S3rgeus's Wheel of Time Mod

OK. time to post! I know it's only been two days since S3rgeus's last post, but it does feel like I'm slowing things down here when I delay things on the weekend.

No worries, it gave me time to build some spaceships in Space Engineers! Highly recommended if you like any of the build/explore games like Minecraft or Terraria.

I think this should probably just mirror the announcements for the rest of the civs/cs's. Doesn't it say something if a CS gets wiped out by an unknown civ? Does it say something if an unknown civ is wiped out ?We should probably just go with the method used in these situations. Just as a civ might plan for a lack of stedding support during the TW, by the same token, a civ being wiped out and unable to draw trolloc attacks in the TW is probably even more significant.

and besides, *all* the steddings wiped out in the first 2 eras will be extremely rare.

The only notification you get about players you haven't met is when a major civ loses their capital - minor civ captures aren't notified unless you've met the minor civ.

I agree that we should just stick with the normal CiV classifications for when we should notify people in this case. But that will become much easier when we discuss more below!

I'll say more on this below, but as far as b) above, I could argue that gifting the borderlanders free units is most definitely getting the way of the Kill-the-Most-Trollocs-Sweepstakes, in that they get an "unfair" advantage. B-landers already have an "advantage" because they're up against the Trollocs. If anything, I'd say a neutral stedding killing some shadowspawn sort of "evens the playing field," in that it lessens the burden on the b-landers, without giving them undue advantage in the Sweepstakes.

I had actually forgotten that the TW was a Trolloc killing contest. Forest for the trees and all that. Giving them uber units to kill the Trollocs with is a big problem unto itself, and then there are also the flavor issues we've all been trying to address.

So I'm going to do a 180 and say I think we should go with Ogier units spawning near the Blight, controlled by the Stedding. However, we'll need at least one Stedding to still be alive in the game, because someone needs to be given control of the units. (If there are none, though a rare occurrence, then we'll just have to not have Ogier fighting during the TW. Which makes sense.) Otherwise we can distribute "ownership" of the units between all living Stedding (which will cause some players to meet them from far away) when there are multiple, preferring Stedding that are nearer to the spawn points.

There will be some specific AI for this, but the TW is quite a different context for the AI, so I suppose that makes sense.

A lot of this brings me back to consider though: do we want to do this? Is it still solving the Borderlanders-overrun-problem that we wanted to address originally?

Zalminen makes a good point about the balance of giving the units to all players. And I suppose only being able to attack Shadowspawn is very similar to the restrictions we're putting on the Aes Sedai units.

I see your point. We could theoretically force a certain # of steddings be near the blight?

Not with 100% accuracy - there are too many variables in the map scripts for us to control it that tightly, and it will generate tons of bugs for edge cases where the Ogier aren't quite able to do what we want them to due to some exotic terrain configuration. It would also have a massive displacement effect on the way all civs and CSes are placed due to the way starting positions are weighted and scored for "habitability." I think we're best off leaving the map as agnostic as possible of these types of systems.

But also, why does it have to be natural unit movement? Couldn't it just be "an Ogier Oger has appeared from Stedding Tsofu!" and a unit zaps near the blightbordre?

This is a very good point. I've mentioned it above, I think this is what we should do, if we do the Ogier-controlled way.

As far as units, I think we'd probably be best served deciding that later, once we've designed other units. I'd say a powerful melee unit of some sort. Whether these are unique to the TW (or that era, at least), or part of a larger system of upgrading ogier units, I'm not sure (and don't think we need to know right now).

Cool, we'll come back to the unit type later.

the whole Only-to-Borderlanders thing doesn't seem to coexist well with Friendship requirements. If we're rewarding Friendship, why not gift units to *every* civ that has friendship with a stedding (one unit per stedding?)? If we don't like that, I'd say maybe it's better just to gift to any civ that isn't openly hostile with a stedding, adn keep it simple. I prefer this, I think, since there can't be any weirdness of being friends with 1, 2, or 6 stedding and what exactly that would do.

In short, I don't really think there should be a metagame to this. I think it's simply a bit of flavor,and perhaps, a way to cushion the borderlanders. I don't think you should be able to "play the system" and more ogier units or anything.

What about the inverse - do Stedding give units to players they dislike/are at war with?

Pretty sure I diagree with you here. I don't see a reason why a borderlander civ "deserves" a free (multiple?) more-powerful-than-most-other-units advantage over other civs. You're right that they will perhaps be occupied by fighting the trollocs, but wouldn't other civs potentially be too? If Andor comes to the borderlands to defend (and rack up light points), and relieves some pressure off of Saldaea, should Saldae be able to attack a vulnerable Caemlyn? Of course. Should they be able to use a super-unit to do so? No way. In this scenario, Andor is the more-engaged-by-the-TW civ, and they'll get a city sacked because of it.

Also, I really can't get past the horrible flavor of it. I don't think, based on what we know of Ogier, they would stay with the civ and fight their random territorial wars. I'd figure the moment you tried this, the ogier would leave (aka disband). alternatively, maybe they wouldn't, but I'd suggest the Stedding (all stedding?) should declare war on that civ in that case, or at least suffer a tremendous influence penalty.

I know there are ogier Gardeners in the seanchan Deathwatch guard and stuff, but those 1) simply serve as bodyguards, I don't think they go to war, and 2) do so because of some really weird historical curiosity and idiosyncracy that we simply are not shown in the books. Such a broad application of that specific case to the whole of the TW seems flavorfully suspect at best.

All very good points. I am convinced!

Right. So it's both. I guess all things are somewhat both, right? I mean, faith is a stand-alone sytem, but wide empires do of course have the potential for higher faith output (I think).

Yeah, there's some component of Tall/Wide in everything!

still Sniff Out "Darkfriends

In most cases, you are correct that the whole point of the GP system is to make people good at certain things better at those same things. However, with Alignment-related citizens, this is not the case.

A Great Herald is not the same as a GScientist or Merchant or whatever. The reason is that there is no cap to the effectiveness of gold or science - you can always use more science. The problem is that Heralds, by their very nature, are not a "bonus" or anything - they simply pull you back towards the "mean" of your civilization's alignment, correcting problems that have occurred due to the machinations of other civs. So a GHerald, presumably rewarded due to success in the manipulation of Heralds (or something) would likely be given to a civ that, because they have been successful with heralds likely has many if not all of their cities in Balance with their alignment, and thus has no need for a super-herald. So what if it knocks of 4 DFCs instead of 1? I don't have any! This GP ability seems to only be useful in cases of *extreme* manipulation from an outside civ - such that the "defending" civ is accumulating tons of "alignment GP points" defending themselves, and its *still not enough*. This is very specific a circumstance, and not one deserving of a GP ability.

Of course, inflicting your Alignment on other civs is something that doesn't have such a hard-cap.

While I am on board with your previous notion that we can trigger GP creation however we want (and don't have to be bound by BNW logic), I still can't help but feel like this kind of mechanism doesn't quite "feel right" for GP. It might be the only option, though - although, we could also simply consider accumulation of various Alignment Points (net?) as working, and that might feel a bit more in-line with how things go.

I do like, in theory, rewarding players on the extremes of Alignment with GP - any reason to shoot for Tier 8. That said, the Herald GP (which I don't think I like) would actually be one that would make sense to be awarded to neutral civs.

Hmmm... I find the Children equally problematic, both for flavor reasons (they are "light" but clearly have tons of DFs) and mechanical - we need them elsewhere, whether in beliefs or UA/UUs).

I'm not sure what else to do, though. There's a reason we had to invent the flavorless "Herald" - there isn't a good representative for this in WoT.

I was going to break this up into 3 sections and respond in line, but I find I'm repeating myself in each section. I think you've made some great points here about the roles of Heralds and what kind of effect a GP that is a "Super Herald" would have - so I'm happy to drop this ability if you are now!

I'm finding that I prefer the Thread-based Alignment abilities much more than the FQuest-based ones.

I see problems in all the approaches you've indicated. I think honestly, the best reward is one that's impossible for us to do - make an FQuest easier. The next best.... have it provide more alignment? Lame.

Treat with the Forsaken
Related to the above, and based on the problems both of us have flagged up here, let's drop the Forsaken Quests GP ability then.

It's probably not comparable no. But we could make it do something else, right? Like balance a city or something (I know I just railed against that above, but this is a very secondary ability) or spread your alignment a lot or something.

Pull of the Pattern
Your points above have largely turned me away from using a GP to spread DFC ratio, mostly for the reasons you state above. It seems like players would only ever find that tangentially useful, and I think we need something a bit more concrete to firm up the value of this ability.

So, on top of creating a Thread, it could create some kind of Improvement? A simple addition of a yield-over-time (non-Alignment yield) that way enhances the value of the ability.

We could use this as a way to incentivize herald-use. Problem is that it rewards "Defensive" herald use as well, which relies on your neighbors to be active as well.

Pull of the Pattern still
You've touched on this elsewhere, but you can expend Heralds as much as you want on foreign cities, since you can't see the exact results it's never restricted. Actually, then, the players who will have problems are those that are isolated from other civs - across an ocean on their own or something.

I do think this is a valid angle to take with these.

Pull of the Pattern still
For this and the section above, both sound like viable tactics. I think these are things for us to keep in mind in the next stage of the process, when we're trying to decide on the GP types and therefore which GP types are spawned by which things.

OK, firs toff, I've almost never used Paradrop, so I don't have a strong opinion about whether we would use it as our traveling mechanic. It certainly could work though - it certainly sounds good (the traveling grounds thing did always feel a little clunky) - what do you think?

Plant a Dreamspike
I figured this would be in addition to Traveling Grounds. Traveling Grounds as an improvement are basically more flexible airports, mechanically. So short-distance Traveling (which may unlock before or after Traveling Grounds, on different techs, be available to different units, whatever, those are mostly details for later) could add onto that well. (Since paradrops don't make airports useless and vice versa.)

Paradrops can be super helpful, I've found. It lets you get some great tactical positions that would otherwise take too long/be too dangerous to grab. It also lets you deploy units to cities near your borders really quickly.

I think this might be ridiculously circumstantial for a GP ability. If the GChanneler is a unit that "hangs out" with your units for awhile like a GG or GAd, I could see this being a tertiary ability that is always on.

Plant a Dreamspike
I think the improvement providing a yield is the consistent part of the value I proposed above - it would still be a marginal step up from a normal improvement that a worker could build, but also have this cool extra ability that sometimes helps you.

interesting. So, what is that, a "feature," then? I dunno, what's to stop somebody just dumping them everywhere? Maybe you can only drop 1 at a time or something? I don't know, a little too RTS for civ, I think.

Plant a Dreamspike
I was thinking we could add our own, rather than consume any of the existing slots on a plot. Currently a plot can hold an improvement (mine, farm), feature (forest, ice), terrain (grassland, tundra), and plot type (hill, mountain) simultaneously. We can add another one that isn't mutually exclusive to any others. Think of it like a T'a'r improvement. I don't think people could dump them everywhere because it's only generated by a GP, so they can't possibly have that many. And that GP will have another ability that's useful, so they may not even want to use all of that GP type for Dreamspikes.

I really like this flavor though! I feel like the idea of it as a GImprovement with this as a primary ability is just too underwhelming. As a *secondary* it could be cool, but what is the primary, then? You say below that you don't like Happiness as an improvement yield.

What if it were to combine with a holy site or something? or else generate *alignment* or something (but we have all our sources!).

Plant a Dreamspike
Agreed, though the usefulness of this depends on our T'a'r discussion. If the Dreamspike exists separate to other improvements, then it will need to be suitably weakened (since it can coexist with any other improvement) to compensate.

As for what it could generate, disregarding how much. Alignment might be difficult, because it doesn't seem like there's a clear way to choose whether it generates Light or Shadow. (They player could just choose, but that's a bit boring.) We also don't need sources of Alignment, so that's ok!

Combining it with a Holy Site is definitely possible, but I feel like it should do more somehow, because it's such a unique piece of flavor.

Right. That jives with my memory of what we'd discussed. But that was a looong time ago, so all bets are off. More on this below.

Explore Tel'aran'rhiod
But it's in a summary! :p

right, preserving quote block then.

Explore T'a'r quote block preservatives added

Treesing
I agree with your assessments about how this works. It is hard to say whether it should be targeted or should apply to all stedding at this point, because I'm having trouble visualizing actual numbers of how a Stump vote would go.

Treesing
I'm leaning towards all Stedding (or at least all you've met when you expend it), but we can come back to this within the context of the GP type. We'll keep this one around to the next round then?

Treesing
I don't disagree, but I am curious as to why Happiness stands alone as sort of off-limits for improvements? is it because having an active worker (population) is meant to cause *unhappiness*?

It's mostly a conceptual thing that hexes don't produce happiness in BNW, that Happiness is a kind of "derived" yield - one that doesn't come directly from the nature of things, but what we (humans) do with them. Hexes that players might think produce happiness don't actually - luxuries are just "connected to your trade network" by their improvements. You then get happiness according to the variety of luxuries you have, independent of any tiles those luxuries come from. Same with natural wonders, *working* the tile doesn't give you happiness, there's a player level "happiness from natural wonders" on each player, and it's just equal to the number of natural wonders in their territory.

There is also the element of working tiles making happiness defeating the feedback loop of happiness vs population. Increasing population is intended to cause unhappiness, and as you've mentioned, allowing a citizen to work a tile that generates happiness effectively makes them "happiness free."

Treesing
This is interesting. It's a bit weird though - maybe too underwhelming for a GP ability - and since it occurs in another's territory, we can't really add supporting secondary effects.

I don't think this would be a grove, though - they don't plant them in stedding. The whole point of groves, I think, is to make Ogier feel like home when they're in the human cities.

Groves are also the centers of Stedding, not just in human cities, so it's not too far to have them in their territory.

It could come with an immediate influence boost (a la GMe) as well as set up the influence floor. It could possibly give you access to a resource from the Stedding instead, but then we're copying the Feitoria.

Waygate Shenanigans
This makes my head hurt, I actually don't think we need to tackle them now. We *could*, but this has already balooned into a complex discussion.

It does appear that, wahtever we decide for WGs, they are highly unlikely to absolutely need a GP ability - probably they are too specialized a mechanic. So I'd say we can safely table them and drop this one.

Right, Waygates tabled!

hmmm... the top leader thing seems a little random, to me. I honestly don't know what else, though. It's lame just to make it "GP poitns" that accumulate for every alliance you have.

Form a Compact
We could have them accumulate based on "successful" use of your votes. So voting for something that passes and against things that fail generate points for this GP? Said points could also be generated by successfully swinging Stedding votes for Stumps (available for the whole game). Not sure if there's a way to make the Tower politics factor into it too (also whole game available, if we can make it work).

I was originally thinking it would be a rapid means of "filling up your quota," but I suppose that's kind of unfair to people who are already full, right? But then, what happens if you're over quota? Is there a penalty (like having too few horses?)

Discover a Weave
I don't think players can see their quota - it's just something the Tower uses internally when giving out Sisters to ensure that it doesn't give out too many to people who are good at keeping them alive, not a resource or anything like that. Aes Sedai that are spawned from other means (we've had a few, I don't remember exactly what they are) that are non-Quota-ed are just given to the player like any other unit, which doesn't interact with quota. (Quota goes up when the Tower's normal rotation gives you an Aes Sedai, rather than your consumption of quota being equal to the number of Sisters you have.)

So the simplest and most understandable approach for the player would be just make it a non-Quota-ed Sister.

Discover a Weed
You are correct that this is a little underwhelming.

Discover a Weevil
So, the choice then is whether this should be something you expend that increases the Ajah rating of your sisters for X turns, or else an Aura ability - any sister next to the GChannelers gets Ajah+1. That's sort of awesome, but also nuts... especially if they're all linked....

Expend for influence and get a free Sister is also up there now, I think. My favorite may be shifting to that one!

OK. It can exist. I doubt it'll make the cut though.

Gentle a Foe lives on!

ok, I agree with your assessment on policies and wonders, but what about White and Blue sisters (was it also brown?)? I do think this ability loses uniqueness due to them.

Advise a Governor
I don't think it does - the White/Brown/Blue abilities just straight up add a yield bonus to a Governor within X hexes of the Sister, the same way that policies would (external factor causes the Governor to produce extra stuff). This ability is progressing through the Governor's upgrade system, making that Governor permanently better in and of itself, which exists beyond the GP that created the "bonus" from then on. The other bonuses (policy/Sister ability) disappear if the factor providing the bonus is removed.

Sure, I guess....?

Counsel a Migration
It lives to the next round! :p

Right, that makes sense, but... how is that any different than a % bonus? I mean, by how much are we skewing the randomness? By a certain percentage perhaps?!

Dice in my Head
It's not a single percentage though. There's an amount of possible "extra damage" a unit can do due to randomness, modified by their current hitpoints. I figure this ability means they always roll maximum "extra damage" instead of having any randomness (so their combat is also accurately predictable, as well as stronger on average). And that's just combat - anything that involves randomness (Gentling a male channeler, stealing a Seal) can be weighted in the favor of the player with the bonus. (Most likely just weighted, not 100% for things like Gentling.)
 
Correct. And Academy gives a bonus to Steam Level, right?

Man, I would build GPs that unlock achievements all day long!

Interpret a viewing
cool. we're in agreement then!

Awesome sauce-em!

I can definitely see the merit in unlocking it at a certain point, but you're right, I think it's quite risky.

I think the truth is I'm finding all the LB-related ones (that don't simply concern alignment) to be problematic. GPs being useful throughout the whole game is part of what makes the system work. If there was incentive to do a "GS Rush" in the Modern era or something, it would sort of break the system. LB GP abilities are by definitely going to be clumped in their use, and I think that leaves them very vulnerable to exploits and weird unintended meta games (or else total irrelevance).

Totally agree, let's keep this in mind as a tertiary if we like later, but most likely not going to be used.

I'm very torn by T'a'r. On the one hand, it is pretty central to the books, but on the other hand....man, I just don't love it. It feels like an "extra" thing that isn't going to be super well integrated into the game, and/or will feel very civlike. It's almost by definition going to be a Big Deal that is Restricted to Very Specific and Rare Circumstances, namely the few GP and Wise Ones. That's fine for certain mechanics, but something like this.....? eh.

As much as I'd love to say "table it!" Like I have with Ogier Ass warriorsand Waygates, the truth is it's highly likely that one or two of our desired GP types (Wolfbrother and Dreamer) will either somewhat or entirely rely on T'a'r. This is not something we can ignore, as much as I'd hate to start a parallel conversation.

So my longer bit on t'a'r will happen at the bottom of this post, in order to keep the GP-ability stuff together.

More detail on T'a'r thoughts way below!

Legendary Monument
Interesting though. That seems to be an option. If this is to make up for the more DFC potential of wide civs, how does this one favor Tall civs and make up ground? Would they be more likely to produce these?

Exactly, we'd want a spawning mechanism that favors Tall civs. However, it seems like the sister ability of this one has been axed above, do we want to keep this around?

Recruit
Sure. That's cool. I wonder if it's too intrusive on some UUs that might exist, though.

It's already possible to get other civs' UUs via relationships with CSes (though I'm not sure if the UUs are always from civs that aren't in the current game). I don't think that's too big a problem though - civs who see this unit coming should move their most valuable units accordingly. (Which I'm sure the AI will be categorically terrible at doing, but we'll try!)

Ancient Memories
Thing thing is intended as a replacement to the GG +% effect that is flavorful in regards to Mat... maybe there's a promotion we could instead grant to nearby units that is somehow flavorfully related?

Yes, I like that! Expend the GP to promote all nearby units with a promotion that grants extra EXP sounds like a lot more fun.

Call Wolves
Yeah, a single-time attack seems kind of lame for a GP though, right?

I feel like wolves have to show up *somehow*, right? Just from a flavor perspective.

Maybe they're simply the wolfbrothers T'a'r manifestation?

Please say more about why you don't like unit generation from GPs.

More about wolves way below.

I can't quite articulate why I don't like unit generation from GPs, which probably means it's not a good reason to not like it. I get the impression it's an unusual divergence from the way BNW works, but I can't quite place why.

Discover Relic
I'm looking at this now and wondering why I thought this was a good idea. Like, totally steps on the toes ofthe archaeologists and such.

Weird idea - what if, instead, this GP ability changed the nature of a GW? Like, switched its nationality? Or, crazy even, switched it from a GWA to a GWM (equivalent) or some insanity?

Changing the nature of a GW is a very unique and cool idea. It's quite a niche use of a GP though - possibly giving it multiple uses would make it more comparable to other GP abilities?

Ta'veren Influence
right. all good points....

what if it was something like a uber coup or "election shenanigans" or something that intersected with the Eyes and Ears system? A way of hitting diplomacy without literally being about influence.

"expend to stage a coup in this CS" kind of thing? A bit risky - I think to make it a valuable GP ability we'd need to make it a guaranteed coup, but guaranteed coups undermine a lot of the way the CS relationship system works.

Reducing all other civs' influence (election shenanigans, as you've mentioned) is possible, but won't be very visible - only rare cases where that causes a player to eclipse another as an ally would cause visible effects, and in that case they could have bought past them/used a GMe (or whatever has the GMe ability).

Interacting with an Eyes and Ears in that city is an interesting one, though I'm not sure what useful effect the GP could have on the way the Eyes and Ears work.

Sniffer
Can you think of any other possible way we could include a sniffer-related ability? Or is he simply destined for some weird back-alley flavor elsewhere in the mod?

I'm afraid I can't really think of one! He could be a unit. Like, normal unit that unlocks on a tech. We could give him some flavorfully useful ability then, which has a whole different parameter set/design space from GP abilities.

Anger Dragonsworn
on the list, it should be, then!

speaking of which, is there going to be a "list" that we choose from? Right now, things are a bit crazy....

There should be a list. Oh, there should be. I'll try to make one tomorrow!

So, some thoughts on T'a'r. This isn't an extensive and procedural "Introduction" like I normally do, because 1) I've been doing this for 2 hours, and 2) I can't wrap my brain around t'a'r enough to do so.

You mean your posts don't always take 2 hours? ;)

This is a great start to this topic and it's an essential topic for us to move forward correctly on GPs, thanks for getting it up and running! Related to that, shall we freeze the existing GP quote-blocking and focus on the T'a'r stuff until we've nailed it down, and then come back to the quote-blocks from this post? It will let us focus in on it quicker and probably get at least a post in each day from each of us, so we can have a more informed discussion about how GP abilities intersect with T'a'r.

OK, so Tel'aran'rhiod seems to be able to be worked in in two ways:

1) Literally - units go into it and do stuff.
2) Abstractly or indirectly - things are flavored with it in mind, and are perhaps mechanically unique, but don't involve actual movement in t'a'r.

I have to confess that at this point I'm tempted to lean towards the second. The literal units-on-a-map-layer thing just seems like a lot of work and a lot of game that won't get seen very often. I find this a problem.

I would usually be one to advocate less technically complex solutions to our design dilemmas, but I think in this case I'm leaning towards #1. Mostly because we'll be dealing with this decision's ramifications for mechanics in WoTMod for a long time - a future T'a'r-related-anything will have to be linked into the game through the general architecture of how we elect to make the launch T'a'r abilities. (Or even leading up to that, our approach of treating the contents of summaries as relatively fixed quantities allows us to make further design decisions that are dependent on those assumptions, so we'll design ourselves into whatever system we choose here.)

We have an opportunity now to go whole-hog on a "proper" T'a'r system that accurately reflects the books in a way that players will find conceptually and mechanically pleasing. We're also free to leverage the flexibility of such an "in-depth" system for any other T'a'r-related fun (of which I'm sure there will be at least some!) that we come to later. Even from what you've discussed below, I can see some of the abilities that don't interact with the whole "T'a'r as a map layer" concept from a mechanical perspective, but still incur the technical costs of making T'a'r work like a map layer. We'll be permanently fighting these types of abilities because, as we've already seen in the last few posts, the kinds of things T'a'r represents are well modeled by this alternate map-layer approach.

Also, it's worth noting that map layers aren't quite as large as they might at first seem. (He says, bravely, having not delved into the code that makes map layers work.) There are a lot of edge cases, but then CiV is a game of edge cases, where we introduces infinitely more with each system. The map layer we're discussing isn't actually a "huge" departure from the way CiV works currently.

As it stands, and as I understand it, there are 5 map layers that most players interact with most of the time. The military layer, the civilian layer, the naval military layer, the naval civilian layer, and the trade layer. You can see from the divisions there that units that exist in different map layers can stack (in the event that they are capable of occupying the same hex, due to any other restrictions they might have). Map layers don't interact with cities or plots. The trade layer isn't actually for the Caravans/Cargo Ship units that you build. Those exist in the civilian layer (hence Caravans don't stack with Workers if you just move them). The trade layer is for all those little dudes that move between two cities when a trade route is active. All of those little guys are actually super simplified units that exist in their own map layer. So the trade layer is actually explicitly set up to allow "internal stacking" as well - any number of trade units can occupy the same hex at the same time.

Our proposed T'a'r layer would be exactly like the others - units that exist in it can stack with units that exist in other layers. The main difference is that units in the T'a'r layer can only be seen by other units in the T'a'r layer - so they're invisible to anyone whose vision on that hex comes from non-T'a'r sources. And that's pretty much it - all of the rest of the distinctness of the way T'a'r works is all smoke and mirrors with flavor and mechanics that make it look like a "separate world" by restricting interactions to and from things in that layer to a narrow set of usable actions.

I'm sure Firaxis have made a veritable pile of spaghetti code in order to make map layers work, but I believe that conceptually, that's pretty much how everything should tie together.

Another advantage of approaching the T'a'r problem in full now is it allows us to guide other parts of the mod so that other major systems can hook into it (like GPs), much in the same way as diplo and trade interact, or religion and culture, and things of the like. Rather than us deciding that we do want to do this later and having to retrofit it in.

Dreamspike example

The other thing is that literal use of t'a'r feels very action-game or RTS to me. It's one character doing one thing once. CiV is normally about "units" of thousands of soldiers doing stuff. Of course, we've destroyed that with Aes Sedai and such, but still, entering tel'aran'rhiod to do stuff seems like a kind of weirdly high level of detail. So, somebody spies in T'a'r.... that's a logistical detail.

I see what you mean here, but I think we have some mitigating factors against that RTS-like feel. One is that in general, WoTMod is more specific-person (as opposed to legions of guys being one unit) than BNW is. The way the flavor from the books inspires mechanics tends towards the importance of individuals.

Another is that it's a more abstracted notion than it might first appear. Someone spying in T'a'r could definitely be made into a logistical detail of a mechanic - as you've mentioned below, we could capture that flavor to an extent with one-shot abilities. But there's also some uniqueness to spying in T'a'r vs spying in reality - different types of things you can learn.

We might as well design a whole system to describe sword combat.

No, we will *not*.

Now that you mention it, a system of promotions based on the swords forms, which have dependencies on one another, and interact with a kind of advanced rock-paper-scissors style mechanic sounds like it's right up our alley!

Don't believe the madman above (me), let's not do that.

But, then the problem is what to do that's a sufficient indirect use of t'a'r? Here are some things about t'a'r that might be worth considering:

A)People wander around in it. Spying on others
B)People occasionally do battle in it
C) Wolves hang out there
D) People can enter via a Talent or ter'angreal
E) Dreamspikes are a thing, preventing traveling
F) You can track a person's specific Dreams
G) Nightmares are a thing that popped up a few times
H) People can Will T'a'r into various forms/break the laws of physics if they are awesome enough at it.
I) The Heroes of the Wheel/Horn hang out there.
J) Dreamers can tell the future with Dreams, which may not be directly connected to tel'aran'rhiod.

So, some possible uses for that t'a'r that enter my mind (some are not new) that aren't directly related to map layers and stuff

a) a "guard tower" sort of sight-generating beacon , most likely in the form of an improvement (a la a fort). Reflected flavorfully as a in-dream "lookout", probably using a ter'angreal.
b) another offshoot of a Spy/Eye and Ear. A t'a'r spy that has some different features. Or similiarly, a unit (wise one or GP) that instantly does some of the same things as a spy, instantly, via t'a'r.
c) an improvement that generates some sort of yield, either happiness or faith or something, flavored to reflect a Dreamspike or something,
d) traveling-blocking, as previously discussed as Dreamspikes
e) a few more threads or quests could be reworked to deliberately insert t'a'r flavor (like the hawkwing-ripped-from-the-pattern one)
f) Dreamers creating GW of Prophesy
g) a promotion available to channelers that boosts some ability, flavored to describe them going into t'a'r for some advantage. +Sight. +somethingelse.
h) a "sight bomb." Click a point on the map, reveal it.

