S3rgeus's Wheel of Time Mod

The duration of the trade route would probably be the easiest. Or the yield rate from the trade route.

For the change to this UA, will a capital-bound trade route always work? What if the capital is too far away? In fact, even if we choose the closest city, that may still be too far away. (Distance affects the trade route duration, since it's actually decided by how long it takes the trade unit to get between the two ends of the trade route.)
hmmm.... I think there's actually a more substantial limitation here - land-connectivity. The distance challenges you indicate are only particularly likely (if we go by "nearest city" instead of Capital) when we're talking about CSs on another landmass, at which point this UA is already useless, anyways. That's probably an issue - it would be quite easy to Shienar to get screwed into only having one or two CSs to play with here, AND they'd have to wait for those CSs to provide the right quests.

The flavor here is supposed to reflect Shienar's close, border-region neighbors, but that is much too limited, I think.

I agree, particularly considering your later comment, this should go red.

Looking through all of this I agree with all of these removals. Like above, nothing wrong with what we're taking out now, it's just by comparison to what else is left.

The only thing I'd like to find a way to keep is the Sniffer flavor somehow. What if he somehow worked with in conjunction with one of the three Honor abilities? Something like:

Sniffer, replaces Recon2, increased combat strength within X hexes of a city. Any combat with Shadowspawn within Y hexes of this unit generates +Z Honor.

So instead of kills, any combat (attacking or defending) would generate Honor. This would work best with the UA versions, since those apply to many units. It's too specific if we only have a single UU that uses Honor.
Yeah, I feel like a unit like that just gets too far away from the flavor to really be recognizable anymore.

Also, I feel like mechanically this kind of functionality - mobile Honor Generation - makes a little more sense on a GC or something. On a recon unit, it's a little weird, since those units are generally out and about, not necessarilyhelping to defend the homeland and such.

I dunno, I'm still sort of leaning to red here.

I would also be inclined to red Network of Defense. I see what you mean about it being a different option among the others, but I think it's quite similar to Immune to Strife in that it doesn't quite hit what we're generally going for with Shienar.
yep

These are really good sets. Of the three, I think I'd go for #1 and #3.

My only addition to the first one would be adding OR Heavy Cavalry next to the Heavy Lancer, since I think they could both work well there. So, these:

Honor and Culture
UA: Honor Bound (military OR LP)
UU: Borderlander
UU: Heavy Lancer OR Heavy Cavalry
UB: Communal Baths OR Separated Apartments
I don't have a problem with this, but HL is a bit more synergistic in that it is a good shadowspawn-killer, which is what generates the Honor in the first place.

Lore of the Far North
UA: Hard as Diamond, Cold as Iron
UU: Topknot Guardian OR Heavy Lancer OR Heavy Cavalry
UU: Borderlander OR UI: Lamplight
UB: Separated Apartments OR Civilian Training Barracks
fine with these two.

Recap!

Shienar (Era 5-9, Tall, Dom/LB)

UAs:
  • Nameday Sword, Shienar begins the game with two Warriors. At the start of every era, a Melee, Ranged, Polearm, or Mounted unit (randomly determined) of the current era spawns adjacent to every city of at least X population. These units are given one free first-tier promotion. Y units are maintenance free
  • Hard as Diamond, Cold as Iron, strategic, luxury, and bonus resources on tundra produce extra yields depending on the improvement constructed. For mines, Food, for pastures, Gold, and for Camps, Production. Any city with at least X tundra, snow, or blight tiles within its radius generates +Y culture per turn.
  • Every Man, Woman, and Child, Shienaran civilian units have combat strength equal to the most powerful obsolete Melee unit Shienar has been capable of training. They have +X% (high) combat strength against Shadowspawn. Shienaran Legendary Person Improvements provide Y sight.
  • Honor Bound (military), military units accumulate honor for each Shadowspawn they kill. Every X honor, that unit's relevant combat strength permanently increases by 1.
  • Honor Bound (LP), Shienar gains honor when any of its units or cities kill Shadowspawn, or Shadowspawn units die in Shienaran territory. At increasing intervals of total honor accumulated, starting at X, Shienar spawns a free Legendary Person of Shienar's choice.

UUs:
  • Heavy Lancer, replaces era 7-9 Mounted unit, terrain bonuses are doubled while on Tundra. Shadowspawn units ending their turns adjacent to the Heavy Lancer suffer X damage. When gaining a level, generates X Faith.
  • Borderlander, replaces the Worker, while in Shienaran territory, the Borderlander can attack and defend with the strength of the previous era's Melee unit. Any enemy unit killed by the Borderlander generates +X Faith.
  • Sniffer, replaces Recon 2, +X defensive combat strength. Gains the custom mission "Sniff Violence," which consumes 1 Movement and reveals all enemy units within Y hexes until Shienar's next turn.
  • Topknot Guardian, replaces era 5/6 unit, gains honor when killing Shadowspawn and when being promoted. For each X honor gained, this unit's combat strength permanently increases by 1. (Persists when upgraded.)
  • Heavy Cavalry, replaces Horse5/6, +X% (high) combat strength against non-mounted units and pushes them back into an adjacent unoccupied hex (if one exists) when attacking them. Enemy mounted units always retreat (if there is a valid retreat hex) when attacked by Heavy Cavalry.
  • Guardian of the Pass, replaces era 7-8 Mounted, when killed, spawns the most recent era 7-8 melee unit

UBs:
  • Gaslamp, replaces Alignment (Shadow or Light), any unit killed within this city's workable radius generates X alignment points (in the direction suggested by the building).
  • Communal Baths, replaces Culture 2-3, adds one specialist slot. When filled, generates X Culture and Y Faith.
  • Separated Apartments, replaces Food 2-3, when a new Citizen is born, provides X Golden Age points and Y Culture
  • Civilian Training Barracks, replaces EXP4, whenever this city's population increases, a random non-obsolete military unit appears adjacent to the city.

UIs:
  • Lamplight, built on Tundra, exerts zone of control on adjacent hexes. Any Shadowspawn, Dragonsworn, or Lawless unit killed on or adjacent to the Lamplight provides a yield of +X Gold. Produces +Y Faith (low) and +Z Culture (low) when worked.

Good call! Have you tracked down those suggestions already? I'm happy to do it for the Andor opener, but if you've already got them then that's gravy!
When I first mentioned the whole orange text idea a few pages back I think I found the Andor stuff too... in this post I describe what I found:

"Page 2 -
kidshowbusiness - Illian, Andor, Cairhien, Tear
Calavente - Cairhien"

Sure enough, here is kidshow's post, following by your response and his response. And then later, on page 4, I chime in.
 
hmmm.... I think there's actually a more substantial limitation here - land-connectivity. The distance challenges you indicate are only particularly likely (if we go by "nearest city" instead of Capital) when we're talking about CSs on another landmass, at which point this UA is already useless, anyways. That's probably an issue - it would be quite easy to Shienar to get screwed into only having one or two CSs to play with here, AND they'd have to wait for those CSs to provide the right quests.

The flavor here is supposed to reflect Shienar's close, border-region neighbors, but that is much too limited, I think.

I agree, particularly considering your later comment, this should go red.

Sounds good to me.

Yeah, I feel like a unit like that just gets too far away from the flavor to really be recognizable anymore.

Also, I feel like mechanically this kind of functionality - mobile Honor Generation - makes a little more sense on a GC or something. On a recon unit, it's a little weird, since those units are generally out and about, not necessarilyhelping to defend the homeland and such.

I dunno, I'm still sort of leaning to red here.

Yeah, it does get too far from the flavor. I'd like to find a way to keep it, but I can't come up with anything at the moment that's true to the flavor and also mechanically competitive with our other options.

I don't have a problem with this, but HL is a bit more synergistic in that it is a good shadowspawn-killer, which is what generates the Honor in the first place.

HL has more targeted synergy since it's specifically good against Shadowspawn, but since none of the Shadowspawn units are mounted, the HC is also stronger against them than the default unit, which is the same kind of symmetry. It doesn't push the player into the symmetry as directly though, you're right.



Awesome sauce, we seem to be done! I've added Shienar to the design list. We've hit the character limit on the previous post on page 53, so I've started a new one below this (and linked back and forth between the two).

When I first mentioned the whole orange text idea a few pages back I think I found the Andor stuff too... in this post I describe what I found:

"Page 2 -
kidshowbusiness - Illian, Andor, Cairhien, Tear
Calavente - Cairhien"

Sure enough, here is kidshow's post, following by your response and his response. And then later, on page 4, I chime in.

Awesome, thanks for finding those! It seems like a very long time ago (I suppose it actually is!). I'll take another look for any stragglers as well. I'm out during the day tomorrow, but I should be back in the evening for a session of brainstorming and an intro to Andor post!
 
This is the second of a three part list: Part 1 and Part 3.

Shienar (Era 5-9, Tall, Dom/LB)

UAs:
  • Nameday Sword, Shienar begins the game with two Warriors. At the start of every era, a Melee, Ranged, Polearm, or Mounted unit (randomly determined) of the current era spawns adjacent to every city of at least X population. These units are given one free first-tier promotion. Y units are maintenance free
  • Hard as Diamond, Cold as Iron, strategic, luxury, and bonus resources on tundra produce extra yields depending on the improvement constructed. For mines, Food, for pastures, Gold, and for Camps, Production. Any city with at least X tundra, snow, or blight tiles within its radius generates +Y culture per turn.
  • Every Man, Woman, and Child, Shienaran civilian units have combat strength equal to the most powerful obsolete Melee unit Shienar has been capable of training. They have +X% (high) combat strength against Shadowspawn. Shienaran Legendary Person Improvements provide Y sight.
  • Honor Bound (military), military units accumulate honor for each Shadowspawn they kill. Every X honor, that unit's relevant combat strength permanently increases by 1.
  • Honor Bound (LP), Shienar gains honor when any of its units or cities kill Shadowspawn, or Shadowspawn units die in Shienaran territory. At increasing intervals of total honor accumulated, starting at X, Shienar spawns a free Legendary Person of Shienar's choice.

UUs:
  • Heavy Lancer, replaces era 7-9 Mounted unit, terrain bonuses are doubled while on Tundra. Shadowspawn units ending their turns adjacent to the Heavy Lancer suffer X damage. When gaining a level, generates X Faith.
  • Borderlander, replaces the Worker, while in Shienaran territory, the Borderlander can attack and defend with the strength of the previous era's Melee unit. Any enemy unit killed by the Borderlander generates +X Faith.
  • Topknot Guardian, replaces era 5/6 unit, gains honor when killing Shadowspawn and when being promoted. For each X honor gained, this unit's combat strength permanently increases by 1. (Persists when upgraded.)
  • Heavy Cavalry, replaces Horse5/6, +X% (high) combat strength against non-mounted units and pushes them back into an adjacent unoccupied hex (if one exists) when attacking them. Enemy mounted units always retreat (if there is a valid retreat hex) when attacked by Heavy Cavalry.
  • Guardian of the Pass, replaces era 7-8 Mounted, when killed, spawns the most recent era 7-8 melee unit

UBs:
  • Gaslamp, replaces Alignment (Shadow or Light), any unit killed within this city's workable radius generates X alignment points (in the direction suggested by the building).
  • Communal Baths, replaces Culture 2-3, adds one specialist slot. When filled, generates X Culture and Y Faith.
  • Separated Apartments, replaces Food 2-3, when a new Citizen is born, provides X Golden Age points and Y Culture
  • Civilian Training Barracks, replaces EXP4, whenever this city's population increases, a random non-obsolete military unit appears adjacent to the city.

UIs:
  • Lamplight, built on Tundra, exerts zone of control on adjacent hexes. Any Shadowspawn, Dragonsworn, or Lawless unit killed on or adjacent to the Lamplight provides a yield of +X Gold. Produces +Y Faith (low) and +Z Culture (low) when worked.

Sets:

Honor and Culture
UA: Honor Bound (military OR LP)
UU: Borderlander
UU: Heavy Lancer OR Heavy Cavalry
UB: Communal Baths OR Separated Apartments

Lore of the Far North
UA: Hard as Diamond, Cold as Iron
UU: Topknot Guardian OR Heavy Lancer OR Heavy Cavalry
UU: Borderlander OR UI: Lamplight
UB: Separated Apartments OR Civilian Training Barracks

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Queen's Writ, city-states that Andor has any trade routes with provide Andor their ally bonus (stacks with existing bonuses).
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.
  • Trained in the Tower, Novices provide X% more Tower Influence when sent to the Tower, and Y% more Tower Influence when raised to Accepted. When an Accepted becomes Aes Sedai, Andor may choose her Ajah, and provides Z% more influence with that Ajah. If Andor is the most influential civilization with the Ajah that is selected to enact an Edict, Andor may choose which of their Edicts to enact.

UUs:
  • Dragon, replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and gateway units in that city, cannot attack on their next turn.
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon, replaces Gateway2. +X% combat strength against cities and cannot be intercepted.
  • Queen's Guard, replaces Era 6/7/8 unit. Has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the Attack. Andoran civilian units adjacent to the Queen's Guard must be fought and brought down to 0 HP before being captured by enemy melee units.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "The Novice sent from this city is designated the Daughter-Heir, and cannot be put out of the Tower. When she becomes an Aes Sedai, Andor chooses her Ajah, and gains 1 Favor with that Ajah. After Y turns without controlling a Sister purchased with Favor, Andor can redeem 1 Favor with an Ajah for a quota-free Sister unit from that Ajah, who spawns with X EXP (very high)." Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

Sets:

Towering Over You
UA: Trained in the Tower
UU: Queen's Guard OR First Prince of the Sword (unit)
UU: Dragon OR Gateway Dragon
UB: Inner City Gate OR Queen's Inn

Light Save the Queen
UA: We Love the Queen
UU: Queen's Guard OR some Dragon Unit
UB: Smelter OR Inner City Gate OR Bellfoundry
UG: Daughter-Heir


Tear (Era 5-9, Tall, Diplo/Dom/Culture)

UAs:
  • Ambitions for Vassals, Tear gains influence with City-States when it intimidates them, instead of losing it. City-States that have a trade route established by Tear or are connected to the Tairen capital by Roads are intimidated more easily by Tear.
  • Hoarding Artifacts, Tairen Historians have the "Hide Relic" mission, which causes them to be expended when used on Sites of Power in Tairen territory and instantly creates a Portal Stone. Foreign Historians take twice as long to explore Sites of Power in Tairen territory. Tairen Portal Stones produce an amount of Prestige equal to their Culture output.
  • Fear of Channeling (LP), whenever Tear would receive a Sister unit from the Tower, Tear can elect to instead receive a Legendary Person of the type of their choice. Tear may not select the same Legendary Person more than X times in the game.
  • Hard as Stone, Tear's capital city has an additional X HP (high, like 50) and receives +Y% production towards non-channeling military units for each of Tear's unused Spark. Every foreign embassy in the Tairen capital provides +Z culture (low) in the capital and +W Prestige after researching Rediscovery.

UUs:
  • Defenders, replaces era 5/6 melee unit. Higher combat strength and double fortification bonus. +X% combat strength when attacking into or out of cities that have any world wonders.
  • Conscripted Peasants, replaces the Settler. Has the "Found Developed City" mission in addition to the Found mission. Developed Cities start with Y Population and Z additional hexes of territory. Tear can found only X Developed Cities in a single game.
  • Guarded Trader, replaces Sea Trade Unit, Cannot be pillaged. Can trade with City-States X% further away. At the end of a Guarded Trader's route with a major civilization's city, one other civilization's trade route to that city will be plundered, providing the typical Gold yield to Tear.
  • Reaver Sail, replaces the ExpShp or Naval Melee 4-5. Receives triple Gold when pillaging a sea trade route. +Y movement when following a non-enemy trade route. Has its full Movement restored when pillaging a sea trade route or killing a Lawless or Dragonsworn naval unit.

UBs:
  • Processing Workshop, replaces Gold National Wonder 1 or 2 or Trade National Wonder) each luxury resource worked by this city also produces a derived luxury resource that provides 50% happiness for Tear if kept, but can be traded as normal.
  • Taxation Office, replaces Coastal2, international sea trade routes established by other civilizations that pass within X hexes of this city contribute Y% of their value to Tear in addition to what they give to the civilizations at either end of the route.
  • Defender's Fortress, replaces Defense3/4, provides city strength. Has a Specialist slot for a new Specialist type, the Defender, that provides X Happiness, and one additional city attack per turn. The Defender provides points towards generating Great Captains.
  • Fishmonger's Wharf, replaces Food (Coastal), in addition to its normal benefits, produces +X Gold for each sea resource owned by this city but outside of the city radius.
  • Great Holding, replaces Culture National Wonder, +50% culture in the city (original effect). Has three slots for Legendary Crafts (original) or Relics. In addition to normal yields, Legendary Works housed within the Great Holding produce +X of the yield type associated with the Governor currently stationed in the city, or, if no Governor is present, +X Faith. Has a custom theming bonus: +X Faith (high) and +Y Gold (high) when filled with Relics from civilizations other than the city owner, and from Eras earlier than the Era of New Beginnings.

UIs:
  • Lords' Shipyard, can be constructed only on coastal flatland. Produces an amount of Production equal to the Population of the city working this tile.

UGs:
  • High Lord, spawned by Merchant Lords and Ambassadors. Yield is Gold and City-State influence with City-States connected to this city by trade routes. Upgrade 2 ability is "City-States connected to this city by trade route do not have elections and cannot be the victim of coups. When an election would occur, instead Tear gains X influence with that City-State." Relevant LP is the Merchant Lord.

Sets:

Between A Rock
UA: Hard as Stone
UU: Defender
UU: Guarded Trader
UG: High Lord OR UI: Lord's Shipyard OR UB: Processing Workshop

Friends Like This
UA: Ambitions for Vassals
UU: Defenders OR UB: Defender's Fortress
UU: Reaver Sail
UB: Great Holding


Illian (Era 5-9, Tall, Domination/Culture)

UAs:
  • Crown, Crowd, and Council, For each point of Population in a city, +Y% production on military units and +Z% to Governor yields. The Capital produces +Z% food.
  • Bustling Port (food), Citizens working ocean or coastal tiles do not consume food. Every sea trade route leaving from the Capital provides +X food in addition to its normal yields.
  • Companion Recruitment, units gifted to Illian by Militaristic City-States start with a bonus +X EXP. Illian's capital gains +Z strength and +W% toward military unit production for each Militaristic City-States Illian is allies with.
  • King, Assemblage, and Council, every X turns, power shifts between the King, the Assemblage, or the Council of the Nine. Power shifts to the King if Happiness is over 10, the Council if Happiness is between 0 and 10, and the Assemblage if Illian is unhappy. When power lies with the King, Golden Age points are accrued twice as fast and military units have +Y% combat strength. When power lies with the Council, cities produce Legendary People Z% faster and Specialists consumes W% less Food. When power lies with the Assemblage, international trade routes give Illian +U% Gold and yields from tiles with luxury resources are doubled.

UUs:
  • Companion (cripple), replaces era 5-8 Mounted unit, When the Companion kills a unit, all adjacent (to the killed unit) enemy units have -X% (large) combat strength until Illian's next turn.
  • Hunter of Tammaz, replaces Hunter for the Horn, has combat strength increased by X times the number of Mythic Sites Illian has explored. Completing a survey of a Mythic Site generates +Y Prestige. Receives +Z EXP whenever the Horn of Valere is blown.
  • Levied Warship, replaces Era 5-8 ship, or Anti-Naval 1, can only be purchased with gold, and costs much less than its analogous unit.
  • Companion (city), replaces era 5-8 mounted unit, does not incur a penalty when attacking cities, and heals on turns that it attacks a city. X% chance of spawning a Companion in an adjacent hex when attacking or being attacked by an enemy city.

UBs:
  • Hall of the Assemblage (wonder), replaces Spy2, the unhappiness caused by population in this city is reduced by X%. +Y% defense against Eyes and Ears in this city for every Z population
  • Hall of the Assemblage (building), replaces Culture 3, +X% food production. Each luxury resource worked by this city produces +Y culture for every Z points of population in the city
  • Monument to the Hunt, replaces Culture National Wonder. Completing a survey of a Mythic Site generates +X Culture and +Y Prestige in this city. The Square's Theming Bonus is doubled for 5 turns after the Horn of Valere is discovered or captured.
  • Guild of Bookers, replaces Gold 3, Whenever a unit is produced (not purchased) in this city, X% of its gold cost is generated.
  • Riverboat Port, replaces production (river), produces X food for every land or sea trade route originating in this city. When a land trade originating in this city completes its route, produces Y culture.

UIs:
  • Marsh Outpost, can only be built on Marsh tiles. Eliminates the Food penalty from the Marsh and provides +X (low) Culture, +Y HP, and +Z combat strength to the city when worked.

UGs:
  • Councilor, spawned from the Merchant Lord, Yield is Food and Gold. Upgrade 2 ability is "International trade routes leaving from this city generate +X Prestige against major civilizations and +Y Food for the home city when trading with a City-State." Relevant LP for Upgrade 3 is the Merchant Lord.

Sets:

Checks and Balances
UA: King, Assemblage, and Council OR Crowd, Crown, and Council
UU: Companion (cripple)
UU: Hunter of Tammaz OR Monument to the Hunt
UB: Hall of the Assemblage (Wonder) OR UB: Guild of Bookers

Ported Marsh
UA: Bustling Port (Food)
UU: Companion (city)
UU: Levied Warship
UI: Marsh Outpost OR UB: Monument to the Hunt


Ghealdan (Era 5-9, Tall, Dom/Cul/LB)

UAs:
  • Repurposed Faith, Ghealdan may always found a Path, regardless of how many already exist, and may choose Customs that have already been chosen by other Paths. When Ghealdan founds a Path, it immediately becomes the majority in all of Ghealdan's cities. The Ghealdanin Path is spread by X influence points to a city whenever a Shadowspawn or Dragonsworn pillages a tile that city is working.
  • Ravaging Fanatics, can purchase Dragonsworn units with Faith, which are controlled by Ghealdan but appear to other players to be owned by the Dragonsworn civilization.
  • Faith of the True Dragon, Ghealdan does not select Path Customs when founding or enhancing a Path. Ghealdan can always found a Path, regardless of how many already exist in the game. Each time Ghealdan kills a False Dragon, Ghealdan may choose an additional Custom to add to their Path, including those already chosen by other Paths. Ghealdan receives +X Faith when killing Dragonsworn and Lawless. Ghealdan generates +Y Prestige (large, like 20) for each Custom in their Path.
  • Rule of the Prophet, each time one of Ghealdan's cities converts to a Path or a foreign city converts to the Path founded by Ghealdan, Ghealdan gains 1 Unrest. Each time Ghealdan captures a foreign city, Ghealdan gains 1 Unrest. Legendary Works in Ghealdan's cities produce 1 Approval every X turns. Ghealdan's total Unrest is equal to its Unrest - Approval. At Unrest Y, Ghealdan falls under the rule of the Prophet. While under rule of the crown, Ghealdan generates +1 Faith for every Z citizens in its capital and Legendary Works produce +W Culture (where Z and W are proportional to Y - Unrest). While under rule of the Prophet, Ghealdanin units have +U% combat strength while fighting units and cities controlled by civilizations that have founded Paths, Ghealdan's Heralds and Visionaries produce V% more pressure, and foreign Paths spread T% more slowly in Ghealdan (where U, V, and T are proportional to Unrest - Y).

UUs:
  • Fanatical Warriors (LW), replaces era 7/8 melee unit, Dragonsworn and Lawless killed by this unit become Heralds for the majority Path of Ghealdan. Has an X% chance of stealing a Legendary Work from any enemy city that it attacks.
  • Prophet of the Dragon, replaces the Visionary, can Spread one additional time. Has the ability to Spread his Path and also create X Dragonsworn units that yield Y Gold to Ghealdan for every tile they pillage, and Z Faith to Ghealdan for every unit they kill or city they capture.
  • Legion of the Wall (capture), replaces era 5/6 military unit. When capturing enemy Heralds and Visionaries those units are converted to the Path Ghealdan founded. When this unit captures a Worker, Ghealdan may choose to convert it into a Herald of the Path they founded.
  • Prophet's Soldiers, replaces era 5-7 military unit. Gets +X% combat strength when fighting enemy units belonging to a civilization of a different Path to Ghealdan.
  • Legion of the Wall (range), replaces era 5-7 ranged unit. Has +X% ranged combat strength when attacking from a Hill. Gains an additional attack per turn when attacking from a Forested Hill.

UBs:
  • Prophet's Hostel (alignment), replaces Alignment 1, Citizens of the Alignment opposed to this building generate X% fewer Alignment points. +Y Culture and +Z Prestige (after <tech>) where X, Y, and Z's values are equal to W%, U%, and V% of Ghealdan's Faith per turn (and W, U, and V vary based on the value of that Faith per turn).
  • Prophet's Hostel (exp), replaces Exp3. Units trained in this city gain a promotion that provides, "When this unit kills an enemy unit, it generates +X Faith."
  • Legionnaire's Keep, replaces Exp3. Units trained in this city gain addition EXP equal to X% of the city's Faith generation per turn.
  • Prophet's Dormitory (culture), replaces Culture3. Produces +X additional Culture per turn when Ghealdan is at war with a civilization of a different majority Path.

UIs:
  • Dragonsworn Encampment, can only be built in unclaimed territory. Spawns Dragonsworn like a normal Encampment, but Dragonsworn do not defend it. Ghealdan receives no yields from capturing this encampment. Dragonsworn from this encampment provide Ghealdan with +X Gold when they pillage foreign lands and +Y Gold (higher) if they capture foreign civilians. Disappears after X turns.
  • Garen's Wall Fortress, can be built on Forested Hills. This and adjacent hexes produce +1 Culture and +1 Faith.

Sets:

Prophetable
UA: Rule of the Prophet
UU: Legion of the Wall (range)
UU: Fanatical Warriors (LW)
UB: Prophet's Hostel (exp) OR UI: Dragonsworn Encampment OR UB: Legionnaire's Keep

Greener Path
UA: Repurposed Faith
UU: Legion of the Wall (range) OR UU: Legion of the Wall (capture)
UB: Prophet's Dormitory (culture)
UI: Dragonsworn Encampment OR UU: Prophet of the Dragon

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned production items normally, and instead choose via AI. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities only contribute W% (25-50%) of the usual amount to the cost of Altara's Policies and Tenets and trade routes between these cities and the Altaran capital produce Gold as they were foreign trade routes, in addition to their normal yields.

UUs:
  • Kinswoman (tower), replaces the Wilder, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit within an Altaran city's territory generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Kinswoman (link), replaces the Wilder, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.
Sets:

Death Do Us Part
UA: Marriage Knives
UU: Kinswoman (tower)
UB: Kin's Storeroom (science)
UB: Causeway

Autonomy (consider not doubling up on Tower ejection mechanic)
UA: Decentralized Rule (production)
UU: Kinswoman (link)
UU: Duelist OR UB: Kin's Storeroom (food)
UB: Knitting Circle Hall

This list is continued in Part 3.
 
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On we go to Andor, the land of canonical flavor!

We've got them marked down as just Diplo/Dom, but did mention that most victory types could be made to suit Andor's flavor. I've generally been fairly flexible about including Culture/Science-y things when they were relevant to the flavor.

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Close to the Ajahs, every era, Andor gains X influence with a number of Ajahs in the Tower and receives Sisters from those Ajahs, if Andor has any spare Sister quota. The number of Ajahs is determined by the number of trade routes Andor has with the Tower.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus.
  • Queen's Succession, every X turns (low, like 10), a Y turn Golden Age (low, like 2) begins.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it produce no Unhappiness.
  • Encouraged to Train, unused Spark is added to Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and any gateway units in that city, cannot attack on their next turn.
  • Dragon (unit), replaces Siege5. Has +X% ranged combat strength against units and deals Y% of the damage dealt to its primary target as splash damage to adjacent hexes. Enemy units adjacent to a dragon when the dragon attacks cannot attack on their next turn.
  • Queen's Guard, replaces Era 6/7/8 unit. Has higher combat strength. Civilian units within X hexes of this unit cannot be captured by enemy melee units.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Tiered Neighborhood, replaces Food3, citizens working hexes produce 25% of their usual Unhappiness. Specialists produce double Unhappiness.

UIs:
  • Smelter, can be built on Gold, Silver, Copper, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

Notes on the above!

Trained at the Tower is obviously a nod to Andor's history of sending their heirs to train at the Tower and their corresponding close relationship. Choosing all Edicts may be too strong - they may end up doing it constantly - so it may be better to have them do it every X Edicts (anywhere from 2 to 4).

Close to the Ajahs is a similar flavor space, giving Andor more and stronger Sisters.

Queen's Writ (CS) plays into a diplo strategy and makes Andor less reliant on trade routes with other major civs. The ally bonus is just the yield bonus, so this doesn't affect Compact votes at all. It could be paired with a CS influence degradation decrease for active trade routes to make it push for the Diplo victory more directly. As it is, it could actually help with any of them.

Queen's Succession aims to have bursts of short Golden Ages throughout the whole game (flavor wise, that's a new Queen coming to power). (We could use dates instead of X turns, which will make it stronger in the early game.) This should build up quite a bit of Gold and Culture.

We Love the Queen uses the Andor Queen flavor on a very underused mechanic. It might be a bit strong, since Andor will then trade very aggressively to trigger this mechanic, which undoes the drawback of trading really aggressively (giving away luxuries you only have single copies of). But it does encourage very wide play for resource diversity and due to the Happiness bonuses.

Encouraged to Train tries to push Andor towards using Sisters instead of producing their own channelers, rewarding them for playing along with the flavor. Since the Tower controls the Sister schedule, this may need to work with another unique that somehow triggers them getting Sisters more often.

Queen's Writ (policy) hits a similar mechanical note to Queen's Succession - small Golden Ages over time. It's more of a Culture focused ability.

For Dragons, there doesn't seem to be a later siege unit than Siege5 to replace? Did we mean to put an extra one in the last two eras somewhere?

Dragon (city) attempts to keep late game siege units competitive with gateway units by allowing it to shut them down. It also provides strong offensive and defensive bonuses for attacking and defending cities in particular.

Dragon (units) makes this a siege unit that's much more proficient at dealing with enemy units than other siege units. (It can also semi defend itself with the "enemies next to me when I attack can't attack next turn" - flavor wise this is the sound and shockwave for the unprepared foes nearby.)

Queen's Guard is a straight up combat upgrade paired with an ability that makes enemies deal with Andoran civilians differently. This doesn't make Andoran civilians invulnerable (that has obvious exploits in blocking your enemy's path with them), but instead forces enemies to attack the civilians and damage them, much like when a ranged unit attacks a civilian from afar (it does damage to the civilian and none back to the attacker). It's also worth noting that this could be quite Science-y in the endgame, since it makes escorted Andoran Envoys more difficult to snipe.

Bellfoundry tries to make an endgame UB have an impact. We may need to blacklist more stuff aside from wonders, but I would start with just wonders and see. It hits the flavor of repurposing Bellfounders to produce something else at urgency.

Tiered Neighborhood is the Caemlyn Inner vs New City flavor. Flavor wise, I can see good explanations for either this way around or inverted, but mechanically, inverting this makes it much more Tall than Wide.

Smelters are apparently the things that Andor has out in the Mountains of Mist on all those minerals to make all of their money. This generally becomes a Gold/Happiness bonus (extra copies of luxuries), which encourages Wide and Diplo play, which is good on both counts. I also like how it works with the existing Improvements without trying to replace them. (The adjacent mines only provide a new copy of the resource, but are otherwise normal, so they don't have yields as if the resource were on that hex.)

There's tons more to find for them, but this seems like a good place to start! It's also quite interesting that a lot of these are "simpler" than the mechanics we've seen for a lot of other civs so far, but are still quite strong.
 
On we go to Andor, the land of canonical flavor!

