S3rgeus's Wheel of Time Mod

OK, I'm back for a bit. I'm trying to assemble a full summary post while I do this - hopefully it works out, because we don't want to haft to sift through all of this again... Once you respond to my responses, I should be able to finalize it..

Blocking a prophecy doesn't necessarily have to add shadow points, if there's a prophecy that says a city will be razed in the name of the Great Lord - then blocking that earns Light points. I'd imagine there are separate prophecies to determines where the Dragon is born from those that make him more powerful. That way Shadow civs could interact with the prophecies strategically.

Definitely agree with regards to the loosening of this rule during the LB. Sounds good.

ok, let it be written, let it be done.

Cool, that sounds really good to me. (The Aes Sedai leave and are replaced by X% proportion of Black Sisters for the Shadow civs, or X% proportion leave if the Tower switches sides.)

I think having a manual Turning mechanic might be too complex, particularly since Alignments are only really locked in at the very end of the game, so the mechanics won't be available for very long.

For sure - so aes sedai "awards" at the start of the LB will be based on the civ's alignment and the alignment f the tower itself.

I suppose the one thing we should try to keep in check, from a flavor perspective, is the meta-game of controlling the Alignment of the Tower. Obviously players will try to push the Tower to be more Light or more Shadow, but we need to keep in mind that for much of history (certainly the New Era) people didn't even think the Black Ajah existed - we should try to brand these struggles in the tower in a manner that somewhat preserves that mystique.

That would mean all Aes Sedai have the move after attacking promotion? Attacking still consumes a move, so if the Aes Sedai moved into the city first then attacked, they might be out of moves to leave. Or do you mean we just block the "Alert," "Fortify," and "Wait a turn" missions for Aes Sedai in cities? That would prevent long term garrisons, but they'd be able to stay within the city when it counted - when they're defending from an oncoming army.

We can straight up prevent the Aes Sedai from providing the garrison bonus to city strength in all circumstances - if that's what you intended? That seems easier to follow (for the player) that blocking certain missions.

Ah... so, every now and then I totally forget how this game works. No, they should not all have the move-after-attack promotion. That would be silly and super broken - especially considering they are supposed to be weak against melee!

As far as the garrison bonus simply being prevented, I see two potential problems with that. First, I'm not sure it'll be that noticeable. I mean, clearly you can see whether the city's strength goes up, but to me the garrison bonus has always remained a bit enigmatic. A much bigger deal, to me, is the fact that I think for balancing purpose Aes Sedai shouldn't be able to "hide" in a city. In fact, I'm kind of thinking that perhaps NO Channelers should be able to end their turn and hang out in a city - barring governors or whatever. We're talking about units with epic strength, and sometimes epic range. With females in particular, their weakness is a lack of defensive strength - thus the reliance on Warders for protection. To me, letting them sit in a city and take pot shots at their enemies just seems to me to make them a bit to powerful.

Do you see what I mean? I'm not sure what the best option is. Clearly what I suggested makes no sense - honestly I think disabling most missions (any one that ends to turn, certainly) while in a City is the best option - it's not that elegant, but it is very clear to the player, at least. Again, I think this should probably be across the board for all channeling units.

Yes, that sounds good - all units that become Warders become the "Warder" unit. Aes Sedai are the ranged half of their combat presence, so the Warder being only melee balances that.


Sounds good! A cost for upgrading into a Warder (much like the actual stacked upgrade cost to make the unit "modern" for where the civ is in the tree). We can carry promotions over as well - though there are probably some we'll leave behind and some we'll bring. (+1 range on a melee unit doesn't work, for example.) So March and Logistics are powerful for Warders.

ok, agreed on all.

Agreed, your proposal in dark red sounds good! :D

I think small tweaks in base combat strength could still be appropriate. The difference it causes is likely smaller than the changes caused by the technological "enhancements" the Aes Sedai receive over the course of the game.

agreed!

Pathetic, I know, but I need to stop for now. Will hopefully come back later today.
 
ok, back for part 2!

Interesting - I don't remember if in our discussions of GP types we have a Great Leader type unit? It would seem that excluding them from being a Governor would be strange, since they're the purposefully built Governor GP.

Aside from that, I don't think a direct mapping between GP type and Governor type is too complicated. (Great Engineer -> Blacksmith Governor, Great Merchant -> Guildmaster Governor, etc.)

I don't recall if we included a Great Leader type - to me, that seems more or less synonymous with Great Governor.

For now, I say let's hold off on this - we can say the Blues can be Great Govs for now. Personally, I'm questioning whether the Governor thing is too much added complexity, but we should probably revisit it later when we do GP in general (probably soon!).

The only worry I have here is that it's not very impressive for an Aes Sedai unique ability. We could try both? Turning any unit into a Governor via a mission is just an alternate configuration of the GP into a mission - so that requires little to no effort to put in (provided we're doing the GP into Governor approach). We could start it off with a cooldown - the Blue Sister can only become or stop being a Governor every X turns - and see if it becomes too abusable?

I understand your concerns. The issue, as I see it, is that GP=consumable, and Aes Sedai=not consumable. So mechanically they should be different. True that it isn't that exciting, but.... Governors aren't exciting, really.

I think so, but to a lesser extent. Starting the healing process for it immediately also sounds good. This has the appropriate mechanical effect of making the Green Ajah best suited to combat, because they're not hamstrung by the loss of a single Warder.

Yeah, that makes a lot of sense. Saidin Shield it is!

right-o!


Agreed, stacking that with Great Scientists could be crazy. Doing this same thing with Great Scientists (referred to as "bulbing" as far as I know) is a strategy I believe a lot of players use for higher difficulties, so it's clearly powerful.

My difficulty with science per turn is the same as for the Blues above - it's not that splashy for a special ability that's unique to this Ajah. (Though in this case, it provides serious incremental advantage, since generating more science at the cost of a single unit is very effective.)

Converting Culture into Science for X turns sounds very interesting. That's a big opportunity cost in some games because it makes you more vulnerable to Prestige, but you might be in a position where the Science advantage is more useful. I think I like this approach!
Ugh. This one is killing me. I can't figure out a solution, and believe me, I'm trying.

I definitely don't love the science "dump" idea - these ladies won't be consumable, and anyways, it seems to really intrude on GS territory.

You don't like sci/turn.

I now don't like Culture-> science. In theory it's fine, but it seems like it would only be used for very specific civ types and playstyles. Ideally, these Aes Sedai would be theoretically useful to anybody. I can imagine a civ ending up with one and simply deciding that her ability is actually BAD for their civ - I think that is to be avoided.

So where the heck does that leave us? Science with kills? back to science/turn? No science connection at all (i.e., something else)?

Yes, I'd say their Warders can ignore borders too. They always travel with them, and otherwise you open up chances to snipe kill the Aes Sedai separated from her Warder.

Follow up question here - do Grey Sisters and their Warders get "thrown out" of a civ when it declares war with their controller or do they maintain their position? I'm leaning towards throwing out, but that might separate the Aes Sedai and her Warder right as a war starts, which is bad. Then again, if you're establishing a trade mission with a civ that declares war on you, you're doing something wrong.

I agree. Throw them out! Yes, this would be bad if she were separated from her warder, so... don't stray far from your warder, Sister!

I think even if they dig up sites slower than Archeologists, being repeatable makes them very valuable. How about that? Actually finding a city to build archeologists is always one of my big problems when doing culture victories. This would reduce the need significantly. I think a cooldown still makes sense as well.

good! however, this brings us to the "only useful for cultural victory" players, which I find problematic. Either 1) give them some extra component, or 2) archaeological digs should be useful for everybody... although, maybe they already are (to resist tourism), but never pursued by most players because of the opportunity cost. Did I just solve my own problem?

Black Sisters having only the Black Ajah abilities is certainly easier. I think that could also allow us to use more of these abilities. ;) As long as we're always doing "substitutions" of Black Sisters in place of other Ajah Sisters (rather than Turning of individual units) we won't have a problem with those abilities changing. (Otherwise what do we do with the Green's second Warder? The Blue who's still a Governor right now?)

And I think things like Compulsion can be shared with the Forsaken, Assassinate with Grey Men. The Black Ajah's unique ability in that case is the "Create Darkfriend" one. Their primary role then is accessible (for Shadow civs) users of the first two (Compulsion, Assassinate) abilities. We don't want something powerful and cool (and complex to do) like Compulsion to be reserved for the Forsaken, who the player hardly ever controls. At the same time, it's a cool ability to give the Dark One's Chosen.

This is fine, I think. Let's make them wholly independent units. I think all those abilities will be fine, though we'll have to see how the balance stacks up.

I think the new ability will just be one of many "grades" of influence with each Ajah. There are static bonuses to both higher and lower "grades." The extra ability is just a particularly powerful one. I can see players wanting to balance their influence with the Tower so that they get the extra abilities for multiple relevant Ajahs. That gives players that aren't going for the diplo victory some good incentives to invest partially in it - influence with one Ajah you have multiple Sisters from could make your units significantly better. But the player going for the diplo victory is likely to have much more influence to throw around - they'd get a lot of the extra abilities, whereas players concentrating elsewhere might only get one or two.

I see. So it is tracked within the ajah. More complex, for sure, but also adds some nice depth - you can "throw in" with one particular ajah.

Question: is it like CSs, where only one person can be the true Ally? Like, maybe whatever the highest level unlock is (probably the second ability, maybe simply the highest stat bonus), is only available to the civ with the best relations with that Ajah. Thoughts?

Also, I wouldn't want the stat bonuses and such to be too huge. I think the total number of Aes Sedai allocated from the Tower should be a more significant variable than the "quality" we speak of here.

Lastly, this reinforces my thought that the Ajah's should each have identical stats, not counting ability. This mechanic is where we can differentiate that. Green Ajah "friendship" would give them a combat boost (and "alliance" would unlock a second ability, for instance), while friendship with the Grays could improve movement, or provide a bonus to trade, or defense against ranged attacks. Point being - we differentiate them via their level-ups.

Civ4 modding definitely stayed active long after Civ4 stopped being officially patched/supported. Even after CiV came out, a lot of people prefer Civ4 mods. (Which is a complaint we see a lot on the Civ5 C&C - CiV was very divisive.) It doesn't look like Civ:BE will be significantly different from CiV in that respect. An actual Civ6 would probably present us with a deeper quandary.

Another positive in Civ:BE's favor though, is it might have some bug fixes that are relevant for us. (Feature graphics jumps to mind.) That would require some investigation though. I haven't had a chance to play any more since I posted about it last.

Also, Civ:BE is built on the same engine as CiV and from what I've seen in the nascent discussions on C&C, it looks like it uses the same kinds of file formats. So it should be possible to port things from one game to the other. (If, for instance, some of those aliens models become useful to us in some way - they're basically massive monsters anyway.)

But yes, I think sticking with CiV is the way to go for now.

god it! We'll just wait and see if there are components from BE that can be brought into our game, and whether we want them.

Yeah, that sounds good. Having the Wisdom be a part of a building that has an otherwise stable use (like a Granary). And additional Faith generation sounds good!

yes!

Yes, I meant small as in land area - so a Tall civ. Your suggestions in dark red both make a lot of sense and are things we can apply if and when Tall vs Wide becomes a problem with Spark distribution! Sounds good!

OK, going to be something we'll have to playtest carefully.

Yeah, definitely an in-game tutorial. We should be able to hook into the existing tutorial system. Like you said, there are options for "New to Civilization," "New to Civ V" and we should be able to add "New to WoTMod."

excellent. Didn't know about those options/ignored them.

If our primary concern is spreading out, the UU doesn't need to have the same prerequisite technology as the unit it replaces. (It can become available earlier or later.) I think Wilders are very early on the tree, which would be my main concern with giving those civs powerful channeling units at that stage.

I'd say an upgrade cost, much like normal units.

OK, I think I gotcha there. I guess I'm merely suggesting that some of the UU channelers might be nice to have earlier in the game - regardless of who they replace. Just so we can spread things out a bit. That doesn't mean the entire time Wilders are available, the civ can build their UU.

upgrade cost it is!

Yeah, all saidar users sounds appropriate.

Woops, I think I skipped over them. Yeah, they sound like a pretty good candidate for an Altaran UU. (Understandably, we're not discussing UBs much when talking about channeling, but we'll need a fair few of these as well.) I honestly don't remember them from the books, but Altara doesn't have a huge amount of content to go on, so if they're from there, that works!

I'm a little confused about why we're talking about UBs here, but re: the Daughters of Silence. They're in the books, though buried somewhere in the relative wasteland of books 7-9. I think its when the history of the Kin is explained to Elayne and Nynaeve. The Daughters were sort of like the predecessors to the Kin, I think.

It's a bit micro-managey, partially because of movement ranges for naval units. Naval units can move like 8-10 hexes, but I wouldn't imagine the movement bonus extends that far? Then when do they lose the bonus? How do they move their full boosted distance while still being cautious and revealing fog of war before they sail into the distance?

Yeah, we can probably come back to this!

eh... let's come back to this! It all needs to be factored into the UA of the SF anyways.

In theory, yes, but I'm not sure how we'd consume less. Do we want them to actually consume 0.5 Spark? Or do we skew all other channelers and calculations up so Sul'dam consume 1 and the rest of the channelers consume 2? Seeing as the Seanchan won't be building many channeling units, would it make sense to just have them consume 1? Not consuming any is probably dangerous - then the Seanchan can heedlessly produce and capture channelers throughout history.

Right. Commenting on your last sentence there - I don't suppose Seanchan can "produce" channelers at all. They may have a bunch of spark to spend, but they must capture ALL of their channelers. Females, at least - not sure about males.

I'd say the question to ask is this:

Should the damane's armies be larger than opponent's channeler armies, or should they be equally sized?

I think we balance this against their strength. I think the books represent damanes as being rather numerous. True, they are powerful as well, but definitely numerous. In any case, if we want vast damane armies, they shouldn't really be much stronger than comparable units.

