S3rgeus
Emperor
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!
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!
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.)