counterpoint
King
and thus ends the long streak of fast repliesI'm going to be away this weekend, back on Sunday evening, so my next post will probably be on Monday!
have a good trip!
Yeah, I think flavor-wise I'm fine with it. Agreed on nuking it, though I think this one was interesting.I think the flavor of the Seanchan "stealing" uniques from other civs is grounded well in the books. They use the local folk in their armies after they've established a foothold in the Westlands, so I think this nods to that.
However, regarding this specific UA, I prefer your UB approach to capturing this flavor, so I'm going to mark it red.
While I understand that puppets aren't as exciting, on the other hand, it's not the worst thing to have a rather "passive" UA for the 'chan, considering how busy their other uniques may end up.Agreed, this one has the potential to be stronger than Cultural Appropriation, though since they're spawned we can control it, as you say. I think that makes it much less interesting though. Like Cultural Appropriation, I prefer the UB approach, so I'll red this one.
I'm for keeping this one around. I too prefer the UB version of it, but I think there's a chance we won't go with one of those, so it's best to leave one of these around just in case.
can't disagree with any of this.I totally agree that this is an unbiased LB ability - even Neutral is an option, as you've said. But I do think it gives them a huge advantage during the LB, because they'll never be on the "wrong" side. I'd say quite a few games will end up with imbalanced sides and that's likely to tip the chances of victory strongly in the favor of the more numerous players, so the Seanchan will just pick whichever side works better for them.
You're right that it doesn't give them actual bonuses during the LB, but I think the positioning itself is a huge LB bonus. I do agree that it should be part of a larger UA though, if we do it.
Mmm, that would be a tasty wonder. Yes, I'd say let's keep that in mind. In fact, I'm sort of tempted to say I prefer the wonder idea to making it a Seanchan unique. But it is something the Seanchan very obviously did in the books, so let's keep it running here.
sounds good.Yep, we could do that weighting based on Governor type. I've made a quick edit to this one to "parameterize" the schedule that the bonus changes.
Yeah. I should say that this is a bit too deep for this step in the process, I think. In principle, at least. Obviously, the sul'dam is a "lock" so it makes sense, but in general, I think this is far too much of a mechanical rabbit hole for us to be going down at this stage in the game. What we decide here won't affect whether we select the UU or not, I think - consequently, we probably shouldn't get so detailed with it.I think it's worth fleshing it out a bit more, like we did with the Wise Ones. We have an idea about how it could work, but it will help to find the tweak points, where we have options to adjust them for balance later.
So, as a first pass at this, I've taken a look back through the topic a bit about where we discussed damane before. (Pro-tip, we say the word damane a lot.)
That said, you did it, so...
This is all fine. I don't think they *have* to have a low native combat strength, but it's certainly an option.I think a good way to do this would be something like:
Sul'dam replaces the Wilder and upgrades like other channelers. Seanchan can't build the Kinswoman, but the Sul'dam gets stronger on the tech that unlocks Kin (High Chant) in addition to the other channeler upgrade points (so they won't be significantly worse off than we intend them to be, power-wise, when everyone else gets better channelers).
Sul'dam are melee attackers with low combat strength (compared to the units of the current era, as they upgrade). They have an X% (quite large) combat strength bonus against female channelers.
I don't know if disabling the attack is the way to go. Maybe a major penalty is more appropriate. Also, will this be clear visually when this is the case?Female channelers killed by Sul'dam (have a Y% chance?) of becoming a damane linked to that Sul'dam.
Damane cannot attack (and take Z damage per turn? or instead?) when more than W hexes away from their linked Sul'dam.
Also, what happens if the sul'dam is killed?