From a gameplay perspective, I love the idea of a Seanchan army conquering cities, and as it conquers, converting damane. Now, ths could be done a few different ways:

1) the Seanchan simply have a lot of Spark
2) Sul'dam consume less Spark than everybody else
2) the Seanchan conquer a city, which increases their population/number of cities, which provides them with the additional Spark they need to secure new damane.
3) the Seanchan UA causes a puppeted city (flavorful!) to provide bonus spark, thus fueling the armies.

from a strict flavor perspective, I can understand the Sul'dam costing less Spark: they are not women who have the innate ability to channel, they are simply those who could be TRAINED to do so - presumably more numerous in a kingdom. However, from a gameplay perspective, those options that keep Sul'dam at equivalent spark cost to everybody else, but have cool invasion-rewards, seem more fun.

Opinions?

OK, stopping there for now! Maybe the second half tonight or tomorrow.
 
Back! Should be able to finish up tonight. Once S3rgeus settles the few outstanding issues, I'll post the updated summary outline.

Ok, I see what you mean here. I am convinced! Let's start with some madness for the male channeler units when they first appear. Tying into something you mentioned later about the speed of going mad - I think the Asha'men becoming mad more slowly makes some sense. They're part of an organized society that recognizes and educates them about the madness, so they are more aware of its manifestations than a channeler who's off by himself in the wilderness.

At the same time, saidin is the determining factor for most individuals - so I'd say the variance you suggest below (10-50 turns) will eclipse the variance by unit types in almost all cases.

I think the only time we might change this is on the cleansing of saidin. As long as there is increasing madness, the ability to disband/gift at the drop of a hat will be very meta-gamey.

That sounds good! More variance and unpredictability is good in this case - we want it to be risky.

Definitely, completely agree!

Great. Glad that's all settled.

The one thing I'll say concerns the Asha'man. I'm not sure I think it's a great idea to have them go mad slower. I know they have infrastructure and training but.... that doesn't have any effect on whether dudes go mad, does it? Just makes them notice the madness and gentle the guys faster, or whatever they did with them (I don't remember). Also, I think from a mechanical perspective, the Asha'man should represent the pinnacle of the "Saidin dilemma" - great power, with great risk. Additionally, this makes the Cleansing all the more vital and important - and a blow if it fails.
What do you think? I could accept a slower madness rate, but I'm not sure it's necessary.

I should say, as a corollary, that I think a slower madness-rate for Asha'man could actually be the main perk of being the civ who builds the Black Tower Wonder. I'm not in love with the "gentled asha'man become stronger melee units" effect since it seems kind of complicated for something that only one civ gets to do. Of course, if the slower-madness is the effect we go with, we'd need a secondary effect for those games in which saidin is cleansed. +spark or something.

You're right, that could make giving channelers to the Tower much more difficult for some civs than others. It can probably work like the "gift units for a war" for CSes in base CiV then? You can select your unit from anywhere on the map to give to them. It would presumably have the same X% chance of failure (dependent on relationship with the Tower?) and the channeler turning against you as attempting to Gentle them? Otherwise it's a free way to get rid of male channelers, which I think we want to avoid.

Sounds good!

You're right that it's a weird way of attacking someone without being at war with them. Allowing peacetime Gentling has a similar inverse effect though - you can attempt to Gentle channelers in "allied" territory under the assumption that some of them will fail and go rogue, attacking stuff nearby (which is mostly your friend that you secretly hate).

How about you can only Gentle male channelers in peacetime if they're in your territory?

I've been thinking about this, gifting to the channeler, and I'm thinking that it should only be possible from your territory. Not in the WT, not elsewhere. The idea is that it should still come with some risk - though perhaps less ""rogue chance" than gentling them yourself, right?. It seems to me that players will always just wander the guy into the middle of nowhere and do it, leaving him to be somebody else's problem. I don't think this works. What do you think?

As far as actually doing the gentling yourself, with an Aes Sedai, I do think this could be possible anywhere on the map. True, you could use it as a "madness bomb" to an enemy, but that would put your own units at risk too. I do think you can't do it in others' territory while at peace, however (even allies) - that would be an act of war.

Yes, I think a late game tech unlocks the ability. I think, for simplicity's sake, we can give it to all Aes Sedai and all Asha'man (controlled by the civ that has researched the technology). That way you can have the different genders.

I'm tempted to say just a civilian unit that does nothing. That seems most flavorfully appropriate given the Gentled men's behavior in the books? Male channelers are already maintenance free - so that can stay the same. They're really only taking up a hex in the civilian layer.

Is Male Wilder something that anyone says in the books though? Male channeler is quite bland, but as you mentioned originally, it is the term used in the books.

No, Male Wilder isn't a term..... "Male Channeler" just seems so... clinical. Something about the word "male". What about "Saidin Channeler"? Or is that better used as a category of unit, and not a specific unit. I still think we need something that sounds "cool."

I ended up outlining this above, but I was thinking Asha'men would go mad more slowly (or possibly more consistently?) because they're trained in an environment that is aware of the madness and "educates" them about it, to a certain extent. They know that they will go mad, so they recognize the early signs and try to work against them. Other male channelers don't have the luxury of that forknowledge (they just know madness awaits, not how far or in what form).

right, already commented on this above.

I definitely see what you mean here. A slight variant on your sugegstion, I'm not sure if we want to gate the cleansing of saidin on a diplomatic event. What if we made it an ongoing struggle? Once you research a certain tech, you can contribute to either side of the attempts to cleanse saidin. (It occurs to me that it's basically the Shadow working to stop the Cleansing?) Each "side" is a global production bucket that civs can pour hammers into. If one gets a certain amount ahead of the other, then that side "wins" their event occurs. (Either saidin is permanently tainted, or Cleansed, depending on who won.)

This is a bit different from the reality, but I don't think we can model the books' specific events regarding Shadar Logoth. (What if someone has already captured Shadar Logoth?)

A one way global project that Cleanses saidin is certainly the easiest, but like you've mentioned, it's an attractive proposal to allow the Cleansing to fail in some games.

Why is it worse for us to gate it with the "Congress"? It seems to me that the cleansing is a pretty specific, coordinated effort. Something that somebody proposes and a group begins to plan its execution. Sounds good as a diplo proposal to me. Plus, I don't feel a need to have one civs tech advantage give them a lead in the effort. I mean, that could be true, but I don't think it needs to be that way.

Also, I was thinking about one way we can make the bland "hammer-fest" of the cleansing actually have some cool flavor. What if, once the project was completed - as a failure or as a success - some cool thing happened. Like, Shadar Logoth explodes or something. Or maybe gets tons of radiation around it. Maybe it doesn't have to be Shadar Logoth - maybe its a random CS. Maybe shadowspawn popped up near a CS. Maybe a different effect happened based on whether it was successful or not. You know, a cool thing, but not anything that has an outcome that is relevant to the cleansing - it has already succeeded or failed, this is merely a flavorful consequence.

Also, do people get rewards for contributing to the effort?

Lastly, you mention that denying the cleansing is a pro-shadow move. I disagree. Since Asha'man can be used by light and shadow (and neutral), I don't see a reason why they couldn't both want it cleansed. The civs that want it to not be cleansed are those who have low Spark and never build Asha'man, or have social policies that make male channelers very rare. Right?

I think we can do both - mutually exclusive policy trees and ideologies. In this case, I think the Ideologies represent the government's outlook on channelers. The policies represent the people's. Now, you can create some weird combinations. ("We love channelers but our government forces them into slavery"?) I would imagine the policy trees and ideologies that "go together" would be complementary, whereas the opposing ones would "run past each other" so their benefits were less useful.

That leaves us with the same Ideology breakdown as before. Policies we might have two trees (the majority of the other policy trees are actual governmental policy stuff, much like base CiV) concerned with channeling: fear and acceptance.

So, Tear has followed the Fear policy tree, but adopted the Authority Ideology.

Seanchan are Fear and Oppression. (Their everyday citizens do seem to be largely afraid of channelers who are able to act independently.)

Manetheren, Aiel, and Sea Folk are Acceptance and Autonomy (more on names in a moment).

The other Westlands nations are likely borderline Fear/Acceptance tied with Authority. (Andor leans more Acceptance.)

This gives us an interesting possible resolution for our Shara quandary: Acceptance and Oppression. (Channelers are a thing that happens, they are a part of the natural order of things. But they must be contained and managed accordingly.)

We haven't discussed much about social policies before this - I'm not sure how much content we have for filling out the trees? Is there too much overlap in the above? I think there's definitely a distinction between the policies and ideologies, but it's subtle-ish.

OK, I love this. Definitely understand now. Yeah, this let's us 1) bring elements of these "ideologies" earlier into the game, and 2) create the somewhat complicated social systems in WoT's world.

I should say that I do think this makes the "Static bonus" and "early unlock" of ideologies perhaps unnecessary - this could serve the same purpose.

I think we should make a point of not having much *mechanical* overlap, though. Like maybe the Policy ones have "base level" effects, mostly to do with, Spark, false dragons, etc.. These are the kinds of things that let a civ build their empire up the way they'd like it to be built, structurally - even if there aren't as many bonusey things. The Ideologies would have, instead (not counting the effects unrelated to channeling), diplomatic things with the Tower, bonuses against channelers, etc. Thoughts on this? In any case, we shouldn't make the redundant.

I assume something like "slavery" would be an "oppression" ideological tenet? We wouldn't be doing multiple "exclusive" policies, would we (like "enslavement vs. Freedom, or something)? I guess the two civs that use slaves in the NE - shara and seanchan - are both "oppression" (though, incidentally, both also have slaves that are non-channelers).

Does the above change your opinion on this? I think the ideologies' static effects unlocking early still has value in that system.

you think so? Is it needless complexity, though? I suppose it would depend on what the static effect is, and whether that is something that could already be accomplished with one of the policies.

"Philosophies" sounds good! Despite wordiness in WoT itself, I think having a single word name for something like this is good.

As much as I like Autonomy, I think you're right. The White Tower goes out of their way, in the books, to have their Aes Sedai described (internally anyway) as autonomous, which will be confusing. I'm not sure if Unregulated sounds too legality-based compared to the others. I don't know what to suggest in its place though.

I think Authority works well for the second. Intolerance is certainly less "loaded" than Oppression as a name, and makes it less aggressive.

Philosophies is ok, but ideally I think the name would make intuitive sense to the player - I'd like them to know immediately that we're chiefly talking about channeling, here. "Way of the Power"? Eh... "way" is all wrapped up in our Paths.

What about, for the first one, Individualism, Independence, or Liberation?

Authority is fine, but it also could work as two words: "Central Authority" or "Tower Authority" to make it all the more clear.

Oppression is fine. Intolerance is also fine. You pick.

That sounds good for affecting normal male channeler birth rates and madness rates. I think madness rates will only ever be skewed slightly though - we want to keep the overall unpredictability.

Oops. Yes. Well, it would have been a nice synergy. Might it make sense for Aes Sedai to consume Spark then? It might be too complex - you have two limiting factors competing to restrain your access to these unit types. But it does create a nice synergy between gameplay and flavor.

I don't think Aes Sedai need to consume Spark, for reasons that have been brought up before, in addition to the complexity you mention here.

Yes, completely agree! Let's avoid all the insanity! Your solution is elegant and maintains all of the features we want from Linking, I think.

What do we do with sul'dam though? Because that is a long term link? We can probably come back to that when we're discussing the Seanchan in more depth though.

nice!

Re: Sul'dam... I don't think this one is really a big deal. It's not a link in the same sense - sul'dam aren't channelers, at least not mechanically. Do you mean to suggest that the sul'dam, for example, can't attack while the damane channels? Eh, I don't like that - it makes the player haul around a sul'dam unit for no reason except to cause problems when killed. I think teh sul'dam, realistically, is sort of like a mini-warder. Probably no better than a mid-line military unit, but needs to stay close to the damane. Unlike warders, though, the damane is protecting the sul'dam way more than the sul'dam is protecting the damane.

Can damane link, then? I suppose they can.

Yes, I think I remember you mentioning this in your first posts as well. I didn't really address this. I'm not sure if the distinction is useful for us since "partial control" is very difficult to model in CiV. I'd be inclined to leave out Turning (or make it only flavor as a part of the Last Battle) and use Compulsion as a way of "taking control" of units.

got it. agreed.

Airlifting lets you drop the unit next to the city as well as into it directly. I think the ending turn restriction on Aes Sedai is a bit specific and difficult to make it intuitive for the player though (discussed in more detail above). In this instance, cities are acting like more effective Traveling Grounds, which I think makes sense.

Agreed that "learning this location" will become very busywork-ish for players and we can avoid it. I think I like the Improvement idea too. I'd say they follow the usual rules for improvements - one per tile (so it can't be shared with a farm/plantation/fort/trading post) and only within the player's territory. I'd say there's room for a diplo deal that allows travel to Traveling Grounds between civs specific, but only very close allies ever do this. (Requires DoF like lump sum gifts of gold.)

I'd say let's try out all channelers a civ controls gaining the ability when a "Traveling" tech is researched and if that becomes too overwhelming, we can switch to gating the ability on a promotion as well.

Cool. Let's do the improvement, then. Can we make it cost maintenance, though? I don't like the idea of somebody filling up their territory with a million of these things. Alternatively, we could limit the number a civ can build. Which do you prefer?

I like the diplo idea.

I think flavor-wise the Ways are completely superseded by Traveling. I'm not sure if we want to do the same thing mechanically? It's difficult to do long-distance automatic travel in the early game without breaking the balance of things then though. Any discouraging factor like losing some units (makes sense with Machin Shin) likely makes normal movement a better idea in all but the most dire circumstances. (Maybe what we want, but it's very rare?)

I'm still undecided about what we can do with the Ways overall. That becomes even more of a problem when compared to the effectiveness of Traveling.

The ways are cool to include because 1) they are in the books, and 2) they allow us the possibility of having the crazy Trolloc-dumps into cities far away from teh blight. Is there a way to still include this, without actually having them be used like traveling?

What if "Waygate" was merely a national wonder (makes sense, since only the major capitals had them) which provided some significant and worthy bonuses... but also had the possibility of tragedy? Thoughts?

Maybe, instead, all capitals have them automatically. They do nothing, but periodically allow us to send shadowspawn around during the LB and Trolloc Wars.

What say you, Atreyu?

I agree on the numbered points.

Yes, I think it makes sense that other Dreamers can spot them. I'd say if a Dreamer unit is killed then the host is as well. (That was how it worked in the books, right?) We can make the Wise Ones have very powerful projections then, so they can easily kill other Dreamers - making them the most powerful Dream World units.

