S3rgeus's Wheel of Time Mod

S3rgeus: It doesn't appear you got my PM, so posting it here:

Remember I had said I might be able to do some units for your mod? Well, I haven't forgotten entirely about that, I've just been really freaking busy! First of all I don't know anything about that universe, and have no intention of reading the books to find out - while the idea of reading a new series of fantasy novels is always attractive, I just finished Raymond E. Feist's Sorcery Magician, whoops and want to move on to whatever the next one is. While I hope that the fantasy units I've done over the past few months have been somewhat useful to you, I know that the Shadowspawn units you wanted haven't shown up yet. So here goes:

Trollocs: Should be fairly easy, you probably want multiple models? Are you all right with one version that is a ram-headed satyr? I ask because that's what the future WHFB Beastman Gor will look like. Nomad or What has also done a Werewolf that you may find useful. If you have a specific idea of what a Trolloc should look like, it's your mod. Tell me what you want!
Myrddraal: What's the matter with Murphy's Vampire Swordsmen? Or do you need "mage" versions of that? Either way is easy, I'll remember to skin off the eyes.
Draghkar: I might be able to jigsaw a new model from Civ4 parts and using the animations from Nomad's Eagle Warrior for the flying... he'd have to have a spear though. And there would be no kissing. None.
Darkhounds: You are spoiled for choice here sir! Do you want the Wolf body or the Warg body? A black, red-eyed Warg exists already (and it is scary as h***). A black, red-eyed Wolf would also be easy and may already exist.
Heroes: This tends to get out of hand, so I'd rather not get into it at all for now.

In return for these, do you suppose you could help out with WHFB a bit? I'm short on coders, I really need a regular Lua and possibly C++ coder... Pazyryk, Nutty, and Bouncymischa have all helped out, but none can be counted on to give a snippet right away (plus Paz is trying to get v7 of Éa out and I broke my v6 so I really want to let him be). And none of them are DLL modders, which are really what I need.
Cheers
Civitar

So... interested? I really do need coders, and not just for Warhammer it seems.

Woops, sorry, the PM notification is really small at the top of the screen and I never remember to check up there! I completely understand you not reading the books for this - they're enormous and that would be a huge ask!

I'd be happy to provide some snippets of Lua/C++ for specific features on request, but I've got limited time to work on modding and don't think I'd have enough to be a regular on another mod and still work on this one.

I completely understand if you can only make these units for someone who can join on as a regular for your mod. On the specific models you mentioned:

  • Trollocs - Yes, multiple models for this one would be awesome. Based on a quick Google, it looks to me like WH Beastman Gor looks quite similar to a trolloc. Some trollocs in the books also have beak-like mouths. Here's some artwork with trollocs in them that I think captures the right kind of image.
  • Myrddraal - These are usually described as cloaked rather than armored in the books (and if their cloaks hang limp "unaffected by wind" then that is even better - plus I believe easier to animate) and they're bald as well as eyeless. They do fight with black swords though.
  • Draghkar - I'd put this one on the backburner compared to the others if we can't get animations like the Draghkar from the books - think sort of like the Dementors draining souls in the Harry Potter movies. Physically I quite like this artwork for Draghkar.
  • Darkhounds - I saw some of these units and they definitely look awesome. I can reskin units no problem - but have you had any success with anything like having their running animation leave blackened footprints on the ground? I saw some serious progress with NomadOrWhat's wizard with adding new particle effects to other unit skeletons.
  • Completely understand here - we need to do more design work on which Heroes go into the mod and such before making any 3D models.

Related to the work NomadOrWhat did on his wizard, has there been much success having different units use arbitrary particle effects from other units? Like a spellcaster that throws the catapult's city-attack as a fireball? I've kind of lost track of where the 3D tech has gotten for CiV mods, but I see a lot of very interesting first steps. I just know that whenever I open up Blender it eats my whole day trying new stuff out!

Yes, my hope is that we could simply make the benefits of a given side be merely "different" but not necessarily better. The "moral choices" in modern gaming are usually too cliche and end up simple value decisions more all but the most serious RPers.
The thing is, it can't just be so simple as "you get more stuff for being a DF" because way more people would be DFs in the WoT universe if that were the case. True, there are many of them, but selling yourself to evil incarnate isn't a light decision made because you want a few extra Science per turn.

One thing I was thinking that's sort of related to this is that maybe the Last Battle is a sort of second ("real") victory scenario.
Sure, you LB still occurs as a sort of nobody-won-but-it's-2050 (or whatever) -scenario, but in addition, "winning" one of the other victories causes your civ some sort of big time benefit in the LB.
This would need to be set up such that the civs who didn't win would still have incentive to play - they could "win" the last battle still, or at least still play an interesting role in it.

Perhaps each "victory" type gave an appropriate effect when it came time to fight the LB - which would vary of course based on which side you end up on.
- Cultural - based on "presitge," this means you are elected leader/commander of the Battle (for light side, at least). Obviously this doesn't mean you control all other civs, but you'd be able to make some key decisions or something.
- Diplomatic - similar maybe, but you'd get some sort of white-tower-based benefit, or channelers would be better or something (get some angreal,e tc.)
- Domination - this one's weird, obviously. Some sort of extra military might, or something
- Science - I'm still holding out on the whole sealing-the-bore is the science victory thing, for reasons stated before regarding the AoL. What if it is, instead, *breaking* the seals? After all, it took research to determine that that was what had to happen. In any case, the winner here could get an easier time accessing Thakan'dar or something.

And of course, flip-side versions of that for the dark side.

The key thing is of course to try to offer incentive for the non-winners to not quit the game once that first person "wins." Maybe we can offer second and third-place benefits. You know, like in those games where you only have on SS part left to build, and somebody wins a cultural game? Well, maybe here you'd still finish the SS a few turns later, and get a lesser version of the benefit above.

Anyways, just an idea.

I think I have a few conflicting ideas with the way this would work. The Last Battle victory condition does replace the Time victory, but I'm in favor of "promoting" it from Time's 'second class citizen' status as a victory. Firaxis have balanced CiV so that players going for different victory conditions will all be approaching their endgame and final victory at around the same time if played with relatively equivalent skill - but the Time victory only really happens if everyone suitably hamstrings one another that no one wins a 'primary' victory.

But if balanced like the Firaxis victories, the Last Battle would occur around the same sort of time that players would be heading toward different victory conditions. What if the Last Battle were relative to 'world era' like the Trolloc Wars? We could even gate the other victories via techs on the tree that trigger the Last Battle. The science victory is easily gated due to its dependence on tech, but I think a suitably swing-y boosting tech for both diplo and culture would force diplo/culture players' hands to triggering that. What we don't want is someone who's really good at civ to run away with the game and never see the Last Battle because they always win before then.

I think having the normal victories as a stop-gap towards the Last Battle will put off a lot of players. I think once someone has completed a victory condition, the game feels very over. The only reason I've ever hit the "one more turn" button is to fire my entire nuke stockpile for fun. I see what you mean about changing the way these work - making them less 'final' - but I think that centralizes the game a bit much - there's only one real way to win and it definitely requires an army. Being able to win without one has always been one of civ's strengths.

I'll reply to a lot of your second post here as well, because we touch on some related topics there.

In terms of balance, I don't think we should prescribe a similar country-split of Light/Dark as the books. I don't think they're unbalanced if too many people choose the Shadow (remember: only one Shadow player can win, so they need to kill their rivals as well "only one first among the Dark One's Chosen" and all that - whereas the Light players can win as a group). Even if most/all of the world sides with the Shadow, it's still a massive slaughter.

I think this avoids players picking a side just to game the system. Players who choose the Shadow are at war with all other players, so it's not an effective way to stall to complete a different victory type midway through. Players who side with the Light can band together somewhat - but that may be restricted by geography, and is mitigated by Shadowspawn cropping up all across the map. In fact, the path of minimum internal turmoil is likely to be choosing the side you've leaned toward thus far (if you factor in what we've been talking about for bonuses/penalties of choosing against your actions thus far). I think anyone who wins a science/cultural/diplo victory in the middle of the Last Battle should already have been well on their way to winning the game that way - rather than for the war to drag on long enough that anyone might win another way before it's over.

I also think the competitiveness between civs will be a big factor of keeping the Last Battle balanced - particularly between Shadow players. If one Shadow player is about to win a cultural victory, the others will turn on him. This kind of setup can also create the great betrayals you've mentioned. Suppose you've been leaning mostly Light throughout the game, but you realize leading up to the Last Battle that one of your neighbors is going to win a cultural victory before you can win a science one. They've been leaning Light (as far as your espionage tells you). You make the ultimate betrayal. You side with the Shadow and tear them to pieces to crush their cultural hopes.

And what about those games that truly go into territory that would normally be caught by the Time 2050 victory? (This has honestly never happened to me, and I've played a lot of CiV. Maybe it happens more in specific circumstances I'm unfamiliar with?) I'm a fan of the Dark One deciding that all of humanity isn't worth it after a certain amount of time. An unmanageable sea of Shadowspawn that crushes even the most competent human tactician. I think "everyone dies" is a more apt description of a game where *no one* could get a victory together by this point.

The way I see the Last Battle victory condition working, after our last few posts, is something like this (I use the imperative for all these descriptions to make them clearer, feel free to question each one regardless of if I pose the way they work as optional):

The religion system is being rebranded and directed into a relationship with this victory condition (which is cool - it's a bit strange that religion doesn't really tie in to any of the existing victory conditions). Religion is now the Path to the Light (and referred to as Paths rather than religions), and by accruing faith you can choose a particular Path and spread it to other cities/nations. Your Path provides bonuses to you and any city following it in a similar-but-changed structure to the Founder/Follower beliefs in base CiV.

However, you are also presented with choices throughout the game that allow you to perform actions in favor of the Shadow in exchange for more immediate, short-term bonuses for yourself (potentially long-term ramifications for the world and negatives for other players). However, doing so is done at the cost of faith and possibly even weakening of your Founder beliefs on your Path. (I say Founder beliefs get weakened to avoid tipping your hand to other civs following your Path who would notice weakening in Follower beliefs, but that may not be an issue? It could be a form of 'espionage' to follow someone else's Path. Weakening follower beliefs certainly has a more immediate drawback on the Shadow-choosing player to counteract the bonus they're getting from the Shadow's boon.)

These actions accumulate over time to represent an overall 'leaning' of your civ toward the Light or Shadow. It's worth discussing how discoverable one civ's Light/Shadow balance is for others through espionage/other means.

The Last Battle is triggered at a fixed 'world era' that is equivalent to Earth's early Renaissance - the end of the WoT techs. However, 'world era' is determined by 'half of the civs reaching it or one civ reaching the era beyond it'. You can game that system by crippling but leaving alive enough civs that they hold back the world era from reaching the final one. So, we do something slightly different from what you'd expect. The 'world era' that triggers the Last Battle is the second to last era. There are only three techs in the last era and they represent the pinnacle of what any WoT civ achieved (books timeline, not AoL) in culture, diplomacy, and science. The science tech unlocks the final piece of the science victory project (see after this Last Battle section for discussion on cleansing saidin vs. breaking the seals). The culture and diplo techs I'm currently less clear on, but they'll need to be something essential like a wonder with a targeted ability that can push them over the edge for the victory of that type.

So one of the above triggers goes off (half of civs reach the penultimate era or someone researches a game-ending tech) and the Last Battle bursts onto the scene in full. Each civ is presented a choice: side with the Light or Shadow. But their choices are weighted differently based on their Light/Shadow balanced of Path vs Boon during the game (can we make a proper noun out of Boon for gifts given by the Shadow? That sounds like the kind of name they'd give to gifts from the Dark One in the vein of "Great Lord" and "Chosen" replacing "Dark One" and "Forsaken").

For these bonuses/penalties, I'm glad you liked the rebellions ideas! I'm a big fan of some of the ones you listed here (my favorites in bold):

For the Lightside:
During the battle (or perhaps in general), if your civ is totally hardcore pro-Light, you might:
- be especially resistant to darkfriend espionage, sabotage, trollocs travelling through waygates, etc.
- attract more aes sedai support
- be a larger target of the shadowspawn

- be more resistant to influences from darkside players, whatever that means (maybe you can be turned?)

And if you're much less light-dedicated, or even slightly dark (but still chose light):
- much less likely to be attacked by shadowspawn
- much more likely to have generals and units turned (think the great captains in aMoL

- much less resistant to darkside players, etc.

And for the Dark:
If you're civ has totally been run by darkfriends the whole time, whether by design or by accident, you might:
- gain control of shadowspawn units
- be a huge target for the lightside
- remain more-or-less autonomous from the shadow.

But if you're a last-minute convert, or barely dark:
- get far fewer, or no shadowspawn to control
- be much less a target for the lightside
- probably have much less autonomy, being untrusted by the DO. Maybe some of your cities are even puppetted, or some similar mechanic.

I think being "turned" to either side in the Last Battle is being defeated in the game. Rebellions to the other side (not necessarily related to unhappiness - I can have rebellions triggered for any reason we like - in this case an ongoing thing proportional to how much your population disagrees with your decision. I figure Light-side rebels will join other nearby Light side nations and Shadow rebellions will be controlled directly by the Shadowspawn player.)

And then war. *dramatic music*

And whether it's a world of swarming Shadow-worshipping madmen that duke it out until only one stands victorious, a few staid followers of the Light who are swept under an overwhelming tide of Shadow, a cunning few Light followers who capitalize on the weaknesses of constantly bickering Shadow players to achieve a hard-won victory, to an entire world united under the banners of Rand al'Thor (dramatic name-dropping, not suggesting we use him) that fight bravely (spoilers?) and defeat the Dark One and save all of Creation - I think we've created an awesome ending to the game.

*deep breaths* What do you think? I've been considering this structure while we've been discussing changes to this victory type and I think it strikes a great balance between flavor, balance, and gameplay fun. But do question me on it - there must be things I haven't considered.

A quick side note: black and white choices are drastically easier from a programming perspective, because all I need to do is present the choice, and then set game state based on the feedback from that (player or AI). Organic systems that evolve over the course of the game (which definitely describes the above Last Battle victory condition) are dramatically more complicated because we need to keep track of all of the variables that are involved with either side and persist them with the player and have AIs make reasonable choices based on those values. (The AI will need to use these variables to make choices even if they don't have a final one, because they need to consider whether Light or Shadow benefits them more and weigh the benefits each provides accordingly.) You can use randomness to fuzz the logic, but eventually the code has to reduce down to:

Code:
if (lightPoints >= 0)
    // do Light side stuff
else
    // do Shadow stuff

Caveat for all of you technical readers, we could avoid the above decision structure by making the civ AIs adaptive machine learning systems. I am one man and can't do that in a timely manner - though it would be crazy fun to try. Or we could make the AI capable of 'simulating' the game with 'assumptions' based on choices they can make. Either of these approaches would require a fairly beastly upgrade to civ's minimum specs. And strictly speaking we're not making an AI mod.

- Science - I'm still holding out on the whole sealing-the-bore is the science victory thing, for reasons stated before regarding the AoL. What if it is, instead, *breaking* the seals? After all, it took research to determine that that was what had to happen. In any case, the winner here could get an easier time accessing Thakan'dar or something.

The Science Victory: Cleansing Saidin vs. Sealing the Bore

I'm not hugely attached to the Cleansing of Saidin being the scientific victory, and like you said, Sealing the Bore fits better into the timeline of eras that we're going for. I think this is a slightly separate-but-related decision to the above Last Battle wall of text.

Actually, just from quick consideration, I think I prefer Sealing the Bore. The science victory in CiV is the only remaining victory that can favor turtling up and not interacting with others (except for research agreements - and an otherwise isolationist approach probably prescribes going tall rather than wide to avoid war). The diplo victory makes you chase CSes (in our case, Ajahs and other civs supporting them), the cultural victory has you scouring the map for great works, and the domination and Last Battle victories are definitely very interactive.

What if the Science victory required finding the Seals on the map? Can we make that competitive? Where some civs are trying to protect the Seals and others to destroy them? (fun synergy: final tech that triggers the Last Battle reveals where the seals are/who has them already) It would be awesome if trying to win a science victory could put you in a position where you needed to steal a Seal from someone who was trying to keep them safe (either by conquest or espionage?). But then how do civs that are protecting the Seals ever win a science victory? Are there two 'competing' science victories? (that's kind of weird?) Or is 'protecting' the seals a mechanism ostensibly used to stop another civ from winning a science victory? I assume the Seals get broken if where they're held is captured by Shadowspawn?

It's a nascent idea, so there are a lot of unformed things and unknowns, but what do you think of the overall idea?

So I took the liberty of posting a thread in a couple WoT fan forums to see what ideas people had. Nothing groundbreaking, but I thought I'd share some of the interesting thoughts.

Awesome idea, thanks for doing that! Good to get more perspective.

- For our Omen religion, some possible names tossed out were Omen Reading (which I had previously mentioned) and Augury. That last one is the correct word, I think, but it'd kind of arcane and isn't specifically mentioned in the books, so might not have the right "feel."

I'm inclined to agree about the "feel." The word "omen" was used quite a lot in the books in reference to this (I think?) and whenever we're talking about it, we seem to use 'omen' as a clarification that we both understand right away. I think other readers will similarly recognize it, but I'm still not sure how to turn it into a suitable phrase for a Path.

- coming up with a name for the "white bread" religion was tricky, though somebody did remind me of the "listening to the wind" concept, that would probably make a cool belief (or wisdom ability?) One person brought in the word "Abram," as in the Feast of Abram, one of the holidays. Definitely we could go in a direction like this, naming it after one of the holidays or something.

The holiday I remember most clearly is Bel Tine, but I think that was Two Rivers specific? Taking a name from one of the holidays specifically sounds like a good idea. Do we have a comprehensive list anywhere?

- one person reminded me of the "Watchers over the Waves," who are in the Great Hunt. They're the people who were supposedly supposed to be watching and waiting, ready for the return of hawkwing's armies. They were punished for somehow failing that. Not sure if it really counts, but it might be awfully close for our purposes. Could have some sort of coastal belief or something (they built watchtowers).

Even after you mention it, I'm not sure I remember this. (Maybe something about watchers for Luthair Hawkwing's return - but not much.) Still, we're short, and if it's there then let's use it!

- one person wasn't a fan of the Sea Folk's religion being Jendai-based, since, in their opinion, it didn't really have much to do with their way of life. They did seem to only begrudgingly follow Rand, after all. Another person suggested "Wind Seekers" be a sort of made-up name for their stuff.

It's a good point, though honestly I had to check to remember the association between Jendai and the Sea Folk (it's been too long since I read the books). Like you said before, the Water Way and the Amayar are only really associated tangentially to the Sea Folk in the books. Is it worth possibly merging the Amayar and the Sea Folk into a single Atha'an Miere civ like Firaxis did with Polynesia?

- one user suggested that we might just adopt similar nomenclature for all of them: Way of the Leaf, Light, way of the Ravens (seanchan), way of the sea, etc. This has elegance to it - but it also limits the associations a bit (Ravens is so obviously seanchan-related).

I thought of doing this at first as well, but it breaks down pretty quickly, like you've said.

- no bright ideas about the Sharans, though one person did point out how they are very isolationist and also think themselves superior (like the seanchan). The messiah thing is interesting, but it'd odd because all the Dragon ones are sort of similar.... but this messiah is actually a bad guy. Cult of the Wyld?

Is Wyld a name/word used in the books? I haven't come up with more for this particularly.

Sure, I think this will all require a lot of very specific talk and design - like really getting int their and crunching numbers and such. Obviously, playtesting as well.

This ties in with what we're discussing above with the Last Battle, Paths vs Boons (I'm liking that name more) and such. Just thought I'd say I'm definitely interested into getting into specifics of design for beliefs! We should nail down the overarching victory first though.

all good, though we'll have to think carefully about what "special events" might occur in these eras. If we call it the Ten Nations era... there obviously won't be just 10 nations, but there will have to be something that happens to justify it.

I don't think using Ten Nations as an actual era name is a good idea, like you've pointed out there are a few problems with it. I think leaving some eras to be like normal civ is good too, because we don't want to overload the game with other stuff that drowns out the core gameplay.

wow, what a funny limitation. Well, instead of making them called False Dragon, couldn't we just name them? Like Mazrim Taim or w/e, similar to the way they do it for GP? There probably wouldn't be so many of them that we couldn't find a list of a handful of them from the WoT histories.

It is really weird! The naming system used by the game is a bit different from that - I definitely think we should name the False Dragons, but at least in base CiV it works like this: "Great Scientist (Isaac Newton)". Which becomes: "0 (Mazrim Taim)", because the CiV code makes some weird assumptions. How we fix this will depend on the technical side of it, I think, because if it's completely impossible to pull a string starting "False" out of the DB then we'll need to avoid "False Dragon" as a name of anything unfortunately. Hopefully, there's something in the gameplay C++ code that's doing a dumb "if I can make this a bool, do it" which I can change.

Right, BUT we might "need" the longbow to be for Manetheren, since we obviously don't have a lot of UU ideas for them.

I think the Band of the Red Hand makes a good Manetheren UU. Alternatively I was debating if Manetheren should have two UBs (or a non-combat UU or maybe even a UI) but their UA swaps out the majority of their 'normal' units with 'Band of the Red Hand' equivalents (that are stronger/give each other bonuses/etc).

Right, so as far as the Civs, I was thinking about it, and I think a few of these Expansion ones might deserve to be First launch ones, and a few of the initial launch ones aren't as important. Specifically:

- Why Ghealdan? I mean, they should be there eventually, but I don't recall spending enough time there to get a clear sense of the culture? Was one of the [middle, forgettable] books there?

Masema's madness and the whole Dragonsworn ordeal kicked off in Ghealdan and Queen Alliandre became quite important in the books. I do agree that they're minor compared to a lot of the others though.
 
So I hit the maximum character limit on a single post! Continuing from above:


- I feel somewhat similarly about Arad Doman. Also, somewhat, Tarabon, but I know Tanchico was a bigger deal.

Like you said, Tanchico's importance made Tarabon for me. Arad Doman became more central later on with Rand's capture of Bandar Eban and pursuit of Graendal there - plus Rodel Ituralde's PoV chapters fighting in Arad Doman/Tarabon leading up to the Last Battle. Their merchant-council-plus-king-in-exile government was also fleshed out.

- I think Shara deserves to be in it first-launch. The reason is because they are so different, and we could likely come up with a pretty cooky UA. I feel like RJ made a lot of different countries, and there's a bit of "sameness" to them - the Sharans would help that a lot.

This is a fair point, and I think if you feel it'll add a lot I think we could switch Ghealdan and Shara. However, I'd be a little wary of making the expansion underwhelming - I think Shara and Hawkwing give it significant punch.

- Somewhat leaning towards Saldea being there, since we know so many characters from there, and have some UUs ready-made (heavy cavalry, etc.)

Originally I had Saldaea in but it was surprisingly difficult to make a civ for them right off the bat. We know a lot of characters from there, but we don't spend much time there in the books. I think Shienar is a lot more fleshed out and they fulfill a similar kind of roll.

- MAyene I'm torn about. They're obviously a CS, but Berelain is a major character and pretty cool, and they might provide for some cool UA stuff.

I'm not completed decided, but I'm liking the idea of promoting Mayene in the 'expansion' more and more. I'll admit that I'm completely biased though - I really, really want to play as Berelain.

Right, I was in middle school when I first read the first group of books, and Gawyn was much more relatable. But, man does he get so annoying towards the end. Galad's attack of demandred felt at least slightly more reasonable than Gawyn's.

I was about 18 when I read them (read books 1-11 in one summer between high school and university and the rest as they released). Agreed, Gawyn gets very annoying at the end. And I think we've found a good point of comparison: Lan owns Demandred's face, and it was awesome.
 
I think I have a few conflicting ideas with the way this would work. The Last Battle victory condition does replace the Time victory.......... What we don't want is someone who's really good at civ to run away with the game and never see the Last Battle because they always win before then.