We've got them marked down as just Diplo/Dom, but did mention that most victory types could be made to suit Andor's flavor. I've generally been fairly flexible about including Culture/Science-y things when they were relevant to the flavor.
Yeah, this makes sense. I can basically see Andor being one of those civs that is justifiable for every VC

Also, it does appear that you have forgotten to include kidshowbusiness's stuff. I've added it here in orange. Instead of copy-pasting his stuff, I've shrunk it down so that it fits our current format (i.e. doesn't have logic worked into it)

Trained at the Tower is obviously a nod to Andor's history of sending their heirs to train at the Tower and their corresponding close relationship. Choosing all Edicts may be too strong - they may end up doing it constantly - so it may be better to have them do it every X Edicts (anywhere from 2 to 4).
Yeah, I'd guess that Andor will essentially *always* have a Novice in the tower, and eventually, an accepted. I also don't like the idea that having one of something gives them complete control over an otherwise random mechanic - especially since that randomness is shaped by other civ's influence with Ajah's. All the work of other civs could be undone with a simple "send novice" button click. Same with the Accepted thing.

I'm not sure how to save this one, given that. Every X Edicts could work, but even then, it feels like this ability kind of trivializes our mechanics. Magenta.

Close to the Ajahs is a similar flavor space, giving Andor more and stronger Sisters.
Interesting, so the thing about this one is it feels like the second aspect - the free sisters - is one of those things that might not help you if you're doing well. I assume in many cases, civs will be pretty close to the top of their cap in sisters, getting new ones around when their cap increases. Of course, if your sisters all die, you'd need this benefit. But that seems to encourage a sort of risky strategy with sisters - followed by tons of trade with the Tower - which might be a little unflavorful.

Given that, I feel like this ability might not be powerful enough (as the Ajah Influence boost is the most common component). Thoughts?

Queen's Writ (CS) plays into a diplo strategy and makes Andor less reliant on trade routes with other major civs. The ally bonus is just the yield bonus, so this doesn't affect Compact votes at all. It could be paired with a CS influence degradation decrease for active trade routes to make it push for the Diplo victory more directly. As it is, it could actually help with any of them.
Interesting. This one could be cool, though it's hard for me to know intuitively how big an impact this would make. Do you think this would discourage the need for actual alliances? Should there be some additional bonus if you are an actual ally? Not sure about the notion of influence degradation.

Queen's Succession aims to have bursts of short Golden Ages throughout the whole game (flavor wise, that's a new Queen coming to power). (We could use dates instead of X turns, which will make it stronger in the early game.) This should build up quite a bit of Gold and Culture.
Also interesting. Part of me doesn't like it being so regular though - it feels like it would be more fun if it were a little less of a "passive" UA. I'm not sure exactly what to suggest, though - if there was something to trigger it or affect it somehow, it'd be possibly more engaging.

Also, is 16% of all turns (2/12) being GA's (not counting actual earned GA's) possibly too strong?

We Love the Queen uses the Andor Queen flavor on a very underused mechanic. It might be a bit strong, since Andor will then trade very aggressively to trigger this mechanic, which undoes the drawback of trading really aggressively (giving away luxuries you only have single copies of). But it does encourage very wide play for resource diversity and due to the Happiness bonuses.
In BNW, if you play as Catherine or Dido or whoever, they don't already call it "We Love the Queen Day"? This one is also interesting, though again, I can't totally wrap my head around the balance of it, as I don't know the WLtKD benefits in a specific way. (looking them up now)

Apparently WLtKD lasts 20 turns, which would mean 10 turns where you'd be without your luxury, if you did the agressive trade as you described. However, is the request for the next trigger-luxury immediate? If so, then you could theoretically chain them together and always use this bonus, yes? Kind of weird (and epicly powerful). Or do many cities never request one?

Also, I never understood what happens if you have *all* luxuries - I assume you aren't in permanent WLtKD mode.

I think it's possible that this UA is better used as a smaller, weaker component, of another UA - I like the idea of using WLtKD mechanically, but this might be kind of extreme.

Encouraged to Train tries to push Andor towards using Sisters instead of producing their own channelers, rewarding them for playing along with the flavor. Since the Tower controls the Sister schedule, this may need to work with another unique that somehow triggers them getting Sisters more often.
Interesting. This will either be ridiculously powerful or kind of lame if the sister allocation is too slow to make it work. I'd have to suggest that it probably wouldn't be a 1:1 correspondence (right?), since Sisters are powerful enough such that they represent 2-spark (or 3?) units themselves, relatively.

Also, I'm a little concerned with this one being a little far in the "Andor must be Authority" camp. It makes sense, certainly, with Andor, but it's a small concern nonetheless, especially given that presumably Andor would be using a fair amount of Asha'man too.

Queen's Writ (policy) hits a similar mechanical note to Queen's Succession - small Golden Ages over time. It's more of a Culture focused ability.
Yeah. I kind of like it a little better because it's a little more interactive, though, as you say, it's more culture-focused which makes it less generalizable.

For Dragons, there doesn't seem to be a later siege unit than Siege5 to replace? Did we mean to put an extra one in the last two eras somewhere?
I thought we had done this, but it looks like we decided against it starting in this post and this post. Transcript:

should we have another Polearm unit pop up in era 8 or 9? It's all the way back at era 7, the last one, and we have THREE Mounted units after that point!

(the same is mostly true for Ranged and Siege as well - we ok with that too?)
I think siege might be ok as is, but we do probably want another ranged unit. Where should he live? It seems like there should be ranged flavor connections available for Telescopes?
Yeah, Siege might be ok because it is somewhat replaced by Skimming anyways.
And that's the last of it. It's worth mentioning that 5 is the BNW amount of Siege units. It's probably fine to have this be the last Siege unit, but if we really wanted another, I'd imagine it should be pretty late in the game. Bellfounding (Siege 5) is at the end of Era 7. Siege stuff have been every two eras throughout, so I think if we added one, it'd have to be in Era 9, on Steam Engines, Lightning Jars, or Inverted Weaves, though we'd probably need to take something off of wherever we put it for balance purposes. Thoughts?

In any case, that point is likely too late to be a good UU.

Dragon (city) attempts to keep late game siege units competitive with gateway units by allowing it to shut them down. It also provides strong offensive and defensive bonuses for attacking and defending cities in particular.
Interesting. I like the first ability, for sure. The second ability - i think it's probably too powerful. ALL the gateway units is kind of epic, especially if you have 6. I'd rather it be the kind of thing were every strike neutralized one attacking force (random?), so to totally eliminate all the gateways, you'd need to hit with several Dragons. This problem could be mitigated if it wasn't such an all-or-nothing thing as "no attacking" (e.g. they each take damage, they each lose strength, etc.)

And just to clarify, the second ability doesn't require the Dragon to be stationed in a city, right?

Oh, also, what's the flavor basis for the anti-gateway-ness?

Lastly, I'm assuming that this "Dragon" flavor is a stand-in for some sort of Fancy Dragon unit, right? Meaning, we're likely still going to have the Regular Dragon be a generic unit for all civs, right? I think it being an Andor-only UU, while sort of flavorful, might also feel lame to people.

Dragon (units) makes this a siege unit that's much more proficient at dealing with enemy units than other siege units. (It can also semi defend itself with the "enemies next to me when I attack can't attack next turn" - flavor wise this is the sound and shockwave for the unprepared foes nearby.)
This is interesting as a kind of Asha'man alternative (splash damage). I wonder if the no-attack thing might make it too strong, given the awesomeness of splash - putting this unit on hills surrounded by other hills, it is quite possible it could *never* be attacked. Again, perhaps some sort of penalty would be better.

Queen's Guard is a straight up combat upgrade paired with an ability that makes enemies deal with Andoran civilians differently. This doesn't make Andoran civilians invulnerable (that has obvious exploits in blocking your enemy's path with them), but instead forces enemies to attack the civilians and damage them, much like when a ranged unit attacks a civilian from afar (it does damage to the civilian and none back to the attacker). It's also worth noting that this could be quite Science-y in the endgame, since it makes escorted Andoran Envoys more difficult to snipe.
Yeah, that's an interesting observation, re: Science. This would also be used as a GP escort for Visionaries and Gleemen, which is cool.

That said, are we OK with this applying to GCs as well? That certainly makes them better.

Should we consider altering it so the unit can only be captured if it is *destroyed* or something? So, you *could* capture the worker, but you'd have to knock off its HP.

Bellfoundry tries to make an endgame UB have an impact. We may need to blacklist more stuff aside from wonders, but I would start with just wonders and see. It hits the flavor of repurposing Bellfounders to produce something else at urgency.
Assuming National Wonders are included as "Wonders," and we include Projects as well, I think I'm fine with starting with wonders. A cool ability, and a good way to make a late-game UB work. Also interesting that it doesn't produce sulfur.

I'm also assuming, like Dragon above, that this will be "Fancy Bellfoundry" if we have a "Bellfoundry" building.

Tiered Neighborhood is the Caemlyn Inner vs New City flavor. Flavor wise, I can see good explanations for either this way around or inverted, but mechanically, inverting this makes it much more Tall than Wide.
Hmmmm... I like the use of flavor. I'm not quite in love with the double-edged sword thing, though. I'm mostly of the opinion that UBs should mostly be always good to use, when available, and also of the opinion that in depth citizen management shouldn't be required for success. This UB would require you to realy monitor your city, to make sure the UB is causing *MORE* unhappiness, or, perhaps, keeping your happiness in check at the expense of overall yield generation that would otherwise be happening. I definitely don't like the idea of having to sell this building to "turn it off" if the city gets too big. A UB that doesn't work well in the capital isn't a great choice, IMO. Magenta because its too early for red.

Smelters are apparently the things that Andor has out in the Mountains of Mist on all those minerals to make all of their money. This generally becomes a Gold/Happiness bonus (extra copies of luxuries), which encourages Wide and Diplo play, which is good on both counts. I also like how it works with the existing Improvements without trying to replace them. (The adjacent mines only provide a new copy of the resource, but are otherwise normal, so they don't have yields as if the resource were on that hex.)

OK, so I should remind us here that Copper is a Strategic (iron replacement). If you want Copper included here, than why not Iron (our Coal replacement)? However, it seems you do not want strategics, so I recommend we remove Copper.

I think this is a pretty interesting version of the "extra copy" thing, though it could get out of control fast - it's possible to get six free copies out of one resource, if you get crazy lucky with terrain spawning! Should we cap it?

Also, do the extra mines have to be worked, or within a city radius?

There's tons more to find for them, but this seems like a good place to start! It's also quite interesting that a lot of these are "simpler" than the mechanics we've seen for a lot of other civs so far, but are still quite strong.
I'm fine with this. This is the aforementioned "Normal Civ" that I've been saying is fine to have.

OK, recap, plus some new stuff and ooooold stuff!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Close to the Ajahs, every era, Andor gains X influence with a number of Ajahs in the Tower and receives Sisters from those Ajahs, if Andor has any spare Sister quota. The number of Ajahs is determined by the number of trade routes Andor has with the Tower.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus.
  • Queen's Succession, every X turns (low, like 10), a Y turn Golden Age (low, like 2) begins.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it produce no Unhappiness.
  • Encouraged to Train, every X unused Spark results in +Y Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • The Queen's Blessing, Andoran cities suffer only 50% of the unhappiness generated by population. Buildings which generate happiness are 50% more effective. Andoran units receive +X% combat bonus while fighting in home territory (kidshowbusiness).
  • The Queen's Bounty, every X turns, each Andoran city or Puppet receives a boost of Y% production. If that unit or building is produced on that turn, each remaining hammer generates Z Gold.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and any gateway units in that city, cannot attack on their next turn.
  • Dragon (unit), replaces Siege5. Has +X% ranged combat strength against units and deals Y% of the damage dealt to its primary target as splash damage to adjacent hexes. Enemy units adjacent to a dragon when the dragon attacks cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Civilian units within X hexes of this unit cannot be captured by enemy melee units.
    [*]Queen's Guard (GP), replaces Polearm 5-6, +X% combat bonus when fighting within two tiles of a Great Person or a governor. +Y% combat bonus when adjacent to another Queen's Guard. (kidshowbusiness).
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units withing X hexes of this unit fight as if each of their leveled promotions are of one higher level.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Tiered Neighborhood, replaces Food3, citizens working hexes produce 25% of their usual Unhappiness. Specialists produce double Unhappiness.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.

UIs:
  • Smelter, can be built on Gold, Silver, Copper, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Unique Tier 2 ability is "One Novice sent from this city can be designated the Daugher-Heir. When she becomes an Aes Sedai, Andor gains an Aes Sedai (regardless of quota) of the Ajah of their choice, who spawns with X EXP (very high). If that Sister dies, or the Daughter-Heir fails to become an Aes Sedai, another Novice can be sent immediately. Andor may only have one Daughter-Heir at a given time. Relevant LP for upgrade 3 ability is the Ambassador.
    [*]First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

First I'll comment on the orange stuff:

Queen's Blessing - you already pointed out, two years ago, that you didn't like the crossover this had with gandhi's UA. I agree, though this is obviously only one component of the UA. I think the Building component of this is the most interesting, in that it is a happiness bonus that requires some production to pull off. The combat bonus is sort of mundane. Overall, I would mark this as magenta, were it not orange.

Queen's Guard (GP) - this is actually somewhat similar to your QG, though obviously coming at it differently. I think it's mostly not that helpful, though - the city defense thing is one thing, but the GP-bonus is kind of odd. Obviously would be great for GCs, but I can't see the benefit of encouraging a "walk around with your GPs" strategies, unless we chained it together with some kind of Path-Spreading aspect (following around Visionaries) or Culture-bombing (following around Gleemen). Otherwise, it seems like a bonus to GCs with some weird aspect you wouldn't really use. Sort of interesting, though - thoughts?

Inner City Walls is somewhat straightforward, and makes good use of the inner-outer city flavor. I wonder if the Happ bonus is kind of boring though, since that's something you can likely get from Tenets as well. Might be an ok UB with some extra spice thrown in.

OK, on new stuff, basically this was all inspired by the flavor you didn't use on Page 49, that is, rather than necessarily filling mechanical needs. I figured we could start with a flavor dump and go from there. I'm being typing too long, after all. I'm actually quite out of time. Wanted to put forward an alternative Queen's Guard, and also find a use for the "White Lion" flavor or "Rose Crown" flavor. Alas, no time!

The Queen's Bounty is apparently a gift given to beggars and poor periodically. I decided to go with production-that-leads-to-Gold. Probably this needs some other qualifier so it isn't just a simple flat production bonus. Also, the predictability of this might be somewhat lame.

The FPotS flavor is put here with the Cpt Gen are Master of Sword (who trains the Queen's Guard, I think) because any could work, and we'd likely not use more than one of them. The idea here is that Drill I would be Drill II, etc. If we went with another ability that protects civilians, we might take away this unit's combat ability in order to create more synergy.

Also inspired by the old/new city thing, Inner City Gate helps Andor big wide AND tall.

The UGs are probably not necessary, but put here because we have several flavorful sources for this kind of thing.

The First Clerk provides a straight-forward bonus and some spyness.

The Daughter-Heir, I know this is somewhat redundant to another UG you created before (Manetheren?). We obviously wouldn't use both.

The First Prince of the Sword or Captain-General is pretty odd, i know.
 
Yeah, this makes sense. I can basically see Andor being one of those civs that is justifiable for every VC

Also, it does appear that you have forgotten to include kidshowbusiness's stuff. I've added it here in orange. Instead of copy-pasting his stuff, I've shrunk it down so that it fits our current format (i.e. doesn't have logic worked into it)

Argh, really sorry about that! You even reminded me before my last post! Dunno how it slipped my mind - thanks for putting them up in yours!

Yeah, I'd guess that Andor will essentially *always* have a Novice in the tower, and eventually, an accepted. I also don't like the idea that having one of something gives them complete control over an otherwise random mechanic - especially since that randomness is shaped by other civ's influence with Ajah's. All the work of other civs could be undone with a simple "send novice" button click. Same with the Accepted thing.

I'm not sure how to save this one, given that. Every X Edicts could work, but even then, it feels like this ability kind of trivializes our mechanics. Magenta.

It's not any Novice, it's only a Novice from the capital, so they risk hamstringing the capital population if they keep a constant Novice.

Actually, can a single city have multiple citizens training at the Tower at the same time? If not, then if there's an Andoran-capital-Accepted in the Tower, then there can't also be a Novice. Otherwise we could make that restriction part of the UA (use the Daughter-Heir flavor).

In terms of Andor undoing the work of others' influence, we could restrict their choices to only the top (top 2?) Ajahs by influence, so they would actually need to work to keep the Edicts they wanted available. (Other players could also use this to guarantee other Ajahs' Edicts would show up since they know Andor will pick one of them.) I think that creates a nice meta-game. For any Ajah, there will be some Edicts that help Andor, so they'll still be better off. And other civs can also work to power up an Ajah that they are mostly benefited by.

Interesting, so the thing about this one is it feels like the second aspect - the free sisters - is one of those things that might not help you if you're doing well. I assume in many cases, civs will be pretty close to the top of their cap in sisters, getting new ones around when their cap increases. Of course, if your sisters all die, you'd need this benefit. But that seems to encourage a sort of risky strategy with sisters - followed by tons of trade with the Tower - which might be a little unflavorful.

Given that, I feel like this ability might not be powerful enough (as the Ajah Influence boost is the most common component). Thoughts?

Yeah, this was sort of what I was worried about - that the Sister limit makes this less useful, but having them be un-quota-ed Sisters is way too powerful. I'm not really seeing a way of achieving this kind of effect with our mechanics. I'm good to red this one.

Interesting. This one could be cool, though it's hard for me to know intuitively how big an impact this would make. Do you think this would discourage the need for actual alliances? Should there be some additional bonus if you are an actual ally? Not sure about the notion of influence degradation.

The alliances still have other perks (resource access, war declaring) which will make them useful. We could have influence actual rise instead of degrade when trading with a CS that is your ally? (I considered both reduced degradation and flat influence level when trading with an ally CS, but both are severely outclassed by the ally bonus of a separate CS - which is what it would compete with.)

Also interesting. Part of me doesn't like it being so regular though - it feels like it would be more fun if it were a little less of a "passive" UA. I'm not sure exactly what to suggest, though - if there was something to trigger it or affect it somehow, it'd be possibly more engaging.

Also, is 16% of all turns (2/12) being GA's (not counting actual earned GA's) possibly too strong?

2/12 might be too strong, that's totally balance tweakable. I do agree that there isn't much agency to this option though. Red? I'm not sure if it's low-agency enough to red.

In BNW, if you play as Catherine or Dido or whoever, they don't already call it "We Love the Queen Day"? This one is also interesting, though again, I can't totally wrap my head around the balance of it, as I don't know the WLtKD benefits in a specific way. (looking them up now)

Apparently WLtKD lasts 20 turns, which would mean 10 turns where you'd be without your luxury, if you did the agressive trade as you described. However, is the request for the next trigger-luxury immediate? If so, then you could theoretically chain them together and always use this bonus, yes? Kind of weird (and epicly powerful). Or do many cities never request one?

Also, I never understood what happens if you have *all* luxuries - I assume you aren't in permanent WLtKD mode.

I think it's possible that this UA is better used as a smaller, weaker component, of another UA - I like the idea of using WLtKD mechanically, but this might be kind of extreme.

If it's already renamed normally then great!

Interestingly, if you have all of the resources, the code makes it look like the city demands an "unknown resource". I have never actually seen that happen, so I don't know if it says that in the notification when it happens. It doesn't look permanent, which makes sense.

Apparently cities can demand strategics that you haven't revealed yet, in which case we love the king day is unavailable in that city until you find the resource. Otherwise it appears to be back to back.

True, you could chain the abilities, but trading away your last copies you'll run out of resources. However, my biggest concern now is that this bonus encourages Tall instead of Wide. Having few cities means you only need to cycle through a few resources at a time in order to remove all Unhappiness, which isn't great.

For the balance part of it, removing all Unhappiness from the city is too strong, based on the above. But if we want to solve the Wide conundrum and balance it a bit better, we could have it remove the city from the "Unhappiness per city" count for the duration of WLtQD.

Interesting. This will either be ridiculously powerful or kind of lame if the sister allocation is too slow to make it work. I'd have to suggest that it probably wouldn't be a 1:1 correspondence (right?), since Sisters are powerful enough such that they represent 2-spark (or 3?) units themselves, relatively.

Also, I'm a little concerned with this one being a little far in the "Andor must be Authority" camp. It makes sense, certainly, with Andor, but it's a small concern nonetheless, especially given that presumably Andor would be using a fair amount of Asha'man too.

I wouldn't be worried at all about encouraging Authority for Andor, that seems like something we should actively do. We want to reward players for playing in a way that's consistent with Andor's flavor, and Andor was very Authority in the books. We want to avoid punishing Andor for not taking Authority, as we've done with other mechanics, and instead encourage them to take it.

I think since we're planning for most civs to keep close to their Sister quota cap most of the time, this is pretty good. The main issue is representation to the player, if Sister quota is not visible to anyone. We originally said it wasn't, but the more we make mechanics around it (not just this one), the more I think it makes sense to make it visible.

I thought we had done this, but it looks like we decided against it starting in this post and this post. Transcript:

And that's the last of it. It's worth mentioning that 5 is the BNW amount of Siege units. It's probably fine to have this be the last Siege unit, but if we really wanted another, I'd imagine it should be pretty late in the game. Bellfounding (Siege 5) is at the end of Era 7. Siege stuff have been every two eras throughout, so I think if we added one, it'd have to be in Era 9, on Steam Engines, Lightning Jars, or Inverted Weaves, though we'd probably need to take something off of wherever we put it for balance purposes. Thoughts?

In any case, that point is likely too late to be a good UU.

Right, this makes sense. I think we can trust past us for the moment! Agreed that it would be very late for a UU to be useful.

Interesting. I like the first ability, for sure. The second ability - i think it's probably too powerful. ALL the gateway units is kind of epic, especially if you have 6. I'd rather it be the kind of thing were every strike neutralized one attacking force (random?), so to totally eliminate all the gateways, you'd need to hit with several Dragons. This problem could be mitigated if it wasn't such an all-or-nothing thing as "no attacking" (e.g. they each take damage, they each lose strength, etc.)

I like the idea of one-disabled-thing-per-attack as a balancing mechanism, but I would be inclined to start with all. It's definitely very strong, but with a late UU I think it should be. And in the endgame siege units are already outclassed by gateway units in most ways, particularly defensively. (Very easy to pick off incoming siege units with gateway units.) I think we should make the Dragons a serious threat in these kinds of sieges and the defending player needs to specifically address them in order to deal with them correctly. Use non-gateway units to strike them early. Split their gateway units across multiple nearby cities. That kind of stuff.

And just to clarify, the second ability doesn't require the Dragon to be stationed in a city, right?

No, it doesn't.

Oh, also, what's the flavor basis for the anti-gateway-ness?

It's mostly mechanics driven, based on the stuff above. A flavor justification could be that cannons are remarkably more effective than their alternatives and interrupt the effective operations of gateways (grounds set aside from them).

Lastly, I'm assuming that this "Dragon" flavor is a stand-in for some sort of Fancy Dragon unit, right? Meaning, we're likely still going to have the Regular Dragon be a generic unit for all civs, right? I think it being an Andor-only UU, while sort of flavorful, might also feel lame to people.

Hmmm, I think we discussed this before and did come down on that side - that Andor inventing Dragons first was a books timeline thing, rather than a property of Andor. I think we could go either way on it. As we've said before, we'll be short on siege unit flavor though, so losing this recognizable one wouldn't be good for that. However, it was quite a "unique unit" for Andor in the books, since they were the only people who fielded them during the LB (right?). I think the flavor's there for them to be unique if we want to.

This is interesting as a kind of Asha'man alternative (splash damage). I wonder if the no-attack thing might make it too strong, given the awesomeness of splash - putting this unit on hills surrounded by other hills, it is quite possible it could *never* be attacked. Again, perhaps some sort of penalty would be better.

I'm not sure splash damage will be that powerful. If Y is low-ish (say 20%), then since damage usually caps out around 30 in even fights, it would be doing 6 or so to adjacent troops.

The hills thing doesn't seem like a problem to me - that's really good positioning on Andor's part. If the enemy wants to break it, they should use mobile units like cavalry. (And if there are other units defending it, then the "can't attack" ability doesn't come into play anyway.) And if Andor uses this ability to stall enemy units around them then they have to keep attacking non-stop - there's no chance to retreat.

Yeah, that's an interesting observation, re: Science. This would also be used as a GP escort for Visionaries and Gleemen, which is cool.

That said, are we OK with this applying to GCs as well? That certainly makes them better.

Should we consider altering it so the unit can only be captured if it is *destroyed* or something? So, you *could* capture the worker, but you'd have to knock off its HP.

I think it's ok to apply to GCs - they're usually kept stacked under existing units for safety, so this can make them a bit more daring.

Yes, having the unit still be capturable after it runs out of HP would be good.

Assuming National Wonders are included as "Wonders," and we include Projects as well, I think I'm fine with starting with wonders. A cool ability, and a good way to make a late-game UB work. Also interesting that it doesn't produce sulfur.

I'm also assuming, like Dragon above, that this will be "Fancy Bellfoundry" if we have a "Bellfoundry" building.

Yep, if we have a generic Bellfoundry building then this will need some kind of uniqueness qualifier.

Agreed on National Wonders and Projects, those would be included in the starting blacklist.

Hmmmm... I like the use of flavor. I'm not quite in love with the double-edged sword thing, though. I'm mostly of the opinion that UBs should mostly be always good to use, when available, and also of the opinion that in depth citizen management shouldn't be required for success. This UB would require you to realy monitor your city, to make sure the UB is causing *MORE* unhappiness, or, perhaps, keeping your happiness in check at the expense of overall yield generation that would otherwise be happening. I definitely don't like the idea of having to sell this building to "turn it off" if the city gets too big. A UB that doesn't work well in the capital isn't a great choice, IMO. Magenta because its too early for red.

Yeah, this is a very good point. I think part of this would be making the citizen AI understand it and use it to maintain positive Happiness, but it is a bit too much of a double edged sword. I think red is fine at this stage.

OK, so I should remind us here that Copper is a Strategic (iron replacement). If you want Copper included here, than why not Iron (our Coal replacement)? However, it seems you do not want strategics, so I recommend we remove Copper.

Woops, yes, I forgot this! We could probably include Gems in its stead. Basically all of the "mine" luxuries.

I think this is a pretty interesting version of the "extra copy" thing, though it could get out of control fast - it's possible to get six free copies out of one resource, if you get crazy lucky with terrain spawning! Should we cap it?

I think we can start without a cap and see. If you get really lucky then that's cool.

Also, do the extra mines have to be worked, or within a city radius?

I think it should work like normal luxury acquirement - the extra mines need to be in your territory but don't have to be worked. Though we could introduce a must-be-worked restriction for balance if we find it's too strong - that's a more CiV-like restriction than a straight up cap.

Queen's Blessing - you already pointed out, two years ago, that you didn't like the crossover this had with gandhi's UA. I agree, though this is obviously only one component of the UA. I think the Building component of this is the most interesting, in that it is a happiness bonus that requires some production to pull off. The combat bonus is sort of mundane. Overall, I would mark this as magenta, were it not orange.

Agreed on those points. I don't think we want to go with this one.

Queen's Guard (GP) - this is actually somewhat similar to your QG, though obviously coming at it differently. I think it's mostly not that helpful, though - the city defense thing is one thing, but the GP-bonus is kind of odd. Obviously would be great for GCs, but I can't see the benefit of encouraging a "walk around with your GPs" strategies, unless we chained it together with some kind of Path-Spreading aspect (following around Visionaries) or Culture-bombing (following around Gleemen). Otherwise, it seems like a bonus to GCs with some weird aspect you wouldn't really use. Sort of interesting, though - thoughts?

Yeah, it would help GCs and would be good defensively since Governors make them better. I do agree that it won't be applicable that often though, and is otherwise a bonus for grouping the unit together. It does hit the flavor really well though.

Do we leave orange stuff orange once we've introduced it? I've left it orange just in case.

Inner City Walls is somewhat straightforward, and makes good use of the inner-outer city flavor. I wonder if the Happ bonus is kind of boring though, since that's something you can likely get from Tenets as well. Might be an ok UB with some extra spice thrown in.

Yep, looks like a solid candidate. Happiness from buildings that don't normally give Happiness is always strong.

OK, on new stuff, basically this was all inspired by the flavor you didn't use on Page 49, that is, rather than necessarily filling mechanical needs. I figured we could start with a flavor dump and go from there. I'm being typing too long, after all. I'm actually quite out of time. Wanted to put forward an alternative Queen's Guard, and also find a use for the "White Lion" flavor or "Rose Crown" flavor. Alas, no time!

Good strategy! I was also working from the flavor dump on page 49 and even after both of us there is more to go back to (and more ways to use the flavor we have). Good stuff!

The Queen's Bounty is apparently a gift given to beggars and poor periodically. I decided to go with production-that-leads-to-Gold. Probably this needs some other qualifier so it isn't just a simple flat production bonus. Also, the predictability of this might be somewhat lame.

Quite like the Queen's Succession, this doesn't have a lot of agency for the player, it just happens every X turns. It would be good to trigger it off something appropriate (when a Governor is appointed or upgrades? Too infrequent?)

The FPotS flavor is put here with the Cpt Gen are Master of Sword (who trains the Queen's Guard, I think) because any could work, and we'd likely not use more than one of them. The idea here is that Drill I would be Drill II, etc. If we went with another ability that protects civilians, we might take away this unit's combat ability in order to create more synergy.

Do units that don't have any promotions fight as if they have the first one? If not, it might create some interesting diversity - since it's otherwise always better to beeline down one side of the promotion tree to get to March and such later on. (That would probably still be the case though.)

If we go with the Queen's Guard (defense) UU I don't think we'd need to remove the combat strength off these guys. The Queen's Guard is only available toward the end of the game, whereas GCs are there the whole time, soit's appropriate that their bonus overlaps there.

Also inspired by the old/new city thing, Inner City Gate helps Andor big wide AND tall.

That is pretty strong, I like it.

The UGs are probably not necessary, but put here because we have several flavorful sources for this kind of thing.

The First Clerk provides a straight-forward bonus and some spyness.

I really like the First Clerk, that seems like a great UG.

The Daughter-Heir, I know this is somewhat redundant to another UG you created before (Manetheren?). We obviously wouldn't use both.

Manetheren's is potentially different enough to include both, but we don't need to decide that now. For reference, Manetheren:

Channeler, created from an Aes Sedai instead of an LP, yield is Tower Influence, unique upgrade 2 ability is "Novices sent to the Tower from this city cannot fail to become Sisters and Manetheren may choose which Ajah they join", relevant LP for upgrade 3 ability is the Ambassador. Produces double Alignment (if chosen) from upgrades 1 and 3.

I love the flavor of this one, but I'm not as big a fan as the First Clerk mechanically. Because of the only-one restriction (which makes total sense given its power and the flavor) it diminishes all but one of the Governors of this type. You wouldn't want to pick the ability at upgrade 2 on Governors of this type beyond the first, which isn't quite how I think the Governor abilities should work.

Is there a way to do this one differently that fits better with being a Governor?

The First Prince of the Sword or Captain-General is pretty odd, i know.

Haha, that's pretty awesome. I like it.

I'm afraid I'm short on time tonight so I've only got one new suggestion!


Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Close to the Ajahs, every era, Andor gains X influence with a number of Ajahs in the Tower and receives Sisters from those Ajahs, if Andor has any spare Sister quota. The number of Ajahs is determined by the number of trade routes Andor has with the Tower.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies..
  • Queen's Succession, every X turns (low, like 10), a Y turn Golden Age (low, like 2) begins.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it produce no Unhappiness do not contribute Unhappiness per city.
  • Encouraged to Train, every X unused Spark results in +Y Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • The Queen's Blessing, Andoran cities suffer only 50% of the unhappiness generated by population. Buildings which generate happiness are 50% more effective. Andoran units receive +X% combat bonus while fighting in home territory (kidshowbusiness).
  • The Queen's Bounty, every X turns, each Andoran city or Puppet receives a boost of Y% production. If that unit or building is produced on that turn, each remaining hammer generates Z Gold.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and any gateway units in that city, cannot attack on their next turn.
  • Dragon (unit), replaces Siege5. Has +X% ranged combat strength against units and deals Y% of the damage dealt to its primary target as splash damage to adjacent hexes. Enemy units adjacent to a dragon when the dragon attacks cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Andoran civilian units within X hexes of this unit must be fought and down to 0 HP before being captured by enemy melee units.
    [*]Queen's Guard (GP), replaces Polearm 5-6, +X% combat bonus when fighting within two tiles of a Great Person or a governor. +Y% combat bonus when adjacent to another Queen's Guard. (kidshowbusiness).
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units withing X hexes of this unit fight as if each of their leveled promotions are of one higher level.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Tiered Neighborhood, replaces Food3, citizens working hexes produce 25% of their usual Unhappiness. Specialists produce double Unhappiness.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Unique Tier 2 ability is "One Novice sent from this city can be designated the Daugher-Heir. When she becomes an Aes Sedai, Andor gains an Aes Sedai (regardless of quota) of the Ajah of their choice, who spawns with X EXP (very high). If that Sister dies, or the Daughter-Heir fails to become an Aes Sedai, another Novice can be sent immediately. Andor may only have one Daughter-Heir at a given time. Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

Succession Wars tries to capture the Succession War flavor by making those people you fight against leaders in some capacity of the territories that you've conquered. It could combine well with a UG, since it could be used to spawn it. Also a very Domination-focused ability.

