S3rgeus's Wheel of Time Mod

I hope the move all went ok! You're back very early, which is hopefully a good sign!
Nope! Not moving to Cleveland. Moving to Boston. Just finding some success with wifi on the trip. In fact I arrive tomorrow and will likely have actually less access, until I can't get internet up.

The route can be pillaged as usual - its only difference from a normal trade route is it doesn't give you a unit back when it ends. The city we'd be choosing automatically is the one owned by the same player who owns the Merchant Lord though. (I've edited the description to make this a bit more clear.) The ability is activated adjacent to a foreign city - so the player has chosen the target of the trade route by moving the Merchant Lord unit across the map. I think choosing which of the player's cities is the "origin" of the trade route automatically will be fine.

I couldn't find a quote block where we nailed down if we wanted to do the trade route instead of the gold increase (we liked both in sequence, but didn't explicitly dismiss one in favor of the other). I think having both makes sense, because the value of 1 trade route is less than the value of the ~500Gold worth of influence you get from the BNW Trade Mission.
Great. Agree with all this.
I've added more stuff to the GP summary, but I've unfortunately run out of time for tonight again. (Won't have much time any evening this week.) I think some red sections are things we have decided but I haven't been able to find our final decision quote block yet - more content to come tomorrow! I'll also be editing the Misc summary with our most recent decisions about Wolfbrothers and Dreamwalkers (and so that it syncs up with the content in the GP summary).
Cool. Looking through the rest

Re myth behind the legend, I don't love letting the gleeman use his bikinis after using it once. Doesn't fit with the way such abilities work in civ. could we just let them change two LWs in the same moment?

Re doomseer specialist. Does the ability create the specialist or just the spec slot? Is this an extra, citizen free specialist?

Why two hexes for dice in my head? Why not same as GG?

Rest looks good, once the tar ones are up to date!
 
Some comments on red, no quoting or formattingfor iPad convenience...

Manufactory - ogier connection could lead us to GROVE, with the flavor justification being that the grove makes your Ogier workers much more productive. Not awesome but maybe ok. Otherwise. Could see BRICKYARD or something like that

Hurry Production - maybe we leave this the same. Could theoretically have it be TREESING, resulting in sung wood for production dump, but that is sort of odd... Otherwise maybe some synonym of hurry production, like RUSH CONSTRUCTION

Hurry Science - could be left alone or changed appropriately to HURRY KNOWLEDGEABLE or something, but could also be SCOUR ARCHIVES or something

Trade Mission - could be left alone, but since it is slightly different in function probably shouldn't be. LEAD CARAVAN or GUIDE WAGON TRAIN or something

Create Customs House - could be anything. CARAVAN DEPOT, BAZAAR. MARKET DISTRICT.

Grand Performance seems fine

Write Political Treatise - tricky because it's the doomseer. WRITE MEMOIR could maybe work. STUDY HISTORIES or STUDY TOMES could work, and has Min connection

The Ambassador abilities seem fine mechanically

influence Boost - needs something. NEGOTIATE WITH LEADER. PARLEY. AUDIENCE WITH LORD.

Tar units have abilities with names, I think
 
And I've let us fall off the front page again! Sorry for the delay, crazy week at work, but all should be back to normal now.

Nope! Not moving to Cleveland. Moving to Boston. Just finding some success with wifi on the trip. In fact I arrive tomorrow and will likely have actually less access, until I can't get internet up.

Best of luck with the rest of the move, though you may be most of the way to done by now! We'll have a shorter time difference now, too! :D

Re myth behind the legend, I don't love letting the gleeman use his bikinis after using it once. Doesn't fit with the way such abilities work in civ. could we just let them change two LWs in the same moment?

Well, if he can't use his bikinis, then what good are any of these abilities? ;)

Allowing him to change two LWs at the same time sounds like a good plan - though we should probably make that work for a whole civ then, rather than only changing an LW in an adjacent city?

Re doomseer specialist. Does the ability create the specialist or just the spec slot? Is this an extra, citizen free specialist?

Very true, it creates the slot, not the Specialist! Edited

Why two hexes for dice in my head? Why not same as GG?

The Great General is 2 hexes, right?

Manufactory - ogier connection could lead us to GROVE, with the flavor justification being that the grove makes your Ogier workers much more productive. Not awesome but maybe ok. Otherwise. Could see BRICKYARD or something like that

I think we can use Grove elsewhere, though not sure where yet. Brickyard definitely sounds like the right kind of time period.

Hurry Production - maybe we leave this the same. Could theoretically have it be TREESING, resulting in sung wood for production dump, but that is sort of odd... Otherwise maybe some synonym of hurry production, like RUSH CONSTRUCTION

I can't seem to find a good verb for the Ogiers' help in constructing the older cities in the Westlands. It would be a nice nod to that flavor.

Imbue Stonework
Tireless Build
Sing Construction

Hurry Science - could be left alone or changed appropriately to HURRY KNOWLEDGEABLE or something, but could also be SCOUR ARCHIVES or something

I like Scour Archives.

Trade Mission - could be left alone, but since it is slightly different in function probably shouldn't be. LEAD CARAVAN or GUIDE WAGON TRAIN or something

Direct Peddlers? (Works whether or not we use Peddler as our Caravan unit.)

Create Customs House - could be anything. CARAVAN DEPOT, BAZAAR. MARKET DISTRICT.

Out of these, I like Market District.

Grand Performance seems fine

Done

Write Political Treatise - tricky because it's the doomseer. WRITE MEMOIR could maybe work. STUDY HISTORIES or STUDY TOMES could work, and has Min connection

Study Tomes could work. I was thinking it would be something about her seeing people and knowing the meaning of Viewings she has for them.

Predict Futures
View the Pattern

Something like that?

influence Boost - needs something. NEGOTIATE WITH LEADER. PARLEY. AUDIENCE WITH LORD.

I like Negotiate as quite a simple but communicative name. Otherwise Audience with Lord does sound very in universe.

Tar units have abilities with names, I think

Yeah, the way I've done the separation for those with Misc vs GP summaries is to have all of the T'a'r layer content (the one that deals with the unit in that layer) in the Misc summary, and the GP summary just says it creates that unit, so we don't have the same info in both places.

I see from this though that the Dreamwalker needs a second ability, like the Wolfbrother. Wolfbrother has Enter the Wolf Dream and Pull of the Pattern, then his T'a'r self has 2 abilities. The Dreamwalker only has In the Flesh, and then 2 T'a'r abilities, which is one less overall. If we wanted him to have a different T'a'r ability, Plant Dreamspike could become his 'alternative' to going into the T'a'r layer, since canon says Dreamspikes can be planted in the waking world.

I've edited the Misc summary with the Wolfbrother and Dreamwalker info and made some small updates to the GP summary.

I think I'm coming down with something, but I'll try to start off an opening post for the GP -> Governor stuff tomorrow. I may hold off on posting it and starting that up until we wrap up the new red stuff from the above summaries though - that should hopefully be a quick few posts back and forth! (I just need to get my posting schedule back on track.)
 
Best of luck with the rest of the move, though you may be most of the way to done by now! We'll have a shorter time difference now, too! :D

Apartment is in chaos, but Internet is set up, though no computer yet.

And yes, less time difference. Now, my posts will show up... Still in the middle of the night, most of the time... Better four AM than six, right?

Allowing him to change two LWs at the same time sounds like a good plan - though we should probably make that work for a whole civ then, rather than only changing an LW in an adjacent city
Absolutely. Civ wide


The Great General is 2 hexes, right?
he is?? Lets go with that then!


I think we can use Grove elsewhere, though not sure where yet. Brickyard definitely sounds like the right kind of time period.
Brickyard, then

I can't seem to find a good verb for the Ogiers' help in constructing the older cities in the Westlands. It would be a nice nod to that flavor.

Imbue Stonework
Tireless Build
Sing Construction
i like the idea of including singing, but of these, I think imbue stonework might be the best.... Otherwise just keep it abstract and go with Treesing. Your call


I like Scour Archives.
sounds good


Direct Peddlers? (Works whether or not we use Peddler as our Caravan unit.)
Hmmmm, direct seems sort of boring, but might be the best option. Wish there was a spicy synonym

Out of these, I like Market District.
yeah. Is there a better in universe version of district? market Square or something? Should be fine though


Study Tomes could work. I was thinking it would be something about her seeing people and knowing the meaning of Viewings she has for them.

Predict Futures
View the Pattern

Something like that?
View the pattern is fine, as long as we don't mind that it is essentially the same flavor as interpret a viewing.keep it.


I like Negotiate as quite a simple but communicative name. Otherwise Audience with Lord does sound very in universe.
either is good, though I would prefer negotiate to have another word with it. Your call


Yeah, the way I've done the separation for those with Misc vs GP summaries is to have all of the T'a'r layer content (the one that deals with the unit in that layer) in the Misc summary, and the GP summary just says it creates that unit, so we don't have the same info in both places.
Hmmm, I do feel like the tar abilities should at least be listed briefly here. If a new thread user reads the summary, they might get the wrong idea about those LP

I see from this though that the Dreamwalker needs a second ability, like the Wolfbrother. Wolfbrother has Enter the Wolf Dream and Pull of the Pattern, then his T'a'r self has 2 abilities. The Dreamwalker only has In the Flesh, and then 2 T'a'r abilities, which is one less overall. If we wanted him to have a different T'a'r ability, Plant Dreamspike could become his 'alternative' to going into the T'a'r layer, since canon says Dreamspikes can be planted in the waking world.

I've edited the Misc summary with the Wolfbrother and Dreamwalker info and made some small updates to the GP summary.

I don't think the dream spike should be done from the main layer, the reason being that you can't renter that layer once you've been to tar, so things would get wonky if he wanted to use the ability twice, non consecutively. And not worth creating the ability to exit from tar just for that.

These guys do feel balanced to me in over all power, so we don't need anything drastic, but the lack of non tar ability does make the dream walker more useless for a player that has nothing to do win tar at the moment, and no neighbors to harass with Lawless...So...

How about resurrecting the Rush Eyes and Ears ability? It's not super powerful, but it could be useful during lulls in tar. Also, It fits, flavor wise, what with all the tar spying in tar in the books. Yes, I realize that this ability is used on the main layer. Don't think it's a big deal

Could call it

Spy in the Dream World (interesting in that spy is not a term we use in the mod otherwise)
insightful Dream (the notion being that you gain critical info in your dream, as if a Dreamer)
Assist Agents (not so colorful)
Assist Agents from the Dream (more colorful)

The ability could either just rush one spy, or else shave off a number of turns off of all your spies, whichever feels fair. Not sure if it should affect gray men and bloodknives.

I am sure there are other abilities we could use, but this one feels like it might be the least invasive in general. Advise a Governor was another one that was floating around, but I don't love the flavor there, and that feels like a kind of benefit that doesn't make sense paired with a tar unit
 
Just a quick update today - I'm afraid I won't have a full post tonight as I'm sick! :(

EDIT: actual post below

Apartment is in chaos, but Internet is set up, though no computer yet.

And yes, less time difference. Now, my posts will show up... Still in the middle of the night, most of the time... Better four AM than six, right?

Yeah, with only 5 hours difference we're positively working with the same days! :D

Absolutely. Civ wide

Done

he is?? Lets go with that then!

Cool, done.

Brickyard, then

Done

i like the idea of including singing, but of these, I think imbue stonework might be the best.... Otherwise just keep it abstract and go with Treesing. Your call

Imbue Stonework it is!

sounds good

Done

Hmmmm, direct seems sort of boring, but might be the best option. Wish there was a spicy synonym

Shepherd Peddlers?

yeah. Is there a better in universe version of district? market Square or something? Should be fine though

Square is more flavorful - it's used a few times in the books - but a Square is always part of a city (it's defined by the open area it creates among the buildings) whereas GP improvements stand alone on hexes separate from the city hex.

Merchant Estate could be quite good? But that's a bit close to Estate Library.

Lord's Holdings or Lord's Mansion could also work - it meshes well with the GP itself being a Merchant Lord.

View the pattern is fine, as long as we don't mind that it is essentially the same flavor as interpret a viewing.keep it.

Actually, wasn't Interpret a Viewing the original name for this ability? (This may have been your point here.) Shall we just keep that? Or possibly "Interpret Viewings" - since the Specialist will be doing that multiple times during its lifetime.

either is good, though I would prefer negotiate to have another word with it. Your call

I'm finding I really like Negotiate by itself - it's one of the few times where we've got an accurate description of the action involved that can be described succinctly to the player. Usually it takes us more words for WoT-esque framing or to avoid the phrasing using by CiV, but in this case it's worked on all fronts.

Hmmm, I do feel like the tar abilities should at least be listed briefly here. If a new thread user reads the summary, they might get the wrong idea about those LP

I've linked to the Misc summary from that section in the GP summary. I've been thinking that the summaries' primary purpose was as design documents for us, so we know what we decided the game should be when we go to put it together later on. That it's useful for new readers is a nice incidental bonus though.

I don't think the dream spike should be done from the main layer, the reason being that you can't renter that layer once you've been to tar, so things would get wonky if he wanted to use the ability twice, non consecutively. And not worth creating the ability to exit from tar just for that.