I'm out of ideas.

These indirect uses of T'a'r can definitely be made to work. However, I think we'd be making separate flavor compromises on every ability in order to keep clear of the necessity for a map layer.

Some specific examples of mechanics that the map layer lets us do:

Dreamspikes provide vision to their owner and block Traveling to and from the location they cover (X hexes) for everyone. They can be placed in T'a'r (saying they're "placed in T'a'r" is flavorful smoke and mirrors for letting them stack with improvements) outside of a player's territory, or even in enemy territory. Only one Dreamspike can cover any single hex at a time (further Dreamspikes are unable to be placed until the other is moved or destroyed).

Suddenly, the Dreamspike can be a tactical tool to disable enemy Traveling. Place it over a city you're about to invade and watch as your enemy scrambles to move units hex by hex in reality, stripped of the ability to Travel their most powerful units there quickly. (And since we don't have analogues for planes, which could fly in, that makes it even more powerful.)

Alternative side of the equation: you create a unit (be it a GP, a normal unit, whatever) that can plant a Dreamspike in your capital. But its "Plant a Dreamspike" ability is currently disabled! "Only one Dreamspike can cover a location at a time." "Who's planted a Dreamspike in my lands!?" Now you've got potential early warning of an attack, or at least knowledge that someone thinks you're dangerous enough to keep an eye on. And now you'll probably want to make some kind of T'a'r unit that can destroy that Dreamspike.

Other thing this lets us do: our Wolfbrother friends. A very simple ability that could prove very useful once T'a'r is prolific enough (more on that in a moment): expend this GP to create (a) wolf unit(s) in this location in T'a'r. Wolves are T'a'r combat units.

Wise Ones can retain some of their combat strength (if they have any) in T'a'r.

Forsaken can roam there leading up to and during the Last Battle.

Dreamers can project a "scouting" unit into it.

Perhaps there's some way of unlocking an Aes Sedai ability that affords them a similar capability to Dreamers, but less powerful?

We could have civs that have relevant uniques to T'a'r (like the Wise Ones).

Spying should definitely intersect with T'a'r, as that's come up a few times - enhancing its effectiveness in some way, or affording Eyes and Ears with different capabilities.

Wonders can interact with T'a'r: "units not controlled by you in T'a'r cannot come within 10 tiles of this wonder," and things to that effect.

Sources of yields (some yields, whatever we find appropriate: just one? many? none? all depends on the purpose of T'a'r, discussed in more detail below)

And all of the above are only one of several variants of ways to capture the flavor of each of the things they describe. Whereas with a non-map-layer approach we have to make concessions in order to include the flavor we want to see, this way we have an abundance of mechanical possibilities that we can pare down to the minimum set of really good ones that we want to be part of the mod.

I think it should be like the other "systems" in that there's a "primary" way that it works, and then lots of little links into it from other systems. The above are mostly examples of the little links in. I think what we should consider here is: what's the primary role of T'a'r in WoTMod? Once we have that then players should have a "normal" way to interface with it in a relatively regular manner, rather than have it be the exclusive realm of GPs and wonders, which are relatively scarce resources, as you've mentioned.

There are a few candidates, that I can think of right now, and there are probably more good ones:

  • Scouting - certainly possible
  • Spying - great flavor for this one. We would need to consider what mechanical effects we would want T'a'r to have on a civ's ability to spy or not.
  • Tie it to a victory - we could make T'a'r an essential part of some existing victory condition.
    • Make it a primary source of Culture and Prestige to tie it to the Culture victory.
    • Make it essential to effectively conquering the world to die it to the Domination victory.
    • Allow it to let you see/sway other player's Compact votes (mm, seeing Compact votes? our Diplomat equivalent?) or make it affect CS relations, and tie it to the diplo victory.
    • Make it an essential part of discovering the Seals or defeating the Dark One/Forsaken to tie it to the LB victory.
  • Tie it to another system - make developing a Path somehow linked to T'a'r, or any other non-victory-specific system.

As far as the literal map-layer thing, there's a few ways this could go. Again, the main issue to me is that this isn't used by many units and so feels like a big deal for little benefit. However, if it can be made to be not-a-big-deal, this is probably the ideal use of t'a'r, yes?

I suppose I feel like a full map layer that units can travel throughout at will (which t'a'r should be) is what seems overwhelming to me. I'd rather see it re-purposed into something that feels more like a single "mission." In civ a turn is a year or even years, so the trip a wise one goes on over a isngle night seems weird as a turns-spanning quest in civ.

I agree that we want to avoid a big system that's only interacted with in a few very niche ways. I think, given the way T'a'r is so important in the books, it will pay off for us to integrate it more fully into the rest of the game, rather than nod to it with flavor.

In terms of voyaging for multiple turns meaning a multi-year adventure in T'a'r, I think that's a general manifestation of CiV's immortal units mechanics. I think allowing "units" to traverse T'a'r over multiple turns is exactly the same kind of manifestation and that players will take to it quite readily, being already accustomed to how it's handled in BNW.

To that end, I wonder if we can turn the "direct" t'a'r abilities into one-turn deals. One turn abilities also make more sense for GP, as well.

a)The "Sight Bomb" described above is one way.
b)a sort of wise one "teleport" is another. Be able to pass through units in movement in ways you normally couldn't. Wouldn't make their movement longer or make them invisible or anything,b ut would let them cross cities, ignore ZoC and other units, etc.
c) a "hide" ability - make yourself vanish for a turn. To heal or something.
d) maybe "hide" combined with some movement. Like, move, stay invisible, come out of it and appear once that turn is done.

What I don't love is the idea of a unit going into t'a'r, moving around t'a'r, encountering other units in t'a'r, doing stuff with them, coming back into t'a'r.... It just feels like another game we're building. Also, it doesn't play nice with the GP single-use-ness.

OK, none of this is particularly good, I know.... this is why we don't yet have a great solution for t'a'r!

In terms of GP single-use-ness I don't think we should build T'a'r in general specifically for GPs. I think we should develop it as its own system while keeping GPs in mind as one of several consumers of that system. So we don't need to worry about the nature of multi-turn existence in T'a'r diverging from GP single-use, because the GP's abilities can be made to interact with a persistent T'a'r in a way that's consistent with the GP's want for single-use.

Like I mentioned above, it's not as much of a separate game as it looks, which is part of what makes it good. We can make a player experience that is very distinctly a "separate world" when the only real divergence is visibility and "detection" of that layer. ("Detection" being: stuff that does things based on other things being in that layer, in much the same way anything in CiV does stuff based on the state of any other independent thing.) It just becomes another axis for us to consider effects for - "we can make this a bonus for T'a'r units" or "we can make T'a'r yields better" or anything like that (tiny slice of what's available, of which we obviously won't want to use everything).

I don't think we want a single unit traversing back and forth between T'a'r and reality, if that happens at all it should be reserved for some very niche/rare Slayer/Wolfbrother something. I think it should primarily be about "projecting" things into T'a'r from reality in order to achieve a goal. (Projecting a scout to check out your enemy's city placement. Project a Dreamspike to block his Traveling. Projecting wolves to destroy enemy scouts/Dreamspikes/sources yields in T'a'r.) It makes it a "secondary world" from the player's perspective, which captures a lot of what T'a'r was in the books.

And those are my initial thoughts. Also "T'a'r" is an awesome abbreviation. So much easier than all of its alternatives.

Agree. I know I'm the kinda player who'd save up all the LB related GPs until the LB and only then use them all. It's great fun when you're the only one doing it but much less so when it becomes a common tactic...

Exactly, and even though BNW is less susceptible than our LB-related guys, "bulbing" by hoarding Great Scientists is apparently a good strategy for high difficulties!

I think this one definitely needs to have a Ta'veren related name if we do it! Pull of the Ta'veren?

Yeah, that sounds like a good name!

As for Tel'aran'rhiod... I'm a bit torn about it. On one hand I'd love to see it as a map layer thing as that kind of a system feels like a good match for T'a'r.
On the other hand counterpoint is right that it may be too much for something that is still just a small feature.

Maybe we should just first see how many T'a'r related abilities we seem to be ending up with so it's easier to decide how to deal with them?

It would be nice to be able to look back and see all of our potential consumers of T'a'r after we look through them all, but that creates a kind of chicken-and-egg problem, where the things that want to use T'a'r need to use it within the context of what it is and how it works. T'a'r could also (as I mention above) interact with a lot more than GPs (which I think is essential to making it a worthwhile inclusion, which is something we all seem agree on - that a big feature that's only interacted with by a few GP abilities isn't something we want to do).

I definitely agree with the sentiment that the "map layer" approach lets us create a much more true-to-universe experience, something that players will find immediately recognizable as the T'a'r they know.


Originally I was going to go and build some spaceships after this, but I seem to have run out of evening.
 
Tomorrow!? Pfagh! I may not have enough time to build any spaceships, but I have enough time to compile a list of abilities! No stringent formatting or red text since this won't persist beyond the GP discussion - there will be a separate post with the final abilities and GP types at some point when we decide them!

*cue frantic typing soundtrack*


Pull of the Pattern
Balance: System-specific
Expend to encounter a Thread of the Pattern now.

Plant a Dreamspike
Balance: System-specific
Plant a Dreamspike at this location.

Treesing
Balance: Tall/Wide?
Expend to create a Grove

Stedding Influence (needs better name)
Balance: System-specific
Expend to give you an additional Stedding-vote (used to decide how they vote in the next Stump) with all Stedding you have met for the next Stump

Form a Compact
Balance: System-specific
Expend to gain a Compact vote

Discover a Weave
Balance: ?
Under discussion

Gentle a Foe
Expend to Gentle a male channeler within range

Advise a Governor
Balance: Tall/Wide
Expend to upgrade a Governor

Counsel a Migration
Balance: Tall/Wide
Use to move a Governor to another city. X uses per GP.

Dice in my Head
Balance: System-specific
Weight all randomness in the proximity of the GP in favor of the player who owns it

Interpret a Viewing
Balance: Tall/Wide
Create an improvement/building that generates GP points

Run with Wolves
Balance: System-specific
Create wolves at this location in the World of Dreams.

Ta'veren Pull (formerly Recruit)
Balance: System-specific
Expend to steal adjacent units from another player

Ancient Memories
Balance: System-specific
Expend to grant nearby allied/your units a promotion that enhances their EXP growth

Transmogrify (Formerly Discover Relic)
Balance: Tall/Wide
Transform a GW from one GW type to another.

Many Roads
Balance: Tall/Wide
Expend to increase trade route cap by one

Anger Dragonsworn
Balance: System-specific
Expend to spawn X Dragonsworn (controlled by the Dragonsworn civ) at/around this unit's location

Hurry Eyes and Ears
Expend this GP to rush one of your Eyes and Ears' current objectives.
 
You mean your posts don't always take 2 hours? ;)

This is a great start to this topic and it's an essential topic for us to move forward correctly on GPs, thanks for getting it up and running! Related to that, shall we freeze the existing GP quote-blocking and focus on the T'a'r stuff until we've nailed it down, and then come back to the quote-blocks from this post? It will let us focus in on it quicker and probably get at least a post in each day from each of us, so we can have a more informed discussion about how GP abilities intersect with T'a'r.
Tried to get one in yesterday. Sadly wasn't possible (because yes, they usually do take two hours). I'm planning a long distance move right now, so time has been tough to find!

But yeah, definitely seems like we need to pause on the other stuff and tackle us some tar.

I assume when this is all said and done, it belongs in the Misc summary?

I would usually be one to advocate less technically complex solutions to our design dilemmas,
liar!
but I think in this case I'm leaning towards #1. Mostly because we'll be dealing with this decision's ramifications for mechanics in WoTMod for a long time - a future T'a'r-related-anything will have to be linked into the game through the general architecture of how we elect to make the launch T'a'r abilities. (Or even leading up to that, our approach of treating the contents of summaries as relatively fixed quantities allows us to make further design decisions that are dependent on those assumptions, so we'll design ourselves into whatever system we choose here.)

<EPIC EXPLANATION>

Another advantage of approaching the T'a'r problem in full now is it allows us to guide other parts of the mod so that other major systems can hook into it (like GPs), much in the same way as diplo and trade interact, or religion and culture, and things of the like. Rather than us deciding that we do want to do this later and having to retrofit it in.

OK, short response: yes.

long response: yes.

But seriously, you're right that it's not as bad at it first sounded. I had in my head more of "world" that these units would be piloting - you know, like it is in the books - instead of simply being invisible units.

I think you make good points later about the potential benefits of doing this, so i'm on board.

Dreamspike example
This strikes me as a placeholder for something you were planning to write.... did you get to this later?

Now that you mention it, a system of promotions based on the swords forms, which have dependencies on one another, and interact with a kind of advanced rock-paper-scissors style mechanic sounds like it's right up our alley!

Don't believe the madman above (me), let's not do that.
I think somebody (calavante?) pages ago suggested we use the sword forms as promotions, but I think that was much less over-the-top - perhaps just a reskinning of existing promotions. You know, "The Chirping Weasel Flattens the Sea Lion" would be a bonus against rough terrain (obviously) or something.

These indirect uses of T'a'r can definitely be made to work. However, I think we'd be making separate flavor compromises on every ability in order to keep clear of the necessity for a map layer.

Some specific examples of mechanics that the map layer lets us do:

Dreamspikes provide vision to their owner and block Traveling to and from the location they cover (X hexes) for everyone. They can be placed in T'a'r (saying they're "placed in T'a'r" is flavorful smoke and mirrors for letting them stack with improvements) outside of a player's territory, or even in enemy territory. Only one Dreamspike can cover any single hex at a time (further Dreamspikes are unable to be placed until the other is moved or destroyed).

Suddenly, the Dreamspike can be a tactical tool to disable enemy Traveling. Place it over a city you're about to invade and watch as your enemy scrambles to move units hex by hex in reality, stripped of the ability to Travel their most powerful units there quickly. (And since we don't have analogues for planes, which could fly in, that makes it even more powerful.)

Alternative side of the equation: you create a unit (be it a GP, a normal unit, whatever) that can plant a Dreamspike in your capital. But its "Plant a Dreamspike" ability is currently disabled! "Only one Dreamspike can cover a location at a time." "Who's planted a Dreamspike in my lands!?" Now you've got potential early warning of an attack, or at least knowledge that someone thinks you're dangerous enough to keep an eye on. And now you'll probably want to make some kind of T'a'r unit that can destroy that Dreamspike.

This sounds very cool. I like it.

Other thing this lets us do: our Wolfbrother friends. A very simple ability that could prove very useful once T'a'r is prolific enough (more on that in a moment): expend this GP to create (a) wolf unit(s) in this location in T'a'r. Wolves are T'a'r combat units.
Right. That makes sense, I think. This is mechanically cool only if we have things for them to kill. If GPs (that disappear quickly) and other wolves are the only things in there, it might be a little lame. Unless the wolves are the dreamspike killers and it's all about wolf-on-wolf battles in T'a'r. Still a little weird. But I like this idea.

Wise Ones can retain some of their combat strength (if they have any) in T'a'r.
Right. It remains to be seen how unique a wise one's dreamwalking is among channelers. It's possible that they are the only channelers who innately have this ability.

Forsaken can roam there leading up to and during the Last Battle.
This too is cool - though, again, only if there's reason for anybody to be in T'a'r for more than two seconds of life.

Dreamers can project a "scouting" unit into it.
This is sort of weird, because shouldn't that unit be the dreamer herself?

I could also see the scouting function laying more with the Wise Ones.

Perhaps there's some way of unlocking an Aes Sedai ability that affords them a similar capability to Dreamers, but less powerful?
Right, or the same capability as Wise Ones, as well. Perhaps entrance into T'a'r is unlockable for all aes Sedai (all channelers?) via a specific, (probably) Tier 2/3 promotion. Also, could theoretically be unlocked by something else.

We could have civs that have relevant uniques to T'a'r (like the Wise Ones).
Hmmm.... not sure hwo they'd be.

I think this comes up later, but I'll say here, before I forget, that I definitely do think, if we're doing this big map layer thing, T'a'r units should exist for all civs. Perhaps it's ok to leave it as just the few GP that can enter it (Dreamers and GWB, thus creating the elusive "WoT GP"), but part of me does wonder if there should be some other possibility, especially if Dreamspikes become a common tactical tool. It could be fine if creating and destroying DS's are all the purview of GPs, and thus very rare, but I also can imagine us going the route of having "normal" units that can enter T'a'r. I suppose it comes down to the fact that, other than Citadels, which appear to be of marginal tactical use (I use em to steal territory much more often), GPs are not usually used as chess pieces like this. Maybe it's cool for us to create that phenomenon (Dreamer vs. Wolfbrother and such), but if we do so, we need to really "own it" and make sure it works. And if that is the case, we'd best make sure things like Wise One's interact with T'a'r in a different venue and capacity, rather than "similar but different" - otherwise such UUs would make those GP abilities essentially useless to the Aiel.

Spying should definitely intersect with T'a'r, as that's come up a few times - enhancing its effectiveness in some way, or affording Eyes and Ears with different capabilities.
Yes, though I'm not yet sure how. I could see it going in two ways:

1 - Wonders or Policies or level-ups make one or more of your EaE become T'a'-enabled which... makes them better at stuff, I guess.
2 - Wonders or Policies or techs provide you with a T'a'r spy ("Dreamwalker," perhaps) That is either better, or perhaps have some expanded functionality.

Wonders can interact with T'a'r: "units not controlled by you in T'a'r cannot come within 10 tiles of this wonder," and things to that effect.
Right, I could see Wonders intersecting with T'a'r in many ways.

I think what we should consider here is: what's the primary role of T'a'r in WoTMod? Once we have that then players should have a "normal" way to interface with it in a relatively regular manner, rather than have it be the exclusive realm of GPs and wonders, which are relatively scarce resources, as you've mentioned.

There are a few candidates, that I can think of right now, and there are probably more good ones:

  • Scouting - certainly possible
  • Spying - great flavor for this one. We would need to consider what mechanical effects we would want T'a'r to have on a civ's ability to spy or not.
  • Tie it to a victory - we could make T'a'r an essential part of some existing victory condition.
    • Make it a primary source of Culture and Prestige to tie it to the Culture victory.
    • Make it essential to effectively conquering the world to die it to the Domination victory.
    • Allow it to let you see/sway other player's Compact votes (mm, seeing Compact votes? our Diplomat equivalent?) or make it affect CS relations, and tie it to the diplo victory.
    • Make it an essential part of discovering the Seals or defeating the Dark One/Forsaken to tie it to the LB victory.
  • Tie it to another system - make developing a Path somehow linked to T'a'r, or any other non-victory-specific system.
I Probably shouldn't have commented above, probably should have done this first!

Ah, so what is the larger point, then?

I think, basing it off of flavor, two major threads appear to emerge:

1 - Tactical concerns (dreamspikes, hunting 'saken, etc.)
2 - Scouting and Spying.

Well, as far as Spying, I will say that EaE do appear to connect to T'a'r in ways that are definitely separate from the map-layer phenomenon. Because of this, I can't help but feel like this one will always feel "secondary," even if it is perhaps the most important from a flavor perspective. Is there a way around this?

I feel like a GP metagame - that may involve dreamspikes, but maybe other things - and scouting might work well as the two pillars of T'a'r. I don't love the idea of attaching T'a'r to one victory type - I think we could actually expand such things to affect all victory conditions if we wanted to (hopefully in a way that feals consistent and like "one mechanic.". Some possibilities:

  • Dreamspikes and whatnot to aid tactically
  • Detection of science envoys
  • Something (dreamspikes) providing resistance to foreign Prestige
  • ...something with the diplo victory... Maybe something indirect, helping you to earn something that helps you win diplo, but not necessarily directly providing votes or influence?

I'm thinking of the above as complementary and not at all the central mechanic of those victories.

Weird, probably stupid idea: what if *all* GPs could function in T'a'r, or at least had abilities that had effects on the world of Dreams (e.g. a merchant trade mission makes X happen on that tile on the dream layer)?

I agree that we want to avoid a big system that's only interacted with in a few very niche ways. I think, given the way T'a'r is so important in the books, it will pay off for us to integrate it more fully into the rest of the game, rather than nod to it with flavor.
Yes agreed, though, on a personal notes, the T'a'r sequences were often my least interesting in the series! (how many times must Perrin chase slayer? How many times must Egwene learn cryptic things that she can't interpret? How many times mus Nyneave fail at hiding her ineptitude to the Wise Ones?)

In terms of voyaging for multiple turns meaning a multi-year adventure in T'a'r, I think that's a general manifestation of CiV's immortal units mechanics. I think allowing "units" to traverse T'a'r over multiple turns is exactly the same kind of manifestation and that players will take to it quite readily, being already accustomed to how it's handled in BNW.
true story.

In terms of GP single-use-ness I don't think we should build T'a'r in general specifically for GPs. I think we should develop it as its own system while keeping GPs in mind as one of several consumers of that system. So we don't need to worry about the nature of multi-turn existence in T'a'r diverging from GP single-use, because the GP's abilities can be made to interact with a persistent T'a'r in a way that's consistent with the GP's want for single-use.
Yeah, I think I started off "with you" on this point, but I have nearly talked myself into relying on GPs for our primary WoD interactions. One major reason for this is that that's where the flavor lies - there is something odd about a generic, timeline-locked universal "Dreamwalker" unit... we have so many auxiliary civilians already!

I don't think we want a single unit traversing back and forth between T'a'r and reality, if that happens at all it should be reserved for some very niche/rare Slayer/Wolfbrother something.

This point was fundamental to you convincing me, er... convincingly... to be on board with this. That's what I've been picturing up until this point.


I think it should primarily be about "projecting" things into T'a'r from reality in order to achieve a goal. (Projecting a scout to check out your enemy's city placement. Project a Dreamspike to block his Traveling. Projecting wolves to destroy enemy scouts/Dreamspikes/sources yields in T'a'r.) It makes it a "secondary world" from the player's perspective, which captures a lot of what T'a'r was in the books.
Yeah, I agree... though the "scout" unit still feels weird to me. flavor it for me?

EDIT: I had some extra time tonight, so I actually wrote up my responses to your GP post. I'm not going to clutter the thread with them, though - let's solve the T'a'r stuff first. I'll post it once we have.
 
Tried to get one in yesterday. Sadly wasn't possible (because yes, they usually do take two hours). I'm planning a long distance move right now, so time has been tough to find!

No worries, I got to build some spaceships! Well, actually, I didn't even finish the one spaceship I'm currently building, but I got much closer!

But yeah, definitely seems like we need to pause on the other stuff and tackle us some tar.

I assume when this is all said and done, it belongs in the Misc summary?

Yeah, if it fits within the character limit of the misc summary, let's put it there.

OK, short response: yes.

long response: yes.

But seriously, you're right that it's not as bad at it first sounded. I had in my head more of "world" that these units would be piloting - you know, like it is in the books - instead of simply being invisible units.

I think you make good points later about the potential benefits of doing this, so i'm on board.

Awesome sauce, map layer it is!

This strikes me as a placeholder for something you were planning to write.... did you get to this later?

Yes, this was a placeholder! I forgot to remove it after I included the Dreamspike example later on. No content missing from the post!

I think somebody (calavante?) pages ago suggested we use the sword forms as promotions, but I think that was much less over-the-top - perhaps just a reskinning of existing promotions. You know, "The Chirping Weasel Flattens the Sea Lion" would be a bonus against rough terrain (obviously) or something.

Naming some promotions after the sword forms sounds quite reasonable. I think here we want to go for a more comprehensive, all-consuming monster of a system.

I would go into more detail, but this joke has lived a good life and can end now!

This sounds very cool. I like it.

Coolio, I've edited the Dreamspike ability into the candidate GP abilities list.

More detail on this later, but if the "normal" T'a'r unit(s) are relatively late-game then early game Dreamspikes become very powerful due to other players' inability to remove them quickly.

Right. That makes sense, I think. This is mechanically cool only if we have things for them to kill. If GPs (that disappear quickly) and other wolves are the only things in there, it might be a little lame. Unless the wolves are the dreamspike killers and it's all about wolf-on-wolf battles in T'a'r. Still a little weird. But I like this idea.

Definitely. I've got a bit more on this below, but I think we're both thinking along the same lines that all players should have a meaningful "regular" way to interact with T'a'r in order to make these more niche GP abilities worthwhile.

Right. It remains to be seen how unique a wise one's dreamwalking is among channelers. It's possible that they are the only channelers who innately have this ability.

Indeed, quite possibly!

This too is cool - though, again, only if there's reason for anybody to be in T'a'r for more than two seconds of life.

Agreed again, making T'a'r an essential tactical tool is imperative for making these ancillary things usable!

This is sort of weird, because shouldn't that unit be the dreamer herself?

I could also see the scouting function laying more with the Wise Ones.

The "unit" would be herself - a projection of her consciousness into T'a'r. (The fact that it's a separate "unit" is in CiV terms rather than flavor terms.) It wouldn't literally be a scout-like unit, it would be a "consciousness of <unit>" or "projection" or something similar.

Right, or the same capability as Wise Ones, as well. Perhaps entrance into T'a'r is unlockable for all aes Sedai (all channelers?) via a specific, (probably) Tier 2/3 promotion. Also, could theoretically be unlocked by something else.

By tier 2/3 you mean normal promotion tiers, right? (Like March and Cover III and such.) Just to be clear it's separate from the Tower Ajah tiers!

I think unlocking the ability on a tech would make a lot of sense - the tech could even be the manufacturing of those T'a'r rings Elayne made based on the Twisted Ring. It's unusual for a promotion to unlock an ability, but there's nothing to stop us from doing that. It seems like it would be difficult for other promotions at the same level to compete!

Hmmm.... not sure hwo they'd be.

I think this comes up later, but I'll say here, before I forget, that I definitely do think, if we're doing this big map layer thing, T'a'r units should exist for all civs. Perhaps it's ok to leave it as just the few GP that can enter it (Dreamers and GWB, thus creating the elusive "WoT GP"), but part of me does wonder if there should be some other possibility, especially if Dreamspikes become a common tactical tool. It could be fine if creating and destroying DS's are all the purview of GPs, and thus very rare, but I also can imagine us going the route of having "normal" units that can enter T'a'r. I suppose it comes down to the fact that, other than Citadels, which appear to be of marginal tactical use (I use em to steal territory much more often), GPs are not usually used as chess pieces like this. Maybe it's cool for us to create that phenomenon (Dreamer vs. Wolfbrother and such), but if we do so, we need to really "own it" and make sure it works. And if that is the case, we'd best make sure things like Wise One's interact with T'a'r in a different venue and capacity, rather than "similar but different" - otherwise such UUs would make those GP abilities essentially useless to the Aiel.

Totally agree, and I think you've seen a lot of my similar thoughts "below" this (before this post, below the section I'm currently quoting - which way is up again?). I think having "normal" units that can interact with T'a'r is something that can give us a lot of flexibility with the system and make sure that the GP abilities have enough other content to play against.

Yes, though I'm not yet sure how. I could see it going in two ways:

1 - Wonders or Policies or level-ups make one or more of your EaE become T'a'-enabled which... makes them better at stuff, I guess.
2 - Wonders or Policies or techs provide you with a T'a'r spy ("Dreamwalker," perhaps) That is either better, or perhaps have some expanded functionality.

I'm liking #2 (probably based on techs). This kind of overlaps with a lot of stuff I mention below, so I'll leave it for those sections! EaE units, T'a'r trinkets, and such!

Right, I could see Wonders intersecting with T'a'r in many ways.

Cool, that's stuff we can discuss later then!


I Probably shouldn't have commented above, probably should have done this first!

Ah, so what is the larger point, then?