Also, are we sure we need the sul'dam to be linked? Couldn't it just be *any* sul'dam?
yeah, good. Definitely also possible that they can't heal and do some other stuff channelers can (t'ar, etc.)Damane are a ranged female channeling units (upgrade with all the others) that have high ranged combat strength and low melee combat strength.
yeah, sounds good to me.And if we're looking for a quick byline that describes the Sul'dam functionality to players, then something like: "Is a melee unit, unlike the Wilder it replaces, and captures enemy female channelers it kills as damane." (I mainly mention this because the above is a decent chunk of text that may at first glance make them seem overcomplicated, but the crux of it that we need to communicate to players is quite simple.)
agreed.A couple of other addendums:
We suggested a different system for moving sul'dam and damane to force them to always be close to each other before, but decided that would be too much pain both for us to implement and the player to use. So we generally preferred the idea of disadvantaging damane that were "out of range" of their sul'dam.
absolutely.I feel like turning any Aes Sedai into a damane (no matter who controls the Aes Sedai unit) should come with a Tower influence penalty. I think if someone wants to play a Tower-friendly Seanchan (which should totally be possible), they shouldn't be able to run around capturing Aes Sedai left and right at the same time.
also, can damane be freed?
agreed.I don't think we particularly want to go for sul'dam capturing male channelers as damane, since there was only one Domination Band in the books, and no one was ever made into a permanent slave with it.
for sure. Many places we can tweak it.There are several areas where this can be tweaked for balance, which is quite nice. (Combat strength of both units. How that combat strength changes at the channeler upgrade techs. Range of sul'dam to damane link. Chance of capturing a killed female channeler. Extent, if any, of Tower influence bonus when capturing Aes Sedai. Extent of sul'dam combat bonus against female channelers.)
OK, the other thing I thought of - and, probably, the only other way to do sul'dam: fuse the sul'dam and damane into a single unit. The damane is a fighting unit who attacks and captures a channeler. That enemy channeler is technically destroyed, and the sul'dam becomes a damane unit (or a single unit that represents a sul'dam and a damane). It doesn't appear that we were going to have the damane unit itself be different based on the unit that was captured, so there's likely no need to have the functionality to turn back into a sul'dam (if there was variety in damane strength based on the captured unit, we could add this functionality so the sul'dam could come back to capture a stronger unit).
So, first impressions are that it's lame, right? Well, here are some of the benefits:
1) It's far simpler - none of the movement mumbo-jumbo and such
2) It doesn't feel like we're "cheating" by having 2 UU for the price of one
3) In the books, it doesn't seem like the sul'dam do any fighting when they're leading their damane - they pretty much just strap on and lead the damane
4) It doesn't feel like a duplication of the Aes Sedai/Warder mechanic
What do you think? I hate to throw a wrench in established traditions, but as I'm writing this I'm starting to like this method much more... The negative to me, is just the fact that it might come off as a little "weird" - people might expect two separate units. But taking the typical civ conception of what a "unit" is, it's sort of bizarre to have a whole separate sul'dame and damane unit.
Maybe there are other problems with this - let me know what you think.
yeah, nuke it. I've thrown in one last possible use for the Raken below.Yeah, I didn't go straight to red because I like the general idea of it, but I don't see us being able to do it well within the structure of the non-unique units. I think having the raken at the beginning or end of the Gateway unit upgrade path would be just as weird.
At the beginning, you've got all this cool Seanchan flavor that then totally goes away in the endgame. At the end, it's completely bizarre that raken are an upgrade on Gateways, since Gateways would be faster and more strategically powerful. In the middle, I agree that it just looks like we kind of missed something.
The beginning is probably the least flavor weirdness, but none of them strike me as desirable.
For that reason, I've marked it red.
ok, I mostly getcha here. What do you think it should be like, then? I'm thinking this will likely not survive, but if you were to tweak it to the right place, how would you tweak it? I think you have a handle on these mechanics better than I.I think building it instantly when the city is puppeted will be too powerful. One of the main reasons to annex cities if you're a warmonger is to be able to build courthouses and offset the boosted unhappiness occupied folk generate, at the cost of the Policy cost increase. If the Seanchan didn't have to do that then they'd be able to manage Happiness from war way too easily.
Building instantly when the city is annexed at least forces the Seanchan to take the Policy hit to offset the Happiness. I think either being built instantly upon annexation or being produceable in a single turn is something we can tweak for balance.
We could also reduce the duration of Resistance, but that would hinge on being able to build the building very instantly (limits the amount we can make it cost actual hammers) otherwise Resistance will always end before it's built.