These guys do feel balanced to me in over all power, so we don't need anything drastic, but the lack of non tar ability does make the dream walker more useless for a player that has nothing to do win tar at the moment, and no neighbors to harass with Lawless...So...

How about resurrecting the Rush Eyes and Ears ability? It's not super powerful, but it could be useful during lulls in tar. Also, It fits, flavor wise, what with all the tar spying in tar in the books. Yes, I realize that this ability is used on the main layer. Don't think it's a big deal

Could call it

Spy in the Dream World (interesting in that spy is not a term we use in the mod otherwise)
insightful Dream (the notion being that you gain critical info in your dream, as if a Dreamer)
Assist Agents (not so colorful)
Assist Agents from the Dream (more colorful)

The ability could either just rush one spy, or else shave off a number of turns off of all your spies, whichever feels fair. Not sure if it should affect gray men and bloodknives.

I am sure there are other abilities we could use, but this one feels like it might be the least invasive in general. Advise a Governor was another one that was floating around, but I don't love the flavor there, and that feels like a kind of benefit that doesn't make sense paired with a tar unit

I like the idea of using the Rush EaE ability here.

At first, I was thinking that something like Spy from Tel'aran'rhiod could be really good here, but it actually might be a bit annoying from a player experience point of view. If a unit can spy from T'a'r in the main layer, then he should definitely also be able to do that when actually in T'a'r, which he wouldn't be able to do.

Something like Insightful Dream makes more sense then, because the Dreamwalker can't have a separate dream that is prophetic, while his consciousness is actually active in T'a'r. So it removes that player experience problem, while also still making sense.

Insightful Dream then! As for which EaE it should rush - rushing all of them is simplest for us and the player (no need to allow them to select anything, just immediately affect them all when they press this button). I think rushing a single EaE for "more" than you would rush all of them is probably more useful more often though.




Another point that has come up while I was writing the summaries is the adjectives for the LWs. In BNW they're referred to as "Great Work of Art" etc. - but Legendary Epic sounds a bit weird, like we've doubled up. (Legendary Craft sounds the best of the three, but none are significantly better for the presence of Legendary, I'd say.) Shall we drop the word Legendary from the name of the LW types, only using Legendary in "Legendary Works" when referring to them as a whole?


As well as updating the GP summary with our discussions above, I've realized that I forgot the Great Prophet (Visionary) first time through and have added him. We wanted to rename the Holy Site when we discussed this originally, but I don't think we ever made a final decision on what the new name should be?
 
Spawning Legendary People

For the most part, we're not really changing the spawning mechanisms for the existing LPs - Specialists produce LP points for all the Tall/Wide balancing LP types. LPs can be purchased with faith in the late game, after unlocking the ability to do so through relevant policies.

Great Captains are generated through EXP gained by military units. We may need to calibrate the numbers for this since we're also including naval units in the same pot.

Visionaries are produced via Faith, much like Great Prophets were.

Wolfbrothers and Dreamwalkers are produced by gathering glimmers in T'a'r, each of which changes a civ-wide yield rate of "T'a'r LP points". At certain thresholds, the player chooses which of the two LPs they want and their counter is reset to 0.

The "T'a'r LP points" yield needs a name. Some initial candidates:

  • Glimmer (so, the same as the things being gathered)
  • Pattern
  • Threads (already in use elsewhere, but oddly appropriate)
  • Essence

Do we want to ballpark any of the numbers for how much a single glimmer-gathering increases a civ's yield rate? From our discussions before, we know that it will need to be high enough that it can be meaningfully decreased for civs who are gathering the same nationality of glimmer multiple times in a row. (E.g. if each one only provides +1, we can't decrease it, so that won't work.) Where the thresholds are will be determined by a combination of the per-glimmer yield rate change and the frequency we wish players to encounter T'a'r LPs.


The Ambassador introduces a whole new LP type that wasn't present in BNW and hence requires a new system for generating them. The Ambassador has thus far been considered a system-specific LP type (so unrelated to Tall/Wide), with her system being the Diplo system.

Do we want the Ambassador to be spawned after the accrual of X "Ambassador points" by a single player, like we're doing with the T'a'r LP types? This seems like a consistent, sensible, visible, and easily understandable method of doing so for us and the player. These points therefore represent a player's "diplomatic power" in some ways. (Which parallels some actual diplomacy stuff going into Civ:BE that we talked about a long while ago.)

If so, what should those points be called?

  • Political Capital
  • Daes Dae'mar
  • Treaties

The middle one is very in-universe, but doesn't really make sense as something that you can "accumulate".

Another question is how should these points be generated? (Even if we decided against using points as the measuring mechanism, this section can be a more "what actions generate Ambassadors" section.)

Discussed before:

  • Voting successfully in the Compact (voting for something that succeeds or against something that fails) - we liked this because it made all Compact votes at least somewhat important to you, whereas not all WC votes were relevant to every player in BNW.
  • The Amyrlin being elevated from an Ajah you have significant influence with - this seems sensible, but won't happen too often.

Other candidates, that may have been mentioned before:

  • Voting successfully with Stedding/Stumps (small point payout for swaying a Stedding to vote the way you want, bigger payout for the whole Stump choosing the Age you wanted). This can get more players involved in that system, which is good.
  • Having lots of CS allies - the points could perhaps accrue over time (every turn, probably just +1, depending on the magnitude of where the spawning thresholds are) per CS alliance you maintain. This rewards players who are doing well at the diplo system that eventually leads to them winning the game. (Which is the idea - heavy diplo civs that are going for the diplo victory should generate more Ambassadors than other players, on average.)
  • Some mechanism involving the Diplomat alternative form to EaE? They seem like they could almost just straight up produce diplo points every turn - their existence represents a focus on diplomacy instead of espionage.
  • Establishing Embassies, Signing Open Borders, DoFs, and Defensive Pacts (and Research Agreeements?) - all diplomatic agreements that would sensibly produce increasing amounts of diplo points. (Embassies tiny amount, borders a bit more, DoFs a bit more, Defensive Pacts the most, but still not a huge amount.)

Any others?

The framing for these discussions is how often we want players to see/spawn Ambassadors, as that affects the numbers we choose for the above sources (and possibly which of the sources are appropriate.
 
Just a quick update today - I'm afraid I won't have a full post tonight as I'm sick! :(
Hope you're feeling better.

Shepherd Peddlers?
I know what you're going for here, but it conjures images of sheepherders selling stuff...

Guide Peddlers
Command Peddlers
Targeted Peddlers

Square is more flavorful - it's used a few times in the books - but a Square is always part of a city (it's defined by the open area it creates among the buildings) whereas GP improvements stand alone on hexes separate from the city hex.

Merchant Estate could be quite good? But that's a bit close to Estate Library.

Lord's Holdings or Lord's Mansion could also work - it meshes well with the GP itself being a Merchant Lord.
I actually really like Lord's Holding. That said, Estate is great too, with or without the word Merchant. And we could think of an alternative to the first word of Estate Library.

Actually, wasn't Interpret a Viewing the original name for this ability? (This may have been your point here.) Shall we just keep that? Or possibly "Interpret Viewings" - since the Specialist will be doing that multiple times during its lifetime.
Oh, right. I forgot that these two abilities were merged into one!

Interpret a Viewing is good, I think!

I'm finding I really like Negotiate by itself - it's one of the few times where we've got an accurate description of the action involved that can be described succinctly to the player. Usually it takes us more words for WoT-esque framing or to avoid the phrasing using by CiV, but in this case it's worked on all fronts.
I see what you mean. I could enjoy Shrewd Negotiation, as well.

I've linked to the Misc summary from that section in the GP summary. I've been thinking that the summaries' primary purpose was as design documents for us, so we know what we decided the game should be when we go to put it together later on. That it's useful for new readers is a nice incidental bonus though.
fair enough

I like the idea of using the Rush EaE ability here.

At first, I was thinking that something like Spy from Tel'aran'rhiod could be really good here, but it actually might be a bit annoying from a player experience point of view. If a unit can spy from T'a'r in the main layer, then he should definitely also be able to do that when actually in T'a'r, which he wouldn't be able to do.

Something like Insightful Dream makes more sense then, because the Dreamwalker can't have a separate dream that is prophetic, while his consciousness is actually active in T'a'r. So it removes that player experience problem, while also still making sense.

Insightful Dream then! As for which EaE it should rush - rushing all of them is simplest for us and the player (no need to allow them to select anything, just immediately affect them all when they press this button). I think rushing a single EaE for "more" than you would rush all of them is probably more useful more often though.
I think we should make it rushing all of them some amount rather than fixing on one of them. The reason being that if we make it rush one EaE, for most of the game this will essentially end up an immediate tech steal. This, consequently, makes this overlap with the Scholar in a way that might be problematic, considering this isn't T/W balanced.

Of course, shaving off turns from 5 tech-steals is still a science dump, but it's not likely to result in insta-techs as often as a scholar.

How will this interact with Seals and such?

Another point that has come up while I was writing the summaries is the adjectives for the LWs. In BNW they're referred to as "Great Work of Art" etc. - but Legendary Epic sounds a bit weird, like we've doubled up. (Legendary Craft sounds the best of the three, but none are significantly better for the presence of Legendary, I'd say.) Shall we drop the word Legendary from the name of the LW types, only using Legendary in "Legendary Works" when referring to them as a whole?
I think I agree with this notion.

As well as updating the GP summary with our discussions above, I've realized that I forgot the Great Prophet (Visionary) first time through and have added him. We wanted to rename the Holy Site when we discussed this originally, but I don't think we ever made a final decision on what the new name should be?
hmmm.... I'm not sure we even really came up with suggestions at all.

We could go in a few different directions, here. There's the synonyms - monument, pillar, etc. We could also go way more abstract. Essentially, I unfortunately don't have much in the way of ideas.

Also, should you still "Found" a path to the light? Is there a better term? Discover? Conceive? Enhance could theoretically stay the same, though.

Falling asleep at the proverbial wheel here. Will have to finish up on your framing post tomorrow. Also, should we be discussing LP as Governors now, or is that after we finish with spawning?
 
Had a little time to get back to it!

Spawning Legendary People

For the most part, we're not really changing the spawning mechanisms for the existing LPs - Specialists produce LP points for all the Tall/Wide balancing LP types. LPs can be purchased with faith in the late game, after unlocking the ability to do so through relevant policies.
ok, so just for the sake of clarity, we aren't changing anything at all about the:

Ogier Stonemason
Merchant Lord
Scholar
Artisan
Gleeman
Doomseer (not counting what its specialist does)

correct? I'm assuming we can keep it much the same, though it's possible that the existence of the Doomseer Specialist might create an extra abundance of all LP points -it's possible this could cause us to lower some of the thresholds across the board as compensation.

Also, are we keeping the "link" between OS, ML, and Sc (a la GE,GMe, and GS), while keeping the Ar, Gl, and Do separate? I don't see a reason to change such things.

Great Captains are generated through EXP gained by military units. We may need to calibrate the numbers for this since we're also including naval units in the same pot.
Yes, we might want to bump up the EXP requirement a little. However, in CiV, if you gain X EXP from combat units and gain a GG, and gain Y EXP from naval units and gain a GAd, you'd then have two GP. I don't know if X=Y, but if they're similar, we should probably just keep the spawning EXP the same (so that once the player has X+Y exp of *any type*, they'd have two GC units (instead of one GG and one GAd)?

If X is definitely not equal to Y, then things are a bit more complicated - can we weigh the accumulation of different kinds of combat EXP differently (or create an invisible tally of GC points to accomplish the same?)

Every GG/GAd you spawn in CiV increases the EXP requirement for the next one, right? Are these linked, or separate? If they're linked, we're fine, but if they're separate, we'll need to adjust that accordingly to compensate for the fact that you'd be, potentially, missing out on some potentially units because this one will be getting "expensive" more quickly. That said, that's somewhat complicated to balance, because a land-heavy civ in BNW might be cranking out a ton of GGs, but when they finally get a GAd, it would come "cheaply," but here, such things would be linked (though the GC does of course work in water). Not necessarily good or bad. just different.

Visionaries are produced via Faith, much like Great Prophets were.
right. As of now, I see no reason to change this.

Wolfbrothers and Dreamwalkers are produced by gathering glimmers in T'a'r, each of which changes a civ-wide yield rate of "T'a'r LP points". At certain thresholds, the player chooses which of the two LPs they want and their counter is reset to 0.
Right. Just to be absolutely clear, are we 100% sure these guys should be on the same counter? I don't see a big problem with it, but at the same time, it is unlike how the other LPs (or GPs) work.

Also, does the value of LP points for T'a'r units increase after successive spawns?

The "T'a'r LP points" yield needs a name. Some initial candidates:

  • Glimmer (so, the same as the things being gathered)
  • Pattern
  • Threads (already in use elsewhere, but oddly appropriate)
  • Essence
Of these, I'd go for either Glimmer or Pattern. Is the player going to see this, or is it just for us? I'd say Glimmer Points is the simplest (we're still calling other things points, right?). Pattern is awesome and would be my favorite, but might feel a little confusing to drop here.