I think, basing it off of flavor, two major threads appear to emerge:

1 - Tactical concerns (dreamspikes, hunting 'saken, etc.)
2 - Scouting and Spying.

Well, as far as Spying, I will say that EaE do appear to connect to T'a'r in ways that are definitely separate from the map-layer phenomenon. Because of this, I can't help but feel like this one will always feel "secondary," even if it is perhaps the most important from a flavor perspective. Is there a way around this?

We could make the T'a'r EaEs units, instead of menu-spies. Have them physically move across the map in order to do their spying. They would probably need to be more powerful on arrival to compensate. Would these T'a'r EaEs be anchored by a "main" unit? So you could have "expend to steal tech" on the T'a'r unit, which would expend that unit in the T'a'r layer, "waking up" the EaE anchor unit in the main layer (who is otherwise unable to move/fight).

I believe on-map spies is something a lot of fans liked in older Civ titles that never made it into CiV.

This also might be relevant to the GP metagame discussed below (writing out of order), using the T'a'r EaEs to pick up GP trinkets (below) in T'a'r.



I can't decide what part of my reply to stick this idea in, so I'm going to drop it here. An idea I've been toying with is the whole nature of "combat" in T'a'r. I think the roles of wolves and the Forsaken, who are direct combative presences in T'a'r, lend themselves well to traditional CiV-style attacks in the T'a'r layer. But the other units, not so much. It wasn't until Perrin and Slayer that we saw people really "fighting" in T'a'r - mainly spying and such, right?

What if those other, "noncombat" units that were spotted by enemy units took damage every turn? The only way to force another unit out of T'a'r is to keep your units in the presence of it, diminishing its "spying" capacity, until it "died." (Not actually dying, for our Wise-One-dies-with-her-projection stuff we discussed before, just being forced out of T'a'r, therefore destroying the T'a'r unit, but not the main unit that spawned that T'a'r unit. "Waking her up," if you will.)

I feel like a GP metagame - that may involve dreamspikes, but maybe other things - and scouting might work well as the two pillars of T'a'r. I don't love the idea of attaching T'a'r to one victory type - I think we could actually expand such things to affect all victory conditions if we wanted to (hopefully in a way that feals consistent and like "one mechanic.".

Cool, I agree that we will benefit from keeping T'a'r victory agnostic, just figured it was worth bringing up in case some good ideas came from it.

Some possibilities:

  • Dreamspikes and whatnot to aid tactically
  • Detection of science envoys
  • Something (dreamspikes) providing resistance to foreign Prestige
  • ...something with the diplo victory... Maybe something indirect, helping you to earn something that helps you win diplo, but not necessarily directly providing votes or influence?

I'm thinking of the above as complementary and not at all the central mechanic of those victories.

Detection of Science Envoys! It even fits the flavor! That is something we talked about before as wanting to do mechanically as well, and did so via a research differential and some on-map highlighting. Do we want to remove that and swap in some kind of T'a'r component or add a T'a'r component on top of that?

Sounds like this kind of thing is a good avenue for making T'a'r relevant elsewhere, kind of like how trade routes are relevant for the Culture victory (Tourism modifier).

Do we want one for each victory type?

For the diplo one, it probably depends on when in the game this becomes available. If it's relatively late, we're probably best off going straight for doling out votes. If it's earlier, we'll want more foundational CS-relationship stuff.

Culture and LB remain. LB and Domination have significant crossover because they both require a lot of military strategy, so Dreamspikes help here too. Do we want to make any of our LB systems T'a'r aware, beyond the Forsaken? Should the Dragon have a relevant ability for this?

For Culture, finding GWs in T'a'r would certainly help with that, but we may want to make T'a'r more ancillary than that? Or is just a lower incidence of GWs than actually finding them on the map sufficient to create that separation? (Is T'a'r our replacement for "Hidden Antiquity Sites"?)

Weird, probably stupid idea: what if *all* GPs could function in T'a'r, or at least had abilities that had effects on the world of Dreams (e.g. a merchant trade mission makes X happen on that tile on the dream layer)?

Hmmmmmmmmmmmmmmm.

What if expending GPs create objects in T'a'r that can be collected by other players for some kind of bonus? This suddenly gives us a compelling use for all T'a'r-related antics: the scouting units, the Dreamspikes, the wolves, the Forsaken, and the Wise Ones. They're all competing for these GP-generated pick-ups. I say "other players" because that's quite an important balance point - being able to pick up bonuses from your own GP expenditures is just an additional reward for that player, since they know where the GP will pop they can plant a T'a'r unit there ahead of time. By making it other players, we create a situation where T'a'r units need to roam far and wide to find these trinkets. (Also, great Wise One ability: can pick up trinkets generated by your own GPs.)

What would these trinkets do, then? They'd need to be valuable to the player in order for this whole system to make sense. They could generate more "main-game" rewards like GWs? More yields? Something wholly different? Unique per GP expended? (If the last one, what kinds of rewards?)

Yes agreed, though, on a personal notes, the T'a'r sequences were often my least interesting in the series! (how many times must Perrin chase slayer? How many times must Egwene learn cryptic things that she can't interpret? How many times mus Nyneave fail at hiding her ineptitude to the Wise Ones?)

I did really enjoy the Forsaken scenes in T'a'r - where we were actually taken into one of their PoVs, it was cool to see the other side of the struggle!

Yeah, I think I started off "with you" on this point, but I have nearly talked myself into relying on GPs for our primary WoD interactions. One major reason for this is that that's where the flavor lies - there is something odd about a generic, timeline-locked universal "Dreamwalker" unit... we have so many auxiliary civilians already!

I agree we want to avoid yet another auxiliary civilian unit! WoT seems to lend itself to that kind of unit, and we've got quite a few, so let's avoid them where we can.

I think that largely means we'll want to hook the T'a'r related ability onto an existing unit.

One point about the flavor of this: Dreamers were more commonplace long before the events of the books (Egwene being the first in some time at the Tower, though not in the Waste). Do we want to model this dearth of Dreamers in any way? What portion of the game do we want T'a'r to be most active? Mainly late-ish, so starting toward the middle? For the whole game?

This point was fundamental to you convincing me, er... convincingly... to be on board with this. That's what I've been picturing up until this point.

Awesome, glad that was convincing! Yes, we definitely want to avoid a willy-nilly transfer back and forth between the two - that just stacks up endless permutations of player actions that could lead to exploits!

Yeah, I agree... though the "scout" unit still feels weird to me. flavor it for me?

"Scout" only describes its function, rather than its flavorful nature. This unit should be a dreaming projection of the unit that "spawned" it in T'a'r. Flavorfully, the unit in the main map layer and the one in T'a'r are the same consciousness, they're only separate units in CiV terms. So this is a direct translation of the flavor where a Dreamer uses T'a'r to observe some part of the waking world.

EDIT: I had some extra time tonight, so I actually wrote up my responses to your GP post. I'm not going to clutter the thread with them, though - let's solve the T'a'r stuff first. I'll post it once we have.

Cool, we seem to be making good progress thus far!
 
No worries, I got to build some spaceships!
I choose to interpret your comment literally.

Coolio, I've edited the Dreamspike ability into the candidate GP abilities list.

More detail on this later, but if the "normal" T'a'r unit(s) are relatively late-game then early game Dreamspikes become very powerful due to other players' inability to remove them quickly.
Well, I suppose that depends on what the primary function of them is. If preventing traveling is a major part of them, I'd say early-game DS's are actually underpowered, as Traveling is not likely to exist.

The "unit" would be herself - a projection of her consciousness into T'a'r. (The fact that it's a separate "unit" is in CiV terms rather than flavor terms.) It wouldn't literally be a scout-like unit, it would be a "consciousness of <unit>" or "projection" or something similar.
Right. This makes sense, for sure.

Remember how Egwene would float around and see little balls of light that represented people's dreams and such? What form did she take when doing that? Was she "she," or was she a floating nothingness or something?

By tier 2/3 you mean normal promotion tiers, right? (Like March and Cover III and such.) Just to be clear it's separate from the Tower Ajah tiers!

I think unlocking the ability on a tech would make a lot of sense - the tech could even be the manufacturing of those T'a'r rings Elayne made based on the Twisted Ring. It's unusual for a promotion to unlock an ability, but there's nothing to stop us from doing that. It seems like it would be difficult for other promotions at the same level to compete!
I do mean "second level" like March II and such. I didn't know the proper term for them. I shouldn't use the term Tier so casually.... someone could get hurt.

I do feel like makign it a tech unlock is elegant and simple - and I really like the elayne flavor. I do feel like promotion-unlock is the superior method though, because it will force a kind of rarity, or at least sacrifice. Even if it's a Level 1 promotion (though it probably shouldn't be), it's still one you'll have to choose at the exclusion of one of the ones you'd normally choose.

While I think it makes sense that essentially all Aes Sedai (all *channelers? see below) can access T'a'r, I'd like to think that in most games, only a minority of them will actually have this ability. Thus, a tech-gated promotion does seem appropriate.

If that's the case, then I think we could be done with T'a'r-enabled units, not counting the GPs. Don't think we'd need to add any others, except for perhaps the occasional UU or even era-linked military unit with this ability.

With that in mind, it does prompt a few thoughts:

- What about civs that are anti-channelers? Are they essentially out of the whole T'a'r game completely (barring possibly Wolfbrothers)? On the one hand, that seems harsh, and makes us want to pare down the activity in T'a'r so as not to mess things up so much - at least make sure it wasn't essential to victory.
But on the other hand, this does make flavorful sense, as they most certainly would not be using T'a'r in most cases, if they were really that Oppressive or Fearful. One possible solution might be a 2nd level Oppression Tenet or something that caused some defense against other's doing stuff to you in T'a'r, or at least compensate in some way.

- Which channeling units should be able to learn this promotion? Let's see
  • Wise Ones - duh
  • Aes Sedai - this seems reasonable. All ajahs?
  • Wilders (as interpreted to mean early-game generic channelers) - probably not, due to tech limitations
  • Kin (as interpreted to mean late-game generic channelers) - possibly. I'm unsure if they should have access. Depends on how limited we want the use of T'a'r to be.
  • Other UU's - this would probably be on a case-by-case basis, and would partially depend on what we do with the Kin.
  • Saidin users - I'm figuring no.
  • Asha'man - unsure on this one as well. Seems like this might depend on what we do with the Kin.

- Is there a cooldown for entering T'a'r? What kind of limitations are there in general?

We could make the T'a'r EaEs units, instead of menu-spies. Have them physically move across the map in order to do their spying. They would probably need to be more powerful on arrival to compensate. Would these T'a'r EaEs be anchored by a "main" unit? So you could have "expend to steal tech" on the T'a'r unit, which would expend that unit in the T'a'r layer, "waking up" the EaE anchor unit in the main layer (who is otherwise unable to move/fight).

I believe on-map spies is something a lot of fans liked in older Civ titles that never made it into CiV.

This also might be relevant to the GP metagame discussed below (writing out of order), using the T'a'r EaEs to pick up GP trinkets (below) in T'a'r.
Ah, so this is starting to smell like that extra civilian unit I'm really trying not to allow us to create.... That said, if people are doing all this stuff with Aes Sedai or other channelers, that's also a bit weird. Not sure!

Personally, I never loved on-map spies, because they felt like a hassle, but I can understand how some people liked them.

The thing I don't like about this is that it feels weird to have both the map-EaE and menu-EaEs in the same game, doing essentially the same thing. If you wanted a [smh] civilian unit to do this, I'd just as soon see them "feel" and function more like a missionary or herald. Walk over, expend yourself, something happens.

Also, weird thing here - heralds are invisible. Is this going to experientially mean that they are in Tel'aran'rhiod? That's weird and feels inconsistent.

Holy crap, *should they be* in T'a'r? (would obviously have to be reflavored....ugh).

In general, I'm still very mixed up about this EaE thing. It doesn't feel like it works yet.

I can't decide what part of my reply to stick this idea in, so I'm going to drop it here. An idea I've been toying with is the whole nature of "combat" in T'a'r. I think the roles of wolves and the Forsaken, who are direct combative presences in T'a'r, lend themselves well to traditional CiV-style attacks in the T'a'r layer. But the other units, not so much. It wasn't until Perrin and Slayer that we saw people really "fighting" in T'a'r - mainly spying and such, right?
Right, there's Birgitte and the forsaken, and Nyneave v Black ajah, I'm sure. But yeah, point is valid.

What if those other, "noncombat" units that were spotted by enemy units took damage every turn? The only way to force another unit out of T'a'r is to keep your units in the presence of it, diminishing its "spying" capacity, until it "died." (Not actually dying, for our Wise-One-dies-with-her-projection stuff we discussed before, just being forced out of T'a'r, therefore destroying the T'a'r unit, but not the main unit that spawned that T'a'r unit. "Waking her up," if you will.)
hmmm... I feel like that's a bit more complex than it needs to be. If there are "noncombat" units (the "scouts," some random civilians, GP) and then "combat units" (channelers, wolves, other GP), I'd say those combat units can simply auto-kill any non-combat units (or maybe two-shot them). I don't see flavor problems with that (especially if it's an autokill). As far as Combat units and other combat units, I do suppose it should be treated like normal combat.

I'd say one other big way you can kill a T'a'r unit is by attacking the "dreaming" unit itself. One hit and the unit wakes up? Since I'd guess you have a limited range for your projection (limited by either actual range or number of turns), these units won't always get to hide at home.

And *that* is where this once again unfortunately feels very RTS to me. Like a caster unit in starcraft blasting you from just outside your field of view...

Detection of Science Envoys! It even fits the flavor! That is something we talked about before as wanting to do mechanically as well, and did so via a research differential and some on-map highlighting. Do we want to remove that and swap in some kind of T'a'r component or add a T'a'r component on top of that?
I'm not sure. I think that can be decided once we have more specifics. Is detection enough? Should it be possible to stop the envoy with T'a'r?

Do we want one for each victory type?
I'd say, ideally, yes. At least an aspect that could be interpreted to affect every victory type.

I should say, though, we've done a whole lot of designing, and that makes me somewhat hesitant to make T'a'r into a Really Big Deal that changes the game epicly

If we go with your Trinket idea, then we will almost automatically be assisting all the victory types.

For the diplo one, it probably depends on when in the game this becomes available. If it's relatively late, we're probably best off going straight for doling out votes. If it's earlier, we'll want more foundational CS-relationship stuff.
I'd assume its relatively late. Still, I don't see how it would really result in votes.

Culture and LB remain. LB and Domination have significant crossover because they both require a lot of military strategy, so Dreamspikes help here too. Do we want to make any of our LB systems T'a'r aware, beyond the Forsaken? Should the Dragon have a relevant ability for this?
Well, if the forsaken prowl around, I suppose the Dragon should to. Probably should add an ability to him in plane mode that lets him enter T'a'r, right? Kill EaE, remove dreamspikes, or whatever? Weird, though, because he's not actually any better in T'a'r than most people, right? (and far worse than the likes of Perrin and Egwene).

For Culture, finding GWs in T'a'r would certainly help with that, but we may want to make T'a'r more ancillary than that? Or is just a lower incidence of GWs than actually finding them on the map sufficient to create that separation? (Is T'a'r our replacement for "Hidden Antiquity Sites"?)
I was thinking Dreamspikes or something could lower that civs tourism-defense against you, or something. I don't think I like the idea of GWs in general, though now that you mention it, hidden antiquity sites (or hidden seal sites or whatever) could be an option. What do you think?

Hmmmmmmmmmmmmmmm.

What if expending GPs create objects in T'a'r that can be collected by other players for some kind of bonus? This suddenly gives us a compelling use for all T'a'r-related antics: the scouting units, the Dreamspikes, the wolves, the Forsaken, and the Wise Ones. They're all competing for these GP-generated pick-ups. I say "other players" because that's quite an important balance point - being able to pick up bonuses from your own GP expenditures is just an additional reward for that player, since they know where the GP will pop they can plant a T'a'r unit there ahead of time. By making it other players, we create a situation where T'a'r units need to roam far and wide to find these trinkets. (Also, great Wise One ability: can pick up trinkets generated by your own GPs.)

What would these trinkets do, then? They'd need to be valuable to the player in order for this whole system to make sense. They could generate more "main-game" rewards like GWs? More yields? Something wholly different? Unique per GP expended? (If the last one, what kinds of rewards?)
I'll say first that if we did do this, this probably immediately becomes the "primary" function of T'a'r.

I think some people will be mad at us for not letting them pick up their own GP juices, but I think it is indeed mechanically necessary. Also, it can be flavor justified: "learning" from others and such.

I actually am currently liking the idea of the GP residue being GP points, appropriate for that GP. Small amounts, I'm sure. It makes flavorful sense, to me. Your scouts find evidence of a great thing occurring that they would have otherwise had no knowledge of, and it inspires/informs your people (this also makes it justified that you cannot drink your own civ's GP slime).

This creates an interesting Tall/Wide balance thing that we'll need to deal with. It could, of course, be a huge problem if unaddressed. Probably, we'll need to make sure that building T'a'r units is mostly Tall-Wide agnostic, as I'm not intending this to really be a way for Wide civs to "catch up" in GPs on the Tall civs. But, that being said, if you're the only Tall civ, and are surrounded by Wide civs (or civs not using GPs), certainly you'd getting less of that advantage.

The interplay I am going for is more along the lines of "Should I put my resources into building GPs, or should I rely less on GPs direclty, and work on other stuff, and try to pick up what I've missed through extensive scouting and such?"

This also does leave some room for UAs and UUs and such that manipulate this system.

I don't love the idea of these bonuses being "real" yields, as i think those are less justifiable in flavor, and feel way more of a rip-off that you can't benefit from your own GPs.

Also, caution: don't wnat this to turn into a Really Big Deal. Something more like finding Ruins, except in T'a'r.

I agree we want to avoid yet another auxiliary civilian unit! WoT seems to lend itself to that kind of unit, and we've got quite a few, so let's avoid them where we can.
oh, i'm trying...

One point about the flavor of this: Dreamers were more commonplace long before the events of the books (Egwene being the first in some time at the Tower, though not in the Waste). Do we want to model this dearth of Dreamers in any way? What portion of the game do we want T'a'r to be most active? Mainly late-ish, so starting toward the middle? For the whole game?
I think, intuitively, it feels like it should ramp up in the late game. But, that of course doesn't have to be the case, and certainly flavor would dictate that it should be the opposite. But, truthfully, we're going in the opposite direction of the "progression of Power and Talents" in the books on *everything* here. The game should start with uber Aes Sedai....

I'm thinking T'a'r will be accessible early on, but probably only through GP, right?
 
Sorry for the delay posting again, a variety of things conspired against me yesterday! I'm also going to be away this weekend, so I'll be back on Tuesday evening.

I choose to interpret your comment literally.

Sort of like this.


Well, I suppose that depends on what the primary function of them is. If preventing traveling is a major part of them, I'd say early-game DS's are actually underpowered, as Traveling is not likely to exist.

Yeah, the Traveling part won't be relevant then, but the sight should be quite informative.


Right. This makes sense, for sure.

Remember how Egwene would float around and see little balls of light that represented people's dreams and such? What form did she take when doing that? Was she "she," or was she a floating nothingness or something?

I believe the official flavor description was that she was bodiless and floating through a void. The Forsaken and other entities moving through T'a'r more "directly" (not necessarily there in full, like Perrin was) seemed to take forms that reflected their physical ones though. I think we can use the latter example as our basis for having these units (whoever they may be) interact with the T'a'r layer via "projection" units that are physically similar, but maybe more ghostly, than their normal unit appearance.

I do mean "second level" like March II and such. I didn't know the proper term for them. I shouldn't use the term Tier so casually.... someone could get hurt.

I do feel like makign it a tech unlock is elegant and simple - and I really like the elayne flavor. I do feel like promotion-unlock is the superior method though, because it will force a kind of rarity, or at least sacrifice. Even if it's a Level 1 promotion (though it probably shouldn't be), it's still one you'll have to choose at the exclusion of one of the ones you'd normally choose.

While I think it makes sense that essentially all Aes Sedai (all *channelers? see below) can access T'a'r, I'd like to think that in most games, only a minority of them will actually have this ability. Thus, a tech-gated promotion does seem appropriate.

Cool, I was initially a bit reluctant about this, but I've done some more research on promotions and such and I'm on board! (It turns out that this flow of "promotion that can be chosen once you research tech X" is actually already supported in BNW.)

If that's the case, then I think we could be done with T'a'r-enabled units, not counting the GPs. Don't think we'd need to add any others, except for perhaps the occasional UU or even era-linked military unit with this ability.

Based on the list below, yeah, I think we've got our units. more discussion of specifics down there!

With that in mind, it does prompt a few thoughts:

- What about civs that are anti-channelers? Are they essentially out of the whole T'a'r game completely (barring possibly Wolfbrothers)? On the one hand, that seems harsh, and makes us want to pare down the activity in T'a'r so as not to mess things up so much - at least make sure it wasn't essential to victory.
But on the other hand, this does make flavorful sense, as they most certainly would not be using T'a'r in most cases, if they were really that Oppressive or Fearful. One possible solution might be a 2nd level Oppression Tenet or something that caused some defense against other's doing stuff to you in T'a'r, or at least compensate in some way.

Agreed, I think anti-Channeling civs will be light on T'a'r-capable entities, and some of their policies should reflect that - giving them proper defenses ("Dreamspikes don't affect your territory, T'a'r units can't come within 10 hexes of your capital" or things like that.).

- Which channeling units should be able to learn this promotion? Let's see
  • Wise Ones - duh
  • Aes Sedai - this seems reasonable. All ajahs?
  • Wilders (as interpreted to mean early-game generic channelers) - probably not, due to tech limitations
  • Kin (as interpreted to mean late-game generic channelers) - possibly. I'm unsure if they should have access. Depends on how limited we want the use of T'a'r to be.
  • Other UU's - this would probably be on a case-by-case basis, and would partially depend on what we do with the Kin.
  • Saidin users - I'm figuring no.
  • Asha'man - unsure on this one as well. Seems like this might depend on what we do with the Kin.

I would think the Wise Ones might even start with this ability, but that's probably something we can discuss when making the civs.

Aes Sedai, I think they should have the ability, but we've discussed before about the Aes Sedai becoming too overloaded with extra abilities, and this would be another onto the list. I don't think they should have any advantage in terms of being able to get it compared to other T'a'r capable units. If anything, a disadvantage might make sense to offset their other abilities. Otherwise T'a'r will become a "secondary Aes Sedai" thing instead of its own standalone mechanic.

I think that the Kin and Wilders should be able to get the T'a'r abilities. The Wilders will be partially excluded due to tech, but I can see T'a'r becoming available earlier than the Kin. (And even if it is afterwards, allowing the leftover Wilder units to eventually gain that promotion seems fine to me.) I think we want these two to be our "primary" T'a'r users - the ones that most players use to interact with T'a'r. They're readily available, and so will allow the mechanics to be usable frequently enough to create a diversity to it. (Otherwise we end up in situations where further abilities like the Wolfbrother's aren't useful because T'a'r itself isn't used often enough.)

Other UUs sounds good.

I think we can leave the Asha'men and male channelers out of the T'a'r stuff, unless there is a compelling reason to bring them in? (MC is much less likely, given the way they work already.) I could see us using a UU to introduce a saidin user that could enter T'a'r, and that would particularly stand out if MCs and Asha'men couldn't.

- Is there a cooldown for entering T'a'r? What kind of limitations are there in general?

The "range" of a T'a'r unit becomes relevant below, and that seems like a limitation that we'll want to keep a careful eye on. You've mentioned in your post that T'a'r units are presumably limited ranged in some way (either distance or turns) and I completely agree. It's a balancing act, because low-range will tend to encourage suicidal use of T'a'r units, since they will be lost after X time/distance anyway. While we still want to enforce a sense of urgency/temporarity to their T'a'r presence.

Mentioning distance as a limitation is an interesting one, and mechanically quite cool. By limiting most T'a'r units to a certain hex distance range of their "dreaming" unit, we create a tactical game for the player in choosing where to "dream from." they have to balance safety against utility (most of our mechanics seem to reward ranging far, which means moving far from the more controlled area that your civ actually owns).

While mechanically tempting, a distance range limitation doesn't really match up with the flavor of T'a'r from the books. In fact, it sort of flies straight in its face - the ability to travel extreme distances without limitation is explicitly called out in the books. That's a bit of a problem.

The other option is time - either have the unit last X turns or take damage over time while in T'a'r until forced back into the waking world. This approach, however, is more likely to lead to T'a'r being "deserted" because no one wants to use their T'a'r abilities when they don't know they'll get value from them.

With either approach, specific units or techs could extend the time/distance available to certain units.

A cooldown is interesting. It's probably not as necessary for the distance-limitation as it is for time, but even then I could see us going without a cooldown in either case. (It will encourage more frequent use of the ability.)

Does death in T'a'r mean death of the "host" unit like we discussed for Wise Ones, many eons ago?

Ah, so this is starting to smell like that extra civilian unit I'm really trying not to allow us to create.... That said, if people are doing all this stuff with Aes Sedai or other channelers, that's also a bit weird. Not sure!

Personally, I never loved on-map spies, because they felt like a hassle, but I can understand how some people liked them.

The thing I don't like about this is that it feels weird to have both the map-EaE and menu-EaEs in the same game, doing essentially the same thing. If you wanted a [smh] civilian unit to do this, I'd just as soon see them "feel" and function more like a missionary or herald. Walk over, expend yourself, something happens.

Right, very good points on both fronts here! This is definitely a new civilian, which we are trying to avoid, and the duplication of the menu-spies is problematic. Let's not do this.

Also, weird thing here - heralds are invisible. Is this going to experientially mean that they are in Tel'aran'rhiod? That's weird and feels inconsistent.

No, they're just invisible. Not connected to T'a'r, I'd say.

Holy crap, *should they be* in T'a'r? (would obviously have to be reflavored....ugh).

Mm, I don't think so. T'a'r was never really used as a vessel for spreading Darkfriends/Light followers, right?

hmmm... I feel like that's a bit more complex than it needs to be. If there are "noncombat" units (the "scouts," some random civilians, GP) and then "combat units" (channelers, wolves, other GP), I'd say those combat units can simply auto-kill any non-combat units (or maybe two-shot them). I don't see flavor problems with that (especially if it's an autokill). As far as Combat units and other combat units, I do suppose it should be treated like normal combat.

I don't think auto-kills will play well with the way T'a'r is structured from what we've discussed elsewhere. If we want people to be able to compete for GP trinkets or something similar, then those noncombat units become infinitely less useful. T'a'r is definitely going to be more sparse than the "main" map layers (which is intentional and makes sense) and most units within it presumably have some kind of limited lifetime. This means that most units will be venturing out alone, so they should be able to "take care of themselves" to a certain extent.

I'd also say a fixed two-shot is quite un-CiV-like. Mostly because that's very difficult to actually model with the CiV unit system - the unit has X HP and after it loses some, it may regain some - combat has randomness, as we covered elsewhere, so forcing 50 damage all the time and allowing no healing is a strange way to achieve a two-shot. (And any ability that grants any healing at all basically turns into "survives an additional attack" - which creates a weird combination of granular healing values whose range is basically unimportant between 1 and 49.)

I also don't think an "aura of damage" is complicated - it basically is the units acting like Citadels. So all T'a'r units would have combat strength, but only some of them (wolves, Slayer, maybe channelers) can attack like they do in normal combat.

A key part of all of this is managing the lifetimes of T'a'r "units" so that keeping them alive is something players will prioritize. If they only live for 5 turns, then a suicide doesn't make much difference (unless it kills the host unit, as we discussed with Wise Ones a long time ago, though that players really badly with one shot kills.) While at the same time not making them feel like they last forever (like "normal" units).

I'd say one other big way you can kill a T'a'r unit is by attacking the "dreaming" unit itself. One hit and the unit wakes up? Since I'd guess you have a limited range for your projection (limited by either actual range or number of turns), these units won't always get to hide at home.

And *that* is where this once again unfortunately feels very RTS to me. Like a caster unit in starcraft blasting you from just outside your field of view...

