S3rgeus
Emperor
Wow, looks like good old 'lomacy is about wrapped up!
Almost!
do we think that's a problem, though? The other perks seem to be at least a little more universal.
At first I was thinking it was definitely a problem, but I'm beginning to reconsider. Raw science is useful for everyone (regardless of victory) and could make the White Ajah 'too popular'. This way the White Ajah is still science-y, but is targeted at civilizations going for the science victory.
Then again, that risks them becoming "science exclusive" - so there's rarely any competition for the Ajah's favor.
Is something like "Trade routes between you and the Tower produce +5 (arbitrary) Science per turn" too narrow? It's more available than the Innovation one. Maxing out science with this would require the player to set up several trade routes with the Tower (from several different cities). Potentially very powerful, though geographically restricted.
A flat science boost sounds very plain next to the other Ajahs' bonuses.
We could unlock a "science trade route" for internal use? In the same way that there are food and production ones?
right, I'm almost ready to go with this one... but, the potential issue here is that some civs will definitely *not* want that to happen, based on their playstyle (wanting more male channelers to spawn, especially post-cleansing). Of course, they could avoid making nice with the red, but, sometimes accidents happen in civ (I didn't *mean* to generate more culture than everybody else!).
I don't think that's a problem - there should be enough other players who are gaining enough influence with each Ajah that it would be difficult to become the highest and above the ally threshold when a civ is actively trying to avoid it.
Enumerate? But it's Thursday - that's a Wednesday word if I ever heard one...
Programmer, I am! Collections are enumerated to get their values.
Maybe something like these:
Blue: +X% melee combat strength (kinda random, I know), OR +1 or +2 sight
Red: +X% Ranged defense (aka, protect against the channelers)
Green: +X% ranged combat strength
Yellow: increased healing rate, OR slight splash damage on targeted heals
Brown: +10% experience earned (is this possible?) or Culture on Kill (though that's more of a 2nd ability) or ???
White: +1 or +2 sight or Science on kill? (though that's more of a 2nd ability)
Gray: +1 or +2 movement
I like +2 sight on the Blue Ajah and Increased Healing rate on the Yellow (this is their "Medic-like" promotion, right? So it stacks with the Edict to make Yellow Sisters remarkably effective healers, which is good!).
Also like +X% ranged defense on Reds (15%?) sounds good.
Green +X% ranged combat strength is also good (+15% as well?)
+10% exp earned on the Browns is definitely possible, I like this one.
Also like +2 movement for Grays.
Less sure about the White now. We could invert the relationship between them and science for this bonus - instead of them making your science better, they get better proportional to how good at science you are? Something like White Sisters have +30% combat strength (melee and ranged) for 5 turns after you research a new technology?
So if we decide on both of the above, we're still left with a red pending next to second abilities for Sisters at level 2 influence? We discussed "stronger without Warders" for Red and "bonding male channelers" for Green. What are our favorites for the other Ajahs?
I suppose it can work just like the CSs - though I must confess, I don't know exactly how that mechanic works? Is it actually a swap? So, you should ideally send a spy to a CS you have LOW influence over?
It depends on your plan - if you just leave the spy in the CS (and he outranks all other spies other players have in that CS/wins the random tie-break) then your influence will rise every election and the current leader's (or possibly all other players', not 100% sure) will fall. But if you start a coup (via the Espionage menu) and succeed, then you switch influence values with the current ally. In the latter case, you're better going for a CS you have low relationship with. In the former, you're better going for CSes where it's a closer race.
Since spies are in the city - Tar Valon - but there are multiple Ajahs there, I'm not sure how/if we want to model the first interaction. Do we want the civ that controls the spy to just pick an Ajah to spy on? That lets us do basically the same thing as base CiV.
Yeah, I misspoke here. I meant to say that Androl (is that his name) had bonded Pevara in ADDITION to her bond of him.
anyways, we can try it, and watch the balance for how awesome it is. Of course, the "channeling warder" will be its own unit (not actually an Asha'man), right? So, he can be as strong or as weak as we'd like.
Yeah, "Channeling Warder" or whatever we call him will be its own unit type, so we can customize them completely separately from Asha'man units.
Re: the Tower Embassy, I think it's prereq buildings would be... one of the buildings we create that'll be channeling-related... not sure what those will be. Wisdom's hut, etc.... Depository?