Right. Good. Agree that death is "real" death. The only issue with the dreamer-hunting is that, likely, we're only going to have two or three unit types who can do this: Wise Ones, Dreamers (maybe) and Wolfbrothers (maybe). Since Dreamers and Wolfbrothers would (probably) be consumed by Dreaming anyways, having them get killed more easily than Wise Ones seems a bit punitive. The fact is, the wise ones can do it *again and again*. I'd say, if anything, the Dreamers and the Wolfbrothers would be *better* at hunting people in the world of dreams - nobody's better than Perrin, after all, right? (imagine a wolfbrother AND his wolves going into the dream and killing everybody).

Perhaps it's all kind of zero-sum, and we shouldnt' even allow combat.

Yeah, those three victory types seem like good next steps. I think, given its overlap with what we're discussing now, the diplo victory makes a good immediate next step. As you've said, none of these are completely undiscussed, where channeling was a lot more undecided.

Totally, once we've nailed down all of the victory types then we can get on to more specifics like GPs, beliefs, and policies. We might want to start that phase with techs, since they inform so much of the other parts of the discussion? Then again, techs need a lot of information about the things they are unlocking. Worth discussing either way - possibly on both sides. Create initial tree idea and a general structure, then move on. Once the things being unlocked are mostly fleshed out, we revisit and finalize the tree.

I think units and wonders tie into the tech tree a lot, and provide a lot of the structure for the main strategies in the game. (Going for specific techs because they unlock certain wonders with powerful, relevant abilities to the victory type you're going for.)

I think we can leave civ uniques for last unless they come up as being significantly relevant to another mechanic we're discussing. The uniques serve to add play-style variants and differences between the civs, and you can only really differentiate when the underlying framework of what everyone has available is mostly set. That's how I see it anyway.

For now, there's probably still a bit more discussion left on channeling before we move on!

Agree with all of your suggestions, though I could imagine doing Wonders and such simultaneously/later than civ abilities. I think the civ abilities will take a lot of time and back and forth.

In terms of when that will be possible, there's so much left to do that I don't think we could give an accurate time estimate. I've been holding off on additional implementation while we firm up the design with all of our discussions here, because a lot of foundational things are changing that affect the whole mod.

I think, practically speaking, once we get the "big things" done - the victory types, I guess - you might wanna consider getting back into the actual implementation. After the victory types, we have an endless sea of tweaking and flavoring and list-making - not practical for you to wait for it to finish. Right?

And that's it! As I said before, once we settle the final points, I'll post a summary (an updated set of the blue ones above). Then, on to victory types! Diplo first, I suppose!
 
I know I'm supposed to wait until we settle the channeling stuff, but I'm finding that the time to chug away at wotmod has been unpredictably available lately - I had a few minutes now, and some ideas. So here goes.

I know the diplomatic victory something that we've only recently begun to discuss. I also know, judging from the first few pages of the thread, that it's something S3rgeus had put a great deal of thought into early in the process. As a consequence, it's possible that a lot of these things are already pretty well established, but in any case I wanted to lay out what I think some of the "key issues" are, concerning the diplo victory. In other words, what do we need to decide?

1) World Congress, WoT-style

Are we going to essentially recreate the World Congress?

We discussed recently that this could essentially be reskinned as the Hall of the Tower. Do you the civs themselves vote, or is it, technically, internal to the Tower? We also spoke of how the player interacts with them - maybe they gain favor with specific ajahs, who will then vote according to the "suggestion" of the player.

In any case, this is a big thing to figure out, since it effects not only the victory, but the entire diplomacy system.

2) The Diplomatic Victory

Is this the "World Leader" just the same as in CiV? In prior discussions, we passed around the "elected to lead the Last Battle" thing, but that seems a bit too linked to the LB, which is now a stand-alone victory path. Curious as to people's thoughts on this.

Also, does voting work the same as in CiV?

3) The role of City-States

We have four - five, technically - versions of city states, which are each far more distinct than those of CiV (Military, Religious, etc.). Do they all effect the diplo victory? - which of these CS-types "vote" for the world leader?

- the White Tower - obviously, this one is central, as previously discussed.

- Stedding - we know that these are quite numerous from the books, but will also likely be very specific in their function - maybe not quite like a "regular" CS. Do we want our diplo system dominated by them (like CiV is "dominated" by CSs)

- Actual City-States - will these function as they do in CiV? One major issue is of course the small number of them, at least in the NW - Far Madding, Mayene, Falme.
That said, I'm realizing now that we actually have DOZENS of city states - the Ten Nations Era and Free Years are full of random small civs we only know by name - perfect for CS filler.

- Shadar Logoth - this is technically a city state, and makes a nice flavorful entry in the game. Is it completely separate from the diplo system, or does it vote and such?

- Thakan'dar - I mention it here because it technically might be a CS. Obviously it shouldn't really have much to do with the diplo victory.


4) Tower Politics

Assuming this all centers around the White Tower, how does a CiV increase their influence with them? Some things that have been batted around:

- Quests
- Sending Novices/Accepted
- Gold Gifts
- Sending units to train with the tower (i.e. gifting of channelers)
- Being lightside

Also, what about other Tower politics such as the election of an Amyrlin, a Tower schism, or the power struggle with the Black Ajah - how do these things tie into our diplo system?


5) The role of Gold


Gold gifts are a huge part of the diplo strategy in ciV - will that be true here as well?

6) The role of Alignment

How does alignment tie into the diplo system? Aside from the obvious possibility of a "Black" White tower, do CS's react differently to different alignments?

6) Major "diplomatic events"

We have discussed the possibility of various "diplomatic events" that might occur over the course of the game. Off the top of my head, these could be:

- An Ogier "Stump" - do the ogier CSs ever convene and decide anything?
- End of the Free Years "High King Diplo Event" - we've decided we didn't want a true "military event" where some civ takes over the world - can we incorporate this instead as a diplo event?

For what it's worth, I did have an idea about the High King thing, and I figured I should put it down before I forget it.

What if one civ was somehow elected/selected as the high king?
I have no idea how this could happen - early in the game, WC voting is some what shallow, as most civs have only one vote. Maybe it is based on total score? Whoever has accomplished the most cool things (conquering cities, creating GWs, etc.)? Not sure how to handle this.

In any case, one civ leader becomes the High King for a certain period of Turns. No "taking over the world" necessary. This is an empire, not a country - the other civs are the "provinces" of the "leader civ," and are still self-running. However, it could have some effects, probably lasting for 20 turns or something.

- the High King Civ goes into a golden age

- all wars are immediately ended - pax!

- Each civ must pay some kind of tribute to the High King. Perhaps they select it, but more likely, the HK "requests" it - things like a few units, 3 gpt, some culture or science output. Nothing big, but a little bonus stuff for the HK civ - probably equivalent to a one-sided trade route from each civ.

- In return, each civ is given a "Boon" (need a new word) from the High King. The Leader civ would assign one bonus per civ - but each bonus can only be given once. These would all be different - some would be extra culture production, hammers, growth rate, whatever. But the high king can strategically assign them - give your allies ones that they probably would want, and your enemies ones they wouldn't. they could even be unbalanced - some are "better" than others, to accommodate this further. I think, probably, "Nothing" is one of the options - one unlucky civ gets absolutely nothing in return for their tribute.

- After the High King turns end, the world spirals into WAR. Maybe everybody is automatically at war with one another for, say, 10 turns. Maybe they don't fight - maybe they don't want to be at war! - but they CAN fight. This represents the collapse of the empire and the return to normalcy. It's also kind of nuts.
Or, maybe, everybody is automatically at war with the HK civ for a few turns.


OK, thoughts?
 
Apologies for the delay, I've let this run on to Sunday! I'm back from my holiday now, so normal reply schedule will now resume!

Just dropping by for an update and shameless/shameful plug.

This week has been and will continue to be pretty busy - going to try to give a good response in the next few days, though. Hopefully before the weekend, but I'm not sure of that.

Also, I may have mentioned earlier that I'm a musician. My band just released our first album today (part of what I've been so busy about), and I figured I'd share it here because you guys are hearing so much of my blah blah blah anyways. We just released our first music video as well. Please consider buying the album, but at the very least, please share our music (and "like" us, etc.) with friends. If it helps, the band's full of gamers, one of whom I play CiV with online all the time (and who loves WoT), and another who was ranked #2 globally in Diablo 2 back in the day...

Anyways...

Music Video
Our Website
Facebook
Some Stuff on Soundcloud

Hope you like it!

Back later for some more WotMod!

Good stuff, I just finished watching the music video. And I see you guys are on Spotify too!

For sure - so aes sedai "awards" at the start of the LB will be based on the civ's alignment and the alignment f the tower itself.

I suppose the one thing we should try to keep in check, from a flavor perspective, is the meta-game of controlling the Alignment of the Tower. Obviously players will try to push the Tower to be more Light or more Shadow, but we need to keep in mind that for much of history (certainly the New Era) people didn't even think the Black Ajah existed - we should try to brand these struggles in the tower in a manner that somewhat preserves that mystique.

Yeah, we definitely want to keep that element of flavor from the books.

Ah... so, every now and then I totally forget how this game works. No, they should not all have the move-after-attack promotion. That would be silly and super broken - especially considering they are supposed to be weak against melee!

As far as the garrison bonus simply being prevented, I see two potential problems with that. First, I'm not sure it'll be that noticeable. I mean, clearly you can see whether the city's strength goes up, but to me the garrison bonus has always remained a bit enigmatic. A much bigger deal, to me, is the fact that I think for balancing purpose Aes Sedai shouldn't be able to "hide" in a city. In fact, I'm kind of thinking that perhaps NO Channelers should be able to end their turn and hang out in a city - barring governors or whatever. We're talking about units with epic strength, and sometimes epic range. With females in particular, their weakness is a lack of defensive strength - thus the reliance on Warders for protection. To me, letting them sit in a city and take pot shots at their enemies just seems to me to make them a bit to powerful.

Do you see what I mean? I'm not sure what the best option is. Clearly what I suggested makes no sense - honestly I think disabling most missions (any one that ends to turn, certainly) while in a City is the best option - it's not that elegant, but it is very clear to the player, at least. Again, I think this should probably be across the board for all channeling units.

I see what you mean. I'd say we can stick with disabling those missions for channelers while they're standing on city hexes and see how that plays. The only worry I'd have from a player experience point of view is that it might make moving them annoying, which we'd like to avoid. Anyway, disabling those on cities is quite simple, so let's try it!

I don't recall if we included a Great Leader type - to me, that seems more or less synonymous with Great Governor.

For now, I say let's hold off on this - we can say the Blues can be Great Govs for now. Personally, I'm questioning whether the Governor thing is too much added complexity, but we should probably revisit it later when we do GP in general (probably soon!).

That's fine with me. The Great Leader unit is already in the mod, but it doesn't have any unique behaviors, so he's basically just a few lines of XML!

Yes, it's definitely worth discussing Governors' complexity when we're talking about GPs. I do personally like the idea (and a fair bit of it is already done).

I understand your concerns. The issue, as I see it, is that GP=consumable, and Aes Sedai=not consumable. So mechanically they should be different. True that it isn't that exciting, but.... Governors aren't exciting, really.

I think a new Governor can be quite exciting - it can change the focus and usefulness of a whole city. I had planned that Governors be more than simple yield boosts based on their type. The issue as you've described it is on the mark, having an equivalent ability but it not consuming the unit is dramatically more powerful. I'm happy to try both though - becoming a Governor with varying cooldowns and moving off the map and giving bonuses to an existing Governor.


Ugh. This one is killing me. I can't figure out a solution, and believe me, I'm trying.

I definitely don't love the science "dump" idea - these ladies won't be consumable, and anyways, it seems to really intrude on GS territory.

You don't like sci/turn.

I now don't like Culture-> science. In theory it's fine, but it seems like it would only be used for very specific civ types and playstyles. Ideally, these Aes Sedai would be theoretically useful to anybody. I can imagine a civ ending up with one and simply deciding that her ability is actually BAD for their civ - I think that is to be avoided.

So where the heck does that leave us? Science with kills? back to science/turn? No science connection at all (i.e., something else)?

Having thought about it for a while, I'm less opposed to science/turn than I was at first. There is a certain excitement factor (for certain players, myself included) from abilities that are objectively powerful, even if not that splashy.

Quickly revisiting Culture -> science though - I don't think that's restricted to too small a niche of civs. Culture is the defensive half of the Culture victory, so even a civ going for the cultural victory could benefit from culture -> science for X turns. The primary usefulness of culture is to obtain policies or defend against an imminent opposing cultural victory.

Alternatively, we could take a similar approach to one of the policies in base CiV. The Fine Arts policy in the Aesthetics tree does: "50% of excess happiness is added to your culture each turn". The player doesn't lose that happiness, they just get the culture. So we could do that with culture -> science? You get 25% of your culture yield added to science for X turns? It's less of an opportunity cost this way (and more useful to some civs than others) but is now useful across the board. (Even for relatively low culture yields, that's a very significant science boost.)

Then again, that's very similar to flat science per turn - maybe we should just do that?


good! however, this brings us to the "only useful for cultural victory" players, which I find problematic. Either 1) give them some extra component, or 2) archaeological digs should be useful for everybody... although, maybe they already are (to resist tourism), but never pursued by most players because of the opportunity cost. Did I just solve my own problem?

Possibly, but I think you're right that this makes the Brown Ajah primarily useful to culture players. There are only very specific circumstances where a non-culture player would find this useful (fending off a cultural enemy they are unable to engage militarily). If the Seals are in the same dig sites as the artefacts, that would help.

I see. So it is tracked within the ajah. More complex, for sure, but also adds some nice depth - you can "throw in" with one particular ajah.

Question: is it like CSs, where only one person can be the true Ally? Like, maybe whatever the highest level unlock is (probably the second ability, maybe simply the highest stat bonus), is only available to the civ with the best relations with that Ajah. Thoughts?

Also, I wouldn't want the stat bonuses and such to be too huge. I think the total number of Aes Sedai allocated from the Tower should be a more significant variable than the "quality" we speak of here.

Lastly, this reinforces my thought that the Ajah's should each have identical stats, not counting ability. This mechanic is where we can differentiate that. Green Ajah "friendship" would give them a combat boost (and "alliance" would unlock a second ability, for instance), while friendship with the Grays could improve movement, or provide a bonus to trade, or defense against ranged attacks. Point being - we differentiate them via their level-ups.