I think that attacking the "host" as a way of pulling them out of T'a'r makes a lot of sense. It doesn't seem too RTS to me, sort of like early siege units have to set up in order to attack, the unit has to be "protected" in order to do its job correctly. We've already got a similar concept with Aes Sedai and Warders, where killing one unit drastically affects the other because of a pre-existing link between specific units.

I'm not sure. I think that can be decided once we have more specifics. Is detection enough? Should it be possible to stop the envoy with T'a'r?

Given that Envoys are civilians, I think being able to detect them at a distance will essentially result in stopping them. Or do we want to create a non-war-declaring mechanism to stop Envoys via T'a'r?

I'd say, ideally, yes. At least an aspect that could be interpreted to affect every victory type.

I should say, though, we've done a whole lot of designing, and that makes me somewhat hesitant to make T'a'r into a Really Big Deal that changes the game epicly

If we go with your Trinket idea, then we will almost automatically be assisting all the victory types.

I'm liking the trinket idea, but more on that below.

I think that as it stands at the moment, T'a'r is more at risk of having the opposite problem from Really Big Deal, in that it may remain too ancillary/obscure to reach a critical mass of usage that actually makes it relevant enough for players to consider. We want to connect it enough to the rest of the game that it helps out and players want to interact with it. I do agree with the sentiment that we don't want it to fundamentally change the way the other systems (culture, Paths, LB, voting, etc) work, just provide an alternate avenue of boosting progress with them.

I'd assume its relatively late. Still, I don't see how it would really result in votes.

We could pull an endorsement from a legendary hero out of T'a'r - that could be characterized as giving you another vote.

We may not need to address victory-specific bonuses for every victory type if the GP trinket stuff helps out across the board though, as you mention above.

Well, if the forsaken prowl around, I suppose the Dragon should to. Probably should add an ability to him in plane mode that lets him enter T'a'r, right? Kill EaE, remove dreamspikes, or whatever? Weird, though, because he's not actually any better in T'a'r than most people, right? (and far worse than the likes of Perrin and Egwene).

I think that weirdness is a bit of a problem. I'd be inclined to leave the Dragon out of T'a'r - he has a lot of special abilities as it is. Though we could characterize the "Dragon's ability" as sending his friend into T'a'r, rather than going himself? That matches up more with the flavor.

I was thinking Dreamspikes or something could lower that civs tourism-defense against you, or something. I don't think I like the idea of GWs in general, though now that you mention it, hidden antiquity sites (or hidden seal sites or whatever) could be an option. What do you think?

I think it would be nice to have more colorful flavor for Hidden Antiquity Sites - it always felt a bit like a hanger-on in BNW, whereas this would make it quite distinct. (I can see a late-game policy making T'a'r available to all of your channelers on the Culture tree, which would prevent relevant players from being cut off by a lack of sufficientty promoted units.)

That doesn't preclude us from doing the Dreamspike-Prestige-modifier thing too though.

I'll say first that if we did do this, this probably immediately becomes the "primary" function of T'a'r.

I think some people will be mad at us for not letting them pick up their own GP juices, but I think it is indeed mechanically necessary. Also, it can be flavor justified: "learning" from others and such.

I actually am currently liking the idea of the GP residue being GP points, appropriate for that GP. Small amounts, I'm sure. It makes flavorful sense, to me. Your scouts find evidence of a great thing occurring that they would have otherwise had no knowledge of, and it inspires/informs your people (this also makes it justified that you cannot drink your own civ's GP slime).

This creates an interesting Tall/Wide balance thing that we'll need to deal with. It could, of course, be a huge problem if unaddressed. Probably, we'll need to make sure that building T'a'r units is mostly Tall-Wide agnostic, as I'm not intending this to really be a way for Wide civs to "catch up" in GPs on the Tall civs. But, that being said, if you're the only Tall civ, and are surrounded by Wide civs (or civs not using GPs), certainly you'd getting less of that advantage.

The interplay I am going for is more along the lines of "Should I put my resources into building GPs, or should I rely less on GPs direclty, and work on other stuff, and try to pick up what I've missed through extensive scouting and such?"

This also does leave some room for UAs and UUs and such that manipulate this system.

I don't love the idea of these bonuses being "real" yields, as i think those are less justifiable in flavor, and feel way more of a rip-off that you can't benefit from your own GPs.

Also, caution: don't wnat this to turn into a Really Big Deal. Something more like finding Ruins, except in T'a'r.

I think I like this kind of system as the "primary" use of T'a'r, because it's something that we can use to deliver definite value to the player, which is essential to making T'a'r relevant.

I don't think players will have much of a problem with not being able to consume their own GP trinkets. I think they would see the inherent flaw in that extra-reward layer ("why would I have to do this thing as well to get the full bonus, when I'm the one who made the GP?"). I think it can be described as "stealing" or "gaining" from other players, which would make having it work on your own GPs a bit weird.

I like the idea of GP points, but I'm not sure we should go with GP points of the type of the GP expended. Mostly because that breaks the whole Tall/Wide vs System-specific stuff - T'a'r presence isn't related to Tall/Wide (as you've said, and I agree), but would become a source of GP points for the Tall/Wide balancing GP types. (Scientist, Merchant, etc.)

My first suggestion would be have them all generate WoT GP points, but that falls into our old problem of WoT GP points not being a reliable source of civ advancement. Which means T'a'r will be of little value, which means players won't take part in it as we want, making even more ability unusable on GPs and the like. (Unless our opinion of the general usefulness of WoT GP types has changed? This would certainly make a very flavorful and fun source of points for them, if the GPs themselves were useful enough.)

Random GP points also has the same problem.

What if the type of GP points gained from trinkets was dependent on the unit type that was consuming the trinket, rather than the GP that created it? That way, we could balance the T'a'r unit types to favor Tall/Wide appropriately. The problem with that approach is we have vastly fewer T'a'r units than relevant GP types.

Is this something the player could "specialize into" via buildings or projects or policies or something? That way we could gate those on the appropriate Tall/Wide/System-specificness required for the GP type that the unit it unlocks produces points for.


Super alternatively, what if T'a'r replaced Faith-purchasing as a late-game form of burst-GP-generation? This would free up Faith purchasing for LB-related stuff that it's currently earmarked for, but allow us to be more flexible with the LB prices (purchasing Shadowspawn, something Light related that I don't currently remember). This would also allow us to partially ignore the Tall/Wide crossover discussed above, because Faith was already filling that role, of Wide civs generating lots of GPs of their choice via investment in another system.

I think, intuitively, it feels like it should ramp up in the late game. But, that of course doesn't have to be the case, and certainly flavor would dictate that it should be the opposite. But, truthfully, we're going in the opposite direction of the "progression of Power and Talents" in the books on *everything* here. The game should start with uber Aes Sedai....

I'm thinking T'a'r will be accessible early on, but probably only through GP, right?

Yes, I agree on the general time scale here. I think mid-game is about where we want the tech to be that unlocks the promotion, and then let it become more prevalent from there on. GPs have access from the beginning, but generating that first GP of the right type will take a while.
 
I believe the official flavor description was that she was bodiless and floating through a void. The Forsaken and other entities moving through T'a'r more "directly" (not necessarily there in full, like Perrin was) seemed to take forms that reflected their physical ones though. I think we can use the latter example as our basis for having these units (whoever they may be) interact with the T'a'r layer via "projection" units that are physically similar, but maybe more ghostly, than their normal unit appearance.
that sounds good to me.

And I think the difference in flavor there is probably because, actually, Egwene was in the space between our world and T'a'r, not T'a'r itself (or something).

Cool, I was initially a bit reluctant about this, but I've done some more research on promotions and such and I'm on board! (It turns out that this flow of "promotion that can be chosen once you research tech X" is actually already supported in BNW.)
ok, then we're agreed: promotion unlocks entrance into T'a'r.

Agreed, I think anti-Channeling civs will be light on T'a'r-capable entities, and some of their policies should reflect that - giving them proper defenses ("Dreamspikes don't affect your territory, T'a'r units can't come within 10 hexes of your capital" or things like that.).
Good. We're in agreement then. Interesting how this new take on ideologies (tying into one game mechanic, channeling) has its unintended consequences.

I would think the Wise Ones might even start with this ability, but that's probably something we can discuss when making the civs.
yes. let's discuss it then.

Aes Sedai, I think they should have the ability, but we've discussed before about the Aes Sedai becoming too overloaded with extra abilities, and this would be another onto the list. I don't think they should have any advantage in terms of being able to get it compared to other T'a'r capable units. If anything, a disadvantage might make sense to offset their other abilities. Otherwise T'a'r will become a "secondary Aes Sedai" thing instead of its own standalone mechanic.

I think that the Kin and Wilders should be able to get the T'a'r abilities. The Wilders will be partially excluded due to tech, but I can see T'a'r becoming available earlier than the Kin. (And even if it is afterwards, allowing the leftover Wilder units to eventually gain that promotion seems fine to me.) I think we want these two to be our "primary" T'a'r users - the ones that most players use to interact with T'a'r. They're readily available, and so will allow the mechanics to be usable frequently enough to create a diversity to it. (Otherwise we end up in situations where further abilities like the Wolfbrother's aren't useful because T'a'r itself isn't used often enough.)

Other UUs sounds good.
ok, so this is a generic saidar promotion, available in theory to anybody. In fact, it may be that you end up not wanting to use it on your sisters, as they can be used better elsewhere, perhaps (although, on the flipside, they have a warder to protect them while asleep).

I think we can leave the Asha'men and male channelers out of the T'a'r stuff, unless there is a compelling reason to bring them in? (MC is much less likely, given the way they work already.) I could see us using a UU to introduce a saidin user that could enter T'a'r, and that would particularly stand out if MCs and Asha'men couldn't.
This is fine. We'll leave the motorcycle clubs out of it.

The "range" of a T'a'r unit becomes relevant below, and that seems like a limitation that we'll want to keep a careful eye on. You've mentioned in your post that T'a'r units are presumably limited ranged in some way (either distance or turns) and I completely agree. It's a balancing act, because low-range will tend to encourage suicidal use of T'a'r units, since they will be lost after X time/distance anyway. While we still want to enforce a sense of urgency/temporarity to their T'a'r presence.

Mentioning distance as a limitation is an interesting one, and mechanically quite cool. By limiting most T'a'r units to a certain hex distance range of their "dreaming" unit, we create a tactical game for the player in choosing where to "dream from." they have to balance safety against utility (most of our mechanics seem to reward ranging far, which means moving far from the more controlled area that your civ actually owns).

While mechanically tempting, a distance range limitation doesn't really match up with the flavor of T'a'r from the books. In fact, it sort of flies straight in its face - the ability to travel extreme distances without limitation is explicitly called out in the books. That's a bit of a problem.
distance is quite problematic, from a flavor perspective, though mechanically it does seem to make sense.

In truth, flavor wise, t'a'r should function essentially as a teleport. I think we should reserve this aspect for a GP "spy plane" ability that uncovers some portion of the map (all layers) for X turns or something (should that be on the list?)

So I'm not sure quite how to handle this. Obviously we can't let people zap around. Maybe the way we do it is let the projection be instantiated no more than X tiles away from the channeler (instead of on the same tile), which provides at least the illusion of that teleport?

The other option is time - either have the unit last X turns or take damage over time while in T'a'r until forced back into the waking world. This approach, however, is more likely to lead to T'a'r being "deserted" because no one wants to use their T'a'r abilities when they don't know they'll get value from them.

With either approach, specific units or techs could extend the time/distance available to certain units.

A cooldown is interesting. It's probably not as necessary for the distance-limitation as it is for time, but even then I could see us going without a cooldown in either case. (It will encourage more frequent use of the ability.)
I do think we need *some* limitation, even if it's on the back-end. I was wondering if you could spend various amounts of time in t'a'r, but then your cooldown would be longer, so it's a bit of a gamble. However, that system could be abused by encouraging uber-trips into t'a'r... and then never again with that unit.

As far as dmg/turn or something, that could work, I think. People might not want to waste their turns, but the flipside is that they'd never get anything done in t'a'r!

I'm not sure where to go with it. I know we wnat to encourage use, but I do like the idea of t'a'r as something that has to be consciously initiated. In the books, 99% of what was happening in t'a'r was happening when the main characters weren't there. They could only go so often. I say this to suggest that it feels weird to have "dedicated" units that just sit in t'a'r forever, babysitting. Although, is that what we're expecting you'd need to do to defend yourself?

Why don't you lay out how you see this going, with regards to people searching around, AND people stopping them.

Does death in T'a'r mean death of the "host" unit like we discussed for Wise Ones, many eons ago?
I think no, except for any GP that enter (flavored as they're going in the flesh). Maybe an HP hit, though? Of course, things like wolves would disappear though.

Right, very good points on both fronts here! This is definitely a new civilian, which we are trying to avoid, and the duplication of the menu-spies is problematic. Let's not do this.
agreed.

No, they're just invisible. Not connected to T'a'r, I'd say.

Mm, I don't think so. T'a'r was never really used as a vessel for spreading Darkfriends/Light followers, right?
right.

I don't think auto-kills will play well with the way T'a'r is structured from what we've discussed elsewhere. If we want people to be able to compete for GP trinkets or something similar, then those noncombat units become infinitely less useful. T'a'r is definitely going to be more sparse than the "main" map layers (which is intentional and makes sense) and most units within it presumably have some kind of limited lifetime. This means that most units will be venturing out alone, so they should be able to "take care of themselves" to a certain extent.

I'd also say a fixed two-shot is quite un-CiV-like. Mostly because that's very difficult to actually model with the CiV unit system - the unit has X HP and after it loses some, it may regain some - combat has randomness, as we covered elsewhere, so forcing 50 damage all the time and allowing no healing is a strange way to achieve a two-shot. (And any ability that grants any healing at all basically turns into "survives an additional attack" - which creates a weird combination of granular healing values whose range is basically unimportant between 1 and 49.)

I also don't think an "aura of damage" is complicated - it basically is the units acting like Citadels. So all T'a'r units would have combat strength, but only some of them (wolves, Slayer, maybe channelers) can attack like they do in normal combat.

A key part of all of this is managing the lifetimes of T'a'r "units" so that keeping them alive is something players will prioritize. If they only live for 5 turns, then a suicide doesn't make much difference (unless it kills the host unit, as we discussed with Wise Ones a long time ago, though that players really badly with one shot kills.) While at the same time not making them feel like they last forever (like "normal" units).
OK, so again, I think I do want to just see how you think it should all work out. I suspect you're thinking people will always be in t'a'r, as opposed to popping in every so often. I've been thinking that you maybe always have some sort of scouting operation going on, but not tons of channelers set up as sentries around your cities (well you could, but I'm not looking to encourage that kind of thing).

The sight=deal damage thing is a bit weird to be, flavorfully, but I could see it happening. The weird thing is that both units would take damage, yes? So each unit either flees or chases the other, causing both the die. But then it's just a question of "who has the most HP"? If you both lose 10 HP per turn, and my unit has 1 fewer hp, it's a clear losing proposition for me to engage with you.

what are you thinking it shoudl look like?

I think that attacking the "host" as a way of pulling them out of T'a'r makes a lot of sense. It doesn't seem too RTS to me, sort of like early siege units have to set up in order to attack, the unit has to be "protected" in order to do its job correctly. We've already got a similar concept with Aes Sedai and Warders, where killing one unit drastically affects the other because of a pre-existing link between specific units.
so, simply attacking-the-host or killing-the-host?

Given that Envoys are civilians, I think being able to detect them at a distance will essentially result in stopping them. Or do we want to create a non-war-declaring mechanism to stop Envoys via T'a'r?
Yeah, detection is one thing, but we were looking for a way to prevent an envoy without having to do a DoW, right?

What if you could leech science from it or something, from T'a'r? If you do it enough, you get the bonus from the showcase... without the civ being able to actually showcase to you. Too complex? too horrible for the envoy civ? They'd basically have to send wolves along with the envoy or something, which is a little weird.

We could pull an endorsement from a legendary hero out of T'a'r - that could be characterized as giving you another vote.

We may not need to address victory-specific bonuses for every victory type if the GP trinket stuff helps out across the board though, as you mention above.
Right. This seems a little like a stretch to me. If possible, it might be good not to have to do the victory-tied aspects - keep it generic, like religions.

I think that weirdness is a bit of a problem. I'd be inclined to leave the Dragon out of T'a'r - he has a lot of special abilities as it is. Though we could characterize the "Dragon's ability" as sending his friend into T'a'r, rather than going himself? That matches up more with the flavor.
agreed.

I think it would be nice to have more colorful flavor for Hidden Antiquity Sites - it always felt a bit like a hanger-on in BNW, whereas this would make it quite distinct. (I can see a late-game policy making T'a'r available to all of your channelers on the Culture tree, which would prevent relevant players from being cut off by a lack of sufficientty promoted units.)

That doesn't preclude us from doing the Dreamspike-Prestige-modifier thing too though.
I'm down with the antiquity sites - providing we don't simplify and make it mostly trinket/dreamspike based.

I think I like this kind of system as the "primary" use of T'a'r, because it's something that we can use to deliver definite value to the player, which is essential to making T'a'r relevant.

I don't think players will have much of a problem with not being able to consume their own GP trinkets. I think they would see the inherent flaw in that extra-reward layer ("why would I have to do this thing as well to get the full bonus, when I'm the one who made the GP?"). I think it can be described as "stealing" or "gaining" from other players, which would make having it work on your own GPs a bit weird.
agreed. I see it as a problem only if you're getting full-on yields (e.g. a GMe drops gold)... that would feel annoying.

I like the idea of GP points, but I'm not sure we should go with GP points of the type of the GP expended. Mostly because that breaks the whole Tall/Wide vs System-specific stuff - T'a'r presence isn't related to Tall/Wide (as you've said, and I agree), but would become a source of GP points for the Tall/Wide balancing GP types. (Scientist, Merchant, etc.)

My first suggestion would be have them all generate WoT GP points, but that falls into our old problem of WoT GP points not being a reliable source of civ advancement. Which means T'a'r will be of little value, which means players won't take part in it as we want, making even more ability unusable on GPs and the like. (Unless our opinion of the general usefulness of WoT GP types has changed? This would certainly make a very flavorful and fun source of points for them, if the GPs themselves were useful enough.)

Random GP points also has the same problem.
I'll say first that I think the idea of the "WoT GP" may have gone the way of the [American] buffalo. It seems that we've replaced it with a more mixed-up system, or else one that ties specifically into sub-systems (channeling, t'a'r, etc.). Perhaps these sub-systems are essentially the heirs to this idea.

I do see how specific GP poitns (based on the expended gp) would throw a whole lot of balance into chaos).

The simple answer, is, of course, that GP trinkets create GP points for t'a'r-based GPs (Wolfbrothers, Dreamers, etc.). Perhaps the channelers go into this, too, but I'm not sure.

Of course, that means that this is a snake eating its tail - the primary purpose of t'a'r is to get t'a'r gps. Well, if those GPs are good enough it could work. Otherwise, we probably do need to attach t'a'r to the existing victory conditions as discussed, so that the "flow" goes - do stuff in T'a'r to help your victory --> pick up trinkets --> get t'a'r GPs --> you are now better in T'a'r and can help your victory.

What if the type of GP points gained from trinkets was dependent on the unit type that was consuming the trinket, rather than the GP that created it? That way, we could balance the T'a'r unit types to favor Tall/Wide appropriately. The problem with that approach is we have vastly fewer T'a'r units than relevant GP types.

I think in general I'm not a fan with that. We've pretty much decided that saidar users are going to be the vast majority of the units in t'a'r.

Is this something the player could "specialize into" via buildings or projects or policies or something? That way we could gate those on the appropriate Tall/Wide/System-specificness required for the GP type that the unit it unlocks produces points for.

I'm not quite sure I get your meaning on this one.

Super alternatively, what if T'a'r replaced Faith-purchasing as a late-game form of burst-GP-generation? This would free up Faith purchasing for LB-related stuff that it's currently earmarked for, but allow us to be more flexible with the LB prices (purchasing Shadowspawn, something Light related that I don't currently remember). This would also allow us to partially ignore the Tall/Wide crossover discussed above, because Faith was already filling that role, of Wide civs generating lots of GPs of their choice via investment in another system.
hmmm... this is very interesting, indeed.

Is there light stuff to buy in the LB?

I think this could work. It's definitely a difference that's pretty significant, though. We'd have to make sure we like it. I could see faith-gp purchasing potentially still be unlocked by some late game stuff or policy finishers, though.

But yeah, this kind of thing could work. But is it weird creating a yield that is only picked up in t'a'r, with no means of producing it? What would this yield be?


have a good trip!
 
Just wanted to drop by and say that I finally played S3rgeus's Siegemod!

Yeah, sorry it took so long, but I *finally* tried out mods (I started with a Mod of Ice and fire, which I found quite disappointing, actually, but that's another story).

It's a great scenario. I really like it. I first tried it on King and started out getting slaughtered. Once I dropped to Prince, I did win, though, with 13 turns remaining. I totally focused on just Cargo-ship spamming for the entire game, to prevent that crippling war with the Blue Civ Above You. Didn't really mess with religion so much on this playthrough, and Orange Guys never really did much. I was pretty much locked in an endless naval and pillage war with the bottom-left civ.

But seriously. Good job. It's really polished and well-thought out. Is it possible to play as the other civs?
 
What's that? Super unexpected day-early-post? I have a few hours so hopefully I can finish this in time! My timing has changed a bit though, I'll be back for sure on Thursday, but then I'm gone again next weekend (only Friday-Sunday this time).

that sounds good to me.

And I think the difference in flavor there is probably because, actually, Egwene was in the space between our world and T'a'r, not T'a'r itself (or something).

Exactly, yeah, i think that was how that worked!

ok, then we're agreed: promotion unlocks entrance into T'a'r.

Yes, decided!

Good. We're in agreement then. Interesting how this new take on ideologies (tying into one game mechanic, channeling) has its unintended consequences.

Yeah, and it's probably a good thing - it makes the system feel like it has logical consistency for the player because it "grew" from a starting flavor situation.

ok, so this is a generic saidar promotion, available in theory to anybody. In fact, it may be that you end up not wanting to use it on your sisters, as they can be used better elsewhere, perhaps (although, on the flipside, they have a warder to protect them while asleep).

Very true, and that's a good balance that should prevent Aes Sedai from being the only people in T'a'r!

distance is quite problematic, from a flavor perspective, though mechanically it does seem to make sense.

In truth, flavor wise, t'a'r should function essentially as a teleport. I think we should reserve this aspect for a GP "spy plane" ability that uncovers some portion of the map (all layers) for X turns or something (should that be on the list?)

So I'm not sure quite how to handle this. Obviously we can't let people zap around. Maybe the way we do it is let the projection be instantiated no more than X tiles away from the channeler (instead of on the same tile), which provides at least the illusion of that teleport?

We could allow short range teleporting, much like paradropping, since I believe moving in T'a'r is quite similar to Traveling, flavor-wise. (Can only move instantly to places you know well or can see.) I don't think we necessarily need to emulate that specific part of the T'a'r flavor though. I was more concerned that placing a distance limitation between the derived T'a'r unit and its host in reality would be much more jarring because the flavor gives such freedom of movement.

I do think we need *some* limitation, even if it's on the back-end. I was wondering if you could spend various amounts of time in t'a'r, but then your cooldown would be longer, so it's a bit of a gamble. However, that system could be abused by encouraging uber-trips into t'a'r... and then never again with that unit.

As far as dmg/turn or something, that could work, I think. People might not want to waste their turns, but the flipside is that they'd never get anything done in t'a'r!

I'm not sure where to go with it. I know we wnat to encourage use, but I do like the idea of t'a'r as something that has to be consciously initiated. In the books, 99% of what was happening in t'a'r was happening when the main characters weren't there. They could only go so often. I say this to suggest that it feels weird to have "dedicated" units that just sit in t'a'r forever, babysitting. Although, is that what we're expecting you'd need to do to defend yourself?

Why don't you lay out how you see this going, with regards to people searching around, AND people stopping them.

I'm thinking that there will almost always be units in T'a'r, but each of them will always be doing something "active." None of them will be standing around as sentries or anything like that - but I think there should be enough for T'a'r units in general to do that players will want to send units in for trips to T'a'r relatively frequently.

So, something like the GP trinkets that produces consistent value (more on that below) - say this was the primary reason for going into T'a'r. I was thinking most players would be frequently spawning units (say once every 20-30 turns per player) and searching the area around some places they expected to see GP expenditure. (Enemy capitals would be a prime source, as would any area that they've actually seen a GP be consumed.)

Thinking this through like this, maybe we do want to model the teleporting. T'a'r units can teleport to any hex you have direct sight on? (This means they combine well with spies, which provide sight around enemy cities.) We could restrict the mission that teleports a unit to only those with full movement - so units can't venture into the fog, find an enemy, and just port away. This allows quick escapes, as we saw in T'a'r in the books, and encourages more targeted and comprehensive scouting. The corresponding risk is that players will run out of places to scout because they can so quickly cherry pick the prime areas.

So, instant transport aside, T'a'r is another thing that the player "does" when they want to achieve a certain objective. Military players have avenues to help their military advances through dreamspikes and scouting, as we've discussed before. All players will want to do things like GP trinkets because it is its own reward - making GPs (or whatever, see below) that make your civ better. Between the various T'a'r mechanics that help the player, I would expect to see a few units flitting through the T'a'r layer every turn, pursuing one or other of these objectives.

I have to say that while we have a collection of T'a'r relevant mechanics, it feels like we're missing something: an endgame. Not necessarily a way to win the game of CiV, but something that players are trying to achieve, which, if they ignore it, has some opportunity cost. (Makes the players who did participate better.) That's the essence of CiV systems like Ideology, Religion, and such. Being good at them gives you consistent advantage over players who aren't.

It feels like there should be some form of "dominance" tracking within T'a'r - some way of staking a claim that gives a persistent bonus (be that bonus sight, yields, Policy-like bonus, GPs, anything), which players can track and compete over. It could be the GP trinkets - that's something that rewards players who find them, but that still feels like it should be the build-up to a larger finisher. I'm still unsure what that should be, but it feels like that structure is necessary to making T'a'r a part of the game that players will actually engage with - something to work towards beyond incremental advantage.

I think no, except for any GP that enter (flavored as they're going in the flesh). Maybe an HP hit, though? Of course, things like wolves would disappear though.

HP hit sounds good - that kind of creates a soft cooldown on the ability, since it can be spammed for a short time, but then constant loss will result in permanent loss of the unit if the player isn't careful. Also agreed that this primarily applies to the units that are flavorfully "projecting" into T'a'r rather than there in the flesh.

OK, so again, I think I do want to just see how you think it should all work out. I suspect you're thinking people will always be in t'a'r, as opposed to popping in every so often. I've been thinking that you maybe always have some sort of scouting operation going on, but not tons of channelers set up as sentries around your cities (well you could, but I'm not looking to encourage that kind of thing).

The sight=deal damage thing is a bit weird to be, flavorfully, but I could see it happening. The weird thing is that both units would take damage, yes? So each unit either flees or chases the other, causing both the die. But then it's just a question of "who has the most HP"? If you both lose 10 HP per turn, and my unit has 1 fewer hp, it's a clear losing proposition for me to engage with you.

what are you thinking it shoudl look like?

It's only a losing proposition if your HP divides by 10 fewer times than mine (unit with 53 HP vs unit with 54 HP will both kill each other on the 6th turn). I was thinking that it would mainly be used to make T'a'r a more "solitary" place like it was in the books - you only ever keep rank with your allies there, even if you don't fight most enemies on the spot in T'a'r. This would mean that most units controlled by opposing civs would meet once and then split away from each other, to avoid taking damage. (Particularly if the amount of damage taken by the host, discussed above, is influenced by the projection's remaining HP.)

On the surface, it looks like it could promote kamikaze attacks by some players, but given the gating on T'a'r of promoted units, that's unlikely to be a winning strategy (which is good, since we don't want to encourage it).

so, simply attacking-the-host or killing-the-host?

Just attacking will do it, I'd say - they wake up and the projection vanishes and then the host can act as normal (if they're still alive).

Yeah, detection is one thing, but we were looking for a way to prevent an envoy without having to do a DoW, right?