I think having the normal victories as a stop-gap towards the Last Battle will put off a lot of players. I think once someone has completed a victory condition, the game feels very over. The only reason I've ever hit the "one more turn" button is to fire my entire nuke stockpile for fun. I see what you mean about changing the way these work - making them less 'final' - but I think that centralizes the game a bit much - there's only one real way to win and it definitely requires an army. Being able to win without one has always been one of civ's strengths.

OK, I totally see what you're saying with all of this. However, I think we've stumbled upon a few problems. A few things:

- True, the "one more turn" aspect of Civ is only really used to try crazy stuff like gifting away all your cities and seeing how long you last..... This is different though, if we make compelling end-game content. True, Civ player-associations reject the post-game, but this game doesn't have to be Civ.
- More importantly, I think the very idea of doing a WoT mod that includes the LB kind of disrupts the validity of Civ's victory conditions. In the Real World, there is no LB (so far!). "Winning" as a civilization in real life, I suppose, means being really awesome, whether cultural of scientific of whatever.
The problem with that approach in the WoT is.... the LB is just around the corner. So, you have really great culture! So what? In two years your civilization is going to be demolished by 500 thousand trollocs.
Even the Ogier, the quintessential non-interventionists, eventually felt compelled to arm up and join the fight. Also, the Two Rivers, the hobbits of Randland. To me, that's part of the central narrative of the WoT - the conglomeration of one huge alliance against the shadow. With this in mind, Winning Diplo five turns before the Dark One returns is rather shallow. So you have influence with the White Tower, do you? OK enjoy either dying or being forced to fight.

Another WoT-wide narrative is, sad as it is, the un-viability of the Way of the Leaf and pacificm in general. That said, you should be able to *mostly* play pacifist. But when push comes to shove, you should have to fight, right? Or, you know, you could die.
I do think that we could set things up so civs can "support" during the LB and the trolloc wars and stuff, without necessarily sending units. This is a way your pacifist civs could join the party - and also, perhaps, a direction we could take the roles "won" by somebody who won Diplo/culture/science before the LB begins. This kind of mechanic probably needs to exist during the trolloc wars and False-dragon assaults (since the latter would probably be realistically marauding for only one civ) as well. If your civ is along the blight, you're kind of screwed, right? The other civs should be able to pump support to you (money, resources, culture somehow) in addition to sending units. I'd think you wouldn't want to be the one civ who didn't help when Malkier got destroyed, right? To me, this reflects the narrative of the books very well.

Essentially, to me the win-the-game-before-the-LB-and-it's-over just kills the narrative. In civ, you're all going for one of those victories. But in our mod, come the eve of the last battle, you'd best believe you should be preparing for it, building units, forming alliances, running away, etc. In real life, even a "cultural civ" would have to consider its approach. You would most likely NOT be pumping out culture and doing archaeology digs (at least not as your top priority). This creates for me a weird RP conflict.

Ugh... I know I'm making this trickier!

In terms of balance, I don't think we should prescribe a similar country-split of Light/Dark as the books. I don't think they're unbalanced if too many people choose the Shadow (remember: only one Shadow player can win, so they need to kill their rivals as well "only one first among the Dark One's Chosen" and all that - whereas the Light players can win as a group). Even if most/all of the world sides with the Shadow, it's still a massive slaughter.

I think this avoids players picking a side just to game the system. Players who choose the Shadow are at war with all other players, so it's not an effective way to stall to complete a different victory type midway through. Players who side with the Light can band together somewhat - but that may be restricted by geography, and is mitigated by Shadowspawn cropping up all across the map. In fact, the path of minimum internal turmoil is likely to be choosing the side you've leaned toward thus far (if you factor in what we've been talking about for bonuses/penalties of choosing against your actions thus far).

Ah... I'm sorry, but I think I disagree here.

I really don't think the Shadow players will behave the way you describe. True, maybe they'd be *technically* at war, they won't be *actively* at war. It would seem really dumb for them to attack each other until after all the Light forces are gone. There's a reason the forsaken (mostly) allowed each other to coexist for the whole series - they want (mostly) the same things. In civ, its usually bad strategy to start one war when you're in the middle of another. This would apply here.
I think a better system would be to have them not be able to use some of the "support network" stuff that the Light has, or something. Make it less of an alliance. And yes, then they could kill each other after the Shadow has won. But for me, that feels a bit anticlimactic - after the Light is defeated, it's likely just going to feel like spinning wheels while one country cleans out the others. Better might be that, after the LB is over, one shadow is declared winner (by score or something). Obviously, this would create the need for some backstabbing, but not on the level of war-on-all-fronts in most cases, I'd guess.

Besides, I think the "there is only one Nae'blis" thing is much more about an *individual*. I'm pretty sure the DO would be fine having 20 different *countries*.

Also, and probably most importantly, I still perceive a balance problem, regardless of above. Imagine 7 light civs (or so), 1 shadow civ (shara), just like in the books. True, Shara was important, but the vast, vast majority of the war was shadowspawn. Of the four fronts, three were 100% shadowspawn. This is a lot of shadowspawn, and should be. If 100% of the world was Light (which they thought, before the Sharans appeared), it was STILL going to be really hard for them. Now imagine 4 Shadow civs - there's no way the Light forces have any chance at all. Unless we lessen the shadowspawn, which feels too much like Mario Kart style rubberbanding.

I also think the competitiveness between civs will be a big factor of keeping the Last Battle balanced - particularly between Shadow players. If one Shadow player is about to win a cultural victory, the others will turn on him. This kind of setup can also create the great betrayals you've mentioned. Suppose you've been leaning mostly Light throughout the game, but you realize leading up to the Last Battle that one of your neighbors is going to win a cultural victory before you can win a science one. They've been leaning Light (as far as your espionage tells you). You make the ultimate betrayal. You side with the Shadow and tear them to pieces to crush their cultural hopes.

And what about those games that truly go into territory that would normally be caught by the Time 2050 victory? (This has honestly never happened to me, and I've played a lot of CiV. Maybe it happens more in specific circumstances I'm unfamiliar with?) I'm a fan of the Dark One deciding that all of humanity isn't worth it after a certain amount of time. An unmanageable sea of Shadowspawn that crushes even the most competent human tactician. I think "everyone dies" is a more apt description of a game where *no one* could get a victory together by this point.

Sorry, I'm actually confused by this. So no LB would happen if we reach 2050? Or just, no victory is possible? I guess I'm getting a little confused by how these victories overlap.

The religion system is being rebranded and directed into a relationship with this victory condition (which is cool - it's a bit strange that religion doesn't really tie in to any of the existing victory conditions). Religion is now the Path to the Light (and referred to as Paths rather than religions), and by accruing faith you can choose a particular Path and spread it to other cities/nations. Your Path provides bonuses to you and any city following it in a similar-but-changed structure to the Founder/Follower beliefs in base CiV.

I think religion doesn't tie into any Civ victories because its importance has lessened over time. True that religion is hugely important on the global stage, but chiefly in the alliances it creates... and the wars. Nobody seems to "win" because they have the "Best" religion. I think that should stay true in our mod, since religion is even less important in WoT. That said, having it tie into these mechanics as described is a good idea.

Got to stop here. Will finish later.
 
Alright. Onward!

Oh, and if I'm somehow misunderstanding your suggestions, or simply looking at this wrong, set me straight!

I say Founder beliefs get weakened to avoid tipping your hand to other civs following your Path who would notice weakening in Follower beliefs, but that may not be an issue? It could be a form of 'espionage' to follow someone else's Path. Weakening follower beliefs certainly has a more immediate drawback on the Shadow-choosing player to counteract the bonus they're getting from the Shadow's boon.)

These actions accumulate over time to represent an overall 'leaning' of your civ toward the Light or Shadow. It's worth discussing how discoverable one civ's Light/Shadow balance is for others through espionage/other means.

Yeah, I think that all sounds good. I agree about Founder beliefs, though this would of course all have to be tweaked. I'm assuming here that the decisions you referring to are "voluntary" things, and not the kind of unintended-darkfriend-insurgence that I was referring to. I guess the main concern/fear I have with making the DF thing be entirely voluntary and choice-based throughout the game is how much it throws the balance of the game into question. Like, civ works pretty well as it is, and we're changing a lot, and to have a whole mechanic that changes everything thrown on top of that might be asking for trouble. It might be way too easy to "game" the system. If things are somewhat out of your power and/or random, the strategy is more in responding to those situations rather than planning them.

As far as the discoverability of it all, I figure it should be, mostly. This, again, assumes voluntary choices - if they're involuntary events, then we also have to consider whether *you* can discover your leaning earlier in the game.
The problem this presents, of course, is with the implications of one being outed as a DF. Realistically, in a civilization, that ruler would either A) be ousted by his own people B) assassinated, or C) would go on some sort of a conquest rampage, or D), nobody would care (not likely in a world with *actual* good and evil.
So, in short, it would be an epic international incident. The problem with this, from our perspective, is Civ has one "ruler" serve for all time. So the implication would be, somehow, that your whole Civ was run by DFs, for all time. Kinda weird.
So it seems to me that the diplomatic and in-game implications of this could be kind of nuts. I'm not sure now if that's terrible or great. Having openly DF civs throughout history (except for during the LB, maybe) doesn't feel particularly WoT, since everybody is ostensibly following the light, even if they're jerks about it.
Long story short - I'm not sure. It certainly makes sense that you *should* be able to divine these things - if you're being run by DFs, somebody would find out, right?
Part of me thinks this issue supports the notion of some of the DF stuff being out of your control. If you're discovered, other civs could kick your butt for it, but they could also help you root out the DFs, etc. I don't know, could be interesting.

I really like the idea of the DF mechanic, and the last battle, etc., but I think we need to be careful that it doesn't completely take over the whole mod, and change *everything*. Having a random number generator determine that a spy caught a darkfriend in 1458, and then that whole civ's whole history be forever altered, might be too crazy.

The Last Battle is triggered at a fixed 'world era' that is equivalent to Earth's early Renaissance - the end of the WoT techs. However, 'world era' is determined by 'half of the civs reaching it or one civ reaching the era beyond it'. You can game that system by crippling but leaving alive enough civs that they hold back the world era from reaching the final one. So, we do something slightly different from what you'd expect. The 'world era' that triggers the Last Battle is the second to last era. There are only three techs in the last era and they represent the pinnacle of what any WoT civ achieved (books timeline, not AoL) in culture, diplomacy, and science. The science tech unlocks the final piece of the science victory project (see after this Last Battle section for discussion on cleansing saidin vs. breaking the seals). The culture and diplo techs I'm currently less clear on, but they'll need to be something essential like a wonder with a targeted ability that can push them over the edge for the victory of that type.

Ok, I think I might be misunderstanding. You mean Renaissance just in terms of tech, or also in terms of Turn-numbers. If the latter, than we're talking a pretty short civ game, right? I want to make sure I'm understanding you correctly before I share comments on that.

So one of the above triggers goes off (half of civs reach the penultimate era or someone researches a game-ending tech) and the Last Battle bursts onto the scene in full. Each civ is presented a choice: side with the Light or Shadow. But their choices are weighted differently based on their Light/Shadow balanced of Path vs Boon during the game (can we make a proper noun out of Boon for gifts given by the Shadow? That sounds like the kind of name they'd give to gifts from the Dark One in the vein of "Great Lord" and "Chosen" replacing "Dark One" and "Forsaken").

Yeah, I think "Gifts" or "Dark Gifts" something might work better than "Boon," since Boon isn't a word I recall popping up in Wot.

Oh crap, I just realized something that i'm sure you've already thought of. The True Power! That's what you could get for siding with the dark...

I think being "turned" to either side in the Last Battle is being defeated in the game. Rebellions to the other side (not necessarily related to unhappiness - I can have rebellions triggered for any reason we like - in this case an ongoing thing proportional to how much your population disagrees with your decision. I figure Light-side rebels will join other nearby Light side nations and Shadow rebellions will be controlled directly by the Shadowspawn player.)

Right. I guess I mean more along the lines of specific units getting turned.

And whether it's a world of swarming Shadow-worshipping madmen that duke it out until only one stands victorious, a few staid followers of the Light who are swept under an overwhelming tide of Shadow, a cunning few Light followers who capitalize on the weaknesses of constantly bickering Shadow players to achieve a hard-won victory, to an entire world united under the banners of Rand al'Thor (dramatic name-dropping, not suggesting we use him) that fight bravely (spoilers?) and defeat the Dark One and save all of Creation - I think we've created an awesome ending to the game.

Yes, for sure! That said, I think that that awesomeness may be why we shouldn't make the LB be only-if-nobody-wins-for-realz. I think it should be *the* for realz, with the other victories supporting it. Do civ players play civ to win, by any means? I think people try to win in particular ways ("today i'll try for culture"). So I think redefining the victory conditions won't necessarily piss people off. But tbh, I'm very new to the civ Community (though I've been playing civ since civ 1).

This is going to be awesome. That's all I can say. When I was first searching for mods I was really just thinking about playing WoT civs. Once I saw that you were actually trying to make new mechanics, the ideas started flowing..... and here we are, just as it all gets complicated....

A quick side note: black and white choices are drastically easier from a programming perspective, because all I need to do is present the choice, and then set game state based on the feedback from that (player or AI).

You are of course right. I guess what I mean more by "organic" things versus "choices" is more about focusing on whether or not the player has a decision to make. Yes, the events should still be boolean events, I'm sure, but by "organic" I merely mean that they're "worked in" to the game a bit more. Like, not much of "Would you like to aid the darkfriends?" and such.

Part 3 coming soon.
 
The Science Victory: Cleansing Saidin vs. Sealing the Bore

I'm not hugely attached to the Cleansing of Saidin being the scientific victory, and like you said, Sealing the Bore fits better into the timeline of eras that we're going for. I think this is a slightly separate-but-related decision to the above Last Battle wall of text.

Actually, just from quick consideration, I think I prefer Sealing the Bore.............But then how do civs that are protecting the Seals ever win a science victory? Are there two 'competing' science victories? (that's kind of weird?) Or is 'protecting' the seals a mechanism ostensibly used to stop another civ from winning a science victory? I assume the Seals get broken if where they're held is captured by Shadowspawn?

OK, so I must confess that I was really dumb on two counts, here. First, what I *meant* to say was that I didn't really agree with sealing the bore being the science victory ("holding out on" is very vague language). However, I was being pretty dumb about that, because I was misunderstanding what you meant. I thought (until now) that you were referring to what Lews Therin and the Superfriends did in the AoL, and I disagreed with it for chronology reasons. This is because, naturally, I hadn't finished aMoL when I read your original post (finished it last month, only), so I didn't know that you were referring to RAND sealing the bore.
So yeah, Rand sealing the bore, or something in that vein - destroying the seals to re-seal them - makes perfect sense. However... more below.
As a quick side-note, I think the cleansing of Saidin makes a much better late-game project or global project (what do you call those things, like the World's fair?). The truth is, to create the WoT Feel (TM), male channelers should not be particularly viable until Saidin is cleansed. If you look at the books, literally zero civilizations appear to incorporate male channelers into their fold pre-cleansing (I'm not 100% sure on Shara, but I do know that they essentially keep the men around as breeding studs to keep the channeling-gene alive... intering UA idea, that is...). In any case, people very much live in fear of men channeling. The cleansing should open up the viability of using saidin units.
Note, that I'm not saying there shouldn't be male channeling in the rest of the game. In fact, essentially the first ideas I had when joining this party were about Saidin. That said, the units should be really risky to use - more on this later (other things to deal with first). More on this later.

Anyways, back to the Bore. OK, some game-implication thoughts that make me a little wary

1) Rand was able to imprison the dark one, yes, but not just because of some science or something. He was there, fighting with him. Probably a million people died fighting so he could be there - at Shayol ghul itself. This brings me back to the "it all goes back to the LB" point I've made today. You can't reforge the seals without an LB, if we're at all following the mythos. I don't really see winning a science victory in [equivalent] 1985 as really making a whole lot of sense.
2) As far as the Hunt for the Seals. I don't know if another search-the-world mechanic will be all the *fun* for something like this. Maybe they should be Projects, sort of like the SS parts in Civ. Kind of a cop-out, I know. I just can imagine people being really frustrating if they can't find that last one, and it's in some random corner of the globe or something.
3) As far as having them spread between civs... this is certainly an interesting and very universe-friendly idea. I struggle to see how we could really pull it off though, without it turning into some capture the flag game. Requiring conquest and espionage, as they currently exist at least, to win a science victory seems a bit odd. (I say this understanding that that statement contradicts my earlier assertions that everybody should have to fight. This comment presumes there *is* a science victory).
There are Seven Seals... it *almost* works to have the game start with every civ having one of them. As to what happens next... I don't know yet.
4) Lastly, the weird thing is you ultimately WANT the seals to be broken.... only right at the perfect point in the LB.
5) Oh, and don't forget about the fake seals....

The holiday I remember most clearly is Bel Tine, but I think that was Two Rivers specific? Taking a name from one of the holidays specifically sounds like a good idea. Do we have a comprehensive list anywhere?

Here are the Holidays. http://wot.wikia.com/wiki/Category:Holidays . Also, the WoRJtWoT book has them in a more user-friendly format. Bel Tine isn't just TR, apparently. Bel Tine as you mentioned before, might make a better "belief." Bel Tine is apparently also known as Festival. There are some others that have interesting names, like High Chasaline - the day of reflection - and the Feast of Abram, as I mentioned. Amaethon is a day of remembrance for the dead. Ugh... not sure what to do here.


It's a good point, though honestly I had to check to remember the association between Jendai and the Sea Folk (it's been too long since I read the books). Like you said before, the Water Way and the Amayar are only really associated tangentially to the Sea Folk in the books. Is it worth possibly merging the Amayar and the Sea Folk into a single Atha'an Miere civ like Firaxis did with Polynesia?

Well, I think the Amayar are really quite different than the SF, though they're sort of "curated" by them in some way. That said, I don't think many people care about the Amayar, so whether they show up briefly in reference to a SF UB, in beliefs, or some other way, we'll probably be fine.

Is Wyld a name/word used in the books? I haven't come up with more for this particularly.

Bao the Wyld is Demandred as he's known to the Sharans. I didn't read "River of Souls" (the Sandersen short story that follows demandred's rise to power - actually a set of deleted scenes from aMoL), but I've read summaries. It appears that the Wyld is a sort of title. Like the Wyld is the messia-figure of prophesy, who frees the enslaved male Ayyad (the Freed... UU maybe?), etc. Or perhaps the Wyld is a ruler of some sort. Pretty sure its the prophecy though.

This ties in with what we're discussing above with the Last Battle, Paths vs Boons (I'm liking that name more) and such. Just thought I'd say I'm definitely interested into getting into specifics of design for beliefs! We should nail down the overarching victory first though.

Right. I'm fine with the name Boon if you really like it. As far as "overarching victory", you're referring the LB victory as being a sort of "religious victory," then? I already mentioned my thoughts on this above. Obviously it does tie into your religion, though.

Also, tangentially, I was wondering if another way to deal with the consequences of your evilness is to adjust the Faith cost of stuff. Maybe you can buy certain things with Faith (good things and bad things), and their cost varies based on your leaning? I don't know, I'm just thinking of ways to make it invisible to the outside world how evil you are.

Anyways, yes, let's get into specifics once the time is right. I'm curious - are we reinventing every single aspect of the game? Like, *no* reused belief-mechanics? I know you wanted wholly new UAs and UUs, and I'm all on board with that, but it seems like it will be really hard to come up with *everything* totally new. Also, it all has to be perfectly balanced - Firaxis could *pay* people to do that. I'd like to come up with a lot of new stuff, but it seems to me we might want to consider recycling some civ stuff. This is also true with units, buildings, etc. It sounds like you're creating wholly new WoT versions of everything - some of these things are just re-skins/renames, right?

Anyways, we need to hammer down our list of Paths, then. Here's what I'm thinking, based on what we've established (some names tentative). Honestly, this is very nerdy of me, but the real challenge is Part of Speech. In Civ, they're all "isms," so its easy. But here we have "Way of the ____". Fine. It's a philosophy. But "Watchers Over the Waves" isn't. It's a people. It would need to be tweaked. Same goes for "Omen Reading," which is a present participle... though maybe that's OK. I don't think there is a way of fixing this problem though, unless we "ism" them all. Probably need to be ok with "people"-names as well.

- Way of the Leaf
- Way of the Light
- Ji'e'toh
- The Water Way
- Stewards of the Dragon (cult feels too negative, especially if we have dragonsworn barbs)
- Watchers Over the Waves
- Vanguard of the Wyld
- Readers of Omen
- Doctrine of the Westlands OR Creed of the Westlands OR Keepers of Chasaline (it sounds like a thing!) OR Keepers of Abram (it sounds like a religion!)

As far as Omens and stuff... I'm wondering if that actually makes more sense as a Belief (Omen Reading). I mean, it's one aspect of their customs, not an umbrella. The rest of these seem a little "bigger picture."


I don't think using Ten Nations as an actual era name is a good idea, like you've pointed out there are a few problems with it. I think leaving some eras to be like normal civ is good too, because we don't want to overload the game with other stuff that drowns out the core gameplay.

OK, what names were you thinking then?

I think the Band of the Red Hand makes a good Manetheren UU. Alternatively I was debating if Manetheren should have two UBs (or a non-combat UU or maybe even a UI) but their UA swaps out the majority of their 'normal' units with 'Band of the Red Hand' equivalents (that are stronger/give each other bonuses/etc).

Very interesting ideas. Something to work out if we get there... er, WHEN we get there.

Regarding all the included Civs. This is all fine by me, and obviously final decisions can be made once things are better laid out.

I do wonder a bit at your expectation of an "expansion." Saving the cool stuff for the DLC seems a bit like something a company would do if they actually stand to make a profit. I get it when we're talking about something that's a cohesive package - a Hawkwing Civ plus a bunch of scenarios about him - but otherwise holding out for things doesn't quite seem necessary. Unless of course the mechanics would take to long to code in (not the case, I'm guessing, with Shara vs. Ghealdan). In any case, I'm fine with what you're saying, and in any case we can table it for now. It's probably going to come down to which ones scream good UUs and UAs, etc.

Incidentally (well, not really incidentally), I'm sending you a PM regarding some "logistical" stuff.

OMG, time for me to move on with the "real" work I need to do...
 
@S3rgeus: Someone has to make small posts in here, might as well be me;). Trollocs should be fine, I'll start working on them either this weekend or next week as school is starting, which will let me have more time at home than the all-day tobacco working. For Myrdraal you basically want a black-cloaked eyeless creepy dude right? Are there any special effects you want me to attach, such as a flash for a spell-casting or whatever it is Myrdraal do for evil entertainment (maybe they're not evil. But tall, pale, eyeless, black-cloaked screams EEE-VIL!!! at me). His "cloak" will be more of a robe actually, clinging to his form. I'm sorry, but I have to use animations from basic Civ5 units - you've made a unit, you know how it is!
Which leads to the other thing: effects. I can only attach existing effects to custom units. So for example I can attach a green flame effect to the top of a staff using Nebuchadnezzar II's braziers' effects, but I cannot attach a purple flame effect because we currently can't modify existing effects or create new ones. Nomad or What might still be looking into that (though he was looking at animations last I heard from him so I can't say anything definitive), but as of right now, there will be no footprints left behind by your Darkhounds.
If you want to wait until the Draghkar have their animations, fine, but IMO you'll be waiting a long time... unless you can find something with those animations in Civ4 or some source that Nomad can convert from.
I haven't thought of anything (speaking code-wise) atm that I need for WHFB, but I'll PM you if I do with a link to the thread where I ask for something.
(Keep an eye on your Notifications window please!)
:cheers:
 
OK, I totally see what you're saying with all of this. However, I think we've stumbled upon a few problems. A few things:

- True, the "one more turn" aspect of Civ is only really used to try crazy stuff like gifting away all your cities and seeing how long you last..... This is different though, if we make compelling end-game content. True, Civ player-associations reject the post-game, but this game doesn't have to be Civ.
- More importantly, I think the very idea of doing a WoT mod that includes the LB kind of disrupts the validity of Civ's victory conditions. In the Real World, there is no LB (so far!). "Winning" as a civilization in real life, I suppose, means being really awesome, whether cultural of scientific of whatever.
The problem with that approach in the WoT is.... the LB is just around the corner. So, you have really great culture! So what? In two years your civilization is going to be demolished by 500 thousand trollocs.
Even the Ogier, the quintessential non-interventionists, eventually felt compelled to arm up and join the fight. Also, the Two Rivers, the hobbits of Randland. To me, that's part of the central narrative of the WoT - the conglomeration of one huge alliance against the shadow. With this in mind, Winning Diplo five turns before the Dark One returns is rather shallow. So you have influence with the White Tower, do you? OK enjoy either dying or being forced to fight.