I think the Ajahs in Tar Valon have much more leeway to ally themselves with multiple factions (even if those factions don't like one another), since they're not pseudo-vassals to their allies like CSes are. The number of Ajahs also doesn't fluctuate with map size, so it becomes more and less restrictive with different numbers of players, which isn't ideal. Agreed that we want Aes Sedai number to outweigh the quality bonuses here.

I'm a little confused about why we're talking about UBs here

Sorry, that just came to mind when we were discussing another UU. We've discussed a lot of UUs thus far, but very few UBs. Probably just because of how UUs link into other systems.

, but re: the Daughters of Silence. They're in the books, though buried somewhere in the relative wasteland of books 7-9. I think its when the history of the Kin is explained to Elayne and Nynaeve. The Daughters were sort of like the predecessors to the Kin, I think.

Sounds good then!

Right. Commenting on your last sentence there - I don't suppose Seanchan can "produce" channelers at all. They may have a bunch of spark to spend, but they must capture ALL of their channelers. Females, at least - not sure about males.

I'd say the question to ask is this:

Should the damane's armies be larger than opponent's channeler armies, or should they be equally sized?

I think we balance this against their strength. I think the books represent damanes as being rather numerous. True, they are powerful as well, but definitely numerous. In any case, if we want vast damane armies, they shouldn't really be much stronger than comparable units.

From a gameplay perspective, I love the idea of a Seanchan army conquering cities, and as it conquers, converting damane. Now, ths could be done a few different ways:

1) the Seanchan simply have a lot of Spark
2) Sul'dam consume less Spark than everybody else
2) the Seanchan conquer a city, which increases their population/number of cities, which provides them with the additional Spark they need to secure new damane.
3) the Seanchan UA causes a puppeted city (flavorful!) to provide bonus spark, thus fueling the armies.

from a strict flavor perspective, I can understand the Sul'dam costing less Spark: they are not women who have the innate ability to channel, they are simply those who could be TRAINED to do so - presumably more numerous in a kingdom. However, from a gameplay perspective, those options that keep Sul'dam at equivalent spark cost to everybody else, but have cool invasion-rewards, seem more fun.

Opinions?

Number 3 sounds super cool. However, I think the Seanchan seem to integrate their new territories surprisingly closely into their way of life, which is a lot more annex-y than puppeting. What about a Seanchan UB that replaces the Courthouse (or our equivalent) but that produces Spark as well? That encourages the player to "invest" in their conquered cities, much like the Seanchan did.

And yes, with those kinds of effects in mind, it makes sense to have the Sul'dam cost the same Spark as channelers for other civs. (As you've mentioned near the start here, I think male channelers would appear for the Seanchan in the same way as everyone else.)

Great. Glad that's all settled.

The one thing I'll say concerns the Asha'man. I'm not sure I think it's a great idea to have them go mad slower. I know they have infrastructure and training but.... that doesn't have any effect on whether dudes go mad, does it? Just makes them notice the madness and gentle the guys faster, or whatever they did with them (I don't remember). Also, I think from a mechanical perspective, the Asha'man should represent the pinnacle of the "Saidin dilemma" - great power, with great risk. Additionally, this makes the Cleansing all the more vital and important - and a blow if it fails.
What do you think? I could accept a slower madness rate, but I'm not sure it's necessary.

I should say, as a corollary, that I think a slower madness-rate for Asha'man could actually be the main perk of being the civ who builds the Black Tower Wonder. I'm not in love with the "gentled asha'man become stronger melee units" effect since it seems kind of complicated for something that only one civ gets to do. Of course, if the slower-madness is the effect we go with, we'd need a secondary effect for those games in which saidin is cleansed. +spark or something.

I like the idea of the slower madness being associated with the wonder! Very convincing about Asha'men being the pinnacle of the saidin dilemma, sounds good to me then.

I've been thinking about this, gifting to the channeler, and I'm thinking that it should only be possible from your territory. Not in the WT, not elsewhere. The idea is that it should still come with some risk - though perhaps less ""rogue chance" than gentling them yourself, right?. It seems to me that players will always just wander the guy into the middle of nowhere and do it, leaving him to be somebody else's problem. I don't think this works. What do you think?

As far as actually doing the gentling yourself, with an Aes Sedai, I do think this could be possible anywhere on the map. True, you could use it as a "madness bomb" to an enemy, but that would put your own units at risk too. I do think you can't do it in others' territory while at peace, however (even allies) - that would be an act of war.

Definitely, this sounds good. My only question here is about the rogue chance for sending male channelers to the Tower. I would think that it's a higher chance of them going rogue than manually using an Aes Sedai to Gentle them. Being sent to the Tower has a known outcome for all male channelers and they have more chances to escape in that process than if an Aes Sedai tries to Gentle them on the spot. Mechanically, anyone can send their channelers to the Tower, but not everyone will have Aes Sedai available for Gentling. Seeing as it's more difficult to have the Aes Sedai do it directly, I'd say it should have a higher chance of success? (On average - there are modifiers, as we discussed before, on how effective an individual Aes Sedai is at Gentling a given male channeler.)

No, Male Wilder isn't a term..... "Male Channeler" just seems so... clinical. Something about the word "male". What about "Saidin Channeler"? Or is that better used as a category of unit, and not a specific unit. I still think we need something that sounds "cool."

Yeah, I'd say Saidin Channeler is more of a unit category. Nothing else comes to mind for me really. I'd be inclined to stick with "Male Channeler" from the books, but I'll definitely keep thinking on this for more exciting names!

Why is it worse for us to gate it with the "Congress"? It seems to me that the cleansing is a pretty specific, coordinated effort. Something that somebody proposes and a group begins to plan its execution. Sounds good as a diplo proposal to me. Plus, I don't feel a need to have one civs tech advantage give them a lead in the effort. I mean, that could be true, but I don't think it needs to be that way.

Also, I was thinking about one way we can make the bland "hammer-fest" of the cleansing actually have some cool flavor. What if, once the project was completed - as a failure or as a success - some cool thing happened. Like, Shadar Logoth explodes or something. Or maybe gets tons of radiation around it. Maybe it doesn't have to be Shadar Logoth - maybe its a random CS. Maybe shadowspawn popped up near a CS. Maybe a different effect happened based on whether it was successful or not. You know, a cool thing, but not anything that has an outcome that is relevant to the cleansing - it has already succeeded or failed, this is merely a flavorful consequence.

Also, do people get rewards for contributing to the effort?

I see what you mean about the tech lead giving one side a head start. Given how the Cleansing played out in the books, it didn't seem to be a very diplomatic event though. It happened largely off the back of Rand and Nynaeve who were acting externally from any government. They had assistance (if I remember correctly) from several Aes Sedai, but all of whom they had personal connections to. We don't have to be limited to that series of events (world vs books) but given our attempts to connect to Shadar Logoth, we seem to mirroring an abstracted version of the events of the books otherwise. In this case, the technology represents the knowledge Rand needed to perform the Cleansing.

I'd say we could do proportional rewards for players based on their contributions. I think it makes sense that it's just a sink until one side wins though, so no benefits until then.

Flavorful consequences we can definitely do and sound really cool. We can do an "if Shadar Logoth exists, it blows up". We're not tied to the CS mechanically for the struggle itself, but the effects are seen there. I think a Shadowspawn epidemic upon failure to Cleanse Saidin makes a lot of sense too.

Lastly, you mention that denying the cleansing is a pro-shadow move. I disagree. Since Asha'man can be used by light and shadow (and neutral), I don't see a reason why they couldn't both want it cleansed. The civs that want it to not be cleansed are those who have low Spark and never build Asha'man, or have social policies that make male channelers very rare. Right?

This is very interesting and I hadn't thought of this. Mechanically you're right - low channeling civs are the ones that benefit from saidin remaining tainted. However, the flavor is that only the Dark One wants to keep it that way, right? The madness doesn't seem to be a "problem" per se for the forces of Shadow. Many men's madness seems to drive them to the Shadow. I don't think it makes sense for Shadow players to want to Cleanse Saidin.

The consequences you suggested above could definitely go a ways to mitigating this. (Shadowspawn appearances on Saidin Cleansing failure makes Shadow players do that more.)

What if Shadow-declared players have (significantly) boosted Spark while Saidin is Tainted, Light players when it is Cleansed?

OK, I love this. Definitely understand now. Yeah, this let's us 1) bring elements of these "ideologies" earlier into the game, and 2) create the somewhat complicated social systems in WoT's world.

I should say that I do think this makes the "Static bonus" and "early unlock" of ideologies perhaps unnecessary - this could serve the same purpose.

I think we should make a point of not having much *mechanical* overlap, though. Like maybe the Policy ones have "base level" effects, mostly to do with, Spark, false dragons, etc.. These are the kinds of things that let a civ build their empire up the way they'd like it to be built, structurally - even if there aren't as many bonusey things. The Ideologies would have, instead (not counting the effects unrelated to channeling), diplomatic things with the Tower, bonuses against channelers, etc. Thoughts on this? In any case, we shouldn't make the redundant.

Sounds good. Agreed, we don't want to have significant mechanical overlap between the two, though we do want the benefits of the "strange" combinations to be non-conducive to choosing that combination (I think anyway).

I think it's important that policies and particularly ideological tenets should feel quite powerful. I'm always impressed by the huge swings that relevant ideological tenets can make to the behavior of my civ in game, and I think we should aim to keep that. (Massive science/happiness bonuses come to mind - nothing better than saving yourself from -1 to +12 happiness.)

I assume something like "slavery" would be an "oppression" ideological tenet? We wouldn't be doing multiple "exclusive" policies, would we (like "enslavement vs. Freedom, or something)? I guess the two civs that use slaves in the NE - shara and seanchan - are both "oppression" (though, incidentally, both also have slaves that are non-channelers).

For the first part of this, you mean slavery for channelers? If so, yes, I'd say so. I don't think we'd have separate, mutually exclusive tenets within a single Ideology, if that's what you mean? As you mentioned a while back, it's difficult to have a slavery-like policy/tenet in CiV because of the lack of drawbacks to them.

you think so? Is it needless complexity, though? I suppose it would depend on what the static effect is, and whether that is something that could already be accomplished with one of the policies.

True, I can definitely see that. Given we're happy with the policy trees filling in this element of the flavor for the start of the game, I'm happy to leave the Ideologies for unlocking later, like in base CiV!

Philosophies is ok, but ideally I think the name would make intuitive sense to the player - I'd like them to know immediately that we're chiefly talking about channeling, here. "Way of the Power"? Eh... "way" is all wrapped up in our Paths.

What about, for the first one, Individualism, Independence, or Liberation?

Authority is fine, but it also could work as two words: "Central Authority" or "Tower Authority" to make it all the more clear.

Oppression is fine. Intolerance is also fine. You pick.

With all of these I think base CiV provides a template that's useful for us to follow. Having a single word name for these comes to be representative even if the player isn't immediately clear on what it means. (Like "Order" - that makes sense to me now having played CiV, but at first I only really understood the implications through imagery and contrasts with Freedom and Autocracy - unless I'm missing historical significance of that word.)

Liberation sounds really good for the first one! While I agree that "Tower Authority" is more clear, I think it only really needs to be made clear to the player once (and can be through White Tower imagery for the Ideology) and then they'll understand the association with "Authority" as a single word. Oppression for the last one, then!

I don't think Aes Sedai need to consume Spark, for reasons that have been brought up before, in addition to the complexity you mention here.

Cool, yeah, we did go into some detail on that before!

Re: Sul'dam... I don't think this one is really a big deal. It's not a link in the same sense - sul'dam aren't channelers, at least not mechanically. Do you mean to suggest that the sul'dam, for example, can't attack while the damane channels? Eh, I don't like that - it makes the player haul around a sul'dam unit for no reason except to cause problems when killed. I think teh sul'dam, realistically, is sort of like a mini-warder. Probably no better than a mid-line military unit, but needs to stay close to the damane. Unlike warders, though, the damane is protecting the sul'dam way more than the sul'dam is protecting the damane.

Can damane link, then? I suppose they can.

The bolded part was mostly what I meant to address here, though I hadn't thought of damane Linking. Was there some mention in the books of the Seanchan not wanting to explore the workings of channeling, so the damane couldn't do that?

Related to movement, I mean that the crazy pathfinding with Linking came from trying to move still-Linked channelers all at once (with some restriction that they must remain within X hexes of each other). We've avoided that with your suggestion, but I think we still have this problem with sul'dam and damane. I think we'd need to have some sort of "phased" movement for this - where the player chooses movement for both units before either of them can actual perform that movement.

Cool. Let's do the improvement, then. Can we make it cost maintenance, though? I don't like the idea of somebody filling up their territory with a million of these things. Alternatively, we could limit the number a civ can build. Which do you prefer?

I like the diplo idea.

We can make them have a maintenance cost (easy to hook into the roads/railroads system for that). I don't think players would want to fill up their territory with these though (particularly if they cost money each turn). They provide no yield bonuses (I think?) and it would make your cities noticeably worse due to the lack of farms/trading posts/lumber mills/etc.

The ways are cool to include because 1) they are in the books, and 2) they allow us the possibility of having the crazy Trolloc-dumps into cities far away from teh blight. Is there a way to still include this, without actually having them be used like traveling?

What if "Waygate" was merely a national wonder (makes sense, since only the major capitals had them) which provided some significant and worthy bonuses... but also had the possibility of tragedy? Thoughts?

Maybe, instead, all capitals have them automatically. They do nothing, but periodically allow us to send shadowspawn around during the LB and Trolloc Wars.

What say you, Atreyu?

I like the idea of a natural wonder Waygate! Do we want a traditional NW where there's a building you must build in all of your cities in order to build it? (If so, what's that building? I'm not really sure.) Or just one that unlocks on a tech?

And definitely, sending Shadowspawn through those Waygates during the Last Battle should happen!