And what happens with Governors in Puppet cities btw? Do their upgrades get chosen automatically when they level up? That seems like it would make sense. I could be convinced to make it every city, not just original capitals.
 
It's not any Novice, it's only a Novice from the capital, so they risk hamstringing the capital population if they keep a constant Novice.
Well, it would only be 1 pop at any given time. That seems a fair trade for total control of edicts (which is too much, I think).

Actually, can a single city have multiple citizens training at the Tower at the same time? If not, then if there's an Andoran-capital-Accepted in the Tower, then there can't also be a Novice. Otherwise we could make that restriction part of the UA (use the Daughter-Heir flavor).
I think the answer to this question -which we might as well tackle here - depends a lot on the total number of novices and such in the tower that we see being possible, and whether we want it to relate to tall/wide balancing at all. If we're thinking the number is low, then we could probably limit them to one-at-a-time and not see too many problems, if that number (how many are allowed from the civ in total) is high, then we'd be severely hamstringing Tall civs who, say, only have 4 girls in the WT at any given point, as opposed to 12 or whatever from a tall civ. Do we want this to correspond to T/W balance?

The other way to consider doing it is that there could only be one novicein the tower from each city at a time. Once that novice becomes accepted, you can send another. Presumably, we wouldn't be limiting the number of Accepted or Aes Sedai, since it's not guaranteed how far they'd advance (your accepted could stay an accepted for a long time, without advancing nor being put out of the tower, long after your second novice followers her to become an accepted). Regardless of this ability, this might be a smart move for us anyways, limiting the number of novices, to prevent weird unforeseeable cheese strategies (or people hunting for lots of tower influence and not realizing they are crippling their cities by popping five novices in).

In terms of Andor undoing the work of others' influence, we could restrict their choices to only the top (top 2?) Ajahs by influence, so they would actually need to work to keep the Edicts they wanted available. (Other players could also use this to guarantee other Ajahs' Edicts would show up since they know Andor will pick one of them.) I think that creates a nice meta-game. For any Ajah, there will be some Edicts that help Andor, so they'll still be better off. And other civs can also work to power up an Ajah that they are mostly benefited by.
hmmm,,, unless i'm misunderstanding, I don't see that as limiting Andor in a way that frees up the other civ's influence. Andor is still choosing which edict is passing, so if some other player had locked down the red ajah, Andor having top two in some other ajahs would prevent that red from ever mattering.

leaving this as magenta right now. still lots to settle.

Yeah, this was sort of what I was worried about - that the Sister limit makes this less useful, but having them be un-quota-ed Sisters is way too powerful. I'm not really seeing a way of achieving this kind of effect with our mechanics. I'm good to red this one.
:nuke:

The alliances still have other perks (resource access, war declaring) which will make them useful. We could have influence actual rise instead of degrade when trading with a CS that is your ally? (I considered both reduced degradation and flat influence level when trading with an ally CS, but both are severely outclassed by the ally bonus of a separate CS - which is what it would compete with.)
I feel like it might be more inspired to provide some other bonus besides Influence. I feel like this ability centers around the notion that you can't be allies with everybody, but to reward you with something nonetheless. Once you're the ally, getting a bunch of influence, while helping keep you the ally, sort of pulls you away from the prime point of the UA - yields. I wonder if, instead, you should get extra yields or something, or if this UA's bonus should stack, regardless of what level influence you're in.

Also, the Friends bonus is just yields, right? That is trivialized by this UA, correct, or does it stack? Any way around that? We could Tier things in a way:

not friends: provides friends bonus
friends: provides ally bonus
ally: provides X.

Magenta, not because I'm considering redding, but because the whole thing should be looked at, I think.

2/12 might be too strong, that's totally balance tweakable. I do agree that there isn't much agency to this option though. Red? I'm not sure if it's low-agency enough to red.
just to be clear, the 2/12 comes from your suggestion that every 10 turns creates a 2 turn GA. I agree that that might be too often.

Also, I do kind of feel like a mechanic like this might be more fun, as well as tweakable, if it provides GA *points*. That lets us more easily combine it with other Uniques (GA point generating UUs, or happiness buildings, etc.), policies, and other things to let the player feel like they're building on this bonus.

If it's already renamed normally then great!

Interestingly, if you have all of the resources, the code makes it look like the city demands an "unknown resource". I have never actually seen that happen, so I don't know if it says that in the notification when it happens. It doesn't look permanent, which makes sense.

Apparently cities can demand strategics that you haven't revealed yet, in which case we love the king day is unavailable in that city until you find the resource. Otherwise it appears to be back to back.

True, you could chain the abilities, but trading away your last copies you'll run out of resources. However, my biggest concern now is that this bonus encourages Tall instead of Wide. Having few cities means you only need to cycle through a few resources at a time in order to remove all Unhappiness, which isn't great.

For the balance part of it, removing all Unhappiness from the city is too strong, based on the above. But if we want to solve the Wide conundrum and balance it a bit better, we could have it remove the city from the "Unhappiness per city" count for the duration of WLtQD.
I think this change could work. I find this ability rather unspectacular as a UA. Perhaps a UB version of it is possible?

I wouldn't be worried at all about encouraging Authority for Andor, that seems like something we should actively do. We want to reward players for playing in a way that's consistent with Andor's flavor, and Andor was very Authority in the books. We want to avoid punishing Andor for not taking Authority, as we've done with other mechanics, and instead encourage them to take it.

I think since we're planning for most civs to keep close to their Sister quota cap most of the time, this is pretty good. The main issue is representation to the player, if Sister quota is not visible to anyone. We originally said it wasn't, but the more we make mechanics around it (not just this one), the more I think it makes sense to make it visible.
yeah, I'm definitely thinking we want to represent Sister Quota, probably near to Spark on the top bar. That way, a player could highlight and see where it comes from (+X from Tower Influence, Philosophy, population, etc.). This one still feels a little fishy to me, but we can leave it for now.

Right, this makes sense. I think we can trust past us for the moment! Agreed that it would be very late for a UU to be useful.
agreed, re: siege 6

I like the idea of one-disabled-thing-per-attack as a balancing mechanism, but I would be inclined to start with all. It's definitely very strong, but with a late UU I think it should be. And in the endgame siege units are already outclassed by gateway units in most ways, particularly defensively. (Very easy to pick off incoming siege units with gateway units.) I think we should make the Dragons a serious threat in these kinds of sieges and the defending player needs to specifically address them in order to deal with them correctly. Use non-gateway units to strike them early. Split their gateway units across multiple nearby cities. That kind of stuff.
eh, still don't like it this way. I don't like all-or-nothing stuff, especially in combat, since it doesn't feel very civlike. I mean, nukes excepted.

It's true that other civs should plan around this - and not just stack 9 gateways, or something, but having all of those 9 gateways be "wiped out" by *one* unit is a bit over the top. If we are looking for something to make the unit more powerful, then let's make it more powerful. I tink neutralizing a degree of gateway and city attacking is good enough as a starting point.

It's mostly mechanics driven, based on the stuff above. A flavor justification could be that cannons are remarkably more effective than their alternatives and interrupt the effective operations of gateways (grounds set aside from them).
OK, though I'd venture to say that no siege unit would be good at this.

I guess the reason I ask is because the main gateway-flavor connection to Dragons in the book as I recall it was them opening gateways, blasting people, and closing them, right? Below I try to work that in somehow.

Hmmm, I think we discussed this before and did come down on that side - that Andor inventing Dragons first was a books timeline thing, rather than a property of Andor. I think we could go either way on it. As we've said before, we'll be short on siege unit flavor though, so losing this recognizable one wouldn't be good for that. However, it was quite a "unique unit" for Andor in the books, since they were the only people who fielded them during the LB (right?). I think the flavor's there for them to be unique if we want to.
Yeah, I'm on the side of Dragons being a generic unit, but some sort of *better* Dragon being a UU for

I'm not sure splash damage will be that powerful. If Y is low-ish (say 20%), then since damage usually caps out around 30 in even fights, it would be doing 6 or so to adjacent troops.

The hills thing doesn't seem like a problem to me - that's really good positioning on Andor's part. If the enemy wants to break it, they should use mobile units like cavalry. (And if there are other units defending it, then the "can't attack" ability doesn't come into play anyway.) And if Andor uses this ability to stall enemy units around them then they have to keep attacking non-stop - there's no chance to retreat.
ok, we can keep this stuff intact for now.

I think it's ok to apply to GCs - they're usually kept stacked under existing units for safety, so this can make them a bit more daring.

Yes, having the unit still be capturable after it runs out of HP would be good.
ok, cool.

Yeah, this is a very good point. I think part of this would be making the citizen AI understand it and use it to maintain positive Happiness, but it is a bit too much of a double edged sword. I think red is fine at this stage.
:mad::nuke::king:

I think it should work like normal luxury acquirement - the extra mines need to be in your territory but don't have to be worked. Though we could introduce a must-be-worked restriction for balance if we find it's too strong - that's a more CiV-like restriction than a straight up cap.
ok, I'll be ready to drop the must-be-worked hammer when the time comes.

or else :nuke:!

Agreed on those points. I don't think we want to go with this one.
:eek::eek::lol::nuke::goodjob:

Yeah, it would help GCs and would be good defensively since Governors make them better. I do agree that it won't be applicable that often though, and is otherwise a bonus for grouping the unit together. It does hit the flavor really well though.

Do we leave orange stuff orange once we've introduced it? I've left it orange just in case.
I think once things are introduced, we can make them black. Whether we leave them as labeled by name or not, I'm not sure.

This one survives another day, though I suspect it'll need some tweaking to ultimately "win."

Yep, looks like a solid candidate. Happiness from buildings that don't normally give Happiness is always strong.
same as above.

I wonder if kidshowbusiness realizes how amazing it is that any of these survived this rounds of cut. I'm being serious.anything from back then surviving is pretty unlikely, given what we've done.

Also, in your head canon is it "kid show business" or "kids how business?"

Quite like the Queen's Succession, this doesn't have a lot of agency for the player, it just happens every X turns. It would be good to trigger it off something appropriate (when a Governor is appointed or upgrades? Too infrequent?)
whever an LP spawns? Abusable via faith-buy, or is that ok?

Do units that don't have any promotions fight as if they have the first one? If not, it might create some interesting diversity - since it's otherwise always better to beeline down one side of the promotion tree to get to March and such later on. (That would probably still be the case though.)

If we go with the Queen's Guard (defense) UU I don't think we'd need to remove the combat strength off these guys. The Queen's Guard is only available toward the end of the game, whereas GCs are there the whole time, soit's appropriate that their bonus overlaps there.
I was thinking that a promotion-less unit would get no bonus from this. Basically, this lets your units be better at things you've already decided that they are good at. So, yes, this promotes a strategy that might be to take level 1 of every promotion and reap the benefits. That might be ok.

Or, should we change it so it's more generic like "leveled promotion effects are X% more effective," so if you do do the beeline route, that Drill III will get a significant boost. I'm not sure we'd want things like March to be better, though.

That is pretty strong, I like it.
yeah, mostly like this one.

I really like the First Clerk, that seems like a great UG.
what do you think about the yield of this? Too similar to Amb or ML? I figured Food gives it some clarity.

I love the flavor of this one, but I'm not as big a fan as the First Clerk mechanically. Because of the only-one restriction (which makes total sense given its power and the flavor) it diminishes all but one of the Governors of this type. You wouldn't want to pick the ability at upgrade 2 on Governors of this type beyond the first, which isn't quite how I think the Governor abilities should work.

Is there a way to do this one differently that fits better with being a Governor?
hmmm, I actually don't quite understand the issue. Yes, it diminishes all but one gov - that's the point, you have one D-H. In effect, what it pretty much does is creates a second UA, consequently. Each andor civ will have one, and exactly one of those, which has that overall effect. Not as strategically deep, of course, but provides a fun end result.

What do you mean you wouldn't want to pick the ability at upgrade 2 beyond the first? You can only have one of these governors in the whole civ.

Oh, did you think I meant only one D-H in the tower? I meant *at all*. It says so, but i'm moving it to the front. so its clearer.

Succession Wars tries to capture the Succession War flavor by making those people you fight against leaders in some capacity of the territories that you've conquered. It could combine well with a UG, since it could be used to spawn it. Also a very Domination-focused ability.
interesting. Not sure if it's worth it, since a domination-run tends to come with happiness problems,a nd Govs cap local happiness. But it's a neat ability.

And what happens with Governors in Puppet cities btw? Do their upgrades get chosen automatically when they level up? That seems like it would make sense. I could be convinced to make it every city, not just original capitals.
Good question. I'm tempted to just let it all be the same - including player choice of abilities. However, now I'm wondering if we should allow them at all. The issue is that some of the gov abilities (Tactician, for ex.) wouldn't work at all in Puppeted cities. Is that kind of think OK, or does that crate enough dissonance that we should just outlaw it at all?

Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • Queen's Succession, every X turns (low, like 10), a Y turn Golden Age (low, like 2) begins.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Encouraged to Train, every X unused Spark results in +Y Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • The Queen's Bounty, whenever a Legendary Person is born, each Andoran city or Puppet receives a boost of Y% production. If that unit or building is produced on that turn, each remaining hammer generates Z Gold.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • Dragon (unit), replaces Siege5. Has +X% ranged combat strength against units and deals Y% of the damage dealt to its primary target as splash damage to adjacent hexes. Enemy units adjacent to a dragon when the dragon attacks cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Andoran civilian units within X hexes of this unit must be fought and down to 0 HP before being captured by enemy melee units.
  • Queen's Guard (LP), replaces Polearm 5-6, +X% combat bonus when fighting within two tiles of a Great Person or a governor. +Y% combat bonus when adjacent to another Queen's Guard. (kidshowbusiness).
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon, replaces Siege 5, when stationed in a city or Traveling Grounds, the Dragon's attack range is equivalent to the highest operational range of any Gateway unit stationed on that hex. +X% combat strength against Gateway units.
  • Queen's Guard (GA), replaces Era 6/7/8 unit, has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the attack. This amount is doubled in Andor's territory.
  • First Prince of the Sowrd of Captain-General or Master of the Sword (GA), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. In addition to the typical combat bonus, any units within X hexes of this unit produce Y Golden Age points when surviving an attack, proportional to the strength of the attack.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it produces no unhappiness.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.
  • Queen's Road, internal land trade routes cities connected by Queen's Roads produces 50% more of the intended yield, in addition to X culture. More expensive to maintain than a normal road.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "One Novice sent from this city can be designated the Daugher-Heir. When she becomes an Aes Sedai, Andor gains an Aes Sedai (regardless of quota) of the Ajah of their choice, who spawns with X EXP (very high). If that Sister dies, or the Daughter-Heir fails to become an Aes Sedai, another Novice can be sent immediately. Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

The Gateway Dragon is an attempt to use book canon more directly, and also find a way to work in the siege-still-useful-against-gateways thing. Of course, this provides *tremendous* range, if you set it up right, but you can of course only have one per "airstrip," which makes it tricky to use for invasion. The other path I considered was to let this unit teleport around.

The two "(GA)" units are meant to obviously generate Golden Age points, such that we could possibly synergize them with a UA or something. I find myself liking GA points for Andor because it seems like it fits the flavor, and also it allows for a number of VC routes, which is good for Andor. The reason for the proportionality based on attack strength is we probably don't want people to be able to just sit by a wimpy barb camp and let themselves be sniped forever, never dying, but yielding tons of GA points. Another way to do this would be to require that the unit be knocked into the "red" (and then pay out more GA points, I'd guess).

Queen's Inn is based on the "Queen's Blessing" (Basel Gill's inn) flavor. A UB version of the WLtQ UA. I realize we are likely to use the Inn as some kind of building - if so, we'll obviously need to change this name or the building it replaces.

The Dragon Egg storehouse provides us with a way to make a flavor-nod to Andor re: Dragons, without having to actually have a literal Dragon UU. The specifics of how this works are of course flexible.

The Queen's Road is a nod to the Caemlyn Road. Pretty self-explanatory mechanics. Right now it's basically useless for other purposes, but I suppose some additional feature could be added - I don't think we want to totally trivialize the regular road, though.

still some unused flavor, but that's what I have for now!
 
Well, it would only be 1 pop at any given time. That seems a fair trade for total control of edicts (which is too much, I think).

It would be many pop over the course of the game though - any successes (the ones that become Sisters) are a permanent loss of that population. And if the city can send multiple, then it would drain Caemlyn of population much faster.

I think the answer to this question -which we might as well tackle here - depends a lot on the total number of novices and such in the tower that we see being possible, and whether we want it to relate to tall/wide balancing at all. If we're thinking the number is low, then we could probably limit them to one-at-a-time and not see too many problems, if that number (how many are allowed from the civ in total) is high, then we'd be severely hamstringing Tall civs who, say, only have 4 girls in the WT at any given point, as opposed to 12 or whatever from a tall civ. Do we want this to correspond to T/W balance?

The other way to consider doing it is that there could only be one novicein the tower from each city at a time. Once that novice becomes accepted, you can send another. Presumably, we wouldn't be limiting the number of Accepted or Aes Sedai, since it's not guaranteed how far they'd advance (your accepted could stay an accepted for a long time, without advancing nor being put out of the tower, long after your second novice followers her to become an accepted). Regardless of this ability, this might be a smart move for us anyways, limiting the number of novices, to prevent weird unforeseeable cheese strategies (or people hunting for lots of tower influence and not realizing they are crippling their cities by popping five novices in).

Interesting, this makes a lot of sense. So at the moment the primary Tall/Wide balancing mechanisms are yield output from separate cities (favors Wide) and yield output from LPs (favors Tall).

For the Tower, we have a selection of Quests that provide influence, which don't seem to inherently favor Tall or Wide overall. Proximity to the Tower is certainly helpful, which is a minor point in Wide's favor, but not a big one.

Sisters are allocated based on a bunch of factors, which we're not 100% on yet, so we don't know if they're Wide or Tall favoring.

If Spark is tied to population, then that will favor Tall (unless it's CiV-numerical Pop numbers - the ones above the cities - rather than civilization population, in which case I'm not sure which way it swings. I think still in Tall's favor.). It might be a good idea to counteract that by making Tower Influence favor Wide, which would suggest the one-Novice-per-city approach. (So Tall civs can field more non-Sister channelers more easily, Wide civs can field more Sisters more easily.)

I was thinking that the civ couldn't send another Novice from the same city until the current one either became an Aes Sedai or failed. So while they're Accepted they're still occupying that city's contribution. Otherwise you could pipeline Novices so that you always have a Novice from city X, which gives us less room to have mechanics that care about where Novices were sent from. (Not just an Andoran unique, and not even just uniques, but even any normal buildings that are channeler/Tower related could use this functionality.)

What do you think?

hmmm,,, unless i'm misunderstanding, I don't see that as limiting Andor in a way that frees up the other civ's influence. Andor is still choosing which edict is passing, so if some other player had locked down the red ajah, Andor having top two in some other ajahs would prevent that red from ever mattering.

leaving this as magenta right now. still lots to settle.

This is the top Ajah(s) in the Tower, not the top Ajahs Andor has influence with. The top Ajah in the Tower is the Ajah with the most total influence, regardless of the breakdown of influence among players between all of the Ajahs. So Andor having the most influence in Blue (say 80/100) and Green (say 75/100) doesn't make those Ajahs the one that must be selected from - if Red has 140 total influence (even if Andor is 0 of that) then Red is the top Ajah. That's what players are targeting when they want to influence the Edict output of the Tower. That's what I'm suggesting be the mechanism for choosing which Ajahs' Edicts Andor can choose from.

If it's only the top (top 2 is an alternative) then Red being dominant will mean Andor must choose a Red Edict, they just get to pick the one that is favorable for them. Given that the Red Edicts should have common mechanical themes that help the non-Andor player that got them all that influence (in the scenario we're discussing), chances are it will still help them. (And that would have been left up to the internal decisions of the Tower previously, so it's not like the non-Andor player is missing out on a choice.)

I feel like it might be more inspired to provide some other bonus besides Influence. I feel like this ability centers around the notion that you can't be allies with everybody, but to reward you with something nonetheless. Once you're the ally, getting a bunch of influence, while helping keep you the ally, sort of pulls you away from the prime point of the UA - yields. I wonder if, instead, you should get extra yields or something, or if this UA's bonus should stack, regardless of what level influence you're in.

Also, the Friends bonus is just yields, right? That is trivialized by this UA, correct, or does it stack? Any way around that? We could Tier things in a way:

not friends: provides friends bonus
friends: provides ally bonus
ally: provides X.

Magenta, not because I'm considering redding, but because the whole thing should be looked at, I think.

I've been thinking it would stack, which would mean it's unaffected by this UA. I think the main point of the UA is more about getting utility from all CSes, rather than being just about generating yields. Other players may have a CS locked down, but Andor can still get way more value out of that CS than other civs could in a similar position. Plus they don't need to spread themselves as thin to have all of those bonuses, which lets them direct their money elsewhere quite often.

In general, I think we want to encourage Andor to trade with CSes that it isn't allies with, because that's not usually something that civs want to do, so it will give them some unique influence on the trading strategies in the game. But we don't want it to be the case that becoming allies with a CS reduces its utility to Andor.

Though arguably maybe they should just reassign the trade route to a different CS if they become allies? What about having the bonus with only non-allied CSes?

just to be clear, the 2/12 comes from your suggestion that every 10 turns creates a 2 turn GA. I agree that that might be too often.

Also, I do kind of feel like a mechanic like this might be more fun, as well as tweakable, if it provides GA *points*. That lets us more easily combine it with other Uniques (GA point generating UUs, or happiness buildings, etc.), policies, and other things to let the player feel like they're building on this bonus.

I'm not really a big fan of GA points as a reward for stuff - it doesn't feel like that's a strong enough bonus compared to what the other kinds of yields do. It's also wasted if you are already in a Golden Age. With full length Golden Ages attached to LPs already, it feels like a UA that only offers points would have to offer tons and tons of them to compete. And even then, short Golden Ages are more immediately impactful for the player.

I think this change could work. I find this ability rather unspectacular as a UA. Perhaps a UB version of it is possible?

Yeah, I like the UB version. I think we'd want to make it so that it has the same change as with the UA - so it only eliminates the Unhappiness per city, rather than all of it.

yeah, I'm definitely thinking we want to represent Sister Quota, probably near to Spark on the top bar. That way, a player could highlight and see where it comes from (+X from Tower Influence, Philosophy, population, etc.). This one still feels a little fishy to me, but we can leave it for now.

Cool, it seems like we'll need to represent it then.

eh, still don't like it this way. I don't like all-or-nothing stuff, especially in combat, since it doesn't feel very civlike. I mean, nukes excepted.

It's true that other civs should plan around this - and not just stack 9 gateways, or something, but having all of those 9 gateways be "wiped out" by *one* unit is a bit over the top. If we are looking for something to make the unit more powerful, then let's make it more powerful. I tink neutralizing a degree of gateway and city attacking is good enough as a starting point.

It doesn't seem un-CiV-like to me. The gateway units aren't wiped out though, they don't even take any damage. They just can't attack for 1 turn. And they can still use that turn to position in other nearby cities to be useful next turn. Given that the defending player can see siege weapons approaching, this doesn't seem too difficult to avoid or overly punishing.

I think we may end up changing it either way, but I'd prefer to err on the side of impactful and strong and pare back after if it's too strong.

OK, though I'd venture to say that no siege unit would be good at this.

I guess the reason I ask is because the main gateway-flavor connection to Dragons in the book as I recall it was them opening gateways, blasting people, and closing them, right? Below I try to work that in somehow.

That's good flavor too! I'll comment on it below.

I think once things are introduced, we can make them black. Whether we leave them as labeled by name or not, I'm not sure.

This one survives another day, though I suspect it'll need some tweaking to ultimately "win."

Agreed, it will probably need a bit of a buff.

I wonder if kidshowbusiness realizes how amazing it is that any of these survived this rounds of cut. I'm being serious.anything from back then surviving is pretty unlikely, given what we've done.

Yeah, we've ended up redoing huge swathes of stuff from back then now that we've got some more foundational things in place!

Also, in your head canon is it "kid show business" or "kids how business?"

Interesting, I've been subconsciously adding a letter, thinking of his username as "kids' show business".

whever an LP spawns? Abusable via faith-buy, or is that ok?

Yeah, that's good. It scales in the late game due to the faith buying, which is cool.

I was thinking that a promotion-less unit would get no bonus from this. Basically, this lets your units be better at things you've already decided that they are good at. So, yes, this promotes a strategy that might be to take level 1 of every promotion and reap the benefits. That might be ok.

Or, should we change it so it's more generic like "leveled promotion effects are X% more effective," so if you do do the beeline route, that Drill III will get a significant boost. I'm not sure we'd want things like March to be better, though.

Yeah, I'd be fine with sticking to Drill and Cover and the like to start with. I like the possibility of this encouraging different promotion strategies (encourage players to go with one of each, which they don't usually do). We'll see if it annoys players that they're missing out by beelining for March (which is probably still a good call).

what do you think about the yield of this? Too similar to Amb or ML? I figured Food gives it some clarity.

I think combining Food and Gold is a good call on this one. It makes sense with the flavor and still provides a niche for the other two Governor types.

hmmm, I actually don't quite understand the issue. Yes, it diminishes all but one gov - that's the point, you have one D-H. In effect, what it pretty much does is creates a second UA, consequently. Each andor civ will have one, and exactly one of those, which has that overall effect. Not as strategically deep, of course, but provides a fun end result.

What do you mean you wouldn't want to pick the ability at upgrade 2 beyond the first? You can only have one of these governors in the whole civ.

Oh, did you think I meant only one D-H in the tower? I meant *at all*. It says so, but i'm moving it to the front. so its clearer.

Oh, right! You can only have one Governor of this type. I was thinking, as you said at the end here, that only the Tower D-H was restricted to 1. Your clarification makes a lot more sense.

For the upgrade 2 ability, is there anything that helps the Daughter-Heir become a Sister? I don't think we want to make the usefulness of that ability hinge on random chance, because it makes the unique too weak in some situations and the player has no way of influencing that outcome.

For the new Novice being sent immediately - isn't that the default behavior?

And when Accepted become Aes Sedai, they don't become Sister units. I think allowing a new Daughter-Heir to be made either when the current one becomes an Aes Sedai or some time (actual count of years) afterwards would be good. (The nation will have new heirs as the game goes on, flavor wise.)

interesting. Not sure if it's worth it, since a domination-run tends to come with happiness problems,a nd Govs cap local happiness. But it's a neat ability.

Possibly, but it at least shouldn't present a short term problem when Andor conquers these cities, since the cities won't be producing enough Happiness to reach even the reduced cap.

Good question. I'm tempted to just let it all be the same - including player choice of abilities. However, now I'm wondering if we should allow them at all. The issue is that some of the gov abilities (Tactician, for ex.) wouldn't work at all in Puppeted cities. Is that kind of think OK, or does that crate enough dissonance that we should just outlaw it at all?

I think letting it auto-choose is more consistent with the behavior of Puppets, and lets us set up that selection AI to avoid situations like this. The players are used to ceding agency for Puppeted cities, so I think we can stick with that in general.

The Gateway Dragon is an attempt to use book canon more directly, and also find a way to work in the siege-still-useful-against-gateways thing. Of course, this provides *tremendous* range, if you set it up right, but you can of course only have one per "airstrip," which makes it tricky to use for invasion. The other path I considered was to let this unit teleport around.

I like the way the flavor combines with this, but I think it's a bit difficult to set up. I'd be inclined to remove the requirement for having a gateway unit on the same tile and just boost the unit's range to match a gateway unit in general.

For the +X% combat strength against gateway units, this comes into play when an enemy uses a gateway unit to attack the Gateway Dragon, right? Since gateway units themselves (since they function like aircraft) can't be attacked directly.

I've also suggested another possible use of this flavor below.

The two "(GA)" units are meant to obviously generate Golden Age points, such that we could possibly synergize them with a UA or something. I find myself liking GA points for Andor because it seems like it fits the flavor, and also it allows for a number of VC routes, which is good for Andor. The reason for the proportionality based on attack strength is we probably don't want people to be able to just sit by a wimpy barb camp and let themselves be sniped forever, never dying, but yielding tons of GA points. Another way to do this would be to require that the unit be knocked into the "red" (and then pay out more GA points, I'd guess).

These are solid choices, though I'm not the biggest fan of GA points as rewards as mentioned above. Still, on units it does feel like it's a more appropriate power level.

Queen's Inn is based on the "Queen's Blessing" (Basel Gill's inn) flavor. A UB version of the WLtQ UA. I realize we are likely to use the Inn as some kind of building - if so, we'll obviously need to change this name or the building it replaces.

Looks good!

The Dragon Egg storehouse provides us with a way to make a flavor-nod to Andor re: Dragons, without having to actually have a literal Dragon UU. The specifics of how this works are of course flexible.

I had forgotten that Aludra called cannonballs Dragon Eggs, and thought we'd gone all ASoIaF for a moment!

I like it!

The Queen's Road is a nod to the Caemlyn Road. Pretty self-explanatory mechanics. Right now it's basically useless for other purposes, but I suppose some additional feature could be added - I don't think we want to totally trivialize the regular road, though.

I think to compete with the Road, and particularly with a higher maintenance cost, this would need to have a fairly beefy effect and I don't think internal trade routes are used often enough to do that. I've suggested a modification below that uses the Railroad bonus as inspiration.

With the modification, Andor would still use normal roads if they were short on money or for any cities that aren't connected to the capital by land.

"trade connections" refers to the "city is now connected to the capital" state, which normally has some Gold output.

I'm also marginally unsure about the technical possibility of adding a new improvement that visually connects and looks like roads.




Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • Queen's Succession, every X turns (low, like 10), a Y turn Golden Age (low, like 2) begins.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Encouraged to Train, every X unused Spark results in +Y Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • The Queen's Bounty, whenever a Legendary Person is born, each Andoran city or Puppet receives a boost of Y% production. If that unit or building is produced on that turn, each remaining hammer generates Z Gold.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • Dragon (unit), replaces Siege5. Has +X% ranged combat strength against units and deals Y% of the damage dealt to its primary target as splash damage to adjacent hexes. Enemy units adjacent to a dragon when the dragon attacks cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Andoran civilian units within X hexes of this unit must be fought and down to 0 HP before being captured by enemy melee units.
  • Queen's Guard (LP), replaces Polearm 5-6, +X% combat bonus when fighting within two tiles of a Great Person or a governor. +Y% combat bonus when adjacent to another Queen's Guard. (kidshowbusiness).
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon (siege), replaces Siege 5, when stationed in a city or Traveling Grounds, the Dragon's attack range is equivalent to the highest operational range of any Gateway unit stationed on that hex increased by 6. +X% combat strength against Gateway units.
  • Queen's Guard (GA), replaces Era 6/7/8 unit, has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the attack. This amount is doubled in Andor's territory.
  • First Prince of the Sword of Captain-General or Master of the Sword (GA), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. In addition to the typical combat bonus, any units within X hexes of this unit produce Y Golden Age points when surviving an attack, proportional to the strength of the attack.
  • Gateway Dragon (gateway), replaces Gateway2. +X% combat strength against cities and cannot be intercepted.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it produces no unhappiness doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.
  • Queen's Road, internal land trade routes cities connected by Queen's Roads produces 50% more of the intended yield, in addition to X culture. cities connected to the capital by Queen's Roads produce +X% Culture and +Y% Gold from trade connections. Units move Z% faster on Queen's Roads than normal Roads. More expensive to maintain than a normal road.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "One Novice sent from this city can be designated the Daugher-Heir. When she becomes an Aes Sedai, Andor gains an Aes Sedai (regardless of quota) of the Ajah of their choice, who spawns with X EXP (very high). If that Sister dies, or the Daughter-Heir fails to become an Aes Sedai, another Novice can be sent immediately. Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

The flavor of the Gateway Dragon (gateway) is that by firing through the gateways, they don't present themselves as targets for interception in combat on the other side. The city bonus is because they're actual siege weapons, rather than the normal gateway units, which are people.
 