Do we want to ballpark any of the numbers for how much a single glimmer-gathering increases a civ's yield rate? From our discussions before, we know that it will need to be high enough that it can be meaningfully decreased for civs who are gathering the same nationality of glimmer multiple times in a row. (E.g. if each one only provides +1, we can't decrease it, so that won't work.) Where the thresholds are will be determined by a combination of the per-glimmer yield rate change and the frequency we wish players to encounter T'a'r LPs.
This ventures into territory where I'm a bit of a novice, as I don't know the number crunch as well as you. Something like +3 for regular gather, and a +1 for a repeat gather seems like it could be good. What do you think?

As to how many points it takes to make a T'a'r LP.... I suppose it has to be quite a lot less than the LP points for others, as those are generated every turn. Although, if it makes the balancing easier, we can keep the T'a'r LP requirement similar in scale to the other LP types, and just beef up the points you get from a Glimmer (e.g. +15 and +5).

The Ambassador introduces a whole new LP type that wasn't present in BNW and hence requires a new system for generating them. The Ambassador has thus far been considered a system-specific LP type (so unrelated to Tall/Wide), with her system being the Diplo system.

Do we want the Ambassador to be spawned after the accrual of X "Ambassador points" by a single player, like we're doing with the T'a'r LP types? This seems like a consistent, sensible, visible, and easily understandable method of doing so for us and the player. These points therefore represent a player's "diplomatic power" in some ways. (Which parallels some actual diplomacy stuff going into Civ:BE that we talked about a long while ago.)

If so, what should those points be called?

  • Political Capital
  • Daes Dae'mar
  • Treaties

The middle one is very in-universe, but doesn't really make sense as something that you can "accumulate".

I'll start by saying, yes, let's accumulate points.

These just apply to the Ambassador, right? Can they not be Ambassador Points? Are we tossing Points because they don't feel very wot-like? If so, then we need to broaden this discussion to include all the other LPs as well.

As far as those you mentioned, I definitely think Daes Dae'mar should be saved for something else, likely a policy or even Cairhien UA. Political capital is ok, but is very modern. Could also see "Bargaining Power" or "Leverage" or "Cloud" or something.

Another question is how should these points be generated? (Even if we decided against using points as the measuring mechanism, this section can be a more "what actions generate Ambassadors" section.)

Discussed before:

  • Voting successfully in the Compact (voting for something that succeeds or against something that fails) - we liked this because it made all Compact votes at least somewhat important to you, whereas not all WC votes were relevant to every player in BNW.
  • The Amyrlin being elevated from an Ajah you have significant influence with - this seems sensible, but won't happen too often.
Right, if we consider the first one to be the "baseline" source of points (which it may not be. see below), let's make that one a +1 and the Amyrlin one be, say, +3, or perhaps scale it based on the influence you have with the Ajah.

Again, since these points accrue more rarely, if we wanted them to spawn at point values that approximate the other LPs, we'd need to scale these significantly.

Other candidates, that may have been mentioned before:

  • Voting successfully with Stedding/Stumps (small point payout for swaying a Stedding to vote the way you want, bigger payout for the whole Stump choosing the Age you wanted). This can get more players involved in that system, which is good.
  • Having lots of CS allies - the points could perhaps accrue over time (every turn, probably just +1, depending on the magnitude of where the spawning thresholds are) per CS alliance you maintain. This rewards players who are doing well at the diplo system that eventually leads to them winning the game. (Which is the idea - heavy diplo civs that are going for the diplo victory should generate more Ambassadors than other players, on average.)
  • Some mechanism involving the Diplomat alternative form to EaE? They seem like they could almost just straight up produce diplo points every turn - their existence represents a focus on diplomacy instead of espionage.
  • Establishing Embassies, Signing Open Borders, DoFs, and Defensive Pacts (and Research Agreeements?) - all diplomatic agreements that would sensibly produce increasing amounts of diplo points. (Embassies tiny amount, borders a bit more, DoFs a bit more, Defensive Pacts the most, but still not a huge amount.)

Any others?
Stedding - ok, maybe something like +1 and +3 for those moments?

CS allies - ok, this is one that would potentially throw all the other values out of whack, as this would otherwise end up, by far, the largest source of points. If it's every turn, +1, then the previously mentioned +1 would turn into, say, +50 or something. I do like the idea of CS alliances mattering though - would be nice to give you some diplomatically-oriented benefit to having them in the pre-WC era.

Diplomats - Hmmm... I could see them producing a +1 per turn, if +1 is what you get for a CS ally.

Embassies, etc. - yes, definitely. The weird thing about this is that "establishing" the embassy is confusing, because it can be broken and reestablished multiple times. Maybe it should be per turn? If we do that, though, we're talking REALLY inflated point values for everything else, because having an embassy should be, by far, the weakest source of these points. I could see only DoFs and DPs creating points, if we wanted to keep it simple.

The framing for these discussions is how often we want players to see/spawn Ambassadors, as that affects the numbers we choose for the above sources (and possibly which of the sources are appropriate.
right. I should say that this point didn't end up much of a "frame" at all - more like a full on "beginning"!
 
I know what you're going for here, but it conjures images of sheepherders selling stuff...

Guide Peddlers
Command Peddlers
Targeted Peddlers

Guide Peddlers is the closest of these, but it doesn't sound like a very significant action suitable for an LP. I think Direct Peddlers, your suggestion from two posts back, is probably the best one at the moment. Shall we go with that?

I actually really like Lord's Holding. That said, Estate is great too, with or without the word Merchant. And we could think of an alternative to the first word of Estate Library.

I like Lord's Holding too, so let's do that!

Oh, right. I forgot that these two abilities were merged into one!

Interpret a Viewing is good, I think!

Isn't Interpret a Viewing a bit problematic because it's singular, though? It describes something that should happen once, but the Specialist slot produces value over time. Interpret Viewings?

I see what you mean. I could enjoy Shrewd Negotiation, as well.

Shrewd Negotiation is a noun though, whereas the other mission names are verbs.

This has made me think, In the Flesh isn't a verb - do we want to change that? I think it's a really cool name, and captures the flavor well, but it isn't an actual "action" like the others.

I think we should make it rushing all of them some amount rather than fixing on one of them. The reason being that if we make it rush one EaE, for most of the game this will essentially end up an immediate tech steal. This, consequently, makes this overlap with the Scholar in a way that might be problematic, considering this isn't T/W balanced.

Of course, shaving off turns from 5 tech-steals is still a science dump, but it's not likely to result in insta-techs as often as a scholar.

Rushing them all at once is definitely simpler for everyone involved, so that sounds good to me on that front as well. Let's go with that! Edited in.

How will this interact with Seals and such?

The same way as it does with tech steals, I'd say - it speeds up all EaE by X% of their total toward whatever they're doing now.

Ballpark of how much of a boost they each get? 10%? Or should we give X turns reduction, instead of %?

I think I agree with this notion.

Removed the word Legendary from the LWs.

hmmm.... I'm not sure we even really came up with suggestions at all.

We could go in a few different directions, here. There's the synonyms - monument, pillar, etc. We could also go way more abstract. Essentially, I unfortunately don't have much in the way of ideas.

They produce Faith, which in WoTMod means they contribute toward a Path to the Light. Should they reference the Creator in some way? We also want to avoid it sounding like something associated with the Children or Masema - the characters who take devotion to the Light too far and become "evil" in the process.

Like you've suggested, we could also go the general synonym route - Monolith seems like it could be good? Wasn't even used in CiV, which makes it stand out quite nicely. Portal Stones did come up mind, but we're using them elsewhere.

Also, should you still "Found" a path to the light? Is there a better term? Discover? Conceive? Enhance could theoretically stay the same, though.

I think Found is pretty good for now - it's still a system of beliefs rather than something that exists external to the people involved.

Falling asleep at the proverbial wheel here. Will have to finish up on your framing post tomorrow. Also, should we be discussing LP as Governors now, or is that after we finish with spawning?

No need to run long into the night, it seems to take me forever to piece together the time to reply lately!

I think we can do LP as Governors after we finish with spawning - that looks like it won't take too long.
 
ok, so just for the sake of clarity, we aren't changing anything at all about the:

Ogier Stonemason
Merchant Lord
Scholar
Artisan
Gleeman
Doomseer (not counting what its specialist does)

correct? I'm assuming we can keep it much the same, though it's possible that the existence of the Doomseer Specialist might create an extra abundance of all LP points -it's possible this could cause us to lower some of the thresholds across the board as compensation.

Yes, all correct.

Also, are we keeping the "link" between OS, ML, and Sc (a la GE,GMe, and GS), while keeping the Ar, Gl, and Do separate? I don't see a reason to change such things.

Yep, let's leave that the same since it should provide the same value as it did in BNW.

Yes, we might want to bump up the EXP requirement a little. However, in CiV, if you gain X EXP from combat units and gain a GG, and gain Y EXP from naval units and gain a GAd, you'd then have two GP. I don't know if X=Y, but if they're similar, we should probably just keep the spawning EXP the same (so that once the player has X+Y exp of *any type*, they'd have two GC units (instead of one GG and one GAd)?

If X is definitely not equal to Y, then things are a bit more complicated - can we weigh the accumulation of different kinds of combat EXP differently (or create an invisible tally of GC points to accomplish the same?)

Every GG/GAd you spawn in CiV increases the EXP requirement for the next one, right? Are these linked, or separate? If they're linked, we're fine, but if they're separate, we'll need to adjust that accordingly to compensate for the fact that you'd be, potentially, missing out on some potentially units because this one will be getting "expensive" more quickly. That said, that's somewhat complicated to balance, because a land-heavy civ in BNW might be cranking out a ton of GGs, but when they finally get a GAd, it would come "cheaply," but here, such things would be linked (though the GC does of course work in water). Not necessarily good or bad. just different.

I'm not sure if they're separate, but I also think that Firaxis didn't do a very good job of explaining and sensibly connecting up GGs/GAds with EXP rate. Ostensibly GGs are spawned by exp, but (I forget which way around this is) either melee or ranged units don't count towards GGs. Just completely arbitrarily. (Unless this was patched at some point, I'm fairly sure it was the state of the game for at least some time.) Which might have been a byproduct of them wanting to reduce the GG spawn rate, but not being able to adjust the EXP output without throwing the whole promotion system out of whack.

They could have adjusted the EXP thresholds for spawning though - I'm not sure if they had another reason for not doing that or if it was an oversight. Handily, I think we can adjust the EXP thresholds for spawning Great Captains if we need to address this disparity of spawn rate introduced by fusing the GG and GAd. GAd was only made separate in G&K though - so I can look at the source for vanilla and see what kind of progression GGs had and if it was different to the later ones. The two are unrelated in G&K onwards, I believe (so not like Engineer/Scientist/Merchant, which are linked). Assuming they spawn at about the same EXP thresholds, we may want to go with increasing the Great Captain rate by a factor of 1.5 or so (I don't think we'd want to double it, since we're effectively providing a more flexible unit at a higher frequency).

right. As of now, I see no reason to change this.

Cool, sounds good.

Right. Just to be absolutely clear, are we 100% sure these guys should be on the same counter? I don't see a big problem with it, but at the same time, it is unlike how the other LPs (or GPs) work.

I think that it's not too far a departure since similar mechanisms exist in BNW via free GPs and the Mayan UA. So, I don't think that it's a problem that they're a bit different from other GPs.

In terms of whether we should do it, I think it makes sense given that they're balanced to be competitive with each other, while still both providing unique T'a'r abilities. I think most civs will choose to spawn some of each over the course of a game. Dividing them up would also mean spawning them separately and given their intended balance-placement against each other in T'a'r, we'd need to balance their spawning mechanisms against each other as well. Both represent progress for the same system (T'a'r) and so actions it makes sense that their spawning is driven by actions that are indicative of T'a'r strength for the player. They can also both be relatively long-lived in T'a'r, so unlike Scientists/Artists/etc., the player won't feel they need to monopolize always picking the one they like the most (not necessarily the best), since they may still have some of the older ones around from the last time they spawned one.

Also, does the value of LP points for T'a'r units increase after successive spawns?

Yes, I figured it would go along a similar progression trajectory as GP point costs of Scientists/Engineers/Artists etc. do (whatever those exact numbers are, I'm not 100% sure).

Of these, I'd go for either Glimmer or Pattern. Is the player going to see this, or is it just for us? I'd say Glimmer Points is the simplest (we're still calling other things points, right?). Pattern is awesome and would be my favorite, but might feel a little confusing to drop here.

This is for the player - for them to track how close they are to spawning a T'a'r LP (and to have some feedback from gathering Glimmers - otherwise they won't see any progression). I figured we could present it as a yield - like Culture or Faith (more like Culture in presentation, since it will be X/Y where Y is the amount you need to spawn another T'a'r LP and X is the amount you've produced since your last LP spawn).


This ventures into territory where I'm a bit of a novice, as I don't know the number crunch as well as you. Something like +3 for regular gather, and a +1 for a repeat gather seems like it could be good. What do you think?

As to how many points it takes to make a T'a'r LP.... I suppose it has to be quite a lot less than the LP points for others, as those are generated every turn. Although, if it makes the balancing easier, we can keep the T'a'r LP requirement similar in scale to the other LP types, and just beef up the points you get from a Glimmer (e.g. +15 and +5).

I touched on this above, where I think we can use a similar trending pattern (even if not the same values) as the Engineer etc. points in cities. I believe this should result in thresholds of 1000+ per LP by the end of the game. (Or possibly sooner.)