Right. Good. Agree that death is "real" death. The only issue with the dreamer-hunting is that, likely, we're only going to have two or three unit types who can do this: Wise Ones, Dreamers (maybe) and Wolfbrothers (maybe). Since Dreamers and Wolfbrothers would (probably) be consumed by Dreaming anyways, having them get killed more easily than Wise Ones seems a bit punitive. The fact is, the wise ones can do it *again and again*. I'd say, if anything, the Dreamers and the Wolfbrothers would be *better* at hunting people in the world of dreams - nobody's better than Perrin, after all, right? (imagine a wolfbrother AND his wolves going into the dream and killing everybody).

Perhaps it's all kind of zero-sum, and we shouldnt' even allow combat.

Yeah, this is suggesting to me that we shouldn't have combat, or at least not with permanent death. This is a good point about Wolfbrothers and Dreamers, about them being consumed. As GP types, they should be consumed, but invisible scouting seems a bit underwhelming as a special ability. (I think the repeatability makes it more useful for the Wise Ones.) Can we add any more powers to the Dream World? What about some connection with channeling blocking using a Dreamspike (or do we want to reserve that for a Slayer GP type?)? That could be incredibly strategically valuable - drop a Dreamspike over a defender's territory, disabling his channelers, right before you move into range.

Agree with all of your suggestions, though I could imagine doing Wonders and such simultaneously/later than civ abilities. I think the civ abilities will take a lot of time and back and forth.

Totally, wonders can move back to after uniques.

I think, practically speaking, once we get the "big things" done - the victory types, I guess - you might wanna consider getting back into the actual implementation. After the victory types, we have an endless sea of tweaking and flavoring and list-making - not practical for you to wait for it to finish. Right?

Yeah, I'll definitely be working in parallel to our design discussions once we've shored up the victory types. I'll also include updates in my posts on here of what's actually implemented!
 
1) World Congress, WoT-style

Are we going to essentially recreate the World Congress?

We discussed recently that this could essentially be reskinned as the Hall of the Tower. Do you the civs themselves vote, or is it, technically, internal to the Tower? We also spoke of how the player interacts with them - maybe they gain favor with specific ajahs, who will then vote according to the "suggestion" of the player.

In any case, this is a big thing to figure out, since it effects not only the victory, but the entire diplomacy system.

I'm honestly not sure which of these is better and had been putting off that decision before - so I'm glad to have someone to talk it through with! Obviously, from the books, voting on Tower Law is performed internally by the Sitters, with little to no influence from external governments. Their laws also don't directly extend to other nations - they're a bit more circumspect than that in getting what they want.

Both of those things are problematic, when implemented directly. Tower Law being voted on without player input removes player agency from the entire diplo process, which is clearly bad from a mechanical standpoint. Giving the Tower no "direct" way to enforce "laws" on other civs makes it very difficult for them to have a similar presence to the World Congress in base CiV.

Now, on the other hand, there is no "World Congress" in reality. There is International Law, which is prescribed by a series of disparate entities and respected in the context of diplomatic and economic interactions that CiV can't accurately simulate. There are treaties that bind nations to certain "laws", but that binding is largely self-imposed. It seems to me that the World Congress is an abstraction of an extremely complex real world system.

Now, I'm completely open to an alternate system that allows useful, fun player interaction in the process and more closely mimics the structure of Tar Valon from the books. I just haven't come up with one yet.

The idea of influence per Ajah has been touched upon a lot and I think has value, but in what context that influence is useful is more nebulous. Influence per Ajah could represent direct "I can make the representatives of this Ajah work with my interests in mind". Alternatively it could represent "I support this Ajah's mission and give them resources to accomplish it". The former is much more like the base CiV World Congress (and using delegates to make resolutions go through). The latter is much more like the White Tower - the Ajahs will do what they want regardless of what you do, but you can make specific Ajahs more powerful. But even that is a departure from flavor - external governments in WoT often don't even understand the structure of Ajahs within Tar Valon. Problematic.

2) The Diplomatic Victory

Is this the "World Leader" just the same as in CiV? In prior discussions, we passed around the "elected to lead the Last Battle" thing, but that seems a bit too linked to the LB, which is now a stand-alone victory path. Curious as to people's thoughts on this.

Also, does voting work the same as in CiV?

This I'm unsure about. Voting like in CiV in the context of the White Tower doesn't seem to make much flavorful sense. It's obviously dramatically easier from an implementation standpoint to remain closer to the mechanics of base CiV. I think the diplo victory is possibly the one that will change the most from base CiV though. It might be worth coming up with an entirely new system that makes more sense in the context of the Tower and replace the World Congress wholesale.

At the same time "World Leader" seems to me like the logical conclusion of a "Diplomatic Victory". Everyone thinks your civ is best suited to lead the world, so you become a supreme civilization that way. This clearly never happened in reality and Firaxis needed *some way* to represent diplomatic supremacy. Electing an external leader as (t)amyrlin runs so contrary to how the White Tower works, but I'm not sure if it's a bigger difference than the countries of Earth agreeing on a single King/President/Prime Minister.

3) The role of City-States

We have four - five, technically - versions of city states, which are each far more distinct than those of CiV (Military, Religious, etc.). Do they all effect the diplo victory? - which of these CS-types "vote" for the world leader?

- the White Tower - obviously, this one is central, as previously discussed.

- Stedding - we know that these are quite numerous from the books, but will also likely be very specific in their function - maybe not quite like a "regular" CS. Do we want our diplo system dominated by them (like CiV is "dominated" by CSs)

- Actual City-States - will these function as they do in CiV? One major issue is of course the small number of them, at least in the NW - Far Madding, Mayene, Falme.
That said, I'm realizing now that we actually have DOZENS of city states - the Ten Nations Era and Free Years are full of random small civs we only know by name - perfect for CS filler.

- Shadar Logoth - this is technically a city state, and makes a nice flavorful entry in the game. Is it completely separate from the diplo system, or does it vote and such?

- Thakan'dar - I mention it here because it technically might be a CS. Obviously it shouldn't really have much to do with the diplo victory.

Good point on the using the names of older civilizations for city states! I think that could solve a lot of our problems with CS vs Stedding (previously Stedding made up approx. 90% of our CSes?).

The base CiV CSes also give players some key bonuses that keep the game balanced. If we do different things with the CSes, then we'll need to find other sources for those bonuses, otherwise players will be consistently unhappy/starving. We can balance against that globally (so other, normally encountered things like farms have higher yields) but that makes it more difficult for players to adjust to the mod. Not necessarily bad - they're already taking in huge balance shifts vs base CiV - but just to keep in mind.

4) Tower Politics

Assuming this all centers around the White Tower, how does a CiV increase their influence with them? Some things that have been batted around:

- Quests
- Sending Novices/Accepted
- Gold Gifts
- Sending units to train with the tower (i.e. gifting of channelers)
- Being lightside

Also, what about other Tower politics such as the election of an Amyrlin, a Tower schism, or the power struggle with the Black Ajah - how do these things tie into our diplo system?

At first, I'd thought that the Tower wouldn't accept gold gifts like other CSes, but I'm not completely committed to that idea.

I didn't think we'd address the Tower schism through normal gameplay due to complexity and the shortness of its existence. I had planned for a scenario based around that though.

The Amyrlin, I figured, could be associated with the Ajah she was elevated from. The mechanics of what bonuses that confers to that Ajah and how an election is decided (currently weighted probability based on Ajah influence) are up for grabs.


5) The role of Gold


Gold gifts are a huge part of the diplo strategy in ciV - will that be true here as well?

I'd be reluctant for it to be important in the same way, but I think for balance purposes it will need to play a significant role. One of the primary ways of using up gold is buying CS alliances in base CiV and the economy would be very different without that gold sink!

6) The role of Alignment

How does alignment tie into the diplo system? Aside from the obvious possibility of a "Black" White tower, do CS's react differently to different alignments?

Given that alignment is tied to the Last Battle victory, I think some modifiers make sense, but nothing that intrinsically ties the two together. (Nothing like "Only Shadow players can interact with Shadar Logoth this way")

6) Major "diplomatic events"

We have discussed the possibility of various "diplomatic events" that might occur over the course of the game. Off the top of my head, these could be:

- An Ogier "Stump" - do the ogier CSs ever convene and decide anything?
- End of the Free Years "High King Diplo Event" - we've decided we didn't want a true "military event" where some civ takes over the world - can we incorporate this instead as a diplo event?

For what it's worth, I did have an idea about the High King thing, and I figured I should put it down before I forget it.

What if one civ was somehow elected/selected as the high king?
I have no idea how this could happen - early in the game, WC voting is some what shallow, as most civs have only one vote. Maybe it is based on total score? Whoever has accomplished the most cool things (conquering cities, creating GWs, etc.)? Not sure how to handle this.

In any case, one civ leader becomes the High King for a certain period of Turns. No "taking over the world" necessary. This is an empire, not a country - the other civs are the "provinces" of the "leader civ," and are still self-running. However, it could have some effects, probably lasting for 20 turns or something.

- the High King Civ goes into a golden age

- all wars are immediately ended - pax!

- Each civ must pay some kind of tribute to the High King. Perhaps they select it, but more likely, the HK "requests" it - things like a few units, 3 gpt, some culture or science output. Nothing big, but a little bonus stuff for the HK civ - probably equivalent to a one-sided trade route from each civ.

- In return, each civ is given a "Boon" (need a new word) from the High King. The Leader civ would assign one bonus per civ - but each bonus can only be given once. These would all be different - some would be extra culture production, hammers, growth rate, whatever. But the high king can strategically assign them - give your allies ones that they probably would want, and your enemies ones they wouldn't. they could even be unbalanced - some are "better" than others, to accommodate this further. I think, probably, "Nothing" is one of the options - one unlucky civ gets absolutely nothing in return for their tribute.

- After the High King turns end, the world spirals into WAR. Maybe everybody is automatically at war with one another for, say, 10 turns. Maybe they don't fight - maybe they don't want to be at war! - but they CAN fight. This represents the collapse of the empire and the return to normalcy. It's also kind of nuts.
Or, maybe, everybody is automatically at war with the HK civ for a few turns.


OK, thoughts?

This is an interesting one. I think we'd need to think very carefully about how someone is elected High King. It would need to be something that builds up like the resolutions in base CiV - where the player (and AI) can see where the result is likely to be going and take deliberate actions to steer it back in their favor.

Having one player give out bonuses to the others (and one poor guy who gets nothing) sounds really cool. I just worry that it wouldn't be very fun for the player if they weren't the High King. I'm not sure how to make a High King event that isn't centralizing around one civ though.

This also implies that all civs have met each other, which is not necessarily the case at this point in the game, right? (Particularly true of some more isolating map types.) Or we could trigger this like the World Congress is triggered in base CiV, the first civ to meet everyone? But then it isn't tied to the era and may happen way early (duel map size?). We could go with the "most connected" player - the one who has met the most players? But those factors don't really make a ruler a High King.
 
Good stuff, I just finished watching the music video. And I see you guys are on Spotify too!

Thanks for listening. I hope you find something you like, and pass it around!

I see what you mean. I'd say we can stick with disabling those missions for channelers while they're standing on city hexes and see how that plays. The only worry I'd have from a player experience point of view is that it might make moving them annoying, which we'd like to avoid. Anyway, disabling those on cities is quite simple, so let's try it!

ok, agreed then!

Can they sit on in a city and heal themselves, though? Like, not use their epic powers, but maybe at least "retreat" to the city and camp out until healed? What do you think? Also, I would imagine warders CAN sit in a city - but that makes the AS vulnerable outside its walls.

That's fine with me. The Great Leader unit is already in the mod, but it doesn't have any unique behaviors, so he's basically just a few lines of XML!

Yes, it's definitely worth discussing Governors' complexity when we're talking about GPs. I do personally like the idea (and a fair bit of it is already done).

I think a new Governor can be quite exciting - it can change the focus and usefulness of a whole city. I had planned that Governors be more than simple yield boosts based on their type. The issue as you've described it is on the mark, having an equivalent ability but it not consuming the unit is dramatically more powerful. I'm happy to try both though - becoming a Governor with varying cooldowns and moving off the map and giving bonuses to an existing Governor.

I should note that when I say governors aren't exciting, I mean that only in the sense that you've said several times that bonus yields per turn aren't very exciting.

Personally, I think I'm partial to the "advise governor" approach, where an AS either camps out near a city (or maybe sits in the city hex) and provides bonuses to a governor's output. I like this because it lets the Sister be "detachable" and come back as a unit quickly and easily. I think this is better than simply replacing the governor, as it feels distinct in function. Also, it allows the Blues to be rather flexible - can help boost production with a Smith governor, Culture with a different governor, etc.

If isntead of having Great Leaders, we have other kinds of units become Governors - GAs become one kind, GE become another - let's simply have the Blues become some specific type that nobody else can become. What yield would they be? Again, this might be clunkier.

Having thought about it for a while, I'm less opposed to science/turn than I was at first. There is a certain excitement factor (for certain players, myself included) from abilities that are objectively powerful, even if not that splashy.

Quickly revisiting Culture -> science though - I don't think that's restricted to too small a niche of civs. Culture is the defensive half of the Culture victory, so even a civ going for the cultural victory could benefit from culture -> science for X turns. The primary usefulness of culture is to obtain policies or defend against an imminent opposing cultural victory.

Alternatively, we could take a similar approach to one of the policies in base CiV. The Fine Arts policy in the Aesthetics tree does: "50% of excess happiness is added to your culture each turn". The player doesn't lose that happiness, they just get the culture. So we could do that with culture -> science? You get 25% of your culture yield added to science for X turns? It's less of an opportunity cost this way (and more useful to some civs than others) but is now useful across the board. (Even for relatively low culture yields, that's a very significant science boost.)

Then again, that's very similar to flat science per turn - maybe we should just do that?

I would prefer it be somehow mechanically differentiated from other things.

How about this - Whites are ALSO governor based, but while Blues add a small addition to whatever the Governor is already doing, Whites would instead create a small boost for that city, based on a fraction of what the governor is already producing. Of course, to make this special, maybe we shouldn't have a stand-alone science governor.

Of course, if Blues are actually turning into governors themselves, we could have the Whites alternately just BE the science governors, similarly.

Possibly, but I think you're right that this makes the Brown Ajah primarily useful to culture players. There are only very specific circumstances where a non-culture player would find this useful (fending off a cultural enemy they are unable to engage militarily). If the Seals are in the same dig sites as the artefacts, that would help.

ok, so is this a problem, then? Or is its culture-victory-bias totally fine? If it is a problem, what should we do instead?