Just a quick note to say I'm leaving town early tomorrow morning and won't be back til Sunday night. There's some chance I could post tonight, but it's also possible I won't be able to post until Sunday eve, or Monday at the latest.

It would be many pop over the course of the game though - any successes (the ones that become Sisters) are a permanent loss of that population. And if the city can send multiple, then it would drain Caemlyn of population much faster.
k, I'm not sure why, but I've been thinking that the pop was returned to the city when the office got fired or became a sister. I don't think we decided to do that, though. with that in mind, yes i agree with what you're saying.

Interesting, this makes a lot of sense. So at the moment the primary Tall/Wide balancing mechanisms are yield output from separate cities (favors Wide) and yield output from LPs (favors Tall).

For the Tower, we have a selection of Quests that provide influence, which don't seem to inherently favor Tall or Wide overall. Proximity to the Tower is certainly helpful, which is a minor point in Wide's favor, but not a big one.

Sisters are allocated based on a bunch of factors, which we're not 100% on yet, so we don't know if they're Wide or Tall favoring.

If Spark is tied to population, then that will favor Tall (unless it's CiV-numerical Pop numbers - the ones above the cities - rather than civilization population, in which case I'm not sure which way it swings. I think still in Tall's favor.). It might be a good idea to counteract that by making Tower Influence favor Wide, which would suggest the one-Novice-per-city approach. (So Tall civs can field more non-Sister channelers more easily, Wide civs can field more Sisters more easily.)
hmmm... I recall Sister Quota was going to be based on both pop and number of cities, among other things. How we weigh each of those will let us choose if its T or W, obviously. But yeah, I suspect Spark will favor Tall if raw population favors tall (does it, even if you have tons of cities?)?

I was thinking that the civ couldn't send another Novice from the same city until the current one either became an Aes Sedai or failed. So while they're Accepted they're still occupying that city's contribution. Otherwise you could pipeline Novices so that you always have a Novice from city X, which gives us less room to have mechanics that care about where Novices were sent from. (Not just an Andoran unique, and not even just uniques, but even any normal buildings that are channeler/Tower related could use this functionality.)

What do you think?
OK, I think that sounds good. can send another when they advance to Sister or fail. ne per city. Diplo summary probably due for an update.

This is the top Ajah(s) in the Tower, not the top Ajahs Andor has influence with. The top Ajah in the Tower is the Ajah with the most total influence, regardless of the breakdown of influence among players between all of the Ajahs. So Andor having the most influence in Blue (say 80/100) and Green (say 75/100) doesn't make those Ajahs the one that must be selected from - if Red has 140 total influence (even if Andor is 0 of that) then Red is the top Ajah. That's what players are targeting when they want to influence the Edict output of the Tower. That's what I'm suggesting be the mechanism for choosing which Ajahs' Edicts Andor can choose from.

If it's only the top (top 2 is an alternative) then Red being dominant will mean Andor must choose a Red Edict, they just get to pick the one that is favorable for them. Given that the Red Edicts should have common mechanical themes that help the non-Andor player that got them all that influence (in the scenario we're discussing), chances are it will still help them. (And that would have been left up to the internal decisions of the Tower previously, so it's not like the non-Andor player is missing out on a choice.)
OK, got it. Should note here that there are a number of edicts that are generic and available to all ajahs, as I recall, which makes this actually not that big of a limitation, though.

The other thing is that, as I recall, the most powerful ajah isn't *guaranteed* to go to the most powerful ajah. I recall (summary doesn't state) that its just weighted randomness. I propose that this "dice roll" be made before andor selects, and they simply choose which edict that Ajah will propose - this will likely be the most powerful ajah, but not always. This strikes a good balance, I think.

Also, the list of generic and ajah/based edicts is rather huge. I imagine only a (random) subset of these will be available each time?

I like this ability mechanically more with these changes, though it is still preposterous, flavor-wise.

I've been thinking it would stack, which would mean it's unaffected by this UA. I think the main point of the UA is more about getting utility from all CSes, rather than being just about generating yields. Other players may have a CS locked down, but Andor can still get way more value out of that CS than other civs could in a similar position. Plus they don't need to spread themselves as thin to have all of those bonuses, which lets them direct their money elsewhere quite often.

In general, I think we want to encourage Andor to trade with CSes that it isn't allies with, because that's not usually something that civs want to do, so it will give them some unique influence on the trading strategies in the game. But we don't want it to be the case that becoming allies with a CS reduces its utility to Andor.

Though arguably maybe they should just reassign the trade route to a different CS if they become allies? What about having the bonus with only non-allied CSes?
I like it stacking. I'm not sure about urging them to reassign when they create an alliance by making the bonus cease. It seems kind of like a pain and not always intuitive (exactly what I'm getting from each CS isn't always clear). Is there another way to encourage that, like provide some extra boost for non-alliances( movement in territory, etc.) or provide a smaller yield when it stacks with an alliance?

I'm not really a big fan of GA points as a reward for stuff - it doesn't feel like that's a strong enough bonus compared to what the other kinds of yields do. It's also wasted if you are already in a Golden Age. With full length Golden Ages attached to LPs already, it feels like a UA that only offers points would have to offer tons and tons of them to compete. And even then, short Golden Ages are more immediately impactful for the player.
I understand the logic here. I don't totally agree, though, as we could make it be tons of points, which does feel impactful. The useless-while-in-GA thing is peculiar, and cripples some of the BNW uniques (brazilian UU or something)... i do suppose there would potentially be away around that, though, right?

I also don't feel all that strongly about this.

Yeah, I like the UB version. I think we'd want to make it so that it has the same change as with the UA - so it only eliminates the Unhappiness per city, rather than all of it.
yeh, sounds good.

It doesn't seem un-CiV-like to me. The gateway units aren't wiped out though, they don't even take any damage. They just can't attack for 1 turn. And they can still use that turn to position in other nearby cities to be useful next turn. Given that the defending player can see siege weapons approaching, this doesn't seem too difficult to avoid or overly punishing.

I think we may end up changing it either way, but I'd prefer to err on the side of impactful and strong and pare back after if it's too strong.
eh, I suppose we have to agree to disagree, here. I put "wiped out" in quotes because obviously they aren't actually wiped out, they're just functionally useless. What's un-civlike is all-or-nothing stuff, where one unit can disallow an entire ability on many units. CiV tends to work with percentages and stuff, with fixed ranges of effect, etc. Can you point to another example of something like this? Maybe the impenetrability of the Firewall Wonder or something, but that's also a Wonder, not a UU that you can build 10 of.

Stuff like this, it seems to me, just encourages cheese tactics. It encourages Andor player behavior that, really, adopts a "get one hit and then who cares?" kind of approach. The survival of the dragon - or even the damage it does - is often negligible, as long as you get in one single hit. That's not compelling strategy to me. Compelling strategy would be to have the retaliation-elimination be an aspect of the dragon's usefulness, but the dragon still needs to be used smartly. True, you could still swarm them to neutralize a huge fleet, but that's very, very different than single-unit suicide runs (recall that Siege5 has range of 3 and attack-without-setup, so getting in range isn't very difficult, even in a single turn, depending on the civ borders) that protect the entire rest of your land forces from a huge air defense. yes, just one turn. But with Two dragons, that's likely 2 turns, or more.

Interesting, I've been subconsciously adding a letter, thinking of his username as "kids' show business".
am i counters point?

Yeah, I'd be fine with sticking to Drill and Cover and the like to start with. I like the possibility of this encouraging different promotion strategies (encourage players to go with one of each, which they don't usually do). We'll see if it annoys players that they're missing out by beelining for March (which is probably still a good call).
yeah, on the other hand, if you do beeline for March, if you can just grab a couple more promotions, you can end up with, say, two level 2 promotions for "free."

Oh, right! You can only have one Governor of this type. I was thinking, as you said at the end here, that only the Tower D-H was restricted to 1. Your clarification makes a lot more sense.

For the upgrade 2 ability, is there anything that helps the Daughter-Heir become a Sister? I don't think we want to make the usefulness of that ability hinge on random chance, because it makes the unique too weak in some situations and the player has no way of influencing that outcome.
hmmmm... since there's only one, should this just be auto-success? Or perhaps not auto-success, but "cannot fail" (meaning, can be delayed, but can't be ousted from the tower? Then the variable is simply how long it takes.

For the new Novice being sent immediately - isn't that the default behavior?
well, yeah, sending a novice, yes, but designating one a DH, not necessarily (since there is no default for that).

That said, this needs to be tweaked given our whole "one-novice-or-accepted" at a time

And when Accepted become Aes Sedai, they don't become Sister units. I think allowing a new Daughter-Heir to be made either when the current one becomes an Aes Sedai or some time (actual count of years) afterwards would be good. (The nation will have new heirs as the game goes on, flavor wise.)
It makes sense, flavor-wise, and it would certainly be lame to make somebody wait tons of turns for a second go of it, especially if they can fail. However, I really don't think I love the idea of Andor having two of these AS units at a time hanging around, given the high EXP and (probably most importantly) quota-less-ness. It seems like this would be the kind of thing that encourages strategies you to take a "Safe" ajah (yield-generating, not-in-combat-one) and use its EXP to boost gov yields, and then make like four of them and watch things roll in. Kind of weird, and most importantly, hard to balance.

If we allow, upon advancement of the DH to sisterhood, a new novice to be immediately designated the DH, could we make it so that, even if that new novice advances to sisterhood, a *unit* doesn't spawn until the other is killed?

ok, i tried it out below - very complicated!

I think letting it auto-choose is more consistent with the behavior of Puppets, and lets us set up that selection AI to avoid situations like this. The players are used to ceding agency for Puppeted cities, so I think we can stick with that in general.
right, but that assumes we want to allow govs in puppets at all - do we?

But if we do, then yes, we should probably never lead the AI to choose the Tactician or other "useless" ones (or, let them choose a UG and then *not* choose the unique Tier 2 ability, etc.)

Also, I'm realizing now, the *player* decides which governor it is, based on the LP they put there. If somebody's dumb enough to build a Tactician in a puppet by sending a GC there...

I like the way the flavor combines with this, but I think it's a bit difficult to set up. I'd be inclined to remove the requirement for having a gateway unit on the same tile and just boost the unit's range to match a gateway unit in general.

For the +X% combat strength against gateway units, this comes into play when an enemy uses a gateway unit to attack the Gateway Dragon, right? Since gateway units themselves (since they function like aircraft) can't be attacked directly.

I've also suggested another possible use of this flavor below.
Hmmm... I suppose I'm ok with the removal of the same tile requirement. We just might get in a situation where people can carpet their borderlands with TG improvements and have massive range.

Right, when they are attacked, though I think, couldn't they be attacked while on a TG improvement? If a gateway is stationed on the improvement (not a city), we've established that it is captured or destroyed when somebody goes there. But couldn't that tile be targetted via range too, like a civilian? What would that do?

These are solid choices, though I'm not the biggest fan of GA points as rewards as mentioned above. Still, on units it does feel like it's a more appropriate power level.
yeah, and I think maybe the GA point thing shouldn't be the only dimension of the unit.

I had forgotten that Aludra called cannonballs Dragon Eggs, and thought we'd gone all ASoIaF for a moment!

I like it!
Would you rather them be called Aludra's Balls?

Yeah, my brain is all mush now that I've read the entire asoiaf books, included the extra stuff, and watched the show, since last reading WoT. I catch myself getting all sorts of great UU ideas and such that really have no place in our game...

I think to compete with the Road, and particularly with a higher maintenance cost, this would need to have a fairly beefy effect and I don't think internal trade routes are used often enough to do that. I've suggested a modification below that uses the Railroad bonus as inspiration.

With the modification, Andor would still use normal roads if they were short on money or for any cities that aren't connected to the capital by land.

"trade connections" refers to the "city is now connected to the capital" state, which normally has some Gold output.

I'm also marginally unsure about the technical possibility of adding a new improvement that visually connects and looks like roads.
ok, wel, this one might not survive, but we'll see!


The flavor of the Gateway Dragon (gateway) is that by firing through the gateways, they don't present themselves as targets for interception in combat on the other side. The city bonus is because they're actual siege weapons, rather than the normal gateway units, which are people.
Yeah, I think this is decent use of flavor, for sure, and a cool unit. I do think it's a little weird to have a generic Dragon unit be a siege weapon and the UU of that dragon unit being "aircraft." That said, it's not a deal breaker - the whole gateway unit thing is automatically weird. This actually might be one of the rare opportunities to have a UU gateway - the Raken is just way too head-scratching to work.


Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower, selecting from the options available to the Ajah that is declaring the Edict. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • Queen's Succession, every X turns (low, like 10), a Y turn Golden Age (low, like 2) begins.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Encouraged to Train, every X unused Spark results in +Y Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • The Queen's Bounty, whenever a Legendary Person is born, each Andoran city or Puppet receives a boost of Y% production. If that unit or building is produced on that turn, each remaining hammer generates Z Gold.
  • Lineage of the White Lion, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • Dragon (unit), replaces Siege5. Has +X% ranged combat strength against units and deals Y% of the damage dealt to its primary target as splash damage to adjacent hexes. Enemy units adjacent to a dragon when the dragon attacks cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Andoran civilian units within X hexes of this unit must be fought and down to 0 HP before being captured by enemy melee units.
  • Queen's Guard (LP), replaces Polearm 5-6, +X% combat bonus when fighting within two tiles of a Great Person or a governor. +Y% combat bonus when adjacent to another Queen's Guard. (kidshowbusiness).
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon Green (siege), replaces Siege 5, when stationed in a city or Traveling Grounds, the Dragon's attack range is increased by 6. +X% combat strength against Gateway units.
  • Queen's Guard (GA), replaces Era 6/7/8 unit, has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the attack. This amount is doubled in Andor's territory.
  • First Prince of the Sword of Captain-General or Master of the Sword (GA), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. In addition to the typical combat bonus, any units within X hexes of this unit produce Y Golden Age points when surviving an attack, proportional to the strength of the attack.
  • Gateway Dragon (gateway), replaces Gateway2. +X% combat strength against cities and cannot be intercepted.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city[/COLOR].
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.
  • Queen's Road, cities connected to the capital by Queen's Roads produce +X% Culture and +Y% Gold from trade connections. Units move Z% faster on Queen's Roads than normal Roads. More expensive to maintain than a normal road.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "One Novice sent from this city can be designated the Daughter-Heir, and cannot be put out of the tower. When she becomes an Aes Sedai, Andor gains an Aes Sedai unit (regardless of quota) of the Ajah of their choice, who spawns with X EXP (very high). After she becomes an Aes Sedai, the next Novice sent to the Tower from that city can be designated the Daughter-Heir, though that Daughter-Heir will not spawn an Aes Sedai unit until the previous Daughter-Heir unit is killed or disbanded, regardless of how far she advances in the Tower." Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

OK, I don't think I really have any more ideas, at least not right now.

Renamed Succession Wars because I want the WL flavor and the fact that you go to war whenever a queen dies isn't something to be proud of...

Locks? I'm not sure Andor has much in the way of locks. I think we *could* say the following:

UU: Queen's Guard
Something that connects to the Tower

The latter of those is negotiable, though, and, I suppose the QG is as well, though it's sort of a no-brainer when a civ has an honest-to-goodness, proper-named UU option, that we should take it.

I wouldn't say Dragons are a lock. I think an argument could be made that we should not use them as a unique. But if we say "no" to that argument, then they probably are a lock.

OK, so making sense of this huge list, I see the following aspects:

UAs:
Trained at the Tower (Tower, Novices, Edicts, Compact)
Queen's Writ (CS) (CSs, Yields)
Queen's Succession (Golden Age)
We Love the Queen (Happiness, WltQ Day)
Encouraged to Train (Tower, Sister Quota)
Queen's Writ (Policy) (Golden Age)
Queen's Bounty (Production, Gold)
Lineage of the White Lion (Governor, Conquest)

UUs:
Dragon (city) (Dragon, City, anti-Gateway)
Dragon (unit) (Dragon, anti-unit)
Queen's Guard (defense) (civilian)
Queen's Guard (LP) (civilian)
FPotS (unit) (promotions)
Gateway Dragon (siege) (range, anti-gateway)
Queen's Guard (GA) (Golden Age)
FPotS (GA) (Golden Age)
Gateway Dragon (gateway) (Dragon, siege, anti-gateway)

UBs:
Bellfoundry (production)
Inner City Walls (Culture, Happiness)
Inner City Gate (Food, Happiness)
Queen's Inn (Happiness)
Dragon Egg Storehouse (Dragon, Promotion)

UIs
Smelter (luxuries, Gold, Production)
Queen's Road (Culture, Gold, Movement)

UGs
First Clerk (Gold, Food, EaE)
Daughter-Heir (Tower, Tower Influence, Novice, Aes Sedai)
FPotS (governor) (free unit, various yields)

OK, so, honestly, that didn't help too much. we have a LOT of directions we could move in, wich each subcategory tending towards certain things - the UAs in particular are all over the map! How to proceed?
 
Just a quick note to say I'm leaving town early tomorrow morning and won't be back til Sunday night. There's some chance I could post tonight, but it's also possible I won't be able to post until Sunday eve, or Monday at the latest.

No worries, because I was about to post the exact same thing! I'm away this weekend and will be back on Monday.

k, I'm not sure why, but I've been thinking that the pop was returned to the city when the office got fired or became a sister. I don't think we decided to do that, though. with that in mind, yes i agree with what you're saying.

We did agree that getting fired (Novice failing to become Accepted or Accepted failing to become Aes Sedai) sends them back to the city they came from, though it was somewhat tentative. We didn't discuss, but I figured once they became Aes Sedai that they didn't go back (the payout from that is the influence, not the Population).

hmmm... I recall Sister Quota was going to be based on both pop and number of cities, among other things. How we weigh each of those will let us choose if its T or W, obviously. But yeah, I suspect Spark will favor Tall if raw population favors tall (does it, even if you have tons of cities?)?

Yeah, raw population does tend to favor Tall. The city Population numbers aren't a linear scale to raw Population, so the smaller cities can't compete when the difference between Pop 19 and 20 is more than the difference from like 1 and 5 (not sure on where the exact math sits).

OK, I think that sounds good. can send another when they advance to Sister or fail. ne per city. Diplo summary probably due for an update.

Sounds good! I've updated the Diplo summary.

OK, got it. Should note here that there are a number of edicts that are generic and available to all ajahs, as I recall, which makes this actually not that big of a limitation, though.

Yes, and thinking about these, it might be best to avoid the generic Edicts. It creates a strategy for this unique if Andor must take the Edict from the strongest Ajah, rather than always being able to fall back on generic Edicts.

The other thing is that, as I recall, the most powerful ajah isn't *guaranteed* to go to the most powerful ajah. I recall (summary doesn't state) that its just weighted randomness. I propose that this "dice roll" be made before andor selects, and they simply choose which edict that Ajah will propose - this will likely be the most powerful ajah, but not always. This strikes a good balance, I think.

The most powerful Ajah isn't guaranteed in the normal run of things, but I'd be inclined to make it that way this for unique's choice. It means that all of the players involved have more concrete tasks to work with. Andor could end up in situations where their UA feels wasted if the Ajah they pushed up ahead doesn't happen to get picked a few times in a row. Other civs could feel cheated if they managed to overcome Andor and push a competing Ajah to the front, and then random chance invalidates that.

Also, the list of generic and ajah/based edicts is rather huge. I imagine only a (random) subset of these will be available each time?

Cutting out generics, I think the full Ajah list for the strongest Ajah would be fine. We'll remove Edicts that have unmet requirements (like the ones that can only be issued in the late game if it's currently early game).

I do think with all of this we want to go for every X Edicts they get to choose, to prevent it from becoming the Tower's whole agenda.

I like this ability mechanically more with these changes, though it is still preposterous, flavor-wise.

I wouldn't say it's preposterous flavor-wise, that would be like Andor controlling Whitecloaks. It confers more flavorful influence to them than they might have had at most times, but it's in line with their general closeness to the Tower. Elayne would have this kind of pull while Egwene was Amyrlin.

I like it stacking. I'm not sure about urging them to reassign when they create an alliance by making the bonus cease. It seems kind of like a pain and not always intuitive (exactly what I'm getting from each CS isn't always clear). Is there another way to encourage that, like provide some extra boost for non-alliances( movement in territory, etc.) or provide a smaller yield when it stacks with an alliance?

I feel like those approaches all create the same effect (it's best to trade with non-allied CSes), but make it less obvious, so players will be misled into doing less optimal things. In terms of making the reassigning obvious, I think we'd want to make that very clear in the UI that once you're allies, trading with the CS doesn't provide any additional bonuses. (Some icons somewhere, or possibly even a pop-up when choosing a trade route destination - something like that.)

I understand the logic here. I don't totally agree, though, as we could make it be tons of points, which does feel impactful. The useless-while-in-GA thing is peculiar, and cripples some of the BNW uniques (brazilian UU or something)... i do suppose there would potentially be away around that, though, right?

I also don't feel all that strongly about this.

Yeah, we can make it accumulate behind the scenes during a Golden Age and that will eliminate that problem. It could be tons of points, but I think at that stage we'd be better off giving Golden Age turns, even in small amounts (even 1 turn at a time).

eh, I suppose we have to agree to disagree, here. I put "wiped out" in quotes because obviously they aren't actually wiped out, they're just functionally useless. What's un-civlike is all-or-nothing stuff, where one unit can disallow an entire ability on many units. CiV tends to work with percentages and stuff, with fixed ranges of effect, etc. Can you point to another example of something like this? Maybe the impenetrability of the Firewall Wonder or something, but that's also a Wonder, not a UU that you can build 10 of.

Stuff like this, it seems to me, just encourages cheese tactics. It encourages Andor player behavior that, really, adopts a "get one hit and then who cares?" kind of approach. The survival of the dragon - or even the damage it does - is often negligible, as long as you get in one single hit. That's not compelling strategy to me. Compelling strategy would be to have the retaliation-elimination be an aspect of the dragon's usefulness, but the dragon still needs to be used smartly. True, you could still swarm them to neutralize a huge fleet, but that's very, very different than single-unit suicide runs (recall that Siege5 has range of 3 and attack-without-setup, so getting in range isn't very difficult, even in a single turn, depending on the civ borders) that protect the entire rest of your land forces from a huge air defense. yes, just one turn. But with Two dragons, that's likely 2 turns, or more.

Oh, I wasn't thinking it would stack with multiples of the unit attacking. The ability affects "next turn" regardless of how many Dragons attack a given city on a single turn. Otherwise that would be bananas.

All or nothing is in a few places in CiV: Great Firewall (as you mentioned), nukes (you also mentioned before), Guided Missiles, Inquisitors stopping Missionaries adjacent to cities (which CiV doesn't explain!), Venice's and Austria's UA, air sweeps (always clears defending AA set up). You could disqualify some of these or pull in more mechanics, depending on how far you take the definition of "all or nothing". This Dragon ability would be relatively unusual, but I think that's a positive and doesn't depart from the general systems of CiV, it builds on them.

am i counters point?

Nah, your username is a word so I've always read it the same as that!

How do you say/think/pronounce my username?

yeah, on the other hand, if you do beeline for March, if you can just grab a couple more promotions, you can end up with, say, two level 2 promotions for "free."

True! And this is the alternate strategy we're making right? Beelining is deliberately ignoring the other options. The promotion tree is quite shallow compared to techs, so picking up extra promotions on the way wouldn't really be beelining.

hmmmm... since there's only one, should this just be auto-success? Or perhaps not auto-success, but "cannot fail" (meaning, can be delayed, but can't be ousted from the tower? Then the variable is simply how long it takes.

Not allowing her to be sent out of the Tower sounds good. (And if we use the Trained at the Tower UA and the Andor players puts the Daughter-Heir Governor in their capital, then they have all of the wombo-combo.)

well, yeah, sending a novice, yes, but designating one a DH, not necessarily (since there is no default for that).

That said, this needs to be tweaked given our whole "one-novice-or-accepted" at a time

How about the DH is always the Novice/Accepted from the city the Governor is in? Then the one-Novice/Accepted-per-city general rule provides the one-DH-Novice/Accepted restriction for us.

It makes sense, flavor-wise, and it would certainly be lame to make somebody wait tons of turns for a second go of it, especially if they can fail. However, I really don't think I love the idea of Andor having two of these AS units at a time hanging around, given the high EXP and (probably most importantly) quota-less-ness. It seems like this would be the kind of thing that encourages strategies you to take a "Safe" ajah (yield-generating, not-in-combat-one) and use its EXP to boost gov yields, and then make like four of them and watch things roll in. Kind of weird, and most importantly, hard to balance.

If we allow, upon advancement of the DH to sisterhood, a new novice to be immediately designated the DH, could we make it so that, even if that new novice advances to sisterhood, a *unit* doesn't spawn until the other is killed?

ok, i tried it out below - very complicated!

I've done some remixing below to make this a bit simpler, rules-wise, but keep the same mechanics.

Though I'm seeing now that I've removed the "pipeline" of incoming Sister units in my current version. We probably want to keep that, otherwise it encourages being suicidal with the Daughter-Heir Sister, right?

right, but that assumes we want to allow govs in puppets at all - do we?

But if we do, then yes, we should probably never lead the AI to choose the Tactician or other "useless" ones (or, let them choose a UG and then *not* choose the unique Tier 2 ability, etc.)

Also, I'm realizing now, the *player* decides which governor it is, based on the LP they put there. If somebody's dumb enough to build a Tactician in a puppet by sending a GC there...

Yeah, since players can place Governors with LPs, I'd be inclined to let them put Governors in Puppeted cities and make them auto-managed. I think those Governors should just try to make good choices, from what they can see of the game. It may not be what the player would choose, but they should be semi-reasonable.

Hmmm... I suppose I'm ok with the removal of the same tile requirement. We just might get in a situation where people can carpet their borderlands with TG improvements and have massive range.

If they can afford to do that then that's fine - TGs cost maintenance like Roads, so building them everywhere would be expensive and it would be a mostly defensive advantage.

Right, when they are attacked, though I think, couldn't they be attacked while on a TG improvement? If a gateway is stationed on the improvement (not a city), we've established that it is captured or destroyed when somebody goes there. But couldn't that tile be targetted via range too, like a civilian? What would that do?

I thought the gateway units on a Traveling Grounds were destroyed when the Improvement was pillaged, rather than just stood on. (If the unit runs out of movement moving onto the tile, say, then the units have time to bail out.)

I don't think we want to allow units to attack Traveling Grounds (or the gateway units inside them) themselves at range, unless we go for a more general system of pillaging Improvements by hitting them from afar. I think of the gateway units as "in" the Improvement, like they're in cities or BNW aircraft/missiles are in Carriers/submarines/Missile Cruisers. It would also make Traveling Grounds significantly less useful than city fortifications since the gateway units can be damaged while on them even without attacking. Traveling Grounds are already a military Improvement (not hugely favored, though I think being able to base aircraft off them goes a way to that) and cost maintenance (Roads are expensive, so these will be too), so I wouldn't be inclined to give them this kind of relative downside compared to cities for hosting gateway units.

That's for the general case, which I think makes this particular bonus on the Gateway Dragon (siege) less useful. What about a different kind of bonus - like they can intercept incoming gateway unit attacks within X hexes of them (once per turn all the time, rather than needing to go into "Intercept" mode like fighters in BNW).

yeah, and I think maybe the GA point thing shouldn't be the only dimension of the unit.

Possibly. The Queen's Guard (GA) has higher combat strength - were you thinking we could add something else to it?

Would you rather them be called Aludra's Balls?

:lol::lol::lol::lol::lol::lol::lol::lol:

Yeah, my brain is all mush now that I've read the entire asoiaf books, included the extra stuff, and watched the show, since last reading WoT. I catch myself getting all sorts of great UU ideas and such that really have no place in our game...

We could always go back to that awesome ASoIaF mod that we're not developing! We can get through those creative differences. ;)

Yeah, I think this is decent use of flavor, for sure, and a cool unit. I do think it's a little weird to have a generic Dragon unit be a siege weapon and the UU of that dragon unit being "aircraft." That said, it's not a deal breaker - the whole gateway unit thing is automatically weird. This actually might be one of the rare opportunities to have a UU gateway - the Raken is just way too head-scratching to work.

I think the flavor of that can be ok - Andor are just using the same tech in a different tactical manner, which is cool. And agreed, I like that it fits well as a gateway unit.

Renamed Succession Wars because I want the WL flavor and the fact that you go to war whenever a queen dies isn't something to be proud of...

I actually quite like the Succession Wars flavor for a unique - I don't think it necessarily needs to be a negative thing. The nation comes back strong each time it happened in the books timeline. I feel like this replaces specific flavor related to the UA with something more generic to do with Andor, which doesn't seem like a good trade. I like the White Lion flavor for uniques, but my intention with this one was specifically to make the Succession Wars flavor into a unique.

Locks? I'm not sure Andor has much in the way of locks. I think we *could* say the following:

UU: Queen's Guard
Something that connects to the Tower

The latter of those is negotiable, though, and, I suppose the QG is as well, though it's sort of a no-brainer when a civ has an honest-to-goodness, proper-named UU option, that we should take it.

I wouldn't say Dragons are a lock. I think an argument could be made that we should not use them as a unique. But if we say "no" to that argument, then they probably are a lock.

I think the Queen's Guard is definitely very, very likely. I wouldn't be inclined to call it a lock - I feel like Andor could still be Andor even if we didn't have a Queen's Guard UU, which wasn't the case with our locks for other civs. (People would wonder about the absence of sul'dam, Wise Ones, etc.)

Something connecting to the Tower is a good lock - that's a big part of Andor's governmental flavor and so having at least one unique that ties into that is a good call.

OK, so making sense of this huge list, I see the following aspects:

UAs:
Trained at the Tower (Tower, Novices, Edicts, Compact)
Queen's Writ (CS) (CSs, Yields)
Queen's Succession (Golden Age)
We Love the Queen (Happiness, WltQ Day)
Encouraged to Train (Tower, Sister Quota)
Queen's Writ (Policy) (Golden Age)
Queen's Bounty (Production, Gold)
Lineage of the White Lion (Governor, Conquest)

UUs:
Dragon (city) (Dragon, City, anti-Gateway)
Dragon (unit) (Dragon, anti-unit)
Queen's Guard (defense) (civilian)
Queen's Guard (LP) (civilian)
FPotS (unit) (promotions)
Gateway Dragon (siege) (range, anti-gateway)
Queen's Guard (GA) (Golden Age)
FPotS (GA) (Golden Age)
Gateway Dragon (gateway) (Dragon, siege, anti-gateway)

UBs:
Bellfoundry (production)
Inner City Walls (Culture, Happiness)
Inner City Gate (Food, Happiness)
Queen's Inn (Happiness)
Dragon Egg Storehouse (Dragon, Promotion)

UIs
Smelter (luxuries, Gold, Production)
Queen's Road (Culture, Gold, Movement)

UGs
First Clerk (Gold, Food, EaE)
Daughter-Heir (Tower, Tower Influence, Novice, Aes Sedai)
FPotS (governor) (free unit, various yields)

OK, so, honestly, that didn't help too much. we have a LOT of directions we could move in, wich each subcategory tending towards certain things - the UAs in particular are all over the map! How to proceed?

Yeah, we have a lot of options. And I can still think of a few other ways we could use this flavor. I'll do some more brainstorming tomorrow as we move forward, but with the options we have now we could do with culling it down a bit.

I also think some sets could point us in a direction for that. I see two that I'm quite enthused about:

UA: Trained at the Tower
UU: Queen's Guard (defense)
UU: Dragon (city)
UG: First Clerk

UA: We Love the Queen
UB: Bellfoundry
UI: Smelter
UG: Daughter-Heir

I'm more a fan of the first than the second. The Smelter is my favorite part of set 2 - it feels like that fits very well as a UI. I'm finding that there isn't so much competition in the UAs - Trained at the Tower was an easy first choice for me, and I've struggled with UA choice on all of the other civs so far.