Another WoT-wide narrative is, sad as it is, the un-viability of the Way of the Leaf and pacificm in general. That said, you should be able to *mostly* play pacifist. But when push comes to shove, you should have to fight, right? Or, you know, you could die.
I do think that we could set things up so civs can "support" during the LB and the trolloc wars and stuff, without necessarily sending units. This is a way your pacifist civs could join the party - and also, perhaps, a direction we could take the roles "won" by somebody who won Diplo/culture/science before the LB begins. This kind of mechanic probably needs to exist during the trolloc wars and False-dragon assaults (since the latter would probably be realistically marauding for only one civ) as well. If your civ is along the blight, you're kind of screwed, right? The other civs should be able to pump support to you (money, resources, culture somehow) in addition to sending units. I'd think you wouldn't want to be the one civ who didn't help when Malkier got destroyed, right? To me, this reflects the narrative of the books very well.

Essentially, to me the win-the-game-before-the-LB-and-it's-over just kills the narrative. In civ, you're all going for one of those victories. But in our mod, come the eve of the last battle, you'd best believe you should be preparing for it, building units, forming alliances, running away, etc. In real life, even a "cultural civ" would have to consider its approach. You would most likely NOT be pumping out culture and doing archaeology digs (at least not as your top priority). This creates for me a weird RP conflict.

Ugh... I know I'm making this trickier!

I think that's a balance between RP and abstraction where civ usually tilts toward abstraction. You can win a science victory at the last second while being steamrolled by a much larger enemy - your 'defeat' may be inevitable from a practical standpoint, but you win the game before that happens.

I agree that WoT's Last Battle timeline prescribes an end-game military focus if transplanted directly, but being able to go full peaceful is something that I think makes up a lot of the replay value in CiV. If every game ends with the Last Battle, even if there are variations on choosing sides, I think that will feel quite samey after a few games. I think the Last Battle should (almost always) start in a given game - mainly to prevent abuse - but that 'winning' the Last Battle is a victory condition just like any other. If you become a Shadow player, the Last Battle victory condition and the Domination one actually have the same objectives (more on that in a bit).

I do really like the support network idea - that Light-aligned civs can aid one another in a way that's fitting to their civilization's focus. The "co-operative" projects like the World Fair and International Space Station in base CiV also manage to be competitive - which I think is a really good mechanic. I do worry that supporting another civ could boost them to the point where they can defeat the contributor, which will discourage players from using the mechanic. That's not as much of a problem with the Last Battle where the Light civs are locked onto one side, but earlier in the game it's difficult.

Just thinking out loud about how we might do that with False Dragon uprisings/Trolloc Wars:
  • I think it makes sense that rather than the World Congress's "top 3" for production on the project that we have "top 2" contributions for major focuses, like the city state missions. Depending on the frequency of False Dragons, each uprising might only "challenge" players of 1 focus (like a city-state will ask for top culture for 30 turns) or include all of them
  • Warmongers have the most obvious objective: kill the most Dragonsworn/Shadowspawn - but the others are less clear. What kind of cultural challenge does a False Dragon uprising provide? Can we mock up another civ to exert Prestige influence over? (That's a big technical ask - the core of CiV's player system is extremely difficult to change and has significant overlaps with sections of the game we don't have source code for.) It should be doable to present a new "tech" which science-focused players can research which somehow aids in the battle - but then the ranking will just be players by science per turn, which is a bit blegh.

Ah... I'm sorry, but I think I disagree here.

I really don't think the Shadow players will behave the way you describe. True, maybe they'd be *technically* at war, they won't be *actively* at war. It would seem really dumb for them to attack each other until after all the Light forces are gone. There's a reason the forsaken (mostly) allowed each other to coexist for the whole series - they want (mostly) the same things. In civ, its usually bad strategy to start one war when you're in the middle of another. This would apply here.

I agree that the best strategy for the Shadow civs would be to gang up on the Light guys, but given CiV's basic mechanics, it's very difficult to co-operate with another civ that you're at war with. (To be clear - they'll be at full war and unable to declare peace - no trading etc) The way I see it, there are three primary geographical arrangements for civs that choose the Shadow:

  • Surrounded by Light players - this one's a no brainer - the Shadow player fights the Light guys for all he's worth.
  • Bordering both Light and Shadow players - probably the most frequent arrangement. I genuinely think this is a tough choice - the Light civs might be grouped together and difficult to attack as one - but there might be a Shadow player you can take out to maximize your unit production capacity to take on the Light players - one unified superpower civ is more effective than a group of allies that sum to the same size, without some bonuses for co-operation to the latter group. The alternative to this is what if you're doing fine in your war with the Light guys? They're busy with Shadowspawn and you, and you've got a border with another Shadow player. He's fighting the Light elsewhere - so most of his units will be elsewhere. It would be easy to grab a few cities to make finishing him off later easier. If you and a couple of other Shadow civs border the same Light civs, you don't want to be the first one in. Your units get beat up fighting the Light guys and the other Shadow civs stay fresh - they can streamroll weakened cities once you've cleaned it out. Depending on how the war is going, you might be better off consolidating control of a larger empire to attack the Light civs with a greater co-ordinated force - the Light civs will back each other up, but the Shadow civs won't.
  • Surrounded by other Shadow players - Your only way to reach any Light civs is by traveling through other Shadow players' lands. Now that's a double-edged sword. You need to move large numbers of troops through an at-war enemy's territory. That isn't pleasant for either of you to just "let be." The 'passageway' civ has no way of knowing if your units moving through his lands are legit headed to battle the Light or going to all turn at once and grab one or more of his cities. He'll be forced to keep enough units/city fire back to hold your army at bay while he fights the Light. Even if you do really want to go for the optimal strategy and only fight the Light guys first, I doubt the civ you're moving through would let that be effective - they can blockade you quite handily, which (provided they're beating the Light civs without your help) benefits them by having less competition for the cities they're capturing. If the Shadow civ you want to pass through is losing then he might have less issue with allowing passage - but then the Light is winning here anyway, so it isn't a problem.

Basically I think the Shadow players are in a prisoner's dilemma style situation where they're best off conquering strategically nearby, even if that means antagonizing other Shadow civs it probably benefits them long term. It would make sense to encode this kind of behavior into the AI. And even in a multiplayer game, I'd be exactly the kind of person to say "oh yeah, I'm (I pick Shadow) attacking Andor (Light civ), not you (other Shadow Civ)" and then completely rip the Shadow person to pieces when my army was spread strategically through their cities.

I think a better system would be to have them not be able to use some of the "support network" stuff that the Light has, or something. Make it less of an alliance. And yes, then they could kill each other after the Shadow has won. But for me, that feels a bit anticlimactic - after the Light is defeated, it's likely just going to feel like spinning wheels while one country cleans out the others. Better might be that, after the LB is over, one shadow is declared winner (by score or something). Obviously, this would create the need for some backstabbing, but not on the level of war-on-all-fronts in most cases, I'd guess.

Besides, I think the "there is only one Nae'blis" thing is much more about an *individual*. I'm pretty sure the DO would be fine having 20 different *countries*.

Like I said above, I really like the support network idea. And I think denying the Shadow civs access to that mechanic is an effective differentiator between the two sides - as well as a good encouragement for the Light civs to work together like they "should".

I'm not a fan of win conditions based on score that 'default' a winner, like the Time victory. I can see a comparison between being able to win by 'score' and being able to win by 'culture' at the last second before being conquered. (Like you said, in reality it's a "Congrats, your culture is awesome, but it doesn't save you from the bombs" situation.) But I think CiV manages that disconnect well by making the victory conditions very public, incremental objectives. (Everyone else gets notified when you complete a space ship part, everyone can see the distribution of delegates for the World Congress, everyone can see each other's cultural influence.) You can't stop someone from winning a score victory in a targeted way aside from conquering their cities - you can target SS parts with units/nukes, up cultural output and adopt trade/border policy to affect culture, and bribe other civs to swing WC elections.

But the above paragraph wasn't really the crux of your point, I don't think. In truth, I'm not sure about the spinning wheels when the Light is defeated. One of the main complaints I've heard about CiV is that sometimes it's clear who's going to win long before they're able to get together and actually achieve a victory condition. I think I'm different from a lot of players in this respect - if an AI has gone runaway and I'll never be able to beat him, I'll try until it's hopeless and then concede. If I'm the runaway, then I enjoy the cleanup process where I get to storm everyone's capital (assuming I'm going Domination, which is where this concern should pop up like a Shadow civ in the Last Battle). I think players going for science/culture/diplo that find themselves consistently running away with the game and 'knowing they'll win' long before they do should play on a higher difficulty - they're already good enough! ;)

Also, and probably most importantly, I still perceive a balance problem, regardless of above. Imagine 7 light civs (or so), 1 shadow civ (shara), just like in the books. True, Shara was important, but the vast, vast majority of the war was shadowspawn. Of the four fronts, three were 100% shadowspawn. This is a lot of shadowspawn, and should be. If 100% of the world was Light (which they thought, before the Sharans appeared), it was STILL going to be really hard for them. Now imagine 4 Shadow civs - there's no way the Light forces have any chance at all. Unless we lessen the shadowspawn, which feels too much like Mario Kart style rubberbanding.

I don't think adjusting the Shadowspawn by the number of Light players is a bad idea. It will presumably need to do this kind of scaling regardless of how we do the 'choose a side' - it will need to do some based on map size, because it will need to spawn an appropriate amount of Shadowspawn to deal with the number of players it has to fight. Otherwise making huge maps fair will make duel maps impossible. I think Mario Kart style rubberbanding is quite different from scaling back to be fair. Having your AI cheat because the player is too good (the CiV AI basically does this on higher difficulties - they start with free techs and a ton of gold, their yields are artificially boosted, and they basically have infinite happiness) is really frustrating. The game isn't 'challenging' then - you've beaten it but it's decided not to play by the rules so that it can keep up.

Scaling back depending on the number of Light players should never make the Last Battle easier (this requires a lot of balancing - as we've said elsewhere), it should aim to try to maintain that same level of 'world-shattering battle for creation' challenge, without making the player feel cheated.

Sorry, I'm actually confused by this. So no LB would happen if we reach 2050? Or just, no victory is possible? I guess I'm getting a little confused by how these victories overlap.

Sorry, I didn't describe that very well. I mean the Last Battle is already happening, but has reached a 'stalemate' - the game has gone on for however many turns after the Last Battle started, but no one has won. (I view this situation as most analogous to the role of the Time victory in base CiV) There has to be an upper limit to a game of CiV - in the base game that's an arbitrary 'win' for the person with the highest 'score'. I've always thought that was a very underwhelming end to a game (so I always keep Time victory disabled). I'm suggesting that be a "no one wins" scenario where the Shadowspawn turn on absolutely everybody. Overall this shouldn't happen often (someone should win most of the time), but we should cater for the edge case.

Yeah, I think that all sounds good. I agree about Founder beliefs, though this would of course all have to be tweaked. I'm assuming here that the decisions you referring to are "voluntary" things, and not the kind of unintended-darkfriend-insurgence that I was referring to. I guess the main concern/fear I have with making the DF thing be entirely voluntary and choice-based throughout the game is how much it throws the balance of the game into question. Like, civ works pretty well as it is, and we're changing a lot, and to have a whole mechanic that changes everything thrown on top of that might be asking for trouble. It might be way too easy to "game" the system. If things are somewhat out of your power and/or random, the strategy is more in responding to those situations rather than planning them.

As far as the discoverability of it all, I figure it should be, mostly. This, again, assumes voluntary choices - if they're involuntary events, then we also have to consider whether *you* can discover your leaning earlier in the game.

Ah, I think I've got a better understanding of what you mean now. By being 'out of your hands,' you mean that the presence of Darkfriends in your civ might even be unknown to you, that you might be dragged onto the Shadow side because they've infiltrated your civilization over the course of time?

I'm completely on board with parts of the system being out of the player's direct control - I agree that it makes sense for the player's alignment to be determined by more reactionary actions to events provided by the game. At first I was worried that it might be 'too random' and would feel more like the game was playing at you rather than with you, but I think I see where you're going. Is it something like?:

False Dragon uprisings are things that just "happen" and how the player responds to them determines the change to their alignment. If they crush the False Dragon or provide support to the player that does - that's a Light-side action.

Fighting the Trollocs in the Trolloc wars leans you to the Light. Standing back and using others as a buffer (prescribes Borderlands as Light side?) or, like you said before, completing some 'Shadow' projects can lean you dark.

That kind of thing?

I was also thinking of minor events, like CivIV used to do with natural disasters. Some small like this (all numbers completely made up on the spot):

Caches of supplies have been turning up in small towns near your borders - unmarked and unguarded. The air about them is chilled and rumors of ill omens are abound, but all investigations into their contents have shown the food unspoiled and the money legitimately minted.

Take the supplies: +5 Food per turn in your cities for 30 turns. +300 Gold now.
Leave them where they are found: +6 Happiness for 10 turns
Track down the people leaving the supplies and question them: +300 faith now.

The top option leans you Shadow, the bottom Light, the middle neutral. I can't decide if I like having a neutral option at all.

And for the less ambiguous, more alignment affecting (later in the game) mini-events:

A woman claiming to be an Aes Sedai has left a gift for you. Your agents are wary that they have never encountered or heard word of her before. The Tower remains quiet about her status - ignoring your inquiries. The gift is an opal amulet, clearly of great monetary value, that appears to imbue its wearer with a commanding mastery of the literary arts.

Wear it: +10 Prestige per turn
Sell it: +500 Gold
Return the amulet to the Tower: +500 Faith, +40 Influence for the Ajah of your choice

In all of these situations, I figure it will be fairly obvious to the player (the AI can be presented with similar choices) which is the Light and which is the Shadow choice, but that for the human at least, they wouldn't be able to see 'exactly' how Light or Shadow they were being until presented with the choice screen at the Last Battle and their bonuses/penalties are outlined.

The problem this presents, of course, is with the implications of one being outed as a DF. Realistically, in a civilization, that ruler would either A) be ousted by his own people B) assassinated, or C) would go on some sort of a conquest rampage, or D), nobody would care (not likely in a world with *actual* good and evil.
So, in short, it would be an epic international incident. The problem with this, from our perspective, is Civ has one "ruler" serve for all time. So the implication would be, somehow, that your whole Civ was run by DFs, for all time. Kinda weird.
So it seems to me that the diplomatic and in-game implications of this could be kind of nuts. I'm not sure now if that's terrible or great. Having openly DF civs throughout history (except for during the LB, maybe) doesn't feel particularly WoT, since everybody is ostensibly following the light, even if they're jerks about it.
Long story short - I'm not sure. It certainly makes sense that you *should* be able to divine these things - if you're being run by DFs, somebody would find out, right?
Part of me thinks this issue supports the notion of some of the DF stuff being out of your control. If you're discovered, other civs could kick your butt for it, but they could also help you root out the DFs, etc. I don't know, could be interesting.

I think this is one of those problems that's inherent to civ's "immortal leaders". In reality, if someone ran any country like Shaka does in game, he'd be blown to pieces by someone eventually. It does sound like a really cool idea to be able to help other civs root out Darkfriends though - faith for all involves and leaning towards the Light.

I really like the idea of the DF mechanic, and the last battle, etc., but I think we need to be careful that it doesn't completely take over the whole mod, and change *everything*. Having a random number generator determine that a spy caught a darkfriend in 1458, and then that whole civ's whole history be forever altered, might be too crazy.

This is a very real concern and something I've been thinking too. CiV is a good game already, we don't want to overload it with mechanics by making them not work together well. And like you said elsewhere, CiV is big and took a lot of devs a long time to make it - so we've got to manage the scale we can work with. That's one of the other reasons I think a series of different-but-opposing choices helps us.

Ok, I think I might be misunderstanding. You mean Renaissance just in terms of tech, or also in terms of Turn-numbers. If the latter, than we're talking a pretty short civ game, right? I want to make sure I'm understanding you correctly before I share comments on that.

The former, I mean in terms of technology.

Oh crap, I just realized something that i'm sure you've already thought of. The True Power! That's what you could get for siding with the dark...

Already in the DB. ;) I figured siding with the Shadow could give you access to some True Power units and it's already set up that Stedding/the Guardian and other similar effects are dependent on "One Power Type", which can be either Saidin, Saidar, or True. (The way it's in now - True Power works in Stedding, others don't.)

Right. I guess I mean more along the lines of specific units getting turned.

Sounds good, like how the Privateer can capture enemy units makes that an easy thing to add.

Yes, for sure! That said, I think that that awesomeness may be why we shouldn't make the LB be only-if-nobody-wins-for-realz. I think it should be *the* for realz, with the other victories supporting it. Do civ players play civ to win, by any means? I think people try to win in particular ways ("today i'll try for culture"). So I think redefining the victory conditions won't necessarily piss people off. But tbh, I'm very new to the civ Community (though I've been playing civ since civ 1).

Definitely, I don't think the Last Battle should be secondary, but competing to win in the same time frame as science/culture/diplo. In the same way that Domination isn't secondary to Science (or vice versa) just because winning one way stops everyone else from winning the other. The only differentiation between only-if-nobody-has-already-won and a competitive victory is balancing really (which is why I dislike Time - it's a no one has actually won yet victory). I propose we balance the Last Battle in such a way that it occurs at the same time players will be trying to win with the other victory types - that a player can *go Last Battle this time* for a game, in the same way that they can *go culture*.

This is going to be awesome. That's all I can say. When I was first searching for mods I was really just thinking about playing WoT civs. Once I saw that you were actually trying to make new mechanics, the ideas started flowing..... and here we are, just as it all gets complicated....

I see a lot of civ packs on here and thought it would be fun to do something a bit different! I see why not many people go with this style of total conversion, but FfH did it for CivIV, so it can be done for CiV! Glad you like the concept!


I'm afraid I'm going to have to come back to your third post tomorrow - it's gotten quite late here and I don't think I'd do the whole science victory discussion justice in the time I've got left this evening.
 
I think that's a balance between RP and abstraction where civ usually tilts toward abstraction. You can win a science victory at the last second while being steamrolled by a much larger enemy - your 'defeat' may be inevitable from a practical standpoint, but you win the game before that happens.

I agree that WoT's Last Battle timeline prescribes an end-game military focus if transplanted directly, but being able to go full peaceful is something that I think makes up a lot of the replay value in CiV. If every game ends with the Last Battle, even if there are variations on choosing sides, I think that will feel quite samey after a few games. I think the Last Battle should (almost always) start in a given game - mainly to prevent abuse - but that 'winning' the Last Battle is a victory condition just like any other. If you become a Shadow player, the Last Battle victory condition and the Domination one actually have the same objectives (more on that in a bit).

Right, I guess the last-minute thing is part of the nature of Civ. I guess the thing that still feels "off" to me, and sort of against the universe, is the sort of conflict of interest that could emerge during the LB, especially for light-side players. Consider the weirdness of the LB in full swing, and Tear is busy building Gleeman Igloos and archaeologists instead of contributing to the war effort. I know technically it is the way civ works, but regular civ also doesn't have any "real" alliances like the LB would presumably be. I guess, fundamentally, it feels a bit odd for us to have civs working against each other while working together (again, mostly for the light side. maybe this is awesome for the darkside). What if, if you win during the LB, you only win if you survive the LB, or your side wins? I don't know, I guess that circles back to the same thing I had already proposed that you didn't love.

Here are some potential weird implications I think of:

- A player (the Seanchan?) is going towards a Dom victory. The LB starts, and they are Light. Uh, now what? Win by killing all the Light players? Just the Dark? Weird.
- A player (Evil Altara?) is going towards a Cultural/Prestige Victory. The LB starts, and they are Dark. Uh, now what? Putting aside the in-universe color (obviously won't be being elected world Leader or anything), how would you spread your Prestige? I'd imagine it'd be pretty impossible to become influential with the light side players, right? I mean, that could be a form of "turning," or something, but that seems a bit epic for a cultural-victory sort of thing. This issue also applies to diplo, I think.
- Spinning off of the above point, how would a non-military Dark player ever "win" via the LB? Doesn't he have to wipe out the other guy?

I guess I just see "business as usual" not meshing particularly well with the LB. What we don't want is people choosing Dark because they want to play Dom. As the Seanchan prove, that's not the way it has to be.

I might appear to be a sort of contrarian here. Let's just say I think we need to really, really "vet" whatever system we decide on.

I do really like the support network idea - that Light-aligned civs can aid one another in a way that's fitting to their civilization's focus. The "co-operative" projects like the World Fair and International Space Station in base CiV also manage to be competitive - which I think is a really good mechanic. I do worry that supporting another civ could boost them to the point where they can defeat the contributor, which will discourage players from using the mechanic. That's not as much of a problem with the Last Battle where the Light civs are locked onto one side, but earlier in the game it's difficult.

Yeah, that's obviously an issue during, say, the Trolloc Wars. Maybe the Foreign Aid is very specific, somehow. Like only helping them with things specific to this war and time - bonuses against shadowspawn, termporary use of UUs, etc. You're right that it would be totally lame to hook sheinar up with all this gear and then they just roll south and kill you.

Just thinking out loud about how we might do that with False Dragon uprisings/Trolloc Wars:
  • I think it makes sense that rather than the World Congress's "top 3" for production on the project that we have "top 2" contributions for major focuses, like the city state missions. Depending on the frequency of False Dragons, each uprising might only "challenge" players of 1 focus (like a city-state will ask for top culture for 30 turns) or include all of them
  • Warmongers have the most obvious objective: kill the most Dragonsworn/Shadowspawn - but the others are less clear. What kind of cultural challenge does a False Dragon uprising provide? Can we mock up another civ to exert Prestige influence over? (That's a big technical ask - the core of CiV's player system is extremely difficult to change and has significant overlaps with sections of the game we don't have source code for.) It should be doable to present a new "tech" which science-focused players can research which somehow aids in the battle - but then the ranking will just be players by science per turn, which is a bit blegh.

Interesting, and tricky. So, like, whatever you do earns you "points" towards "winning" that competition. I think it might be best to free ourselves from feeling like we have to include the five main victory types in every aspect of the game. Like, just because a player might be going for a scientific victory, doesn't mean their civ is only good at science, and they need to be rewarded for being good at science throughout the game - truthfully, being good at science is kind of its own reward in Civ. I think the only exception to this is the late-game cultural victory stuff. Culture is certainly useful, but Tourism doesn't appear to be, aside from winning a cultural victory (am I wrong?). My point is just that I don't think a civ focusing on science will mind a whole lot if they have to stop doing it for awhile to do some other stuff to win the trolloc wars.