I think the Ajahs in Tar Valon have much more leeway to ally themselves with multiple factions (even if those factions don't like one another), since they're not pseudo-vassals to their allies like CSes are. The number of Ajahs also doesn't fluctuate with map size, so it becomes more and less restrictive with different numbers of players, which isn't ideal. Agreed that we want Aes Sedai number to outweigh the quality bonuses here.

ok, understood. No reason to limit them then.

Sorry, that just came to mind when we were discussing another UU. We've discussed a lot of UUs thus far, but very few UBs. Probably just because of how UUs link into other systems.

Ah, I gotcha. I do think there's less source material making UBs obvious - might take a little more digging/stretching of the lore. Tackle that later (thankfully).

Number 3 sounds super cool. However, I think the Seanchan seem to integrate their new territories surprisingly closely into their way of life, which is a lot more annex-y than puppeting. What about a Seanchan UB that replaces the Courthouse (or our equivalent) but that produces Spark as well? That encourages the player to "invest" in their conquered cities, much like the Seanchan did.

And yes, with those kinds of effects in mind, it makes sense to have the Sul'dam cost the same Spark as channelers for other civs. (As you've mentioned near the start here, I think male channelers would appear for the Seanchan in the same way as everyone else.)

Actually, I disagree with you in regard to the Seanchan being more annex-y than puppeting.

The Seanchan are consistently described as allowing their conquered territories to essentially self-govern. They allowed that Beslan to become king of Altara, for example. They typically seem to arrive, conscript some soldiers, take the marath-damane, make everybody swear the oaths, and then move on from the town. I think this, if anything, is pretty darn close to puppetting. If not this, than what is a better example?

Now, I have lots of ideas for Seanchan UA/UB that will tie into this (puppeting providing units, "courthouse" providing spark, etc.), but that's for later. Suffice it to say, in my opinion the flavor does not suggest an annex-heavy approach. It seems to me that the Seanchan "way of life" was most definitely *not* integrated into any of their conquered westlands territories. Right?

Note that I do realize that they did "annex" the entire continent of Seanchan. But I think we can consider that to be the civ itself, rather than conquered territories - since the Seanchan civ itself is a combination of various cultures/peoples/civs (Hawkwing's people, the natives there, etc.). Kinda like how "Los Angeles" would be considered a "regular" city of the American civ, and not simply a annexed city of Mexico (or Spain).

I like the idea of the slower madness being associated with the wonder! Very convincing about Asha'men being the pinnacle of the saidin dilemma, sounds good to me then.

great.

Definitely, this sounds good. My only question here is about the rogue chance for sending male channelers to the Tower. I would think that it's a higher chance of them going rogue than manually using an Aes Sedai to Gentle them. Being sent to the Tower has a known outcome for all male channelers and they have more chances to escape in that process than if an Aes Sedai tries to Gentle them on the spot. Mechanically, anyone can send their channelers to the Tower, but not everyone will have Aes Sedai available for Gentling. Seeing as it's more difficult to have the Aes Sedai do it directly, I'd say it should have a higher chance of success? (On average - there are modifiers, as we discussed before, on how effective an individual Aes Sedai is at Gentling a given male channeler.)

I agree completely. Regardless of the flavor of it, game balance definitely suggests that sending it to the tower would be riskier. Otherwise, it'd always be the preferable option (well, assuming you're indifferent to each of the bonuses [diplo boost with tower or the prestige boost, etc., you get for doing it yourself)], and it would certainly be more difficult.

Yeah, I'd say Saidin Channeler is more of a unit category. Nothing else comes to mind for me really. I'd be inclined to stick with "Male Channeler" from the books, but I'll definitely keep thinking on this for more exciting names!

OK, stuck with it, then!.

I see what you mean about the tech lead giving one side a head start. Given how the Cleansing played out in the books, it didn't seem to be a very diplomatic event though. It happened largely off the back of Rand and Nynaeve who were acting externally from any government. They had assistance (if I remember correctly) from several Aes Sedai, but all of whom they had personal connections to. We don't have to be limited to that series of events (world vs books) but given our attempts to connect to Shadar Logoth, we seem to mirroring an abstracted version of the events of the books otherwise. In this case, the technology represents the knowledge Rand needed to perform the Cleansing.

I'd say we could do proportional rewards for players based on their contributions. I think it makes sense that it's just a sink until one side wins though, so no benefits until then.

Flavorful consequences we can definitely do and sound really cool. We can do an "if Shadar Logoth exists, it blows up". We're not tied to the CS mechanically for the struggle itself, but the effects are seen there. I think a Shadowspawn epidemic upon failure to Cleanse Saidin makes a lot of sense too.

OK, I think I'm fine with the tech thing, if you feel strongly that it's a better gate.. I can see your logic. That said, question: does one civ learning the tech unlock the project for ALL civs, or simply for that civ? If its only one civ, we certainly do have to deal with the weird possibility of somebody belining to it to settle it before anybody else can get a chance. How do we feel about that?

But yeah, agreed with the after-effects thing, and proportional rewards. I definitely think a forsaken popping up after the project is done is cool.

This is very interesting and I hadn't thought of this. Mechanically you're right - low channeling civs are the ones that benefit from saidin remaining tainted. However, the flavor is that only the Dark One wants to keep it that way, right? The madness doesn't seem to be a "problem" per se for the forces of Shadow. Many men's madness seems to drive them to the Shadow. I don't think it makes sense for Shadow players to want to Cleanse Saidin.

The consequences you suggested above could definitely go a ways to mitigating this. (Shadowspawn appearances on Saidin Cleansing failure makes Shadow players do that more.)

What if Shadow-declared players have (significantly) boosted Spark while Saidin is Tainted, Light players when it is Cleansed?

Ah, this is tricky! I see your points. Certainly the DO himself likes the taint. But only the forsaken themselves put off the madness. Certainly the Sharan army would have been a bit more... chaotic pre-cleansing.

I can see the spark differential, for sure. I think though it might be better not to make it a bonus for the Light if its cleansed - if the lightside cleanses it, they simply eliminate the spark bonus given to the Shadow players. Makes more sense, right?

however, there are potential complications with this, specifically with the possibility of Shadow players using that extra spark to build tons of FEMALE units - wilders, kin, UUs. This is definitely NOT what we want, IMO. Is there a way to make this only spendable by Shadow players? Maybe shadow players don't get extra, but their Asha'man cost less spark? 1 instead of 2 seems crazy.... 2 instead of 3? Or maybe they cost less harmmers...... that could be nuts though

Any other suggestions? I see what you're saying, and I'm semi-convinced, but I also think we're playing with fire here, and we might be best off just leaving that well alone and letting light-and-shadow decide which to support based on their civ and playstyle.

I'm thinking about the books, though, and wondering why the Shadow opposed Rand cleansing. I think, in reality, it probably has to do with Rand himself. Rand being mad was definitely a very good thing for the Dark One and his followers. Maybe the difference here is that the Dragon becomes better if saidin is cleansed. Hell, we could have fun with this - maybe he does crazy stuff if he goes mad. Thoughts?

Sounds good. Agreed, we don't want to have significant mechanical overlap between the two, though we do want the benefits of the "strange" combinations to be non-conducive to choosing that combination (I think anyway).

I think it's important that policies and particularly ideological tenets should feel quite powerful. I'm always impressed by the huge swings that relevant ideological tenets can make to the behavior of my civ in game, and I think we should aim to keep that. (Massive science/happiness bonuses come to mind - nothing better than saving yourself from -1 to +12 happiness.)

great. agreed.

For the first part of this, you mean slavery for channelers? If so, yes, I'd say so. I don't think we'd have separate, mutually exclusive tenets within a single Ideology, if that's what you mean? As you mentioned a while back, it's difficult to have a slavery-like policy/tenet in CiV because of the lack of drawbacks to them.

actually, I meant regular old slavery, which the 'chan and the Sharans both appear to have. But as you're mentioning, I think it's probably too complicating to add here. And, also, its not really on topic, and can be covered later.

True, I can definitely see that. Given we're happy with the policy trees filling in this element of the flavor for the start of the game, I'm happy to leave the Ideologies for unlocking later, like in base CiV!

With all of these I think base CiV provides a template that's useful for us to follow. Having a single word name for these comes to be representative even if the player isn't immediately clear on what it means. (Like "Order" - that makes sense to me now having played CiV, but at first I only really understood the implications through imagery and contrasts with Freedom and Autocracy - unless I'm missing historical significance of that word.)

Liberation sounds really good for the first one! While I agree that "Tower Authority" is more clear, I think it only really needs to be made clear to the player once (and can be through White Tower imagery for the Ideology) and then they'll understand the association with "Authority" as a single word. Oppression for the last one, then!

done! Liberation, Authority, Oppression!

The bolded part was mostly what I meant to address here, though I hadn't thought of damane Linking. Was there some mention in the books of the Seanchan not wanting to explore the workings of channeling, so the damane couldn't do that?

Related to movement, I mean that the crazy pathfinding with Linking came from trying to move still-Linked channelers all at once (with some restriction that they must remain within X hexes of each other). We've avoided that with your suggestion, but I think we still have this problem with sul'dam and damane. I think we'd need to have some sort of "phased" movement for this - where the player chooses movement for both units before either of them can actual perform that movement.

I'm actually having trouble figuring out if damane link in the books. I know they aren't used to heal because they were considered so unclean and never really explored, but I can't remember if they linked during the LB and such. Anybody remember?

In any case, I think we can decide whether they can link based on our own balancing of the units.

As far as movement... yeah, that seems like a pain in the rear. I guess phased movement sounds fine, but to me that also seems kind of un-civlike (I don't htink any other units work like that, do they?). For this kind of thing, I'm totally going to defer to you, though. Definitely don't have any better ideas.

We can make them have a maintenance cost (easy to hook into the roads/railroads system for that). I don't think players would want to fill up their territory with these though (particularly if they cost money each turn). They provide no yield bonuses (I think?) and it would make your cities noticeably worse due to the lack of farms/trading posts/lumber mills/etc.

Ah, I think I switched things around there and got confusing. For me the requirement of maintenance was if they could exist OUTSIDE of a city radius, but still within one's territory. If they consume a city radius hex, than I think that might be enough of a "cost."

Which do you prefer - inside city limits and no cost, or outside, plus a cost?

I like the idea of a natural wonder Waygate! Do we want a traditional NW where there's a building you must build in all of your cities in order to build it? (If so, what's that building? I'm not really sure.) Or just one that unlocks on a tech?

And definitely, sending Shadowspawn through those Waygates during the Last Battle should happen!

Hmmm... Not sure. The main deal with those "build in all cities" wonders is that it makes them easier for Tall civs, right? Do we want that to still exist? I don't have an opinion either way. I'd say if all other national wonders work like that, it should probably be the same. Not sure which building, though we could settle that later.

Yeah, this is suggesting to me that we shouldn't have combat, or at least not with permanent death. This is a good point about Wolfbrothers and Dreamers, about them being consumed. As GP types, they should be consumed, but invisible scouting seems a bit underwhelming as a special ability. (I think the repeatability makes it more useful for the Wise Ones.) Can we add any more powers to the Dream World? What about some connection with channeling blocking using a Dreamspike (or do we want to reserve that for a Slayer GP type?)? That could be incredibly strategically valuable - drop a Dreamspike over a defender's territory, disabling his channelers, right before you move into range.

ah, I forgot about dreamspike. I'm gonna suggest let's table this until we're willing to really dive into the GP - not sure how to do this since I don't know what the other GP will be like.

OK, Gotta stop here. The summaries have all been updated - waiting on a couple issues being settled and then I'll post.

I should be able to get to the Diplo Victory reply soon. Gotta go for now.
 
I'm honestly not sure which of these is better and had been putting off that decision before - so I'm glad to have someone to talk it through with! Obviously, from the books, voting on Tower Law is performed internally by the Sitters, with little to no influence from external governments. Their laws also don't directly extend to other nations - they're a bit more circumspect than that in getting what they want.

Both of those things are problematic, when implemented directly. Tower Law being voted on without player input removes player agency from the entire diplo process, which is clearly bad from a mechanical standpoint. Giving the Tower no "direct" way to enforce "laws" on other civs makes it very difficult for them to have a similar presence to the World Congress in base CiV.

Now, on the other hand, there is no "World Congress" in reality. There is International Law, which is prescribed by a series of disparate entities and respected in the context of diplomatic and economic interactions that CiV can't accurately simulate. There are treaties that bind nations to certain "laws", but that binding is largely self-imposed. It seems to me that the World Congress is an abstraction of an extremely complex real world system.

Now, I'm completely open to an alternate system that allows useful, fun player interaction in the process and more closely mimics the structure of Tar Valon from the books. I just haven't come up with one yet.

The idea of influence per Ajah has been touched upon a lot and I think has value, but in what context that influence is useful is more nebulous. Influence per Ajah could represent direct "I can make the representatives of this Ajah work with my interests in mind". Alternatively it could represent "I support this Ajah's mission and give them resources to accomplish it". The former is much more like the base CiV World Congress (and using delegates to make resolutions go through). The latter is much more like the White Tower - the Ajahs will do what they want regardless of what you do, but you can make specific Ajahs more powerful. But even that is a departure from flavor - external governments in WoT often don't even understand the structure of Ajahs within Tar Valon. Problematic.

OK, I've been mulling it over for days and I was having a lot of difficulty trying to find a way to reconcile all of these dissonant elements.

It struck me, after awhile, that we were kind of trying to force a square peg into a round hole. It seems to me that we want these things:

1) a Tower that does stuff, more or less autonomously. Civs have some influence on its workings, and they may have some influence on the civs, but it should be autonomous in that iconic way the WT is. This should feel like the most important political entity in the world.

2) a WC-like set-up that allows for direct player choice, rules, CS-relations, and diplo victory potential.

So it struck me - why not just have both?

I'm increasingly starting to wonder if it makes the most sense to leave the WC essential intact as it is in base CiV. The truth is, the WoT lore *doesn't* offer an obvious alternative. We like the WT as a diplo-related entity, but it has so many idiosyncracies that make it a bad idea as a *replacement* for the W.C.