Also remember that gathering Glimmers increases T'a'r point rate, rather than being little lumps of points. So if gathering a Glimmer provides +3 then it means the player produces +3 T'a'r points more per turn. I think +3 and +1 sound like good starting places for the kinds of progression we want above. I don't think we need to do the math out in full for this one because, unlike Alignment, other systems don't directly hang off the values we choose here. We just need to choose values that result in LP spawn rates we like, which we can adjust outright without throwing other systems out of whack.

I'll start by saying, yes, let's accumulate points.

These just apply to the Ambassador, right? Can they not be Ambassador Points? Are we tossing Points because they don't feel very wot-like? If so, then we need to broaden this discussion to include all the other LPs as well.

Like T'a'r points above, I figured we could present this as a yield to the player (in a similar kind of X/Y format). That's why I think we should use a more flavorful (and shorter) name than Ambassador Points. Other GP points (Engineer etc.) are already separated for us as a part of the city menu, instead of something the player always sees, so we don't necessarily need to rename them.

As far as those you mentioned, I definitely think Daes Dae'mar should be saved for something else, likely a policy or even Cairhien UA. Political capital is ok, but is very modern. Could also see "Bargaining Power" or "Leverage" or "Cloud" or something.

Saving Daes Dae'mar for something else sounds like a good plan.

Hilariously, I just Googled 'wheel of time "political capital"' to see if that phrase ever popped up in the books, and my previous post is result #3 (after two irrelevant economic articles). So, agreed, it's too modern a phrase.

I like "Bargaining Power" from a flavor point of view, but I worry that it's too long of a phrase ("Political Capital" has the same problem, actually) - it would be great to be able to capture the flavor with a single word (Science, Culture, Gold, Food, Production, etc.). I like "Leverage" - it's going in the right direction and is definitely my frontrunner at the moment. The last one (intended to be "Clout"?) seems a bit colloquial.

Just running through a few other candidates I can think of in case one stands out:

Influence
Command
Leadership
Reputation
Dominion (possibly a bit negative, but cool)

CS allies - ok, this is one that would potentially throw all the other values out of whack, as this would otherwise end up, by far, the largest source of points. If it's every turn, +1, then the previously mentioned +1 would turn into, say, +50 or something. I do like the idea of CS alliances mattering though - would be nice to give you some diplomatically-oriented benefit to having them in the pre-WC era.

Quoting out of order because this affects all of the other ones - I totally agree here. I figured we'd be using something like +1 per turn per CS ally and bigger dumps for for the much more infrequent things (like Compact votes and Stumps). Turning the values you mention here in +50-ish sounds like exactly the same ballpark I was thinking.

Right, if we consider the first one to be the "baseline" source of points (which it may not be. see below), let's make that one a +1 and the Amyrlin one be, say, +3, or perhaps scale it based on the influence you have with the Ajah.

Again, since these points accrue more rarely, if we wanted them to spawn at point values that approximate the other LPs, we'd need to scale these significantly.

I'd say the Amyrlin one should be fairly high payout because it's something that's almost impossible to guarantee for yourself and reinforces the political importance of the Tower. (Also feeds back into the Ambassador getting you a Sister - creates a Tar Valon feedback loop like the other LPs have.) So based on our scaling up discussed above, this should possibly pay out 400 or so? (This is a point dump, rather than a rate change.) I'm thinking that 400 or so would be the amount required to generate a single Ambassador the first time and it would scale up from there. Given the infrequency of the Amyrlin elections, this sounds like a reasonable amount.

Compact votes are more frequent than Amyrlin elections, but only occur towards the end of the game, when players will have used other sources to spawn previous Ambassadors. (So they'll need more than 1000 points or so to spawn a single LP.) These could be a similar ballpark to the Amyrlin one, due to their late-game-weightedness, maybe 300 each? They're a quite a bit easier to do than the Amyrlin one though, so I could see a fair argument for 100 each as well.

Stedding - ok, maybe something like +1 and +3 for those moments?

Scaling up again - +30 (dump, not rate) for getting a Stedding to use your vote and +100 (dump again) if the Stump chooses the Age you want?

Related question: do you get the Stump bonus if you chose a specific Age but the Stedding you chose for didn't vote for that Age? (You get points despite not contributing to the actual decision that caused the Stump to choose?)

What if a player is influential with a few Stedding and splits their vote between the different available Ages - do they get the bonus if any of them are chosen or just one?

If just one, how do we or the player choose which? Or can players only choose to support a single Age with their votes for all Stedding they have any internal votes with? While this gets rid of the above problem, I think it's way too restrictive - tactical voting that unexpectedly swings an election is the most fun part of this kind of process, and we'd be making that impossible. Isolated example: 4 Stedding - you can easily sway 2 (somehow, doesn't matter how for this example), you contest the third against another player, and you have no influence with the fourth. By voting so that Stedding 3 and 4 end up voting for different Ages (regardless which Ages those are), you can win the overall Stump age selection through Stedding 1 and 2. If you know what Stedding 4's ally is likely to make it go for, you can sway Stedding 3 to vote for whatever is different that's most likely to win.

This example may present us with a solution to my question above - give the bonus for the Age that the player cast the most internal Stedding votes toward (if that Age succeeds). Alternatively, we could scale it based on the proportion of the player's available votes they put towards the Stump-succeeding-Age, but given that the internal Stedding votes are separate and relatively unrelated from the player's point of view, that could be quite confusing. I think most-internal-votes-for will capture the player's intent in almost all cases.

Diplomats - Hmmm... I could see them producing a +1 per turn, if +1 is what you get for a CS ally.

Totally, sounds good - this is +1 per turn (rate) as long as the Diplomat is around.

Are we keeping the name Diplomat?

Embassies, etc. - yes, definitely. The weird thing about this is that "establishing" the embassy is confusing, because it can be broken and reestablished multiple times. Maybe it should be per turn? If we do that, though, we're talking REALLY inflated point values for everything else, because having an embassy should be, by far, the weakest source of these points. I could see only DoFs and DPs creating points, if we wanted to keep it simple.

Agreed, Embassies can be re-established, but only after denunciations or war, so not very frequently. (Maximum turnaround on war is 15 turns I think - you can't make peace immediately, and even if you can, it still relies on the other player co-operating.) Denunciations have a hard turn limit (depending on game speed - I think it's 30 or 50 on standard). And both of these actions have much bigger knock-on effects than individual Ambassadors (let alone Ambassador points) will have, so players don't have a real incentive to do them just for the points. So I think having another civ accept your embassy could provide +10 (dump) points? And accepting someone else's embassy could provide +4 (dump)?

Open borders (either direction) could also be +10 (dump).

DoFs are much more rare and could probably be +50, maybe +75? (all dumps)

Defensive Pacts are even more rare than DoFs and could yield as much or more as Compact votes - +100 (dump) or more.

For the same reason as the T'a'r points (nothing hangs off the Ambassador points rate except for Ambassadors) we don't need to be as exhaustive as we were with Alignment, since we can change and calibrate as we go without huge knock-ons.

right. I should say that this point didn't end up much of a "frame" at all - more like a full on "beginning"!

The whole post or just this point?

In terms of how often we want to see Ambassadors, I'm thinking a similar kind of rate as other GPs, mostly. So varying based on the player's success in the relevant system, probably the fastest would be the same rate a 3-city-Tall-Culture-civ produces each of the 3 Culture GP types, and the slowest would be the rate that same civ creates GGs. Because CS alliances and Compact votes are significant sources of Ambassadors, I think they'll generally be weighted toward spawning mostly in the latter half of the game.
 
Guide Peddlers is the closest of these, but it doesn't sound like a very significant action suitable for an LP. I think Direct Peddlers, your suggestion from two posts back, is probably the best one at the moment. Shall we go with that?
Ugh. I guess we have the go with Direct Peddlers for now. I don't love it, though. Doesn't feel impactful enough.

Isn't Interpret a Viewing a bit problematic because it's singular, though? It describes something that should happen once, but the Specialist slot produces value over time. Interpret Viewings?
Yes. Interpret Viewings.

Shrewd Negotiation is a noun though, whereas the other mission names are verbs.
True. So, Negotiate. Part of me feels like the "Bargain" flavor is a little better. Either way.

This has made me think, In the Flesh isn't a verb - do we want to change that? I think it's a really cool name, and captures the flavor well, but it isn't an actual "action" like the others.
Enter the Dream in the Flesh? or just
Dream in the Flesh?

The same way as it does with tech steals, I'd say - it speeds up all EaE by X% of their total toward whatever they're doing now.

Ballpark of how much of a boost they each get? 10%? Or should we give X turns reduction, instead of %?
10% would land at something like 1-4 turns per EaE, right? At first that feels too small, but that might be fine. Flat turn number might be simpler, though. Do we want it to affect the long-tasks more than it does the short tasks, relatively (which would be the case if we did turn-number)?

They produce Faith, which in WoTMod means they contribute toward a Path to the Light. Should they reference the Creator in some way? We also want to avoid it sounding like something associated with the Children or Masema - the characters who take devotion to the Light too far and become "evil" in the process.

Like you've suggested, we could also go the general synonym route - Monolith seems like it could be good? Wasn't even used in CiV, which makes it stand out quite nicely. Portal Stones did come up mind, but we're using them elsewhere.
Yeah portal stones stand in for Landmark - really a similar thematic concept, really.

Monolith could be ok. It's rather specific in its mental image, though and that specific image doesn't really appear in WoT. "Pillar" is a bit less laden with meaning, maybe. There's also something simple like "Statue." Or this is where we bring in some tangentially related, but flavorful things like "Grove," or "Green" or something.
 
I'm not sure if they're separate, but I also think that Firaxis didn't do a very good job of explaining and sensibly connecting up GGs/GAds with EXP rate. Ostensibly GGs are spawned by exp, but (I forget which way around this is) either melee or ranged units don't count towards GGs. Just completely arbitrarily. (Unless this was patched at some point, I'm fairly sure it was the state of the game for at least some time.) Which might have been a byproduct of them wanting to reduce the GG spawn rate, but not being able to adjust the EXP output without throwing the whole promotion system out of whack.

They could have adjusted the EXP thresholds for spawning though - I'm not sure if they had another reason for not doing that or if it was an oversight. Handily, I think we can adjust the EXP thresholds for spawning Great Captains if we need to address this disparity of spawn rate introduced by fusing the GG and GAd. GAd was only made separate in G&K though - so I can look at the source for vanilla and see what kind of progression GGs had and if it was different to the later ones. The two are unrelated in G&K onwards, I believe (so not like Engineer/Scientist/Merchant, which are linked). Assuming they spawn at about the same EXP thresholds, we may want to go with increasing the Great Captain rate by a factor of 1.5 or so (I don't think we'd want to double it, since we're effectively providing a more flexible unit at a higher frequency).
Wow. OK. A Lot to consider there then. I'm down with what yo'ure suggesting - go with 1.5x the GG rate and go from there, seeing if there are problems. Or maybe looking at vanilla will offer some insight. In any case, I'm flexible.

I think that it's not too far a departure since similar mechanisms exist in BNW via free GPs and the Mayan UA. So, I don't think that it's a problem that they're a bit different from other GPs.
Sure.

In terms of whether we should do it, I think it makes sense given that they're balanced to be competitive with each other, while still both providing unique T'a'r abilities. I think most civs will choose to spawn some of each over the course of a game. Dividing them up would also mean spawning them separately and given their intended balance-placement against each other in T'a'r, we'd need to balance their spawning mechanisms against each other as well. Both represent progress for the same system (T'a'r) and so actions it makes sense that their spawning is driven by actions that are indicative of T'a'r strength for the player. They can also both be relatively long-lived in T'a'r, so unlike Scientists/Artists/etc., the player won't feel they need to monopolize always picking the one they like the most (not necessarily the best), since they may still have some of the older ones around from the last time they spawned one.
OK. This all makes a lot of sense. We're playing them off of each other - if we had them happen independently, there would be a whole lot more to balance than simple the either-or dynamic we have now.

This is for the player - for them to track how close they are to spawning a T'a'r LP (and to have some feedback from gathering Glimmers - otherwise they won't see any progression). I figured we could present it as a yield - like Culture or Faith (more like Culture in presentation, since it will be X/Y where Y is the amount you need to spawn another T'a'r LP and X is the amount you've produced since your last LP spawn).
OK, I see the benefits of making the player see what they're gaining from glimmers.

With this in mind, then, I say harvesting a Glimmer of the Pattern gives you Pattern.

That said, I do question it being represented as a yield, if we're considering the yields to be Gold, Science, etc. (as opposed to also including GP points and such). Basically, a yield that *only* serves as a GP-point counter seems significantly lacking. If I saw a yield ticking up on the top of my screen, with the other ones, , I'd expect that I could do something with it. I suppose this way it's a bit like Faith - but you can *do stuff* with faith (buy things, etc.).

So, I dunno, since these (including the ambassador ones as well) aren't city-tied we won't have them on a city screen, so I understand the value in showing them as a yield, but it does feel like it would lead the player into thinking that these values do more than just tick away your progress towards an LP.