What if you could leech science from it or something, from T'a'r? If you do it enough, you get the bonus from the showcase... without the civ being able to actually showcase to you. Too complex? too horrible for the envoy civ? They'd basically have to send wolves along with the envoy or something, which is a little weird.

This should definitely be difficult, and somehow hinge on the scientific capabilities of the defending civ (much like the Culture victory's competitive yields work).

I could see a couple of approaches. One could be the ability to "drain science" from an Envoy at a rate equal to your science per turn, until it reaches X and the Envoy is consumed. (How do we define X? Based on the number of showcase requirements remaining for the Envoy-owning player? Something like that?)

Another approach is that the ability to consume an Envoy from T'a'r is an ability tied to a scientific GP - so the player would have to use up their own science GP to keep the Envoy away. This puts them marginally behind, which makes sense, the Envoy player is the one who's doing well, and it should cost the defending player resources to stop them.

Right. This seems a little like a stretch to me. If possible, it might be good not to have to do the victory-tied aspects - keep it generic, like religions.

That sounds good to me.

I'm down with the antiquity sites - providing we don't simplify and make it mostly trinket/dreamspike based.

Do you mean that, as long as we don't decide to reduce T'a'r down to mostly a single mechanic, rather than interconnected with the rest of the game, then placing our Hidden Antiquity Sites in T'a'r sounds like a good plan?

agreed. I see it as a problem only if you're getting full-on yields (e.g. a GMe drops gold)... that would feel annoying.

Cool, I agree that we don't want to be giving out yields here.

I'll say first that I think the idea of the "WoT GP" may have gone the way of the [American] buffalo. It seems that we've replaced it with a more mixed-up system, or else one that ties specifically into sub-systems (channeling, t'a'r, etc.). Perhaps these sub-systems are essentially the heirs to this idea.

I do see how specific GP poitns (based on the expended gp) would throw a whole lot of balance into chaos).

The simple answer, is, of course, that GP trinkets create GP points for t'a'r-based GPs (Wolfbrothers, Dreamers, etc.). Perhaps the channelers go into this, too, but I'm not sure.

Of course, that means that this is a snake eating its tail - the primary purpose of t'a'r is to get t'a'r gps. Well, if those GPs are good enough it could work. Otherwise, we probably do need to attach t'a'r to the existing victory conditions as discussed, so that the "flow" goes - do stuff in T'a'r to help your victory --> pick up trinkets --> get t'a'r GPs --> you are now better in T'a'r and can help your victory.

Right, I was definitely thinking that all of these new GP types were the WoT GPs - the ones that don't fit into the BNW archetypes of Science/Culture/etc. would be "WoT GPs."

I think the feedback loop you describe there is quite a good one and could solve the need for an "endgame" that I discuss above. It might be worth us going through the victories again and seeing if there are some other ways to leverage T'a'r for them, because using GP trinkets as a source of WoT GP "points" is quite a compelling way of generating them. It may not play nicely with the non-T'a'r-ish GPs that are WoT-specific though.

Hidden Antiquity Sites are good for Culture, as is Dreamspikes providing incidental Prestige bonuses against the player it "covers."

Diplo definitely needs something. I think we should be working towards endgame swing-y bonuses that the player will really want to achieve to break a stalemate or push them just far enough ahead to win. We might have a way of taking direct control of the Tower's or Ogiers' votes during a Compact election via T'a'r? That would have to be a kind of "endgame" that the player had to work towards in T'a'r over many turns, though I'm not sure how they would do that yet. We've introduced non-major-civ agencies into the voting, which feels like it should definitely give us room to maneuver here.

Science is an interesting one - we've discussed how to use T'a'r to defend from Science, but can it be used to "attack"? Is there such thing as a T'a'r Envoy? Or is it simply the other side of the Envoy-draining coin, you need to defend your Envoys in T'a'r from being drained from there?

I feel like Domination is also a bit short on T'a'r usefulness. Dreamspikes help them with vision and Traveling, but it's still not the power swing we see in the endgame of BNW. The first major domination game-changer towards the endgame is Artillery - with a range greater than a city and the ability to fire over obstacles with a spotter, Artillery makes siege much easier. Planes are the next step up. Then the lack of set-up on Rocket Artillery is the final boost. Can we emulate this kind of ramp-up somehow? Provide T'a'r bonuses that make laying siege significantly more effective? Or possibly make conquest more effective? Maybe the actual attacking is always a slog in WoTMod, but you can more effectively "calm" captured cities?

Same with LB, it feels like there's definitely room for some T'a'r fun here, because this is the flavorful WoT victory. Are the Seals related to T'a'r in any way? Or can the Forsaken be enhanced/destroyed through player actions in T'a'r? Is it how you get rid of the scum left behind by bubbles of evil?

I think in general I'm not a fan with that. We've pretty much decided that saidar users are going to be the vast majority of the units in t'a'r.

Yeah, I think unit selection is primarily the issue with this approach. Doesn't seem like it has a good solution for the units we've got, so let's drop it.

I'm not quite sure I get your meaning on this one.

If the player's ability to gather a certain type of GP points were limited by something else, then gating that "something else" on appropriate metrics for the GP points in question would let us keep the Tall/Wide/System-specific balance in place.

Example: Great Merchants are Tall/Wide balancing, so Tall players generate more of them. If gathering GMe points in T'a'r somehow required a specific building, we could make that building a National Wonder, hence making it easier for Tall players to gain access to. This maintains the Tall-ness of GMes. And corresponding restrictions for other GP types.


hmmm... this is very interesting, indeed.

Is there light stuff to buy in the LB?

I think this could work. It's definitely a difference that's pretty significant, though. We'd have to make sure we like it. I could see faith-gp purchasing potentially still be unlocked by some late game stuff or policy finishers, though.

But yeah, this kind of thing could work. But is it weird creating a yield that is only picked up in t'a'r, with no means of producing it? What would this yield be?

Faith purchasing is already a policy-finisher-unlocked thing though, I think if we were going to replace its role as Wide-GP-catchup via T'a'r, we'd want to remove it to keep Tall/Wide balanced. (Otherwise we favor Wide.)

It doesn't have to be a separate yield in T'a'r to contribute to the GPs, it could literally be the GP points for that GP type. The Faith-buy system affords the player a relatively Tall/Wide-agnostic method of generating GPs of a type that they choose (and that choice is made over the course of the game through their policy decisions, so tends to be focused on their intended victory type). What we'd need to do is present a similar system: allow players to make decisions over the course of the game that will allow them to generate certain Tall/Wide balancing GP types during the endgame without a particular advantage being given to Tall or Wide in the system itself.

However, all of that being said, looking back at the LB summary, it seems we didn't settle on a faith-purchasing mechanic for either side of the LB. (We definitely discussed it, but I think we moved away from it in the end.) This means that we don't have any competing endgame use for Faith, which means we probably can't remove GP faith-purchasing.

have a good trip!

Thanks, I actually have guests over! They're out for a few hours though, visiting other friends of friends in the area, so I've had time to post on here!

Just wanted to drop by and say that I finally played S3rgeus's Siegemod!

Yeah, sorry it took so long, but I *finally* tried out mods (I started with a Mod of Ice and fire, which I found quite disappointing, actually, but that's another story).

It's a great scenario. I really like it. I first tried it on King and started out getting slaughtered. Once I dropped to Prince, I did win, though, with 13 turns remaining. I totally focused on just Cargo-ship spamming for the entire game, to prevent that crippling war with the Blue Civ Above You. Didn't really mess with religion so much on this playthrough, and Orange Guys never really did much. I was pretty much locked in an endless naval and pillage war with the bottom-left civ.

But seriously. Good job. It's really polished and well-thought out. Is it possible to play as the other civs?

Awesome, I'm really glad you liked it! I'm also really glad that it worked out so tightly balanced, I definitely would've liked to play through it some more myself to get a feel for if there were any balance changes needed. I didn't do any AI work for SiegeMod, so there are some unfortunate limitations with what some of the enemies do (like the Cyats). An endless naval and pillaging war with Numydia is definitely what was intended! It sounds like the counteracting objectives of keeping X trade routes with Argast and keeping your units safe from Numydia worked well! :D

It isn't possible to play as the other civs at the moment - I targeted Svesta as the human player, so the others have relatively one-dimensional roles in antagonizing it. Some more work could create alternative versions with new victory conditions though - spread your religion to all cities with the Cyats, conquer the world as Argastinium, and I'm not quite sure what would make a good objective for Numydia off the top of my head. WoTMod work has taken over instead though!

One change that was already pending was some difficulty-scaling. I think the amount of gold you need to win varies by difficulty? I don't remember if I got around to doing that. I also wanted to make it so that the number of units Svesta (and the other civs) starts with varied by difficulty, but that didn't get done.
 
We could allow short range teleporting, much like paradropping, since I believe moving in T'a'r is quite similar to Traveling, flavor-wise. (Can only move instantly to places you know well or can see.) I don't think we necessarily need to emulate that specific part of the T'a'r flavor though. I was more concerned that placing a distance limitation between the derived T'a'r unit and its host in reality would be much more jarring because the flavor gives such freedom of movement.
I see, so you're merely suggesting that we avoid having an "invisible wall" far away from the sleeper? Totally agree.

As far as the paradrop... i think I can be ok with that as well. Either way. this ties in to some things you say about spies later, and I'll comment more then.

I'm thinking that there will almost always be units in T'a'r, but each of them will always be doing something "active." None of them will be standing around as sentries or anything like that - but I think there should be enough for T'a'r units in general to do that players will want to send units in for trips to T'a'r relatively frequently.
OK. I can get behind this. "Active" and all that. The sentry thing is what feels weird - to me, you should have to "dip in" if you want to check things out in T'a'r.

So, something like the GP trinkets that produces consistent value (more on that below) - say this was the primary reason for going into T'a'r. I was thinking most players would be frequently spawning units (say once every 20-30 turns per player) and searching the area around some places they expected to see GP expenditure. (Enemy capitals would be a prime source, as would any area that they've actually seen a GP be consumed.)
I know this might be more relevant below, re: trinkets, but...

What happens to a GP expended IN a capital? Part of me wants the location of the trinket (time for a new name soon, hopefully) to be somewhat randomized, within one or two tiles, or something. I guess I'm also a little concerned that, once we have dream spikes and/or cool social policies/philosophies, it might get too easy for an "expending" div to expend in ways that make grabbing their trinkets all but impossible. Personally, I don't find that a compelling metagame

What about GPs expended in water?

Thinking this through like this, maybe we do want to model the teleporting. T'a'r units can teleport to any hex you have direct sight on? (This means they combine well with spies, which provide sight around enemy cities.) We could restrict the mission that teleports a unit to only those with full movement - so units can't venture into the fog, find an enemy, and just port away. This allows quick escapes, as we saw in T'a'r in the books, and encourages more targeted and comprehensive scouting. The corresponding risk is that players will run out of places to scout because they can so quickly cherry pick the prime areas.
Right, I think this could be fine, but I have some caveats that I'd like to throw in.

First, and this is obvious- we need to balance with "epic teleport" in mind. We don't want to create essentially free-invisible-traveling, etc.

Second, I suggest that, perhaps, these units never actually teleport. Rather, when you set the Sleeping unit to "Dream," you select where you'd like the projection to appear - which can be anywhere you have direct sight. However, once that happens, that unit is "stuck" there, and can only move around given its normal movement .the reason I think this is important is because otherwise, "hunting" these units with wolves and whatnot would be essentially impossible.

Wolves and such, though - mayb ethey should simply have the "paradrop" teleport instead/in addition.

I think this gives a nice concession to flavor, without creating a huge mess and unbeatable defensive/evasive advantage.

So, instant transport aside, T'a'r is another thing that the player "does" when they want to achieve a certain objective. Military players have avenues to help their military advances through dreamspikes and scouting, as we've discussed before. All players will want to do things like GP trinkets because it is its own reward - making GPs (or whatever, see below) that make your civ better. Between the various T'a'r mechanics that help the player, I would expect to see a few units flitting through the T'a'r layer every turn, pursuing one or other of these objectives.
sure. agreed.

I have to say that while we have a collection of T'a'r relevant mechanics, it feels like we're missing something: an endgame. Not necessarily a way to win the game of CiV, but something that players are trying to achieve, which, if they ignore it, has some opportunity cost. (Makes the players who did participate better.) That's the essence of CiV systems like Ideology, Religion, and such. Being good at them gives you consistent advantage over players who aren't.

It feels like there should be some form of "dominance" tracking within T'a'r - some way of staking a claim that gives a persistent bonus (be that bonus sight, yields, Policy-like bonus, GPs, anything), which players can track and compete over. It could be the GP trinkets - that's something that rewards players who find them, but that still feels like it should be the build-up to a larger finisher. I'm still unsure what that should be, but it feels like that structure is necessary to making T'a'r a part of the game that players will actually engage with - something to work towards beyond incremental advantage.
This is very tricky. I'd argue, though, that as far as I can tell, Religion is only ever incremental in its advantage. I don't really see an Endgame for Religion - you just get more of what you've always been getting.

I do think the trinkets are possibly the right idea here, inasmuch as they seem like they may help to unlock certain GPs. Additionally, I am still theoretically ok with the victory-aligned things (envoy leeching, etc.).

Beyond that.... the truth is, int he books, the "End Game" of T'a'r was simply that epic battles and such were happing in there. I think we should simply manifest this through the Lb. Forsaken hanging out in there. Wolves hanging out in there. That kind of thing. If there's a way to model the two-dimension battle happening around Thakan'dar, that could be cool.

HP hit sounds good - that kind of creates a soft cooldown on the ability, since it can be spammed for a short time, but then constant loss will result in permanent loss of the unit if the player isn't careful. Also agreed that this primarily applies to the units that are flavorfully "projecting" into T'a'r rather than there in the flesh.
ok.sounds good.

It's only a losing proposition if your HP divides by 10 fewer times than mine (unit with 53 HP vs unit with 54 HP will both kill each other on the 6th turn). I was thinking that it would mainly be used to make T'a'r a more "solitary" place like it was in the books - you only ever keep rank with your allies there, even if you don't fight most enemies on the spot in T'a'r. This would mean that most units controlled by opposing civs would meet once and then split away from each other, to avoid taking damage. (Particularly if the amount of damage taken by the host, discussed above, is influenced by the projection's remaining HP.)

On the surface, it looks like it could promote kamikaze attacks by some players, but given the gating on T'a'r of promoted units, that's unlikely to be a winning strategy (which is good, since we don't want to encourage it)
I understand, and I thin i could be ok with this, as described. It still feels... kinda weird, though. Hard to put my finger on why, though.

But, also, I'm wondering why we shouldn't just let people hang out together, if they want to. What's wrong with scouts from other civs being near to each other?

Just attacking will do it, I'd say - they wake up and the projection vanishes and then the host can act as normal (if they're still alive).
good.agreed.

This should definitely be difficult, and somehow hinge on the scientific capabilities of the defending civ (much like the Culture victory's competitive yields work).

I could see a couple of approaches. One could be the ability to "drain science" from an Envoy at a rate equal to your science per turn, until it reaches X and the Envoy is consumed. (How do we define X? Based on the number of showcase requirements remaining for the Envoy-owning player? Something like that?)

Another approach is that the ability to consume an Envoy from T'a'r is an ability tied to a scientific GP - so the player would have to use up their own science GP to keep the Envoy away. This puts them marginally behind, which makes sense, the Envoy player is the one who's doing well, and it should cost the defending player resources to stop them.
Hmmm... tough!

Regarding idea #1, I think this could work, certainly. It's a bit flavor-suspect, though... Also, I'm wondering if it would be too frustrating for the Envoy owner. I wonder if the leech mechanic is the wrong way to look at things. I guess I don't like the idea of a character with strong T'a'r presence to be essentially impenetrable, and it also seems weird to essentially require a hge T'a'r defense force for every envoy - because of the lack of DoW needed, the T'a'r attack becomes hte primary means of defense for a lot of civs. Taht's where the flavor gets weird - lonely envoy accompanied by one military unit..... and 7 T'a'r wolves. What I think I'm looking for here is more a low-probability measure, related to T'a'r, that could prevent or slow a civ's Showcasing on your cities, not quite like this. Weird idea - what if, instead, you could teleport the envoy somewhere else on the map?

the problem with the GScientist one is that we're making T'a'r, and science defense, linked to Tall/Wide balance in a weird way. Also, it seems like it'd likely fall victim to "Bulbing," or dropping tons of faith at the last minute to kill a player's science victory.

Do you mean that, as long as we don't decide to reduce T'a'r down to mostly a single mechanic, rather than interconnected with the rest of the game, then placing our Hidden Antiquity Sites in T'a'r sounds like a good plan?
Correct!

Right, I was definitely thinking that all of these new GP types were the WoT GPs - the ones that don't fit into the BNW archetypes of Science/Culture/etc. would be "WoT GPs."

I think the feedback loop you describe there is quite a good one and could solve the need for an "endgame" that I discuss above. It might be worth us going through the victories again and seeing if there are some other ways to leverage T'a'r for them, because using GP trinkets as a source of WoT GP "points" is quite a compelling way of generating them. It may not play nicely with the non-T'a'r-ish GPs that are WoT-specific though.
To your last point, that's what I mean when I say that there aren't really "WoT GPs" anymore. there's no reason that ALL of the wot-related GPs need to gain points from Trinkets... it could / should just be those that concern T'a'r. But I agree with the rest of the stuff.

Hidden Antiquity Sites are good for Culture, as is Dreamspikes providing incidental Prestige bonuses against the player it "covers."
right. fine with it.

Diplo definitely needs something. I think we should be working towards endgame swing-y bonuses that the player will really want to achieve to break a stalemate or push them just far enough ahead to win. We might have a way of taking direct control of the Tower's or Ogiers' votes during a Compact election via T'a'r? That would have to be a kind of "endgame" that the player had to work towards in T'a'r over many turns, though I'm not sure how they would do that yet. We've introduced non-major-civ agencies into the voting, which feels like it should definitely give us room to maneuver here.
I like the idea of this, with the tower and stedding, mostly because this would be allowing something that you wouldn't be able to do through other means. That makes it better than just "+1 vote." That said, it's also kind of a big deal.

when thinking of the diplo aspects of T'a'r in the books, I think of two-things:
1) Egwene and co. visiting Elaida's study and snooping around, learning stuff.
2) tense meetings between wise ones and Aes Sedai, finding common ground.

Are either of these useful to us, or inspirational? isuppose the first one could tie in to what you're suggestion, though it is a little weird, flavor-wise. This flavor seems to lend it to "see how they will vote" more than anything. Maybe this is better the purview of the T'a'r Spies, if they end up existing.

the second one..... not sure how to apply that. Maybe that's the "free +1" thing. I feel like this connects to *actual* diplo - like, civs you have good relationships with somehow reward you.Not sure how to mechanize that, though. It woudl be useful in-game to get diplo bonuses... but not useful in the end-game.

bah

Science is an interesting one - we've discussed how to use T'a'r to defend from Science, but can it be used to "attack"? Is there such thing as a T'a'r Envoy? Or is it simply the other side of the Envoy-draining coin, you need to defend your Envoys in T'a'r from being drained from there?
eh... I think that'd be too much. I'm thinking also now that i is a bit weird for the envoy to be the ONLY unit in the entire game that can be interacted with from T'a'r. yuck, right?

What if dreamspikes o something like slowed an envoy, or blocked one? So the science civ would have to destroy it to proceed? Too harsh? Simpler, though! any better flavorfully, though?

I feel like Domination is also a bit short on T'a'r usefulness. Dreamspikes help them with vision and Traveling, but it's still not the power swing we see in the endgame of BNW. The first major domination game-changer towards the endgame is Artillery - with a range greater than a city and the ability to fire over obstacles with a spotter, Artillery makes siege much easier. Planes are the next step up. Then the lack of set-up on Rocket Artillery is the final boost. Can we emulate this kind of ramp-up somehow? Provide T'a'r bonuses that make laying siege significantly more effective? Or possibly make conquest more effective? Maybe the actual attacking is always a slog in WoTMod, but you can more effectively "calm" captured cities?
I'll say that I think, given Dreamspikes and scouting, domination is pretty well covered.

that said, the calmness thing is cool, I think. Dreamspikes (or do we need a second thing, I mean, gosh, DS's only existed for like the last book) or something causing a city's resistance to go waway faster is a cool idea, IMo. Perhaps we make the domination victory itself somehow require it to finish?

Same with LB, it feels like there's definitely room for some T'a'r fun here, because this is the flavorful WoT victory. Are the Seals related to T'a'r in any way? Or can the Forsaken be enhanced/destroyed through player actions in T'a'r? Is it how you get rid of the scum left behind by bubbles of evil?

I like the idea of some of the forsaken flat out haunting T'a'r. Obliterating Dreamspikes, wolves, GPs, eating trinkets. Being dicks, y'all. Slayer, perhaps.

And could there be a corresponding light-presence? Free-roaming wolves?

I'd say the seals are probably fine how they are, though theoretically we could link seal discovery/identification to t'ar. Don't think we need it, though.

Bubbles of evil cleanup could be cool if only done via T'a'r, but how? you don't send workers into t'a'r, and this is probably best done with a worker, yes? Don't want yet another channeler ability...

If the player's ability to gather a certain type of GP points were limited by something else, then gating that "something else" on appropriate metrics for the GP points in question would let us keep the Tall/Wide/System-specific balance in place.

Example: Great Merchants are Tall/Wide balancing, so Tall players generate more of them. If gathering GMe points in T'a'r somehow required a specific building, we could make that building a National Wonder, hence making it easier for Tall players to gain access to. This maintains the Tall-ness of GMes. And corresponding restrictions for other GP types.
ok. now i understand. I think this approach could work, but I also do think it would be hard to balance.

I should say that it does seem like we've moved on from the various-gp-points-from-trinkets approach, for logistical reasons (mostly tall-wide balance), but I do still think there's something really likeable about that idea. It seems elegant and intuitive to the player - and immediately makes t'a'r super worth it for everybody.

so last chance - any way to salvage this?


Oh, random thought - harvest the trinkets should take some time, yes?

Faith purchasing is already a policy-finisher-unlocked thing though, I think if we were going to replace its role as Wide-GP-catchup via T'a'r, we'd want to remove it to keep Tall/Wide balanced. (Otherwise we favor Wide.)

It doesn't have to be a separate yield in T'a'r to contribute to the GPs, it could literally be the GP points for that GP type. The Faith-buy system affords the player a relatively Tall/Wide-agnostic method of generating GPs of a type that they choose (and that choice is made over the course of the game through their policy decisions, so tends to be focused on their intended victory type). What we'd need to do is present a similar system: allow players to make decisions over the course of the game that will allow them to generate certain Tall/Wide balancing GP types during the endgame without a particular advantage being given to Tall or Wide in the system itself.
but we'rent you talking about players "buying" GPs with a t'a'r derived slosh from trinkets? Wouldn't that be represented as a yield? I suppose I'm still misunderstanding.

However, all of that being said, looking back at the LB summary, it seems we didn't settle on a faith-purchasing mechanic for either side of the LB. (We definitely discussed it, but I think we moved away from it in the end.) This means that we don't have any competing endgame use for Faith, which means we probably can't remove GP faith-purchasing.
rght. that's that, then!

Awesome, I'm really glad you liked it! I'm also really glad that it worked out so tightly balanced, I definitely would've liked to play through it some more myself to get a feel for if there were any balance changes needed.

So, I tried a second full game this time, on King, and boy did I lose. this time, Had a good time before then, though! I did question a few aspects of how things went down.

I tried to focus on religion, as that seems to be something important to the mod from a design perspective. Ultimately, I don't think it was worth it. What's the big benefit to spreading my own religion? It didn't seem to compare to spending it on trade as i did before.

Ultimtately, what happened is in a single turn, two trade routes got plundered, adn i was thrust into way with Big Guys. the war couldn't be stopped no matter what I did, and I ended up with a huge unit carpet covering my whole territory. My religion went to Orange-ism, and then a few turns later my city joined the orane civ... I think. The game didn't end, it just sort of sat there, so I was really sure what happened.

So, my questions for you are this:

1) Is there a reasonable way to end a war with Big Country, once it started? the clock wonder was already built by somebody else by the time I needed it.

2) What other vialbe strategies are there besides just cargo-ship spam? I'm curious your thoughts as to how religion or military can be used to win.
 
Haven't had time to visit the forum for a while but now I'm back again.

Second, I suggest that, perhaps, these units never actually teleport. Rather, when you set the Sleeping unit to "Dream," you select where you'd like the projection to appear - which can be anywhere you have direct sight. However, once that happens, that unit is "stuck" there, and can only move around given its normal movement .the reason I think this is important is because otherwise, "hunting" these units with wolves and whatnot would be essentially impossible.
This is pretty much what I'd have suggested after reading the above posts. It doesn't fully match the flavor but it's a good enough compromise.
We could possibly have another promotion available that would enable those longer range T'a'r teleports with a cooldown?

(Envoy stuff)
I don't have that strong ideas on what to do with this subject. I would't want T'a'r to be a full defense against the envoys either but maybe T'a'r units could be used to slow the envoys down?

counterpoint said:
I like the idea of some of the forsaken flat out haunting T'a'r. Obliterating Dreamspikes, wolves, GPs, eating trinkets. Being dicks, y'all. Slayer, perhaps.

And could there be a corresponding light-presence? Free-roaming wolves?
I'd be fine with both. Plus there should also be those bad dream bubbles that the characters almost got trapped in. (Move randomly, attack adjacent units and so on)
 
I'm back for an evening! But then I'm traveling again, so my next post will be on Monday.

I see, so you're merely suggesting that we avoid having an "invisible wall" far away from the sleeper? Totally agree.

As far as the paradrop... i think I can be ok with that as well. Either way. this ties in to some things you say about spies later, and I'll comment more then.

Yep, just avoiding invisible walls!

Paradrop will come up more below.

OK. I can get behind this. "Active" and all that. The sentry thing is what feels weird - to me, you should have to "dip in" if you want to check things out in T'a'r.

Yeah, exactly. I figure players will want to dip in often enough that, between everyone, there will be at least some units in T'a'r at all times.

I know this might be more relevant below, re: trinkets, but...

What happens to a GP expended IN a capital? Part of me wants the location of the trinket (time for a new name soon, hopefully) to be somewhat randomized, within one or two tiles, or something. I guess I'm also a little concerned that, once we have dream spikes and/or cool social policies/philosophies, it might get too easy for an "expending" div to expend in ways that make grabbing their trinkets all but impossible. Personally, I don't find that a compelling metagame

Yeah, randomizing the location of the trinket drop within a few hexes sounds like a good plan. It avoids trinket placement becoming a metagame of its own, which I agree, wouldn't be too much fun.

What about GPs expended in water?

I think T'a'r units will need to be able to move across water - otherwise waterlogged maps will severely limit the way they work. So we can treat these GPs the same in that case.

Would T'a'r units embark? I'm thinking not, that they would more "float" over the water in normal form. I'll have to see if I can coerce CiV into doing that though.

Right, I think this could be fine, but I have some caveats that I'd like to throw in.

First, and this is obvious- we need to balance with "epic teleport" in mind. We don't want to create essentially free-invisible-traveling, etc.

Second, I suggest that, perhaps, these units never actually teleport. Rather, when you set the Sleeping unit to "Dream," you select where you'd like the projection to appear - which can be anywhere you have direct sight. However, once that happens, that unit is "stuck" there, and can only move around given its normal movement .the reason I think this is important is because otherwise, "hunting" these units with wolves and whatnot would be essentially impossible.

Wolves and such, though - mayb ethey should simply have the "paradrop" teleport instead/in addition.

I think this gives a nice concession to flavor, without creating a huge mess and unbeatable defensive/evasive advantage.

And

This is pretty much what I'd have suggested after reading the above posts. It doesn't fully match the flavor but it's a good enough compromise.

This sounds like a good plan to me. Allowing the projection to spawn anywhere the owning player has sight and move normally from then on.

Giving the combat-ish units paradrop and not the others might be a bit dangerous, since it would make escaping impossible, beyond retreating from T'a'r (which is something projections can do at will?). Though retreat from T'a'r being the only option could be somewhat compelling.

While we're on the subject:

We could possibly have another promotion available that would enable those longer range T'a'r teleports with a cooldown?