We don't have any Tower-related stuff in UUs, UBs, or UIs, which means we can only cover that lock through the UA or Daughter-Heir UG.

I've proposed a bunch of removals below to narrow our focus a bit (before I go suggesting more things).




Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower, selecting from the options available to the most influential Ajah that is declaring the Edict. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • Queen's Succession, every X turns (low, like 10), a Y turn Golden Age (low, like 2) begins.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Encouraged to Train, every X unused Spark results in +Y Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • The Queen's Bounty, whenever a Legendary Person is born, each Andoran city or Puppet receives a boost of Y% production. If that unit or building is produced on that turn, each remaining hammer generates Z Gold.
  • Lineage of the White Lion, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • Dragon (unit), replaces Siege5. Has +X% ranged combat strength against units and deals Y% of the damage dealt to its primary target as splash damage to adjacent hexes. Enemy units adjacent to a dragon when the dragon attacks cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Andoran civilian units within X hexes of this unit must be fought and down to 0 HP before being captured by enemy melee units.
  • Queen's Guard (LP), replaces Polearm 5-6, +X% combat bonus when fighting within two tiles of a Great Person or a governor. +Y% combat bonus when adjacent to another Queen's Guard. (kidshowbusiness).
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon (siege), replaces Siege 5, when stationed in a city or Traveling Grounds, the Dragon's attack range is increased by 6. +X% combat strength against Gateway units.
  • Queen's Guard (GA), replaces Era 6/7/8 unit, has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the attack. This amount is doubled in Andor's territory.
  • First Prince of the Sword of Captain-General or Master of the Sword (GA), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. In addition to the typical combat bonus, any units within X hexes of this unit produce Y Golden Age points when surviving an attack, proportional to the strength of the attack.
  • Gateway Dragon (gateway), replaces Gateway2. +X% combat strength against cities and cannot be intercepted.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.
  • Queen's Road, cities connected to the capital by Queen's Roads produce +X% Culture and +Y% Gold from trade connections. Units move Z% faster on Queen's Roads than normal Roads. More expensive to maintain than a normal road.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "One The Novice sent from this city can be is designated the Daughter-Heir, and cannot be put out of the Tower. If Andor does not already have a Sister unit from a previous Daughter-Heir, when she becomes an Aes Sedai, Andor gains an Aes Sedai quota-free Sister unit (regardless of quota) of the Ajah of their choice, who spawns with X EXP (very high)." After she becomes an Aes Sedai, the next Novice sent to the Tower from that city can be designated the Daughter-Heir, though that Daughter-Heir will not spawn an Aes Sedai unit until the previous Daughter-Heir unit is killed or disbanded, regardless of how far she advances in the Tower." Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.


Some logic for these removals:

Queen's Succession doesn't provide the player enough agency.

Queen's Writ (policy) doesn't grab me compared to the others. No particular problems, just comparison.

I'm realizing now that The Queen's Bounty favors Tall, since it's spurred by LP spawning, which doesn't line up with our intention to make Andor Wide (or at least not-Tall). I also feel like the bonus isn't that exciting for players.

Dragon (unit), I feel like Dragon (city) fulfills a similar role better.

Queen's Guard (LP), I feel like Queen's Guard (defense) fulfills a similar role better.

First Prince of the Sword etc (GA), I feel like the other First Prince UU fulfills a similar role better.

Queen's Road I do really like the idea of, because a unique Road is something that's way out there but makes a lot of sense. I would be happy to see this flavor again, but I'm finding both of our approaches to it so far haven't quite felt right.
 
We did agree that getting fired (Novice failing to become Accepted or Accepted failing to become Aes Sedai) sends them back to the city they came from, though it was somewhat tentative. We didn't discuss, but I figured once they became Aes Sedai that they didn't go back (the payout from that is the influence, not the Population).
ok, right, so the firing restores the population, the rest don't. makes sense.

Yes, and thinking about these, it might be best to avoid the generic Edicts. It creates a strategy for this unique if Andor must take the Edict from the strongest Ajah, rather than always being able to fall back on generic Edicts.
I have mixed opinions on this. I think what you're suggesting probably works, though.

The most powerful Ajah isn't guaranteed in the normal run of things, but I'd be inclined to make it that way this for unique's choice. It means that all of the players involved have more concrete tasks to work with. Andor could end up in situations where their UA feels wasted if the Ajah they pushed up ahead doesn't happen to get picked a few times in a row. Other civs could feel cheated if they managed to overcome Andor and push a competing Ajah to the front, and then random chance invalidates that.
hmmmm... I'm not sure I agree. What you're saying about other civs being cheated... wouldn't a civ feel cheated any time they worked to raise Ajah influence, only to lose out on an edict? it shouldn't matter to them whether Andor's involved. In general, I don't think Edicts are going to present all that much of a meta-game, honestly. The randomness, and the fact that we didn't design the edicts such that each is in-line with a clear strategy, makes it unlikely, I'd say.

Because of the wide range of effects of edicts, I feel pretty comfortable letting the randomness decide the "winning" Ajah. Andor gets the choose the winning ajah's edict, which is still a huge change from normal behavior.

Cutting out generics, I think the full Ajah list for the strongest Ajah would be fine. We'll remove Edicts that have unmet requirements (like the ones that can only be issued in the late game if it's currently early game).

I do think with all of this we want to go for every X Edicts they get to choose, to prevent it from becoming the Tower's whole agenda.
I think the full list could be fine, though again I don't necessarly think it should be the leading ajah, just the winning ajah.

The last point is the crux of all of this - we don't want it to become the whole agenda. However, we aren't likely to have *that* many edicts, right? I'd say that making it so andor chose, say, every second edict, might somewhat undermine the effectiveness of the UA.

Honestly, I'm starting to wonder if this one's the best idea! It's loosey-goosey on a flavor perspective, and kind of wonky mechanically - when it's working right for andor, it seems to cheapen the whole system for everybody else.

Also, I don't think I love the weird timing metagame (though "game" is a kind word for it) this creates. I don't like the whole notion of worrying about whether a new edict will be declared, or, even worse, worrying about when the compact vote will be, and whether your accepted will be an accepted yet (or *still* be one) when the compact votes. This system encourages people to count things out by turn, and such, and I find that really really not fun at all.

We haven't spoken of the accepted ability much, but I must say that I find it a little off-putting, also. It's sort of like "get lucky with timing of your novice-advancement, and control some compact votes!" Will this really matter at the times the compact votes really matter, or will you get to cash it in only on some "ban luxury you don't care about" session..

I'm sorry, but I'm actually redding this, which is weird seeing that you've chosen it as a part of a set! I don't think it stands up to deep scruitiny. :That said, I've suggested an alternate that follows it, in spirit.

I wouldn't say it's preposterous flavor-wise, that would be like Andor controlling Whitecloaks. It confers more flavorful influence to them than they might have had at most times, but it's in line with their general closeness to the Tower. Elayne would have this kind of pull while Egwene was Amyrlin.
Ah, but Egwene wasn't Amyrlin when Elayne was a novice... nor even an Accepted (at least not for long).

I feel like those approaches all create the same effect (it's best to trade with non-allied CSes), but make it less obvious, so players will be misled into doing less optimal things. In terms of making the reassigning obvious, I think we'd want to make that very clear in the UI that once you're allies, trading with the CS doesn't provide any additional bonuses. (Some icons somewhere, or possibly even a pop-up when choosing a trade route destination - something like that.)
eh, this makes the UA a little less fun though... which is probably why you've redded it.

Yeah, we can make it accumulate behind the scenes during a Golden Age and that will eliminate that problem. It could be tons of points, but I think at that stage we'd be better off giving Golden Age turns, even in small amounts (even 1 turn at a time).
yeah, I just don't love how small the resolution is with that. When dealing with Units and stuff, we kind of *have* to use points, I think. I know we're talking about a UA here, so obviously that's not as much an issue. I just don't like it being so un-scalable.

Oh, I wasn't thinking it would stack with multiples of the unit attacking. The ability affects "next turn" regardless of how many Dragons attack a given city on a single turn. Otherwise that would be bananas.

All or nothing is in a few places in CiV: Great Firewall (as you mentioned), nukes (you also mentioned before), Guided Missiles, Inquisitors stopping Missionaries adjacent to cities (which CiV doesn't explain!), Venice's and Austria's UA, air sweeps (always clears defending AA set up). You could disqualify some of these or pull in more mechanics, depending on how far you take the definition of "all or nothing". This Dragon ability would be relatively unusual, but I think that's a positive and doesn't depart from the general systems of CiV, it builds on them.
I wasn't implying that multiple units cause them to lose multiple turns. I'm saying that if you have multiple dragons, and you've totally neutralized that civ's air defenses, its quite likely you'd be able to keep them neutralized for multiple turns with a few dragons, since they won't all be easily killable in one turn, assuming you have at least some escort. I do kind of feel like your misunderstanding of the point caused you to choose not to address the more important point, of its general encouragement of cheese tactics.

I could go down the list of your candidates of all-or-nothing list, but the Inquisitor is probably the best comparison (I don't view the missiles and such as quite comparable, for reasons that might be obvious), of a regular-ol-unit doing crazy things. But, I'm on record as saying that I find that mechanic pretty lame. An Air Sweep is actually a bit different, though it's obviously similar - it halts the effectiveness of only those units that have been told to Intercept that tile, which is much more specific and limited than "nobody can attack").

Nah, your username is a word so I've always read it the same as that!

How do you say/think/pronounce my username?
I asked you early on. It sort of rhymes with Sir Jesus, I thought, though with the accent on the first syllabus.

Not allowing her to be sent out of the Tower sounds good. (And if we use the Trained at the Tower UA and the Andor players puts the Daughter-Heir Governor in their capital, then they have all of the wombo-combo.)
WOMBO COMBO!

Yeah, I agree with this in theory... though I've tried to flush that UA down the toilet (though see below).

How about the DH is always the Novice/Accepted from the city the Governor is in? Then the one-Novice/Accepted-per-city general rule provides the one-DH-Novice/Accepted restriction for us.
yeah, of course.

I've done some remixing below to make this a bit simpler, rules-wise, but keep the same mechanics.

Though I'm seeing now that I've removed the "pipeline" of incoming Sister units in my current version. We probably want to keep that, otherwise it encourages being suicidal with the Daughter-Heir Sister, right?
I don't *quite* understand what you mean. The weird thing I see (maybe this is what you mean?) is that this seems to imply that the new unit is only spawned when the DH becomes a Sister. I think, if you have a DH-Aes-Sedai hanging in the tower that hasn't already spawned a unit, she should spawn a unit the next turn (or X turns later) after one dies, right? Otherwise, you have to start the whole process again.

Also, doesn't this need a provision to allow the player to choose the ajah of the DH in the tower - otherwise she'd randomly select Grey and then you choose a Green unit and flavor dissolves. Of course, if we select a UA that lets you do this already, this is unnecessary.

I thought the gateway units on a Traveling Grounds were destroyed when the Improvement was pillaged, rather than just stood on. (If the unit runs out of movement moving onto the tile, say, then the units have time to bail out.)

I don't think we want to allow units to attack Traveling Grounds (or the gateway units inside them) themselves at range, unless we go for a more general system of pillaging Improvements by hitting them from afar. I think of the gateway units as "in" the Improvement, like they're in cities or BNW aircraft/missiles are in Carriers/submarines/Missile Cruisers. It would also make Traveling Grounds significantly less useful than city fortifications since the gateway units can be damaged while on them even without attacking. Traveling Grounds are already a military Improvement (not hugely favored, though I think being able to base aircraft off them goes a way to that) and cost maintenance (Roads are expensive, so these will be too), so I wouldn't be inclined to give them this kind of relative downside compared to cities for hosting gateway units.

That's for the general case, which I think makes this particular bonus on the Gateway Dragon (siege) less useful. What about a different kind of bonus - like they can intercept incoming gateway unit attacks within X hexes of them (once per turn all the time, rather than needing to go into "Intercept" mode like fighters in BNW).
Oh, ok. That's how it works, then. I don't see how pillaging is *that* much better than just killing them on entry, though. All it is is one extra movement point... Also, if it requires pillaging, then we'll have situations where a unit gets to the TG tile, and is literally sitting on a bunch of enemy units, safely (assuming he's run out of movement or something). Super weird.

I think that yes, TG are much much less useful than Cities. Of course they are. I'm fine with that. If you want to use them well, you need to defend them. A simple unit on them fixed this whole weirdness. But that's a small price to pay for extending your range hugely, and for allowing "Real Traveling" to and from them (i.e. teleporting channelers, not gateway units).

I'm fine with them not being shootable from range, though, although I'm skeptical of the pillage thing now.

Possibly. The Queen's Guard (GA) has higher combat strength - were you thinking we could add something else to it?
eh, that's probably enough, though I'm open to whatever.

We could always go back to that awesome ASoIaF mod that we're not developing! We can get through those creative differences. ;)
Bad timing. I've been listening to a lot of the History of Westeros Podcast, which covers the ancient history and greater world of ASoIaF quite a bit, so my vehemence that such should be the framing of such a mod is at an all-time high!

I think the flavor of that can be ok - Andor are just using the same tech in a different tactical manner, which is cool. And agreed, I like that it fits well as a gateway unit.
yeah, it's probably fine.

I actually quite like the Succession Wars flavor for a unique - I don't think it necessarily needs to be a negative thing. The nation comes back strong each time it happened in the books timeline. I feel like this replaces specific flavor related to the UA with something more generic to do with Andor, which doesn't seem like a good trade. I like the White Lion flavor for uniques, but my intention with this one was specifically to make the Succession Wars flavor into a unique.
ok, ok, I gotcha. redacted

Yeah, we have a lot of options. And I can still think of a few other ways we could use this flavor. I'll do some more brainstorming tomorrow as we move forward, but with the options we have now we could do with culling it down a bit.

I also think some sets could point us in a direction for that. I see two that I'm quite enthused about:

UA: Trained at the Tower
UU: Queen's Guard (defense)
UU: Dragon (city)
UG: First Clerk

UA: We Love the Queen
UB: Bellfoundry
UI: Smelter
UG: Daughter-Heir

I'm more a fan of the first than the second. The Smelter is my favorite part of set 2 - it feels like that fits very well as a UI. I'm finding that there isn't so much competition in the UAs - Trained at the Tower was an easy first choice for me, and I've struggled with UA choice on all of the other civs so far.

We don't have any Tower-related stuff in UUs, UBs, or UIs, which means we can only cover that lock through the UA or Daughter-Heir UG.

I've made my case about TatT, though I think the new version of TatT could actually slide in there and serve the same purpose. I'm not sure the (defense) version of QG offers enough oomph. A tough call. Honestly, I kind of prefer the GA version... and am now thinking we should just combine them! Why not? That is a unit I might like more. Dragon (city) is obviously highly controversial at this point, so as it currently stands I wouldn't endorse it as a set, and would prefer (siege) or (gateway) [gateway is honestly possibly the best choice, as it's possibly the only opportunity for that kind of unique). First Clerk is fine, though the spy thing seems a little off the beaten path from what else we're doing.

The second set is ok. The smelter is kind of cool, for sure. I think for this set, . Seems like it might effect style of play a bit more.

I've proposed a bunch of removals below to narrow our focus a bit (before I go suggesting more things). I don't like how this set has zero UUs.

So, a possible set:

UA: Trained in the Tower (Influence)
UU: Queen's Guard (complete) OR First Prince of the Sword (unit)
UU: Gateway Dragon (siege) OR Gateway Dragon (gateway)
UB: Inner City Walls OR Queen's Inn

I think this is a good combat-ready, tower-oriented set. I like how the UBs affect your tallness and wideness and such. I think you could toss the Clerk in that last slot, too, though again I'm a bit concerned about the spy randomness.

I suppose if that was too combaty, you could eliminate a UU and throw in one of the production-related things.

I find We Love the Queen to be a little weak as a UA, but it's sort of the next most interesting option, mechanically. I'd definitely pair it with the DH UG as you have done, but it's probably best to put a UU in there too:

UA: We Love the Queen
UU: Queen's Guard (complete) OR some Dragon Unit
UB: Smelter OR Inner City Gate OR Bellfoundry
UI: Daughter-Heir

Some logic for these removals:

Queen's Succession doesn't provide the player enough agency.
yeah.

Queen's Writ (policy) doesn't grab me compared to the others. No particular problems, just comparison.
yeah. I'm going to magenta it, though, to keep one of these GA ones around... I'm asking Encouraged to Train in its stead, as that one feels kind of boring compared to the other tower ones.

I'm realizing now that The Queen's Bounty favors Tall, since it's spurred by LP spawning, which doesn't line up with our intention to make Andor Wide (or at least not-Tall). I also feel like the bonus isn't that exciting for players.
agreed.

Dragon (unit), I feel like Dragon (city) fulfills a similar role better.
eh, I think this one's ok, but I think we might have an opportunity to do something wilder with a Dragon - we can use splash elsewhere I'm sure.

Queen's Guard (LP), I feel like Queen's Guard (defense) fulfills a similar role better.
so goes the last kids shows businesses unique!

First Prince of the Sword etc (GA), I feel like the other First Prince UU fulfills a similar role better.
Yeah, I kind of like this one, but the other one is better.

Queen's Road I do really like the idea of, because a unique Road is something that's way out there but makes a lot of sense. I would be happy to see this flavor again, but I'm finding both of our approaches to it so far haven't quite felt right.
yeah, agreed.


Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Trained at the Tower, as long as a citizen from Andor's capital is a Novice in the Tower, Andor can choose which Edicts are issued by the Tower, selecting from the options available to the most influential Ajah that is declaring the Edict. As long as she is an Accepted, Andor can cast X% of the Tower's votes in the Compact, as though those votes were their own.
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Encouraged to Train, every X unused Spark results in +Y Sister quota.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.
  • Trained in the Tower (Influence), Novices, Accepted, and Aes Sedai from Andor provide X% more Tower Influence per turn when in the Tower. When an Accepted becomes Aes Sedai, Andor may choose her Ajah. If Andor is the most influential civilization with the Ajaj that is selected to enact an Edict, Andor may choose which of their Edicts to enact.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Andoran civilian units within X hexes of this unit must be fought and brought down to 0 HP before being captured by enemy melee units.
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon (siege), replaces Siege 5, when stationed in a city or Traveling Grounds, the Dragon's attack range is increased by 6. +X% combat strength against Gateway units.
  • Queen's Guard (GA), replaces Era 6/7/8 unit, has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the attack. This amount is doubled in Andor's territory.
  • Gateway Dragon (gateway), replaces Gateway2. +X% combat strength against cities and cannot be intercepted.
  • Queen's Guard (complete), replaces Era 6/7/8 unit. Has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the Attack. This effect is doubled in Andor's territory. Andoran civilian units adjacent to the Queen's Guard must be fought and brought down to 0 HP before being captured by enemy melee units.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "The Novice sent from this city is designated the Daughter-Heir, and cannot be put out of the Tower. If Andor does not already have a Sister unit from a previous Daughter-Heir,[/COLOR] when she becomes an Aes Sedai, Andor chooses her Ajah, and gains a quota-free Sister unit of the Ajah of their choicefrom that Ajah, who spawns with X EXP (very high)." Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

Trained in the Tower (Influence) is a way of creating a more stable UA out of your TitT ideas. It provides a stable source of Influence (though that could be modified - see below),a nd also provides a targeted way to get nice with one ajah... and then use that to choose edicts. No, it's not guaranteed, but if you pump enough population into the Tower (depending on the cap we choose, if we have one), you could theoretically have a majority in *all* ajahs, which means you'd get to control all edicts (and reap other benefits of that).

Another version of this could be:
"Trained in the Tower (Influence), When an Accepted becomes Aes Sedai, Andor may choose her Ajah and that Accepted generates X% more Influence with that Ajah. If Andor is the most influential civilization with the Ajaj that is selected to enact an Edict, Andor may choose which of their Edicts to enact."

That's less powerful, but a little more focused - presumably the ajah-only influence would be greater than the normal version's bonus.

Queen's Guard (complete) seeks to create a more overall useful unit by fusing the other two versions. Presumably, the GA points wouldn't be epicly large. I put the higher strength and doubled-in-territory things as magenta because they probably put this thing over the edge as too powerful. Thoughts?

OK, now that's some culling! It's funny, so few surviving UAs looks somehow troubling... then I remember that that's the way we wanted it to be in the first place!
 
And we're back!

I have mixed opinions on this. I think what you're suggesting probably works, though.

hmmmm... I'm not sure I agree. What you're saying about other civs being cheated... wouldn't a civ feel cheated any time they worked to raise Ajah influence, only to lose out on an edict? it shouldn't matter to them whether Andor's involved. In general, I don't think Edicts are going to present all that much of a meta-game, honestly. The randomness, and the fact that we didn't design the edicts such that each is in-line with a clear strategy, makes it unlikely, I'd say.

Because of the wide range of effects of edicts, I feel pretty comfortable letting the randomness decide the "winning" Ajah. Andor gets the choose the winning ajah's edict, which is still a huge change from normal behavior.

I think the full list could be fine, though again I don't necessarly think it should be the leading ajah, just the winning ajah.

The last point is the crux of all of this - we don't want it to become the whole agenda. However, we aren't likely to have *that* many edicts, right? I'd say that making it so andor chose, say, every second edict, might somewhat undermine the effectiveness of the UA.

Honestly, I'm starting to wonder if this one's the best idea! It's loosey-goosey on a flavor perspective, and kind of wonky mechanically - when it's working right for andor, it seems to cheapen the whole system for everybody else.

Also, I don't think I love the weird timing metagame (though "game" is a kind word for it) this creates. I don't like the whole notion of worrying about whether a new edict will be declared, or, even worse, worrying about when the compact vote will be, and whether your accepted will be an accepted yet (or *still* be one) when the compact votes. This system encourages people to count things out by turn, and such, and I find that really really not fun at all.

We haven't spoken of the accepted ability much, but I must say that I find it a little off-putting, also. It's sort of like "get lucky with timing of your novice-advancement, and control some compact votes!" Will this really matter at the times the compact votes really matter, or will you get to cash it in only on some "ban luxury you don't care about" session..

I'm sorry, but I'm actually redding this, which is weird seeing that you've chosen it as a part of a set! I don't think it stands up to deep scruitiny. :That said, I've suggested an alternate that follows it, in spirit.

You know something, you make a lot of good points. I like your version of this UA!

Ah, but Egwene wasn't Amyrlin when Elayne was a novice... nor even an Accepted (at least not for long).

In the spirit of moot points, they had the kind of relationship that would allow Andor to influence the Tower's decisions and so it's definitely relatable to Andor's flavor. Not saying it was direct, just it's nowhere near preposterous either.

eh, this makes the UA a little less fun though... which is probably why you've redded it.

This one is Queen's Writ (CS) though - I haven't redded that one. It's been magenta for a while while we discussed how it might interact with CS alliances, but I'm leaning toward its primary use being gaining utility from non-allied CSes.

yeah, I just don't love how small the resolution is with that. When dealing with Units and stuff, we kind of *have* to use points, I think. I know we're talking about a UA here, so obviously that's not as much an issue. I just don't like it being so un-scalable.

I see what you mean, that we don't have as much room to make it smaller - 1 turn is as low as you can go. It's a case by case thing, but I'd tend to err on the side of giving Golden Age turns where it might work, and possibly have to scale back to points if it's too strong.

I wasn't implying that multiple units cause them to lose multiple turns. I'm saying that if you have multiple dragons, and you've totally neutralized that civ's air defenses, its quite likely you'd be able to keep them neutralized for multiple turns with a few dragons, since they won't all be easily killable in one turn, assuming you have at least some escort. I do kind of feel like your misunderstanding of the point caused you to choose not to address the more important point, of its general encouragement of cheese tactics.

I could go down the list of your candidates of all-or-nothing list, but the Inquisitor is probably the best comparison (I don't view the missiles and such as quite comparable, for reasons that might be obvious), of a regular-ol-unit doing crazy things. But, I'm on record as saying that I find that mechanic pretty lame. An Air Sweep is actually a bit different, though it's obviously similar - it halts the effectiveness of only those units that have been told to Intercept that tile, which is much more specific and limited than "nobody can attack").

I think you have a good point about cheese strategies, but I don't think we can really know that it will cause that problem now. I would prefer to go for the stronger option now and tone down if we need to. I don't think it will necessarily be a problem - a sensible player will be able to avoid being locked down by it and fight back accordingly. (You can already cheese the AI because it's bad at CiV, but addressing that is hopefully part of what we can change, and many players choose not to cheese the AI anyway.) It's easy to see when something like this is too strong by how it unbalances the game, so then we can address it, but more difficult to notice when some civs are subtly underperforming.

There are things we can work out now will be too strong (like the original version of We Love the Queen, which we worked out could be used to remove all/most Unhappiness if gamed correctly), but I don't think this is one of them. Even in the crazy cheese scenario where the Andor player has set up all of these units to move into range of many cities to lock down an opposing air force, the following still compensate for that:

  • The enemy civ's non-gateway units are unaffected by this and can attack the Dragon.
  • If Andor can field enough Dragons that they can lock down every city in useful range and completely cut off the enemy gateway units, then Andor was already massively stronger than its enemy and that wasn't going to be a fair fight anyway.

Suicide runs with Dragons on other cities also don't seem to be to be particularly effective. If Andor is striking out with a couple of spare Dragons against a nearby city to prevent its gateway units from covering Andor's primary attack target (another, nearby city), which is pretty good strategy anyway I'd say, then if the defending player was going to be able to fend off that invasion at all, they'll be able to burst down isolated siege units.

There's also decent mileage in saying that even if Andor can lock down the defender's gateway force with that kind of assault, then why did the defending player invest so heavily in those gateway units when they were in a position that needed to defend against Andor? There are alternatives through channelers and siege units that can fight back in a similar manner.

And this is all for the cheese scenario. If Andor fights like a normal invasion, then the defending player is disadvantaged in they can't put their gateway units in the cities that otherwise have the best coverage, but can still strike from others nearby. The idea behind a UU being stronger is that it forces the enemy to fight them differently.

I asked you early on. It sort of rhymes with Sir Jesus, I thought, though with the accent on the first syllabus.

Ah, of course, I remember discussing this! Yep!

I don't *quite* understand what you mean. The weird thing I see (maybe this is what you mean?) is that this seems to imply that the new unit is only spawned when the DH becomes a Sister. I think, if you have a DH-Aes-Sedai hanging in the tower that hasn't already spawned a unit, she should spawn a unit the next turn (or X turns later) after one dies, right? Otherwise, you have to start the whole process again.

Yeah, that's what I mean. The only worry with creating a pipeline of Sisters with this is that it might encourage Andor to be suicidal with that one. Still, missing out entirely on the new Sister if they've still got the old one encourages suicidal play even more, so the pipeline is certainly an improvement.

Thinking over this some more - it seems like this ends up being quite similar to Honor with Shienar. It's something that adds onto the existing mechanics and Andor needs to keep track of it. What if it were something like Favor and we can describe that functionality much more easily to the player. I've suggested some edits to do this.

Also, doesn't this need a provision to allow the player to choose the ajah of the DH in the tower - otherwise she'd randomly select Grey and then you choose a Green unit and flavor dissolves. Of course, if we select a UA that lets you do this already, this is unnecessary.

Indeed it does, sounds good!

Oh, ok. That's how it works, then. I don't see how pillaging is *that* much better than just killing them on entry, though. All it is is one extra movement point... Also, if it requires pillaging, then we'll have situations where a unit gets to the TG tile, and is literally sitting on a bunch of enemy units, safely (assuming he's run out of movement or something). Super weird.

Pillaging keeps it more consistent with how Improvements and non-unit-layer units work, I think. It's like pillaging trade routes - you don't destroy the enemy trade unit just by moving onto its tile (even if it is also on that tile at the time), you need to actually do the pillage action with the unit. And if you kill the units just by stepping onto the tile, you may not end up pillaging the TG - in which case how did you destroy them? It's all about the notion of the units being "in" the Improvement, rather than "on" it.

A unit standing on a TG wouldn't be safe - that's still within the firing range of the gateway units stationed there.

I think that yes, TG are much much less useful than Cities. Of course they are. I'm fine with that. If you want to use them well, you need to defend them. A simple unit on them fixed this whole weirdness. But that's a small price to pay for extending your range hugely, and for allowing "Real Traveling" to and from them (i.e. teleporting channelers, not gateway units).

I wouldn't be inclined to stack it so against TGs. They already have a maintenance cost and are already an Improvement that doesn't provide yields, which are two big things that make players unlikely to use them. I think we have to swing hard the other way in their utility for rebasing units, granting range, and allowing Traveling to make them even viable - I'm certainly not worried about them being overpowered.

Bad timing. I've been listening to a lot of the History of Westeros Podcast, which covers the ancient history and greater world of ASoIaF quite a bit, so my vehemence that such should be the framing of such a mod is at an all-time high!

Well, I suppose we'll just have to make two separate mods! :p

I've made my case about TatT, though I think the new version of TatT could actually slide in there and serve the same purpose. I'm not sure the (defense) version of QG offers enough oomph. A tough call. Honestly, I kind of prefer the GA version... and am now thinking we should just combine them! Why not? That is a unit I might like more. Dragon (city) is obviously highly controversial at this point, so as it currently stands I wouldn't endorse it as a set, and would prefer (siege) or (gateway) [gateway is honestly possibly the best choice, as it's possibly the only opportunity for that kind of unique). First Clerk is fine, though the spy thing seems a little off the beaten path from what else we're doing.

The second set is ok. The smelter is kind of cool, for sure. I think for this set, . Seems like it might effect style of play a bit more.

I don't like how this set has zero UUs.

So, a possible set:

UA: Trained in the Tower (Influence)
UU: Queen's Guard (complete) OR First Prince of the Sword (unit)
UU: Gateway Dragon (siege) OR Gateway Dragon (gateway)
UB: Inner City Walls OR Queen's Inn

I think this is a good combat-ready, tower-oriented set. I like how the UBs affect your tallness and wideness and such. I think you could toss the Clerk in that last slot, too, though again I'm a bit concerned about the spy randomness.

I suppose if that was too combaty, you could eliminate a UU and throw in one of the production-related things.

I find We Love the Queen to be a little weak as a UA, but it's sort of the next most interesting option, mechanically. I'd definitely pair it with the DH UG as you have done, but it's probably best to put a UU in there too:

UA: We Love the Queen
UU: Queen's Guard (complete) OR some Dragon Unit
UB: Smelter OR Inner City Gate OR Bellfoundry
UI: Daughter-Heir

Overall I really like both of these sets. I think the main thing I'd want to get in is Dragon (city), based on all the stuff above. It fits well in the first one, and I think can go in place of (siege). Looking at (siege) and (gateway) side by side, they seem to achieve the same kind of thing with the same flavor, but I think (gateway) is the stronger of the two. Do we want to keep (siege) as well?

The Spy doesn't feel too off center for me. Are your concerns flavor or mechanics? Flavor wise, I believe Andor had a significant network of Eyes and Ears, which is a good grounding for this. Mechanics wise it might be a bit strong - several extra Spies could be quite powerful, but I'd be interested to see how much so. (Maybe it will just make Andor really good at Diplo in the endgame, since they can trade for everyone's votes in the Compact, or good at recovering from a tech deficit since they can steal many at once.)

yeah. I'm going to magenta it, though, to keep one of these GA ones around... I'm asking Encouraged to Train in its stead, as that one feels kind of boring compared to the other tower ones.

Yep, I'm fine with removing Encouraged to Train.

so goes the last kids shows businesses unique!

He's still got Inner City Walls in the running, which is even in a set!

Trained in the Tower (Influence) is a way of creating a more stable UA out of your TitT ideas. It provides a stable source of Influence (though that could be modified - see below),a nd also provides a targeted way to get nice with one ajah... and then use that to choose edicts. No, it's not guaranteed, but if you pump enough population into the Tower (depending on the cap we choose, if we have one), you could theoretically have a majority in *all* ajahs, which means you'd get to control all edicts (and reap other benefits of that).