I feel like if it's just an LP-counter, then it should be represented as such - a bar that fills up from left to right. If it's a numerical count, it needs to have some sort of other application in the game. Otherwise were mixing systems in a confusing and seemingly unsatisfying way.

EDIT: not really sure what to suggest, though. Maybe we treat it somewhat like unit EXP, where you see it "tick up" when you are awarded the EXP, but there isn't a super-easily available way to see your total without clicking on some menus (a unit, in that case). Like, you see "+3 Pattern" appear when you harvest a Glimmer (or the analogous moment with ambassador points), but you have to look around somewhere to see the actual bar filling up. Is your GG-progress shown somewhere? We could do it however they do it for GGs, as that's a similar thing.

I touched on this above, where I think we can use a similar trending pattern (even if not the same values) as the Engineer etc. points in cities. I believe this should result in thresholds of 1000+ per LP by the end of the game. (Or possibly sooner.)
K. Hard for me to say at this point, but that seems like a good starting point.

Also remember that gathering Glimmers increases T'a'r point rate, rather than being little lumps of points. So if gathering a Glimmer provides +3 then it means the player produces +3 T'a'r points more per turn. I think +3 and +1 sound like good starting places for the kinds of progression we want above. I don't think we need to do the math out in full for this one because, unlike Alignment, other systems don't directly hang off the values we choose here. We just need to choose values that result in LP spawn rates we like, which we can adjust outright without throwing other systems out of whack.
Right. Rate. That makes sense. So, a few clarifying questions:

- Do things that affect your T'a'r point rate last for X turns? How many?

- Are their passive +1s to T'a'r points at all times? Like, buildings?

- Also, what would we be calling "T'a'r points"?

Like T'a'r points above, I figured we could present this as a yield to the player (in a similar kind of X/Y format). That's why I think we should use a more flavorful (and shorter) name than Ambassador Points. Other GP points (Engineer etc.) are already separated for us as a part of the city menu, instead of something the player always sees, so we don't necessarily need to rename them.
Right. My comments here are the same as those above on Glimmer or Pattern and the confusing nature of putting it forward as a yield.

Saving Daes Dae'mar for something else sounds like a good plan.

Hilariously, I just Googled 'wheel of time "political capital"' to see if that phrase ever popped up in the books, and my previous post is result #3 (after two irrelevant economic articles). So, agreed, it's too modern a phrase.
ha! very nice.

I like "Bargaining Power" from a flavor point of view, but I worry that it's too long of a phrase ("Political Capital" has the same problem, actually) - it would be great to be able to capture the flavor with a single word (Science, Culture, Gold, Food, Production, etc.). I like "Leverage" - it's going in the right direction and is definitely my frontrunner at the moment. The last one (intended to be "Clout"?) seems a bit colloquial.
oh, yeah, definitely meant Clout. That was definitely a typo, *not* me simply being stupid (this time).

Just running through a few other candidates I can think of in case one stands out:

Influence
Command
Leadership
Reputation
Dominion (possibly a bit negative, but cool)
I figure we're using Influence in the same way as it is in CiV, right? Of these, I like Reputation the most, followed by Leadership. I think I like Leverage more than the latter but less than the former.

Quoting out of order because this affects all of the other ones - I totally agree here. I figured we'd be using something like +1 per turn per CS ally and bigger dumps for for the much more infrequent things (like Compact votes and Stumps). Turning the values you mention here in +50-ish sounds like exactly the same ballpark I was thinking.
OK, great. This is all super arbitrary at this point. But a good starting place.

I'd say the Amyrlin one should be fairly high payout because it's something that's almost impossible to guarantee for yourself and reinforces the political importance of the Tower. (Also feeds back into the Ambassador getting you a Sister - creates a Tar Valon feedback loop like the other LPs have.) So based on our scaling up discussed above, this should possibly pay out 400 or so? (This is a point dump, rather than a rate change.) I'm thinking that 400 or so would be the amount required to generate a single Ambassador the first time and it would scale up from there. Given the infrequency of the Amyrlin elections, this sounds like a reasonable amount.
Hard to say, but I think 400 or so could be a good choice. Should it scale by era, though? Because we don't want it to be totally worthless late game, nor do we want it to give you two ambassadors off the bat in the early game.

Compact votes are more frequent than Amyrlin elections, but only occur towards the end of the game, when players will have used other sources to spawn previous Ambassadors. (So they'll need more than 1000 points or so to spawn a single LP.) These could be a similar ballpark to the Amyrlin one, due to their late-game-weightedness, maybe 300 each? They're a quite a bit easier to do than the Amyrlin one though, so I could see a fair argument for 100 each as well.
Well, I think one way to consider it is to balance it against CS alliances. The first compact votes happen 30 turns apart, yes? So, having 10 CS allies is alot, but is also certainly possible by that time. Those guys would give you 300 points in the time it takes to go through one compact vote. Does that feel balanced? Or should the compact success dump go up or down to get further away from the CS-alliance value?

Scaling up again - +30 (dump, not rate) for getting a Stedding to use your vote and +100 (dump again) if the Stump chooses the Age you want?

Related question: do you get the Stump bonus if you chose a specific Age but the Stedding you chose for didn't vote for that Age? (You get points despite not contributing to the actual decision that caused the Stump to choose?)

What if a player is influential with a few Stedding and splits their vote between the different available Ages - do they get the bonus if any of them are chosen or just one?

If just one, how do we or the player choose which? Or can players only choose to support a single Age with their votes for all Stedding they have any internal votes with? While this gets rid of the above problem, I think it's way too restrictive - tactical voting that unexpectedly swings an election is the most fun part of this kind of process, and we'd be making that impossible. Isolated example: 4 Stedding - you can easily sway 2 (somehow, doesn't matter how for this example), you contest the third against another player, and you have no influence with the fourth. By voting so that Stedding 3 and 4 end up voting for different Ages (regardless which Ages those are), you can win the overall Stump age selection through Stedding 1 and 2. If you know what Stedding 4's ally is likely to make it go for, you can sway Stedding 3 to vote for whatever is different that's most likely to win.

This example may present us with a solution to my question above - give the bonus for the Age that the player cast the most internal Stedding votes toward (if that Age succeeds). Alternatively, we could scale it based on the proportion of the player's available votes they put towards the Stump-succeeding-Age, but given that the internal Stedding votes are separate and relatively unrelated from the player's point of view, that could be quite confusing. I think most-internal-votes-for will capture the player's intent in almost all cases.
Maybe I'm just getting too tired, but I'm having trouble understanding why you'd want to set stedding against each other. Should'nt you just tell all the stedding which age you want, and they use that information in their own internal calculations, going into the larger stump vote.? It seems a bit overly precious to spell out each vote to every stedding you're allied with (unless I'm misunderstanding). But if that's what we do, I do think the one you threw the majority of your votes at is the one that we should reward.

I'm also thinking that maybe it's best to only reward you if the Stump chooses your Age? I think it's kind of redundant to include both, and also somewhat confusing. rewarding one part of the equation is enough, IMO.

Totally, sounds good - this is +1 per turn (rate) as long as the Diplomat is around.

Are we keeping the name Diplomat?
Hmmmm... We could. It is kind of modern though. What about Advisor or Counselor?

Agreed, Embassies can be re-established, but only after denunciations or war, so not very frequently. (Maximum turnaround on war is 15 turns I think - you can't make peace immediately, and even if you can, it still relies on the other player co-operating.) Denunciations have a hard turn limit (depending on game speed - I think it's 30 or 50 on standard). And both of these actions have much bigger knock-on effects than individual Ambassadors (let alone Ambassador points) will have, so players don't have a real incentive to do them just for the points. So I think having another civ accept your embassy could provide +10 (dump) points? And accepting someone else's embassy could provide +4 (dump)?
Still don't think it's necessary. But don't have a problem with it either.

Open borders (either direction) could also be +10 (dump).
given the values above, sure.

DoFs are much more rare and could probably be +50, maybe +75? (all dumps)

Defensive Pacts are even more rare than DoFs and could yield as much or more as Compact votes - +100 (dump) or more.
Both probably fine, though I'm sort of guessing here.

OOH, just remembered. What about the High King stuff? Will that provide you with any Ambassador points?

The whole post or just this point?
The whole post. I know you intended it as a "Starting Point," but it ended up much more than that!

In terms of how often we want to see Ambassadors, I'm thinking a similar kind of rate as other GPs, mostly. So varying based on the player's success in the relevant system, probably the fastest would be the same rate a 3-city-Tall-Culture-civ produces each of the 3 Culture GP types, and the slowest would be the rate that same civ creates GGs. Because CS alliances and Compact votes are significant sources of Ambassadors, I think they'll generally be weighted toward spawning mostly in the latter half of the game.
Sounds good. That spawn rate should be fine.
 
Ugh. I guess we have the go with Direct Peddlers for now. I don't love it, though. Doesn't feel impactful enough.

Ok, let's go with Direct Peddlers for now. It's easy to change later if we think of a better one.

Yes. Interpret Viewings.

Done

True. So, Negotiate. Part of me feels like the "Bargain" flavor is a little better. Either way.

I find I prefer negotiate because Bargain feels more Merchant-y.

Enter the Dream in the Flesh? or just
Dream in the Flesh?

Dream in the Flesh!

10% would land at something like 1-4 turns per EaE, right? At first that feels too small, but that might be fine. Flat turn number might be simpler, though. Do we want it to affect the long-tasks more than it does the short tasks, relatively (which would be the case if we did turn-number)?

Well, turn number would affect short tasks more than long tasks. (10% boost of 10 turn process = 1, 10% boost of 50 turn process = 5, but a fixed 4 turn boost is a 40% reduction for a 10 turn process and only 8% reduction for a 50 turn process.) The most frequent EaE activity will be stealing techs, which takes less time if you're behind - so a fixed turn number favors comebacks, a % makes close races more interesting (and possibly feels more fair, from an experience point of view). Which do we prefer?

Yeah portal stones stand in for Landmark - really a similar thematic concept, really.

Monolith could be ok. It's rather specific in its mental image, though and that specific image doesn't really appear in WoT. "Pillar" is a bit less laden with meaning, maybe. There's also something simple like "Statue." Or this is where we bring in some tangentially related, but flavorful things like "Grove," or "Green" or something.

Some quick research tells me that monoliths are usually naturally occurring, which is another reason to not use it here. It's a bit of a shame - them being natural formations sort of plays into the fact that they're ordained by the Creator and therefore generate Faith.

Pillar feels a bit too everyday - pillars are used a lot in most fancy buildings.

I think Statue could work as a thing, but I'm not sure if it will make sense to the players to connect it to Faith.

I think a Green makes a good building, since it's a recognizable, yet everyday WoT village feature.

Grove crops up again! I like the idea of Groves as an improvement, but, like Statue, I'm not sure about connecting it to Faith.

There are a couple of pockets of red in the summary that we should discuss:

S3Rgeus said:
Meet with the Amyrlin can be used adjacent to Tar Valon and expends the Ambassador. The Ambassador's controller gains one quota-free Sister from an Ajah of their choice (at random could work either).

Should the ability only be usable in Tar Valon? I think that makes sense. Even though it's more difficult for some players than others, it captures a lot of great flavor and syncs well with the notion of the Ambassador being a diplomatic unit that gets sent abroad to do stuff.

Should the player get to choose the Ajah of the free Sister they get? We already have the Ajah selection window for the normal giving out of Aes Sedai, so there's no complexity difference for us on the development end with either approach. I'm leaning towards letting the player choose, just because a random Ajah might run against their diplo plans with the Tower. Then again it might encourage diverse Sister populations among civs for it to be random, which I think we want. Do you have a preference either way?

I think the rest of the red is stuff we're going to come back to later.
 
Wow. OK. A Lot to consider there then. I'm down with what yo'ure suggesting - go with 1.5x the GG rate and go from there, seeing if there are problems. Or maybe looking at vanilla will offer some insight. In any case, I'm flexible.

Sounds good, let's go with that for now - I've noted it in the summary.

OK. This all makes a lot of sense. We're playing them off of each other - if we had them happen independently, there would be a whole lot more to balance than simple the either-or dynamic we have now.

Cool, sounds good then!

OK, I see the benefits of making the player see what they're gaining from glimmers.

With this in mind, then, I say harvesting a Glimmer of the Pattern gives you Pattern.

Awesome, Pattern it is. (Though potential caveat below.)

That said, I do question it being represented as a yield, if we're considering the yields to be Gold, Science, etc. (as opposed to also including GP points and such). Basically, a yield that *only* serves as a GP-point counter seems significantly lacking. If I saw a yield ticking up on the top of my screen, with the other ones, , I'd expect that I could do something with it. I suppose this way it's a bit like Faith - but you can *do stuff* with faith (buy things, etc.).

So, I dunno, since these (including the ambassador ones as well) aren't city-tied we won't have them on a city screen, so I understand the value in showing them as a yield, but it does feel like it would lead the player into thinking that these values do more than just tick away your progress towards an LP.

I feel like if it's just an LP-counter, then it should be represented as such - a bar that fills up from left to right. If it's a numerical count, it needs to have some sort of other application in the game. Otherwise were mixing systems in a confusing and seemingly unsatisfying way.