That said, what I think could work (thinking aloud):
- yes, fighting is the simplest way. Killing the False Dragon, for instance, certainly would help the situation. Or, similarly, gentling him (more on that another time). During the trolloc wars, it would probably be either killing all the dreadlords and/or killing spawning camps in the blight. In all these cases, these things would probably both end the war and earn you the biggest reward.
- Maybe Civs could contribute gold to the "war effort." Like, make it "efficient" like trade, where you don't really lose much when doing it (or anything, with trade). Maybe you donate 10 GPT to the war effort, and *every* other Civ gets, say, 2 GPT (which would, presumably, end up something like 14-18 total GPT earned). Just an idea. Or, you donate money to a particular city to "fortify its walls" or something, giving the city more HP, healing it, or whatever. These kinds of things aren't likely to be used against you - you're keeping the city alive, not giving them free units. Plus, they can earn you a seat at the victory table.
- I don't think Influence can really be a factor until the LB, since Tourism/Prestige doesn't really pop up until late game. However, there is something interesting out there with regards to Culture, and Diplo I think. The Trolloc Wars destroyed every nation, essentially. Unless I'm mixing it up, the 10 nations were no more after the wars ended. Maybe there's something about maintaining your borders with culture going on - like maybe the Wars shrink or disrupt your territory. This is weird, and I'm not sure I like it, but it might be an avenue to at least think of.
- Similarly, maybe the CSs are all majorly screwed, and you can help them in any number of ways during the Wars.
- I can't think of a way to make Science feel organic and not forced. If you pump out a lot of science... good for you! Enjoy your tech.

In any case, we'll keep thinking on it. I like the idea of rewarding the people that do the most stuff, though. In any case, fighting a war for the rest of the world is a considerable investment - the non-fighting civs that want to share in the "Win", they should probably be expected to make an equivalent sacrifice.

I agree that the best strategy for the Shadow civs would be to gang up on the Light guys, but given CiV's basic mechanics, it's very difficult to co-operate with another civ that you're at war with. (To be clear - they'll be at full war and unable to declare peace - no trading etc) The way I see it, there are three primary geographical arrangements for civs that choose the Shadow:

  • Surrounded by Light players - this one's a no brainer - the Shadow player fights the Light guys for all he's worth.
  • Bordering both Light and Shadow players - probably the most frequent arrangement. I genuinely think this is a tough choice - the Light civs might be grouped together...........

    Basically I think the Shadow players are in a prisoner's dilemma style situation where they're best off conquering strategically nearby, even if that means antagonizing other Shadow civs it probably benefits them long term. It would make sense to encode this kind of behavior into the AI. And even in a multiplayer game, I'd be exactly the kind of person to say "oh yeah, I'm (I pick Shadow) attacking Andor (Light civ), not you (other Shadow Civ)" and then completely rip the Shadow person to pieces when my army was spread strategically through their cities.


  • That all makes a lot of sense, and feels like the way a lot of players might play. That said, I still have oddness-issues as stated above. Additionally, I will say that it's hard to imagine the DO putting up with one of his countries invading the other and putting the whole war at risk. Seems like that would cause some punishment. Yes, he encourages competition... but not sabotaging the war.

    But the above paragraph wasn't really the crux of your point, I don't think. In truth, I'm not sure about the spinning wheels when the Light is defeated. One of the main complaints I've heard about CiV is that sometimes it's clear who's going to win long before they're able to get together and actually achieve a victory condition. I think I'm different from a lot of players in this respect - if an AI has gone runaway and I'll never be able to beat him, I'll try until it's hopeless and then concede. If I'm the runaway, then I enjoy the cleanup process where I get to storm everyone's capital (assuming I'm going Domination, which is where this concern should pop up like a Shadow civ in the Last Battle). I think players going for science/culture/diplo that find themselves consistently running away with the game and 'knowing they'll win' long before they do should play on a higher difficulty - they're already good enough! ;)

    When I'm playing single player, I am somebody who totally will give up when its clear I'm not winning. But I'm still pretty new to this version so still trying to learn the ropes - around theIndustrial age, it's often pretty clear I'm not going to win. Like, not even going to be close. To me, those last three hundred years would be really tedious. Especially since some of the victory types (science, looking at you), are a bit boring (luckily they're also fast).
    So to me, if I'm playing Dark, and we killed the Light, and I'm the smaller side.... I might not play that whole thing out, as I assume that I'd lose.


    I don't think adjusting the Shadowspawn by the number of Light players is a bad idea. It will presumably need to do this kind of scaling regardless of how we do the 'choose a side' - it will need to do some based on map size, because it will need to spawn an appropriate amount of Shadowspawn to deal with the number of players it has to fight. Otherwise making huge maps fair will make duel maps impossible. I think Mario Kart style rubberbanding is quite different from scaling back to be fair. Having your AI cheat because the player is too good (the CiV AI basically does this on higher difficulties - they start with free techs and a ton of gold, their yields are artificially boosted, and they basically have infinite happiness) is really frustrating. The game isn't 'challenging' then - you've beaten it but it's decided not to play by the rules so that it can keep up.

    Hey, if we can balance it, it's fine with me. (That's a tall order, though).

    Sorry, I didn't describe that very well. I mean the Last Battle is already happening, but has reached a 'stalemate' - the game has gone on for however many turns after the Last Battle started, but no one has won. (I view this situation as most analogous to the role of the Time victory in base CiV) There has to be an upper limit to a game of CiV - in the base game that's an arbitrary 'win' for the person with the highest 'score'. I've always thought that was a very underwhelming end to a game (so I always keep Time victory disabled). I'm suggesting that be a "no one wins" scenario where the Shadowspawn turn on absolutely everybody. Overall this shouldn't happen often (someone should win most of the time), but we should cater for the edge case.

    OK, now I understand. The hope is that the LB is a sort of "fixture" in most games, even if a civ wins right around when it starts.

    Also, there'd be an option to turn it off, of course. So the people who really just want to win the old fashioned way, could, it seems to me.

    Ah, I think I've got a better understanding of what you mean now. By being 'out of your hands,' you mean that the presence of Darkfriends in your civ might even be unknown to you, that you might be dragged onto the Shadow side because they've infiltrated your civilization over the course of time?

    I'm completely on board with parts of the system being out of the player's direct control - I agree that it makes sense for the player's alignment to be determined by more reactionary actions to events provided by the game. At first I was worried that it might be 'too random' and would feel more like the game was playing at you rather than with you, but I think I see where you're going. Is it something like?:

    False Dragon uprisings are things that just "happen" and how the player responds to them determines the change to their alignment. If they crush the False Dragon or provide support to the player that does - that's a Light-side action.

    Fighting the Trollocs in the Trolloc wars leans you to the Light. Standing back and using others as a buffer (prescribes Borderlands as Light side?) or, like you said before, completing some 'Shadow' projects can lean you dark.

    That kind of thing?

    I was also thinking of minor events, like CivIV used to do with natural disasters. Some small like this (all numbers completely made up on the spot):

    The top option leans you Shadow, the bottom Light, the middle neutral. I can't decide if I like having a neutral option at all.

    And for the less ambiguous, more alignment affecting (later in the game) mini-events:

    In all of these situations, I figure it will be fairly obvious to the player (the AI can be presented with similar choices) which is the Light and which is the Shadow choice, but that for the human at least, they wouldn't be able to see 'exactly' how Light or Shadow they were being until presented with the choice screen at the Last Battle and their bonuses/penalties are outlined.

    Yes, that's definitely the kind of thing I meant.

    I do think that some of this should be happening under the covers, though. Not because of your choices. Darkfriends infiltrating your civ and such. Well, maybe you caused it to happen because of prior choices, but it's not so simple as just making moral choices. Consider these kinds of situations:

    - You just won a war, with the help of some soldiers gifted to you by a CS. You learn, after the fact, that DFs were behind you getting that extra support. Do you root out the Darkfriends? It will likely "cost you," since clearly they are helping your civ to be successful.
    - You discover that some of your channelers are Black Ajah. If you expose them and execute them, you will free yourself of their corrupting influence. But, additionally, the whole world will know that your civ was infiltrated by the BA - a massive diplo hit, sanctions, etc. Is it, perhaps, best to let them be? Or quietly make them "vanish" - but you'll never be sure you got them all.
    - one of your allies is giving you Tabac via a trade. You find out later that this tabac is none other than Evil Tabac, gained through Evil Means. You don't condone it, but your people want their Tabac....

    In those situations, the player isn't really doing anything "darkside." However, their civ is getting manipulated. Do you actively campaign to stop that (and face the repercussions), or just move on and make the best of it?

    Cheers!
 
As a quick side-note, I think the cleansing of Saidin makes a much better late-game project or global project (what do you call those things, like the World's fair?). The truth is, to create the WoT Feel (TM), male channelers should not be particularly viable until Saidin is cleansed. If you look at the books, literally zero civilizations appear to incorporate male channelers into their fold pre-cleansing (I'm not 100% sure on Shara, but I do know that they essentially keep the men around as breeding studs to keep the channeling-gene alive... intering UA idea, that is...). In any case, people very much live in fear of men channeling. The cleansing should open up the viability of using saidin units.
Note, that I'm not saying there shouldn't be male channeling in the rest of the game. In fact, essentially the first ideas I had when joining this party were about Saidin. That said, the units should be really risky to use - more on this later (other things to deal with first). More on this later.

I thought along very similar lines with this. The way it is now, "Cleansing Saidin" is a world project. The male channeling units all have varying 'promotions' of "madness" until someone finishes the Cleansing Saidin project. As it is now, the madness promotion introduces a chance for the unit to damage itself when it attacks as well as its target - but other effects can be introduced to that if we want to. Units that already exist when Saidin is cleansed keep their madness promotions (they're already mad - it doesn't heal them, just helps new users). I loved this part - it was a great double whammy of easier to implement and more flavorful.

Anyways, back to the Bore. OK, some game-implication thoughts that make me a little wary

1) Rand was able to imprison the dark one, yes, but not just because of some science or something. He was there, fighting with him. Probably a million people died fighting so he could be there - at Shayol ghul itself. This brings me back to the "it all goes back to the LB" point I've made today. You can't reforge the seals without an LB, if we're at all following the mythos. I don't really see winning a science victory in [equivalent] 1985 as really making a whole lot of sense.

With an LB triggered like I suggested then for a player to be able to win the scientific victory, they Last Battle must have already been started (by them researching that last tech) - which I think lines up the timelines like you say here. Being better at the game and reaching the other victories earlier can trigger the Last Battle earlier.

2) As far as the Hunt for the Seals. I don't know if another search-the-world mechanic will be all the *fun* for something like this. Maybe they should be Projects, sort of like the SS parts in Civ. Kind of a cop-out, I know. I just can imagine people being really frustrating if they can't find that last one, and it's in some random corner of the globe or something.

An SS substitute would certainly be much easier to make and is probably a good place to start. I think I'd like another search the world mechanic though - it gets you out and interacting with other civs. You're unlikely to be trying to manage multiple chases at once since people who go for the Seals are unlikely to be going for Great Works for Prestige.

3) As far as having them spread between civs... this is certainly an interesting and very universe-friendly idea. I struggle to see how we could really pull it off though, without it turning into some capture the flag game. Requiring conquest and espionage, as they currently exist at least, to win a science victory seems a bit odd. (I say this understanding that that statement contradicts my earlier assertions that everybody should have to fight. This comment presumes there *is* a science victory).
There are Seven Seals... it *almost* works to have the game start with every civ having one of them. As to what happens next... I don't know yet.

They could be in ancient ruins as well - so most would be discovered in the early game this way? Revealing the Seals' location via tech would prevent an endless hunt where one's stuck in a tiny island at the edge of the map. The whole 'capture the flag' problem is a difficult one. I'm wondering if there's a way to make defending the Seals a sensible thing to do? If the science victory of sealing the Bore is only achievable once all the Seals are broken, regardless of who broke them, but being the Breaker for each one gives you bonuses toward the final objective.

4) Lastly, the weird thing is you ultimately WANT the seals to be broken.... only right at the perfect point in the LB.

True, but I think that's a detail that will have to give way to gameplay if we go this way (the specific timing part).

5) Oh, and don't forget about the fake seals....

I had forgotten! Interesting mechanics from that one, but complicated. Best if we sort out what we're doing with the Seals first?

Here are the Holidays. http://wot.wikia.com/wiki/Category:Holidays . Also, the WoRJtWoT book has them in a more user-friendly format. Bel Tine isn't just TR, apparently. Bel Tine as you mentioned before, might make a better "belief." Bel Tine is apparently also known as Festival. There are some others that have interesting names, like High Chasaline - the day of reflection - and the Feast of Abram, as I mentioned. Amaethon is a day of remembrance for the dead. Ugh... not sure what to do here.

Yeah, it seems like making the individual holidays into beliefs is a good idea. From that list, these are the ones I recognize:

  • Bel Tine - This celebrates the coming of Spring - so happiness and food related benefits sound appropriate.
  • Feast of Lights - Happiness is the obvious option here, and given the effect this one has in Cairhien in the books, culture also sounds like a good idea.
  • Feast of Abram - These seem to favor food, which is probably natural since they're driven by more rural communities. Given that this focuses on travelers, there might be room for a commerce bonus too.
  • High Chasaline - Self reflection should lead to fulfillment or greater personal comfort, but I don't want to pour happiness on all these beliefs. Prestige might be a bit early, but if this was a later follower belief that might work?
  • Winternight - So this is the day before Bel Tine, but it still stands out in my mind. Seems quite faith-focused? Belief that spring and summer will return and such?
  • Low Chasaline - A day of fasting - more faith focus? I'm not sure, this one's summary is very short.

Bao the Wyld is Demandred as he's known to the Sharans. I didn't read "River of Souls" (the Sandersen short story that follows demandred's rise to power - actually a set of deleted scenes from aMoL), but I've read summaries. It appears that the Wyld is a sort of title. Like the Wyld is the messia-figure of prophesy, who frees the enslaved male Ayyad (the Freed... UU maybe?), etc. Or perhaps the Wyld is a ruler of some sort. Pretty sure its the prophecy though.

I haven't read those either - probably worth me taking a look at! Sounds like a prophecy that we could drop into the Great Works set up as well.

Right. I'm fine with the name Boon if you really like it. As far as "overarching victory", you're referring the LB victory as being a sort of "religious victory," then? I already mentioned my thoughts on this above. Obviously it does tie into your religion, though.

I wasn't really thinking of it that way, though it does tie into the religion system this way. Given our alterations to make religions Path to the Light, I think it makes sense to tie it into the larger Light/Shadow struggle.

Also, tangentially, I was wondering if another way to deal with the consequences of your evilness is to adjust the Faith cost of stuff. Maybe you can buy certain things with Faith (good things and bad things), and their cost varies based on your leaning? I don't know, I'm just thinking of ways to make it invisible to the outside world how evil you are.

Very possible and that is an awesome idea! I can adjust the faith cost of units quite handily because there are already mechanics that do that in base CiV, so I just drop new conditions in where it already does those calculations. That's a good one - other people don't know how much you paid for the units, but it can markedly slow down a Path's capability to spread.

Anyways, yes, let's get into specifics once the time is right. I'm curious - are we reinventing every single aspect of the game? Like, *no* reused belief-mechanics? I know you wanted wholly new UAs and UUs, and I'm all on board with that, but it seems like it will be really hard to come up with *everything* totally new. Also, it all has to be perfectly balanced - Firaxis could *pay* people to do that. I'd like to come up with a lot of new stuff, but it seems to me we might want to consider recycling some civ stuff. This is also true with units, buildings, etc. It sounds like you're creating wholly new WoT versions of everything - some of these things are just re-skins/renames, right?

Some of the units are definitely renames and reskins of base units - because it makes sense to have things like Swordsmen and Archers, though I've tried to do something at least flavorfully different with each of them.

Balance for all of this is kind of a monster - I agree - Firaxis has a huge QA department (I'd imagine) and they would have needed it to make sure CiV played anything like correctly. I think our own initial playtesting and idea can only really put the numbers and effects in the right ballpark - it'll have to be playtesting from people here on CivFanatics that hones us in on the exact balance! As long as we respond quickly to feedback then I think since it's mostly a modders' community here (rather than just players) we'll get some good playtesting that way.

Anyways, we need to hammer down our list of Paths, then. Here's what I'm thinking, based on what we've established (some names tentative). Honestly, this is very nerdy of me, but the real challenge is Part of Speech. In Civ, they're all "isms," so its easy. But here we have "Way of the ____". Fine. It's a philosophy. But "Watchers Over the Waves" isn't. It's a people. It would need to be tweaked. Same goes for "Omen Reading," which is a present participle... though maybe that's OK. I don't think there is a way of fixing this problem though, unless we "ism" them all. Probably need to be ok with "people"-names as well.

- Way of the Leaf
- Way of the Light
- Ji'e'toh
- The Water Way
- Stewards of the Dragon (cult feels too negative, especially if we have dragonsworn barbs)
- Watchers Over the Waves
- Vanguard of the Wyld
- Readers of Omen
- Doctrine of the Westlands OR Creed of the Westlands OR Keepers of Chasaline (it sounds like a thing!) OR Keepers of Abram (it sounds like a religion!)

Sounds like a good list! What about "Westlands Lore" for the last one? Chasaline is recognizable to me at least, though we'd want that to be part of the name for the belief too. We're going for the incidental faith bonuses alongside relevant gameplay effects, right? Shall we collate them somewhere specific or pile them all into the forum topic?

As far as Omens and stuff... I'm wondering if that actually makes more sense as a Belief (Omen Reading). I mean, it's one aspect of their customs, not an umbrella. The rest of these seem a little "bigger picture."

True, would something like "Ancestral Blood" work better? Seanchan society is geared around the idea that their lineage defines their society and that's a portable belief to other peoples, though which lineage they "wanted" (ie Hawkwing) would be different in other places.

OK, what names were you thinking then?

I think the official names for the other eras work quite well. There are two that are difficult - the 'Ten Nations' period and surprisingly the 'present' of the books - mostly because they are officially contained in the more obvious choices (Ten Nations in After Breaking and 'present' in The New Era.) I said above why I think Ten Nations should be separate, and I think there's enough differentiation between the end of Hawkwing and the era of the books to warrant two eras. Rand's rise to power and defeat of the Shadow seems to me to be the defining feature of such an era.

So, this is actually the last part of this whole post that I'm writing. I can't come up with an alternative to Ten Nations as a name - aside from generics like "Age of Consolidation," which doesn't seem particularly WoT-like. I'll do some more thinking on this, but the rest:

  • After Breaking (easiest one)
  • Ten Nations?
  • <- Trolloc Wars go here (might this be an 'era'? that's kind of weird though)
  • The Free Years
  • The New Era
  • Age of the Dragon
  • The Fourth Age

I figure "The Fourth Age" (which begins after the Last Battle ends) is where we can put those 'trigger' techs that cause the Last Battle to start - appropriately in the middle of the 'present' era from the books.

I do wonder a bit at your expectation of an "expansion." Saving the cool stuff for the DLC seems a bit like something a company would do if they actually stand to make a profit. I get it when we're talking about something that's a cohesive package - a Hawkwing Civ plus a bunch of scenarios about him - but otherwise holding out for things doesn't quite seem necessary. Unless of course the mechanics would take to long to code in (not the case, I'm guessing, with Shara vs. Ghealdan). In any case, I'm fine with what you're saying, and in any case we can table it for now. It's probably going to come down to which ones scream good UUs and UAs, etc.

I was just looking at it as creating two cohesive packages. I think with either Ghealdan or Shara that the base mod will pack a lot of punch, but Shara adds a lot of value to the expansion pack - a lot of the other civs there feel 'secondary.' Who knows, maybe we'll go for a faster release cycle that doesn't do Firaxis-style expansions. "This week's update adds Shara as a playable civ" or something like that.

@S3rgeus: Someone has to make small posts in here, might as well be me;). Trollocs should be fine, I'll start working on them either this weekend or next week as school is starting, which will let me have more time at home than the all-day tobacco working. For Myrdraal you basically want a black-cloaked eyeless creepy dude right? Are there any special effects you want me to attach, such as a flash for a spell-casting or whatever it is Myrdraal do for evil entertainment (maybe they're not evil. But tall, pale, eyeless, black-cloaked screams EEE-VIL!!! at me). His "cloak" will be more of a robe actually, clinging to his form. I'm sorry, but I have to use animations from basic Civ5 units - you've made a unit, you know how it is!
Which leads to the other thing: effects. I can only attach existing effects to custom units. So for example I can attach a green flame effect to the top of a staff using Nebuchadnezzar II's braziers' effects, but I cannot attach a purple flame effect because we currently can't modify existing effects or create new ones. Nomad or What might still be looking into that (though he was looking at animations last I heard from him so I can't say anything definitive), but as of right now, there will be no footprints left behind by your Darkhounds.
If you want to wait until the Draghkar have their animations, fine, but IMO you'll be waiting a long time... unless you can find something with those animations in Civ4 or some source that Nomad can convert from.
I haven't thought of anything (speaking code-wise) atm that I need for WHFB, but I'll PM you if I do with a link to the thread where I ask for something.
(Keep an eye on your Notifications window please!)
:cheers:

Yep, Myrddraal are definitely evil! I've just taken a look through some of the existing unit animations for appropriate ones for the Myrddraal and I'm thinking the Indonesian UU, the Kris Swordsman, has some pretty good ones. I see what you mean about porting effects from other assets in CiV. Sounds like good progress overall! I'll hold off on the Draghkar for now - maybe I'll be able to animate it one day! I remember seeing a truck unit on here that uses completely custom animations? That was awesome!

I'll keep a closer eye on my PMs for sure!

Right, I guess the last-minute thing is part of the nature of Civ. I guess the thing that still feels "off" to me, and sort of against the universe, is the sort of conflict of interest that could emerge during the LB, especially for light-side players. Consider the weirdness of the LB in full swing, and Tear is busy building Gleeman Igloos and archaeologists instead of contributing to the war effort. I know technically it is the way civ works, but regular civ also doesn't have any "real" alliances like the LB would presumably be. I guess, fundamentally, it feels a bit odd for us to have civs working against each other while working together (again, mostly for the light side. maybe this is awesome for the darkside). What if, if you win during the LB, you only win if you survive the LB, or your side wins? I don't know, I guess that circles back to the same thing I had already proposed that you didn't love.

Here are some potential weird implications I think of:

- A player (the Seanchan?) is going towards a Dom victory. The LB starts, and they are Light. Uh, now what? Win by killing all the Light players? Just the Dark? Weird.
- A player (Evil Altara?) is going towards a Cultural/Prestige Victory. The LB starts, and they are Dark. Uh, now what? Putting aside the in-universe color (obviously won't be being elected world Leader or anything), how would you spread your Prestige? I'd imagine it'd be pretty impossible to become influential with the light side players, right? I mean, that could be a form of "turning," or something, but that seems a bit epic for a cultural-victory sort of thing. This issue also applies to diplo, I think.
- Spinning off of the above point, how would a non-military Dark player ever "win" via the LB? Doesn't he have to wipe out the other guy?

I'm seeing what you mean more now, I think. The Seanchan Domination scenario is particularly difficult. My gut reaction is that, for them, winning a Last Battle victory by killing all of the Shadow players is their obvious course of action. But that means Domination is a race against the Last Battle. That might not inherently be a bad thing - players going for Domination will have an inherent advantage in the Last Battle.

The alternative there is - what if you still want to go for Domination but have chosen the Light? Partly, I think that's a bit weird to start with - you're choosing mechanics that wrap up the game in the opposite way to how you're playing it, but I've already said earlier that we should make as many combinations as possible playable. Can you 'betray' the Light alliance? Can you say "I'll take 'em all on" and attack the Light civs as well? It would be difficult to make the AI evaluate this choice in a useful way, but it's more usable for human players. But then are you still fighting for the Light? I'm not sure on this one.

I'd say the evil Ghealdan scenario is more straightforward - your Tourism still exerts influence on other civs while you're at war in base CiV and I wouldn't propose changing that for Prestige - so that Shadow civ can still win a cultural victory. It's more difficult because you can't get the Open Borders or Trade Routes Tourism bonuses, but it's still possible. (I did it a few weeks ago to a very unco-operative Shoshone. Nuclear stand-offs with the only civ you don't have influential culture over are always fun.)

I'd think that winning the diplo victory after choosing the Shadow has to be impossible regardless of how we select the sides - given the way the diplo victory is tied to Tar Valon. Do we want to lay down some more specifics on the diplo victory and see how that compares to this?

And thinking about that, we're forcing diplo players to choose the Light, which is kind of crappy. Is there a Shadow side to the diplo victory condition? Can you secretly endorse the Black Ajah like you can the others and win a diplo victory that way? That solves a lot of the crossover problems here, I think. A diplo win for the Shadow is being chosen as Nae'blis?