To me, it doesn't feel particularly problematic from a flavor perspective to have a World Congress-type entity appear and go through most of the same progressions as exist in CiV. We could give it a new name ("The Compact of Nations"?), and the end-game world leader vote could remain mostly unchanged.

What we would be adding is a wholly new - and somewhat related - White Tower diplomatic entity. Think of it as a sort of super-CS. For the player, it would serve as a kind of "mini game" throughout the larger game, much like the great works system. Well, nothing *like* that system, but similar in that its this separate mechanic that runs parallel to the main game.

What would happen with the white tower? Well, I'm thinking a few things:

1) The player could gain favor with the various Ajahs, through the means we've discussed (gifting units to them, sending Novices to train, selecting their Aes Sedai, etc.). As we've mentioned, this could increase the strength of channelers of that Ajah within that civ. Additionally, if a civ is "Influential" with a particular Ajah, that Ajah is likely to vote for actions in favor of that civ (or, theoretically, the civ could actually cast the vote itself) in the Hall of the Tower.

2) The Tower would periodically make "edicts". These would be sort of like the WC resolutions, but would be channeling-related in some capacity. Additionally, perhaps they would only last for specific periods of time (or until they were replaced by another Edict. These edicts could ban certain kinds of channeling, share ter'angreal with all civs (giving all channelers a boost), root out male channelers, etc. Various things. Some of them could be generic bonuses like above, but some could be much more contentious, I'd imagine.
These edicts would be, technically, voted on by the Hall of the Tower. No player has direct control over the Hall, but a player influential in one or more Ajahs could significantly direct the actions of the Hall. Perhaps each Ajah has a somewhat clear "Agenda" - Red Ajah will always push for Edicts that limit male channeling, e.g. - so players could use that as a guide.

3) Similarly, the WT could engage in other matters of internal politics. An Amyrlin could be elected, maybe once per era. These Amyrlin could have some global effects, probably relating to channeling and/or diplomacy. Players can similarly influence who is elected (from which ajah, for example).

4) The Black Ajah would, of course, be slowly trying to take over the WT. There could be, towards the end, some sort of situations that allow this to be possible, most likely only with significant player support, though.

I do think we liked the idea of the diplo system in our mod somewhat "running through" the WT. I think this would all still be possible if we created a "stand-alone" WT like this. Maybe the WT has actual votes in the World Congress, like a regular civ, and has certain priorities and such. A player who is very influential over the Tower could theoretically influence their votes. Or maybe each Ajah gets a vote, or something? In any case, the WT *should* be a component in the end-game diplo stuff - World Leader election, etc.
In other words, I do think the WT should be integral to the diplo victory, but I think it should be present.

I think what the Separate-WT idea provides for us is a way to have crazy crap happen with the Tower without breaking our Diplo Victory. It would royally suck to be really close to a dominant diplo victory, and suddenly the tower switches to Black Ajah, and you're screwed. If you can still wrangle the diplo cred and votes *without* the tower, the diplo victory should still be possible. Similarly, I see a civ like Tear being a good Diplo Civ - they are impressively wealthy, which the diplo civs in CiV all seem to be - yet they would (in the books) be a civ that operates without direct need for the Tower's support.
Similarly, what if some civ destroys the White Tower? IMO that shouldn't lock the diplo victory.

Thoughts about this? I should say that my goal in all of this is not that it would be overly complicated. Something elegant and periodic, but that "feels" like there's a real Tower doing stuff - with or without the players.

Thoughts?

This I'm unsure about. Voting like in CiV in the context of the White Tower doesn't seem to make much flavorful sense. It's obviously dramatically easier from an implementation standpoint to remain closer to the mechanics of base CiV. I think the diplo victory is possibly the one that will change the most from base CiV though. It might be worth coming up with an entirely new system that makes more sense in the context of the Tower and replace the World Congress wholesale.

At the same time "World Leader" seems to me like the logical conclusion of a "Diplomatic Victory". Everyone thinks your civ is best suited to lead the world, so you become a supreme civilization that way. This clearly never happened in reality and Firaxis needed *some way* to represent diplomatic supremacy. Electing an external leader as (t)amyrlin runs so contrary to how the White Tower works, but I'm not sure if it's a bigger difference than the countries of Earth agreeing on a single King/President/Prime Minister.

Points all taken, and agreed.

As far as the WC. Yeah, I kinda think it might be fine more-or-less as it is. What do you think?

I do remember a LONG time ago, you saying you liked the idea of a civ disobeying a WC-resolution. I think that could be interesting, provided there were "real" consequences (diplo hits may not be enough, as a warmonger hardly cares about that, does he?) Or, should the Tower Edicts be refusable instead?

Good point on the using the names of older civilizations for city states! I think that could solve a lot of our problems with CS vs Stedding (previously Stedding made up approx. 90% of our CSes?).
The base CiV CSes also give players some key bonuses that keep the game balanced. If we do different things with the CSes, then we'll need to find other sources for those bonuses, otherwise players will be consistently unhappy/starving. We can balance against that globally (so other, normally encountered things like farms have higher yields) but that makes it more difficult for players to adjust to the mod. Not necessarily bad - they're already taking in huge balance shifts vs base CiV - but just to keep in mind.

I was figuring that the CS's (non-tower) could mostly operate as they do in CiV with regards to the WC.

But, it actually might be cool to have a THIRD entity representing the Ogier. Specifically, the Ogier - which behave somewhat differently than regular CS's - could maintain their independence in the WC, voting as a block as they see fit. However, once the Stump occurs near the end, they will throw their support behind a specific civ or civs, especially as it pertains to the World Leader election.

At first, I'd thought that the Tower wouldn't accept gold gifts like other CSes, but I'm not completely committed to that idea.

I didn't think we'd address the Tower schism through normal gameplay due to complexity and the shortness of its existence. I had planned for a scenario based around that though.

The Amyrlin, I figured, could be associated with the Ajah she was elevated from. The mechanics of what bonuses that confers to that Ajah and how an election is decided (currently weighted probability based on Ajah influence) are up for grabs.

right. Well all follow-up thoughts I have on these points have been mentioned above.

I'd be reluctant for it to be important in the same way, but I think for balance purposes it will need to play a significant role. One of the primary ways of using up gold is buying CS alliances in base CiV and the economy would be very different without that gold sink!

yeah, I agree that it shouldn't play a huge role in the WT, but the CSs..... I do think we need that as a viable gold-sink.


Given that alignment is tied to the Last Battle victory, I think some modifiers make sense, but nothing that intrinsically ties the two together. (Nothing like "Only Shadow players can interact with Shadar Logoth this way")

Right. Also, though, Shadow players are no better off in SL than light players. SL is very decidedly not shadow aligned, IIRC.

This is an interesting one. I think we'd need to think very carefully about how someone is elected High King. It would need to be something that builds up like the resolutions in base CiV - where the player (and AI) can see where the result is likely to be going and take deliberate actions to steer it back in their favor.

Having one player give out bonuses to the others (and one poor guy who gets nothing) sounds really cool. I just worry that it wouldn't be very fun for the player if they weren't the High King. I'm not sure how to make a High King event that isn't centralizing around one civ though.

This also implies that all civs have met each other, which is not necessarily the case at this point in the game, right? (Particularly true of some more isolating map types.) Or we could trigger this like the World Congress is triggered in base CiV, the first civ to meet everyone? But then it isn't tied to the era and may happen way early (duel map size?). We could go with the "most connected" player - the one who has met the most players? But those factors don't really make a ruler a High King.

While I do think you're right that it may not be that fun to not be the High King, I also think that's fine. It's not all that fun to not be the civ proposing resolutions but.... also it's not really a big deal. I think it would blow to be the guy who gets screwed by the High King, though. I think what I do like about it is the possibility of stirring up some drama in the mid-game.

Right, not everybody would have met one another. I think it could be triggered only after everybody is met. But I don't think the guy who finds everybody should necessarily *be* the high king, though.

If the WC is created by a Rennaissance level tech in CiV,a nd the HK era would be the equivalent of the industrial era in our game (right?), then maybe this should be something that is caused by some sort of WC-tied event. I know it was military that allowed the Hawkman to take over the world, but we're trying not to create a military event.

OK, your turn now!
 
Sorry for the delay!

Can they sit on in a city and heal themselves, though? Like, not use their epic powers, but maybe at least "retreat" to the city and camp out until healed? What do you think? Also, I would imagine warders CAN sit in a city - but that makes the AS vulnerable outside its walls.

Yeah, I can totally see that. We can disable each mission independently, so disabling offense-related ones could work well.

I should note that when I say governors aren't exciting, I mean that only in the sense that you've said several times that bonus yields per turn aren't very exciting.

Personally, I think I'm partial to the "advise governor" approach, where an AS either camps out near a city (or maybe sits in the city hex) and provides bonuses to a governor's output. I like this because it lets the Sister be "detachable" and come back as a unit quickly and easily. I think this is better than simply replacing the governor, as it feels distinct in function. Also, it allows the Blues to be rather flexible - can help boost production with a Smith governor, Culture with a different governor, etc.

If isntead of having Great Leaders, we have other kinds of units become Governors - GAs become one kind, GE become another - let's simply have the Blues become some specific type that nobody else can become. What yield would they be? Again, this might be clunkier.

I like the idea of becoming a unique governor type (one that possibly has Spark/channeling related abilities could be cool). Still, I've also somewhat come around to the idea of advising an existing governor as well. In either case, it would be nice if the ability conferred more than just a yield bonus. (Something like +1 Spark per Farm worked by this city.)

I would prefer it be somehow mechanically differentiated from other things.

How about this - Whites are ALSO governor based, but while Blues add a small addition to whatever the Governor is already doing, Whites would instead create a small boost for that city, based on a fraction of what the governor is already producing. Of course, to make this special, maybe we shouldn't have a stand-alone science governor.

Of course, if Blues are actually turning into governors themselves, we could have the Whites alternately just BE the science governors, similarly.

Agreed about mechanical differentiation.

Having the White Ajah Sisters be our only science governors certainly would make them powerful - sources of extra science are usually key parts of the strategies for higher difficulties. I'm good with that!

ok, so is this a problem, then? Or is its culture-victory-bias totally fine? If it is a problem, what should we do instead?

I think we originally wanted Aes Sedai to be useful across the board, regardless of Ajah, to most players. But then again, we risk them not becoming integral to any strategies. Given that it works well with the flavor, the culture bias is probably ok for the Brown Ajah then.

Actually, I disagree with you in regard to the Seanchan being more annex-y than puppeting.

The Seanchan are consistently described as allowing their conquered territories to essentially self-govern. They allowed that Beslan to become king of Altara, for example. They typically seem to arrive, conscript some soldiers, take the marath-damane, make everybody swear the oaths, and then move on from the town. I think this, if anything, is pretty darn close to puppetting. If not this, than what is a better example?

Now, I have lots of ideas for Seanchan UA/UB that will tie into this (puppeting providing units, "courthouse" providing spark, etc.), but that's for later. Suffice it to say, in my opinion the flavor does not suggest an annex-heavy approach. It seems to me that the Seanchan "way of life" was most definitely *not* integrated into any of their conquered westlands territories. Right?

Note that I do realize that they did "annex" the entire continent of Seanchan. But I think we can consider that to be the civ itself, rather than conquered territories - since the Seanchan civ itself is a combination of various cultures/peoples/civs (Hawkwing's people, the natives there, etc.). Kinda like how "Los Angeles" would be considered a "regular" city of the American civ, and not simply a annexed city of Mexico (or Spain).

Interesting, you make a very good point. I was considering how the Seanchan deploy civilians as well as military to their conquered territories - they assimilate it into their own culture rather than just exerting government control. Existing cultures still exist (I remember that being a point in the books - customs that the Seanchan didn't have specific quarrel with, they allowed to continue) but are secondary to their own - rather like Rome in reality - conquest and assimilation. (And the Borg. Can't forget them.)

I can see explanations for both ways of swinging it - I suppose we'll come back to this when we're doing uniques!

OK, I think I'm fine with the tech thing, if you feel strongly that it's a better gate.. I can see your logic. That said, question: does one civ learning the tech unlock the project for ALL civs, or simply for that civ? If its only one civ, we certainly do have to deal with the weird possibility of somebody belining to it to settle it before anybody else can get a chance. How do we feel about that?

I was thinking it would be unlocked for just that civ. Beelining is definitely something that's a part of base CiV, so I don't think it's an issue in and of itself. I think it's a matter of balancing, the player has to be missing out on some other techs to beeline for the Cleanse Saidin tech, so we need to make sure the layout of the tree doesn't allow a player to do that beeline without notable opportunity cost from other tech abilities.

Ah, this is tricky! I see your points. Certainly the DO himself likes the taint. But only the forsaken themselves put off the madness. Certainly the Sharan army would have been a bit more... chaotic pre-cleansing.

I can see the spark differential, for sure. I think though it might be better not to make it a bonus for the Light if its cleansed - if the lightside cleanses it, they simply eliminate the spark bonus given to the Shadow players. Makes more sense, right?

however, there are potential complications with this, specifically with the possibility of Shadow players using that extra spark to build tons of FEMALE units - wilders, kin, UUs. This is definitely NOT what we want, IMO. Is there a way to make this only spendable by Shadow players? Maybe shadow players don't get extra, but their Asha'man cost less spark? 1 instead of 2 seems crazy.... 2 instead of 3? Or maybe they cost less harmmers...... that could be nuts though

Any other suggestions? I see what you're saying, and I'm semi-convinced, but I also think we're playing with fire here, and we might be best off just leaving that well alone and letting light-and-shadow decide which to support based on their civ and playstyle.

I'm thinking about the books, though, and wondering why the Shadow opposed Rand cleansing. I think, in reality, it probably has to do with Rand himself. Rand being mad was definitely a very good thing for the Dark One and his followers. Maybe the difference here is that the Dragon becomes better if saidin is cleansed. Hell, we could have fun with this - maybe he does crazy stuff if he goes mad. Thoughts?

I don't think we need to force players by alignment, but just weight the alignments appropriately so that only more extreme cases on either side will support the "opposite" side of Cleansing Saidin. (We do also want Neutral players to be involved, so we can't feed back solely through the Dragon and Spark for X-alignment.)