EDIT: not really sure what to suggest, though. Maybe we treat it somewhat like unit EXP, where you see it "tick up" when you are awarded the EXP, but there isn't a super-easily available way to see your total without clicking on some menus (a unit, in that case). Like, you see "+3 Pattern" appear when you harvest a Glimmer (or the analogous moment with ambassador points), but you have to look around somewhere to see the actual bar filling up. Is your GG-progress shown somewhere? We could do it however they do it for GGs, as that's a similar thing.

This is a very good point and so I went into CiV to see how the player can track their GP generation. I found this window:



This is probably a better place to show the player their progress towards Ambassadors, Wolfbrothers, and Dreamwalkers. (I don't know why the GG and GAd progress bars are so much less fancy than the other GP ones, we can use the normal GP ones if we want.) It's definitely an out-of-the-way window (I didn't know it was there), but it fulfills exactly what we want. And I totally see what you mean about presenting them up top with Culture and Faith, etc. when they only spawn GPs being inconsistent.

With this new window placement and "feel" for the way this is communicated to the player, do we need to name the "LP yields" anymore? We could say "Tel'aran'rhiod Legendary Person Progress" (which is a huge mouthful, and might fit in that box) or something similar. Ambassadors are certainly easily "Ambassador Progress".

- Do things that affect your T'a'r point rate last for X turns? How many?

I think they should be permanent. So, like Culture and Tourism, players are producing more of it each turn as they head towards the end of the game. This is easier for us and I think easier for the player to keep track of. (We'll just need to set the thresholds for spawning the LPs accordingly, to get the spawn rate we want - that may end up with more aggressive scaling up than we've ballparked here.)

- Are their passive +1s to T'a'r points at all times? Like, buildings?

That's certainly possible, seems like a good thing for us to keep in mind when making buildings and wonders and such.

Would these be affected by things that enhance GP point rate in general (e.g. Gardens in BNW). At first I was thinking yet, but actually, they probably shouldn't. Our new LPs are like the Great Prophet and Great General, in that they're separate from that GP point system.

- Also, what would we be calling "T'a'r points"?

This is "Pattern"/T'a'r LP Progress that we're discussing above.

I figure we're using Influence in the same way as it is in CiV, right? Of these, I like Reputation the most, followed by Leadership. I think I like Leverage more than the latter but less than the former.

Reputation sounds good to me, if we even need to use it based on our discussions above.

OK, great. This is all super arbitrary at this point. But a good starting place.

All noted in the summary.

Hard to say, but I think 400 or so could be a good choice. Should it scale by era, though? Because we don't want it to be totally worthless late game, nor do we want it to give you two ambassadors off the bat in the early game.

I think it should scale by number already spawned like the GG and Tall/Wide GPs. So they get more expensive the more of them you spawn, which should achieve what we want here.

Well, I think one way to consider it is to balance it against CS alliances. The first compact votes happen 30 turns apart, yes? So, having 10 CS allies is alot, but is also certainly possible by that time. Those guys would give you 300 points in the time it takes to go through one compact vote. Does that feel balanced? Or should the compact success dump go up or down to get further away from the CS-alliance value?

That sounds like a pretty good balance - it means the Compact is still a major source of Ambassador points even for a player who has lots of CS allies, and should be even more decisive for other, less diplo-focused players.

Maybe I'm just getting too tired, but I'm having trouble understanding why you'd want to set stedding against each other. Should'nt you just tell all the stedding which age you want, and they use that information in their own internal calculations, going into the larger stump vote.? It seems a bit overly precious to spell out each vote to every stedding you're allied with (unless I'm misunderstanding). But if that's what we do, I do think the one you threw the majority of your votes at is the one that we should reward.

I'm also thinking that maybe it's best to only reward you if the Stump chooses your Age? I think it's kind of redundant to include both, and also somewhat confusing. rewarding one part of the equation is enough, IMO.

I'd say having a short-hand way of the player specifying "all my votes for Age X" would be a good UI optimization, but I definitely think the player should be able to choose their votes for each Stedding. A lot of the most fun interactions with competitive voting systems like this come about from players voting seemingly against their own interests in order to achieve a better result overall. (Happens to me in some games in the World Congress in BNW, which is always the most fun part of the WC when it does.) You would split your vote if it would tip the vote for a different age to be less than the one you actually want, but you can't get the swing-vote Stedding to vote for the one you want overall.

I think the most-voted-for sounds like a good solution.

I sort of see what you mean about rewarding individual Stedding vs the whole Stump. Rewarding the individual Stedding does mean that players who don't win out on the Stump overall will still get some Ambassador points for their influence in the smaller political arenas where they could swing the vote. (They will clearly get much less than the player(s) who won, since those guys will have won their local Stedding votes and the overall bonus.)

Hmmmm... We could. It is kind of modern though. What about Advisor or Counselor?

I think Adviser and Counselor both sound like something that should be internal to the civ, rather than sent as a representative elsewhere. Representative could be a simple one, though does also have modern political connotations.

Diplomat isn't too out-of-WoT, so we could keep it.

Still don't think it's necessary. But don't have a problem with it either.

I think it's a nice touch, especially since embassies affect AI opinions of players, and so are already diplomacy-associated.

given the values above, sure.


Both probably fine, though I'm sort of guessing here.

Noted these values in the summary.

Also, when a player spawns an Ambassador, the unit needs to spawn somewhere on the map. Shall we go with next to the civ's capital?

OOH, just remembered. What about the High King stuff? Will that provide you with any Ambassador points?

Yes, the High King should definitely interact with Ambassadors! In fact, should Ambassadors do something relevant while there is a High King? (Expend to boost Provincial Bonus or some such?)

In terms of generating the points. I think a flat +10 per turn Ambassador points for the High King sounds pretty good? Maybe more?

I feel like the Provincial civs should have some way of leveraging the High King situation to generate Ambassador points, but given the framing of the situation, theirs should require more concerted effort on the part of the Province civ. Trade routes with the High King civilization produce +2 Ambassador points for both players? (Would apply to trade routes established by the High King as well.)

Should there be a "Province of Diplomats" or some such that confers an Ambassador points bonus, along with some other?

The whole post. I know you intended it as a "Starting Point," but it ended up much more than that!

Yeah, I think it's mostly because we've sort of touched on the topic before, so I had some notions about how we'd structure it. That and it's a relatively short one!

Sounds good. That spawn rate should be fine.

Coolio.



I've also noted the Wolfbrother and Dreamwalker spawning stuff in the GP summary.
 
So, feeling better?

I just finished a 102-hour report for my new job... so, time to post!

I find I prefer negotiate because Bargain feels more Merchant-y.
works unless something else arrives.

Dream in the Flesh!
i will!

Well, turn number would affect short tasks more than long tasks. (10% boost of 10 turn process = 1, 10% boost of 50 turn process = 5, but a fixed 4 turn boost is a 40% reduction for a 10 turn process and only 8% reduction for a 50 turn process.) The most frequent EaE activity will be stealing techs, which takes less time if you're behind - so a fixed turn number favors comebacks, a % makes close races more interesting (and possibly feels more fair, from an experience point of view). Which do we prefer?
Hmmm... not sure. I suppose maybe % is better? Makes it a little less obvious, and thus less likely to somehow be meta'd. I don't feel strongly, though.

Some quick research tells me that monoliths are usually naturally occurring, which is another reason to not use it here. It's a bit of a shame - them being natural formations sort of plays into the fact that they're ordained by the Creator and therefore generate Faith.

Pillar feels a bit too everyday - pillars are used a lot in most fancy buildings.

I think Statue could work as a thing, but I'm not sure if it will make sense to the players to connect it to Faith.

I think a Green makes a good building, since it's a recognizable, yet everyday WoT village feature.

Grove crops up again! I like the idea of Groves as an improvement, but, like Statue, I'm not sure about connecting it to Faith.
well, dangit, what should we call it, then?! (even if only temporarily)

But you are right about monoliths. I think our stereotypical monolith is actually a megalith

Should the ability only be usable in Tar Valon? I think that makes sense. Even though it's more difficult for some players than others, it captures a lot of great flavor and syncs well with the notion of the Ambassador being a diplomatic unit that gets sent abroad to do stuff.
I don't see a problem with this!

Should the player get to choose the Ajah of the free Sister they get? We already have the Ajah selection window for the normal giving out of Aes Sedai, so there's no complexity difference for us on the development end with either approach. I'm leaning towards letting the player choose, just because a random Ajah might run against their diplo plans with the Tower. Then again it might encourage diverse Sister populations among civs for it to be random, which I think we want. Do you have a preference either way?
I say let's let them choose the Ajah. I can see the appeal of the randomness, though. I just think randomness when tied to a LP might be annoying. Culture players getting Green Ajah and all that.
 
This is a very good point and so I went into CiV to see how the player can track their GP generation. I found this window:



This is probably a better place to show the player their progress towards Ambassadors, Wolfbrothers, and Dreamwalkers. (I don't know why the GG and GAd progress bars are so much less fancy than the other GP ones, we can use the normal GP ones if we want.) It's definitely an out-of-the-way window (I didn't know it was there), but it fulfills exactly what we want. And I totally see what you mean about presenting them up top with Culture and Faith, etc. when they only spawn GPs being inconsistent.

With this new window placement and "feel" for the way this is communicated to the player, do we need to name the "LP yields" anymore? We could say "Tel'aran'rhiod Legendary Person Progress" (which is a huge mouthful, and might fit in that box) or something similar. Ambassadors are certainly easily "Ambassador Progress".
Well, damn! That's your solution, then.

"Tel'aran'rhiod Legendary Person Progress" is long and clunky. Following the model set by the others, shouldn't it just be "Wolfbrother/Dreamwalker Progress"? That's much less stupid, IMO.

I do think you should show "+x" when you harvest a glimmer, though. Should it just be the number, then? Or would it need to provide units? If so, then it's a bit annoying (+3 Wb/Dw progress") or whatever.

I think they should be permanent. So, like Culture and Tourism, players are producing more of it each turn as they head towards the end of the game. This is easier for us and I think easier for the player to keep track of. (We'll just need to set the thresholds for spawning the LPs accordingly, to get the spawn rate we want - that may end up with more aggressive scaling up than we've ballparked here.)
OK, so each glimmer you grab scales your production per turn. Yeah, we'll probably need to stretch out some of those late game thresholds!

That's certainly possible, seems like a good thing for us to keep in mind when making buildings and wonders and such.
Right. Well, now that we're talking about permanent boosts, though, I don't think we'd NEED them.

Would these be affected by things that enhance GP point rate in general (e.g. Gardens in BNW). At first I was thinking yet, but actually, they probably shouldn't. Our new LPs are like the Great Prophet and Great General, in that they're separate from that GP point system.
With that in mind, I'd suggest we keep them separate as well.

This is "Pattern"/T'a'r LP Progress that we're discussing above.
Yeah... well.... I've been doing posts half-asleep, so...

But I'm wide awake now!

<insert confusing typos and hilarious lack of understanding>

Reputation sounds good to me, if we even need to use it based on our discussions above.
reputation, then... except it sounds like we aren't tracking that anymore!

I think it should scale by number already spawned like the GG and Tall/Wide GPs. So they get more expensive the more of them you spawn, which should achieve what we want here.
great.

That sounds like a pretty good balance - it means the Compact is still a major source of Ambassador points even for a player who has lots of CS allies, and should be even more decisive for other, less diplo-focused players.
ok. settled... for now, at least.

I'd say having a short-hand way of the player specifying "all my votes for Age X" would be a good UI optimization, but I definitely think the player should be able to choose their votes for each Stedding. A lot of the most fun interactions with competitive voting systems like this come about from players voting seemingly against their own interests in order to achieve a better result overall. (Happens to me in some games in the World Congress in BNW, which is always the most fun part of the WC when it does.) You would split your vote if it would tip the vote for a different age to be less than the one you actually want, but you can't get the swing-vote Stedding to vote for the one you want overall.

I think the most-voted-for sounds like a good solution.
OK, I mostly follow the whole diversification-of-votes-isntead-of-just-voting-one-way thing. Chalk it up to my lack of strategy in diplomacy. In any case, I'm fine with going with it the way you're proposing!

I sort of see what you mean about rewarding individual Stedding vs the whole Stump. Rewarding the individual Stedding does mean that players who don't win out on the Stump overall will still get some Ambassador points for their influence in the smaller political arenas where they could swing the vote. (They will clearly get much less than the player(s) who won, since those guys will have won their local Stedding votes and the overall bonus.)
I think I'm ok with them missing out in this case. It seems to me that there are plenty of opportunities for Ambassador points!

I think Adviser and Counselor both sound like something that should be internal to the civ, rather than sent as a representative elsewhere. Representative could be a simple one, though does also have modern political connotations.

Diplomat isn't too out-of-WoT, so we could keep it.
There's also:

Emissary
Delegate
Regent

Also, when a player spawns an Ambassador, the unit needs to spawn somewhere on the map. Shall we go with next to the civ's capital?
Yes, though random city could be fine too. (or random major city)

OK, quick thing:
I know the answer is probably no, but I wanted to ask: Should we subtrack Ambassador points when people do terrible diplo things, like break DoF and such?