I guess I just see "business as usual" not meshing particularly well with the LB. What we don't want is people choosing Dark because they want to play Dom. As the Seanchan prove, that's not the way it has to be.

I agree that it takes some fiddling to make the multiple victory types co-operate with the Last Battle. I really do think that the multiple avenues of victory are what makes civ fun though. Thinking over something you mentioned earlier about winning Domination 'after' the Last Battle, just spitballing because this might uproot and change a lot of things, what if the Last Battle wasn't a victory condition? What if it was like the Trolloc Wars - an event that occurs at a fixed point in the tech tree? Do the other victory conditions co-operate better if the Last Battle can end and then a player win the game in some instant way? I'm just throwing this out there, but I'm already thinking of a bunch of flaws this uncovers - the science victory being the Seals doesn't make sense any more for one. Tar Valon would be electing a world leader based on valor in the war?

I might appear to be a sort of contrarian here. Let's just say I think we need to really, really "vet" whatever system we decide on.

That's totally cool, these decisions will have a sweeping impact on the rest of the mod and changing them later will waste a lot of work, so we should devil's advocate all the way until it works properly!

Interesting, and tricky. So, like, whatever you do earns you "points" towards "winning" that competition. I think it might be best to free ourselves from feeling like we have to include the five main victory types in every aspect of the game. Like, just because a player might be going for a scientific victory, doesn't mean their civ is only good at science, and they need to be rewarded for being good at science throughout the game - truthfully, being good at science is kind of its own reward in Civ. I think the only exception to this is the late-game cultural victory stuff. Culture is certainly useful, but Tourism doesn't appear to be, aside from winning a cultural victory (am I wrong?). My point is just that I don't think a civ focusing on science will mind a whole lot if they have to stop doing it for awhile to do some other stuff to win the trolloc wars.

High tourism output against civs that follow a different ideology from you can cause a lot of unhappiness in the foreign civ, which can be useful for hampering their wars. It can also cause rebellions and their cities will join you. But both of those are usually only really achievable on the way to the cultural victory, at least in my experience. I've never tried to invest partially in tourism while pursuing a different victory condition - I imagine the effectiveness of a partial investment will vary a lot based on how many other civs choose the same ideology as you.

That said, what I think could work (thinking aloud):
- yes, fighting is the simplest way. Killing the False Dragon, for instance, certainly would help the situation. Or, similarly, gentling him (more on that another time). During the trolloc wars, it would probably be either killing all the dreadlords and/or killing spawning camps in the blight. In all these cases, these things would probably both end the war and earn you the biggest reward.

You know, I really like the simplicity of this. "Go kill some dudes" is refreshing at times. And I hadn't thought to put camps for the players to target in the Blight! Now that is an awesome objective and its difficulty will vary organically based on the map and the formation of the Blight, which sounds awesome. (I love natural choke points on maps - nothing better than founding a city between two mountains and making it unassailable.) Going to need to do some balancing on the Blight placement scripts!

- Maybe Civs could contribute gold to the "war effort." Like, make it "efficient" like trade, where you don't really lose much when doing it (or anything, with trade). Maybe you donate 10 GPT to the war effort, and *every* other Civ gets, say, 2 GPT (which would, presumably, end up something like 14-18 total GPT earned). Just an idea. Or, you donate money to a particular city to "fortify its walls" or something, giving the city more HP, healing it, or whatever. These kinds of things aren't likely to be used against you - you're keeping the city alive, not giving them free units. Plus, they can earn you a seat at the victory table.

Sounds good! For money it should be possible to piggyback on the existing trade deals system with some work. Something like what major civs can do for CSes - gift gold to build an improvement - sounds cool.

- I don't think Influence can really be a factor until the LB, since Tourism/Prestige doesn't really pop up until late game. However, there is something interesting out there with regards to Culture, and Diplo I think. The Trolloc Wars destroyed every nation, essentially. Unless I'm mixing it up, the 10 nations were no more after the wars ended. Maybe there's something about maintaining your borders with culture going on - like maybe the Wars shrink or disrupt your territory. This is weird, and I'm not sure I like it, but it might be an avenue to at least think of.

I agree about Prestige not being a factor at this point, at most people will be producing a few points per turn, I'd say. Interesting idea about border decay - the only way to actually lose territory (aside from the obvious conquest) in base CiV is via Great General (which I remember you mentioning eons ago - but yeah, the Great General is super helpful mainly because of this ability!). Would these hexes be claimed by the Shadowspawn civ then? I can see some mechanic linking Stedding to reclaiming these hexes, so you'd want to keep them alive to get your land back.
 
- Similarly, maybe the CSs are all majorly screwed, and you can help them in any number of ways during the Wars.

I figure Tar Valon and Shadar Logoth should be well equipped to defend themselves unassisted, but the others are definitely more up for grabs. I'd imagine liberating a Shadowspawn city-state would be worth a lot of Light-points!

- I can't think of a way to make Science feel organic and not forced. If you pump out a lot of science... good for you! Enjoy your tech.

Sounds good - being good at tech means you're just plain better at most things, so it can be its own reward.

That all makes a lot of sense, and feels like the way a lot of players might play. That said, I still have oddness-issues as stated above. Additionally, I will say that it's hard to imagine the DO putting up with one of his countries invading the other and putting the whole war at risk. Seems like that would cause some punishment. Yes, he encourages competition... but not sabotaging the war.

I agree to an extent on the Dark One not wanting internal wars on a nation-scale. But I think that from a pure logistical standpoint, the Shadow should have won the Last Battle in the books. The Light only really even had a chance because the Shadow leaders weren't a united force. The Forsaken did a fair amount of damage to each other over the course of the series and I think we can extend that attitude to our 'immortal leaders.'

When I'm playing single player, I am somebody who totally will give up when its clear I'm not winning. But I'm still pretty new to this version so still trying to learn the ropes - around theIndustrial age, it's often pretty clear I'm not going to win. Like, not even going to be close. To me, those last three hundred years would be really tedious. Especially since some of the victory types (science, looking at you), are a bit boring (luckily they're also fast).
So to me, if I'm playing Dark, and we killed the Light, and I'm the smaller side.... I might not play that whole thing out, as I assume that I'd lose.

Depending on the size difference, you should play it out a few times! You might be surprised by how much more effective we humans are than the tactical AI. That aside, I don't think that's inherently a problem. The person knows they've lost so they concede and, hopefully, try again!

OK, now I understand. The hope is that the LB is a sort of "fixture" in most games, even if a civ wins right around when it starts.

Exactly! :D

Also, there'd be an option to turn it off, of course. So the people who really just want to win the old fashioned way, could, it seems to me.

Yes, because even with our efforts to mitigate the prescribed military focus the Last Battle brings with it, there will be a certain military focus to the whole concept, so some players might prefer something akin to a 'civ pack' with some added features.

Yes, that's definitely the kind of thing I meant.

I do think that some of this should be happening under the covers, though. Not because of your choices. Darkfriends infiltrating your civ and such. Well, maybe you caused it to happen because of prior choices, but it's not so simple as just making moral choices. Consider these kinds of situations:

- You just won a war, with the help of some soldiers gifted to you by a CS. You learn, after the fact, that DFs were behind you getting that extra support. Do you root out the Darkfriends? It will likely "cost you," since clearly they are helping your civ to be successful.
- You discover that some of your channelers are Black Ajah. If you expose them and execute them, you will free yourself of their corrupting influence. But, additionally, the whole world will know that your civ was infiltrated by the BA - a massive diplo hit, sanctions, etc. Is it, perhaps, best to let them be? Or quietly make them "vanish" - but you'll never be sure you got them all.
- one of your allies is giving you Tabac via a trade. You find out later that this tabac is none other than Evil Tabac, gained through Evil Means. You don't condone it, but your people want their Tabac....

In those situations, the player isn't really doing anything "darkside." However, their civ is getting manipulated. Do you actively campaign to stop that (and face the repercussions), or just move on and make the best of it?

Cheers!

These sound really cool, I think I was misunderstanding what you meant by things being out of the player's control. I'm still strongly in favor of the final alignment being a choice, but tilting the civ one way before that and letting them choose to side against their choices in exchange for some penalties sounds awesome.
 
I would just like to make the humble suggestion that male channelers with a relatively large amount of madness promotions have either the potential of defecting and becoming rogue barbarians, or having the chance to damage not only themselves but allied/neutral units nearby them.
 
I would just like to make the humble suggestion that male channelers with a relatively large amount of madness promotions have either the potential of defecting and becoming rogue barbarians, or having the chance to damage not only themselves but allied/neutral units nearby them.

I think this is essential to the "feel" of male channeling - people live pretty much in literal fear of male channelers for a reason, so we should reflect that. I'll bring forth a full set of channeling ideas in the not-so-distant future, but definitely NFUN has the right idea in this regard.

Time has been short - will respond to S3rgeus's big post soon, hopefully tomorrow.
 
Finally getting a chance to catch up on the thread.

With an LB triggered like I suggested then for a player to be able to win the scientific victory, they Last Battle must have already been started (by them researching that last tech) - which I think lines up the timelines like you say here. Being better at the game and reaching the other victories earlier can trigger the Last Battle earlier.

So, just to make sure I'm getting this right: The LB would be triggered by one of various events (not just a tech learned), whichever comes first? I think I've followed most of your rationale on this, but for some reason at this moment that's striking me as less desirable than having be based on the date. Part of me feels like it should be a sort of "ready or not, here I come" moment. Also, there's something about it being triggered by the techs being finished that makes it all begin so close to a "real" victory being completed that it seems unlikely to ever be completed.
Although, I think I might be misunderstanding you.

An SS substitute would certainly be much easier to make and is probably a good place to start. I think I'd like another search the world mechanic though - it gets you out and interacting with other civs. You're unlikely to be trying to manage multiple chases at once since people who go for the Seals are unlikely to be going for Great Works for Prestige.

I guess the question, then, is how would these searches look? You send a special unit out randomly on the map? Having (apparent) randomness tied to one of the victory conditions like this feels a bit problematic. That said, I do appreciate the notion of trying to prevent a science player from just turtling (as stated, science is sort of boring as a path). Also, perhaps most problematic, the ability to do so has nothing to do with one's prowess at science (though the research-project revealing their location as you stated could work).
A new thought: what if people discovered seals - maybe they were found like artifacts - and you had to complete a Project or some kind of research operation in order to establish whether it was a real one, or a fake? Seems like it might bring some science into the fold.
Of course, the real sticking point here is the fact that other civs could get the real ones, and I'm not sure how best to handle this. The thing is, as taken as a natural part of the LB - not the science victory - this is absolutely no problem, and is, in fact, a great element of depth to the game. Imagine the light civs sharing their resources, trading the artifacts around, while the science-heavy civ analyzes them, then they strike at Shayol Ghul and destroy them within the right window.... oh wait, that Shadow city has one, let's go sack it!
This all would work very well if the re-sealing of the Bore was a part of the LB victory condition. But as a solo operation, it seems hard to imagine any other civs cooperating with you, regardless of which side they're on. Of course, there's espionage and stuff, but I can imagine it being pretty frustrating when it was done in reverse - some non-science civ stealing your seals just to play spoiler.

Some of the units are definitely renames and reskins of base units - because it makes sense to have things like Swordsmen and Archers, though I've tried to do something at least flavorfully different with each of them.

Balance for all of this is kind of a monster - I agree - Firaxis has a huge QA department (I'd imagine) and they would have needed it to make sure CiV played anything like correctly. I think our own initial playtesting and idea can only really put the numbers and effects in the right ballpark - it'll have to be playtesting from people here on CivFanatics that hones us in on the exact balance! As long as we respond quickly to feedback then I think since it's mostly a modders' community here (rather than just players) we'll get some good playtesting that way.

Cool, as stated in my PM, I would like to see a "list" of this when the time comes. The playtesting... yeah, this thing will probably be in beta for quite awhile.

Sounds like a good list! What about "Westlands Lore" for the last one? Chasaline is recognizable to me at least, though we'd want that to be part of the name for the belief too. We're going for the incidental faith bonuses alongside relevant gameplay effects, right? Shall we collate them somewhere specific or pile them all into the forum topic?

True, would something like "Ancestral Blood" work better? Seanchan society is geared around the idea that their lineage defines their society and that's a portable belief to other peoples, though which lineage they "wanted" (ie Hawkwing) would be different in other places.

OK, time to begin my dissertation on Beliefs... which will be followed, hopefully soon, but some actual "work" on compiling a list.

I mostly like Westlands Lore. I don't like that "lore" seems to connotate something smaller, more on a belief/custom level, but as it is the best available option, I'm down.

I *almost* like Ancestral Blood. First off, I think it's backwards, or rather, as it is written, it sounds like a Belief. To be one of the Paths, it might make more sense for it to be like "Descendants of the Blood." That doesn't really sound like something you can "convert" to though. I'm having trouble coming up with better ones, though: "Sentinels of the Blood," "Scion of the Blood," "Followers of the Blood," Disciples of the Blood?

OK, so I think one of the next things I'm going to try to tackle is an epic BeliefDump. Before that happens, though, I wanted to know your thoughts on some parameters:

1) Are we trying to match the number of options more-or-less equally to Civ5? This means 26 pantheon options, 9 Founder, 9 Follower, and 9 Reformation.
2)I know we'd talked about "enhancing" the power of these, but at which level? Just for the founder? Followers? Pantheons as well?
3) Making these in-universe is going to be one of the biggest deals with this. It's certainly going to be a challenge with 26 different Pantheons. Should there be a sort of hierarchy to each level? Like Founder beliefs are this kind of thing, Followers are that, etc. I'm speaking both in terms of game mechanics and the "flavor" (see below on Pantheons).
4) What approach/order should I take in beginning this? Try to come up with a bunch of conceptual/flavor ideas, and then try to build mechanics based on them, or start with the mechanics we want and come up with in-game flavor?
5) Related to above, how much should we be taking the civ bonuses and just rebranding them?

Pantheons are something I find most tricky, partially due to the fact that we haven't mentioned them yet. The pantheons are simultaneously:
1) very numerous (there are 26 in civ)
2) unique (they don't need to spread around)
3) supposed to be "basic" in flavor, I would imagine - not involving complex ideas ("e.g. World Church, Jesuit Education, etc.)

The first of these is a challenge because it makes it hard to come up with 26 in-universe Beliefs that are all of the same "kind". This has me going back to the drawing board, and resurrecting some dead ideas - in case we want to consider them. So, ways of doing this:

1) A set of Customs we were potentially going to use as Founders/Followers, preferably "base-level" and simple, in as much as possible. This will be a challenge.
2) Lineage - I'm not sure what exactly we'd use, but this would let us create names that are only semi-in-universe. Basing it off the idea that humanity was scattered after the breaking, your civ could have as its lineage "Plains Nomads" or "Mountain Folk" or "Master Forgers." This essentially would be a godless rebranding of many of the Civ ones. Again, not all that directly in-universe. The advantage here is it lets us do whatever we want with the bonuses, and its relatively easy to come up with tons of them.
3) Could resurrect the whole Style thing. Call it "Iconography" or "Traditions" or something. This is where we have the Marriage Knives, Beards, whatever. Again, it's not that exciting, but what it offers us is something that's A) extremely in-universe, B) numerous in options, C) makes sense as being "unique" to a given civ, in line with how these things are portrayed int he books. The drawback, other than the dorkiness, is the difficulty in rationalizing the bonuses you'd get for such things. Yes, that's right, you get +15% production of ancient era Wonders for wearing a Veil! Why wouldn't you?
4) The holidays. There are certainly enough of them. Instead of a pantheon, if would be your civ's national holiday of sorts, and would confer certain bonuses. Advantages is that its mostly in-universe, offers plenty of options, and is mostly-rationalizable (though as you noted, there are a lot of feasts). The negatives are that its sort of weird (would holidays really be the first thing your civ established?) and the majority of them are only really mentioned tangentially in the books (or at all), as probably only a handful would have qualified as being cool enough to warrant a Follower/Founder custom.

I'm inclined to prefer options 2,3 and 4 over option 1. That would leave us free to use our cool beliefs on the Founder/Follower level customs. We could probably have more than the 9 of them, especially since we're going for more diversity. For me, the pantheon is more of a thing you forget about later in the game, anyways. Would kind of hate to waste "Gai Shain" on a pantheon, for instance.

I think the official names for the other eras work quite well. There are two that are difficult - the 'Ten Nations' period and surprisingly the 'present' of the books - mostly because they are officially contained in the more obvious choices (Ten Nations in After Breaking and 'present' in The New Era.) I said above why I think Ten Nations should be separate, and I think there's enough differentiation between the end of Hawkwing and the era of the books to warrant two eras. Rand's rise to power and defeat of the Shadow seems to me to be the defining feature of such an era.

So, this is actually the last part of this whole post that I'm writing. I can't come up with an alternative to Ten Nations as a name - aside from generics like "Age of Consolidation," which doesn't seem particularly WoT-like. I'll do some more thinking on this, but the rest:

  • After Breaking (easiest one)
  • Ten Nations?
  • <- Trolloc Wars go here (might this be an 'era'? that's kind of weird though)
  • The Free Years
  • The New Era
  • Age of the Dragon
  • The Fourth Age

I figure "The Fourth Age" (which begins after the Last Battle ends) is where we can put those 'trigger' techs that cause the Last Battle to start - appropriately in the middle of the 'present' era from the books.

I must confess, once again, to being somewhat confused. The fourth age begins after the LB ends? Is the game still going on at that point? If the LB starts in the "present," shouldn't that be the Age of the Dragon, then? The 4th age seems to me that it should belong in the post-game.

In terms of names, The Consolidation is actually an in-universe term that refers to one of two things 1) Hawkwing unifying his empire, and 2) his son conquering Seanchan. Both of these things happen at the end of the Free years, so wouldn't be suitable names for the 10 nations period. Really, though, now that I'm looking at dates and stuff, it doesn't really make sense to give the 10 nations their own period. Take a look.

- After the Breaking - Lasts about a 1000 years.
- The 10 Nations Compact happens in 209 AB - roughly 200 years after the breaking ended.
- Trolloc invasions start in 1000 AB. Last around 350 years.
- Free Years begin, last around 1100 years, it seems
- New Era begins, goes for another 1000 years
- "Age of the Dragon," if it starts around the Aiel War (Rand's birth) is around twenty years.

This works against the way Civ's time progression has worked all along. There's really three large chunks, each a thousand years. In between AB and the FY, there's a 350 year period in which time would, apparently slow down, and then during the AotD time would drastically slow down.

How should we deal with this? If we wanted symmetry (another slow-down point), the War of a hundred years would be another point (end of the free years, for about 120 years) where we could have some sort of global event. Obviously, this all cuts the number of eras drastically.

Alternatively, we could include the Time of Madness, which probably lasts a hundred years or so, to open the game.... but this would create a start-game that is very un-civ-like: crazy powerful Mad Aes Sedai, still some shadowspawn, shifting landscapes....

Tricky situation, this is!

I was just looking at it as creating two cohesive packages. I think with either Ghealdan or Shara that the base mod will pack a lot of punch, but Shara adds a lot of value to the expansion pack - a lot of the other civs there feel 'secondary.' Who knows, maybe we'll go for a faster release cycle that doesn't do Firaxis-style expansions. "This week's update adds Shara as a playable civ" or something like that.
Either way would be fine. I think we can likely table it for now and decide later. When dreaming up Civ UA's and stuff, it might make sense to consider all of them at first, even if we end up shelving some for later use.

The alternative there is - what if you still want to go for Domination but have chosen the Light? Partly, I think that's a bit weird to start with - you're choosing mechanics that wrap up the game in the opposite way to how you're playing it, but I've already said earlier that we should make as many combinations as possible playable. Can you 'betray' the Light alliance? Can you say "I'll take 'em all on" and attack the Light civs as well? It would be difficult to make the AI evaluate this choice in a useful way, but it's more usable for human players. But then are you still fighting for the Light? I'm not sure on this one.

I don't see this as a thematic contradiction, though to me it poses a big problem for us design-wise. I think Civ doesn't necessarily portray domination as "evil," really. It's war. Sure, Genghis Kahn is probably kind of a bad guy irl, but what about that Assyrian guy? The Westlands are always at war - but when the LB starts, they eventually needed to get real and join forces (at least for the time being). And of course, there's the 'chan.

<side note. I just remembered the Dragon's Peace - that treaty that essentially ended all war. A very interesting mid-LB diplo move...>

In short, I don't think its a problem for a Light civ to want to win at Dom - I just don't think it makes sense that you would try to do that during the Last Battle (yeah, I'm still having trouble with that, conceptually). I think we need to remember that a Shadow civ isn't led by a "jerk," it's led by somebody who is either compulsed, enslaved, or so blinded by the lust for power that they are willing to literally - potentially - destroy creation in order to gain more of it. Maybe that's why it still strikes me as odd to be "choosing" your side in the end. In the books, at least, the decision was really only ever between Joining the Light and Staying the Heck Out of It (the latter of which not being an option we've entertained). The Sharan situation is an example of being infiltrated by one of Chosen.. er, forsaken. Not a darkfriend, I swear!

I'd say the evil Ghealdan scenario is more straightforward - your Tourism still exerts influence on other civs while you're at war in base CiV and I wouldn't propose changing that for Prestige - so that Shadow civ can still win a cultural victory. It's more difficult because you can't get the Open Borders or Trade Routes Tourism bonuses, but it's still possible. (I did it a few weeks ago to a very unco-operative Shoshone. Nuclear stand-offs with the only civ you don't have influential culture over are always fun.)

I'd think that winning the diplo victory after choosing the Shadow has to be impossible regardless of how we select the sides - given the way the diplo victory is tied to Tar Valon. Do we want to lay down some more specifics on the diplo victory and see how that compares to this?

OK, so mechanically culture is still possible for a Dark civ, but i still struggle with in thematically. What exactly are you "winning"? As far as diplo, I must confess I don't know 100% of the specific mechanics of how your diplo victory works. I know you gain favor with the Ajahs, but I don't yet know how.

Also, do CSs play a role in diplo at all anymore?

In short, I fear we're kind of spinning wheels with the LB, now. We're making progress, but I'm not sure how best to get to and articulate clear answers.

I agree that it takes some fiddling to make the multiple victory types co-operate with the Last Battle. I really do think that the multiple avenues of victory are what makes civ fun though. Thinking over something you mentioned earlier about winning Domination 'after' the Last Battle, just spitballing because this might uproot and change a lot of things, what if the Last Battle wasn't a victory condition? What if it was like the Trolloc Wars - an event that occurs at a fixed point in the tech tree? Do the other victory conditions co-operate better if the Last Battle can end and then a player win the game in some instant way? I'm just throwing this out there, but I'm already thinking of a bunch of flaws this uncovers - the science victory being the Seals doesn't make sense any more for one. Tar Valon would be electing a world leader based on valor in the war?

Well, the science victory already has flaws, IMO. Doesn't mean its not viable, but its already problematic.

Honestly, there's something about this that strikes me as good, on some way. The victory types all remain the same, and the LB is just another epic world event.

A big problem, though, is what exactly happens to ci's that choose one side or the other? If shadow loses, are all shadow civs dead/disqualified from winning? I'm not a fan of civs choosing their LB side in order to facilitate, say, a Cultural Victory win (choosing the side they think will win, so they can continue their Prestige accumulation), it just doesn't make any sense narrative-wise.

Is it too late to reintroduce the idea of "winning" pre-LB giving you some sort of great bonus/awesomeness during the LB?

High tourism output against civs that follow a different ideology from you can cause a lot of unhappiness in the foreign civ, which can be useful for hampering their wars. It can also cause rebellions and their cities will join you. But both of those are usually only really achievable on the way to the cultural victory, at least in my experience. I've never tried to invest partially in tourism while pursuing a different victory condition - I imagine the effectiveness of a partial investment will vary a lot based on how many other civs choose the same ideology as you.