Depository could work, we'll be doing more work on buildings when doing the tech tree, I'd imagine.
for sure, this could work, though the preference would be to be consistent with Civ's design aesthetic. What about a Channeling governor? Like, they might spawn in any city that is governed by a channeler?
Interesting, that makes a lot of flavorful sense as well. Our only source of channeling Governors is the two Ajah Sister units, right? So those two Ajahs (Blue and White, I think it was) become useful for directing other Sisters later on. I like this idea.
Well, the problem (IMO) of them being "less severe" is that I'm not sure the Oppression penalty is technically less severe. True, they can't limit your trade with 2/3 of the world, but trade with Authority is 100% blocked. In many situations, that would be as if nothing bad had happened at all, but in others, it would be crippling (suddenly losing all your trade routes, etc.). So, while it's certainly likely to be less severe, that's not necessarily true. It would be nice if the Liberation one had that duality too - perhaps less severe broadly, but in certain situations, it could be even worse. Certainly, the Tower won't trade with you, right (while Authority civs could still trade with the WT, even when they've refused)?
Agreed that the Tower won't trade with Liberation civs after a refusal, but will still trade with Authority (after the first one only, I think).
We could make the Liberation civ's penalties dependent on the proximity of their capital to Tar Valon? Makes sense that the Tower has more strength closer to home, but then civs might feel "doomed" by their location.
We could make the Liberation civs start losing their Ajah bonuses on refusals? Lose the level one abilities after the first refusal, level two after the second, level three after the third, then on to "weakened" Authority-like penalties? (This is in addition to losing the ability to trade with the Tower at level 1.) For civs who don't care about the Tower, this doesn't matter. For civs that do, it tears their game apart. (I'm assuming this is coupled with big penalties in overall Tower influence.)
I like the careful consideration one! The concept behind Ogier Speed was similar. I guess, I would define "no action" as not moving any units, attacking, etc. - healing and all that is fine. The question of course is what of workers. But the "Next Turn" turns are what I'm thinking of.
Cool, I've added the Ogier quests to the summary. Quick question about A Good Book though - it strikes me that should have something to do with a Great Work of Writing from its name? Do we want a GW Ogier quest as well/instead? Should we rename this one to something like Studious Nature?
I think "no action" turns are a bit of UI smoke and mirrors under the hood. You can opt in to having some things that are definitely actions automated (like build queues in cities, worker actions, scouting with units, researching technologies) and it's difficult to define for the player what they should and shouldn't do to contribute towards the quest. You might be in situations where you're just pressing "Next turn" but getting no reward for it, because something that's an "action" you started up ages ago is still going on in the background.
For sure, let's grab some now, if you have ideas. I'm honestly not sure where the "need" is at this point, so I'm curious where you're at with it.
Just integration with our new systems, so that the quests don't feel like they're stuck in base CiV's context. So new systems include:
- Channeling
- Alignment (includes Last Battle)
- Governors
- Horn of Valere
- Shadowspawn (existing quests deal with Barbarians, so Dragonsworn)
I think our other new mechanics all operate within the framework of existing victories and yield objectives, so the existing quests interact with those. The above ones are completely absent from CS quests. We may only need one for each, and not all of them may need a CS quest.
City State Quests
City state quests don't actually have "names" like resolutions and policies, do they? They generally only have summaries and icons. So the names are just summarization, though we could include them if we like.
Channeler Gift
City-State will reward a player for gifting a (female?) channeling unit to them. Targeted quest.
Alignment Shift
City-state will reward the player who generates the most Alignment change in the next 30 turns. (This is akin to the Blue Ajah quest. Usually these CS quests show the value for the leader, we can just show "change" though, rather than exposing whether it's Light or Shadow.) Global quest.
Governorship
City-state will reward you for instating a Governor of <insert governor type> in one of your cities. (We can use each available governor type/a subset of those types as separate instances of this quest, choosing the appropriate type for the appropriate CS trait.) Targeted quest.
Participate in the Hunt
City-state will reward you for producing 3 (arbitrary) Hunters of the Horn units. (Went with multiple instead of just 1 since it isn't a GP. Didn't want to tie the quest to finding/using the Horn itself since it's rare.) Targeted quest.
Fight back the Shadow
Much like the "invading barbarians" cry for help, except with Shadowspawn. Global quest.
I wish there was a way to give the Tuatha'an a CS.
I can see the possibility of a Tuatha'an civilization. We'd have to make their UA uber unusual and make the player play quite differently from the city-centric default. (A similar magnitude of change as Venice.)