I understand the mechanical lack of sexiness of working with puppeted cities. I also think that the Seanchan will be rather splashy though, so we can afford to have at least one rather passive ability - and having one that produces enemy UUs, for example, is still pretty freakin splashy, despite the lack of player agency.I do agree with what you're saying from a flavor perspective, Beslan is a prime example of a "puppet" ruler who doesn't actually have any power and is just forced to do what the Seanchan say, even though it looks like "he's in charge".
However, I think that mechanically a lot of the bonuses that operate on puppeted cities (like producing units over time) are quite uninteresting for the player. Venice's UA is a great puppet-related UA because it gives the player greater control over puppeted cities. Otherwise the UA is just a thing that "happens" rather than that the player "uses".
I think there are versions of uniques that work well with puppets, but I think the mechanics of this one won't. The courthouse replacement UB that can be constructed instantly achieves the same mechanical objective as this UA though, and I think does it better.
Though the risk here is that this ability is suddenly becoming scarce, since I'm suggesting we remove it from UAs and go with the UB, but I actually prefer the Tower of Blood UB, and they can't both replace the Courthouse!
Also, again, the flavor supports puppeting. So, even if we aren't going with pro-Puppet stuff, let's try not to go with pro-Annexing stuff.
I do agree to red this one (Cultural assimilation)
ah, didn't remember thatYeah, looking at this ability from the other player's perspective it would be a massive pain in the face.
Flavor wise, yeah, it came up a few times in the books that the Seanchan had sent farmers and families and such on the Corenne to colonize the new land as they captured it, to help cement their place there. I remember thinking it was a very sinister way of taking over!
right. of course. but it's precedent, at least. you made it sound like the elephant-requirement was problematic, and I was simply stating that we didn't have to have such a requirement.I don't think BNW not doing it means it's a bad idea, it's just something they chose not to do.
Eh, I think we might be able to find something a little more interesting - despite the differences you point out (all valid), it still *feels* like these are similar kinds of bonuses. But for now, I don't have a problem with this.I don't think the two abilities are redundant. I see two factors involved, the first is if they're going to require a specific luxury, then they need to be quite powerful since there will be very few. The boosted combat strength makes them formidable fighters. And the enemy combat penalty aura means that if you throw them into the middle of a big fight then they can give you an advantage in all of the fights nearby. This means that a small number of them can have a bigger effect than one unit usually would. It's more of a double-whammy than unnecessary overlap.
I like the idea of having a UU that's quite different in that it's very rare but immediately changes the battlefield around it.
Nothing about elephants. Just Chargers.Googling "elephant Bolts" didn't get me anywhere. And "Bolts sports team" got me a very long list of different teams.
hmmm... I could be fine with that. I'm not sure which one to keep and which one to ditch (assuming we merge that ability into the CThrone. Any preferences? I'm not particularly drawn to these abilities, honestly.Yeah, only stealing techs is affected. Given the restriction to one city per continent, we could probably merge this one with Seekers' Stronghold's capacity to kill Diplomats, if we think that's an interesting thing to keep. (And as a palace replacement, it will always be there where the Diplomats are!)
agree on all of the above.I think I prefer the Policy one, because it gives the players something more tangible and immediate, which I think more people will take to as compensation for not having Aes Sedai.
Poland's UA provides us a good ballpark for the value of X. They get a free policy every era, so we'd want to calibrate X to be, on average, more frequent than once per era. (More frequent since this UA has a disadvantaging requirement - no Aes Sedai.)
I'd be inclined to hang onto just the policy one.
I understand your point. I also feel like a simple combat bonus is too boring though, especially given the fact that polearms already get that. What if it cut the movement of the knights so they couldn't retreat and stuff?I think the % chance of making enemy mounted units do nothing will be weirdly random and punishing for other players. I'd be more inclined to give them a significant combat bonus against mounted units, or give them an "aura" that affects the strength of nearby mounted units.
in any case, we're getting to far down into the weeds on the ability.
My point in adding the culture is that in many cases this would otherwise be identical to a regular courthouse. You think that's fine?I think even without the Culture, as long as we keep the Courthouse's Happiness bonus, then the ability to produce other civs' UUs will make this UB quite strong and fun to play. As mentioned above, I think this is my preferred way of capturing this particular "steal others' uniques" mechanic.