OK, now I know! Truth be told, I am very new to late-game wars and such. The Dom games I've won have ended too early, and any non-Dom games I've survived that long, I've painfully avoided war.

I agree about Prestige not being a factor at this point, at most people will be producing a few points per turn, I'd say. Interesting idea about border decay - the only way to actually lose territory (aside from the obvious conquest) in base CiV is via Great General (which I remember you mentioning eons ago - but yeah, the Great General is super helpful mainly because of this ability!). Would these hexes be claimed by the Shadowspawn civ then? I can see some mechanic linking Stedding to reclaiming these hexes, so you'd want to keep them alive to get your land back.

Yeah, as to all of that. This is all kind of making my head hurt! Let's get the LB settled and then we'll backtrack to all this.

BTW you just blew my mind - I didn't know the citadel claimed territory. I always thought it was a glorified fort (i.e., wast of a GG).

I agree to an extent on the Dark One not wanting internal wars on a nation-scale. But I think that from a pure logistical standpoint, the Shadow should have won the Last Battle in the books. The Light only really even had a chance because the Shadow leaders weren't a united force. The Forsaken did a fair amount of damage to each other over the course of the series and I think we can extend that attitude to our 'immortal leaders.'

I think the Shadow were pretty unified, IMO. Especially militarily. Demandred controlled the actual war, including its only human army. the chaos of the rest of it (the weird stuff going on in caemlyn, etc.) was due mostly to the fact that those fronts were all shadowspawn - notoriously terrible strategically. True, Lanfear and people like that were acting rogue somewhat, but the same could be said about some lighside people (all great captains under compulsion, e.g.)...

These sound really cool, I think I was misunderstanding what you meant by things being out of the player's control. I'm still strongly in favor of the final alignment being a choice, but tilting the civ one way before that and letting them choose to side against their choices in exchange for some penalties sounds awesome.

Yeah, one cool aspect to this is the added replayability. Playing as a Bad Bad guy vs a Good Good guy. This, coupled with (potential) different "Roles" in the LB, different victory conditions, I really don't think we're going to have issues with variety here.
 
I would just like to make the humble suggestion that male channelers with a relatively large amount of madness promotions have either the potential of defecting and becoming rogue barbarians, or having the chance to damage not only themselves but allied/neutral units nearby them.

I think this is essential to the "feel" of male channeling - people live pretty much in literal fear of male channelers for a reason, so we should reflect that. I'll bring forth a full set of channeling ideas in the not-so-distant future, but definitely NFUN has the right idea in this regard.

Definitely, I like NFUN's approach too. Adding a chance to damage nearby allies will be a similar process. And talking about defecting, I can see False Dragons uprisings being caused by channelers gone mad from major civs. Reduces a bit of the "How come I have to deal with the False Dragon?" issue by making it a consequence of player actions.

So, just to make sure I'm getting this right: The LB would be triggered by one of various events (not just a tech learned), whichever comes first? I think I've followed most of your rationale on this, but for some reason at this moment that's striking me as less desirable than having be based on the date. Part of me feels like it should be a sort of "ready or not, here I come" moment. Also, there's something about it being triggered by the techs being finished that makes it all begin so close to a "real" victory being completed that it seems unlikely to ever be completed.
Although, I think I might be misunderstanding you.

You know how the World Congress in base CiV has differing numbers of votes depending on which 'era' it's in? I propose a similar system for the Last Battle. Obviously there is no actual 'era' of the world, only eras that each player has reached in terms of tech progress. Firaxis defined a notion of 'world era' for the World Congress's benefits/votes to scale over time.

Using base CiV names to be clear, the world era starts in the Ancient Era. The world era moves on to the Classical Era either when half of the world's Civs reach the Classical Era or if just one civ reaches the Medieval Era. That's why I structured the era names to place "The Fourth Age" at the end of the tech tree. Once a single civ reaches "The Fourth Age," the world era will advance to "The Age of the Dragon" and the Last Battle will be triggered at a chronologically correct time. The other way to trigger it is for half of the world's civs to reach "The Age of the Dragon".

The former (where one civ reaches "The Fourth Age") will usually occur if one civ is pulling ahead. They're presumably on track to win a 'traditional' victory (that's why they researched the tech) and are likely to win one before the Last Battle becomes their primary concern.

The latter is more likely when there's a more even playing field coming into the end of the game. This is where I'd see the Last Battle as most likely to be the defining victory condition. No one is poised to win a 'traditional' victory but the Last Battle starts and everyone has to deal with it.

There are some other configurations, most notably if a military-focused (most likely) player beelines a "Fourth Age" tech in order to trigger the Last Battle because they're ready for it and they don't think everyone else is.

Fixing the Last Battle to a date (like the dates up in the corner of the screen, right?) has a big disadvantage. The game's 'date' is determined by the number of turns that have occurred since the game started (and starting era), whereas 'world era' is defined by the progress of the players in this game. A skilled CiV player can win a science/culture victory in the 1700s (or earlier, Earth time) - they've got all the modern tech, but in fewer turns. If we fix the Last Battle to a date, then that player will never see it because they'll always have won by then.

I guess the question, then, is how would these searches look? You send a special unit out randomly on the map? Having (apparent) randomness tied to one of the victory conditions like this feels a bit problematic. That said, I do appreciate the notion of trying to prevent a science player from just turtling (as stated, science is sort of boring as a path). Also, perhaps most problematic, the ability to do so has nothing to do with one's prowess at science (though the research-project revealing their location as you stated could work).
A new thought: what if people discovered seals - maybe they were found like artifacts - and you had to complete a Project or some kind of research operation in order to establish whether it was a real one, or a fake? Seems like it might bring some science into the fold.
Of course, the real sticking point here is the fact that other civs could get the real ones, and I'm not sure how best to handle this. The thing is, as taken as a natural part of the LB - not the science victory - this is absolutely no problem, and is, in fact, a great element of depth to the game. Imagine the light civs sharing their resources, trading the artifacts around, while the science-heavy civ analyzes them, then they strike at Shayol Ghul and destroy them within the right window.... oh wait, that Shadow city has one, let's go sack it!
This all would work very well if the re-sealing of the Bore was a part of the LB victory condition. But as a solo operation, it seems hard to imagine any other civs cooperating with you, regardless of which side they're on. Of course, there's espionage and stuff, but I can imagine it being pretty frustrating when it was done in reverse - some non-science civ stealing your seals just to play spoiler.

Again, I'm writing my posts out of order and writing this section last. Below, I talk about the relationship between the Last Battle and Sealing the Bore and how we might deal with that. I love the idea of this kind of sharing in the Last Battle (for the Light side) and the way it allows for non-combat contributions.

I was definitely thinking of the Seals being like artifacts for the culture victory in base CiV - that there are sites you can see where you can go and dig for them with a specific unit. (side note: can we/should we relate the Seals to the diplo victory and the Tower? They had a fairly big stake in the process and had some of the Seals in the books.)

Were you thinking a 'research project' that actually used a civ's science output, like a stand-in tech? Or projects like the Apollo Program that use production to be completed? Either way, it sounds like a good way to make discovering the Seals interactive for more players, by having some be fake.

I'm also not sure how breaking the seals should relate between the science and Last Battle victories (more details below!). If one player needs to break all of the Seals to reforge the Bore and win, then the whole 'stealing to prevent them doing it' thing is definitely a problem.



I *almost* like Ancestral Blood. First off, I think it's backwards, or rather, as it is written, it sounds like a Belief. To be one of the Paths, it might make more sense for it to be like "Descendants of the Blood." That doesn't really sound like something you can "convert" to though. I'm having trouble coming up with better ones, though: "Sentinels of the Blood," "Scion of the Blood," "Followers of the Blood," Disciples of the Blood?

I quite like "Descendants of the Blood." I think the Seanchan covered our 'conversion' problem already in that characters can be "Named" to the Blood as well as born to it by lineage. I think even they've realized that while their founding importance is attributed to their descending from Artur Hawkwing, the Blood are effectively a class of nobles now, and they need to be able to introduce *heh* new blood.

1) Are we trying to match the number of options more-or-less equally to Civ5? This means 26 pantheon options, 9 Founder, 9 Follower, and 9 Reformation.

Sounds like a plan to me. It's a little bit of a shame that so many pantheon beliefs usually go unused, but there need to be enough for an entire huge map's civ population to adopt one and still have some choices.

2)I know we'd talked about "enhancing" the power of these, but at which level? Just for the founder? Followers? Pantheons as well?

I think it makes sense for Pantheons to stay approximately the same power they are in base CiV. I'd go for making the Founder and Follower beliefs better.

3) Making these in-universe is going to be one of the biggest deals with this. It's certainly going to be a challenge with 26 different Pantheons. Should there be a sort of hierarchy to each level? Like Founder beliefs are this kind of thing, Followers are that, etc. I'm speaking both in terms of game mechanics and the "flavor" (see below on Pantheons).

See below for my response to the Pantheon stuff. I think that we want to capture the flavor of Founder and Follower where we can. Founder beliefs are bonuses that are inherent to the infrastructure and central management of a given belief. Follower beliefs are bonuses that are caused by the majority of your population 'believing' whatever it is that belief prescribes. Simple case: a belief that encourages accurate farming schedules will be a Follower one that gives food bonuses where it's a majority. A belief that encourages people to give money back to the organization that manages it (Tithe) is a Founder belief that gives the founder gold.

4) What approach/order should I take in beginning this? Try to come up with a bunch of conceptual/flavor ideas, and then try to build mechanics based on them, or start with the mechanics we want and come up with in-game flavor?

I'd say come at it from both sides. There are some flavorful WoT-beliefs that fit really well into this system which we've already discussed. Putting those in, we'll probably start to see holes where certain playstyles/objectives are never supported by any beliefs and will need to have something added to help with that.

5) Related to above, how much should we be taking the civ bonuses and just rebranding them?

I'd say we can extract some civ characteristics for the Paths, but we'll want to go towards characteristics of the specific belief rather than its people wherever we can.

Pantheons are something I find most tricky, partially due to the fact that we haven't mentioned them yet. The pantheons are simultaneously:
1) very numerous (there are 26 in civ)
2) unique (they don't need to spread around)
3) supposed to be "basic" in flavor, I would imagine - not involving complex ideas ("e.g. World Church, Jesuit Education, etc.)

The first of these is a challenge because it makes it hard to come up with 26 in-universe Beliefs that are all of the same "kind". This has me going back to the drawing board, and resurrecting some dead ideas - in case we want to consider them. So, ways of doing this:

1) A set of Customs we were potentially going to use as Founders/Followers, preferably "base-level" and simple, in as much as possible. This will be a challenge.
2) Lineage - I'm not sure what exactly we'd use, but this would let us create names that are only semi-in-universe. Basing it off the idea that humanity was scattered after the breaking, your civ could have as its lineage "Plains Nomads" or "Mountain Folk" or "Master Forgers." This essentially would be a godless rebranding of many of the Civ ones. Again, not all that directly in-universe. The advantage here is it lets us do whatever we want with the bonuses, and its relatively easy to come up with tons of them.
3) Could resurrect the whole Style thing. Call it "Iconography" or "Traditions" or something. This is where we have the Marriage Knives, Beards, whatever. Again, it's not that exciting, but what it offers us is something that's A) extremely in-universe, B) numerous in options, C) makes sense as being "unique" to a given civ, in line with how these things are portrayed int he books. The drawback, other than the dorkiness, is the difficulty in rationalizing the bonuses you'd get for such things. Yes, that's right, you get +15% production of ancient era Wonders for wearing a Veil! Why wouldn't you?
4) The holidays. There are certainly enough of them. Instead of a pantheon, if would be your civ's national holiday of sorts, and would confer certain bonuses. Advantages is that its mostly in-universe, offers plenty of options, and is mostly-rationalizable (though as you noted, there are a lot of feasts). The negatives are that its sort of weird (would holidays really be the first thing your civ established?) and the majority of them are only really mentioned tangentially in the books (or at all), as probably only a handful would have qualified as being cool enough to warrant a Follower/Founder custom.

I'm inclined to prefer options 2,3 and 4 over option 1. That would leave us free to use our cool beliefs on the Founder/Follower level customs. We could probably have more than the 9 of them, especially since we're going for more diversity. For me, the pantheon is more of a thing you forget about later in the game, anyways. Would kind of hate to waste "Gai Shain" on a pantheon, for instance.

Completely agree that we don't want to use something massively important like "Gai'Shain' for a pantheon. (Are they still called Pantheons btw? Should we have some other name for Path to the Light founding tenets?)

I'm a big fan of option 3 if we can get it to work. Some of the warrior/blacksmith-ish customs (top-knots as rank, etc.) should lend themselves to the more production-y things. You listed a ton of these a few pages ago so we've definitely got the choice we need.

A close second for me is option 4. I think we can escape the weirdness of 'why holidays first?' by characterizing them as festivals/celebrations adopted by people, rather than official holidays be decree. They're mentioned less in the books than the characteristics in option 3, but are still definitely in-universe and at least some will be recognizable. The rest will be there if people research them! (We could drop some info into the Civilopedia as well - long way off doing that though.)

I must confess, once again, to being somewhat confused. The fourth age begins after the LB ends? Is the game still going on at that point? If the LB starts in the "present," shouldn't that be the Age of the Dragon, then? The 4th age seems to me that it should belong in the post-game.

Sorry, I made that really ambiguous, I was referring to 'in-universe' time, that The Fourth Age began, in the books, once the Last Battle ended. I discussed above how one civ reaching "The Fourth Age" tech moves the world era into "Age of the Dragon" to trigger the Last Battle.

In terms of names, The Consolidation is actually an in-universe term that refers to one of two things 1) Hawkwing unifying his empire, and 2) his son conquering Seanchan. Both of these things happen at the end of the Free years, so wouldn't be suitable names for the 10 nations period. Really, though, now that I'm looking at dates and stuff, it doesn't really make sense to give the 10 nations their own period. Take a look.

- After the Breaking - Lasts about a 1000 years.
- The 10 Nations Compact happens in 209 AB - roughly 200 years after the breaking ended.
- Trolloc invasions start in 1000 AB. Last around 350 years.
- Free Years begin, last around 1100 years, it seems
- New Era begins, goes for another 1000 years
- "Age of the Dragon," if it starts around the Aiel War (Rand's birth) is around twenty years.

This works against the way Civ's time progression has worked all along. There's really three large chunks, each a thousand years. In between AB and the FY, there's a 350 year period in which time would, apparently slow down, and then during the AotD time would drastically slow down.

How should we deal with this? If we wanted symmetry (another slow-down point), the War of a hundred years would be another point (end of the free years, for about 120 years) where we could have some sort of global event. Obviously, this all cuts the number of eras drastically.

Alternatively, we could include the Time of Madness, which probably lasts a hundred years or so, to open the game.... but this would create a start-game that is very un-civ-like: crazy powerful Mad Aes Sedai, still some shadowspawn, shifting landscapes....

Tricky situation, this is!

True, Civ's timescale usually progressively slows down as you get closer to the present, not fluctuates as it goes along. The dissociation between tech and date that I discussed above also comes into play here. (Date is defined by turns, tech by the players.) This mirrors the real world progression of 'eras' that have been getting steadily shorter and closer together (since technology is exponential-ish). A turn at 4000BC is 40 years, whereas a turn at 2000AD is a month. (All figures assume standard game speed - but must scale for other speeds.)

I think it makes sense to maintain this progressive slow down, but it also makes sense to spend the most time in the 'eras' we have the most information about. Either way, I think having the Age of the Dragon be much chronologically shorter than the other eras works quite well - that's the 'present' and should be the 'slowest' of the eras in terms of time per turn.

It looks like the Ten Nations era is about 800 years long? I don't think that's too big of a problem (800 vs 1000-ish for the others) - Firaxis artificially 'stretched' some real world eras that defined their times to fill the gaps in between the ones they chose, so I think we can afford to be a bit fluid here. I figure we'll adopt the changing calendar systems seen in the books and present them in the top corner like the date in base CiV. If we name the era the Ten Nations era, its length will be determined by the civ's tech speed regardless of the year anyway, so a player would have to try very hard to make it match up to WoT history exactly, even if they all scaled 'time' to be correct in universe.

I don't see this as a thematic contradiction, though to me it poses a big problem for us design-wise. I think Civ doesn't necessarily portray domination as "evil," really. It's war. Sure, Genghis Kahn is probably kind of a bad guy irl, but what about that Assyrian guy? The Westlands are always at war - but when the LB starts, they eventually needed to get real and join forces (at least for the time being). And of course, there's the 'chan.

<side note. I just remembered the Dragon's Peace - that treaty that essentially ended all war. A very interesting mid-LB diplo move...>

In short, I don't think its a problem for a Light civ to want to win at Dom - I just don't think it makes sense that you would try to do that during the Last Battle (yeah, I'm still having trouble with that, conceptually). I think we need to remember that a Shadow civ isn't led by a "jerk," it's led by somebody who is either compulsed, enslaved, or so blinded by the lust for power that they are willing to literally - potentially - destroy creation in order to gain more of it. Maybe that's why it still strikes me as odd to be "choosing" your side in the end. In the books, at least, the decision was really only ever between Joining the Light and Staying the Heck Out of It (the latter of which not being an option we've entertained). The Sharan situation is an example of being infiltrated by one of Chosen.. er, forsaken. Not a darkfriend, I swear!

Agreed, I don't think base CiV specifically characterizes Domination as evil, though the consequences of that approach are implied. I think the WoT universe provides a much more black/white morality alignment than reality though and we can have our leaders take much more stark alignments. I think I haven't been explaining the whole 'choice' thing very well. I don't mean that as a leader you're necessarily 'deciding' to join the Shadow at the last minute (though that could be one characterization which I do think is valid). I am thinking that a player would go through the game with the intent to be evil (in the same way they choose to go for a culture victory in a given game) and then it's only at the Last Battle that they publicly choose - and declare to the world - what they are doing.

I'm thinking along the lines of the time that Sammael was the on the Council of the Nine in Illian. If he hadn't been rooted out by Rand, then Illian would be in this exact position - led by one of the Forsaken. People suspected that something was wrong in the country, and some people had their suspicions about its alignment, but it would only be a rock solid fact they could act on with a war after a public declaration. (And if players in game suspected another civ would take a different alignment from them, they could opt to go to war early and remove the threat before the Last Battle begins.) In the War of Power (not our era, but I think it gives a good in-universe example of how things could have played out differently in the Westlands), there are, as far as I remember, nations openly allied with the Shadow.

Interesting that you mention the Dragon's Peace. What if the Light nations needed to set up that support network at the beginnings or lead up to the Last Battle? World projects like the World's Fair and International Space Station in base CiV. It might be adding too much complexity for now, but it's interesting.

OK, so mechanically culture is still possible for a Dark civ, but i still struggle with in thematically. What exactly are you "winning"?

The same thing that you're winning in base CiV really - dominant cultural presence over all other nations in the world. It would make sense that people would be resilient to cultural output from a civ with the opposing alignment to them (in the same way as ideologies) and I think it would make sense to have a bonus/penalty there. (+40% Prestige vs civs that share an alignment with you, -40% vs those that don't, for example)

I think the main sticking point here is that the cultural victory, in base CiV, is constructed from a concept of real world dominance that doesn't have a clear line of victory. (When, exactly, is anyone nation culturally dominant over another?)

As far as diplo, I must confess I don't know 100% of the specific mechanics of how your diplo victory works. I know you gain favor with the Ajahs, but I don't yet know how.

Also, do CSs play a role in diplo at all anymore?

This isn't fully developed yet, I'd say. I've put a framework into the game for influences of each Ajah and such, but only two ways, so far, to interact with that:

  • Giving channeling units to Tar Valon to boost an Ajah's influence
  • Publicly supporting an Ajah to provide it with a one-time influence boost. (Changing public support later also penalizes the Ajah you switched from).

What the end-game for the diplo victory is at this point is more nebulous. I'd thought of having the White Tower elect a world leader, effectively mirroring the end result of the World Congress from base CiV even though the process to reach it is quite different. The Tower would prescribe policies, which, like UN resolutions, would affect the whole world. (Civs are allowed to 'refuse,' but there are diplo penalties and loss of bonuses to be considered along with that.) Which policies they choose would be determined by the characteristic of the majority Ajah and the Amyrlin.

I see one main issue with this system: it removes the player's direct interaction with the resolutions that are being passed. What if the Ajah they support does something that doesn't help them, or even hinders them? They'll feel cheated, which is bad. Is it worth us exploring this further and hammering out more general details, like we've been doing for the Last Battle? Or shall we focus on one major system at a time?

In short, I fear we're kind of spinning wheels with the LB, now. We're making progress, but I'm not sure how best to get to and articulate clear answers.

I think we're still making definite progress on the Last Battle because we've formed two sets of potential ideas now. I think we agree on a lot of the mechanics that are in place for the duration of the game, but we're still undecided on how to handle the Last Battle itself and how it overlaps with the other victory conditions. The two opposing sets we've got, as I see them:

  • Alignment for the Last Battle has already been decided by your actions when the actual war starts
  • Alignment is chosen by the player when the war starts, with bonuses/penalties colored by their choices thus far

  • The Last Battle is the main victory condition in a given game - the victories from base CiV are used to define bonuses going into the war
  • The Last Battle is another parallel victory condition to the base CiV victory types
  • Newcomer: the Last Battle is not a victory condition at all, it's a world event

We basically need to choose one from each set (no matter which we choose in one set, I think any choice from the other set will still be workable). All of them bring their own advantages and disadvantages. How about we develop some ideas for the 'not a victory condition' option since that's a relatively new one and then stack them up and see what looks right?
 
Well, the science victory already has flaws, IMO. Doesn't mean its not viable, but its already problematic.

Honestly, there's something about this that strikes me as good, on some way. The victory types all remain the same, and the LB is just another epic world event.

A big problem, though, is what exactly happens to ci's that choose one side or the other? If shadow loses, are all shadow civs dead/disqualified from winning? I'm not a fan of civs choosing their LB side in order to facilitate, say, a Cultural Victory win (choosing the side they think will win, so they can continue their Prestige accumulation), it just doesn't make any sense narrative-wise.

I think it does make sense to choose a side based on selfish reasons for each nation. I didn't think the civs would have a very clear notion of which side will have the most supporters (they might have clues about a few, but not all, and the information they do have wouldn't be 100%), so it will never be a completely obvious "well, Shadow's going to win, so I'll go Shadow so I can win a cultural victory." They'll need to consider the penalties for choosing against their alignment so far as well (assuming we go for the choice mechanic), because some of those could be relevant to the victory they're pursuing.

Just a bit of thinking about approaching the Last Battle as an event rather than a victory condition:

I would think that if we made the Last Battle an event rather than a victory condition, there are a couple of endpoints. If all of the Light civs are conquered, the Shadow has clearly won, which leaves them to win 'traditional' victories amongst themselves (I imagine there would be bonuses for those civs that did the most work - and therefore were most in the Dark One's favor).

There's something to be said about an anticlimax of the 'End of Creation' battle not ending the game when it finishes, but I don't think that necessarily eliminates this approach as an option.

When the Light wins will require a bit more in-game mechanics. We can't just go with when they eliminate all of the Shadow civs, because there should still be Shadowspawn left then. An assault on Thakan'Dar would make sense, as would the actual breaking of the seals that you've mentioned.

I see two paths here:

Can we move Resealing the Bore/the Seals etc. into the Last Battle content (whether it's victory condition or not)? What is the science victory then?

Can we divorce the Resealing of the Bore and the Last Battle? Splitting these up conceptually would divide our victory conditions more cleanly and make some more sense in-game. That makes winning the Last Battle defeating the Dark One's armies - killing all of his Shadowspawn and conquering Thakan'Dar. Resealing the Bore is actually sealing him away from reality, so that he can't touch the Pattern anymore.

The two are clearly linked in the books, but I think flavor wise in terms of CiV they are quite different. Resealing the Bore is research-based - Rand, Egwene, and co. all do a lot of reading and speculation about how best to Reseal the Bore. They gather materials and the actual process involves breaking a set of items one person could hold while a single other (very powerful) person reseals the magic that keeps the Dark One apart from Creation.