Yes, the High King should definitely interact with Ambassadors! In fact, should Ambassadors do something relevant while there is a High King? (Expend to boost Provincial Bonus or some such?)
This seems cool, but it also feels like it's weird to have a GP ability that only works for 20 turns of the game (or however long that phase is)

In terms of generating the points. I think a flat +10 per turn Ambassador points for the High King sounds pretty good? Maybe more?
That could work! Wouldn't want it to be too much, honestly.

I feel like the Provincial civs should have some way of leveraging the High King situation to generate Ambassador points, but given the framing of the situation, theirs should require more concerted effort on the part of the Province civ. Trade routes with the High King civilization produce +2 Ambassador points for both players? (Would apply to trade routes established by the High King as well.)
Hmmm. Interesting. I don't want this to become too big of a deal, though. If we did do this, then I would absolutely remove the +10 bonus described above, as this would by definition create a whole bunch of Amb. Points for the HK.

Maybe it provides +2 for the province and +1 for the HK?

Is it something that stacks with multiple routes?

Should there be a "Province of Diplomats" or some such that confers an Ambassador points bonus, along with some other?
I don't see why not... But with that in mind, we could theoretically have one for almost every kind of LP point... With that in mind, then, maybe we shouldn't.

Yeah, I think it's mostly because we've sort of touched on the topic before, so I had some notions about how we'd structure it. That and it's a relatively short one!
well, these posts are getting a little lean, and I have a few more minutes, so...
 
Legendary People Into Governors

This should be relatively simple.

To review:

  • Each Legendary Person can be expended in a city to create a Governor of a certain type.
  • The type of the governor determines its +3 yield per turn (though this is scaled based on the yield)
  • Governors upgrade after 50, 100, and 150 turns. They select the following options upon upgrade:
    • Upgrade 1: +1 Light, +1 Shadow, +X of relevant Governor type yield, +10% build rate for Governor type buildings
    • Upgrade 2: Remove local happiness cap decrease, Governor type specific bonus, "God-King" bonus (+1 of everything)
    • Upgrade 3: +2 Light, +2 Shadow, +Y of relevant Governor type yield (Y > X), +Z GP points for relevant GP
(Quick question - how often can you create a new governor? We discussed this and decided it, I think, but I don't see it in the summary.)

Anyways, we also decided that it was possible for one governor to have its +3 yield split among multiple yields.

Lastly, we decided that the type of governor, and the upgrades selected, would create qualifying adjectives (blizzard-loot style) for the governor (e.g. Woolheaded Sheepherder)

That leaves us with the following decisions to make:
  1. What LP becomes what type of governor?
  2. What will we call that governor (if they have a name, beyond the descriptive text)
  3. What are the yields associated with that governor (and how do they upgrade)
  4. What is the upgrade #2 governor-type ability?
  5. What are the descriptive words we will be using?
I think the discussion should probably progress more-or-less in that order. Absolutely we should settle #1 above first, though the order of the rest of the items can be flexible.

Thus, this post will only concern itself with #1: "What LP becomes what type of governor?"

Straightforward Yields


If we treat things absolutely simply, we could get these kinds of yields:

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
  • Master Artisan - +Culture
  • Gleeman - +Culture
  • Doomseer - +Culture
  • Great Captain - +?
  • Ambassador - +?
  • Wolfbrother - +?
  • Dreamwalker - +?
  • Visionary - +Faith

The system works fine for the OS, Sc, ML, and Vi.... but breaks down for the others, namely because there is a lot of Culture redundancy, and because there aren't obvious yields associated with the others.

So we need to do more! We should either mix up the yields, or else bring in other, unrepresented yields.

The four that do work, however, could be left completely alone.

Other Yields
We could consider bringing additional, less straight-forward yields into the mix. We definitely need to be careful with Tall/Wide balance, though (for example, Food is somewhat Tall/Wide balancing, and happiness definitely is). These yields are:

Alignment
LP Points (any type)
Happiness/Local Happiness
Golden Age Points (this one's a bit odd, since it isn't a per-city yield)
Food

"forcing the issue," and *trying* to make all of these fit in there somewhere, we could end up with something like this:

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
    [*]Master Artisan - +Golden Age Points
  • Gleeman - +Culture
    [*]Doomseer - +LP Points (all types?)
  • Great Captain - +?
  • Ambassador - +?
    [*]Wolfbrother - +Alignment (in dominant direction)
  • Dreamwalker - +?
  • Visionary - +Faith

The MA was given +Golden Age because that's already close to his existing functionality, so wouldn't be too weird.. Could potentially be +Happiness/Local Happiness instead. Could also stay +Culture or even theoretically be +Food

Gleeman makes sense as staying +Culture, but could theoretically be +Happiness or +GA Points - though that sort of intrudes on the niche of the Artisan.

Doomseer makes sense as +LP points because that is consistent with her functionality, but on the other hand, that does serve to lessen the impact of her specialist ability, as they sort of feel similar. Could theoretically be happiness/GA points, though that somewhat intrudes on the artisan.

No real ideas on the GC. Can't really justify any with pure flavor. +GA points probably makes the most sense, but that mechanic is tall/wide balancing, adn the GC is most definitely not T/W balancing. Alignment could theoretically work.

The Am is another tricky one because it is system specific. Could be Alignment, in theory. Happiness/GA points could be justified by flavor, but is problematic because of T/W balancing.

The WB makes sense for alignment because his existing abilities include alignment shifts.

The DW is tricky. Can't do the T/W abilities, otherwise happiness or even food (pleasant dreams) could work.. Alignment could theoretically work.

Clearly, these "expanded yeilds" are an incomplete system. If we decide we don't care about T/W balancing, things become a little easier - Food could find a home. Still, it's tricky. So...

Combining Yields
We could decide to make the tricky Governors be a combination-yield. If we assume +3, we would then split them each as +2/+1. Of course, since not all yields are technically +3 (e.g. Gold, which will be inflated), we could theoretically do things like +1.5 / +1.5, but for the purposes of this discussion, we'll start with the +2/+1 model (with one exception, the DS)

The "expanded yields" will be ignored for the time being.

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
    [*]Master Artisan - +2 Culture/+1 Production OR +1 Culture/+1 Gold, etc.
  • Gleeman - +Culture
    [*]Doomseer - +2 Faith/+1 Culture OR +2 Culture/+1 Science, OR +1 Faith/+1 Science/+1 Culture, etc.
  • Great Captain - +1 Faith/ +2 Production OR +2 Faith/+1 Gold, etc.
  • Ambassador - +2 Gold/+1 Faith, OR +2Gold/+1 Science, etc.
    [*]Wolfbrother - +2 Faith/+1 Production
    [*]Dreamwalker - +1 Culture/+2 Science
  • Visionary - +Faith

There are many possible configurations using this method. I think one key point would be to make each pairing stand alone, that is to say NOT have one governor that paired +1Gold with +2 faith and yet another that paired +2 Gold with +1 faith. I'd say only one governor type should be allowed to combine gold and faith. Diversity in the split bonuses should be sought.

Combining these Methods

By combining the two methods above, we might approximate something that could work. For example:

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
    [*]Master Artisan - +Golden Age Points
  • Gleeman - +Culture
    [*]Doomseer - +LP Points (all types?)
    [*]Great Captain - +2 Production/+1 Gold
    [*]Ambassador - +2 Faith/+1 Gold
    [*]Wolfbrother - +Alignment (in dominant direction)
    [*]Dreamwalker - +2 Culture/+1 Science
  • Visionary - +Faith

This still has with it the issue that we're providing T/W bonuses (Production, Gold, Science, and Culture) to system-specific LPs (the GC, Am, and DW).

This brings us to our last possibility (as far as I can tell):

Using Non-Yield Bonuses

I think we should ideally stick with yields, as they scale well, and because our upgrade structure implies that yields are the basic bonus. That said, it's possible we could have non-yield bonuses emerge as the primary bonus of a given governor. For example:

Great Captain - +x% production when producing mounted units
OR
Gleeman - +x% extra tourism from this city
OR
Ambassador - +X influence per turn from any trade routes originating in this city
etc.

The other issue here is that such things blur with our second upgrade abilities - those would be less special if some of the governors had these kinds of abilities at level 1.

So, that's all I got for tonight. Any suggestions on the yield bonuses for these governors? Once we get that rolling, we can continue on to the next step!

ok. so it's not relatively simple!
 
So, feeling better?

Yes, much better, thank you! :D

I just finished a 102-hour report for my new job... so, time to post!

Sounds intense! And bookending it with even more writing, that's dedication!

works unless something else arrives.

Done

Hmmm... not sure. I suppose maybe % is better? Makes it a little less obvious, and thus less likely to somehow be meta'd. I don't feel strongly, though.

I figured we would explain to the player in the ability description, whichever approach we chose. % is probably fairer, so let's go with that.

It occurs to me that the name we chose (Insightful Dream) is not a verb. Should we change that? Spy from the Dream is similar to one of your earlier suggestions? It's still a bit wordy, but I can't think of any shorter ones.

well, dangit, what should we call it, then?! (even if only temporarily)

But you are right about monoliths. I think our stereotypical monolith is actually a megalith

Megalith? :D

We could be more verbose and go with something like Pilgrimage Site?

I don't see a problem with this!

Done

I say let's let them choose the Ajah. I can see the appeal of the randomness, though. I just think randomness when tied to a LP might be annoying. Culture players getting Green Ajah and all that.

Done
 
Well, damn! That's your solution, then.

"Tel'aran'rhiod Legendary Person Progress" is long and clunky. Following the model set by the others, shouldn't it just be "Wolfbrother/Dreamwalker Progress"? That's much less stupid, IMO.

Wolfbrother/Dreamwalker Progress works for me!

I do think you should show "+x" when you harvest a glimmer, though. Should it just be the number, then? Or would it need to provide units? If so, then it's a bit annoying (+3 Wb/Dw progress") or whatever.

Even if the yields don't have names, they can still have symbols. We can show "+3 <symbol>" and have it be colored the same as the primary color in the symbol. Much like Culture, Gold, and Production pop up when you have Culture from kills (+X :c5culture:), Gold from kills (+X :c5gold:), or clear a forest (+X :c5production:).

OK, so each glimmer you grab scales your production per turn. Yeah, we'll probably need to stretch out some of those late game thresholds!

Sounds good!

Right. Well, now that we're talking about permanent boosts, though, I don't think we'd NEED them.

We'll see - we don't want the system to feel too isolated otherwise it will look like we didn't integrate it into the game properly!

With that in mind, I'd suggest we keep them separate as well.

Cool, GP generation buildings like the Garden don't affect Ambassadors, Wolfbrothers, and Dreamwalkers.

Yeah... well.... I've been doing posts half-asleep, so...

But I'm wide awake now!

<insert confusing typos and hilarious lack of understanding>

You did completely leave Prestige out of your Governor type post. :p

reputation, then... except it sounds like we aren't tracking that anymore!

Yep, doesn't need a name anymore!


Done

ok. settled... for now, at least.

Done

OK, I mostly follow the whole diversification-of-votes-isntead-of-just-voting-one-way thing. Chalk it up to my lack of strategy in diplomacy. In any case, I'm fine with going with it the way you're proposing!

Coolio, sounds good. Summary-ized.

I think I'm ok with them missing out in this case. It seems to me that there are plenty of opportunities for Ambassador points!

Coolio, dropped!

There's also:

Emissary
Delegate
Regent

Maaaan, Regent is so cool, but it's not really what this is. (Stand-in monarch that reigns while the real monarch is unavailable.)

Delegate feels possibly more modern than Diplomat.

Have we definitely not used Emissary elsewhere? If not, I think it's the best choice we've come across thus far!

Yes, though random city could be fine too. (or random major city)

I think let's go with capital for predictability for the moment and if we find it lacks variety or something then it's easily changeable.

OK, quick thing:
I know the answer is probably no, but I wanted to ask: Should we subtrack Ambassador points when people do terrible diplo things, like break DoF and such?

To start with, let's not do that, but it could be added later. It's relatively complicated and I'd worry that players might do things that are "smart" diplomatic moves that end up costing them Ambassador points, which could be annoying. How add-able this is probably depends on the characterization of those points as trustworthiness or something similar.

This seems cool, but it also feels like it's weird to have a GP ability that only works for 20 turns of the game (or however long that phase is)

Good point!

That could work! Wouldn't want it to be too much, honestly.

Like above, this is only for 20-30 turns, so +10 per turn is still less valuable than a single Compact vote. I think it would be good to combine with the below, because:

Hmmm. Interesting. I don't want this to become too big of a deal, though. If we did do this, then I would absolutely remove the +10 bonus described above, as this would by definition create a whole bunch of Amb. Points for the HK.

Maybe it provides +2 for the province and +1 for the HK?

Is it something that stacks with multiple routes?

Yes, stacking with multiple trade routes. I'm not sure we need to remove the +10 bonus for the High King. True, he'll get a lot of Ambassador points from the static bonus + all the trade routes, but over the course of 20-30 turns, I would estimate he'd probably get one, maybe two free Ambassador(s) out of it? That seems relatively minor for a once-per-game event. And everyone's going to get at least some boost.

I don't see why not... But with that in mind, we could theoretically have one for almost every kind of LP point... With that in mind, then, maybe we shouldn't.

Actually, I seem to remember there being a Province that gave a GP bonus. Based on our discussions of Gardens, that probably wouldn't affect Ambassadors, Wolfbrothers, and Dreamwalkers.

well, these posts are getting a little lean, and I have a few more minutes, so...