Based on the above, it would make these units largely invincible, particularly for the human player, who would be better at placing them. Promotions that enhance T'a'r abilities is a very good point though - I'm assuming a turn limit on time spent in T'a'r is how we're approaching the limitation, since no other approaches seem to have popped? There could be a promotion that extends that time for that particular unit.

This is very tricky. I'd argue, though, that as far as I can tell, Religion is only ever incremental in its advantage. I don't really see an Endgame for Religion - you just get more of what you've always been getting.

I do think the trinkets are possibly the right idea here, inasmuch as they seem like they may help to unlock certain GPs. Additionally, I am still theoretically ok with the victory-aligned things (envoy leeching, etc.).

Beyond that.... the truth is, int he books, the "End Game" of T'a'r was simply that epic battles and such were happing in there. I think we should simply manifest this through the Lb. Forsaken hanging out in there. Wolves hanging out in there. That kind of thing. If there's a way to model the two-dimension battle happening around Thakan'dar, that could be cool.

These are good points, religion is the most similar BNW system to T'a'r in that it's non-victory-specific, and you're right that it doesn't particularly have an endgame. It does provide some targeted bonuses with some beliefs, but we're pretty much doing that as a part of our victory discussions, so it seems like we're on the right track.

As this relates to the LB victory, it sounds like a combination of wolves and Forsaken are definitely in order (more on them later). Having that become more prevalent/start during the LB sounds flavorful and should contribute to the player's experience of "chaos" at that time, which is good.

Who made up most of the Shadow side of the T'a'r Thakan'dar battle?

I understand, and I thin i could be ok with this, as described. It still feels... kinda weird, though. Hard to put my finger on why, though.

But, also, I'm wondering why we shouldn't just let people hang out together, if they want to. What's wrong with scouts from other civs being near to each other?

Forcing non-same-team units apart will make T'a'r a more solitary experience in general, which I think is in line with the flavor from the books. It will also make it quite distinct from the way the "main layers" play.

Hmmm... tough!

Regarding idea #1, I think this could work, certainly. It's a bit flavor-suspect, though... Also, I'm wondering if it would be too frustrating for the Envoy owner. I wonder if the leech mechanic is the wrong way to look at things. I guess I don't like the idea of a character with strong T'a'r presence to be essentially impenetrable, and it also seems weird to essentially require a hge T'a'r defense force for every envoy - because of the lack of DoW needed, the T'a'r attack becomes hte primary means of defense for a lot of civs. Taht's where the flavor gets weird - lonely envoy accompanied by one military unit..... and 7 T'a'r wolves. What I think I'm looking for here is more a low-probability measure, related to T'a'r, that could prevent or slow a civ's Showcasing on your cities, not quite like this. Weird idea - what if, instead, you could teleport the envoy somewhere else on the map?

the problem with the GScientist one is that we're making T'a'r, and science defense, linked to Tall/Wide balance in a weird way. Also, it seems like it'd likely fall victim to "Bulbing," or dropping tons of faith at the last minute to kill a player's science victory.

All very good points, and good reasons not to go ahead with what I proposed last time. Being able to teleport the Envoy to another point on the map (that you, the defending player, must be able to see? or just teleport away at random?) is very mechanically useful, it seems like the right kind of delaying tactic that helps a close-race defense but doesn't unfairly hamper the science player in the long run either.

However, tying into Dreamspikes or something similar below may be more flavorfully lined up and simpler to do!

To your last point, that's what I mean when I say that there aren't really "WoT GPs" anymore. there's no reason that ALL of the wot-related GPs need to gain points from Trinkets... it could / should just be those that concern T'a'r. But I agree with the rest of the stuff.

Cool, sounds like we're on the same page!

I like the idea of this, with the tower and stedding, mostly because this would be allowing something that you wouldn't be able to do through other means. That makes it better than just "+1 vote." That said, it's also kind of a big deal.

when thinking of the diplo aspects of T'a'r in the books, I think of two-things:
1) Egwene and co. visiting Elaida's study and snooping around, learning stuff.
2) tense meetings between wise ones and Aes Sedai, finding common ground.

Are either of these useful to us, or inspirational? isuppose the first one could tie in to what you're suggestion, though it is a little weird, flavor-wise. This flavor seems to lend it to "see how they will vote" more than anything. Maybe this is better the purview of the T'a'r Spies, if they end up existing.

the second one..... not sure how to apply that. Maybe that's the "free +1" thing. I feel like this connects to *actual* diplo - like, civs you have good relationships with somehow reward you.Not sure how to mechanize that, though. It woudl be useful in-game to get diplo bonuses... but not useful in the end-game.

bah

Agreed, the flavor isn't really lining up with the kind of dramatic effect we want to have. Is there any way we can use the flavor from the Schism via T'a'r to let you temporarily cast the Tower's votes? Maybe you need to find your timeline's Salidar, but you need to find it from T'a'r (it's well hidden in reality with magic), in order to negotiate with them.

eh... I think that'd be too much. I'm thinking also now that i is a bit weird for the envoy to be the ONLY unit in the entire game that can be interacted with from T'a'r. yuck, right?

What if dreamspikes o something like slowed an envoy, or blocked one? So the science civ would have to destroy it to proceed? Too harsh? Simpler, though! any better flavorfully, though?

Slowing/blocking the Envoys, either via Dreamspikes or units as Zalminen mentioned, is definitely possible. The Great Wall gives us a CiV precedent for that kind of concept, and the flavor lines up better than the teleport-away, despite teleport-away being mechanically nice. Flavor's still a bit tenuous for the slowdown, Dreamspikes didn't block people from walking into the region in reality, just Traveling. Is there a better flavorful representation than Dreamspikes? As mentioned elsewhere, Dreamspikes have also become quite prevalent in our mechanics, we may want to do something different just for that reason as well.

It's also a bit weird to require the Science player to specialize in T'a'r enough to clear the way for Envoys, when T'a'r doesn't offer any Science-relevant rewards, really. We could balance that by providing them, but I think that discussion is ongoing elsewhere.

Also, the problem with Envoys being the only unit that can be interacted with from T'a'r might give us something for the Domination stuff below. Can T'a'r units somehow make "main layer" units better for short periods of time? A temporary boost to range or damage or something like that? Then Envoys being interactable this way would be more normal.

I'll say that I think, given Dreamspikes and scouting, domination is pretty well covered.

that said, the calmness thing is cool, I think. Dreamspikes (or do we need a second thing, I mean, gosh, DS's only existed for like the last book) or something causing a city's resistance to go waway faster is a cool idea, IMo. Perhaps we make the domination victory itself somehow require it to finish?

I don't think domination is that well covered by just Traveling interference and scouting. Compared to the bonuses you get in BNW in the endgame, those are relatively minor. The endgame should definitely be big, splashy things that swing the player specifically towards winning a victory.

Very good point about us using Dreamspikes for a lot of separate things, they weren't actually a huge part of the lore of the books, just one component of many. Was there any other way that T'a'r was used to calm/reassure people, or to manipulate them somehow?

For us to make the domination victory require this T'a'r element, I think we'd definitely need to be sure that it was part of the "normal" way of waging war - that players wouldn't tend to ignore it until they wanted to run around and mop up after having already "won" by killing all other civs.

I like the idea of some of the forsaken flat out haunting T'a'r. Obliterating Dreamspikes, wolves, GPs, eating trinkets. Being dicks, y'all. Slayer, perhaps.

And could there be a corresponding light-presence? Free-roaming wolves?

That sounds good for the Forsaken, as long as it isn't too prevalent, otherwise it will drive out all of the players. I figure we wouldn't want them to destroy more than 20% of all player-created T'a'r structures/units by themselves, just as a general ballpark.

A corresponding Light presence sounds good, and ties in well with LB-related T'a'r ramp-up, and wolves are a very good candidate for that. Pre-LB, who would wolves attack? Or are they just observers up until that time? (That could also be quite cool, I think players would like to catch glimpses of wolves in T'a'r, even if they couldn't interact with them right away.) Or are there no roaming wolves pre-LB?

I'd be fine with both. Plus there should also be those bad dream bubbles that the characters almost got trapped in. (Move randomly, attack adjacent units and so on)

Is that the kind of bubble that affected Hinderstap or something different? (I don't remember if that was a bubble of Evil, despite us having discussed Hinderstap specifically a few pages ago.) Would this be affecting any unit in T'a'r during the LB?

I'd say the seals are probably fine how they are, though theoretically we could link seal discovery/identification to t'ar. Don't think we need it, though.

Cool, I agree, let's leave the Seals as they are.

Bubbles of evil cleanup could be cool if only done via T'a'r, but how? you don't send workers into t'a'r, and this is probably best done with a worker, yes? Don't want yet another channeler ability...

It doesn't need to be a worker ability - there's no real flavor precedent in the books for being able to "clean up" Bubbles of Evil. We do have too many channeler abilities though, and they would be the most likely candidates for an explainable way to do it.

ok. now i understand. I think this approach could work, but I also do think it would be hard to balance.

I should say that it does seem like we've moved on from the various-gp-points-from-trinkets approach, for logistical reasons (mostly tall-wide balance), but I do still think there's something really likeable about that idea. It seems elegant and intuitive to the player - and immediately makes t'a'r super worth it for everybody.

so last chance - any way to salvage this?

I don't think so, the T'a'r feedback loop seems like the more compelling approach overall. Let's drop the all-GP-points stuff.

Oh, random thought - harvest the trinkets should take some time, yes?

Yeah, that makes sense - like digging up Antiquity Sites, it gives other players a chance to intervene.

but we'rent you talking about players "buying" GPs with a t'a'r derived slosh from trinkets? Wouldn't that be represented as a yield? I suppose I'm still misunderstanding.

This is largely moot because of the point below and the lack of Faith-purchasing in the LB. But anyway, just to clear up. No, we don't need to be able to buy the GPs with the points provided by T'a'r. The points from T'a'r just need to contribute to Tall/Wide balancing GPs in a way that is Tall/Wide agnostic (like being able to Faith purchase them does). The simplest way to do that would be give the player GP points for them. So they would generate more GPs than they originally would have. (And since these are Tall/Wide balancing GPs, being able to generate more of them universally is a Wide-favoring bonus, because GPs are a balancing mechanism to allow Tall to keep up with Wide.)

So, I tried a second full game this time, on King, and boy did I lose. this time, Had a good time before then, though! I did question a few aspects of how things went down.

I tried to focus on religion, as that seems to be something important to the mod from a design perspective. Ultimately, I don't think it was worth it. What's the big benefit to spreading my own religion? It didn't seem to compare to spending it on trade as i did before.

Ultimtately, what happened is in a single turn, two trade routes got plundered, adn i was thrust into way with Big Guys. the war couldn't be stopped no matter what I did, and I ended up with a huge unit carpet covering my whole territory. My religion went to Orange-ism, and then a few turns later my city joined the orane civ... I think. The game didn't end, it just sort of sat there, so I was really sure what happened.

So, my questions for you are this:

1) Is there a reasonable way to end a war with Big Country, once it started? the clock wonder was already built by somebody else by the time I needed it.

2) What other vialbe strategies are there besides just cargo-ship spam? I'm curious your thoughts as to how religion or military can be used to win.

The focus on religion is intended to be primarily defensive, since, as you've experienced, the Cyats' UA means they can capture your city via religion. (That's why the religious buildings unlocked by techs and the religion-relevant tech abilities enhance your pressure at home or reduce foreign pressure on you.)

Though you're saying you didn't lose the game when the Cyats took your city via religion? That's a bug then!

The Clockwork Magnolia is the only last-ditch way to pull out of a war with Argast - keeping the required number of trade routes active with him at all times (making use of Svesta's UA) is the intended way to keep yourself alive. It might be possible to fend him off with very strategically placed powder keg traps and superior human tactics, but Argast definitely has an enormous numbers advantage.

I don't think military can be used to win, unless you get very, very lucky and are very, very good at it. I had intended to create a trade-driven scenario that wouldn't let players fall back on the "I can kill the AI because they're bad at combat" approach, which normally works well in CiV.
 
Is that the kind of bubble that affected Hinderstap or something different? (I don't remember if that was a bubble of Evil, despite us having discussed Hinderstap specifically a few pages ago.)
I mean the ones that are created when somebody having a nightmare enters T'a'r by accident. Somebody had a bad dream about Trollocs, the nightmare remained in the T'a'r and the Aes Sedai almost got roasted in a spit until everyone managed to clear their heads enough to disperse the dream.
Don't remember which book and chapter it happened in though.

EDIT: Found it.
 
I'm back for an evening! But then I'm traveling again, so my next post will be on Monday.
so tell me, does it work like paradrops, then?

Yeah, randomizing the location of the trinket drop within a few hexes sounds like a good plan. It avoids trinket placement becoming a metagame of its own, which I agree, wouldn't be too much fun.
great.

EDIT:
What are we gonna call these Trinkets? That obviously doesn't work. Something that implies that it's the "residue" of a great achievement in the real world.

Reflection?
Dream Fragments?
Flicker [of X]?

also, how should we deal with the fact that stedding are inaccessible from t'a'r?

EDIT 2:

Still thinking about these trinkets and how they work. Are these things the only source of GP points for the t'a'r/wot gps, or will there be some more "normal" means of generation? The reason I ask is simply because it is a bit odd having a gp-type - and thus potentially a playstyle - depend so wholly on your opponent's behavior. If nobody (or at least nobody you've met) is expending a lot of GPs, you'd never build any of these type of GPs. This problem may exist late-game as well, when dreamspikes and other things can be used to prevent trinket-finding. Should we put in some sort of way that these GP points can slowly accumulate, even if this isn't the primary method of gaining these points? You know, buildings or whatever.

Also, should the reward of a given trinket-giving scale throughout the game? Similarly, should it depend on the type of GP it is sourced from? For instance, we could set it up so that a diversity of GP-source-types, and even GP-home-civs provided the most t'a'r-gp points. For example, if you ate an Andor-Production poop first, you'd get more subsequent GP points if you followed with an Aiel-Prophesy piss, rather than another Andoran or another production bile explosion.

I think T'a'r units will need to be able to move across water - otherwise waterlogged maps will severely limit the way they work. So we can treat these GPs the same in that case.

Would T'a'r units embark? I'm thinking not, that they would more "float" over the water in normal form. I'll have to see if I can coerce CiV into doing that though.
I like the idea of them floating above water., as you describe.

In A Mod of Ice and Fire, the dragon units (as I recall) do this, so I think it should be possible.

Should it be all t'a'r units?

This sounds like a good plan to me. Allowing the projection to spawn anywhere the owning player has sight and move normally from then on.

Giving the combat-ish units paradrop and not the others might be a bit dangerous, since it would make escaping impossible, beyond retreating from T'a'r (which is something projections can do at will?). Though retreat from T'a'r being the only option could be somewhat compelling.


Based on the above, it would make these units largely invincible, particularly for the human player, who would be better at placing them. Promotions that enhance T'a'r abilities is a very good point though - I'm assuming a turn limit on time spent in T'a'r is how we're approaching the limitation, since no other approaches seem to have popped? There could be a promotion that extends that time for that particular unit.

OK. I'm in line with what I think you're thinking:

1) A projected t'a'r unit (this is all t'a'r units, right?) can be spawned anywhere the player has sight.
2) After spawning, the projection has normal movement, though likely ignores terrain
3) The projection exists for a certain number of turns, or can be disbanded by the projecting player, assuming it has full movement.
4) During projection, the "dreaming" unit is immobile. Attempting to move the unit prompts a dialogue asking if the projection should be disbanded.
5) The sleeping unit "wakes up" if it is attacked.
6) When the projection is killed, expires, or is disbanded, the sleeping unit uses a certain amount of HP.

I like this, though I think #6 needs to be better developed in order to promote units playing smartly with their t'a'r units. What about something like:

1) A sleeping unit can only "dream" if it has full health.
2) When a t'a'r projection expires, the sleeping unit loses some amount of health.
3) When a t'a'r projection is killed, or disbanded, the sleeping unit loses significantly more health.

This is meant to encourage people to evade being killed in t'a'r, and by extension, to discouraging disbanding the unit right before it gets killed.

Is HP-full requirement enough of a "functional cooldown?" Will it be too unbalancing to have aes sedai healing each other, trivializing this cooldown? Does the fact that these units will normally sleep in friendly territory make HP restrictions/manipulation mostly pointless?

One sticky thing - if you attack a Dreaming unit, which forces its dream to end, does it take damage from the attack AND from having its unit disbanded?

Thoughts?

These are good points, religion is the most similar BNW system to T'a'r in that it's non-victory-specific, and you're right that it doesn't particularly have an endgame. It does provide some targeted bonuses with some beliefs, but we're pretty much doing that as a part of our victory discussions, so it seems like we're on the right track.

As this relates to the LB victory, it sounds like a combination of wolves and Forsaken are definitely in order (more on them later). Having that become more prevalent/start during the LB sounds flavorful and should contribute to the player's experience of "chaos" at that time, which is good.

Who made up most of the Shadow side of the T'a'r Thakan'dar battle?
gosh, i'm looking, and looking, and I don't know. I'm not sure there actually was a whole lot of real fighting in t'a'r itself. It seems like slayer was there, and also some samma n'sei, and other turned aiel channelers. and of course forsaken.

It should be mentioned, though, that the wolves in t'a'r were the "dead" wolves, eg hopper, rather than alive wolves (those were fighting the darkhounds in the real world). I'm also reminded now that some legendary wolves showed up when the horn was blown.

Forcing non-same-team units apart will make T'a'r a more solitary experience in general, which I think is in line with the flavor from the books. It will also make it quite distinct from the way the "main layers" play.
ok. I guess i don't care much either way on this. so, hp drain it is!

All very good points, and good reasons not to go ahead with what I proposed last time. Being able to teleport the Envoy to another point on the map (that you, the defending player, must be able to see? or just teleport away at random?) is very mechanically useful, it seems like the right kind of delaying tactic that helps a close-race defense but doesn't unfairly hamper the science player in the long run either.

However, tying into Dreamspikes or something similar below may be more flavorfully lined up and simpler to do!
more on this below, but I do think that the teleportation is a bit of a stretch. Then again, the science-steal is about the only one that *isn't* a stretch.... and we don't like that one mechanically.

Agreed, the flavor isn't really lining up with the kind of dramatic effect we want to have. Is there any way we can use the flavor from the Schism via T'a'r to let you temporarily cast the Tower's votes? Maybe you need to find your timeline's Salidar, but you need to find it from T'a'r (it's well hidden in reality with magic), in order to negotiate with them.
eh... I don't know. This could work, but bringing in the schism just as an aspect of t'a'r seems a bit overly indirect of us, and kind of a big deal, flavor-wise, just to give us some diplo aspect to t'a'r.

ugh... all the spying, to me, just cries out for spy-like rewards - learning the way people will vote, learning the specific allegiances in the tower, etc. But those things don't directly assist a diplomatic victory.

ok, what about a super indirect path to diplo. The GP trinkets fuel t'a'r-related GPs, and one of them happens to have a diplo-benefiting ability, maybe? So the diplo boost doesn't need to be t'a'r related at all, technically - but is fueled by t'ar.

It's also a bit weird to require the Science player to specialize in T'a'r enough to clear the way for Envoys, when T'a'r doesn't offer any Science-relevant rewards, really. We could balance that by providing them, but I think that discussion is ongoing elsewhere.

ok, doing things out of order here...

I don't see how that's weird. If we're incentivizing t'a'r for, say, culture or diplo, by providing bonuses, isn't it the same end result by incentivizing t'a'r to prevent others from ruining your science victory? The science player isn't only "required" to use t'a'r inasmuch as their victory will be slowed if they don't - similar, i'm sure, to the other victoriy types, right?

Slowing/blocking the Envoys, either via Dreamspikes or units as Zalminen mentioned, is definitely possible. The Great Wall gives us a CiV precedent for that kind of concept, and the flavor lines up better than the teleport-away, despite teleport-away being mechanically nice. Flavor's still a bit tenuous for the slowdown, Dreamspikes didn't block people from walking into the region in reality, just Traveling. Is there a better flavorful representation than Dreamspikes? As mentioned elsewhere, Dreamspikes have also become quite prevalent in our mechanics, we may want to do something different just for that reason as well.
and
Also, the problem with Envoys being the only unit that can be interacted with from T'a'r might give us something for the Domination stuff below. Can T'a'r units somehow make "main layer" units better for short periods of time? A temporary boost to range or damage or something like that? Then Envoys being interactable this way would be more normal.

I don't think domination is that well covered by just Traveling interference and scouting. Compared to the bonuses you get in BNW in the endgame, those are relatively minor. The endgame should definitely be big, splashy things that swing the player specifically towards winning a victory.

Very good point about us using Dreamspikes for a lot of separate things, they weren't actually a huge part of the lore of the books, just one component of many. Was there any other way that T'a'r was used to calm/reassure people, or to manipulate them somehow?

I should say that I definitely don't think I like *any* t'a'r unit interacting with any real-world units. That includes envoys.

I'm definitely thinking we're stretched Dreamspikes into meaning too much. I think they should primarily serve a tactical purpose: prevent travelling, and perhaps serve as a "ward" against t'a'r units - they move slowly or take damage or something. I think this is potentially fine for envoys, and it doesn't feel quite as flavor dissonant as specific unit-to-unit interaction between worlds would be.

So, I also then think, if that's the case, there should/could be space for another "field" in the t'a'r layer - something that makes people sleep and dream well. This could serve to improve yields, or something - maybe it's a Great Improvement that boosts all surrounding yields by 1 or something - but it also could serve to help against unhappiness. I don't mean provide happiness, but do other, related, things: lower # of turns of resistance, raise local happiness cap, that kind of thing. This could serve as making t'a'r relevent to the domination victory in that these would be useful in newly-captured cities. (of course, if it's a GP improvement, it wouldn't be mobile or easy to build quickly). Is there another, similar effect it could create?

Not sure this is a good idea, but throwing it in the air anyways - what if we actually just reschemed the envoys so they were *in* t'a'r, and weren't envoys at all. Like, you're "trading secrets in t'a'r" or something like that. Maybe hard to justify, and probably problematic to marry science to t'a'r so much, but it is worth mentioning that we don't have to feel locked into our current conception of that mechanic.

For us to make the domination victory require this T'a'r element, I think we'd definitely need to be sure that it was part of the "normal" way of waging war - that players wouldn't tend to ignore it until they wanted to run around and mop up after having already "won" by killing all other civs.
I agree with this. I worry that we aren't finding an easy answer, though!

That sounds good for the Forsaken, as long as it isn't too prevalent, otherwise it will drive out all of the players. I figure we wouldn't want them to destroy more than 20% of all player-created T'a'r structures/units by themselves, just as a general ballpark.
sounds good to me

A corresponding Light presence sounds good, and ties in well with LB-related T'a'r ramp-up, and wolves are a very good candidate for that. Pre-LB, who would wolves attack? Or are they just observers up until that time? (That could also be quite cool, I think players would like to catch glimpses of wolves in T'a'r, even if they couldn't interact with them right away.) Or are there no roaming wolves pre-LB?
I'm thinking for most of the game, wolves simply exists via GPs. Tehy could be NPCs, but I don't think it's necessary.

Is that the kind of bubble that affected Hinderstap or something different? (I don't remember if that was a bubble of Evil, despite us having discussed Hinderstap specifically a few pages ago.) Would this be affecting any unit in T'a'r during the LB?
and
I mean the ones that are created when somebody having a nightmare enters T'a'r by accident. Somebody had a bad dream about Trollocs, the nightmare remained in the T'a'r and the Aes Sedai almost got roasted in a spit until everyone managed to clear their heads enough to disperse the dream.
Don't remember which book and chapter it happened in though.

EDIT: Found it.
I am thinking that maybe the "nightmare" idea would be a way for us to bring shadowspawn and/or other bad guys into t'a'r, if we wanted it, especially during the lb. Basically, an NPC presence, just like in the regular map.

It doesn't need to be a worker ability - there's no real flavor precedent in the books for being able to "clean up" Bubbles of Evil. We do have too many channeler abilities though, and they would be the most likely candidates for an explainable way to do it.
I don't think this has to be done by t'a'r, honestly. If we did want to go in that direction, I suppose we could even have the projections do it? Or a multi-use GP ability?

Yeah, that makes sense - like digging up Antiquity Sites, it gives other players a chance to intervene.
quesiton: do these turns count against your turn-count in t'a'r?

The focus on religion is intended to be primarily defensive, since, as you've experienced, the Cyats' UA means they can capture your city via religion. (That's why the religious buildings unlocked by techs and the religion-relevant tech abilities enhance your pressure at home or reduce foreign pressure on you.)

Though you're saying you didn't lose the game when the Cyats took your city via religion? That's a bug then!
Yeah, I wonder if I was even close to having good religious defense (I was trying!). In the end, switching to focus on the war crippled any chance I had at resisting.

The Clockwork Magnolia is the only last-ditch way to pull out of a war with Argast - keeping the required number of trade routes active with him at all times (making use of Svesta's UA) is the intended way to keep yourself alive. It might be possible to fend him off with very strategically placed powder keg traps and superior human tactics, but Argast definitely has an enormous numbers advantage.

I don't think military can be used to win, unless you get very, very lucky and are very, very good at it. I had intended to create a trade-driven scenario that wouldn't let players fall back on the "I can kill the AI because they're bad at combat" approach, which normally works well in CiV.
Yeah, that's the one tricky thing about this scenario. I think it's both its best aspect and potentially its most problematic - it all hinges on trade routes. When its working its very compelling, but I wonder if there's a way to somehow make it a slightly stronger house of cards - or at least a way to provide some sort of "buffer?" It felt a little bit like if you got unlucky and had two or three trade routes plundered in one turn, your game is essentially over. You often praise riding a doomed civ game out, but I'm not sure that's quite the same here. Is there a way to make the game as focused on trade, but make it so it all can't be decided in a single turn like that?
 
Piping in to comment on something, the 'floating units above water'. It works by giving a unit the promotion to move over all terrain, like the helicopter has, but not giving it the Embarkation promotion. It's a bug in the game itself, if you cheat in an Attack Helicopter before you unlock embarkation it'll float and attack over water. :)
 
I mean the ones that are created when somebody having a nightmare enters T'a'r by accident. Somebody had a bad dream about Trollocs, the nightmare remained in the T'a'r and the Aes Sedai almost got roasted in a spit until everyone managed to clear their heads enough to disperse the dream.
Don't remember which book and chapter it happened in though.

EDIT: Found it.

Awesome, as counterpoint has mentioned, this sounds like something we could use really effectively during the Last Battle to give the Shadow a presence in T'a'r. Would we want to have this happen less frequently over the course of the whole game? Probably isolated to the areas near the Blight?

so tell me, does it work like paradrops, then?

My posting pattern? Yep, paradrops, I just whoosh from one week to the next.

More seriously though, I don't think we need the paradrop-like movement in T'a'r for most (possibly any) units.

EDIT:
What are we gonna call these Trinkets? That obviously doesn't work. Something that implies that it's the "residue" of a great achievement in the real world.

Reflection?
Dream Fragments?
Flicker [of X]?

Reflection of Greatness? Shadow of Greatness? Remnant of Greatness? Glimpse of the Pattern? Wrinkle in the Pattern?

I've written this section last, so I still refer to them as trinkets everywhere else in this post. I think my favorite is "Wrinkle in the Pattern", but it's not a strong feeling.

also, how should we deal with the fact that stedding are inaccessible from t'a'r?

Interesting, I'd forgotten about this. We could simply make hexes owned by Stedding inaccessible to T'a'r units? When dropping GP Trinkets, if they would be dropped inside a Stedding's borders then we just scan outwards until we find non-Stedding land to drop it on. (If a Stedding claims a tile via Culture/purchase, which has a Trinket on it, we could either say "tough luck" or move the Trinket?)

