increase success by 20% and III- retain 20% of experience.
We'd probably also want a cheap secondary mission of some kind.Steal tech would probably be good enough.
That has my vote.How about "Imperial Operative"?
That seems logical.Maybe if the blackmail ability both prevents them from declaring war on you for 10 turns, and also acts as the "counterespionage" mission that makes enemy missions more expensive?
Except that its far too powerful atmI like the trainer option best that is in place for the Bene Gesserit.
I've been toying with ideas like this, it does seem interesting and appropriate for a Truthsayer unit.And give the BG's a Spy that can see (and therefore attack) invisible units...
I think this would be difficult to code, and of pretty low value. I think its better for them to just have better espionage defense.an Atreides until that doubles the effect of combat based culture shifts
Liet-Kynes being 1 of the 2 when he's not really an original native is...
Not easily, I'm guessing. Its just not something the engine was designed to handle.Is there a way to make leaders mutually exclusive?
We used to have Paul as Atreides, but decided he fit better as Fremen.Paul Atreides for house atreides
3 leaders for a faction (Leto I, Leto II, Alia/ Liet-Kynes, Stilgar, Muad'Dib) is fine IMO.
We were thinking of making Alia an "insane" (like in Fall From Heaven) Abomination, where she randomly changes traits every few turns.
From what I saw of her in the first Dune book, she didn't actually believe anything religious, she simply served as a religious figurehead for power over the people. As such, to make it easier to play her, she could randomly cycle between any personality at any time, EXCEPT she can never wind up as Spiritual.