Another version of this could be:
"Trained in the Tower (Influence), When an Accepted becomes Aes Sedai, Andor may choose her Ajah and that Accepted generates X% more Influence with that Ajah. If Andor is the most influential civilization with the Ajaj that is selected to enact an Edict, Andor may choose which of their Edicts to enact."

That's less powerful, but a little more focused - presumably the ajah-only influence would be greater than the normal version's bonus.

As mentioned above, this looks good! I prefer the first approach, I don't think the second one is quite strong enough.

A question I have coming out of this though, is the X% per turn bonuses. I didn't think Novices/Accepted generated influence over time, rather in dumps when they joined up or advanced to the next level. I also didn't think we were tracking Aes Sedai once they became Sisters (flavorfully, at that stage, they become more about the Tower and their Ajah than where they came from).

I could see us using influence per turn instead though. It lets us do abilities like this and creates a reward-over-time which is generally favorable for slow-moving systems like this one. If we switch over, then I'll update the Diplo summary. Are there any drawbacks?

Queen's Guard (complete) seeks to create a more overall useful unit by fusing the other two versions. Presumably, the GA points wouldn't be epicly large. I put the higher strength and doubled-in-territory things as magenta because they probably put this thing over the edge as too powerful. Thoughts?

This seems like a good combo. If we want to cull one of the abilities (in addition to strength considerations, it's also a unit that does many different things), I think the "more in same territory" is the best candidate for removal. It doesn't add that much power, since its primary use is defensive.

OK, now that's some culling! It's funny, so few surviving UAs looks somehow troubling... then I remember that that's the way we wanted it to be in the first place!

Yeah, we still have a lot of choices!



Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.
  • Trained in the Tower (Influence), Novices, Accepted, and Aes Sedai from Andor provide X% more Tower Influence per turn when in the Tower. When an Accepted becomes Aes Sedai, Andor may choose her Ajah. If Andor is the most influential civilization with the Ajah that is selected to enact an Edict, Andor may choose which of their Edicts to enact.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • Queen's Guard (defense), replaces Era 6/7/8 unit. Has higher combat strength. Andoran civilian units within X hexes of this unit must be fought and brought down to 0 HP before being captured by enemy melee units.
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon (siege), replaces Siege 5, when stationed in a city or Traveling Grounds, the Dragon's attack range is increased by 6. +X% combat strength against Gateway units.
  • Queen's Guard (GA), replaces Era 6/7/8 unit, has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the attack. This amount is doubled in Andor's territory.
  • Gateway Dragon (gateway), replaces Gateway2. +X% combat strength against cities and cannot be intercepted.
  • Queen's Guard (complete), replaces Era 6/7/8 unit. Has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the Attack. This effect is doubled in Andor's territory. Andoran civilian units adjacent to the Queen's Guard must be fought and brought down to 0 HP before being captured by enemy melee units.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "The Novice sent from this city is designated the Daughter-Heir, and cannot be put out of the Tower. If Andor does not already have a Sister unit from a previous Daughter-Heir, When she becomes an Aes Sedai, Andor chooses her Ajah, and gains 1 Favor with that Ajah. Andor can redeem 1 Favor with an Ajah for a quota-free Sister unit from that Ajah, who spawns with X EXP (very high). Andor can have only one Sister gained through Favor at a time." Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

With the (complete) version of the Queen's Guard in the running, I've proposed removing the other two.

What do we think about Queen's Writ (CS) and Queen's Writ (policy)? I see that Queen's Writ (policy) is a GA option for a UA, but I don't see us choosing it over the others.

Based on what I mentioned above in response to the sets, I've proposed removing Gateway Dragon (siege).

Are we moving towards a wrap-up for Andor or do we want to consider any new options? Are there aspects of flavor or mechanics that are particularly missing?

Some possibilities:

  • Should anything touch on the Black Tower?
  • Anything to do with the Ways? The Waygate in Caemlyn is relatively important in the books.
  • Any other ways to capture the Succession Wars flavor? I tried to brainstorm some possibilities for a fragment-able civ, but it was difficult to make it a "bonus".
  • Anything more available in the heritage of the country? Aspects of Andor's Queens that inspire something?
 
This one is Queen's Writ (CS) though - I haven't redded that one. It's been magenta for a while while we discussed how it might interact with CS alliances, but I'm leaning toward its primary use being gaining utility from non-allied CSes.
so what ar eyou recommending we replace the +X influence component of the UA with then? Nothing?

I think you have a good point about cheese strategies, but I don't think we can really know that it will cause that problem now. I would prefer to go for the stronger option now and tone down if we need to. I don't think it will necessarily be a problem - a sensible player will be able to avoid being locked down by it and fight back accordingly. (You can already cheese the AI because it's bad at CiV, but addressing that is hopefully part of what we can change, and many players choose not to cheese the AI anyway.) It's easy to see when something like this is too strong by how it unbalances the game, so then we can address it, but more difficult to notice when some civs are subtly underperforming.

There are things we can work out now will be too strong (like the original version of We Love the Queen, which we worked out could be used to remove all/most Unhappiness if gamed correctly), but I don't think this is one of them. Even in the crazy cheese scenario where the Andor player has set up all of these units to move into range of many cities to lock down an opposing air force, the following still compensate for that:

  • The enemy civ's non-gateway units are unaffected by this and can attack the Dragon.
  • If Andor can field enough Dragons that they can lock down every city in useful range and completely cut off the enemy gateway units, then Andor was already massively stronger than its enemy and that wasn't going to be a fair fight anyway.

Suicide runs with Dragons on other cities also don't seem to be to be particularly effective. If Andor is striking out with a couple of spare Dragons against a nearby city to prevent its gateway units from covering Andor's primary attack target (another, nearby city), which is pretty good strategy anyway I'd say, then if the defending player was going to be able to fend off that invasion at all, they'll be able to burst down isolated siege units.

There's also decent mileage in saying that even if Andor can lock down the defender's gateway force with that kind of assault, then why did the defending player invest so heavily in those gateway units when they were in a position that needed to defend against Andor? There are alternatives through channelers and siege units that can fight back in a similar manner.

And this is all for the cheese scenario. If Andor fights like a normal invasion, then the defending player is disadvantaged in they can't put their gateway units in the cities that otherwise have the best coverage, but can still strike from others nearby. The idea behind a UU being stronger is that it forces the enemy to fight them differently.
With some facetiousness, I'd like to point out that you have figured out the one true way to win a logical debate with me - keep going until I lose interest.

Truly, I still have some aforementioned issues with this, and still fall on the side of the fence that wants to start a bit more conservative rather than more out-there, but ultimately it's not a huge deal, and I relent!

I want this unit and ability to work, so I'm willing to let things stand as you suggest them at this point.

enough said on this, I think!

Ah, of course, I remember discussing this! Yep!
it's a testament to how warped my mind has become with all the curriculum designing I've been doing over the summary, given that I wrote here about the "accent on the first syllabus"

Yeah, that's what I mean. The only worry with creating a pipeline of Sisters with this is that it might encourage Andor to be suicidal with that one. Still, missing out entirely on the new Sister if they've still got the old one encourages suicidal play even more, so the pipeline is certainly an improvement.

Thinking over this some more - it seems like this ends up being quite similar to Honor with Shienar. It's something that adds onto the existing mechanics and Andor needs to keep track of it. What if it were something like Favor and we can describe that functionality much more easily to the player. I've suggested some edits to do this.
oh, now i understand the issue you were mentioned. A good point

I see where you went with the Favor thing, and I see how that makes it somewhat easy to follow, but it also seems kind of "big" to have a "yield" for such a narrow thing - not nearly as fluid and acummulating as Honor is for Shienar. Though, that said, I'm also not sure we want it to be something that accumulates (gaining multiple favor with various ajahs, or multiple with one ajah) such that you can just suicide a bunch of them in a row (in the end game, especially), cashing in the favor all along the way.

Counter-proposal - keep it the way it was/is, but put a timer on it: 5-10 turns before the next one spawns, or something?

Pillaging keeps it more consistent with how Improvements and non-unit-layer units work, I think. It's like pillaging trade routes - you don't destroy the enemy trade unit just by moving onto its tile (even if it is also on that tile at the time), you need to actually do the pillage action with the unit. And if you kill the units just by stepping onto the tile, you may not end up pillaging the TG - in which case how did you destroy them? It's all about the notion of the units being "in" the Improvement, rather than "on" it.

A unit standing on a TG wouldn't be safe - that's still within the firing range of the gateway units stationed there.
Just to clarify, The issue isn't the "safety" of the unit sitting on the gateways - to me, the far weirder bit is the cohabitation of enemy units on the same tile at all. To me, that seems like a pretty strange thing. T'a'r is perhaps going to make that a "thing" already, but those units will at least be on different "flavor layers," if not different mechanical layers.

And, regarding Trade units, I think that's actually not true - if you're sitting on the trade unit at the end of your turn, it does appear to auto-pillage it, yes?

I wouldn't be inclined to stack it so against TGs. They already have a maintenance cost and are already an Improvement that doesn't provide yields, which are two big things that make players unlikely to use them. I think we have to swing hard the other way in their utility for rebasing units, granting range, and allowing Traveling to make them even viable - I'm certainly not worried about them being overpowered.
definitely see where you're coming from with this.

Well, I suppose we'll just have to make two separate mods! :p
yep, both done before a Dream of Spring comes out!

Overall I really like both of these sets. I think the main thing I'd want to get in is Dragon (city), based on all the stuff above. It fits well in the first one, and I think can go in place of (siege). Looking at (siege) and (gateway) side by side, they seem to achieve the same kind of thing with the same flavor, but I think (gateway) is the stronger of the two. Do we want to keep (siege) as well?

The Spy doesn't feel too off center for me. Are your concerns flavor or mechanics? Flavor wise, I believe Andor had a significant network of Eyes and Ears, which is a good grounding for this. Mechanics wise it might be a bit strong - several extra Spies could be quite powerful, but I'd be interested to see how much so. (Maybe it will just make Andor really good at Diplo in the endgame, since they can trade for everyone's votes in the Compact, or good at recovering from a tech deficit since they can steal many at once.)
ok, first off, I want to mention that I didn't mean Inner City Walls, I meant Inner City Gates. So, modified:

UA: Trained in the Tower (Influence)
UU: Queen's Guard (complete) OR First Prince of the Sword (unit)
UU: Gateway Dragon (city) OR Gateway Dragon (gateway)
UB: Inner City Gates OR Queen's Inn

It's a subtle difference, but I think ICG is the more fun ability, yes?

I'm fine with including (city) instead of (siege). (gateway) may be my frontrunner now, though, because of the whole only-chance-to-use-a-gateway-uu-thing (though that's for sure not confirmed!)

And in that spirit, I can see that as a justification for the Spy mechanic - a rare chance for a spy unique (probably another would be Amadicia). To be clear, the concern was mechanical, not flavor - seems sort of random among the others. not a big deal though.

He's still got Inner City Walls in the running, which is even in a set!
does he now?

As mentioned above, this looks good! I prefer the first approach, I don't think the second one is quite strong enough.

A question I have coming out of this though, is the X% per turn bonuses. I didn't think Novices/Accepted generated influence over time, rather in dumps when they joined up or advanced to the next level. I also didn't think we were tracking Aes Sedai once they became Sisters (flavorfully, at that stage, they become more about the Tower and their Ajah than where they came from).

I could see us using influence per turn instead though. It lets us do abilities like this and creates a reward-over-time which is generally favorable for slow-moving systems like this one. If we switch over, then I'll update the Diplo summary. Are there any drawbacks?
Ah, I see. I was thinking per turn, but that's not because I'm advocating it or anything, but because that's where my assumption was. I do think that this ability works in any case - it would just be an X% increase to the dump you receive.

What do you mean that we don't track Aes Sedai in the tower? I was under the understanding that Aes Sedai provided you with extra influence in that ajah - even if that's a one-time thing, it still is a dump of influence that could be Modified. I don't think it matters which city they come from, if that's what you're getting at.

As far as changing it to per-turn, I suppose the drawback is that it inflates the total influence that's required for things, and as a consequence deflates the impact of Quests, unit gifts, and other stuff. Putting a bunch of novices in the tower shouldn't be, I don't think, the sure-fire way to tower dominance. Making something like 1 per turn for a novice, and 2 for an accepted, or something, seems like it'd add up to quite a lot over time. So, to me that's a pretty significant drawback. We'd have to make the other stuff pay out quite a lot to balance it out.

This seems like a good combo. If we want to cull one of the abilities (in addition to strength considerations, it's also a unit that does many different things), I think the "more in same territory" is the best candidate for removal. It doesn't add that much power, since its primary use is defensive.
fair enough

With the (complete) version of the Queen's Guard in the running, I've proposed removing the other two.
right, for sure.

What do we think about Queen's Writ (CS) and Queen's Writ (policy)? I see that Queen's Writ (policy) is a GA option for a UA, but I don't see us choosing it over the others.
I'm still sort of unsure as to the best incarnation of (CS), but I'm happy to leave it on the list for now. I kind of like (policy), but I do see it as less impactful than the others.

Based on what I mentioned above in response to the sets, I've proposed removing Gateway Dragon (siege).
agreed.

Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Queen's Writ (CS), city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Queen's Writ (policy), every time Andor adopts a new Policy, an X turn Golden Age begins.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.
  • Trained in the Tower (Influence), Novices, Accepted, and Aes Sedai from Andor provide X% more Tower Influence per turn when in the Tower. When an Accepted becomes Aes Sedai, Andor may choose her Ajah. If Andor is the most influential civilization with the Ajah that is selected to enact an Edict, Andor may choose which of their Edicts to enact.

UUs:
  • Dragon (city), replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon (gateway), replaces Gateway2. +X% combat strength against cities and cannot be intercepted.
  • Queen's Guard (complete), replaces Era 6/7/8 unit. Has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the Attack. Andoran civilian units adjacent to the Queen's Guard must be fought and brought down to 0 HP before being captured by enemy melee units.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
    [*]Inner City Walls, replaces Defense 2, in addition to its defensive bonus, grants +1 Culture and +1 Happiness (kidshowbusiness).
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "The Novice sent from this city is designated the Daughter-Heir, and cannot be put out of the Tower. When she becomes an Aes Sedai, Andor chooses her Ajah, and gains 1 Favor with that Ajah. Andor can redeem 1 Favor with an Ajah for a quota-free Sister unit from that Ajah, who spawns with X EXP (very high). Andor can have only one Sister gained through Favor at a time.Andor can only have one Daughter-Heir Sister unit at a time. Subsequent Daughter-Heirs that are raised to Aes Sedai will spawn Sister units Y turns after the death of Andor's previous Sister unit (the Ajah being based on the most recent Daughter-Heir selection)" Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

Yeah, so I've redded ICW - it, like Queen's Writ (policy) above, is just less interesting than the ohter UB options, IMO.

I think I pretty much like this new incarnation of the D-H gov, but damn if that isn't a wordy mess still!

Are we moving towards a wrap-up for Andor or do we want to consider any new options? Are there aspects of flavor or mechanics that are particularly missing?

Some possibilities:

Should anything touch on the Black Tower?
Eh, I think not. I mean, it could be something that's a simple boost for The Asha'man units and stuff, but I feel like we've already sailed down the river towards the generalization of the BT as a non-Andor thing now. I feel pretty good about that. I know that we've said we can still flavor-nod to such things (Aridhol, Amadicia will likely do this), but I'm not sure the link to Andor itself is all that strong in the first place. It's near Caemlyn, but that's about it.

Anything to do with the Ways? The Waygate in Caemlyn is relatively important in the books.
gosh, I always forget where we even landed with the ways. They're replacing some national wonder, right?

I think, the truth is that the larger question is whether Caemlyn needs an Ogier connection. I feel like any mechanic we add that Unique-ifies the Ways should probably tie into the Ogier in general. I think that could work for Andor - it is one of the great ogier cities, after all, but I'm not sure off the top of my head what the best way to do that would be. Could be as simple as flavoring some of this stuff appropriately (inner city gates, etc.)

Maybe i'm just being dumb - is the waygate mechanic something that inspires anything in you?

Any other ways to capture the Succession Wars flavor? I tried to brainstorm some possibilities for a fragment-able civ, but it was difficult to make it a "bonus".
Yeah, I feel like we already dove into these kinds of things with the happiness bonuses, and with what we played around with for Shienar. I still feel like the flavor you're trying to capture shouldn't be the fact that there are tons of succession wars, but that the succession is strong and that there is clear adherence to the traditional monarchy, and loyalty to the queen. I feel like some of these things - the Queen's Inn and such - somewhat already capture that. I feel like some of the UA's could be branded to do the same.

Anything more available in the heritage of the country? Aspects of Andor's Queens that inspire something?

Not sure what else we'd add that hasn't already been there. Anything about Ishara?

I'd say we're ready for the wrap up. What civ is next anyways?
 
so what ar eyou recommending we replace the +X influence component of the UA with then? Nothing?

I think either nothing or let it stack with the ally bonus - make it wholly additive. The latter may be a bit strong, but it does eliminate any problems we might have with the UA being made less useful by Andor gaining more CS allies.

With some facetiousness, I'd like to point out that you have figured out the one true way to win a logical debate with me - keep going until I lose interest.

Don't worry, it's worked on me a few times already as well! :p

Truly, I still have some aforementioned issues with this, and still fall on the side of the fence that wants to start a bit more conservative rather than more out-there, but ultimately it's not a huge deal, and I relent!

I want this unit and ability to work, so I'm willing to let things stand as you suggest them at this point.

enough said on this, I think!

Coolio, let's do it!

it's a testament to how warped my mind has become with all the curriculum designing I've been doing over the summary, given that I wrote here about the "accent on the first syllabus"

I did wonder about that, but I wasn't sure how to turn it into a pun!

oh, now i understand the issue you were mentioned. A good point

I see where you went with the Favor thing, and I see how that makes it somewhat easy to follow, but it also seems kind of "big" to have a "yield" for such a narrow thing - not nearly as fluid and acummulating as Honor is for Shienar. Though, that said, I'm also not sure we want it to be something that accumulates (gaining multiple favor with various ajahs, or multiple with one ajah) such that you can just suicide a bunch of them in a row (in the end game, especially), cashing in the favor all along the way.

Counter-proposal - keep it the way it was/is, but put a timer on it: 5-10 turns before the next one spawns, or something?

It doesn't need to be a yield tracked like other yields though. We don't need to elevate it beyond where it's relevant. It could be a number next to the relevant Ajahs when Andor brings up the influence screen, or anything like that. I see the value in the delay, that prevents the player from chain-disbanding through all of their available Daughter-Heirs in the endgame for a bulb-like boost.

I think making it something that the player does, rather than just happens is a good call though. And I think that the mechanism for choosing which Ajah the player will get in an auto-delayed system will be confusing. I could see a decent argument for both: give the player a Sister of the Ajah next in line in the pipeline or give them one of the latest they chose (which is what you've got in your change). I think there will be players that expect the other in both cases, so it makes more sense to just let the player choose.

This makes me think Favor combined with a delay after death will make this most effective. I've proposed some changes to do this below, and I think it makes it snappier to understand. I almost suggested "Y turns after the death of the previous Sister purchased with Favor" but that isn't the case for the first one.

Just to clarify, The issue isn't the "safety" of the unit sitting on the gateways - to me, the far weirder bit is the cohabitation of enemy units on the same tile at all. To me, that seems like a pretty strange thing. T'a'r is perhaps going to make that a "thing" already, but those units will at least be on different "flavor layers," if not different mechanical layers.

And, regarding Trade units, I think that's actually not true - if you're sitting on the trade unit at the end of your turn, it does appear to auto-pillage it, yes?

Interesting, you're right about the trade routes. It auto-pillages if the trade unit traversing the route moves onto an enemy unit during its turn, which is quite different.

Still, I think the pillaging mission is the way to go with destroying gateway units on Traveling Grounds, since it's consistent with the behavior of Improvements. All of the BNW cases with aircraft involve the aircraft being in other things that need to be killed (units, cities), which doesn't give us any direct examples. I think we'd need to auto-pillage the Improvement if we wanted to destroy the units by moving onto the tile, which strikes me as very strange to do so differently from other Improvements. The cohabitation of those units if the attacking unit doesn't pillage makes more sense to me - that unit hasn't "attacked" them yet by pillaging the Improvement. In the other cases (civilian units, trade units), the defending unit is standing "on" the tile and must be ousted for the enemy to stand there. That isn't the case with the gateway units - they're "in" the Improvement that's still undamaged.

ok, first off, I want to mention that I didn't mean Inner City Walls, I meant Inner City Gates. So, modified:

UA: Trained in the Tower (Influence)
UU: Queen's Guard (complete) OR First Prince of the Sword (unit)
UU: Gateway Dragon (city) OR Gateway Dragon (gateway)
UB: Inner City Gates OR Queen's Inn

It's a subtle difference, but I think ICG is the more fun ability, yes?

I'm fine with including (city) instead of (siege). (gateway) may be my frontrunner now, though, because of the whole only-chance-to-use-a-gateway-uu-thing (though that's for sure not confirmed!)

And in that spirit, I can see that as a justification for the Spy mechanic - a rare chance for a spy unique (probably another would be Amadicia). To be clear, the concern was mechanical, not flavor - seems sort of random among the others. not a big deal though.

Yep, I'm fine with going with ICG. Just a couple of quick name changes since we've got Dragon and Gateway Dragon in the recap, but different names here:

UA: Trained in the Tower
UU: Queen's Guard OR First Prince of the Sword (unit)
UU: Dragon OR Gateway Dragon
UB: Inner City Gate OR Queen's Inn

And the other set, to keep them together:

UA: We Love the Queen
UU: Queen's Guard OR some Dragon Unit
UB: Smelter OR Inner City Gate OR Bellfoundry
UG: Daughter-Heir

does he now?

:eek:

Ah, I see. I was thinking per turn, but that's not because I'm advocating it or anything, but because that's where my assumption was. I do think that this ability works in any case - it would just be an X% increase to the dump you receive.

What do you mean that we don't track Aes Sedai in the tower? I was under the understanding that Aes Sedai provided you with extra influence in that ajah - even if that's a one-time thing, it still is a dump of influence that could be Modified. I don't think it matters which city they come from, if that's what you're getting at.

As far as changing it to per-turn, I suppose the drawback is that it inflates the total influence that's required for things, and as a consequence deflates the impact of Quests, unit gifts, and other stuff. Putting a bunch of novices in the tower shouldn't be, I don't think, the sure-fire way to tower dominance. Making something like 1 per turn for a novice, and 2 for an accepted, or something, seems like it'd add up to quite a lot over time. So, to me that's a pretty significant drawback. We'd have to make the other stuff pay out quite a lot to balance it out.

By not tracking Aes Sedai in the Tower, I mean that once an Accepted succeeds and becomes a Sister, the player would receive a lump sum of Influence with the Ajah she chose and then that would be it. There would be nowhere that the player could see that they had contributed X Aes Sedai to any particular Ajah, she just modifies their Ajah Influence and then ceases to be tracked.

Yes, we can definitely provide modifiers to an influence-dump-driven system as well, I mainly wanted to clarify that we needed to square those up one way or the other since this unique mentioned influence per turn.

It sounds like we're generally in favor of the influence dump approach? As you've said, it gives us more control over the balance of influence that gets paid out by the various stages, and doesn't particularly inhibit our ability to hinge other mechanics off of it. I have a bit of an inkling that per turn influence feels more CiV-y and will make players feel like the time spent on Novices/Accepted are more worth it (they're constantly giving you something, rather than giving you a chunk of stuff and then doing nothing for X turns), but the concern about granularity and not being able to give less than 1 influence per turn is a good one.

We could, however, use it to establish a baseline. It may devalue Influence in the objective sense (a minimum resolution of 1 on Novices may force Quests to pay out many hundreds), but it doesn't need to affect the relative value of the different sources of Tower Influence. We can adjust the scale at which all others are given out to keep any relative value we want (1 Quest is worth 5 Novices, on average, is something we can do regardless of how much influence Novices pay out - just multiply by 5). Particularly with Ajah influence, which is player-relative (Ajah Influence for a single civ is the relative piece of the total Ajah Influence across all civs with that Ajah), and so has no fixed comparison points. (Normal CS influence has fixed comparison points at 30 and 60 for Friends and Allies, but Ajah Influence can be any number - the player's primary concern is how much they have in relation to other players.)

Scratch all of that (but I've written it, so it's getting posted). Looking back at the summary, we seem to have gone with specific reference points for the Ajahs, rather than a relative system. I do remember that being a long conversation, but I thought we'd gone the other way. Eh.... I think I still prefer the relative system, but no need to open that can of worms now.

Yeah, so I've redded ICW - it, like Queen's Writ (policy) above, is just less interesting than the ohter UB options, IMO.

Yeah, that makes sense.

I think I pretty much like this new incarnation of the D-H gov, but damn if that isn't a wordy mess still!

Suggestions above!

Eh, I think not. I mean, it could be something that's a simple boost for The Asha'man units and stuff, but I feel like we've already sailed down the river towards the generalization of the BT as a non-Andor thing now. I feel pretty good about that. I know that we've said we can still flavor-nod to such things (Aridhol, Amadicia will likely do this), but I'm not sure the link to Andor itself is all that strong in the first place. It's near Caemlyn, but that's about it.

Agreed.

gosh, I always forget where we even landed with the ways. They're replacing some national wonder, right?

I think, the truth is that the larger question is whether Caemlyn needs an Ogier connection. I feel like any mechanic we add that Unique-ifies the Ways should probably tie into the Ogier in general. I think that could work for Andor - it is one of the great ogier cities, after all, but I'm not sure off the top of my head what the best way to do that would be. Could be as simple as flavoring some of this stuff appropriately (inner city gates, etc.)

Maybe i'm just being dumb - is the waygate mechanic something that inspires anything in you?

The extent of our Waygate content in summaries appears to be in the Channeling summary:

Waygates are National wonders that provide some sort of bonus.

Given that we now know how the Stedding and Ogier work a bit better (since this was added pre-Diplo summary), do we want to work out the role of Waygates and if they do anything special?

We mentioned Shadowspawn coming through them during the LB, which is super flavorful, but a huge disadvantage for the player, so they probably need some kind of very mechanical feedback utility to make that worthwhile. (We don't want them to just produce Culture and then spit out a bunch of Shadowspawn in the endgame - no one will build them.)

Things we could modify:

  • Resting Influence with Stedding CSes
  • Voting mechanics for Stumps
  • T'a'r something
  • Cleansing something
  • Unit travel (instant transport early with some drawbacks or something like it)

There are potentially more, but I'll hold off until you've had a chance to say whether you think we should look into it now. Obviously whatever we decide on this one could potentially feed into an Andoran unique, since they have good flavor for this.

Yeah, I feel like we already dove into these kinds of things with the happiness bonuses, and with what we played around with for Shienar. I still feel like the flavor you're trying to capture shouldn't be the fact that there are tons of succession wars, but that the succession is strong and that there is clear adherence to the traditional monarchy, and loyalty to the queen. I feel like some of these things - the Queen's Inn and such - somewhat already capture that. I feel like some of the UA's could be branded to do the same.

I think there are some different options here, but I'm fine not going into it more.

Not sure what else we'd add that hasn't already been there. Anything about Ishara?

Nothing in particular on this one.


Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Queen's Writ, city-states that Andor has any trade routes with provide Andor their ally bonus, if they are not allies, and +X influence per turn, if they are allies.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.
  • Trained in the Tower, Novices, Accepted, and Aes Sedai from Andor provide X% more Tower Influence per turn when in the Tower. When an Accepted becomes Aes Sedai, Andor may choose her Ajah. If Andor is the most influential civilization with the Ajah that is selected to enact an Edict, Andor may choose which of their Edicts to enact.

UUs:
  • Dragon, replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and one gateway unit in that city, cannot attack on their next turn.
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon (gateway), replaces Gateway2. +X% combat strength against cities and cannot be intercepted.
  • Queen's Guard, replaces Era 6/7/8 unit. Has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the Attack. Andoran civilian units adjacent to the Queen's Guard must be fought and brought down to 0 HP before being captured by enemy melee units.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "The Novice sent from this city is designated the Daughter-Heir, and cannot be put out of the Tower. When she becomes an Aes Sedai, Andor chooses her Ajah, and gains 1 Favor with that Ajah. After Y turns without controlling a Sister purchased with Favor, Andor can redeem 1 Favor with an Ajah for a quota-free Sister unit from that Ajah, who spawns with X EXP (very high). Andor can only have one Daughter-Heir Sister unit at a time. Subsequent Daughter-Heirs that are raised to Aes Sedai will spawn Sister units Y turns after the death of Andor's previous Sister unit (the Ajah being based on the most recent Daughter-Heir selection)" Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

I'd say we're ready for the wrap up. What civ is next anyways?

Tear appears to be up next!
 
I think either nothing or let it stack with the ally bonus - make it wholly additive. The latter may be a bit strong, but it does eliminate any problems we might have with the UA being made less useful by Andor gaining more CS allies.
agreed. let's go with stacking for now.

It doesn't need to be a yield tracked like other yields though. We don't need to elevate it beyond where it's relevant. It could be a number next to the relevant Ajahs when Andor brings up the influence screen, or anything like that. I see the value in the delay, that prevents the player from chain-disbanding through all of their available Daughter-Heirs in the endgame for a bulb-like boost.

I think making it something that the player does, rather than just happens is a good call though. And I think that the mechanism for choosing which Ajah the player will get in an auto-delayed system will be confusing. I could see a decent argument for both: give the player a Sister of the Ajah next in line in the pipeline or give them one of the latest they chose (which is what you've got in your change). I think there will be players that expect the other in both cases, so it makes more sense to just let the player choose.

This makes me think Favor combined with a delay after death will make this most effective. I've proposed some changes to do this below, and I think it makes it snappier to understand. I almost suggested "Y turns after the death of the previous Sister purchased with Favor" but that isn't the case for the first one.
ok, I'm sold on this. We can figure out the specifics later.

Interesting, you're right about the trade routes. It auto-pillages if the trade unit traversing the route moves onto an enemy unit during its turn, which is quite different.

Still, I think the pillaging mission is the way to go with destroying gateway units on Traveling Grounds, since it's consistent with the behavior of Improvements. All of the BNW cases with aircraft involve the aircraft being in other things that need to be killed (units, cities), which doesn't give us any direct examples. I think we'd need to auto-pillage the Improvement if we wanted to destroy the units by moving onto the tile, which strikes me as very strange to do so differently from other Improvements. The cohabitation of those units if the attacking unit doesn't pillage makes more sense to me - that unit hasn't "attacked" them yet by pillaging the Improvement. In the other cases (civilian units, trade units), the defending unit is standing "on" the tile and must be ousted for the enemy to stand there. That isn't the case with the gateway units - they're "in" the Improvement that's still undamaged.
also fine with this. It's kind of weird, but I'm not sure the alternatives are better.

Yep, I'm fine with going with ICG. Just a couple of quick name changes since we've got Dragon and Gateway Dragon in the recap, but different names here:

UA: Trained in the Tower
UU: Queen's Guard OR First Prince of the Sword (unit)
UU: Dragon OR Gateway Dragon
UB: Inner City Gate OR Queen's Inn

And the other set, to keep them together:

UA: We Love the Queen
UU: Queen's Guard OR some Dragon Unit
UB: Smelter OR Inner City Gate OR Bellfoundry
UG: Daughter-Heir
ok, looks good!

By not tracking Aes Sedai in the Tower, I mean that once an Accepted succeeds and becomes a Sister, the player would receive a lump sum of Influence with the Ajah she chose and then that would be it. There would be nowhere that the player could see that they had contributed X Aes Sedai to any particular Ajah, she just modifies their Ajah Influence and then ceases to be tracked.

Yes, we can definitely provide modifiers to an influence-dump-driven system as well, I mainly wanted to clarify that we needed to square those up one way or the other since this unique mentioned influence per turn.

It sounds like we're generally in favor of the influence dump approach? As you've said, it gives us more control over the balance of influence that gets paid out by the various stages, and doesn't particularly inhibit our ability to hinge other mechanics off of it. I have a bit of an inkling that per turn influence feels more CiV-y and will make players feel like the time spent on Novices/Accepted are more worth it (they're constantly giving you something, rather than giving you a chunk of stuff and then doing nothing for X turns), but the concern about granularity and not being able to give less than 1 influence per turn is a good one.