EDIT 2:

Still thinking about these trinkets and how they work. Are these things the only source of GP points for the t'a'r/wot gps, or will there be some more "normal" means of generation? The reason I ask is simply because it is a bit odd having a gp-type - and thus potentially a playstyle - depend so wholly on your opponent's behavior. If nobody (or at least nobody you've met) is expending a lot of GPs, you'd never build any of these type of GPs. This problem may exist late-game as well, when dreamspikes and other things can be used to prevent trinket-finding. Should we put in some sort of way that these GP points can slowly accumulate, even if this isn't the primary method of gaining these points? You know, buildings or whatever.

Unless collecting GP trinkets provides points-per-turn instead of lump sums? This would make them somewhat similar to GWs in that they create a useful positive feedback loop - making it unlikely that opposing players' actions will lock you out because the fact that you've got all these T'a'r GPs from your earlier T'a'r points generation means you're a dominant force in T'a'r.

I think expending GPs is a normal enough action that there should be enough trinkets lying around for players to get started when T'a'r becomes first available that everyone should get at least a baseline points-per-turn out of it.

Also, should the reward of a given trinket-giving scale throughout the game? Similarly, should it depend on the type of GP it is sourced from? For instance, we could set it up so that a diversity of GP-source-types, and even GP-home-civs provided the most t'a'r-gp points. For example, if you ate an Andor-Production poop first, you'd get more subsequent GP points if you followed with an Aiel-Prophesy piss, rather than another Andoran or another production bile explosion.

Very interesting, because this kind of system has positive knock-ons about the general T'a'r experience. By making it more advantageous to consume certain Trinkets in sequence it will encourage players to cherry-pick trinkets strategically, and possibly try to guard some of them with repeated visits from multiple units, instead of blindly consuming any trinket they encounter. (This wouldn't be "sentrying" that we discussed earlier, because it would only be efficient to hold off on consuming a trinket if you were actively tailing another GP/trying to reach a known trinket location and had another, less-valuable-right-now one more readily available.) It's a great source of conflict in the T'a'r layer, which is good.

I'm not sure if we need both GP type and nationality as a filter - it feels very similar to the GW system. One or the other should provide enough variety, I think?


Also, unrelated to the above, do multi-use GP abilities (like the GP's spread religion) produce a trinket every time they are used or only when the GP is consumed?

I like the idea of them floating above water., as you describe.

In A Mod of Ice and Fire, the dragon units (as I recall) do this, so I think it should be possible.

And

Piping in to comment on something, the 'floating units above water'. It works by giving a unit the promotion to move over all terrain, like the helicopter has, but not giving it the Embarkation promotion. It's a bug in the game itself, if you cheat in an Attack Helicopter before you unlock embarkation it'll float and attack over water. :)

Welcome back, ldragogode! ;)

I thought the floating-without-embarkation approach described here only allowed the unit to float over coastal tiles (shallow water), not ocean? It's certainly a good place to start though, thanks!

It should be possible, it will just require more jiggery-pokery (technical term) to get it to look right since Firaxis encoded the whole water -> embark into a lot of places. (Like the pathfinder stuff that shows up on the map when the player right-clicks-and-drags, a variety of actual pathfinding logic, all the fun stuff!)

Should it be all t'a'r units?

Yeah, I'd say so. We'll need to think about the tech accessibility of T'a'r vs our Navigation equivalent (unlock the first ship that can cross the ocean). It might be cool for the earliest scouting-across-oceans method to be T'a'r based, or we might want to specifically ensure that Navigation comes first.

OK. I'm in line with what I think you're thinking:

1) A projected t'a'r unit (this is all t'a'r units, right?) can be spawned anywhere the player has sight.
2) After spawning, the projection has normal movement, though likely ignores terrain
3) The projection exists for a certain number of turns, or can be disbanded by the projecting player, assuming it has full movement.
4) During projection, the "dreaming" unit is immobile. Attempting to move the unit prompts a dialogue asking if the projection should be disbanded.
5) The sleeping unit "wakes up" if it is attacked.
6) When the projection is killed, expires, or is disbanded, the sleeping unit uses a certain amount of HP.

Yes, all completely in line with what I was thinking as well.

I like this, though I think #6 needs to be better developed in order to promote units playing smartly with their t'a'r units. What about something like:

1) A sleeping unit can only "dream" if it has full health.
2) When a t'a'r projection expires, the sleeping unit loses some amount of health.
3) When a t'a'r projection is killed, or disbanded, the sleeping unit loses significantly more health.

This is meant to encourage people to evade being killed in t'a'r, and by extension, to discouraging disbanding the unit right before it gets killed.

Is HP-full requirement enough of a "functional cooldown?" Will it be too unbalancing to have aes sedai healing each other, trivializing this cooldown? Does the fact that these units will normally sleep in friendly territory make HP restrictions/manipulation mostly pointless?

One sticky thing - if you attack a Dreaming unit, which forces its dream to end, does it take damage from the attack AND from having its unit disbanded?

Thoughts?

I don't think we need the full-HP requirement for T'a'r, because allowing the damage to potentially stack up and kill the unit makes it more high-stakes for the player, while still creating a soft cooldown. It also means they can be strategic about T'a'r "bursts" - using the ability a few times in quick succession when it's most useful, instead of ever being stuck just short of full HP. The consequence of "bursting" is risking losing the host unit as well.

I'm thinking the damage dealt to the host unit is "applied" when the T'a'r projection, so attacking the host while it's dreaming will apply the combat damage and the T'a'r damage - potentially doing quite a lot quite fast! That should encourage players to be more strategic about where they place dreaming units.

The general components here - small damage when the projection "runs out", modified up based on any damage the the projection took in T'a'r, and large damage when the unit is "disbanded" or killed all sounds good.

gosh, i'm looking, and looking, and I don't know. I'm not sure there actually was a whole lot of real fighting in t'a'r itself. It seems like slayer was there, and also some samma n'sei, and other turned aiel channelers. and of course forsaken.

It should be mentioned, though, that the wolves in t'a'r were the "dead" wolves, eg hopper, rather than alive wolves (those were fighting the darkhounds in the real world). I'm also reminded now that some legendary wolves showed up when the horn was blown.

I think between the Forsaken and the nightmares discussed above, we should have enough of a Shadow presence in order to combat roving Light-wolves and create an atmosphere of danger and involvement in T'a'r to go with the action in the main map layers.

We could also make some Light-wolves spawn in T'a'r whenever the Horn is blown (not controlled by the Hornblower civ) - that's a nice little piece of flavor that doesn't disrupt the balance of anything too much but still looks quite splashy.

ok. I guess i don't care much either way on this. so, hp drain it is!

Done!

eh... I don't know. This could work, but bringing in the schism just as an aspect of t'a'r seems a bit overly indirect of us, and kind of a big deal, flavor-wise, just to give us some diplo aspect to t'a'r.

ugh... all the spying, to me, just cries out for spy-like rewards - learning the way people will vote, learning the specific allegiances in the tower, etc. But those things don't directly assist a diplomatic victory.

ok, what about a super indirect path to diplo. The GP trinkets fuel t'a'r-related GPs, and one of them happens to have a diplo-benefiting ability, maybe? So the diplo boost doesn't need to be t'a'r related at all, technically - but is fueled by t'ar.

Indirect path to diplo is certainly another option. Looking back at our candidate GP abilities, we have Stedding Influence and Form a Compact as directly diplo-useful GP abilities. Can we somehow put together the inaccessibility of Stedding from T'a'r with a GP type that gives the player another Stedding-vote for Stumps? It feels like that flavor is quite close together.

Spy-like rewards that let you see how others are voting, without being able to influence their decision via trading (that still requires our Diplomat equivalent) also sounds pretty cool. It's minor enough that it could run in parallel to the Stedding or Compact one above. What would trigger that ability? Sight over their capital from T'a'r? Or a specific unit/building/field? Is this how "dreamwarding" can be used "offensively" by itself, rather than accompanying an attack in the main layers? Having a dream ward over a foreign capital gives you knowledge of their votes?

ok, doing things out of order here...

I don't see how that's weird. If we're incentivizing t'a'r for, say, culture or diplo, by providing bonuses, isn't it the same end result by incentivizing t'a'r to prevent others from ruining your science victory? The science player isn't only "required" to use t'a'r inasmuch as their victory will be slowed if they don't - similar, i'm sure, to the other victoriy types, right?

I don't think this is the same, because the other methods encourage the Culture/Diplo players to use T'a'r in order to do better at their victory. The Science one is the opposite way around - if they don't do it, then they do worse than they would have if T'a'r wasn't there. It doesn't make them better, just not worse.

Potential solution below.

I should say that I definitely don't think I like *any* t'a'r unit interacting with any real-world units. That includes envoys.

I'm definitely thinking we're stretched Dreamspikes into meaning too much. I think they should primarily serve a tactical purpose: prevent travelling, and perhaps serve as a "ward" against t'a'r units - they move slowly or take damage or something. I think this is potentially fine for envoys, and it doesn't feel quite as flavor dissonant as specific unit-to-unit interaction between worlds would be.

So, I also then think, if that's the case, there should/could be space for another "field" in the t'a'r layer - something that makes people sleep and dream well. This could serve to improve yields, or something - maybe it's a Great Improvement that boosts all surrounding yields by 1 or something - but it also could serve to help against unhappiness. I don't mean provide happiness, but do other, related, things: lower # of turns of resistance, raise local happiness cap, that kind of thing. This could serve as making t'a'r relevent to the domination victory in that these would be useful in newly-captured cities. (of course, if it's a GP improvement, it wouldn't be mobile or easy to build quickly). Is there another, similar effect it could create?

I think there's definitely space for another "field" - like "dreamwarding" or whatever, that makes people more content/safe (and prevents nightmares spawning within range, which is useful during the LB). If it's to be used as our domination-helper primarily, then you're right in pointing out that a GP ability probably isn't the best vessel for it.

A new "field" presumably would want to be a part of the same "structural" system as Dreamspikes, so it emanates from some Powered relic in T'a'r that can be destroyed? Or at least disrupted from its source by an opponent.

Raising local happiness cap sounds like a good primary bonus for this kind of field. I think we can tack reduced resistance turns onto any other "primary" ability of the field (along with stopping nightmares) because it only applies in very specific circumstances. Another possible primary is to steal Venice's UA and allow a civ to choose what a city builds while it's puppeted, if it's affected by this field? Is the association with Venice problematic? Is there a good flavor justification for it doing that? (Mechanically it's useful for wars where you take multiple cities over many turns - allowing you to build Courthouses while the cities are puppeted.)

In terms of spawning this field, that's a bit more difficult. We could have it be spawned for a limited time by "expending" a normal T'a'r unit (one of the projections)? This would effectively cause the unit to "die" - dealing significant damage to the host, but also allowing it be to used with enough frequency to consistently benefit a military invasion.

Making Envoys take damage when moving through foreign Dreamspike-coverage also sounds a good way of "interacting" between the two, but it still suffers from the Science-worseness I mentioned above. This does seem like a great way to do it though - what if we flipped the relationship? Envoys are stronger when in areas affected by Dreamspikes owned by your civ? They can move farther or possibly can Exhibit from a distance (like 2 or 3 hexes) instead of just adjacent? We discussed how powerful a range boost ability was before, and I think suggested it might make a good wonder, but I think this kind of targeted use of another GP type to help against a specific player (since a Dreamspike can't be moved) is a very good use of it.

Not sure this is a good idea, but throwing it in the air anyways - what if we actually just reschemed the envoys so they were *in* t'a'r, and weren't envoys at all. Like, you're "trading secrets in t'a'r" or something like that. Maybe hard to justify, and probably problematic to marry science to t'a'r so much, but it is worth mentioning that we don't have to feel locked into our current conception of that mechanic.

Definitely worth mentioning so that we consider these possibilities. I think linking Science that deeply to T'a'r is a bit problematic and it's also a bit more difficult flavor sell. It would probably have other knock-ons in the way the Science Victory works, so I don't think it gives us enough for us to change over.

I'm thinking for most of the game, wolves simply exists via GPs. Tehy could be NPCs, but I don't think it's necessary.

Ok, that sounds fine - we'll only start spawning them independently of the players when the LB starts.

I don't think this has to be done by t'a'r, honestly. If we did want to go in that direction, I suppose we could even have the projections do it? Or a multi-use GP ability?

It definitely doesn't have to be T'a'r, I think we were just exploring this because it might be a good fit. It feels like workers might be the better way to go in this case though?

quesiton: do these turns count against your turn-count in t'a'r?

Yes, I don't think we want to get into making the "time limit" variable based on the actions of that individual unit. This means we should probably disable the "consume GP goo" mission when they have less than the "consumption time" turns remaining. ("This <unit type> does not have enough strength to remain in T'a'r for long enough to consume this goo" - or something to that effect.)

Yeah, I wonder if I was even close to having good religious defense (I was trying!). In the end, switching to focus on the war crippled any chance I had at resisting.


Yeah, that's the one tricky thing about this scenario. I think it's both its best aspect and potentially its most problematic - it all hinges on trade routes. When its working its very compelling, but I wonder if there's a way to somehow make it a slightly stronger house of cards - or at least a way to provide some sort of "buffer?" It felt a little bit like if you got unlucky and had two or three trade routes plundered in one turn, your game is essentially over. You often praise riding a doomed civ game out, but I'm not sure that's quite the same here. Is there a way to make the game as focused on trade, but make it so it all can't be decided in a single turn like that?

Yes, it is susceptible to sudden trade-route-snipes ending the whole game for you. (Hence the low turn count, so it isn't too frustrating!) Making the UA last a number of turns (similar to the time is takes to produce a cargo ship) of "peace buffer" after you fall below the threshold could potentially help with this and let players pull off daring recoveries from the brink in that time. Since Svesta only has one city, there's no parallel production that would make that into an unstoppable peace buffer.

SiegeMod is listed as beta, but I figure it will stay pretty much the same going forward - WoTmod is where all my modding time goes at the moment! So it's unlikely I'd change the mod now, though I'm sure we could come up with some cool changes to the scenario!
 
Awesome, as counterpoint has mentioned, this sounds like something we could use really effectively during the Last Battle to give the Shadow a presence in T'a'r. Would we want to have this happen less frequently over the course of the whole game? Probably isolated to the areas near the Blight?
I'd sa it should probably happen throughout the game, likely less frequently. I don't think it's necessary to limit it to the blight border. In fact, it could serve as the only contact with the "shadow" for super isolated civs, which is good.

Reflection of Greatness? Shadow of Greatness? Remnant of Greatness? Glimpse of the Pattern? Wrinkle in the Pattern?

I've written this section last, so I still refer to them as trinkets everywhere else in this post. I think my favorite is "Wrinkle in the Pattern", but it's not a strong feeling.
Of those, "Wrinkle in the Pattern" is the best, as it is in universe. That said, it's a little goofy, "extract wrinkle" and whatnot.

What about "Glimmer of the Pattern"? Similar thing. Harvesting glimmers is somewhat less silly.

there's also going in different directions that don't follow logic, but sound cool, also inspired by chapter titles: something like "Embers" for instance.

Interesting, I'd forgotten about this. We could simply make hexes owned by Stedding inaccessible to T'a'r units? When dropping GP Trinkets, if they would be dropped inside a Stedding's borders then we just scan outwards until we find non-Stedding land to drop it on. (If a Stedding claims a tile via Culture/purchase, which has a Trinket on it, we could either say "tough luck" or move the Trinket?)
Yeah, sure. steddings cannot be accessed via T'a'r. I think your proposal for trinket location is good.

I am tempting to g with "tough luck" if a stedding swallows a trinket, but I wouldn't want to create a weird thing where everybody drops there GPs close to Steddings in the hopes that they are swallowed. do you think that would happen?

Unless collecting GP trinkets provides points-per-turn instead of lump sums? This would make them somewhat similar to GWs in that they create a useful positive feedback loop - making it unlikely that opposing players' actions will lock you out because the fact that you've got all these T'a'r GPs from your earlier T'a'r points generation means you're a dominant force in T'a'r.

I think expending GPs is a normal enough action that there should be enough trinkets lying around for players to get started when T'a'r becomes first available that everyone should get at least a baseline points-per-turn out of it.
Right, points per turn. I think this is fine. that way we can have a GP point cost that scales each instantiation of the GP, since it'd be assumed that the player is getting more glimmers/wrinkles/goop to compensate.

Very interesting, because this kind of system has positive knock-ons about the general T'a'r experience. By making it more advantageous to consume certain Trinkets in sequence it will encourage players to cherry-pick trinkets strategically, and possibly try to guard some of them with repeated visits from multiple units, instead of blindly consuming any trinket they encounter. (This wouldn't be "sentrying" that we discussed earlier, because it would only be efficient to hold off on consuming a trinket if you were actively tailing another GP/trying to reach a known trinket location and had another, less-valuable-right-now one more readily available.) It's a great source of conflict in the T'a'r layer, which is good.

I'm not sure if we need both GP type and nationality as a filter - it feels very similar to the GW system. One or the other should provide enough variety, I think?
I'm thinking we go with Nationality, then, because it has more satisfying mechanical effects, IMO. A civ with only one neighbor, for instance, has an advantage in that there'd be much less competition for the neighbor's droppings - with this system, the crowded continent civs would make up for some of that by having the opportunity for higher payouts when they do grab them.

Nationality is also a little more elegant on the map, I think... but on the other hand, it also "feels" a bit more like GWs, which is less fun.

Is this all a bit clunky for the end user, though? Having to know which civs they should be targeting next, etc. (or which ones not to)? Is there a better way to do it, like maybe just have two colors of glimmer, or one kind of dull and one really bright? If you grab an andoran trinket, then all andoran trinkets then show up dull, and other civs are highlighted? (rinse-repeat once you grab another). What say you?

Also, unrelated to the above, do multi-use GP abilities (like the GP's spread religion) produce a trinket every time they are used or only when the GP is consumed?
In the interest of fairness it seems that those multi-use GP abilities should drop their points split between the different locations. However, if we don't have variability-of-worth like that worked into the system, it doesn't seem worth creating just for this. In that case, I suppose the last or first one would be fine - but we could also do a random one, right? That way the spawning player is less likely to be meta about it?

Yeah, I'd say so. We'll need to think about the tech accessibility of T'a'r vs our Navigation equivalent (unlock the first ship that can cross the ocean). It might be cool for the earliest scouting-across-oceans method to be T'a'r based, or we might want to specifically ensure that Navigation comes first.
that's a really cool idea, to have cross-ocean t'a'r proceed the actually navigation, especially since our tech tree is skewed to end in the early industrial era (in terms of actual tech). One issue to keep in mind, though, is that flavor-wise we probably need to have oceanic travel by the Era of Consolidation, which I think is our renaissance parallel, since that's presumed to be when Hawkwing's kid went across the ocean, right? that would just mean that t'a'r is unlocked rather early, then, eh (were it to be before then, I mean)

the other thing, of course, is to just have the locomotion of the projections follow the tech tree - coast at "optics" and ocean at "navigation." This is probably the saner way to go. Otherwise, there's some weird exploration going on pre-navigation.

I actually am now having some worries about us making these things be too good at exploration - we do not want to gimp naval exploration, and I don't think we want to gimp land unit exploration either (I recall a million months ago you saying you wanted a Scout upgrade somewhere). I know there's a cooldown and stuff, but still, over a hundred turns or so, you'd still get a ton of exploration.

Some possible solutions to this:

1) don't allow ocean travel. you can teleport to anywhere you have active vision, but after that point, you're stuck on that landmass. Perhaps we can except coast. trinkets dropped in the ocean could be displaced towards the nearest land to accommodate this.
2) much more drastically, we could prevent *actual* exploration. You can zap anywhere you want, but you can only move after your zap in lands you've already uncovered. Doesn't have to be stuff you have active sight on (after the zap), but you can't uncover the black. Thus, the exploration you're doing in t'a'r is more about scouting t'a'r itself, or else keeping active sight on the real world layer in areas you've explored before - but never discovering new tiles.

what do you think?

I don't think we need the full-HP requirement for T'a'r, because allowing the damage to potentially stack up and kill the unit makes it more high-stakes for the player, while still creating a soft cooldown. It also means they can be strategic about T'a'r "bursts" - using the ability a few times in quick succession when it's most useful, instead of ever being stuck just short of full HP. The consequence of "bursting" is risking losing the host unit as well.

I'm thinking the damage dealt to the host unit is "applied" when the T'a'r projection, so attacking the host while it's dreaming will apply the combat damage and the T'a'r damage - potentially doing quite a lot quite fast! That should encourage players to be more strategic about where they place dreaming units.
the first line of that last paragraph, "when the T'a'r projection"... what's missing there? I'm having a little trouble grasping what you mean. Do you mean to say when the T'a'r projection disappears? Or when it is created? Context tells me it's probably the former.

How does it encourage strategy in placing dream units - it seems people will always want them way behind safe lines. i do wish there was a way to encourage more dramatic behavior.... thoughts?

The general components here - small damage when the projection "runs out", modified up based on any damage the the projection took in T'a'r, and large damage when the unit is "disbanded" or killed all sounds good.

OK, I think I'm understanding you here. I like this, I think. Hopefully this works sufficiently as a cooldown. What proportion of health were you thinking for the "automatic" loss, versus the death/disbanding?

If a player's disbanding (or projecting) would kill the unit outright, can the action still be done, or will it be greyed out? Will htere be a notification?

I think between the Forsaken and the nightmares discussed above, we should have enough of a Shadow presence in order to combat roving Light-wolves and create an atmosphere of danger and involvement in T'a'r to go with the action in the main map layers.

We could also make some Light-wolves spawn in T'a'r whenever the Horn is blown (not controlled by the Hornblower civ) - that's a nice little piece of flavor that doesn't disrupt the balance of anything too much but still looks quite splashy.
sounds great.

also, here I note the evolution of our language-use as a people. the word "splashy" has occured 500% more often in the last two thread pages than before. "Knock on" 250% more. "Shut Up Counterpoint" 900% more.

Indirect path to diplo is certainly another option. Looking back at our candidate GP abilities, we have Stedding Influence and Form a Compact as directly diplo-useful GP abilities. Can we somehow put together the inaccessibility of Stedding from T'a'r with a GP type that gives the player another Stedding-vote for Stumps? It feels like that flavor is quite close together.
Hmmm... not quite sure I get what you mean? you mean a t'a'r gp that CAN enter stedding, and that that GP gives stedding votes? I don't quite get the flavor, there.

Spy-like rewards that let you see how others are voting, without being able to influence their decision via trading (that still requires our Diplomat equivalent) also sounds pretty cool. It's minor enough that it could run in parallel to the Stedding or Compact one above. What would trigger that ability? Sight over their capital from T'a'r? Or a specific unit/building/field? Is this how "dreamwarding" can be used "offensively" by itself, rather than accompanying an attack in the main layers? Having a dream ward over a foreign capital gives you knowledge of their votes?
Very interesting, a Dreamward providing these kinds of benefits.
Weird, though - does this give you knowledge of people who have already voted, or simply what the AI *will* vote/ I ask because if its the latter, then that's obviously not something that could work against human players, which is lame.

we've also apparently forgotten about the forsaken (graendal?) Inception of the four great captains. Maybe the Dreamwards could somehow sway their voting in some way, or in some other way corrupt them?

I think there's definitely space for another "field" - like "dreamwarding" or whatever, that makes people more content/safe (and prevents nightmares spawning within range, which is useful during the LB). If it's to be used as our domination-helper primarily, then you're right in pointing out that a GP ability probably isn't the best vessel for it.

A new "field" presumably would want to be a part of the same "structural" system as Dreamspikes, so it emanates from some Powered relic in T'a'r that can be destroyed? Or at least disrupted from its source by an opponent.

Raising local happiness cap sounds like a good primary bonus for this kind of field. I think we can tack reduced resistance turns onto any other "primary" ability of the field (along with stopping nightmares) because it only applies in very specific circumstances. Another possible primary is to steal Venice's UA and allow a civ to choose what a city builds while it's puppeted, if it's affected by this field? Is the association with Venice problematic? Is there a good flavor justification for it doing that? (Mechanically it's useful for wars where you take multiple cities over many turns - allowing you to build Courthouses while the cities are puppeted.)
I think i'd prefer to leave venice's UA off of it. It would be nice to reserve that as a possible component of one of our UAs. Also, I wouldn't want to create to much of an emphasis on puppeting (instead of annexing) for ALL civs.

In terms of spawning this field, that's a bit more difficult. We could have it be spawned for a limited time by "expending" a normal T'a'r unit (one of the projections)? This would effectively cause the unit to "die" - dealing significant damage to the host, but also allowing it be to used with enough frequency to consistently benefit a military invasion.
I'm worried that such isn't a sacrifice enough - a projection is a "free" unit after all. That said, if the dreamwards are super easy to destroy, maybe then it's fine. I don't want it to get too annoying, though - ward goes up, ward comes down, ward goes up....

Making Envoys take damage when moving through foreign Dreamspike-coverage also sounds a good way of "interacting" between the two, but it still suffers from the Science-worseness I mentioned above. This does seem like a great way to do it though - what if we flipped the relationship? Envoys are stronger when in areas affected by Dreamspikes owned by your civ? They can move farther or possibly can Exhibit from a distance (like 2 or 3 hexes) instead of just adjacent? We discussed how powerful a range boost ability was before, and I think suggested it might make a good wonder, but I think this kind of targeted use of another GP type to help against a specific player (since a Dreamspike can't be moved) is a very good use of it.
hmmm... not a bad line of thought, for sure. I'm not opposed to it being a "positive" thing. I worry that increased speed is too lame (it'd likely only help you for one turn), but increased exhibit distance is perhaps too good. Is there some way to have the bonus be in the middle osmewhere?

If DSpikes or DWards are GP abilities, though, then maybe it's fine as the increased distance - probably a worthy sacrifice.

Definitely worth mentioning so that we consider these possibilities. I think linking Science that deeply to T'a'r is a bit problematic and it's also a bit more difficult flavor sell. It would probably have other knock-ons in the way the Science Victory works, so I don't think it gives us enough for us to change over.
agreed.

Ok, that sounds fine - we'll only start spawning them independently of the players when the LB starts.
great.

It definitely doesn't have to be T'a'r, I think we were just exploring this because it might be a good fit. It feels like workers might be the better way to go in this case though?
yeah. agreed.

Yes, I don't think we want to get into making the "time limit" variable based on the actions of that individual unit. This means we should probably disable the "consume GP goo" mission when they have less than the "consumption time" turns remaining. ("This <unit type> does not have enough strength to remain in T'a'r for long enough to consume this goo" - or something to that effect.)
again, agreed!

Yes, it is susceptible to sudden trade-route-snipes ending the whole game for you. (Hence the low turn count, so it isn't too frustrating!) Making the UA last a number of turns (similar to the time is takes to produce a cargo ship) of "peace buffer" after you fall below the threshold could potentially help with this and let players pull off daring recoveries from the brink in that time. Since Svesta only has one city, there's no parallel production that would make that into an unstoppable peace buffer.

SiegeMod is listed as beta, but I figure it will stay pretty much the same going forward - WoTmod is where all my modding time goes at the moment! So it's unlikely I'd change the mod now, though I'm sure we could come up with some cool changes to the scenario!
Right, I gotcha. I'm more just discussing because I found the mod fun but also worthy of some design discussion - especially since its so different from ours, in that it centers on one huge mechanic, rather than all these little systems.

that said, the Svesta UA could theoretically be pillaged by us (tinker UA inspiration?)...
 
Sorry for the delay, didn't get a chance to sit down and write yesterday!

I'd sa it should probably happen throughout the game, likely less frequently. I don't think it's necessary to limit it to the blight border. In fact, it could serve as the only contact with the "shadow" for super isolated civs, which is good.

I agree that this makes mechanical sense. The flavor seems a bit at odds though - people close the Blightborder should have more frequent nightmares about creatures they see and experience as horrors themselves, whereas those far away (particularly completely removed) wouldn't have experience with Shadowspawn to source nightmares from. We could certain explain around it with "fear via myth" playing a role. It isn't a big problem, but worth mentioning.

Of those, "Wrinkle in the Pattern" is the best, as it is in universe. That said, it's a little goofy, "extract wrinkle" and whatnot.

What about "Glimmer of the Pattern"? Similar thing. Harvesting glimmers is somewhat less silly.

there's also going in different directions that don't follow logic, but sound cool, also inspired by chapter titles: something like "Embers" for instance.