Winning the Last Battle is all military - you're fighting legions of Shadowspawn across an entire continent. The main issue is that the Light can't actually *win* the military war in the books - it's all a stalling tactic to get the Bore sealed again. I think that connection is causing us a lot of problems.

Is it too late to reintroduce the idea of "winning" pre-LB giving you some sort of great bonus/awesomeness during the LB?

I can definitely see the value in this idea and it solves a lot of our design issues with 'weirdness' where victories intersect and why one can 'prevent' the other. I think the main issue here with WoT is that it actually provides us with a really obvious victory condition: win the Last Battle. Whereas there are no real 'victory conditions' in reality that base CiV has to compare to. I think that by having the Last Battle as the only victory condition, we sacrifice a huge part of what makes CiV fun. The Last Battle will be awesome the first time and I'd say still fun the second and third times. But I think it would eventually be really discouraging to future playthroughs. Even if we introduce different approaches to winning the Battle and roles within it, the end of the game is still the same overall objective: be the side left standing.

BTW you just blew my mind - I didn't know the citadel claimed territory. I always thought it was a glorified fort (i.e., wast of a GG).

Citadels (when not pillaged) also damage enemy units (30 health per turn!) that end their turns next to them, so they make a great defensive line. They're also hilarious if you chain them together toward an enemy city so that they take damage while garrisoned in their own city.
 
Using base CiV names to be clear, the world era starts in the Ancient Era. The world era moves on to the Classical Era either when half of the world's Civs reach the Classical Era or if just one civ reaches the Medieval Era. That's why I structured the era names to place "The Fourth Age" at the end of the tech tree. Once a single civ reaches "The Fourth Age," the world era will advance to "The Age of the Dragon" and the Last Battle will be triggered at a chronologically correct time. The other way to trigger it is for half of the world's civs to reach "The Age of the Dragon".

OK. Totally get what you're saying now. Was way over my head, apparently. LB start times sound good. Fixing it to a date does perhaps sound like a bad idea - though, maybe, there's a "latest possible point" that we'd do? Similar to the 2050 date?

Again, I'm writing my posts out of order and writing this section last. Below, I talk about the relationship between the Last Battle and Sealing the Bore and how we might deal with that. I love the idea of this kind of sharing in the Last Battle (for the Light side) and the way it allows for non-combat contributions.

I was definitely thinking of the Seals being like artifacts for the culture victory in base CiV - that there are sites you can see where you can go and dig for them with a specific unit. (side note: can we/should we relate the Seals to the diplo victory and the Tower? They had a fairly big stake in the process and had some of the Seals in the books.)

Maybe a gameplay design aspect of our Mod is that arch digs are useful for anybody - not just cultural civs. I don't know about you, but I mostly ignore them (outside of immediate territory) when not playing culture (then again, i'm only just learning that tourism has some late-game benefits). Maybe digging can result in:

- "regular" artifacts (i.e. Great Works)
- Seals
- Ter'angreal, etc. (free promotions for channelers or something)
- The horn (or hints as to its whereabouts)
- other things?

Of course, some of these things also make intuitive sense as being in Ruins - but ruins are of course only an early game thing. In any case, the point is to reward anybody using the digs. Of course this would then make the cultural victory harder - nobody will any longer neglect such things.

Were you thinking a 'research project' that actually used a civ's science output, like a stand-in tech? Or projects like the Apollo Program that use production to be completed? Either way, it sounds like a good way to make discovering the Seals interactive for more players, by having some be fake.

Both, I think! MAybe some aspects are one, and some the other. Like divining their location is a project, and determining its validity is tech. Or the opposite. These two things are quite different, as once is based on hammers, and one is based on beakers.

I'm also not sure how breaking the seals should relate between the science and Last Battle victories (more details below!). If one player needs to break all of the Seals to reforge the Bore and win, then the whole 'stealing to prevent them doing it' thing is definitely a problem.

This is true. I also don't know what to do. At least not yet.

I quite like "Descendants of the Blood." I think the Seanchan covered our 'conversion' problem already in that characters can be "Named" to the Blood as well as born to it by lineage. I think even they've realized that while their founding importance is attributed to their descending from Artur Hawkwing, the Blood are effectively a class of nobles now, and they need to be able to introduce *heh* new blood.

OK. Sold. The Naming thing is a great Belief, probably.

Sounds like a plan to me. It's a little bit of a shame that so many pantheon beliefs usually go unused, but there need to be enough for an entire huge map's civ population to adopt one and still have some choices.

Yeah, some of these always bewilder me. Why would I choose +2 faith from quarries? Still, I assume they are are situationally good - and likely meticulously balanced by Firaxis - so I figure keeping most intact is good.

I think it makes sense for Pantheons to stay approximately the same power they are in base CiV. I'd go for making the Founder and Follower beliefs better.

Right.

I'd say come at it from both sides. There are some flavorful WoT-beliefs that fit really well into this system which we've already discussed. Putting those in, we'll probably start to see holes where certain playstyles/objectives are never supported by any beliefs and will need to have something added to help with that.

Will do.

I'd say we can extract some civ characteristics for the Paths, but we'll want to go towards characteristics of the specific belief rather than its people wherever we can.

Bah! Me and my typos. What I *should* have said was "How much should we be taking the CiV [pantheon] bonuses and just rebranding them?" Meaning, nothing to do with the Civs themselves (UAs, etc.), but "God of the Sea" "Fertility Rites," and all the other Pantheon bonuses - should we just use the lot of them and re-brand them in a WoT friendly way? Or come up with new ones ("+2 faith on every prime-numbered year")?

Completely agree that we don't want to use something massively important like "Gai'Shain' for a pantheon. (Are they still called Pantheons btw? Should we have some other name for Path to the Light founding tenets?)

They can't be called Pantheons There aren't gods! It'll depend on which of the options we decide.

I'm a big fan of option 3 if we can get it to work. Some of the warrior/blacksmith-ish customs (top-knots as rank, etc.) should lend themselves to the more production-y things. You listed a ton of these a few pages ago so we've definitely got the choice we need.

A close second for me is option 4. I think we can escape the weirdness of 'why holidays first?' by characterizing them as festivals/celebrations adopted by people, rather than official holidays be decree. They're mentioned less in the books than the characteristics in option 3, but are still definitely in-universe and at least some will be recognizable. The rest will be there if people research them! (We could drop some info into the Civilopedia as well - long way off doing that though.)

Hmmm... I must admit I kinda thought you'd like option #2! Should I maybe prepare a treatment of some (not all) of the options from each of these categories? For now, I'll just use CiV's bonuses. Then we can decide which we like best before we do the whole thing. I for one don't know which I like best (part of me likes #2).

True, Civ's timescale usually progressively slows down as you get closer to the present, not fluctuates as it goes along. The dissociation between tech and date that I discussed above also comes into play here. (Date is defined by turns, tech by the players.) This mirrors the real world progression of 'eras' that have been getting steadily shorter and closer together (since technology is exponential-ish). A turn at 4000BC is 40 years, whereas a turn at 2000AD is a month. (All figures assume standard game speed - but must scale for other speeds.)

I think it makes sense to maintain this progressive slow down, but it also makes sense to spend the most time in the 'eras' we have the most information about. Either way, I think having the Age of the Dragon be much chronologically shorter than the other eras works quite well - that's the 'present' and should be the 'slowest' of the eras in terms of time per turn.

It looks like the Ten Nations era is about 800 years long? I don't think that's too big of a problem (800 vs 1000-ish for the others) - Firaxis artificially 'stretched' some real world eras that defined their times to fill the gaps in between the ones they chose, so I think we can afford to be a bit fluid here. I figure we'll adopt the changing calendar systems seen in the books and present them in the top corner like the date in base CiV. If we name the era the Ten Nations era, its length will be determined by the civ's tech speed regardless of the year anyway, so a player would have to try very hard to make it match up to WoT history exactly, even if they all scaled 'time' to be correct in universe.

OK, I think you're misunderstanding me here. Yes, the "Ten Nations era" lasts for 800 years, but it is a part of the After the Breaking era, which only lasts around 1000 years *total). In other words, there isn't really a TNE - unless I'm making a mistake, the Ten Nations exist for 80% of the AB period. Thus, I don't think they really make sense as two viable categories.

Restating it again, it looks like we have three 1000-year clumps (roughly), plus the present.

After the breaking (about 1000, plus a few hundred of the Trolloc Wars)
The Free Years (like 1100, don't remember if that includes the 120 years of the War of a Hundred Years))
The New Era (just under 1000)
The Age of the Dragon (like 25 or something, maybe more).

The issue is that we really don't see the deceleration present in Civ, at least as eras go. One issue is that a whole lot of nothing appears to happen during the Free Years.

Agreed, I don't think base CiV specifically characterizes Domination as evil, though the consequences of that approach are implied. I think the WoT universe provides a much more black/white morality alignment than reality though and we can have our leaders take much more stark alignments. I think I haven't been explaining the whole 'choice' thing very well. I don't mean that as a leader you're necessarily 'deciding' to join the Shadow at the last minute (though that could be one characterization which I do think is valid). I am thinking that a player would go through the game with the intent to be evil (in the same way they choose to go for a culture victory in a given game) and then it's only at the Last Battle that they publicly choose - and declare to the world - what they are doing.

I'm thinking along the lines of the time that Sammael was the on the Council of the Nine in Illian. If he hadn't been rooted out by Rand, then Illian would be in this exact position - led by one of the Forsaken. People suspected that something was wrong in the country, and some people had their suspicions about its alignment, but it would only be a rock solid fact they could act on with a war after a public declaration. (And if players in game suspected another civ would take a different alignment from them, they could opt to go to war early and remove the threat before the Last Battle begins.) In the War of Power (not our era, but I think it gives a good in-universe example of how things could have played out differently in the Westlands), there are, as far as I remember, nations openly allied with the Shadow.

OK, you're totally right about Illian, and about the AoL nations. Still, I'd prefer to flavor the game that the civs are gradually being corrupted and are Turned by the end. Rather than, for instance, saying you ARE Demandred and the Sharans are evil for 5000 years. Not very PC.... a little too similar to Tolkien's "everybody who isn't us works for Sauron", lol.

Interesting that you mention the Dragon's Peace. What if the Light nations needed to set up that support network at the beginnings or lead up to the Last Battle? World projects like the World's Fair and International Space Station in base CiV. It might be adding too much complexity for now, but it's interesting.

I could see the dragon's peace being an automatic thing, but I could also see it as a crazy diplomatic moment with some pretty cool implications. Like, everybody gets bonuses and/or the support network we described, but war between civs is locked. Cool in theory, but it seems it only really is a disadvantage to light-side domination players... which might be unfair - voting no is like telegraphing "hey y'all, I'm gonna sack you."

The same thing that you're winning in base CiV really - dominant cultural presence over all other nations in the world. It would make sense that people would be resilient to cultural output from a civ with the opposing alignment to them (in the same way as ideologies) and I think it would make sense to have a bonus/penalty there. (+40% Prestige vs civs that share an alignment with you, -40% vs those that don't, for example)

I think the main sticking point here is that the cultural victory, in base CiV, is constructed from a concept of real world dominance that doesn't have a clear line of victory. (When, exactly, is anyone nation culturally dominant over another?)

I guess the trouble with the Shadow Cultural victory for me is that we previously (tentatively) said that Winning with prestige got you elected world leader or leader of the last battle or something. Those things would obviously never happen to an openly shadow player.

This isn't fully developed yet, I'd say. I've put a framework into the game for influences of each Ajah and such, but only two ways, so far, to interact with that:

  • Giving channeling units to Tar Valon to boost an Ajah's influence
  • Publicly supporting an Ajah to provide it with a one-time influence boost. (Changing public support later also penalizes the Ajah you switched from).

What the end-game for the diplo victory is at this point is more nebulous. I'd thought of having the White Tower elect a world leader, effectively mirroring the end result of the World Congress from base CiV even though the process to reach it is quite different. The Tower would prescribe policies, which, like UN resolutions, would affect the whole world. (Civs are allowed to 'refuse,' but there are diplo penalties and loss of bonuses to be considered along with that.) Which policies they choose would be determined by the characteristic of the majority Ajah and the Amyrlin.

I see one main issue with this system: it removes the player's direct interaction with the resolutions that are being passed. What if the Ajah they support does something that doesn't help them, or even hinders them? They'll feel cheated, which is bad. Is it worth us exploring this further and hammering out more general details, like we've been doing for the Last Battle? Or shall we focus on one major system at a time?

One thing about this Diplo victory is that, in CiV diplo is sort of the "gold" victory. Here, it'd be more of the "producing lots of channelers" victory. Which is kind of odd. What should this victory reflect/reward?

Maybe, like CSs in CiV, the Ajahs have quests that Civs can fulfill? It might be interesting if those ajah quests (and other ways they interact with the game) relected, at least somewhat, on what the ajah does.

I think as far as the Hall of the Tower making rules, and the problems that presents... maybe we can rethink this and tweak it slightly. The truth is that the Hall only makes rules (as far as i know) that affect the Tower specifically. It's hard to imagine them passing some of the CiV resolutions.

In any case, maybe it's sort of "lobbying" of eat Sitter. Like, something gets put to a vote, and if you have the most influence with the Red sitters, they vote your way. Kind of complicated, but actually a bit more strategically nuanced than it is in CiV - also probably harder to get things passed. Uninfluenced Ajahs would vote along AI-determined paths specific to the ajah (and maybe the current world situation). Of course, this suggests that Ajah sitters would follow the advice of world leaders, which may not happen....

I'm not totally comfortable with the possibility of, say, the Seanchan being locked out of Diplo victory. And, as far as shadow players, they could still be influential if such Influence remained private - if it's public, then that'd obviously mean an ajah was openly taking orders from a Dark nation.

I do think, though, we should probably mostly table this issue until we solve the LB, unless you think it will definitely affect the way we deal with the LB.

I think we're still making definite progress on the Last Battle because we've formed two sets of potential ideas now. I think we agree on a lot of the mechanics that are in place for the duration of the game, but we're still undecided on how to handle the Last Battle itself and how it overlaps with the other victory conditions. The two opposing sets we've got, as I see them:

  • Alignment for the Last Battle has already been decided by your actions when the actual war starts
  • Alignment is chosen by the player when the war starts, with bonuses/penalties colored by their choices thus far

  • The Last Battle is the main victory condition in a given game - the victories from base CiV are used to define bonuses going into the war
  • The Last Battle is another parallel victory condition to the base CiV victory types
  • Newcomer: the Last Battle is not a victory condition at all, it's a world event

We basically need to choose one from each set (no matter which we choose in one set, I think any choice from the other set will still be workable). All of them bring their own advantages and disadvantages. How about we develop some ideas for the 'not a victory condition' option since that's a relatively new one and then stack them up and see what looks right?

This is a good way of looking at it, and approaching the problem at hand.

As far as the Alignment side of things, I think my preference is for the first (determined by actions), with some final "cap" of the second, which my previous posts have probably illuminated.

The other choice is less clear to me.

I think I like the LB being one of many victories (2) in terms of fundamental design and aesthetics. It, however, has issues regarding the "conflict of interest" I've described, which is somewhat immersion-breaking. Also, it has some problems coexisting with the victory conditions.
I think, thematically and narrative-wise, I prefer the LB to be "the" victory (1). This has the aforementioned problems with being somewhat un-Civlike.
The last option sounds good to me, in theory, but ultimately I find it really difficult to see it coexisting peacefully with the "real" victories.

I'll elaborate on that last bit, as requested.

I think if the LB was constructed very simply - merely an epic Trolloc Wars or False Dragon attack - it could be fine as a no-victory thing. Basically, everybody tries to do their victory types while being assaulted by Trollocs and such. This coexists best with the way Civ currently plays (if we imagine the late-game of CiV turning into a barbfest), but has some problems, namely the fact that it doesn't have the "creation will end" pressure, and that it seems to unfairly punish the civs close to the blight or bad guy spawning points (in this simpler version, i'd imagine things wouldn't be set up to reward them as much).

What doesn't Play Nice with this conception of the LB is the idea of Light and Shadow-sided Civs. To me, that throws the whole thing into question. If we have Light and Shadow civs, then, as we've observed, then what's the point of it all? There's no impetus to fight each other if it doesn't tie into a victory condition.

One thing that could be done, is we could preserve the darkfriend mechanic but decide to scrap the fight-for-the-shadow thing. So all civs ended up on the side of Light, but how far light or dark they were effects how they play (more a target of the shadowspawn, etc.). Of course, this ignores the huge aspect of the WoT LB - the Sharans.

So I don't know that I like that. BUT, it is simpler. I can't think of how to preserve that kind of a situation while still keeping the choose-a-side thing intact.

I think it does make sense to choose a side based on selfish reasons for each nation. I didn't think the civs would have a very clear notion of which side will have the most supporters (they might have clues about a few, but not all, and the information they do have wouldn't be 100%), so it will never be a completely obvious "well, Shadow's going to win, so I'll go Shadow so I can win a cultural victory." They'll need to consider the penalties for choosing against their alignment so far as well (assuming we go for the choice mechanic), because some of those could be relevant to the victory they're pursuing.

OK, I see the point. I guess for me I'm fundamentally nervous by "meta gaming," and people gaming the system. I'd like to think we should reward people for roleplaying their Civ. When I say it doesn't make sense for them to be selfish, don't misunderstand. I'd like their choices to be selfish in the best interest of their Civ,r ealistically, not just for "winning the game." Like, helping the DO end the world because those pesky Tairens chose the other side... Hey, nobody's chosen shadow, that increases my odds! That doesn't seem all that realistic. "Damn counterpoint and his RPG background!", says s3rgeus.

I would think that if we made the Last Battle an event rather than a victory condition, there are a couple of endpoints. If all of the Light civs are conquered, the Shadow has clearly won, which leaves them to win 'traditional' victories amongst themselves (I imagine there would be bonuses for those civs that did the most work - and therefore were most in the Dark One's favor).

This obviously ties into my discussion above, but, I can't help but feel like all the LB does, in this configuration, is get rid of a few civs, perhaps prematurely. Obviously, an early exit is possible, but a non-victory LB almost seems like it is, in and of itself, a kind of "spinning of the wheels." OK, I'm working on a cultural victory. Oh, crap, its the LB. Let's try to stay alive. Five hours of game time later, ok, back to Prestige. Maybe that's awesome. Maybe not.

When the Light wins will require a bit more in-game mechanics. We can't just go with when they eliminate all of the Shadow civs, because there should still be Shadowspawn left then. An assault on Thakan'Dar would make sense, as would the actual breaking of the seals that you've mentioned.

I see two paths here:

Can we move Resealing the Bore/the Seals etc. into the Last Battle content (whether it's victory condition or not)? What is the science victory then?

Can we divorce the Resealing of the Bore and the Last Battle? Splitting these up conceptually would divide our victory conditions more cleanly and make some more sense in-game. That makes winning the Last Battle defeating the Dark One's armies - killing all of his Shadowspawn and conquering Thakan'Dar. Resealing the Bore is actually sealing him away from reality, so that he can't touch the Pattern anymore.

The two are clearly linked in the books, but I think flavor wise in terms of CiV they are quite different. Resealing the Bore is research-based - Rand, Egwene, and co. all do a lot of reading and speculation about how best to Reseal the Bore. They gather materials and the actual process involves breaking a set of items one person could hold while a single other (very powerful) person reseals the magic that keeps the Dark One apart from Creation.

Winning the Last Battle is all military - you're fighting legions of Shadowspawn across an entire continent. The main issue is that the Light can't actually *win* the military war in the books - it's all a stalling tactic to get the Bore sealed again. I think that connection is causing us a lot of problems.

Maybe the Victory of the Last Battle is a particularly challenging (and thus rewarding) conflagration of several events. Maybe, in order to do it, you must 1) do something something with regards to the Seals, 2) if not kill all the shadowspawn and the Shadow civs, at least fight your way to Thakandar (maybe one civ fights the sharans, another holds off the southern shadowspawn, and a third heads into the blight), 3) bring the Dragon unit (or seals, or something) to Thakandar, 4) break the seals, and 5) reforge the seals and close the Bore.

Maybe its a kind of really difficult victory that can only be achieved successfully every few games. Maybe the key to it happening is the Dragons Peace. Because of the tremendous cooperation it requires (a "science" civ, a few military civs, something something for the cultural and diplo guys), you need everybody to commit to suspend their quest for individual victory. By signing onto the dragons peace, you're signing onto a permanent alliance, and locking yourself out of any other victory types.

Incidentally, this would probably require some sort of safeguard (not sure what) to prevent somebody from signing the DP and then just griefing the whole thing (maybe you can be kicked out?).

In any case, people could refuse the DP - maybe nobody enters into it. They go about their normal victories. And yes, you can still acheive a regular victory (it is Civ, after all!), but, in the WoT universe, these victories are hollow - without the cooperation in the LB, the DO will eventually win (which either results in the end of existence, or just a crappy world. we'll never know). Yeah, that kinda blows, but thats the truth in the WoT universe. So, yes, a "true" victory, but not *the* victory.

Shadow Civs would need something specific for victory, too, so they aren't *just* griefers. Maybe they win by killing the Dragon and breaking the seals (but not reforging the Bore). This would have to be balanced, because obviously, with the dragon in the Blight, and the seals all broken for that one turn, its obviously a chance for the Shadow civs to go in a "steal" the victory... but maybe that's fine. I don't know about the whole Naebliss thing - maybe that's also a part of it.

If a Civ were to remain neutral, they could, and go ahead with their victory plan. This is kinda lame, though, in that its sort of the meta gaming I spoke about above. It's kind of a declaration of war against the entire world, though - the DP nations have every reason to stop their victory immediately (they're about to doom all of creation!).

I don't know. Seems like that might be getting close to something cool.

Citadels (when not pillaged) also damage enemy units (30 health per turn!) that end their turns next to them, so they make a great defensive line. They're also hilarious if you chain them together toward an enemy city so that they take damage while garrisoned in their own city.

Wow. That's ridiculous. Is it me or does that seem kind of silly by Civ standards? Kind of awesome, but also silly. I'll have to try it. Anything else I'm totally clueless about? Oh, air combat. Oh well, doesn't matter in this mod.
 
I followed since beginning, but chimed in not too much.
I'm currently reading all that's new since july...
I'll make some comments along the game.
(some comments became irrelevant as your discussion advanced, especially counterpoint's arguments but I still let them here)

some people say "Andor is OP as Elayne was queen of andor, caihrien, had dragon, women guards, is a much OP Aes Sedai, has the black tower".
I disagree Andor is OP... the book describes a situation where end game Andor is OP because she teched more, and because Rand AND Mat gave her techs and units (dragons/ashamen)..Etc.

I think "playing the world" is more interesting than playing the scenario&#8230;
so
For me, Andor should be Ruled by Morgase Trakand and not Elayne and shouldn't have the black tower, nor dragons, nor the Sun throne. those can be attained by techs/wonder/conquest...Etc.


Regarding Channelers

It seems that you are focusing on Autonomous Aes Sedai (AoL/Shara/former Seanchan), Present Aes Sedai and Damane
But we forget windmistresses, wise ones, the Kin,...etc
windmistresses and wises ones are considered wilders by the Tower, but they do not do "as they pleased."

for me, that could be tied to mechanism.
underlying those different trends is "the Break of the World" : fear of the One power, Hate of the Male part.
The "fear of the One Power" could define the way it is managed
-Glorify them (Shara) Women Chaneler have power, and kill males offsprings.

-forbid them : Tear / (Amadacia) / WhiteCloaks / Far Madding
-Three Oaths (disarming one-self) to gain trust/acceptance (Autonomous but Self-controlled&#8230; but gain much influence)
-"Give them a position but not free-rampage": two main ways :
Aiel wise-ones, Wisdoms (even if wilder), Entry in a leadership structure, but they are not alone there.
sea folk-like Windmistress position &#8230; but here they are not in control (subordonned to Mistress of Ships/Master of swords)
Kin hides&#8230; but manages to get nice position for themselves/ red-belts&#8230;Etc
-Control them: Seanchan way : slavery / used for limited number of actions: war / starflower / prophecy : fewer potential channeller as few damane vs Sul'dam (no teaching of reaching the source).