Maritime - celebratory, ritualistic, ceremonial, or going in a different direction - Agrarian, Agricultural
Cultural - Learned, Scholarly, Intellectual, refined?
Militaristic - like the idea of Borderlander... but do they have to be on the Border? Otherwise, Militant, Warlike, Defensive, Martial,
Religious - Enlightened? Since Paths aren't strictly religious, I kinda like this angle. Inspired could work too.
Mercantile - I'd say maybe Wealthy, Prosperous, or something? Or also ritualisitc and ceremonial
I'm liking Militaristic -> Borderlander (I don't think we need to restrict them to bordering the Blight).
Religious -> Enlightened is also awesome.
Mercantile -> Prosperous sounds good.
The others I'm not sure which to pick. I think my favorite for Maritime is Ceremonial or Bountiful. My main reservation about Ceremonial is it doesn't seem to link into their Food-based bonus.
For Cultural, I think Intellectual and Scholarly sound like they should go on a Science-based CS (despite those not existing). I'm still a fan of Chronicled or Historical for this one.
Well, then, I guess I'm just crossing my fingers that you know how to do that!
So am I! I'm kidding. I'm confident I'm capable of making these changes, the main question is how long it will take and how feasible it is to spend that much time on AI improvements. I'd imagine overall "the AI is better" improvements will take a back seat to making the AI understand our new mechanics.
Right. This all makes sense. I do wonder if, as the LB dawns, we should give every civ an opportunity to reassign their trade route destinations. Otherwise, the timing could really hurt some civs (especially if a partner goes a different direction than you expected). And it's kind of boring if everybody turtles with CSs for the last whole part of the game to prevent this. Thoughts?
We could make Last Battle-incited declarations of war give players their trade units back? That eliminates the risk involved in trading with those civs - players will just get to reassign those trade routes if they choose a competing Alignment. Does that take some of the risk that we want out of the whole thing though?
Yeah, I think most of the Black stuff was discussed more recently than the Chanelling stuff. It looks like this is the largest discussion:
...
updated thoughts?
So, some of our primary concerns from before is that we want the Tower turning to be a rare event that requires a concerted effort from multiple players. We want there to be player involvement, but we don't want a simple relationship between more Shadow players == Shadow Tower.
Drawing on a lot of what we said before, we like the idea of "quests" from the Black that pop up to individual players in secret. We agree that comparing the influence of the Black Ajah directly against the other seven isn't tenable for a variety of reasons. We like the idea of the Black Ajah "corrupting" the existing 7 Ajahs.
The first idea I had (which I started to write out and subsequently decided against) involved using the majority influential civs in Ajahs, if those civs were leaning Shadow, to dispatch "counterproductive" secret quests to those civs to increase the Black Ajah's hold. But that suffers from some of the problems we said above.
We've also got to remember that some Shadow leaning doesn't necessarily mean that civ will declare for the Shadow. They might go Neutral, heck they might choose Light in exchange for some penalties. And it would be almost impossible to appropriately dole out these quests based on those civs' perceived intentions.
That means the players need to be the initiators in the interactions with the Black Ajah. We can't have the Black going to them with quests, the players need to go to the Tower with the intention of finding and helping the Black Ajah.
So what about this:
Players who are over a certain Shadow threshold see a new button on the Tower UI which brings them to a Black Ajah summary page. (Equivalent for AIs is just unlocking the ability to take the actions I'm about to describe.)
On this summary page is a series of objectives. These objectives are big ticket items, customized to the world of the current game:
Raise 1000 (arbitrary) Gold. (Donate it to the Black.)
Raze Whitebridge. (It picks a prominent non-capital city in a civ over a certain Light leaning threshold. There are probably several instances of this objective for separate cities, deliberately spread across the map.)
Pass resolution X in the Compact.
Achieve X influence with Y Ajah.
Achieve X influence with W Ajah.
Achieve X influence with Z Ajah.
Construct/Control the <insert World Wonder here>.
Kill X Aes Sedai. (Doesn't matter which player owned them)
Control X cities.
If all of the above objectives are completed by players over the Shadow threshold, then the Tower Turns. Each objective only needs to be completed once globally and can be completed by any Shadow player (who's over the threshold). The intention is to make a set of objectives that can only be achieved by a group of players - almost never a single player (unless they're a worldspanning monstrosity civ). But those players don't necessarily know how close the other Shadow players already are to completing them. (I have 1000 gold, but why should I do this for everyone? That guy is probably Shadow and he's rolling in it! Why doesn't he do that objective?)