We could, however, use it to establish a baseline. It may devalue Influence in the objective sense (a minimum resolution of 1 on Novices may force Quests to pay out many hundreds), but it doesn't need to affect the relative value of the different sources of Tower Influence. We can adjust the scale at which all others are given out to keep any relative value we want (1 Quest is worth 5 Novices, on average, is something we can do regardless of how much influence Novices pay out - just multiply by 5). Particularly with Ajah influence, which is player-relative (Ajah Influence for a single civ is the relative piece of the total Ajah Influence across all civs with that Ajah), and so has no fixed comparison points. (Normal CS influence has fixed comparison points at 30 and 60 for Friends and Allies, but Ajah Influence can be any number - the player's primary concern is how much they have in relation to other players.)

Scratch all of that (but I've written it, so it's getting posted). Looking back at the summary, we seem to have gone with specific reference points for the Ajahs, rather than a relative system. I do remember that being a long conversation, but I thought we'd gone the other way. Eh.... I think I still prefer the relative system, but no need to open that can of worms now.
regarding the per-turn vs dump thing, yeah, I do feel like per-turn "feels" better - because it is better, as a player - but I think mechanically and balance-wise the dump probably makes more sense. Also, in general, I'm fine with most of the Tower influence stuff being "chunked", instead of a steady rise and fall like you sometimes see with CSs. I think one other element here is that Ajah's don't degrade, influence wise (right?), unless you do something to piss them off. I think that makes the dump method work better. In BNW, dumps of influence can be kind of lame because if, say, completing a quest brings you from low-Friendship to high-friendship (but not ally), and then you don't do another quest for awhile, it *feels* like you never really benefited from the first quest (the fact you didn't decay into non-friendship isn't as impactful-feeling a benefit). So, given a lack of decay, we don't really even really have to make these dumps be that big for them to have permanent beneift. Thus, your ajah's will feel a bit more like "leveling up" the Ajah - which it is, given the unit-effects your influence has. So, in summary, I think it's fine.

I think the specific reference points for each Tier of Ajah Influence is to prevent zero-sum arms races for what is typically not a huge benefit. CSs tend to be more swingy, with gold dumps and stuff where it's typically easy to see wher eyou stand on a turn-by-turn basis, while the Ajah thing is more of a long-con. Investing novice after novice (etc.) into one ajah, over 150 turns, only to find out later that you never stood a chance at a high tier because of a climbing scale, seems to me to be problematic.

That said, do note that there is a maximum number of civs that can occupy each Tier of each ajah. According to the diplo summary, it's 10/5/1 (presumably scales differently for maps of less than 16 players) for Tiers 1, 2, and 3, with the reference points being 40/80/120 Influence. Given that, it is in effect a relative scale, since only one civ can occupy tier 3, it would be whoever has the highest score within that tier that gets the benefit (a sort of mini arms race is of course possible).

I think this is all fine, really.


Recap!

Andor (Era 5-9, Wide, Diplo/Dom)

UAs:
  • Queen's Writ, city-states that Andor has any trade routes with provide Andor their ally bonus (stacks with existing bonuses)., if they are not allies, and +X influence per turn, if they are allies.
  • We Love the Queen, "We Love the King Day" is renamed "We Love the Queen Day" and cities currently observing it do not contribute Unhappiness per city.
  • Succession Wars, Andor receives a free Governor of the type of their choice in the city when they capture an original capital.
  • Trained in the Tower, Novices, Accepted, and Aes Sedai from Andor provide X% more Tower Influence per turn when in the TowerNovices provide X% more Tower Influence when sent to the Tower, and Y% more Tower Influence when raised to Accepted. When an Accepted becomes Aes Sedai, Andor may choose her Ajah, and provides Z% more influence with that Ajah. If Andor is the most influential civilization with the Ajah that is selected to enact an Edict, Andor may choose which of their Edicts to enact.

UUs:
  • Dragon, replaces Siege5. Cities this unit is stationed in can attack twice each turn. Cities attacked by this unit, and gateway units in that city, cannot attack on their next turn.
  • First Prince of the Sword or Captain-General or Master of the Sword (unit), replaces the Great Captain, fights as a combat unit equivalent in strength to contemporary Melee units. Instead of the typical combat bonus, any units within X hexes of this unit fight as if each of their leveled promotions are of one higher level.
  • Gateway Dragon, replaces Gateway2. +X% combat strength against cities and cannot be intercepted.
  • Queen's Guard, replaces Era 6/7/8 unit. Has higher combat strength. Surviving an attack generates X Golden Age Points, based on the strength of the Attack. Andoran civilian units adjacent to the Queen's Guard must be fought and brought down to 0 HP before being captured by enemy melee units.

UBs:
  • Bellfoundry, replaces Sulfur Production (Recycling Center), every X turns this city creates one free non-Wonder, non-Project production item (building, unit) of Andor's choice. Does not provide Sulfur.
  • Inner City Gate, replaces Defense 2, if this city has population X or lower, generates +Y food. If the city has population greater than X, provides +Z happiness.
  • Queen's Inn, replaces Happiness 2, produces +1 food. When this city enters into "We Love the Queen Day," it doesn't contribute to empire-wide Unhappiness per city.
  • Dragon Egg Storehouse, replaces Defense3, Siege units created within this city receive the Range promotion free.

UIs:
  • Smelter, can be built on Gold, Silver, Gems, or Alum. Provides access to the resource, +X Gold and +Y Production. Mines on adjacent hexes provide an additional copy of the resource.

UGs:
  • First Clerk, spawned by Merchant Lord or Ambassador, Yields are gold and food (with food being the higher of the two). Unique Tier 2 ability is "Andor receives an additional Eye-and-Ear." Relevant LP for upgrade 3 ability is the Merchant Lord.
  • Daughter-Heir, spawned by any Legendary Person, Yield is Tower Influence. Andor may only have one Daughter-Heir at a given time. Unique Tier 2 ability is "The Novice sent from this city is designated the Daughter-Heir, and cannot be put out of the Tower. When she becomes an Aes Sedai, Andor chooses her Ajah, and gains 1 Favor with that Ajah. After Y turns without controlling a Sister purchased with Favor, Andor can redeem 1 Favor with an Ajah for a quota-free Sister unit from that Ajah, who spawns with X EXP (very high)." Relevant LP for upgrade 3 ability is the Ambassador.
  • First Prince of the Sword or Captain-General (governor), spawned from the Great Captain. Produces no yield, but generates a free random unit every X turns. Unique Tier 2 ability is "Any enemy units killed within this city's territory generate +X Gold, +Y Production, +Z Culture, +W Science, or +V Faith, randomly determined." Relevant LP for upgrade 3 ability is the Great Captain.

Given that we now know how the Stedding and Ogier work a bit better (since this was added pre-Diplo summary), do we want to work out the role of Waygates and if they do anything special?

We mentioned Shadowspawn coming through them during the LB, which is super flavorful, but a huge disadvantage for the player, so they probably need some kind of very mechanical feedback utility to make that worthwhile. (We don't want them to just produce Culture and then spit out a bunch of Shadowspawn in the endgame - no one will build them.)

Things we could modify:

  • Resting Influence with Stedding CSes
  • Voting mechanics for Stumps
  • T'a'r something
  • Cleansing something
  • Unit travel (instant transport early with some drawbacks or something like it)

There are potentially more, but I'll hold off until you've had a chance to say whether you think we should look into it now. Obviously whatever we decide on this one could potentially feed into an Andoran unique, since they have good flavor for this.
I think we can look into it now, though I'm not sure I have a whole lot of awesome suggestions at this time. [EDIT, ok, I have some suggestions]

Crazy idea: maybe these should just be present in your capital city automatically. It doesn't have to do anything, except facilitate some world events - allow for some Trolloc teleportation, and maybe some benefits at some points in the game. But we could make those benefits few and far between, or even nonexistent, and not really have to worry about whether players would choose to build it... because they wouldn't have a choice.

This also lets us make the TW a bit more "fair," as the Waygates provide us with a baseline amount of trollocs attacking *all* civs, not just ones on the border. If we wanted to sneak in a "benefit," we could somehow tie some of the benefits of killing Shadowspawn - the +Light, maybe even the TW rewards - to the Waygate. Like, instead of actually providing the +1 for a SS kill, the *waygate* could provide that +1 Light per kill, or something.

I'm not sure, unfortunately, how to work the "teleportation" benefit, though. But, if it's one-per civ anyways, you wouldn't really be doing that so much anyways, since you'd only have the one WG. Maybe you can teleport units sometimes to foreign capitals with whom you share a DefPact or something like that? Or... any stedding you have an alliance with? How could we limit that somehow?

Also, I think this (having them already be there) is actually more flavorful, also, since the Ways were apparently constructed during the Breaking. It makes sense that they'd already be sitting there.

Of course, we could have them constructed in era 1 or 2, but this causes some issues with the mechanics of National Wonders. First off, is it reasonable for there to be any NatWons so early in the game? And even if the answer is yes, does a Waygate make sense as a Tall-favoring thing, when, in fact, the benefits of a waygate are something that intuitively seems like it'd be more beneficial on a Wide civ.

Anyways, those are my opening thoughts. Now I'll address your specifically raised points.

Resting Influence with STedding CSs - this seems intuitive, but its kind of a weird thing to bring into the game so early. We might just simply make whatever Policy does this be flavored appropriately waygatey

I'm wondering if there's also a way to simply bring this in with flavor - especially if the WG is just a "do nothing" palace-liek thing in your capital. What if there were "find the Waygate key" quests or something that provided you influence with a stedding, and/or even then allowed you to teleport there. I'm not sure what the quests would really be, but it could be as simple as "just go there" or it could be a Mythic site thing...

In fact, maybe that's a cool mid-late-game use of the WGs (sitting in the capital). Periodically you find waygate keys (instead of seals and such) that unlock teleportation (again, limited somehow?) to specific CSs (random?).

Voting Mechanics for Stumps - eh, I dunno. Seems sort of weird. I'm thinking the randomness of the Stumps being mitigated by your alliances might be good enough. Open to something else though.

T'a'r something - eh, I don't think so. Doesn't seem to connect flavor-wise.

Cleansing something - again, don't think this connects flavor-wise.,

Unit-travel - yeah, this is the main thing. I've suggested a few things above. This could be something that generates shadow, or messes up the unit (cuts HP in half or something), or cuts food production that turn or something. I do think it should also have a cooldown or something.

The other thing it could tie into is Madness or saidin in general. Not sure what it could do, but it could connect.Certainly a teleporting saidin unit could fast-track to madness. Or, using it could generate false dragon points or something.

Yeah, I'm starting to like the already-built thing (or must-build in some way) more than what we were previously considering.

As to how these could connect to Andor... I'm still not sure it's necessary. But I could imagine it mostly as a UA, or theoretically a "UB" that replaces the waygate itself. I'm not sure what it would do, but likely it would be something that mitigates the downsides, or improves the benefits (shorter cooldown, etc.). Though, again, I don't think the flavor justifies much craziness here...

I could imagine something simple, existing mostly for a flavor nod - maybe an extra line to the Inner City Gates UB, "if this city has a Waygate, provides +X Culture per turn," or even "If a unit uses the Waygate from this city, provides +X Culture." Something to simply connect the dots of Andor's flavor without having to actually add a super important unique, and with relatively minimal effect (only in one city, minor benefit, or only seldom invoked)

Tear appears to be up next!
Cool. That's you, right?
 
agreed. let's go with stacking for now.

Awesome.

regarding the per-turn vs dump thing, yeah, I do feel like per-turn "feels" better - because it is better, as a player - but I think mechanically and balance-wise the dump probably makes more sense. Also, in general, I'm fine with most of the Tower influence stuff being "chunked", instead of a steady rise and fall like you sometimes see with CSs. I think one other element here is that Ajah's don't degrade, influence wise (right?), unless you do something to piss them off. I think that makes the dump method work better. In BNW, dumps of influence can be kind of lame because if, say, completing a quest brings you from low-Friendship to high-friendship (but not ally), and then you don't do another quest for awhile, it *feels* like you never really benefited from the first quest (the fact you didn't decay into non-friendship isn't as impactful-feeling a benefit). So, given a lack of decay, we don't really even really have to make these dumps be that big for them to have permanent beneift. Thus, your ajah's will feel a bit more like "leveling up" the Ajah - which it is, given the unit-effects your influence has. So, in summary, I think it's fine.

Agreed, all good points. Influence dumps are the way to go!

I think the specific reference points for each Tier of Ajah Influence is to prevent zero-sum arms races for what is typically not a huge benefit. CSs tend to be more swingy, with gold dumps and stuff where it's typically easy to see wher eyou stand on a turn-by-turn basis, while the Ajah thing is more of a long-con. Investing novice after novice (etc.) into one ajah, over 150 turns, only to find out later that you never stood a chance at a high tier because of a climbing scale, seems to me to be problematic.

That said, do note that there is a maximum number of civs that can occupy each Tier of each ajah. According to the diplo summary, it's 10/5/1 (presumably scales differently for maps of less than 16 players) for Tiers 1, 2, and 3, with the reference points being 40/80/120 Influence. Given that, it is in effect a relative scale, since only one civ can occupy tier 3, it would be whoever has the highest score within that tier that gets the benefit (a sort of mini arms race is of course possible).

I think this is all fine, really.

Yeah, there are the maximums, which is quite similar to how CS alliances work out, which is a good symmetry to have with existing systems. I'd say that's necessary sicne we don't want multiple-highest-bonus-players, but then it means that a wholly relative system doesn't really have that downside of being sucked into a rivalry with another civ for limited gain - that happens in the system we've chosen as well (and with CSes). It's not necessarily a problem in itself - it's self regulating based on how much the players care about that Ajah relationship, in the same way the CS alliances work.

Since most civs don't choose the Ajah their Accepted joins, there isn't as much room for long con disappointment. In fact that's deliberately set up to avoid the players "partitioning" the Ajahs to avoid competing with each other. There's also no visibility problem since we would totally want to break down each player's relative influence (and presumably need to do that anyway, since it's valuable information to assess the strength of their Sisters and the overall position of the Ajah in the Tower, relative to the other Ajahs).




Awesome sauce, we seem to be where we want to be with Andor! I've added them to the design list!

I think we can look into it now, though I'm not sure I have a whole lot of awesome suggestions at this time.

*A short time passes*

*wall of text*

:p

Crazy idea: maybe these should just be present in your capital city automatically. It doesn't have to do anything, except facilitate some world events - allow for some Trolloc teleportation, and maybe some benefits at some points in the game. But we could make those benefits few and far between, or even nonexistent, and not really have to worry about whether players would choose to build it... because they wouldn't have a choice.

I like the flavor synergy with this - as you've mentioned elsewhere, the Waygates already existed before the Breaking so building them isn't particularly sensible, from a flavor standpoint. (Though I think some of our wonders will run afoul of that exact flavor problem - but that's something for another time.)

However, having them pre-existing in the cities is also not very obvious from a mechanical standpoint. Buildings like the Palace that start already built in a city aren't particularly obvious to the player, and whatever effects it has will often just be attributed to the existence of the city itself. Most players don't check what buildings they have already - they know by what they've built.

If you've got rough plans on how we could present that to the player better though, I'd be happy to hear those.

I do agree, as you've also said elsewhere, that the National Wonder approach is not particularly inspiring. And it's also problematic in that it associates Waygates with Tall civs, when that doesn't really make much sense.

This also lets us make the TW a bit more "fair," as the Waygates provide us with a baseline amount of trollocs attacking *all* civs, not just ones on the border. If we wanted to sneak in a "benefit," we could somehow tie some of the benefits of killing Shadowspawn - the +Light, maybe even the TW rewards - to the Waygate. Like, instead of actually providing the +1 for a SS kill, the *waygate* could provide that +1 Light per kill, or something.

I like the TW fairness portion of this - that's something that I think will be a serious problem for the TW as it stands now. Some civs will have to cling on for their lives, and others will be relatively untouched. Something like this that lets us spread it out a bit more is good.

I'm not sure, unfortunately, how to work the "teleportation" benefit, though. But, if it's one-per civ anyways, you wouldn't really be doing that so much anyways, since you'd only have the one WG. Maybe you can teleport units sometimes to foreign capitals with whom you share a DefPact or something like that? Or... any stedding you have an alliance with? How could we limit that somehow?

I think at-will teleportation at this stage of the game is too strong for us to offer the players. However, it very quickly becomes extremely weak when we places bounds on it, so it's difficult to find a middle ground that doesn't feel like a pointless pre-amble to Traveling that's better ignored, from a tactical perspective.

However, I think there's another possible approach that could make Waygates quite different. We could have them be pre-existing Features/Improvements that are placed on the map before the game begins. This is consistent with the flavor that you've noted, that the Waygates were already present when the After Breaking civs showed up. It also resolves the visibility stuff I mentioned above, and makes the relevance of their location much more obvious to the player. It also allows our map generation to specifically assign Waygates in order to balance Shadowspawn spawn rates across the map, which gives us some great balance adjustment power. And it allows us to capture the transportation between Waygates flavor more easily, since they're mostly in unclaimed territory in the early game.

A Waygate Feature could produce a small amount of Culture or some other yield, but could also function sort of like an Ancient Ruin. The player can explore the Ways (with any unit? only a Recon upgrade path unit?) and a few things might happen:

  1. The unit re-emerges, having taken some damage
  2. The unit emerges from a different, random Waygate, somewhere else on the map (possibly damaged)
  3. The unit is lost
  4. The unit emerges with some treasure (insert Ancient-Ruin-level-reward here)

There could certainly be additional possible effects, particularly with some of the mechanics you propose below.

Restricting it to Recon units would create a built-in limitation on how often players could explore the Ways, since they can't recycle any old not-useful-anymore unit into Ways-fodder.

Emerging from completely random Waygates could be a lot of fun and captures the Ways winding, unpredictable flavor quite well, I think. It doesn't try to compete with Traveling in the long run, and potentially strands a unit on the other side of the world, giving that player a glimpse of far away lands.

If Stedding are deliberately placed near/next to Waygates in our mapscripts, then it will often lead to meeting new Stedding, which makes a lot of sense.

I think the reward being a part of it is a big thing, because it potentially costs the player a unit, or at least damages them, so it needs to be worthwhile for the player to risk that.

There's also a lot of design space for things that care about Waygates in this case. Stedding can be deliberately placed near them. Units/buildings can affect their yields/effects. We have the potential to care about ownership of Waygates for other mechanics.

Also, I think this (having them already be there) is actually more flavorful, also, since the Ways were apparently constructed during the Breaking. It makes sense that they'd already be sitting there.

Totally agreed on this flavor.

Of course, we could have them constructed in era 1 or 2, but this causes some issues with the mechanics of National Wonders. First off, is it reasonable for there to be any NatWons so early in the game? And even if the answer is yes, does a Waygate make sense as a Tall-favoring thing, when, in fact, the benefits of a waygate are something that intuitively seems like it'd be more beneficial on a Wide civ.

Also totally agreed here, the National Wonder approach is problematic.

Resting Influence with STedding CSs - this seems intuitive, but its kind of a weird thing to bring into the game so early. We might just simply make whatever Policy does this be flavored appropriately waygatey

I don't think it's a problem to bring this in early - Protection already raises resting influence by 5 and that's completely at will. The Stedding bonus could be of a similar level. (For the Feature version of the Waygate, it could be affected by how many the player has in their territory or how many they are working with citizens.)

I'm wondering if there's also a way to simply bring this in with flavor - especially if the WG is just a "do nothing" palace-liek thing in your capital. What if there were "find the Waygate key" quests or something that provided you influence with a stedding, and/or even then allowed you to teleport there. I'm not sure what the quests would really be, but it could be as simple as "just go there" or it could be a Mythic site thing...

In fact, maybe that's a cool mid-late-game use of the WGs (sitting in the capital). Periodically you find waygate keys (instead of seals and such) that unlock teleportation (again, limited somehow?) to specific CSs (random?).

I think mid to late game, any teleporting-like mechanic will be completely overshadowed by Traveling, which provides at-will teleportation to much more flexible locations with fewer drawbacks. (As Traveling should - at that stage of the game we want to enable that kind of mobility.) I think if we want teleportation-with-drawbacks to be mechanically relevant it needs to pop up quite early.

I like the idea of Waygate key quests, and that could be another way of unlocking access to the Ways in the stuff I suggested above. I think given the effort of doing a quest to unlock the ability to use the Waygate, the payout would need to be beefed up a bit (in either system), but it could be done.

I like the idea of being able to use such a key defensively. What if possession of a Waygate key allowed the player to "lock" the Waygate so Shadowspawn couldn't spawn near them during events like the TW and LB. This has great grounding in flavor and is also very mechanically useful.

Voting Mechanics for Stumps - eh, I dunno. Seems sort of weird. I'm thinking the randomness of the Stumps being mitigated by your alliances might be good enough. Open to something else though.

Not totally sure about this - how we'd do it would probably depend on how we choose to represent Waygates above.

T'a'r something - eh, I don't think so. Doesn't seem to connect flavor-wise.

Yep, there doesn't seem to be much of a connection here. I didn't have time for research last time, and though maybe T'a'r and the Ways intersected somehow since they were non-local-space kinds of things, but they don't seem to.

Cleansing something - again, don't think this connects flavor-wise.,

I think the Saidin and madness stuff you've suggested below is the main intersection between these two.

Unit-travel - yeah, this is the main thing. I've suggested a few things above. This could be something that generates shadow, or messes up the unit (cuts HP in half or something), or cuts food production that turn or something. I do think it should also have a cooldown or something.

The idea of using the Ways generating Shadow is actually a big draw for me. We have quite a few ways of generating incidental amounts of Light in the early game (killing Shadowspawn particularly, which everyone will do a bunch of during the TW). I like the idea of "everyone knows the Ways are corrupted and evil" and choosing to use them gives the player some small amount of Shadow for that choice. This provides a nice, symmetrical source of incidental Shadow in the early game that players can get, much like the Light-from-Shadowspawn.

The other thing it could tie into is Madness or saidin in general. Not sure what it could do, but it could connect.Certainly a teleporting saidin unit could fast-track to madness. Or, using it could generate false dragon points or something.

Yep, this makes a lot of sense as well. It applies well to either pre-built Building or pre-existing Feature approaches.

Yeah, I'm starting to like the already-built thing (or must-build in some way) more than what we were previously considering.

I definitely think the Building approach is better than the National Wonder one. I'm interested to know what you think about the Feature approach!

As to how these could connect to Andor... I'm still not sure it's necessary. But I could imagine it mostly as a UA, or theoretically a "UB" that replaces the waygate itself. I'm not sure what it would do, but likely it would be something that mitigates the downsides, or improves the benefits (shorter cooldown, etc.). Though, again, I don't think the flavor justifies much craziness here...

I could imagine something simple, existing mostly for a flavor nod - maybe an extra line to the Inner City Gates UB, "if this city has a Waygate, provides +X Culture per turn," or even "If a unit uses the Waygate from this city, provides +X Culture." Something to simply connect the dots of Andor's flavor without having to actually add a super important unique, and with relatively minimal effect (only in one city, minor benefit, or only seldom invoked)

Possibly, I think we'll have a better idea of what we could do with a unique once we go through the general system above.




Also, interesting flavor note, apparently the Ways only began to succumb to corruption during the War of the Hundred Years, which is actually after Hawkwing's empire collapsed. In the middle of our timeline! Not sure how that affects the flavor of what we're considering.

Cool. That's you, right?

Yes, I'll start them off in my next post! Or possibly after we have a bit more back and forth about Waygates, depending on how in depth we go on that.
 
Yeah, there are the maximums, which is quite similar to how CS alliances work out, which is a good symmetry to have with existing systems. I'd say that's necessary sicne we don't want multiple-highest-bonus-players, but then it means that a wholly relative system doesn't really have that downside of being sucked into a rivalry with another civ for limited gain - that happens in the system we've chosen as well (and with CSes). It's not necessarily a problem in itself - it's self regulating based on how much the players care about that Ajah relationship, in the same way the CS alliances work.

Since most civs don't choose the Ajah their Accepted joins, there isn't as much room for long con disappointment. In fact that's deliberately set up to avoid the players "partitioning" the Ajahs to avoid competing with each other. There's also no visibility problem since we would totally want to break down each player's relative influence (and presumably need to do that anyway, since it's valuable information to assess the strength of their Sisters and the overall position of the Ajah in the Tower, relative to the other Ajahs).
yeah, I can see how rivalry does still potentially happen here, but I think, given that it only affects the top tier, that's acceptable.

Good point about the long con being difficult to pull off (or be disappointed in) because of hte randomness.

yeah yeah yeah. I swear I started writing that thinking it was going to be short.

I like the flavor synergy with this - as you've mentioned elsewhere, the Waygates already existed before the Breaking so building them isn't particularly sensible, from a flavor standpoint. (Though I think some of our wonders will run afoul of that exact flavor problem - but that's something for another time.)
yeah, the wonders. I wouldn't do that, except that we may have to simply to get enough wonders.

However, having them pre-existing in the cities is also not very obvious from a mechanical standpoint. Buildings like the Palace that start already built in a city aren't particularly obvious to the player, and whatever effects it has will often just be attributed to the existence of the city itself. Most players don't check what buildings they have already - they know by what they've built.

If you've got rough plans on how we could present that to the player better though, I'd be happy to hear those.
very good point about the Palace being kind of invisible. Honestly, I didn't really know it existed until you started talking about it here at some point. Then again, my brain is calibrated for Civ1 and Civ2 (CIv and Ciiv?) where you got to actually assemble your palace and all that, so I don't notice them anymore at all....

However, this is a little different. If there's actually stuff that happens with the waygate (trollocs enter), or even stuff you do (teleport, etc.), then I don't think we'll be suffering much from their invisibility. Tutorials and other mechanical references will mention the waygate and such. Ultimately, though, it's basically just "x can happen in your original capital," which honestly isn't all that bad - we have the flavor there, and that might be enough. I don't think either of us feels compelled to have the ways be a big deal, really.

So, I think this already-built method could work and wouldn't feel too funny. That said, I also think your proposal is pretty good.

I do agree, as you've also said elsewhere, that the National Wonder approach is not particularly inspiring. And it's also problematic in that it associates Waygates with Tall civs, when that doesn't really make much sense.
agreed

I like the TW fairness portion of this - that's something that I think will be a serious problem for the TW as it stands now. Some civs will have to cling on for their lives, and others will be relatively untouched. Something like this that lets us spread it out a bit more is good.
yeah, regardless of which method, less include this aspect.

I think at-will teleportation at this stage of the game is too strong for us to offer the players. However, it very quickly becomes extremely weak when we places bounds on it, so it's difficult to find a middle ground that doesn't feel like a pointless pre-amble to Traveling that's better ignored, from a tactical perspective.
agreed that this is a hard balance to strike. more on this below.

However, I think there's another possible approach that could make Waygates quite different. We could have them be pre-existing Features/Improvements that are placed on the map before the game begins. This is consistent with the flavor that you've noted, that the Waygates were already present when the After Breaking civs showed up. It also resolves the visibility stuff I mentioned above, and makes the relevance of their location much more obvious to the player. It also allows our map generation to specifically assign Waygates in order to balance Shadowspawn spawn rates across the map, which gives us some great balance adjustment power. And it allows us to capture the transportation between Waygates flavor more easily, since they're mostly in unclaimed territory in the early game.
I actually think this is a pretty good idea! I'm not sure that I like it more than the building version, but I might like it more. There's certainly something nice about it.

Pros (versus buildings)
- it makes them stand out much more
- it makes our world map instantly pop as different from BNW
- it potentially lets us be more flexible and wide ranging with their mechanics.
- it lets them be more tactically significant (troop movement around the world, etc.)

Cons (versus buildings)
- it's not as guaranteed-balanced with regards to shadowspawn balance. Someone who doesn't care much for their yields or other benefits would be advised to settle as far away as possible, so as to protect themselves. This is much different from the in-capital approach, which keeps you on the hot seat no matter what, during the TW and LB.
- this takes away the flavor of some waygates being in the groves of the great cities of the world, eg. Caemlyn
- they're perhaps *too* tactically significant!

So, I'm not sure which I prefer. For sure part of me like this new idea, and part of me likes the other.

A Waygate Feature could produce a small amount of Culture or some other yield, but could also function sort of like an Ancient Ruin. The player can explore the Ways (with any unit? only a Recon upgrade path unit?) and a few things might happen:

  1. The unit re-emerges, having taken some damage
  2. The unit emerges from a different, random Waygate, somewhere else on the map (possibly damaged)
  3. The unit is lost
  4. The unit emerges with some treasure (insert Ancient-Ruin-level-reward here)

There could certainly be additional possible effects, particularly with some of the mechanics you propose below.
OK, so lots to say here. I think having them be something that can be interacted with is a good idea, though I think we have to be careful that it doesn't get kind of out of control.

I also like some basic Culture output, though it could also be science or Faith or something like that.

I think this ties into a weird balancing act we have to figure out - how close do we want people to be to them? If the yield (or other benefits for being in territory, such as only being able to explore them from home territory) are really good, then we have a kind of wild extra set of natural wonders. Also, some of the mystery is lost if they're all quickly settled. However, if the yield or benefits aren't good enough, everybody will stay as far away from them as possible, removing some of the balancing benefit from trolloc invasions.

Restricting it to Recon units would create a built-in limitation on how often players could explore the Ways, since they can't recycle any old not-useful-anymore unit into Ways-fodder.
OK, I see where you're going with this, but I'm not sure I totally agree. After all, recon units are basically the cheapest units, aren't they? I understand wanting to not let it be a unit dump, but I think recons might be the very definition of easily dumpable units.

Part of me wonders if it should need to be a channeling unit (probably never a pre-cleansing saidin unit though) - it's sort of flavorful, but more importantly, they keep relative value basically throughout the whole game.

settlers? that's nutty, i know...

Emerging from completely random Waygates could be a lot of fun and captures the Ways winding, unpredictable flavor quite well, I think. It doesn't try to compete with Traveling in the long run, and potentially strands a unit on the other side of the world, giving that player a glimpse of far away lands.
OK, I like the idea of this, but don't like the actual reality of it. Well, certainly not of them popping out at any waygate.

The notion of being able to get to a different continent really early in the game messes up quite a bit, IMO. I feel like era 4 is a good time for everybody to meet, and I also really like the early-game warmongers having the option of getting their wars over with before they meet all the other civs.

I can see this as a possibility, but as I don't think we want the ways to be a Huge Deal, I'd prefer not to allow this.

That said, I do think letting you have a chance to appear at any waygate you've previously discovered (i.e., seen on the map) could be nice. It's also kind of flavorful - it seems essentially impossible to stumble your way through the ways without a guide or some knowledge of your path (though, truthfully, this might be partially because they've been corrupted).

I think letting you teleport to a discovered Waygate let's us let it be something that occurs with some frequency - the "other side of the world" option would have to be uber rare (to keep things sane), enough such that it'd probably be annoying.

(though, I might be able to be convinced to allow undiscovered-country teleportation to be something that happens like 1% of the time...)

As far as whether it's been damaged, I think maybe yes. It depends. Maybe there's a chance it's been damaged. This could also be the thing that changes in era 3 or 4 or whenever we decide we want the ways to "go dark" (if we decide we want that) - they could start applying damage and/or killing your units (machin shin now exists), whereas this might not be a possibility beforehand. I'm not sure if the same must be true for losing the unit - it makes sense that folks could disappear into them even before they were tainted.

If Stedding are deliberately placed near/next to Waygates in our mapscripts, then it will often lead to meeting new Stedding, which makes a lot of sense.
Yeah, well this is something that wouldn't necessarily be the case if we don't let you 'gate to undiscovered territory. That's probably an acceptable loss.

That said, some connection with stedding would be nice - perhaps its a periodic quest that pops up.

Also, regarding proximity to stedding, does this actually jive with what we want to accomplish? I mean, we don't really want the stedding having an equal chance of being overrun during the TW, do we? I mean, hassled, yes, but not closer-to-the-trollocs-than-the-civs, probably. I could see them being possibel teleport destinations, though.

similarly, if we allow teleportation, what happens if you pop up in someone's territory, and you don't have OpBor with that person?