Each of those are "cultural mechanics" that control the "fear of the one power"... and in the books, the "white-tower" option is not the only one that is deemed "good" (especially the sea-folk one is ok, the kin is ok but low training, the wisdom is ok, but high risk of death + minimal training, the aiel's is the best way of all IMO)

after that it is up to you to decide if you want these "options" to be a choice for the player or set up in stone for each civ.

... and a stupid idea of mine would be that those "options"... are in fact the "religion"..
wouldn't it be nice?
it is spreadable, as you want to convert nearby people with your way of doing (convince seanchan to not use adam, convince the tear people to allow aes-sedai...etc).

(however my vision is more a cIV vision of religion than the vision of civ5..
(you were searching for what to do about religions)...
but then it won't be "something that doesn't really matter".. as it would define the type of chanellers you get.
but think of it :
Aes-Sedai are dismissive of all wilders (non-aes-sedai)
Seanchan think that "all marath-daman should be collared".
Wise-Ones think the "power level gives authority" is stupid
...Etc

thus AesSedai could be GP and units that you can get by relation with the white tower (CS), if you follow the "white tower creed". (+ a way to represent Elayne)
+ by relation with the white tower, you can have your own "wilder" trained in the white tower.
but you have to accept control from the White tower (less possibility for wars, control over your politics...Etc)

conversly, Damane can be built depending on a strategic ressource or something, more expensive than Aes-Sedai Unit (2 of the ressource instead of 1?), but less powerful than GP Aes-Sedai.

Thirdly, Wise One system makes it that some units/civ can transform into channeler, and become GP / governors..etc...

Fourth, Sea-folk system, doesn't allow any Chaneller until a later tech/relation with white tower ...etc, but they get bonus for civilian actions : quicker boats/ maybe better wares...Etc


Regarding the Male part:
I can imagine this:
2 options: depending on political choice :
-detect them and kill them: aiel, seanchan, sea-folk, Shara
-cannot detect them : random appearance of channeler (reduced by link with white tower) /high chance of getting mad (risk of miscasting, damaging nearby units/terrain) then crazed : turning barbarian with high damage to nearby units / improvements: need damane/aessedai help

-Need Black tower wonder/state-wonder to allow recruiting male channeler.
-Need "cleansing of Saidin" to allow male chaneller to not become crazed.

False dragons (that you can name "The False Dragon" so it doesn't start by "false") can raise from channelers (mad or "non-mad") or randomly if you don't kill them.

Policy of Killing Male channeler should have drawback : lower pop/GP generation.?

Regarding Diplomacy/whatever
What about controlling the Dragon Reborn ? Couldn't "the White Tower gets ownership of the Dragon" be a condition on such Diplomacy ?

Anyway, I'm not really keen on your vision that diplomacy victory is linked to the white tower&#8230;.

The WT is already linked with channelling &#8230;
For me, sustaining the gray Ahja can be a point helping toward winning Diplomacy.
But Seanchan (anti-Aes-Sedai) or Wise Ones should be able to win Diplomacy Victory.

For me a diplomacy victory could roughly be "Elect me to lead the LB", then win the LB (either by being shadow or by being light)).
the "Dragon pact" could be an action for forcing the alliance of light when no leader is declared.

Maybe Winning the LB could be done by
1) being on winning side
2) earning "victory" points during the LB.
-destroying seals
-sealing the bore (but you need the actual tech... so only a former tech-centered civ can do it)
-destroying camps
-killing myrdhals
-killing /converting forsaken units
-recovering blight (spending culture?)
-arming units (spending gold?)
-healing friendly units (using aes-sedai or sending food to combattants)
I don't know what.

the one with most point wins.

shadow side :
-killing the dragon
-opening seals
-killing units
-converting chanelers
-open waygates for trolloc raids
culture / presence / science should also have an impact
...etc
 
some people say "Andor is OP as Elayne was queen of andor, caihrien, had dragon, women guards, is a much OP Aes Sedai, has the black tower".
I disagree Andor is OP... the book describes a situation where end game Andor is OP because she teched more, and because Rand AND Mat gave her techs and units (dragons/ashamen)..Etc.

I think "playing the world" is more interesting than playing the scenario…
so
For me, Andor should be Ruled by Morgase Trakand and not Elayne and shouldn't have the black tower, nor dragons, nor the Sun throne. those can be attained by techs/wonder/conquest...Etc.

Welcome back to the conversation!

I think I've already made this clear earlier on this thread. But I agree basically on all points. The dragons are one potential point where I can understand them being a UU for Andor, but honestly they probably make the most sense as a late-game seige unit, allowed for any Civ with an illuminator's guild, or something.

Regarding Channelers

It seems that you are focusing on Autonomous Aes Sedai (AoL/Shara/former Seanchan), Present Aes Sedai and Damane
But we forget windmistresses, wise ones, the Kin,...etc
windmistresses and wises ones are considered wilders by the Tower, but they do not do "as they pleased."

for me, that could be tied to mechanism.
underlying those different trends is "the Break of the World" : fear of the One power, Hate of the Male part.
The "fear of the One Power" could define the way it is managed
-Glorify them (Shara) Women Chaneler have power, and kill males offsprings.

-forbid them : Tear / (Amadacia) / WhiteCloaks / Far Madding
-Three Oaths (disarming one-self) to gain trust/acceptance (Autonomous but Self-controlled… but gain much influence)
-"Give them a position but not free-rampage": two main ways :
Aiel wise-ones, Wisdoms (even if wilder), Entry in a leadership structure, but they are not alone there.
sea folk-like Windmistress position … but here they are not in control (subordonned to Mistress of Ships/Master of swords)
Kin hides… but manages to get nice position for themselves/ red-belts…Etc
-Control them: Seanchan way : slavery / used for limited number of actions: war / starflower / prophecy : fewer potential channeller as few damane vs Sul'dam (no teaching of reaching the source).

Each of those are "cultural mechanics" that control the "fear of the one power"... and in the books, the "white-tower" option is not the only one that is deemed "good" (especially the sea-folk one is ok, the kin is ok but low training, the wisdom is ok, but high risk of death + minimal training, the aiel's is the best way of all IMO)

after that it is up to you to decide if you want these "options" to be a choice for the player or set up in stone for each civ.

I'll sound like a broken record here, but once again, I've got ideas swirling in my head about channeling that I'd love to write out... but we keep getting caught up in other stuff, lol.

Rest assured, I for one havne't forgotten about Wise Ones and Wavemistresses, etc. We've spoken more about AE and damane, I think, because they represent opposite extremes, and serve as focal points of the conversation.

As far as the other channeler-types (from Aeil, SF, Wisdoms, etc.), one key component is of course whether we decide they should be UUs. If not, I'd figured these kinds of units would be the "regular" female channelers - you can produce them, more-or-less at normal. They'r "wilders," after all. The AE are the ones that are obtained by special means. Then again, I'm still developing the idea.

... and a stupid idea of mine would be that those "options"... are in fact the "religion"..
wouldn't it be nice?
it is spreadable, as you want to convert nearby people with your way of doing (convince seanchan to not use adam, convince the tear people to allow aes-sedai...etc).

(however my vision is more a cIV vision of religion than the vision of civ5..
(you were searching for what to do about religions)...
but then it won't be "something that doesn't really matter".. as it would define the type of chanellers you get.
but think of it :
Aes-Sedai are dismissive of all wilders (non-aes-sedai)
Seanchan think that "all marath-daman should be collared".
Wise-Ones think the "power level gives authority" is stupid
...Etc

thus AesSedai could be GP and units that you can get by relation with the white tower (CS), if you follow the "white tower creed". (+ a way to represent Elayne)
+ by relation with the white tower, you can have your own "wilder" trained in the white tower.
but you have to accept control from the White tower (less possibility for wars, control over your politics...Etc)

conversly, Damane can be built depending on a strategic ressource or something, more expensive than Aes-Sedai Unit (2 of the ressource instead of 1?), but less powerful than GP Aes-Sedai.

Thirdly, Wise One system makes it that some units/civ can transform into channeler, and become GP / governors..etc...

Fourth, Sea-folk system, doesn't allow any Chaneller until a later tech/relation with white tower ...etc, but they get bonus for civilian actions : quicker boats/ maybe better wares...Etc

Interesting ideas! I must say, though, that I'm not a huge fan of this. For one, there certainly aren't enough varieties of channeling-ideologies to make up all the religions, I don't think. Also, the implications of such civ-defining features spreading through your civilization, unwanted, is very odd. What does it mean if your capital has AE and your production city has Wise Ones? Kind of a can of worms I don't think we want to worry about balancing.

Regarding the Male part:
I can imagine this:
2 options: depending on political choice :
-detect them and kill them: aiel, seanchan, sea-folk, Shara
-cannot detect them : random appearance of channeler (reduced by link with white tower) /high chance of getting mad (risk of miscasting, damaging nearby units/terrain) then crazed : turning barbarian with high damage to nearby units / improvements: need damane/aessedai help

-Need Black tower wonder/state-wonder to allow recruiting male channeler.
-Need "cleansing of Saidin" to allow male chaneller to not become crazed.

False dragons (that you can name "The False Dragon" so it doesn't start by "false") can raise from channelers (mad or "non-mad") or randomly if you don't kill them.

Policy of Killing Male channeler should have drawback : lower pop/GP generation.?

Yeah, I think that a really good case could be made for pre-black tower saidin units to all show up unvoluntarily - *nobody* wants them to be produced. Personally, I think your treatment of male chanellers might make a good tree of social policies. I think we're mostly on the same page with the consequences of their madness, as well.

more on this later!

Regarding Diplomacy/whatever
What about controlling the Dragon Reborn ? Couldn't "the White Tower gets ownership of the Dragon" be a condition on such Diplomacy ?

Anyway, I'm not really keen on your vision that diplomacy victory is linked to the white tower….

The WT is already linked with channelling …
For me, sustaining the gray Ahja can be a point helping toward winning Diplomacy.
But Seanchan (anti-Aes-Sedai) or Wise Ones should be able to win Diplomacy Victory.

For me a diplomacy victory could roughly be "Elect me to lead the LB", then win the LB (either by being shadow or by being light)).
the "Dragon pact" could be an action for forcing the alliance of light when no leader is declared.

You are correct that the current diplo victory does have weird limiting effects on the Seanchan, Tairens, etc. We still need to work on this, certainly. In progress!

Maybe Winning the LB could be done by
1) being on winning side
2) earning "victory" points during the LB.
-destroying seals
-sealing the bore (but you need the actual tech... so only a former tech-centered civ can do it)
-destroying camps
-killing myrdhals
-killing /converting forsaken units
-recovering blight (spending culture?)
-arming units (spending gold?)
-healing friendly units (using aes-sedai or sending food to combattants)
I don't know what.

the one with most point wins.

shadow side :
-killing the dragon
-opening seals
-killing units
-converting chanelers
-open waygates for trolloc raids
culture / presence / science should also have an impact
...etc

So, you seem to be suggesting something that got tossed around earlier - a sort of "score" determination of the victor. There's definitely good to this, in terms of balance, but also there's bad in it - it seems to lack a lot of soul, for one.
 
Welcome back to the conversation!

I think I've already made this clear earlier on this thread. But I agree basically on all points. The dragons are one potential point where I can understand them being a UU for Andor, but honestly they probably make the most sense as a late-game seige unit, allowed for any Civ with an illuminator's guild, or something.
thanks... I know that you expressed those opinions... but 1) didn't when I first strated to react to your conversation ; 2) wanted to push in your direction :D. For Dragons... I'm not yet there in the books, but IMO, it should be available to everyciv.. but expensive (in tech) and better as a produce of having the right tech A and either tech B OR a GP and the illuminator guild.
I'll sound like a broken record here, but once again, I've got ideas swirling in my head about channeling that I'd love to write out... but we keep getting caught up in other stuff, lol.

Rest assured, I for one havne't forgotten about Wise Ones and Wavemistresses, etc. We've spoken more about AE and damane, I think, because they represent opposite extremes, and serve as focal points of the conversation.

As far as the other channeler-types (from Aeil, SF, Wisdoms, etc.), one key component is of course whether we decide they should be UUs. If not, I'd figured these kinds of units would be the "regular" female channelers - you can produce them, more-or-less at normal. They'r "wilders," after all. The AE are the ones that are obtained by special means. Then again, I'm still developing the idea.
Well, I know that you haven't forgotten about them. but I'm expressing 2 points:
1)you were discussing AoL / Aes Sedai / Damane as the main foci. I think Aiel/SeaFolk are also strong contenders... they are also an adaptation of AoL Aes Sedai. Aiel, for once, are not "wilders" (save that aes sedai consider everyone as wilder)... they know A LOT. Often more than Aes Sedai.
IMO, their system should at least be a 4th path for Channelers.

2) you consider that Aes Sedai are the "best" ones....
I disagree: I find that Aiel Wise ones are pretty much more interesting: they do everything in a much better way than AesSedai... without needing the 3 Oaths.
In the Aiel lands they are negociator / judge / un-touchable for the Aiel Clans (each one in fact a small country) ... as Aes Sedai are within the Nations of the Western lands. They know much about Channeling. They transmit and preserve knowledge : Ruidean, Dreamers...Etc They miss few female that can become a channeler (whereas Aes Sedai miss most of them), They provide a strong training to ensure a loyalty to the people (all Aiels, independently of tribe) whereas Aes Sedai training only ensure loyalty to Aes Sedai, the "acceptance from the people" being due the the 3 Oaths and not due to a recognized loyalty.
...etc
In the End, they are "Aes Sedai of the Aiel Lands" ... in all but name.. and without counting that at beginning they were in awe of Aes-Sedai;
Indeed, in the books, Aiels are not 1 Nation... even if westerners thinks of it but multiple nations that have a same "religion" : ji'eh'toh : gaishin/Wise Ones/toh/Borhterhoods.. but wage wars between clans - brotherhoods, and have complicated interactions.. and nations that have allied quickly when the Caracan appeared

As a sub-point of this: I'm not impressed, in the book, by the utility of Aes Sedai in General....why would they be special ? True, there are many Great AesSedai... that are special. But of those, 4 are main characters : Elayne, Egwen, Nynaeve, Moiraine.
there are a few others. Calusdane (or whatever her name)...etc

but there are also Great "wilders" : Aviendha; for once ; multiple Wise Ones (but the story goes quickly over them as they are "bound" easily to the Dragon), Some WaveMistresses, that former Damane girl that is supposed to kill Rand, and in some ways (as she is a potential chaneler) Tuon (due to her position in the seanchan hierarchy, and her ability to "tame" damane quickly and ensure increased performances).

as a side-note : the system Damane-suldam-seekers (which are not channelers) takes the same role in the Seanchan empire/confederation than the Aes Sedai in the western lands and the Wise Ones in the Wastelands:
-manage channelers
-maintain a sort of civil order

As I see it, you could have 2 system for channelers :
-basic unit buildable or buyable or whatever : normal Aes Sedai (think of the multitude of gray/brown/blue/green...etc that have absolutly no impact on anything....) / Normal Wise Ones, Normal Wisdom, Normal Windmistress, normal Damane, normal Male Channelers / Normal Ashaman: those have a few abilities : increased defense (One power/warders)/ strong attack against trollocs / healing / small happiness-maintenance-improved yield / avoid storms-seamonsters / use ter'angreal / diplomacy ... / strong attack-
their abilities can be improved by tech/policies : traveling / new attack spells / new Healing / Wise Ones brought into combat ...Etc

-GP-like Channelers: those have game-changing ability: you can have only few of them. (but those are not dependant on being WT or not)
some specific spells / can... search for the Dragon / find ter'angreal / discover new spells for GP-Chan or for all Channelers / fight the Forsaken ...whatever
maybe being Seanchan, you get less GP-Chan, and being very friendly with white tower you get more... but roughly : the more GP-Chan you get, the less your Channeler is powerful as a damage-unit.
Interesting ideas! I must say, though, that I'm not a huge fan of this. For one, there certainly aren't enough varieties of channeling-ideologies to make up all the religions, I don't think. Also, the implications of such civ-defining features spreading through your civilization, unwanted, is very odd. What does it mean if your capital has AE and your production city has Wise Ones? Kind of a can of worms I don't think we want to worry about balancing.
Yes, I know :( My ideas are more adapted to civ4 like religions....
but anyway, just for the sake of argueing :
your capital has AE "acceptance" and your production city has Wise Women... (case for Arad-Doman) :
what happened when Paris was Catholic and Toulouse was "hugenot / Protestant" ? : not easy...
but what is your state religion ?
WT : you get a bonus with the White Tower: and can receive Aes Sedai as "present"...
but your production city get bonus for "Wise Women" being present in city, but you can't use/build units (anyway, Wise Women is not a "religion" that give much units but mostly healers + city benefitds) /but doesn't contribute much to generating wilders to give them to the WT.

Wise Ones is State religion, Capital AE / Production WO: Rand's Aiels (capital is with Rand, which is roughly pro-WT, but Aiel production city is purely Wise One system) : can produce "much" Wise One units, cordial relation with WT : can influence Ajahs but not much, can get a few AE given, but either not strong units, or on lease or something...

but I agree, that doesn't work well with civ5's religion system
Yeah, I think that a really good case could be made for pre-black tower saidin units to all show up unvoluntarily - *nobody* wants them to be produced. Personally, I think your treatment of male chanellers might make a good tree of social policies. I think we're mostly on the same page with the consequences of their madness, as well.

more on this later!
I knew it ! yeah !
You are correct that the current diplo victory does have weird limiting effects on the Seanchan, Tairens, etc. We still need to work on this, certainly. In progress!
yup.... I think WT and getting hand on the Dragon should be high bonus for getting the Diplomacy victory.. but shouldn't be the only means.If SeanChan convert much people to their "control-the-marath'daman" way of thinking, plus get much territory / have many puppet states... they should be able to win by diplomacy ("all western territories plead Oaths and accept the Emperess as their Overlord...You have won a diplomatic victory"
Further : Making the WT fall in the hands of the Black Ajah could also be a diplomatic victory of sort... but for shadow-inclined civs: really difficult to get, but ennemy have difficulty to see you run for it
 
So, you seem to be suggesting something that got tossed around earlier - a sort of "score" determination of the victor. There's definitely good to this, in terms of balance, but also there's bad in it - it seems to lack a lot of soul, for one.
well, IMO the LB victory needs to be a "score" victory. Otherwise people, especially light side, won't contribute as much as possible to the LB.

For other VC, you could get an independant science/diplomatic/cultural victory before the end of the LB...
if you want the LB to be a Victory Condition : as the LB is imposed to all ... how do you separate the different contributors to the LB to see who of the winning side has really won the game ?
Otherwise, the LB is only an "event" that, as you said, only spins the wheel... killing units/cities here and there (like Armaggeddon in FFH.... ) but remember : armaggeddon in FFH is a fun mechanism... even if it is not a victory condition.

Or maybe the LB is a team VC : all of the winning side Win, with no way of departaging the winners ... and if the LB drags for too long... everybody loses.
However, even in that case, you can't say that the guy that "allied with light" but turtled away without even contributing to help the others has really won the LB...

However what I would propose would be a bit different:
IMO, for the LB there could be 3 sides:
-Light : gain bonus for LB: Channelers / Moral / weapons to seal the DO / dragonlegion units, Ogier Warriors (unless Seanchan which already have some in the DeathGuard)...Etc, but you are ponctionned a lot : roughly you have to abandon/reduce your chance of personnal victory to give your contribution to the LB : sciencefocused contribute by giving/discovering new weapons/way to seal...Etc (new option opened, but hard to do) Food heavy contribute by improved logisitics of everybody.... etc.


-Shadow : gain bonus for LB : trolloc/Myrddhal/Channelers/ True Power / Non-Mad Channelers / ShadowFriend contribution to help disparage other countries (even before LB) /


-Neutral : don't contribute/don't win the LB : free to pursue their own victory type (really limited: domination / cultural / science), but no bonus against LB, risk of being submerged by LB... and risk of not being in the victorious team once the LB is won by one side: you think the other will protect the world (defeat the shadow's armies), but not get the full LB victory (all forsaken killed / but bore not sealed...etc)... and you will win before/after the LB. (limitation you can't declare war during LB but light/shadow can declare war on you)
but chosing that option doesn't mean that you are close to a personnal victory... it might be that you are too small/weak and contributing to the LB will kill your civ... and you might lose even if sided with light/shadow.
so you take the risk of no help for LB: dealing with trollocs the hard way...etc for the chance of surviving the LB.
typically in the books :
Shienar cannot do that : being neutral would still make them targetted by trollocs.
Seanchan in tanchico or Mayenne, or the Sea-Folk could... : not threatened directly by the blight /trollocs hords, contributing could make them lose things: Seanchan could lose many cities if armies are sent to the blight instead of maintaining control, Sea-Folk could lose all windmistress if seanchan way of treating channelers is the dominant one...Etc or if WT "takes them", plus would lose most of its "cities-ships" : ships crew would be crippled by death on land-combats
..etc


win LB by fullfiling multiple steps :
Spoiler :

Light side:
2) survive trolloc rushes,
3) Achievements ("international-space-station" like victory): clean trolloc camps, kill forsakens, close the bore (The Breaking kind of victory: no proper sealing of the bore) greater contributor is the "main winner" but all team wins: logisitics is one achievement, improving weapons for all team (dragons) is another, closing /sealing the bore another, cleaning camps another, killing forsaken another / killing evil chanelers black ajah or male chanelers another ...Etc.
Victory is due to the best contributor to the achievements... "prestige like victory" (needs to be balanced):
closing the bore : 1000pts, sealing it : 2000pts,
killing trolloc 1pt
killing myrdhal 10pt
killing Evil Channeler : 10pt
Killing/subduing/capturing Forsaken:50pt
Clearing Camp : 50pt
Improving weapons : +1/1 to all units of light team ; 2pt by unit owned by the light team at time of improvement + 2pt for each further unit built
Disclosing Dragons tech : +10pt per dragon build anywher in light team (dragon give points to the discloser... but even if not discloser you want them as they improve you r ods of killing myrddhal/trollocs... so more points for you.
Contributing to Logistics : 1pt/yield given to other civs...etc
Imposing Dragon Peace : 200pt

..etc
(no need to subdue shadow civs... Shara was not conquered in the books, only defeated it's army)

Shadow:
1) chose side
2) defeat all light civs
3) You win if you are the closest to the DO : more units / pop / achievements / kills / conquered cities at the end of LB.
Science civs have better access to waygates to move their units toward cities
Cultural civs can gain more trollocs
Faith civs get more channelers / True Power /
Diplomacy civs get more access to Shadow friends (assassins / turning ennemy units / easier capture of cities / CS )
another type get more Forsaken units to control
...etc
the shadow civs need thus to : conserve their forces, contribute to last battle, be sure to backstab each other to reduce the surviving forces of other shadow civs.


Neutral : you don't win the LB... but hope that the light defeat enough shadow without winning the LB.


Then a final point:
Maybe Sealing the Bore (alone) could be the Science victory.
and Closing the Bore being a condition for LB victory. (+ increase chances of winning : forsaken, Evil Male Channelers and myrrdhal have reduce power, no more "True Power", moral reduction to all shadow civ units)

Sealing the Bore while being in the Light team during the light Battle... is an Optional "closing the Bore" condition.... does not grant "Science Victory" but only "increased contribution to the LB victory"... but is easier (and is a possible contribution of a science civ to the LB) (decreased cost for breaking seals/ sealing ritual / easier access to the bore...Etc)... and not sufficient to win the last battle.
but increased effect : forsaken, Evil Male Channelers and myrrdhal are immobile, cannot cast, have weaker power (easier to kill them), no more trolloc generation, blight reduces quickly, no more bonus for shadow civs (trollocs all go feral), moral reduction to all shadow civ units.
 
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