It wouldn't have to be a kind of "mine" or "extract" - it could be an "explore" or something like that. "Explore Wrinkle" (in the context of a Wrinkle in the Pattern) seems more sensible.

I think the chapter names will be a bit too disparate for us to be able to use them for the trinkets in a way that won't confuse the players. (Not sure if they're all the same kind of thing, because they all have seemingly unrelated names.)

Yeah, sure. steddings cannot be accessed via T'a'r. I think your proposal for trinket location is good.

Cool, sounds like a plan.

I am tempting to g with "tough luck" if a stedding swallows a trinket, but I wouldn't want to create a weird thing where everybody drops there GPs close to Steddings in the hopes that they are swallowed. do you think that would happen?

I don't think that would happen - most GPs have their own restrictions on where expending them is possible/useful, so that's much more likely to be the deciding factor. And with the 1-3 hex random distance from the expending location, players wouldn't be able to reliably place the trinkets next to a Stedding anyway.

Both approaches have precedents in CiV - Barb camps for "tough luck" and units without open borders for "push away". (Though the former is avoiding a penalty rather than consuming a bonus. Ruins are given to the player is they explore it if they claim a tile with ruins on it.) I'd tend toward the "move the trinket" option, but it's not a strong preference.

Right, points per turn. I think this is fine. that way we can have a GP point cost that scales each instantiation of the GP, since it'd be assumed that the player is getting more glimmers/wrinkles/goop to compensate.

Yeah, that sounds like a good idea.

I'm thinking we go with Nationality, then, because it has more satisfying mechanical effects, IMO. A civ with only one neighbor, for instance, has an advantage in that there'd be much less competition for the neighbor's droppings - with this system, the crowded continent civs would make up for some of that by having the opportunity for higher payouts when they do grab them.

Nationality is also a little more elegant on the map, I think... but on the other hand, it also "feels" a bit more like GWs, which is less fun.

Is this all a bit clunky for the end user, though? Having to know which civs they should be targeting next, etc. (or which ones not to)? Is there a better way to do it, like maybe just have two colors of glimmer, or one kind of dull and one really bright? If you grab an andoran trinket, then all andoran trinkets then show up dull, and other civs are highlighted? (rinse-repeat once you grab another). What say you?

We could definitely highlight the "higher bonus" ones as that changes, based on which ones they consume. I think players would need to be aware of the underlying system still though, otherwise it will be confusing when trinkets they can see change from one to the other because they've picked up a separate trinket.

We could make it a simpler "no immediate repetition" which would make it much easier for the player to track. So it only matters which nationality of trinket they picked up last, none of the historical consumption matters?

In the interest of fairness it seems that those multi-use GP abilities should drop their points split between the different locations. However, if we don't have variability-of-worth like that worked into the system, it doesn't seem worth creating just for this. In that case, I suppose the last or first one would be fine - but we could also do a random one, right? That way the spawning player is less likely to be meta about it?

Variability-of-worth is something we could do - it would let us balance some GP abilities against one another based on power? Or is that not something we want to do at all? The only thing we'd need to keep in mind if we do have variability of worth (and distribute a low value trinket per multi-use ability use), we'll need to keep that in mind for what the GP point costs are to generate a GP. We can't give partial points, so +1 is the lowest each low-value trinket could give out. Meaning, if there's an ability that can be used 4 times, a "full value" trinket should give out at least +4.

Alternatively, random makes it even less meta-gamey, as you've mentioned. We've focused on making this mechanic non-meta-gamey and I agree we should be doing that. I don't know if we've discussed why - we both just seem to have come to same conclusions? That we're creating a system that populates T'a'r with interesting things to do, so making the structure of the rewards available there too influence-able by the player will create a metagame we don't want to balance and don't think will be too much fun.

that's a really cool idea, to have cross-ocean t'a'r proceed the actually navigation, especially since our tech tree is skewed to end in the early industrial era (in terms of actual tech). One issue to keep in mind, though, is that flavor-wise we probably need to have oceanic travel by the Era of Consolidation, which I think is our renaissance parallel, since that's presumed to be when Hawkwing's kid went across the ocean, right? that would just mean that t'a'r is unlocked rather early, then, eh (were it to be before then, I mean)

the other thing, of course, is to just have the locomotion of the projections follow the tech tree - coast at "optics" and ocean at "navigation." This is probably the saner way to go. Otherwise, there's some weird exploration going on pre-navigation.

I actually am now having some worries about us making these things be too good at exploration - we do not want to gimp naval exploration, and I don't think we want to gimp land unit exploration either (I recall a million months ago you saying you wanted a Scout upgrade somewhere). I know there's a cooldown and stuff, but still, over a hundred turns or so, you'd still get a ton of exploration.

Some possible solutions to this:

1) don't allow ocean travel. you can teleport to anywhere you have active vision, but after that point, you're stuck on that landmass. Perhaps we can except coast. trinkets dropped in the ocean could be displaced towards the nearest land to accommodate this.
2) much more drastically, we could prevent *actual* exploration. You can zap anywhere you want, but you can only move after your zap in lands you've already uncovered. Doesn't have to be stuff you have active sight on (after the zap), but you can't uncover the black. Thus, the exploration you're doing in t'a'r is more about scouting t'a'r itself, or else keeping active sight on the real world layer in areas you've explored before - but never discovering new tiles.

what do you think?

Hmmm, you know, I like option 2 a lot more than I initially expected. Do we think that has any big flavor problems? At first, I feel like it does (freedom in T'a'r in the books, vs not being able to move into the clouds), but it would actually explain why the Wise Ones didn't use it to investigate Shara, for example. Civs in the Westlands in the books have "previously explored" all of that continent, so their Dreamers only roam there.

Mechanically, keeping sight on places you've been to before is definitely still valuable, and prevents devaluation of normal scouting, as you've mentioned.

It also makes sense with the whole lack of reflection of "temporary" objects on T'a'r - so you can't find enemy troops placements without some advance real-world scouting to at least know where to look for the flickering signs of their camps.

Heck, yeah, let's do it! T'a'r units can't reveal new tiles! (Also, you should play on a higher graphics setting! High-quality fog of war makes it all look much nicer than matte black hexagons.)

Does this interact badly with any of the T'a'r mechanics we've discussed thus far? None are particularly jumping to mind as not-working-anymore to me.

the first line of that last paragraph, "when the T'a'r projection"... what's missing there? I'm having a little trouble grasping what you mean. Do you mean to say when the T'a'r projection disappears? Or when it is created? Context tells me it's probably the former.

How does it encourage strategy in placing dream units - it seems people will always want them way behind safe lines. i do wish there was a way to encourage more dramatic behavior.... thoughts?

Woops! "when the T'a'r projection ceases to exist" - your inference from context is correct!

Without compounding damage from the attack and the T'a'r unit, then forward-placed Dreaming units in combat make more sense. I'm thinking that T'a'r's role in combat is largely "accompaniment from a distance" rather than allowing a powerful channeler to move with an army and also shoot out into T'a'r whenever they aren't in range for an attack on a particular turn. If the attack damage circumvents the T'a'r damage, then the T'a'r scouting for units in combat zones is effectively free (assuming they were going to get attacked anyway, since they're high value targets).

But that depends on if we want the role of combat-T'a'r-er (fighting both in and out of T'a'r over several turns in quick succession) to be a useful one. This is also easily tweakable if we decide we don't like one way or the other when playtesting.

OK, I think I'm understanding you here. I like this, I think. Hopefully this works sufficiently as a cooldown. What proportion of health were you thinking for the "automatic" loss, versus the death/disbanding?

If a player's disbanding (or projecting) would kill the unit outright, can the action still be done, or will it be greyed out? Will htere be a notification?

Death/disbanding around 50% (marginally randomized, like combat damage) - "full health expiry" about 20%? Then all degrees of health lost by the projection scale it proportionally between those two values? Or do we want there to be a "spike" for death/disbanding? Something like death/disbanding at 50% and expiry at 10-30%, depending on the projection's remaining health when it expires?

sounds great.

also, here I note the evolution of our language-use as a people. the word "splashy" has occured 500% more often in the last two thread pages than before. "Knock on" 250% more. "Shut Up Counterpoint" 900% more.

Have you counted the words by downloading the topic or is this just a ballpark figure? Can we have any more ballpark figures to describe how well ballparked our ballparks are?

More seriously, I think splashy has come from a want to address the endgame a lot in the last few pages. It's something I don't feel like I had a correct idea about earlier on, that the endgame abilities should feel really powerful, because they're intended to swing players drastically.

Knock-on is probably because we've got so many more systems now than we did before! We've started to feedback into other systems we designed earlier and are finding it changes them in unexpected ways.

Hmmm... not quite sure I get what you mean? you mean a t'a'r gp that CAN enter stedding, and that that GP gives stedding votes? I don't quite get the flavor, there.

Much more general than that - just loosely is there any way to use the flavor of Stedding not being accessible from T'a'r to connect to Stedding Influence's mechanical effect? I'm still drawing a bit of a blank on this one.

Very interesting, a Dreamward providing these kinds of benefits.
Weird, though - does this give you knowledge of people who have already voted, or simply what the AI *will* vote/ I ask because if its the latter, then that's obviously not something that could work against human players, which is lame.

we've also apparently forgotten about the forsaken (graendal?) Inception of the four great captains. Maybe the Dreamwards could somehow sway their voting in some way, or in some other way corrupt them?

Hmm, this is a good point, but I suppose it's a limitation of Diplomats in BNW as well. I was thinking it would tell you how the AI was intending to vote, once Compact resolutions had been proposed (like Diplomats do, in addition to allowing you to trade votes with the player).

Dreamwards seem like quite a different thing from the Inception performed on the Great Captains though - it's protecting folks' dreams, rather than attacking them. do we want a third field that does something like that - an offensive diplo tool? Allows you to steal a single vote from the afflicted player, while they're under its effect?

I think i'd prefer to leave venice's UA off of it. It would be nice to reserve that as a possible component of one of our UAs. Also, I wouldn't want to create to much of an emphasis on puppeting (instead of annexing) for ALL civs.

I think we'll want to avoid using components of the BNW UAs in our UAs, but that's something for us to discuss in detail later. I'm fine with not using puppet-production-choosing here.

Raising the local happiness cap sounds like something that would definitely be useful.

Brainstorming for other alternatives, what do you find is a difficulty when you're trying to win a Domination victory? And can we use this to mechanically ease that difficulty in some way?

Happiness is always a major problem for me, so raising local happiness caps definitely helps - but those will be more useful back at home, where your cities produce enough happiness to actually reach the cap, rather than over the cities you've just captured.

We could reduce unhappiness from citizens in a pre-Courthouse annexed city? That would be applicable to the front-line just-captured cities (which crosses over well with the reduced unrest time effect).

Not being able to tell puppeted cities to build courthouses before I annex them is another difficulty, which is why I suggested choosing production for puppeted cities, but I can see that that changes a lot of other things about how players might approach war in general, which isn't really the idea.

I'm worried that such isn't a sacrifice enough - a projection is a "free" unit after all. That said, if the dreamwards are super easy to destroy, maybe then it's fine. I don't want it to get too annoying, though - ward goes up, ward comes down, ward goes up....

I think dreamwards will only really be going up and down frequently in actively contested territory. Players may even demolish them themselves if Dreamwards and Dreamspikes can't overlap?

I think this is enough of a sacrifice, but I think it's actually an easier sell for the "reduced foreign conqueror unhappiness" approach, because that isn't a permanent happiness boost - it's just an interim one until you build a courthouse, after which time it ceases to make a difference. (There is no foreign conqueror unhappiness after that time.)

Also, flavor-wise, wasn't warding your dreams a thing in the books? That could be our flavor-ization of this mechanic - warding the dreams of folks within the area. (Not necessarily everyone, from a flavor perspective, just important ones, but that makes no mechanical difference.)

hmmm... not a bad line of thought, for sure. I'm not opposed to it being a "positive" thing. I worry that increased speed is too lame (it'd likely only help you for one turn), but increased exhibit distance is perhaps too good. Is there some way to have the bonus be in the middle osmewhere?

If DSpikes or DWards are GP abilities, though, then maybe it's fine as the increased distance - probably a worthy sacrifice.

I think Dreamspikes will be GP abilities, with Dreamwards as a projection ability, discussed above. So if we go with the exhibit-distance-bonus and have it work for Dreamspikes, that seems like a good way of doing it.

Right, I gotcha. I'm more just discussing because I found the mod fun but also worthy of some design discussion - especially since its so different from ours, in that it centers on one huge mechanic, rather than all these little systems.

that said, the Svesta UA could theoretically be pillaged by us (tinker UA inspiration?)...

Yeah, my objective with SiegeMod was definitely to make a small, focused experience that I could complete in a reasonable time and that let me get more familiar with a lot of the CiV code. It did a good job for that and, as you've pointed out, makes it very different from WoTMod, which is a sprawling list of features!

Another way to make it easier to escape from the war would be to make the Clockwork Magnolia a National Wonder - that way Svesta could definitely build it once. I think that the human player will get a lot of advantage out of that by being able to pick and choose a war-stopping time though.

Also, the Svesta UA you say!? Well...

The Tuatha'an (take 2)
You cannot produce military units in cities. Civilizations with three or more active trade routes with you cannot declare war on you. Your maximum trade route allowance doubles for each major civilization at war with you. When a trade route established by you is pillaged by a major or minor civ, a unit of the same type appears near that location under your control.
 
I agree that this makes mechanical sense. The flavor seems a bit at odds though - people close the Blightborder should have more frequent nightmares about creatures they see and experience as horrors themselves, whereas those far away (particularly completely removed) wouldn't have experience with Shadowspawn to source nightmares from. We could certain explain around it with "fear via myth" playing a role. It isn't a big problem, but worth mentioning.

I understand, but I'm not sure I agree. Borderlanders are somewhat more "hardened" about such things, and might not actually be as scared of them as southerners. But that might be moot anyways. The thing is, the nightmares aren't necessarily shadowspawn. they can be anything. So I don't see the blightborder being an important component. If we felt weird about it, we could make these nightmares include human (barbarian (lawless? I don't remember what we settled on) or dragonsworn) units as well. Or, we could invent a new unit that's just a vaguely shaped "monster." Thoughts?

It wouldn't have to be a kind of "mine" or "extract" - it could be an "explore" or something like that. "Explore Wrinkle" (in the context of a Wrinkle in the Pattern) seems more sensible.

I think the chapter names will be a bit too disparate for us to be able to use them for the trinkets in a way that won't confuse the players. (Not sure if they're all the same kind of thing, because they all have seemingly unrelated names.)
i'm not suggesting that we draw different names from different chapters to "name" trinkets. I'm just saying that chapter names can inspire us to name ALL of them. There is, for example, a chapter called Glimmers in the Pattern, i think, and that inspired me to suggest Glimmers.

"Wrinkle" still feels a little silly to me. I could be ok with it, though. you don't like glimmer?

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I don't think that would happen - most GPs have their own restrictions on where expending them is possible/useful, so that's much more likely to be the deciding factor. And with the 1-3 hex random distance from the expending location, players wouldn't be able to reliably place the trinkets next to a Stedding anyway.

Both approaches have precedents in CiV - Barb camps for "tough luck" and units without open borders for "push away". (Though the former is avoiding a penalty rather than consuming a bonus. Ruins are given to the player is they explore it if they claim a tile with ruins on it.) I'd tend toward the "move the trinket" option, but it's not a strong preference.
ok. let's go with "move the trinket". You're right, I don't think it'll be meta'd too bad.

We could definitely highlight the "higher bonus" ones as that changes, based on which ones they consume. I think players would need to be aware of the underlying system still though, otherwise it will be confusing when trinkets they can see change from one to the other because they've picked up a separate trinket.

We could make it a simpler "no immediate repetition" which would make it much easier for the player to track. So it only matters which nationality of trinket they picked up last, none of the historical consumption matters?
Knowing that i'm the guy who originally suggested this, I'm also not loving the idea of making things complicated.

So, I like the "no immediate repetition" in principle, because it seems simpler and easier to understand, but I think we'll need to set up a few things to make sure it isn't abused (using two units, you grab Andor, then immediately Shienar, and then back to Andor, in two turns, for example).

Maybe when you grab a civ's Trinket, it "dims" into an inaccessible or low-value one for a bit and stays that way for the next X turns (5? 10?). In the interim, all other civs' Trinket's would presumably be "bright" (high value) - unless you'd grabbed one of them within the past X turns as well.

This prevents people from doing the double-switch I wrote about above, but also doesn't totally screw a civ who only has one neighbor by locking them out of that civ's goodies until they find another civ 50 turns later.

I wonder, though, should they "dim" to be worth less, or be worthLESS or inaccessible at all? The less-value option seems cool, but I feel like making them inaccessible might be better for gameplay - it allows other civs to come in and compete for the goods while you're waiting to be allowed to get them again. Might encourage bringing along some wolves or something to keep them away, eh? Or drop a dreamspike, etc.

what say you, atreyu?

Variability-of-worth is something we could do - it would let us balance some GP abilities against one another based on power? Or is that not something we want to do at all? The only thing we'd need to keep in mind if we do have variability of worth (and distribute a low value trinket per multi-use ability use), we'll need to keep that in mind for what the GP point costs are to generate a GP. We can't give partial points, so +1 is the lowest each low-value trinket could give out. Meaning, if there's an ability that can be used 4 times, a "full value" trinket should give out at least +4.
Right, that all makes sense. I'm not sold we need variability. If we do, we maybe just have two or three levels, that are standardized. I don't think we need it though. The players aren't going to see the source-GP, so this isn't really something you can "play" for much, so it sort of just seems like a random benefit/punishment based on decisions your neighbors have made.

Alternatively, random makes it even less meta-gamey, as you've mentioned. We've focused on making this mechanic non-meta-gamey and I agree we should be doing that. I don't know if we've discussed why - we both just seem to have come to same conclusions? That we're creating a system that populates T'a'r with interesting things to do, so making the structure of the rewards available there too influence-able by the player will create a metagame we don't want to balance and don't think will be too much fun.
I like random.Let's do that!

for me, the reasonto stay away from meta has to do with me not wanting t'a'r to encroach too much on the rest of the game. I share your desire to integrate it into gameplay, but I don't think I want it to have too many weird knock-on effects - determining WHERE you use a GP ability, for instance, doesn't seem like a fun or flavorful strategy, despite it being potentially incentivized by our T'a'r mechanics.

Hmmm, you know, I like option 2 a lot more than I initially expected. Do we think that has any big flavor problems? At first, I feel like it does (freedom in T'a'r in the books, vs not being able to move into the clouds), but it would actually explain why the Wise Ones didn't use it to investigate Shara, for example. Civs in the Westlands in the books have "previously explored" all of that continent, so their Dreamers only roam there.
Right. Nobody's going to Shara. That's a good point. Or 'chan either. I think the reason for this may not be that there's a limit to your travel, necessarily, but you are stil bound by human movement, for the most part (Perrin and Slayer are apparently awesome enough to violate this, of coruse). sure, you can teleport around, but it's by Thinking Really Hard about a place you've been to, and appearing there. Once you're there, though, you've gotta walk (or teleport again to a place you Know). the issue is that in civ, a unit can "walk" five hundred miles in a turn. T'a'r-users only have as long as they can sleep. I run all the time, and don't think I could do more than, say, three hundred miles, in one nine hour sleep cycle.

In short, I think the option 2 ban on undiscovered movement is fine flavorfully.[/quote]

Mechanically, keeping sight on places you've been to before is definitely still valuable, and prevents devaluation of normal scouting, as you've mentioned.

It also makes sense with the whole lack of reflection of "temporary" objects on T'a'r - so you can't find enemy troops placements without some advance real-world scouting to at least know where to look for the flickering signs of their camps.
Are you suggesting that maybe having T'a'r units in a location won't give you real-world sight on that location? i could see the flavor go either way. Basically, we're creating invisible scouts here (like an Observer from Starcraft or something).

I do think we could have an improvement, maybe one of the T'a'r ones, or a building or something, or a real-world unit, that either exposes T'a'r units, or else at least tells you that one is nearby.

Heck, yeah, let's do it! T'a'r units can't reveal new tiles! (Also, you should play on a higher graphics setting! High-quality fog of war makes it all look much nicer than matte black hexagons.)

Does this interact badly with any of the T'a'r mechanics we've discussed thus far? None are particularly jumping to mind as not-working-anymore to me.

I think we're not stepping on any toes!

Woops! "when the T'a'r projection ceases to exist" - your inference from context is correct!

Without compounding damage from the attack and the T'a'r unit, then forward-placed Dreaming units in combat make more sense. I'm thinking that T'a'r's role in combat is largely "accompaniment from a distance" rather than allowing a powerful channeler to move with an army and also shoot out into T'a'r whenever they aren't in range for an attack on a particular turn. If the attack damage circumvents the T'a'r damage, then the T'a'r scouting for units in combat zones is effectively free (assuming they were going to get attacked anyway, since they're high value targets).

But that depends on if we want the role of combat-T'a'r-er (fighting both in and out of T'a'r over several turns in quick succession) to be a useful one. This is also easily tweakable if we decide we don't like one way or the other when playtesting.
I think I agree with you and your approach, here.

the one thing I'll say, though, is that I wish there was a "middle way" here. Like, front-line channelers doing t'a'r stuff is sort of silly, but a bunch of ladies sitting next to your capital just seems so *boring*, and the HP loss typically only serves the purpose of Cooldown, and doesn't really make things risky - even if your projection gets killed, you're safe at home to heal up.

nothing we can really do about that, huh?

Death/disbanding around 50% (marginally randomized, like combat damage) - "full health expiry" about 20%? Then all degrees of health lost by the projection scale it proportionally between those two values? Or do we want there to be a "spike" for death/disbanding? Something like death/disbanding at 50% and expiry at 10-30%, depending on the projection's remaining health when it expires?
I like the spike idea, i think. If you escape death, that's good.

Part of me feels like 50 might not be high enough. I feel like there should be a risk of getting killed in t'a'r, even if it's really rare. Like, if you're at 60% health when you enter, you'd best make darn sure your projection doesn't get killed. You might die if it does.

Also, it goes without saying that a Sleeping unit doesn't heal/cannot be healed while sleeping, yes?

Have you counted the words by downloading the topic or is this just a ballpark figure? Can we have any more ballpark figures to describe how well ballparked our ballparks are?

More seriously, I think splashy has come from a want to address the endgame a lot in the last few pages. It's something I don't feel like I had a correct idea about earlier on, that the endgame abilities should feel really powerful, because they're intended to swing players drastically.

Knock-on is probably because we've got so many more systems now than we did before! We've started to feedback into other systems we designed earlier and are finding it changes them in unexpected ways.
Yeah, i was being pretty faceitious in any case! Definitely did not do an actual count!

Much more general than that - just loosely is there any way to use the flavor of Stedding not being accessible from T'a'r to connect to Stedding Influence's mechanical effect? I'm still drawing a bit of a blank on this one.
Well, unfortunately I don't htink the Ogier go into T'a'r much, so we can't have a "treat with the Ogier" ability or anything that necessarily links up with T'a'r.

Hmm, this is a good point, but I suppose it's a limitation of Diplomats in BNW as well. I was thinking it would tell you how the AI was intending to vote, once Compact resolutions had been proposed (like Diplomats do, in addition to allowing you to trade votes with the player).

Dreamwards seem like quite a different thing from the Inception performed on the Great Captains though - it's protecting folks' dreams, rather than attacking them. do we want a third field that does something like that - an offensive diplo tool? Allows you to steal a single vote from the afflicted player, while they're under its effect?
no, I don't think we want a third field. Two is enough, especially since only one of them is truly justified by the flavor.

But I do think using a dream ward offensively is, in theory at least, possible (more below).

I think we'll want to avoid using components of the BNW UAs in our UAs, but that's something for us to discuss in detail later. I'm fine with not using puppet-production-choosing here.
I gotcha, but I don't think we have to be so worried about using "components" from BNW UAs. I mean, I wouldn't feel terrible if we stole the iriquois forest-speed and gave it to Aiel as desert-speed, for instance. Adaptation of an ability i think could be fine.

Raising the local happiness cap sounds like something that would definitely be useful.

Brainstorming for other alternatives, what do you find is a difficulty when you're trying to win a Domination victory? And can we use this to mechanically ease that difficulty in some way?

Happiness is always a major problem for me, so raising local happiness caps definitely helps - but those will be more useful back at home, where your cities produce enough happiness to actually reach the cap, rather than over the cities you've just captured.
well, if we wanted something offensive, couldn't we make something that LOWERS a city's happiness cap? Or raises its unhappiness? I know this is flavorfully weird, as this ismore like the Inception we spoke of above, but "Dream Ward" could be generalized (and renamed) to be "messing with people's dreams". that could be interesting domination-wise.

Maybe a better thing woudl be to slow a city's production using dreamwards, or their gold generation, or something?

We could reduce unhappiness from citizens in a pre-Courthouse annexed city? That would be applicable to the front-line just-captured cities (which crosses over well with the reduced unrest time effect).
yeah, this one's fine.

Not being able to tell puppeted cities to build courthouses before I annex them is another difficulty, which is why I suggested choosing production for puppeted cities, but I can see that that changes a lot of other things about how players might approach war in general, which isn't really the idea.

yeah, i don't love this one.

so, as far as other things that annoy me in domination victories....

- well, not having a spotter is one. But that's already covered here.
- getting really far behind in science is another. But that's not really gonna fit with t'a'r.
- getting reinforcements in place fast enough can be trouble. Again, not sure we want to fix that with this, though.
- would it be too weird to have "fake units" or something ? Like illusions (from nightmares or something) that take up a tile and/or draw fire?

Not sure what else to suggest. you've hit at the major stumbling blocks to domination victories.

I think dreamwards will only really be going up and down frequently in actively contested territory. Players may even demolish them themselves if Dreamwards and Dreamspikes can't overlap?
Well, if something changes the happiness cap wouldn't people keep it up all the time? That's not super fun, though.

I think this is enough of a sacrifice, but I think it's actually an easier sell for the "reduced foreign conqueror unhappiness" approach, because that isn't a permanent happiness boost - it's just an interim one until you build a courthouse, after which time it ceases to make a difference. (There is no foreign conqueror unhappiness after that time.)

Also, flavor-wise, wasn't warding your dreams a thing in the books? That could be our flavor-ization of this mechanic - warding the dreams of folks within the area. (Not necessarily everyone, from a flavor perspective, just important ones, but that makes no mechanical difference.)
yeah, that's the flavor I was thinking. And/or ruining people's dreams if we want it to be offensive.

I think Dreamspikes will be GP abilities, with Dreamwards as a projection ability, discussed above. So if we go with the exhibit-distance-bonus and have it work for Dreamspikes, that seems like a good way of doing it.
right. I think that makes sense.

I'm not so sold on Dreamwards as a Projection ability, if it gives always-useful effects like happiness-cap adjustments. then we've got a situation where you're sitting by your capital, sleeping, and projecting, for the whole game. That's not very fun, and very needy, to me. I'd rather the abilities be Splashier (and GPs), OR make them only situationally useful (so, like you say, they're only in contested areas). That last is fine, but as we're talking about it, it doesn't seem like things are lining up that way with some of these effects.

Another way to make it easier to escape from the war would be to make the Clockwork Magnolia a National Wonder - that way Svesta could definitely build it once. I think that the human player will get a lot of advantage out of that by being able to pick and choose a war-stopping time though.
ooh. that's an interesting idea! Oh, also, that's an awesome name.

Also, the Svesta UA you say!? Well...

The Tuatha'an (take 2)
You cannot produce military units in cities. Civilizations with three or more active trade routes with you cannot declare war on you. Your maximum trade route allowance doubles for each major civilization at war with you. When a trade route established by you is pillaged by a major or minor civ, a unit of the same type appears near that location under your control.
interesting! gives you military units, though. cheating! could work, though. VERy different from the settler-fest you suggested last time.

how about a variation on a theme....

The Tuatha'an (take 3)
You cannot produce military units. Civilizations with three or more trade routes with you get +2 gold per turn per trade route. Civilizations with three or more trade routes with you (and their CS allies) automatically declare war on any civ that declares war on you.
 
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