I think the reward being a part of it is a big thing, because it potentially costs the player a unit, or at least damages them, so it needs to be worthwhile for the player to risk that.
Right, so as far as this... is exploring a Ways something that could only be done once? If so, then it makes their usefulness for teleporting somewhat null. Or is it just that you can only receive a reward once? or, can you get it more than once? I don't think we want this to be an unlimited ancient ruins trick....

What do you think? How would this be balanced? Also, what's the flavor justification for finding treasure in the Ways?

There's also a lot of design space for things that care about Waygates in this case. Stedding can be deliberately placed near them. Units/buildings can affect their yields/effects. We have the potential to care about ownership of Waygates for other mechanics.
yep, agreed, though we also have to deal with the extra problems, as well!

I don't think it's a problem to bring this in early - Protection already raises resting influence by 5 and that's completely at will. The Stedding bonus could be of a similar level. (For the Feature version of the Waygate, it could be affected by how many the player has in their territory or how many they are working with citizens.)
fair enough.

I think mid to late game, any teleporting-like mechanic will be completely overshadowed by Traveling, which provides at-will teleportation to much more flexible locations with fewer drawbacks. (As Traveling should - at that stage of the game we want to enable that kind of mobility.) I think if we want teleportation-with-drawbacks to be mechanically relevant it needs to pop up quite early.

I like the idea of Waygate key quests, and that could be another way of unlocking access to the Ways in the stuff I suggested above. I think given the effort of doing a quest to unlock the ability to use the Waygate, the payout would need to be beefed up a bit (in either system), but it could be done.

I like the idea of being able to use such a key defensively. What if possession of a Waygate key allowed the player to "lock" the Waygate so Shadowspawn couldn't spawn near them during events like the TW and LB. This has great grounding in flavor and is also very mechanically useful.
hmmm... now that you mention it, I'm wondering if the Waygate key thing makes sense as a defensive ability as you say, and not an unlocking ability. In the books, they only use it to close a gate. It seems to me like you might want to be able to do something like that, to protect your borders (especially if it's within your territory). I'd imagine these wouldn't be available until the mid game anyways (mythic sites and such) so you wouldn't be able to close it during the TW.

Not totally sure about this - how we'd do it would probably depend on how we choose to represent Waygates above.
Bump of question of Stumps...

Yep, there doesn't seem to be much of a connection here. I didn't have time for research last time, and though maybe T'a'r and the Ways intersected somehow since they were non-local-space kinds of things, but they don't seem to.
ok, no t'ar then.

The idea of using the Ways generating Shadow is actually a big draw for me. We have quite a few ways of generating incidental amounts of Light in the early game (killing Shadowspawn particularly, which everyone will do a bunch of during the TW). I like the idea of "everyone knows the Ways are corrupted and evil" and choosing to use them gives the player some small amount of Shadow for that choice. This provides a nice, symmetrical source of incidental Shadow in the early game that players can get, much like the Light-from-Shadowspawn.
I like this idea, though I do see it as possibly being something that doesn't pop up until the taint takes over the Ways. There needs to be some limitation to it, similar to how it is for the +light from SS kills. You have to actually go and find and kill a shadowspawn to get light. Here, you shouldn't just be guaranteed shadow points - maybe you only get shadow along with certain results (when you get a reward, or lose a unit, or teleport, or whatever)

Yep, this makes a lot of sense as well. It applies well to either pre-built Building or pre-existing Feature approaches.
bump for saidin or madness relevance.

Possibly, I think we'll have a better idea of what we could do with a unique once we go through the general system above.
Bump of Andor uniques!

Also, interesting flavor note, apparently the Ways only began to succumb to corruption during the War of the Hundred Years, which is actually after Hawkwing's empire collapsed. In the middle of our timeline! Not sure how that affects the flavor of what we're considering.
Right. I could see us going either way with this - making things change mid-game (era 4, I guess? Maybe even 5?) to suddenly make things dark and stuff, or make it that way always. Either way is justifiable. Note that we decided in the case of the 3 oaths, to make them active all game long, instead of in era 3 or 4 or whenever it was that they were adopted.

In any case, I could see the unit damage, shadow points, madness, and possibly even unit loss be the things that would possibly turn on at this point. Then again, many people would forgive us if we just ignored this aspect (though some wouldn't!)

Yes, I'll start them off in my next post! Or possibly after we have a bit more back and forth about Waygates, depending on how in depth we go on that.
yeah, the can of worms has been opened!
 
A little advance warning, but not for any big impact this time. I've got guests visiting this weekend, but they're only arriving on Saturday and leaving on Sunday, so I should still be able to post on both Friday and Sunday - it's just Saturday I'll miss.

yeah yeah yeah. I swear I started writing that thinking it was going to be short.

Sometimes the ideas just need more text so that we can be clear about what we mean, and so we have our can of worms!

yeah, the wonders. I wouldn't do that, except that we may have to simply to get enough wonders.

Yeah, I would prefer to avoid it, but it's likely we'll need to.

very good point about the Palace being kind of invisible. Honestly, I didn't really know it existed until you started talking about it here at some point. Then again, my brain is calibrated for Civ1 and Civ2 (CIv and Ciiv?) where you got to actually assemble your palace and all that, so I don't notice them anymore at all....

However, this is a little different. If there's actually stuff that happens with the waygate (trollocs enter), or even stuff you do (teleport, etc.), then I don't think we'll be suffering much from their invisibility. Tutorials and other mechanical references will mention the waygate and such. Ultimately, though, it's basically just "x can happen in your original capital," which honestly isn't all that bad - we have the flavor there, and that might be enough. I don't think either of us feels compelled to have the ways be a big deal, really.

So, I think this already-built method could work and wouldn't feel too funny. That said, I also think your proposal is pretty good.

Yeah, I think "x will happen in your original capital" is how a lot of players will end up seeing it. I can see this working, but I think we have to do more work to make the flavor stand up for the player so that they notice it. That's not to say that making them notice the Waygates means they're a big mechanical deal, but I think bringing them a bit more to the fore than in the city has benefits there.

I actually think this is a pretty good idea! I'm not sure that I like it more than the building version, but I might like it more. There's certainly something nice about it.

Pros (versus buildings)
- it makes them stand out much more
- it makes our world map instantly pop as different from BNW
- it potentially lets us be more flexible and wide ranging with their mechanics.
- it lets them be more tactically significant (troop movement around the world, etc.)

Cons (versus buildings)
- it's not as guaranteed-balanced with regards to shadowspawn balance. Someone who doesn't care much for their yields or other benefits would be advised to settle as far away as possible, so as to protect themselves. This is much different from the in-capital approach, which keeps you on the hot seat no matter what, during the TW and LB.
- this takes away the flavor of some waygates being in the groves of the great cities of the world, eg. Caemlyn
- they're perhaps *too* tactically significant!

So, I'm not sure which I prefer. For sure part of me like this new idea, and part of me likes the other.

All very good points, though I would make a note about the flavor concern about being in Groves. I did some research on Waygates and apparently they are all outside Stedding. This surprised me, I thought they were in them. They're usually nearby to Stedding or Groves, which we could achieve by putting them near players' starting locations.

I think the balance drawback is only a problem if we allow it to be. We can deliberately place the Waygates when generating the map so that they fulfill that balancing role of having Shadowspawn spawn near the players that are isolated from the Blight(s). It can potentially provide balancing upsides because we can be more tailored with where we put them - drop them farther from Blightborder civs and closer to isolated-on-an-island civs. True, players can move their initial settler, but that comes with its own set of TW disadvantages in being far behind.

Our map popping as quite different from BNW is actually a really good point that I hadn't thought of! I think WoTMod may actually look quite similar to BNW at a glance when you start, and this is something that starts off the inklings of the kind of deeper changes we've actually made that players will discover in their first few turns.

OK, so lots to say here. I think having them be something that can be interacted with is a good idea, though I think we have to be careful that it doesn't get kind of out of control.

Definitely, they should have relatively simple interaction points and we don't want it to be anything like a big system like T'a'r, the Tower, or Alignment or anything near like that.

I also like some basic Culture output, though it could also be science or Faith or something like that.

Yep, any of those yields could work. They're all yields that aren't normally given out by tiles so even in low quantities, they'll be relatively attractive for players to settle near in the early game.

I think this ties into a weird balancing act we have to figure out - how close do we want people to be to them? If the yield (or other benefits for being in territory, such as only being able to explore them from home territory) are really good, then we have a kind of wild extra set of natural wonders. Also, some of the mystery is lost if they're all quickly settled. However, if the yield or benefits aren't good enough, everybody will stay as far away from them as possible, removing some of the balancing benefit from trolloc invasions.

I think part of this is the balancing calibrations I mentioned above, that we'll want some players to be closer and some farther away, so we can place them to achieve that. I think we want to let the players make that value judgement, we just need to make it so that each choice (settle close or avoid) is sensible in some situations. That'll be determined by the amount of the yield, how the Waygate being in your territory affects your civ (do Stedding care, does you have a unique that cares, is there a building that cares), and the amount of Shadowspawn that spawn at a given Waygate. All of those are calibrate-able to find the sweet spot for making them "part of the landscape," so that players need to consider them, like they consider luxury placement when settling new cities, but not something that dominates their thought process.

OK, I see where you're going with this, but I'm not sure I totally agree. After all, recon units are basically the cheapest units, aren't they? I understand wanting to not let it be a unit dump, but I think recons might be the very definition of easily dumpable units.

Recon units are cheap, but they're not as useful as other units in the broad scheme of things. You usually only want a few Recon units to do some scouting, and your need for other unit types fluctuates throughout the game. This would mean that the player was more likely to have to produce the Recon units specifically to explore the Waygates. Given the Ancient-Ruin-level-rewards of Waygates (and potential to give you nothing), they would often be better off just building an actual building.

So the primary use of Waygates will be incidental and exploration-driven, players won't get into the situation where they constantly want to use Waygates because it's not efficient to do so. They'll primarily use them when some Recon units fall out of use (you're on an island and don't have embarking or you're on a small map and have explored it all). The thing I want to avoid with this restriction is the player being able to dump any old unit that's no longer useful into a Waygate, because it makes them too much a part of the major cycle of the unit gameplay throughout the game. I see the Waygates' role as quite secondary, as a small something that has its niche where it's useful to the player, and also stands out as some good WoT flavor while giving us a flavorful balancing mechanism for Shadowspawn.

Part of me wonders if it should need to be a channeling unit (probably never a pre-cleansing saidin unit though) - it's sort of flavorful, but more importantly, they keep relative value basically throughout the whole game.

Possibly, but I think channeling units would mean we'd need to make the rewards from the Waygates better, since the player is risking a more valuable unit. Otherwise players will never do it. And unlike Recon units, channelers tend to remain relevant throughout the game.

settlers? that's nutty, i know...

I also considered this! I almost suggested it. I like the idea of a Settler popping up on a far away continent and establishing this wholly isolated city. It seems like something players would want to do for the challenge of it. (I don't think we'd want to make it the only way to interact with Waygates.) I think this would be something quite a few players would like if we made it possible, but more for the experience of it. "You can do this cool thing! It doesn't really help you much, but it's awesome!" It's wholly the player's choice if they choose to do something like this, so we're not negatively impacting the players who would find it annoying.

OK, I like the idea of this, but don't like the actual reality of it. Well, certainly not of them popping out at any waygate.

The notion of being able to get to a different continent really early in the game messes up quite a bit, IMO. I feel like era 4 is a good time for everybody to meet, and I also really like the early-game warmongers having the option of getting their wars over with before they meet all the other civs.

I can see this as a possibility, but as I don't think we want the ways to be a Huge Deal, I'd prefer not to allow this.

That said, I do think letting you have a chance to appear at any waygate you've previously discovered (i.e., seen on the map) could be nice. It's also kind of flavorful - it seems essentially impossible to stumble your way through the ways without a guide or some knowledge of your path (though, truthfully, this might be partially because they've been corrupted).

I think letting you teleport to a discovered Waygate let's us let it be something that occurs with some frequency - the "other side of the world" option would have to be uber rare (to keep things sane), enough such that it'd probably be annoying.

(though, I might be able to be convinced to allow undiscovered-country teleportation to be something that happens like 1% of the time...)

Agreed that we don't want the Ways to be a huge deal - it should be a small, secondary system that players can just interact with in some simple, well defined ways.

I think meeting other players that are super far away is the biggest issue with teleporting to a random Waygate. I would certainly suggest it be something that happens very rarely (being teleported to a totally random, undiscovered Waygate), like you've suggested at 1%. Being teleported to previously discovered ones happening more often would make sense.

I think we can make the Waygates act in such a way that it shouldn't be annoying, even if the player has been teleported really far away, in that super rare case (or back to somewhere they've already explored and now need to walk a long way to be useful). I see their use mainly being a kind of "this is risky, but this unit isn't worth that much to me anymore, so let's try it". Which is largely how the Ways are used in the books - out of absolute desperation as a last resort, or otherwise avoided in important circumstances. (Nobody tries to deliver simple messages via the Ways.)

As far as whether it's been damaged, I think maybe yes. It depends. Maybe there's a chance it's been damaged. This could also be the thing that changes in era 3 or 4 or whenever we decide we want the ways to "go dark" (if we decide we want that) - they could start applying damage and/or killing your units (machin shin now exists), whereas this might not be a possibility beforehand. I'm not sure if the same must be true for losing the unit - it makes sense that folks could disappear into them even before they were tainted.

I feel like the flavor and the mechanics fight each other a bit on this one. It generally isn't cool for the player to have some component of the game become weakened for them (without a suitable replacement) as the game progresses. Mechanically, we'd quite like to purify the Ways before Traveling comes along (so it's risky early, but more useful mid-game, and then is completely replaced by flexible teleportation), but that makes 0 flavor sense, so I don't think we should do that.

I'd be inclined to take a similar approach as to the Three Oaths, which you mentioned below, and have that danger (getting lost and Machin Shin) present for the whole game. Otherwise it feels like we're punishing the player for progressing, which isn't good.

Then again, we could use this mechanical limitation deliberately to make the Ways a mostly early-game thing. They become less efficient as the game goes on, so players are more likely to use them early (which lines up with the flavor). I worry a bit that players won't find that fun.

Yeah, well this is something that wouldn't necessarily be the case if we don't let you 'gate to undiscovered territory. That's probably an acceptable loss.

Yeah, ending up near and therefore meeting more Stedding isn't particularly an upside.

That said, some connection with stedding would be nice - perhaps its a periodic quest that pops up.

Yes, like the Natural Wonder Quest for normal CSes, the Stedding could have a "Find another Waygate" Quest.

Also, regarding proximity to stedding, does this actually jive with what we want to accomplish? I mean, we don't really want the stedding having an equal chance of being overrun during the TW, do we? I mean, hassled, yes, but not closer-to-the-trollocs-than-the-civs, probably. I could see them being possibel teleport destinations, though.

This is a good point. We don't need to use those Waygates as spawn points for Shadowspawn, or we could spawn less of them. The specifics of which units spawn where are partially down to randomness and partially down to a weighting that we decide. I think we can choose any criteria for weighting that gives a balanced player experience, so we needn't treat at Waygates the same.

similarly, if we allow teleportation, what happens if you pop up in someone's territory, and you don't have OpBor with that person?

I'd say we have two main options. We could put the unit in the closest valid space (as happens if a unit gets trapped by closed borders that eventually claim all of the hexes it is standing on), which would keep the options open for Ways teleporting being more random, which fits the flavor. Or we could disallow teleportation to those claimed Waygates. Since the player never chooses their destination anyway, this doesn't deprive them of any choices or give them any information they shouldn't have.

Right, so as far as this... is exploring a Ways something that could only be done once? If so, then it makes their usefulness for teleporting somewhat null. Or is it just that you can only receive a reward once? or, can you get it more than once? I don't think we want this to be an unlimited ancient ruins trick....

What do you think? How would this be balanced? Also, what's the flavor justification for finding treasure in the Ways?

This is another part of why I think it would be good to have the Machin Shin flavor for the whole game. I think we want it to be a repeatable thing, because that makes sense with the flavor. The Waygates are basically indestructible in the flavor and the Ways don't go anywhere, so there shouldn't be anything stopping people from using them again.

If there's a potential to lose or damage/kill the unit doing the exploring, then it isn't just unlimited Ancient Ruins (which we definitely want to avoid, as you've said). We can also modify the chances of success (make it harder to get a reward) if the player keeps exploring the same Waygate multiple times in a row. The flavor for that is that the unit needs to explore farther, which is more dangerous/they're more likely to get lost.

The flavor for the rewards in general could be finding lost things that were left behind by other travelers through the Ways who died/got lost/left things. The Ancient Ruins rewards are generally flavorfully quite meager (a small tribe of people, a map of places nearby, some treasures). We only need the unit to find some lost goods to justify some Gold, some kind of old trinket for Culture, etc. for other yields we want to offer.

hmmm... now that you mention it, I'm wondering if the Waygate key thing makes sense as a defensive ability as you say, and not an unlocking ability. In the books, they only use it to close a gate. It seems to me like you might want to be able to do something like that, to protect your borders (especially if it's within your territory). I'd imagine these wouldn't be available until the mid game anyways (mythic sites and such) so you wouldn't be able to close it during the TW.

Yeah, thinking more on this, I find I do prefer the defensive usages. It means that we can have the Waygates play a bigger balancing role in the early game, but give the players more agency in defending them as the game goes on. It also means that civs have time to do the relevant Stedding Quests to gain such keys at a reasonable pace (rather than needing to rush for them to be useful).

Bump of question of Stumps...

Bumping Stumps

I like this idea, though I do see it as possibly being something that doesn't pop up until the taint takes over the Ways. There needs to be some limitation to it, similar to how it is for the +light from SS kills. You have to actually go and find and kill a shadowspawn to get light. Here, you shouldn't just be guaranteed shadow points - maybe you only get shadow along with certain results (when you get a reward, or lose a unit, or teleport, or whatever)

I think guaranteed Shadow points when using the Ways is fine though. Killing Shadowspawn is guaranteed Light points, and so I see this as a good way of having a flipside to that. Based on what we're discussing above, I think ever going into the Ways at all should be optional - not all players (maybe not even most) will ever explore more than one Waygate, and that's fine. So putting Shadow on this means that it's something the player has chosen to go and do (arguably they have more choice about this than Shadowspawn, who will kill the player if not fended off). I think it should be a small amount of Shadow, similar in magnitude to what we're looking at for killing Shadowspawn units.

bump for saidin or madness relevance.

Bump saidin madness

Bump of Andor uniques!

Bump Andor

Right. I could see us going either way with this - making things change mid-game (era 4, I guess? Maybe even 5?) to suddenly make things dark and stuff, or make it that way always. Either way is justifiable. Note that we decided in the case of the 3 oaths, to make them active all game long, instead of in era 3 or 4 or whenever it was that they were adopted.

In any case, I could see the unit damage, shadow points, madness, and possibly even unit loss be the things that would possibly turn on at this point. Then again, many people would forgive us if we just ignored this aspect (though some wouldn't!)

Based on the stuff I've got above, I think having the "darkness" in the Ways for the whole game is the way to go. I see it becoming evil in era 4/5 as being relatively bad for the player experience, because it's a negative progression that the player can't do anything about. The Three Oaths is a good parallel and I think this is quite similar.

And totally true, some fans will definitely let us know that the Ways weren't corrupted until part of the way through our timeline. Having considered it, I think we can say the mechanics pushed us the other way and we made that decision consciously, rather than we just made a mistake.

yeah, the can of worms has been opened!

All of the worms! I'll pick up Tear once we've sorted out a bit more of this.
 
A little advance warning, but not for any big impact this time. I've got guests visiting this weekend, but they're only arriving on Saturday and leaving on Sunday, so I should still be able to post on both Friday and Sunday - it's just Saturday I'll miss.
gotcha. But yeah, this every-day-posting honeymoon can't last forever!

Yeah, I think "x will happen in your original capital" is how a lot of players will end up seeing it. I can see this working, but I think we have to do more work to make the flavor stand up for the player so that they notice it. That's not to say that making them notice the Waygates means they're a big mechanical deal, but I think bringing them a bit more to the fore than in the city has benefits there.
I know what you mean. There's not much said about this approach after this point, and you don't come out and say it - but am I assuming that you are a clear vote for the Feature solution? If so, I'm fine with that. I'm abstaining.

All very good points, though I would make a note about the flavor concern about being in Groves. I did some research on Waygates and apparently they are all outside Stedding. This surprised me, I thought they were in them. They're usually nearby to Stedding or Groves, which we could achieve by putting them near players' starting locations.
interesting. The Caemlyn waygate isn't in the grove, then?

I think the balance drawback is only a problem if we allow it to be. We can deliberately place the Waygates when generating the map so that they fulfill that balancing role of having Shadowspawn spawn near the players that are isolated from the Blight(s). It can potentially provide balancing upsides because we can be more tailored with where we put them - drop them farther from Blightborder civs and closer to isolated-on-an-island civs. True, players can move their initial settler, but that comes with its own set of TW disadvantages in being far behind.

Our map popping as quite different from BNW is actually a really good point that I hadn't thought of! I think WoTMod may actually look quite similar to BNW at a glance when you start, and this is something that starts off the inklings of the kind of deeper changes we've actually made that players will discover in their first few turns.
ok. agreed on this.

I think part of this is the balancing calibrations I mentioned above, that we'll want some players to be closer and some farther away, so we can place them to achieve that. I think we want to let the players make that value judgement, we just need to make it so that each choice (settle close or avoid) is sensible in some situations. That'll be determined by the amount of the yield, how the Waygate being in your territory affects your civ (do Stedding care, does you have a unique that cares, is there a building that cares), and the amount of Shadowspawn that spawn at a given Waygate. All of those are calibrate-able to find the sweet spot for making them "part of the landscape," so that players need to consider them, like they consider luxury placement when settling new cities, but not something that dominates their thought process.
yeah, this sounds like the right way from frame this stuff. Not sure if there's much more to say here!

Recon units are cheap, but they're not as useful as other units in the broad scheme of things. You usually only want a few Recon units to do some scouting, and your need for other unit types fluctuates throughout the game. This would mean that the player was more likely to have to produce the Recon units specifically to explore the Waygates. Given the Ancient-Ruin-level-rewards of Waygates (and potential to give you nothing), they would often be better off just building an actual building.

So the primary use of Waygates will be incidental and exploration-driven, players won't get into the situation where they constantly want to use Waygates because it's not efficient to do so. They'll primarily use them when some Recon units fall out of use (you're on an island and don't have embarking or you're on a small map and have explored it all). The thing I want to avoid with this restriction is the player being able to dump any old unit that's no longer useful into a Waygate, because it makes them too much a part of the major cycle of the unit gameplay throughout the game. I see the Waygates' role as quite secondary, as a small something that has its niche where it's useful to the player, and also stands out as some good WoT flavor while giving us a flavorful balancing mechanism for Shadowspawn.
and
Possibly, but I think channeling units would mean we'd need to make the rewards from the Waygates better, since the player is risking a more valuable unit. Otherwise players will never do it. And unlike Recon units, channelers tend to remain relevant throughout the game.
OK, I should start off by saying it feels like you're contradicting yourself a little bit. You don't want people to just be able to dump their useless units into a waygate, and... you want them to use recon units in Waygates because they aren't that useful...?

Whichever the unit it, it's cheapness is basically the thing that will determine whether player will produce the unit for the sole purpose of Waygate exploration.

That said, I agree with the overall point here. That the waygates shouldn't really be a bit strategic element, so much as a thing to do, sometimes. I could be fine with it being recon units. It's not perfect, but if we balance the risk/reward properly, it's also not terrible.

I also considered this! I almost suggested it. I like the idea of a Settler popping up on a far away continent and establishing this wholly isolated city. It seems like something players would want to do for the challenge of it. (I don't think we'd want to make it the only way to interact with Waygates.) I think this would be something quite a few players would like if we made it possible, but more for the experience of it. "You can do this cool thing! It doesn't really help you much, but it's awesome!" It's wholly the player's choice if they choose to do something like this, so we're not negatively impacting the players who would find it annoying.
Hmmm... I could imagine us allowing settlers in addition to the recon units. Just so player could do this crazy thing if they wanted. Not likely to pay off often, though.

Agreed that we don't want the Ways to be a huge deal - it should be a small, secondary system that players can just interact with in some simple, well defined ways.

I think meeting other players that are super far away is the biggest issue with teleporting to a random Waygate. I would certainly suggest it be something that happens very rarely (being teleported to a totally random, undiscovered Waygate), like you've suggested at 1%. Being teleported to previously discovered ones happening more often would make sense.

I think we can make the Waygates act in such a way that it shouldn't be annoying, even if the player has been teleported really far away, in that super rare case (or back to somewhere they've already explored and now need to walk a long way to be useful). I see their use mainly being a kind of "this is risky, but this unit isn't worth that much to me anymore, so let's try it". Which is largely how the Ways are used in the books - out of absolute desperation as a last resort, or otherwise avoided in important circumstances. (Nobody tries to deliver simple messages via the Ways.)
ok, I'm fine with tentatively allowing a very small chance of global Waygate teleport, though we'll have to reassess later if it turns out that such an occurrence, rare as it is, messes up the game (even if it's just 1/20 games it messes up).

Good point about how the Ways are used in the books. You'd only really dump a bunch of units in there if there was certain death otherwise. Though, on that note, it doesn't sound like we're allowing that, so quasi-strategic troop movement isn't really an element here.

And I think the trolloc units going through it is flavorful enough - presumably, huge numbers of them died in there....

I feel like the flavor and the mechanics fight each other a bit on this one. It generally isn't cool for the player to have some component of the game become weakened for them (without a suitable replacement) as the game progresses. Mechanically, we'd quite like to purify the Ways before Traveling comes along (so it's risky early, but more useful mid-game, and then is completely replaced by flexible teleportation), but that makes 0 flavor sense, so I don't think we should do that.

I'd be inclined to take a similar approach as to the Three Oaths, which you mentioned below, and have that danger (getting lost and Machin Shin) present for the whole game. Otherwise it feels like we're punishing the player for progressing, which isn't good.

Then again, we could use this mechanical limitation deliberately to make the Ways a mostly early-game thing. They become less efficient as the game goes on, so players are more likely to use them early (which lines up with the flavor). I worry a bit that players won't find that fun.
Yeah, definitely see what you mean, and I think the answer is likely to keep it the same throughout the game, as you say. It is kind of weird to make the mid-game be the point at which movement such as this is gimped.

Also, the mechanics of it get way more complex if they start "clean" - we'd have to somehow make them not be to impossibly good in the early game.

Yeah, ending up near and therefore meeting more Stedding isn't particularly an upside.
huh? I think it's kind of an upside to meet stedding.

Yes, like the Natural Wonder Quest for normal CSes, the Stedding could have a "Find another Waygate" Quest.
I was thinking more along the lines of exploring the waygate successfully or something. Or even locking it.

This is a good point. We don't need to use those Waygates as spawn points for Shadowspawn, or we could spawn less of them. The specifics of which units spawn where are partially down to randomness and partially down to a weighting that we decide. I think we can choose any criteria for weighting that gives a balanced player experience, so we needn't treat at Waygates the same.
Right. It'd be kind of mean of us, but we could even make it so the amount of trollocs that spawn is somewhat dependent on how close players are. Far away from players? Spawn a million of them and send em hunting!

I'd say we have two main options. We could put the unit in the closest valid space (as happens if a unit gets trapped by closed borders that eventually claim all of the hexes it is standing on), which would keep the options open for Ways teleporting being more random, which fits the flavor. Or we could disallow teleportation to those claimed Waygates. Since the player never chooses their destination anyway, this doesn't deprive them of any choices or give them any information they shouldn't have.
Interesting. Not sure which is best. I suppose the latter is a little more elegant, unless we get into a situation where there's likely to be no available waygates or something like that. Hmmm... Which do you prefer? The first is more flavorful, i suppose, but a little weirder

This is another part of why I think it would be good to have the Machin Shin flavor for the whole game. I think we want it to be a repeatable thing, because that makes sense with the flavor. The Waygates are basically indestructible in the flavor and the Ways don't go anywhere, so there shouldn't be anything stopping people from using them again.

If there's a potential to lose or damage/kill the unit doing the exploring, then it isn't just unlimited Ancient Ruins (which we definitely want to avoid, as you've said). We can also modify the chances of success (make it harder to get a reward) if the player keeps exploring the same Waygate multiple times in a row. The flavor for that is that the unit needs to explore farther, which is more dangerous/they're more likely to get lost.

The flavor for the rewards in general could be finding lost things that were left behind by other travelers through the Ways who died/got lost/left things. The Ancient Ruins rewards are generally flavorfully quite meager (a small tribe of people, a map of places nearby, some treasures). We only need the unit to find some lost goods to justify some Gold, some kind of old trinket for Culture, etc. for other yields we want to offer.
OK, this sounds like a good plan. Diminishing chances of success for finding rewards after repeat entrances. Good.

That said, should we also have there be increased chance of teleportation, though, as you find your way around? I could also, however, imagine the opposite, that Machin Shin gets wise to you and waits for you at the gates, so raises the chance of death and such...

Yeah, thinking more on this, I find I do prefer the defensive usages. It means that we can have the Waygates play a bigger balancing role in the early game, but give the players more agency in defending them as the game goes on. It also means that civs have time to do the relevant Stedding Quests to gain such keys at a reasonable pace (rather than needing to rush for them to be useful).
Right, so you're thinking the quests give you the keys? Not finding them in Mythic sites or something?

But yeah, if the rewards get harder to find, then almost by definition the waygates will be more useful earlier in the game (though you'll be able to teleport to further places, that's not unreliable).

But defensive it is. I'm assuming that an unlocked waygate will splill shadowspawn in the LB, right? That's interesting if you're a shadow player - keep it unlocked!

Bumping Stumps
seems like we have a general idea of how this all works now, yes? So, any thoughts on how this might interact with the Ogier stumps?

Looking up the Stump in the diplo summary, apparently they determine which "Age" will follow... but, unless I'm wrong, it doesn't detail what those do (which is probably fine for now). But one of them could be related to the Waygates - higher chances of success or teleportation or something.

Also, again, we could add a quest or two to the ogier list.

I think guaranteed Shadow points when using the Ways is fine though. Killing Shadowspawn is guaranteed Light points, and so I see this as a good way of having a flipside to that. Based on what we're discussing above, I think ever going into the Ways at all should be optional - not all players (maybe not even most) will ever explore more than one Waygate, and that's fine. So putting Shadow on this means that it's something the player has chosen to go and do (arguably they have more choice about this than Shadowspawn, who will kill the player if not fended off). I think it should be a small amount of Shadow, similar in magnitude to what we're looking at for killing Shadowspawn units.
Yes, killing a shadowspawn nets you Light, but that's only successfully killing it, not trying to kill it. You're talking about essentially making a choice "I want some shadow points" and that being a guarantee. That's not the same thing as with the Light points - you can't just send some scout or worker and get Light points. You need an appropriate army, and there's a risk of failure.

Yes, there's a risk of consequence here too (losing the unit, damage, etc. [but who cares about damage on a scout, usually?]), but there isn't currently a chance of no shadow points, and that's what I'm advocating for. I wouldn't want, especially once recon units are cheap, shadow players just to be constantly sending units in there, not caring about the result, for the shadow points.

Why is that problematic, then?

Bump saidin madness
any further thoughts on this? Saidin units aren't eligible to enter them, so it seems moot.

Bump Andor
thoughts on this? It seems now that we could affect the following things:

1) Chance of success in waygate (UA or UU)
2) better rewards/success in waygate (UA or UU)
3) better yields from Waygate when in territory (UA or UB)
4) something weird (choosing teleport destination, etc.)

Does any of that feel right for Andor? I do kind of think if we do anything, it should be small, and attached to another Unique - having a Waygate-focused unique may seem a bit too far in this case.

The UB options seems to fit the best, flavorwise, but maybe not mechanically - we'd have to do something lame like better-yields-when-nearby or something

Based on the stuff I've got above, I think having the "darkness" in the Ways for the whole game is the way to go. I see it becoming evil in era 4/5 as being relatively bad for the player experience, because it's a negative progression that the player can't do anything about. The Three Oaths is a good parallel and I think this is quite similar.

And totally true, some fans will definitely let us know that the Ways weren't corrupted until part of the way through our timeline. Having considered it, I think we can say the mechanics pushed us the other way and we made that decision consciously, rather than we just made a mistake.
yeah, they can just check page 58!
 
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