I figured I'd start that off in 2 posts time, but it looks like you've got all the content now! Thanks for the opening! :D
 
Legendary People Into Governors

Prestige! I don't know where to put this exactly, but the Prestige yield is completely absent from this post, and it could be used to balance out the glut of Culture GPs we have.

This should be relatively simple.

To review:

  • Each Legendary Person can be expended in a city to create a Governor of a certain type.
  • The type of the governor determines its +3 yield per turn (though this is scaled based on the yield)
  • Governors upgrade after 50, 100, and 150 turns. They select the following options upon upgrade:
    • Upgrade 1: +1 Light, +1 Shadow, +X of relevant Governor type yield, +10% build rate for Governor type buildings
    • Upgrade 2: Remove local happiness cap decrease, Governor type specific bonus, "God-King" bonus (+1 of everything)
    • Upgrade 3: +2 Light, +2 Shadow, +Y of relevant Governor type yield (Y > X), +Z GP points for relevant GP

Yep, all sounds good.

(Quick question - how often can you create a new governor? We discussed this and decided it, I think, but I don't see it in the summary.)

I think you can do so whenever you have a GP for it - overwriting an old Governor if you wish. We discussed limiting Governor count and Governor spawn frequency, but in the end we decided that the soft limit provided by the Happiness cap decrease could be used instead of an arbitrary limitation.

Anyways, we also decided that it was possible for one governor to have its +3 yield split among multiple yields.

Lastly, we decided that the type of governor, and the upgrades selected, would create qualifying adjectives (blizzard-loot style) for the governor (e.g. Woolheaded Sheepherder)

That leaves us with the following decisions to make:
  1. What LP becomes what type of governor?
  2. What will we call that governor (if they have a name, beyond the descriptive text)
  3. What are the yields associated with that governor (and how do they upgrade)
  4. What is the upgrade #2 governor-type ability?
  5. What are the descriptive words we will be using?
I think the discussion should probably progress more-or-less in that order. Absolutely we should settle #1 above first, though the order of the rest of the items can be flexible.

Sounds like a good system. The underlying question of "What are the Governor types" is kind of answered in the process of going through these.

Thus, this post will only concern itself with #1: "What LP becomes what type of governor?"

Straightforward Yields


If we treat things absolutely simply, we could get these kinds of yields:

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
  • Master Artisan - +Culture
  • Gleeman - +Culture
  • Doomseer - +Culture
  • Great Captain - +?
  • Ambassador - +?
  • Wolfbrother - +?
  • Dreamwalker - +?
  • Visionary - +Faith

The system works fine for the OS, Sc, ML, and Vi.... but breaks down for the others, namely because there is a lot of Culture redundancy, and because there aren't obvious yields associated with the others.

So we need to do more! We should either mix up the yields, or else bring in other, unrepresented yields.

Yep, sounds like a good assessment of the direct-to-yield translation.

The four that do work, however, could be left completely alone.

Agreed, I think the OS, Sc, ML, and Vi can be left to have direct yield output.

Other Yields
We could consider bringing additional, less straight-forward yields into the mix. We definitely need to be careful with Tall/Wide balance, though (for example, Food is somewhat Tall/Wide balancing, and happiness definitely is). These yields are:

Alignment
LP Points (any type)
Happiness/Local Happiness
Golden Age Points (this one's a bit odd, since it isn't a per-city yield)
Food

About Golden Age points, at first I was going to say that Culture is also a player-wide yield, but it does actually contribute to city-border growth, so it does have a localized effect, even if it isn't accumulated locally. Gold isn't per-city though and neither is Alignment.

I think the strange thing about Golden Age points is that at the moment in BNW, they're an entirely derived yield. Nothing ever produces Golden Age points - it's just equal to your positive civ-wide Happiness. As we discussed many eons ago though, we can definitely change this if we want to.

I think we want to steer away from having Happiness as one of the Governor type bonuses, because Governors are primarily limited in number/prevalence by the Happiness cap decrease. If it circumvents the cap, then you can Governor-spam that Governor type and if it doesn't, then the bonus won't actually do anything in a developed city. I don't think we want either of those outcomes.

"forcing the issue," and *trying* to make all of these fit in there somewhere, we could end up with something like this:

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
    [*]Master Artisan - +Golden Age Points
  • Gleeman - +Culture
    [*]Doomseer - +LP Points (all types?)
  • Great Captain - +?
  • Ambassador - +?
    [*]Wolfbrother - +Alignment (in dominant direction)
  • Dreamwalker - +?
  • Visionary - +Faith

The MA was given +Golden Age because that's already close to his existing functionality, so wouldn't be too weird.. Could potentially be +Happiness/Local Happiness instead. Could also stay +Culture or even theoretically be +Food

Gleeman makes sense as staying +Culture, but could theoretically be +Happiness or +GA Points - though that sort of intrudes on the niche of the Artisan.

Doomseer makes sense as +LP points because that is consistent with her functionality, but on the other hand, that does serve to lessen the impact of her specialist ability, as they sort of feel similar. Could theoretically be happiness/GA points, though that somewhat intrudes on the artisan.

No real ideas on the GC. Can't really justify any with pure flavor. +GA points probably makes the most sense, but that mechanic is tall/wide balancing, adn the GC is most definitely not T/W balancing. Alignment could theoretically work.

The Am is another tricky one because it is system specific. Could be Alignment, in theory. Happiness/GA points could be justified by flavor, but is problematic because of T/W balancing.

The WB makes sense for alignment because his existing abilities include alignment shifts.

The DW is tricky. Can't do the T/W abilities, otherwise happiness or even food (pleasant dreams) could work.. Alignment could theoretically work.

The Great Artisan here is a place we could slot Prestige quite handily into this system, because it gives us some free diversity within the Culture GPs and you've got a good use for the Doomseer that doesn't involve using either of the Culture yields directly.

When I first noted the lack of Prestige here, one thing I thought of is whether allowing a Governor to generate Prestige would lead to that yield becoming available too early in the game. But I think we would realisitcally attach that yield to GPs that could otherwise spawn LWs, which themselves produce (at least) +2 Prestige, so we're not making that available any earlier.

Having the Doomseer ability produce all LP points does intrude on her Specialist-ability, as you've noted here. I think I may have a way to avoid that, mentioned below.

Clearly, these "expanded yeilds" are an incomplete system. If we decide we don't care about T/W balancing, things become a little easier - Food could find a home. Still, it's tricky. So...

Combining Yields
We could decide to make the tricky Governors be a combination-yield. If we assume +3, we would then split them each as +2/+1. Of course, since not all yields are technically +3 (e.g. Gold, which will be inflated), we could theoretically do things like +1.5 / +1.5, but for the purposes of this discussion, we'll start with the +2/+1 model (with one exception, the DS)

The "expanded yields" will be ignored for the time being.

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
    [*]Master Artisan - +2 Culture/+1 Production OR +1 Culture/+1 Gold, etc.
  • Gleeman - +Culture
    [*]Doomseer - +2 Faith/+1 Culture OR +2 Culture/+1 Science, OR +1 Faith/+1 Science/+1 Culture, etc.
  • Great Captain - +1 Faith/ +2 Production OR +2 Faith/+1 Gold, etc.
  • Ambassador - +2 Gold/+1 Faith, OR +2Gold/+1 Science, etc.
    [*]Wolfbrother - +2 Faith/+1 Production
    [*]Dreamwalker - +1 Culture/+2 Science
  • Visionary - +Faith

There are many possible configurations using this method. I think one key point would be to make each pairing stand alone, that is to say NOT have one governor that paired +1Gold with +2 faith and yet another that paired +2 Gold with +1 faith. I'd say only one governor type should be allowed to combine gold and faith. Diversity in the split bonuses should be sought.

Having unique Governor types for each of the combinations of yields is a really good idea. It creates an easily trackable system for us and ensures that there's diversity for the players.

Combining these Methods

By combining the two methods above, we might approximate something that could work. For example:

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
    [*]Master Artisan - +Golden Age Points
  • Gleeman - +Culture
    [*]Doomseer - +LP Points (all types?)
    [*]Great Captain - +2 Production/+1 Gold
    [*]Ambassador - +2 Faith/+1 Gold
    [*]Wolfbrother - +Alignment (in dominant direction)
    [*]Dreamwalker - +2 Culture/+1 Science
  • Visionary - +Faith

This still has with it the issue that we're providing T/W bonuses (Production, Gold, Science, and Culture) to system-specific LPs (the GC, Am, and DW).

Prestige on the Doomseer in this configuration would be a good way to avoid Golden Age points, since I don't think we want to change the nature of that yield unless we have a compelling reason to.

I seem to have very short replies for all of these, and they clearly take a while to make, sorry about that! They do all seem like very natural progressions from one another, so I think I'll have a big block of text at the end of this post with more holistic thoughts rather than being able to break out each part into its own quote block quite yet.

This brings us to our last possibility (as far as I can tell):

Using Non-Yield Bonuses

I think we should ideally stick with yields, as they scale well, and because our upgrade structure implies that yields are the basic bonus. That said, it's possible we could have non-yield bonuses emerge as the primary bonus of a given governor. For example:

Great Captain - +x% production when producing mounted units
OR
Gleeman - +x% extra tourism from this city
OR
Ambassador - +X influence per turn from any trade routes originating in this city
etc.

The other issue here is that such things blur with our second upgrade abilities - those would be less special if some of the governors had these kinds of abilities at level 1.

I agree that this kind of thing would cross over too much with the level 2 abilities and would make Governors a bit of a different thing from what we'd originally planned. If these kinds of abilities were present only on some Governor types that creates a much bigger balancing burden on us as well, and players will always feel like some Governor types are inherently different kinds of entities from the flat-yield-rate-types.

So, that's all I got for tonight. Any suggestions on the yield bonuses for these governors? Once we get that rolling, we can continue on to the next step!

I actually have an alternative system as well! We could have fewer Governor types than we do LP types and allow multiple different LP types to spawn the same Governor type. This could be used to cover up our Culture LP type redundancies and combine LP types that fulfill similar roles like the Wolfbrother and Dreamwalker.

Something like:

  • Ogier Stonemason - +Production
  • Scholar - +Science
  • Merchant Lord - +Gold
  • Master Artisan - +Culture
  • Gleeman - +Culture
  • Doomseer - +Prestige
  • Great Captain - +2 Production/+1 Gold
  • Ambassador - +2 Gold/+1 Science
  • Wolfbrother - +Alignment
  • Dreamwalker - +Alignment
  • Visionary - +Faith

So the Master Artisan and Gleeman both create the same Culture Governor. By making the Doomseer the latest GP of the three Culture LPs to appear in the tech tree, it would make sense for her to be the Prestige one. (This is determined by the order of the Writers' Guild etc. buildings on the tech tree, since they're how you produce these LPs.) The Wolfbrother and Dreamwalker both produce the Alignment Governor. This leaves the Ambassador and Great Captain as the hybrid Governor types, and we've covered all of them.

There are some drawbacks: players might not like the perceived loss of variety between the two systems.

The Great Captain is still a problem in that he's a system-specific LP that gives a Tall/Wide balancing bonus. Based on the usages of Great Generals in BNW, I could see this quickly becoming the hands-down best way to use a Great Captain (and the only way players ever use him), which I don't think is what we want.

The Ambassador is a system-specific giving Tall/Wide bonuses, but I'm not as worried about this one. If you're generating a lot of Ambassadors, chances are that's because you have a lot of gold, so this is fueling that. Same with Science (which is relatively minor here, since she doesn't output much) - the policy tree for CSes has historically had a lot of great Science bonuses in it.

One way we could address that would be to make the Great Captain Governor type unusual - have him grant +EXP to units trained in that city or something. (Which would incidentally contribute toward making more Great Captains.) That way he's still giving a military-only bonus, but it would make him relatively different to the other Governor types.

Another alternative would be to not allow the Great Captain to become a Governor, but I don't think we want a single LP type with that weirdness.

For any of these systems (yours or mine) there are some alternative yield production strategies for the Ambassador, Great Captain, Wolfbrother, and Dreamwalker as well. We could have them produce points toward generating more of their GP type (Great Captain would just change Great Captain progress, rather than give anyone EXP).

Another thing to consider here with the "fewer Governor than LP types" is that the flavor becomes relatively important. This only changes a few words of text in-game (possibly only the name of one ability and some tutorial text), but it changes the way the player thinks about the system. I think if we take this approach, we'll want the LP to "appoint" the Governors, not "become" them. This means that different LP types providing the same bonuses still actually makes logical sense for the flavor. (Otherwise - why did my Dreamwalker become the same kind of person as my Wolfbrother? He didn't - he just chose a similar person that a Wolfbrother would choose as a leader.)

Re an Alignment Governor type - do we want the Governor to produce "majority leaning" Alignment? I would think we'd be best off letting the player choose when the Governor spawns whether they want Light or Shadow, the same way they do for the Alignment bonuses when upgrading. (Otherwise you could end up with Governors who are producing both Light and Shadow.)

As in your post, I think we'll need to pick a system for the yields before we can talk about what to call any of them, so I won't go into that yet. What do you think of the fewer-Governor-types approach?
 
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