I like this one too, except that it is annex-favored. So puppeted cities don't produce courthouses as a top priority?
Yeah, I really like this ability (more than the previous one), but that is a tricky thing!There needs to be some mechanic that allows them to build this, because they can't build the building in a puppeted city, which is where its effect works. (They could rely on the puppet AI choosing to build it, but that would be the most frustrating thing in the universe.) Otherwise if it affects other cities it could be some kind of national building?
I've marked it as magenta until we sort out how it's intended to work!
Is there a way to force it to be built first? (coding-wise, I mean). I sort of assumed that they built the courthouse immediately.
Recap!
EDIT - holy moley, the board replaced the word "fourchan" with all the smileys (i was making a dumb seanchan pun)... is that some kind of censoring or something?
Seanchan (Era 4-9, Wide, Dom/Sci/Cul, no bias)
UAs:
- Ever Victorious Army, puppeted cities will periodically produce units, including the Unique Units of the civilization that originally founded the city.
- At the Eve of Battle - choose your side in the Last Battle after all other civs have publicly declared their allegiance
- Voice of the Blood - each city with a governor will get a +X% bonus towards the creation of some unit or military-related building, the unit/building receiving the bonus will change every Y turns
- Consolidation, original capitals captured before <date> produce +X extra Science per turn
- Channeling Dogma, Seanchan receives a free technology every X turns that they do not control any Aes Sedai.
- Insights of the Blood, puppetted and annexed cities do not increase technology costs
- Hatred of Marath'damane, Seanchan receives a free social policy every X turns that they do not control any Aes Sedai.
UUs:
- Deathwatch Guard, late game melee, when killed, is brought back instantly with 20% health. The ability becomes available again once the unit has returned to full health.
- Gardener, late game melee, very powerful
- Suldam/Damane - replace all female channelers. Suldam converts enemy channelers into Damane.
- Torm, replaces Mounted 3/4, has more movement but lower combat strength. Gains bonus combat strength while damaged (proportional to damage).
- S'redit Chargers, replaces mounted 6/7, greatly increased combat strength enemy and land units have -X% combat strength while within Y hexes. Limited to the number of S'redit resources controlled by the Seanchan.
- Morat'grolm - replaces Polearm 3/4, additional movement, enemy mounted units consume their whole turn when attacking the morat'grolm.
UBs:
- Seanchan Patrol Station, replaces the courthouse, eliminates extra unhappiness from occupied cities. +X happiness if city has a connection to the capital. Costs Y% less production and Z% less gold maintenance than the courthouse.
- Seeker's tower (replaced courthouse), constructed instantly
- Seekers' Stronghold, replaces Spy1, Foreign Eyes and Ears have an X% chance of being killed every Y turns instead of only when they try to steal a technology. Foreign Diplomats have an X% chance of being killed every Z Prestige they generate in this city.
- Crystal Throne, replaces the Palace. Foreign spies always fail to steal technology in this city. Foreign units have -X% combat strength when within Y hexes of his city. One can be built per continent.
- Tower of the Blood, replaces the courthouse, +X culture, enables the production of the Unique Uniques of the civilization who founded the city.
- Seeker's Tower, replaces the courthouse, +X Faith, causes puppeted cities to periodically produce units, including the Unique Uniques of the civilization who first founded the city.
- Raken's Roost, replaces the airport or bomb shelter, +X% defense against skimming units and +Y range of skimming units
UIs:
The Raken's roost is one final feeble way of working in the raken flavor. There isn't an AA building, so it doesn't quite work....
I would say it's an unlock like the others. I think it would be best to keep the three in sync. The main difference I see for the Dragon and the start of the LB is that they're not attached to specific techs, but instead world eras. This is more like the WC being on Printing Press in BNW, which is listed there.
ugh... ok, I'll change the summary and re-upload the files.... oy...
EDIT: done, but oy indeed! Adding "Begin High King Event" made the tech summary go over 30000 characters.... trimming, trimming....