I'd say each player can see which objectives have been completed, but not by whom. They have no feedback on anyone's progress toward each objective except their own.
What do you think of the general idea of this system? Do we want more objectives? Should they be more difficult?
please do! I'm running out of ideas - I'm also worried we're going to use up all the cool mechanics we could use on social policies and tenets...
I think social policies and tenets have inherently different types of bonuses - we reward the player for different types of things, or boost different ways. The Tower's Edicts are all dependent on an external entity being able to modify the things that it gives out bonuses/penalties for. For tenets and policies, I think we deal a lot more with the internal structure of the player's cities (rewards for specific buildings, for example) and army (giving you specific units, the Tower's unit giveaways are all channelers, and they take units on several occasions).
Even for effects that overlap between the two, we can have them stack and I'm sure players will be glad for the bonuses. The Tower Edicts are necessarily time limited, whereas Policies/Tenets are for good once adopted - so if an Edict is keeping you in positive Happiness, you appreciate it, but it's not going to last. If you find a policy that does the same thing then you'll take it immediately.
Anywho, here are some more:
Generic Edicts
Recruit the Newcomers
Accepted that gain the Shawl in the next 30 turns join the Ajah the Amyrlin was raised from. (Or we could just announce an Ajah and they all go to that one?)
Blue Ajah
Edicts needed to reach nine: 3
A Helping Hand (R)
City state rebellions (by just Authority civs?) are 30% more likely to be successful for 30 turns. (Spying and eyes and ears.) (Refusing means the bonus does not affect CSes you are allied with. Does it make sense to be able to refuse this? It's not really anything to do with what you do that makes it work.)
Proper Leadership
Governors produce +3 local Happiness for the next 30 turns.
Through Greatness
Each time a Great Person is expended in the next 30 turns, its controller receives +100 Faith.
White Ajah
Edicts needed to reach nine: 3
Veritable Distraction
Buildings that produce Science also produce +2 Great Scientist(/Scholar/whatever) points for the next 20 turns.
Speak the Truth (R)
Diplomatic promises are mechanically binding for the next 30 turns. (If you say you won't settle near someone, it is impossible for you to do so - Settlers just plain old don't work there.)
(I think I've only just understood what you were asking before about diplomatic promises, counterpoint! As a quest it feels more Gray, but as an Edict it seems White? This edict is also quite complicated - each promise needs to be individually related to what behaviors it affects and we need ways to modify those available behaviors so that the player is incapable of performing them. Probably more trouble than it's worth.)
Sister's Keeper (pun-tastic name)
Civilizations with influence points with the Ajah the Amyrlin was raised from also receive an additional (their influence) / 10 Science per turn.
Brown Ajah
Edicts needed to reach nine: 0
Red Ajah
Edicts needed to reach nine: 3
Gentle Instruction
Gentling has a 20% higher success rate for the next 15 turns.
Unnecessary Distraction (R)
Warders have -20% combat strength for the next 30 turns. (Refusing means Warder units you control are unaffected.)
Wilders to Heel (R)
Non-Aes-Sedai female channeling units have -10% ranged combat strength for 30 turns.
Green Ajah
Edicts needed to reach nine: 1
Learning from Men
Aes Sedai units deal splash damage like Saidin units for the next 30 turns.
Yellow Ajah
Edicts needed to reach nine: 3
Far and Wide
Aes Sedai's "Medic-like" promotion has +1 range for 30 turns.
A Cure for Stilling
Civilizations have +1 Spark (+2?) for the next 30 turns.
Blood and Bone
If a unit would die within a 3 hex radius of an Aes Sedai unit, there is a 20% chance it will remain at 1 health instead.
Gray Ajah
Edicts needed to reach nine: 2
Alliance in Truth (R)
Declarations of Friendship also act as Defensive Pacts for the next 30 turns. (Each player must choose up front if they wish to refuse for the duration - regardless of whether or not war does end up happening in that time. Existing DoFs are included.)
Bonds of Trust
Civilizations may trade lump sum gold gifts without Declarations of Friendship for 30 turns. (Might be unbalancing on higher difficulties, not 100% clear on whether a player can make effective use of this in a small window of time.)
Right... though I don't think this one would reveal the map.
But I want to unlock RAM Usage!