Madness for the Dragon is tempting, though the Dragon is already quite a complex system. It is very flavorful though. The Dragon couldn't use the same madness mechanics as normal male channeler units though (right?) because of the gravity of his effects on the game. We could be very simple with it - the Dragon Unit (when trying to capture Thakan'dar) is (dramatically?) weaker if Saidin is still Tainted.

Alternatively - some crazier effects (Rand-nuke was off target?). Every time one of the Dragon's abilities is used before Saidin is Cleansed, he becomes more mad (amount depending on the ability used). So he can still be used without Cleansing Saidin, but then the Light players need to be more strategic about it. A bit of a drawback is that this encourages *not using* the Dragon, which we've made all these new mechanics for. Though that's not necessarily a bad thing in a single given game.

I think I agree that making male channelers cheaper for the Shadow while Saidin is Tainted is risky - allowing them to pump out potentially very powerful Asha'men.

I think the above, combined with the feedback mechanisms you suggested before (Shadowspawn attack on failing to Cleanse etc) weights players of a given alignment toward the 'correct' path, but doesn't exclude them from it. Heavy channeling Shadow civs may still go for the Cleansing to make full use of their male channelers, even if it does potentially make it more difficult for them to deal with the Dragon. (They might have confidence it won't get that far - or that they've got the firepower to defeat him.)

I can't see Light players choosing to keep the Taint (mechanically they gain nothing from it and lose a lot), though that combination of Shadow-maybe-for and Light-definitely-against seems like an accurate representation from the books.

I'm actually having trouble figuring out if damane link in the books. I know they aren't used to heal because they were considered so unclean and never really explored, but I can't remember if they linked during the LB and such. Anybody remember?

In any case, I think we can decide whether they can link based on our own balancing of the units.

As far as movement... yeah, that seems like a pain in the rear. I guess phased movement sounds fine, but to me that also seems kind of un-civlike (I don't htink any other units work like that, do they?). For this kind of thing, I'm totally going to defer to you, though. Definitely don't have any better ideas.

There aren't any units that move like that in base CiV but the whole concept of linking two or more units together (not Linking as in channeling, but just connecting them in some way) is new for WoTMod for things like Warders/Aes Sedai, Linking, and Sul'dam/damane, so I think players will expect some changes like this. Or at least be willing to learn them!

Ah, I think I switched things around there and got confusing. For me the requirement of maintenance was if they could exist OUTSIDE of a city radius, but still within one's territory. If they consume a city radius hex, than I think that might be enough of a "cost."

Which do you prefer - inside city limits and no cost, or outside, plus a cost?

I think inside (you mean inside borders, right?) is more CiV-like. Having them only outside territory can get confusing when borders start moving into hexes that have Traveling Grounds. It also lets the player position them more strategically. There are very few Improvements ever explicitly built outside of a player's territory (and those are things like the Portugal's Feitoria that have a specific effect on the CS you build them in). Using up a hex is a good cost, like you said, so I like that one!

Rereading the above, I'm still a bit confused. Buildings are 'within' cities, Improvements reside on hexes, and borders define a civ's owned hexes (color coded part). There's no distinction between hexes a city can work and ones that are too far away, though we could make one. (Alternatively, we could just make the tile with the Traveling Ground unworkable.) However, I think either of those is quite complicated - a maintenance cost will prevent players from spamming them (precedent for this is roads/railroads) and using up a hex (being an Improvement) presents an opportunity cost that makes even rich players place them strategically, rather than building them everywhere.

Hmmm... Not sure. The main deal with those "build in all cities" wonders is that it makes them easier for Tall civs, right? Do we want that to still exist? I don't have an opinion either way. I'd say if all other national wonders work like that, it should probably be the same. Not sure which building, though we could settle that later.

Yeah, it's to allow Tall civs to keep up with Wide ones. Cool, we can come back to this!

ah, I forgot about dreamspike. I'm gonna suggest let's table this until we're willing to really dive into the GP - not sure how to do this since I don't know what the other GP will be like.

Cool, that's fine with me.

OK, I've been mulling it over for days and I was having a lot of difficulty trying to find a way to reconcile all of these dissonant elements.

It struck me, after awhile, that we were kind of trying to force a square peg into a round hole. It seems to me that we want these things:

1) a Tower that does stuff, more or less autonomously. Civs have some influence on its workings, and they may have some influence on the civs, but it should be autonomous in that iconic way the WT is. This should feel like the most important political entity in the world.

2) a WC-like set-up that allows for direct player choice, rules, CS-relations, and diplo victory potential.

So it struck me - why not just have both?

I'm increasingly starting to wonder if it makes the most sense to leave the WC essential intact as it is in base CiV. The truth is, the WoT lore *doesn't* offer an obvious alternative. We like the WT as a diplo-related entity, but it has so many idiosyncracies that make it a bad idea as a *replacement* for the W.C.

To me, it doesn't feel particularly problematic from a flavor perspective to have a World Congress-type entity appear and go through most of the same progressions as exist in CiV. We could give it a new name ("The Compact of Nations"?), and the end-game world leader vote could remain mostly unchanged.

What we would be adding is a wholly new - and somewhat related - White Tower diplomatic entity. Think of it as a sort of super-CS. For the player, it would serve as a kind of "mini game" throughout the larger game, much like the great works system. Well, nothing *like* that system, but similar in that its this separate mechanic that runs parallel to the main game.

What would happen with the white tower? Well, I'm thinking a few things:

1) The player could gain favor with the various Ajahs, through the means we've discussed (gifting units to them, sending Novices to train, selecting their Aes Sedai, etc.). As we've mentioned, this could increase the strength of channelers of that Ajah within that civ. Additionally, if a civ is "Influential" with a particular Ajah, that Ajah is likely to vote for actions in favor of that civ (or, theoretically, the civ could actually cast the vote itself) in the Hall of the Tower.

2) The Tower would periodically make "edicts". These would be sort of like the WC resolutions, but would be channeling-related in some capacity. Additionally, perhaps they would only last for specific periods of time (or until they were replaced by another Edict. These edicts could ban certain kinds of channeling, share ter'angreal with all civs (giving all channelers a boost), root out male channelers, etc. Various things. Some of them could be generic bonuses like above, but some could be much more contentious, I'd imagine.
These edicts would be, technically, voted on by the Hall of the Tower. No player has direct control over the Hall, but a player influential in one or more Ajahs could significantly direct the actions of the Hall. Perhaps each Ajah has a somewhat clear "Agenda" - Red Ajah will always push for Edicts that limit male channeling, e.g. - so players could use that as a guide.

3) Similarly, the WT could engage in other matters of internal politics. An Amyrlin could be elected, maybe once per era. These Amyrlin could have some global effects, probably relating to channeling and/or diplomacy. Players can similarly influence who is elected (from which ajah, for example).

4) The Black Ajah would, of course, be slowly trying to take over the WT. There could be, towards the end, some sort of situations that allow this to be possible, most likely only with significant player support, though.

I do think we liked the idea of the diplo system in our mod somewhat "running through" the WT. I think this would all still be possible if we created a "stand-alone" WT like this. Maybe the WT has actual votes in the World Congress, like a regular civ, and has certain priorities and such. A player who is very influential over the Tower could theoretically influence their votes. Or maybe each Ajah gets a vote, or something? In any case, the WT *should* be a component in the end-game diplo stuff - World Leader election, etc.
In other words, I do think the WT should be integral to the diplo victory, but I think it should be present.

I think what the Separate-WT idea provides for us is a way to have crazy crap happen with the Tower without breaking our Diplo Victory. It would royally suck to be really close to a dominant diplo victory, and suddenly the tower switches to Black Ajah, and you're screwed. If you can still wrangle the diplo cred and votes *without* the tower, the diplo victory should still be possible. Similarly, I see a civ like Tear being a good Diplo Civ - they are impressively wealthy, which the diplo civs in CiV all seem to be - yet they would (in the books) be a civ that operates without direct need for the Tower's support.
Similarly, what if some civ destroys the White Tower? IMO that shouldn't lock the diplo victory.

Thoughts about this? I should say that my goal in all of this is not that it would be overly complicated. Something elegant and periodic, but that "feels" like there's a real Tower doing stuff - with or without the players.

Thoughts?

I've been thinking this over (in the four ages it's taken me to reply!) and I do really like this idea. Making the White Tower a very influential but non-central diplomatic entity does solve a lot of our flavor problems. And it comes with the nice bonus of being amazingly easier to do.

I like the suggestion of the Tower voting in the World Congress (also like the name "Compact of Nations"!). Particularly since we can scale their available votes over the course of the game. When the WC first starts up - the Tower holds the majority of the votes and uses that to influence world policy. Interacting with the Tower in the ways we describe will make them act more according to the Agenda of the Ajah with the greatest influence (and the Ajah of the Amyrlin). So players will want to curry favor with specific Ajahs early on so they have a majority when the diplomacy becomes more important.

By the end of the game, when players are voting on the World Leader, the Tower has relatively fewer votes (possibly achieved simply by giving the civs more votes as eras advance, and not the Tower), but can still make a significant difference overall. I think the default WC system would actually benefit a lot from an external agency like this that isn't trying to "win" for itself - would make things more negotiation-based, whereas base CiV is very much about accruing a winning majority off the back of just your own votes (via CSes). This means that players can still win with lots of gold and many CS allies, but the Tower will be a noticeable opposition to that process.

I wouldn't mind so much if capturing the Tower locks out the diplo victory - I think capturing Tar Valon should be monumentally difficult, even at the end of the game. (The player who wants to win a diplo victory has to liberate it to win.) However, if we don't centralize the WC in the Tower, I think that's a moot point (doesn't make sense to do the lockout anymore) and I'm not attached to the locking mechanic.

As far as the WC. Yeah, I kinda think it might be fine more-or-less as it is. What do you think?

I do remember a LONG time ago, you saying you liked the idea of a civ disobeying a WC-resolution. I think that could be interesting, provided there were "real" consequences (diplo hits may not be enough, as a warmonger hardly cares about that, does he?) Or, should the Tower Edicts be refusable instead?

After what you've said above, yeah, I think the WC can actually remain intact structurally - though I would think we'd add to/change up a lot of the resolutions (beyond just WoT-ifying the flavor of them).

In terms of refusals, I always felt that refusing to enact a resolution (within your own territory) is something that a civilization should be able to do. Though I can see why Firaxis didn't allow that - as you've mentioned, you need to have real consequences so that civs don't just refuse everything that's inconvenient for them. (All trade routes you establish are inverted - giving the other civ the gold you would have gotten, and you get what they would have? That's a serious economic blow which mirrors how real civilizations would deal with something like this.)

Refusing Tower edicts makes sense, I think - despite the Tower's reach, there are civs that are clearly ideologically polarized from them. I don't think it makes sense to force them to follow those edicts (particularly about channeling), but the penalties for doing so would need to be significant as well.


I was figuring that the CS's (non-tower) could mostly operate as they do in CiV with regards to the WC.

But, it actually might be cool to have a THIRD entity representing the Ogier. Specifically, the Ogier - which behave somewhat differently than regular CS's - could maintain their independence in the WC, voting as a block as they see fit. However, once the Stump occurs near the end, they will throw their support behind a specific civ or civs, especially as it pertains to the World Leader election.

Given the number of Stedding, I think having them vote as a block would be too swing-y. By the end of the game, CSes account for the majority of WC votes, so depending on which CSes get placed on the map (though we can stack that so only certain proportions appear), the Stedding might have something close to a majority on their own. They'll certainly (in a similar to base CiV system) have more votes than most/all individual civs. (And be costing those civs votes, since those CSes don't give the civ votes as well as voting separately with the Ogier?)

However - something similar - what if the Stedding don't vote in the WC (don't contribute votes to their allies) until *someone* completes the Great Stump project? Or we could have individual Ogier Stump National Projects which unlock Stedding votes for *that* civ?

Right. Also, though, Shadow players are no better off in SL than light players. SL is very decidedly not shadow aligned, IIRC.

Yeah, they're definitely their own "third side," that was just an example of something we want to avoid.

While I do think you're right that it may not be that fun to not be the High King, I also think that's fine. It's not all that fun to not be the civ proposing resolutions but.... also it's not really a big deal. I think it would blow to be the guy who gets screwed by the High King, though. I think what I do like about it is the possibility of stirring up some drama in the mid-game.

Right, not everybody would have met one another. I think it could be triggered only after everybody is met. But I don't think the guy who finds everybody should necessarily *be* the high king, though.

If the WC is created by a Rennaissance level tech in CiV,a nd the HK era would be the equivalent of the industrial era in our game (right?), then maybe this should be something that is caused by some sort of WC-tied event. I know it was military that allowed the Hawkman to take over the world, but we're trying not to create a military event.

Right, I see what you mean. True, the World Congress actually works in a very similar way, and given that that's even a precedent that's a diplomatic system, that makes a lot sense. I really like the systems of bonuses and eventual break down of the empire you proposed first (plus forced peace but remaining autonomous is a good one).

In terms of civs meeting each other, base CiV triggers the WC when any one civ meets *all other civs* - then they become the first host. This also causes all other civs to meet each other immediately. Do we want to mimick that meeting behavior (not necessarily the 'first host' part)? The WC becomes very strange when there are players that haven't met each other. The drawback to this is that depending on map type, this could happen at very different stages in history. (Though we can gate on individual civ or world era - or on a tech like base CiV does with Printing Press.)

So, how to decide who is the High King. If we tie it to WC, what do we do if the WC starts really late? (Early is easy to prevent with some simple tech rules.) We could make the have a "latest" allowable starting progression (in addition to an earliest allowable one).

The Tower was notoriously opposed to Hawkwing, which feels like it should be some component of this as well. The question then with WC relationship is how we sneak it past the Tower's votes if they hold a greater proportion at this comparatively early point in the game. (Though the event need not be tied to a vote-able resolution.) Do we want to make it possible to not have a High King at all in a game if certain requirements are fulfilled?

I'm trying to think of how we can make progress toward becoming High King something visible to all players. That tends to be how CiV deals with big events like this, giving players time to course-correct if they realize that things aren't going their way.
 
Yeah, I can totally see that. We can disable each mission independently, so disabling offense-related ones could work well.

Right. Good.Though, to be clear, this probably makes sense for any channeling units, not just AS.

I like the idea of becoming a unique governor type (one that possibly has Spark/channeling related abilities could be cool). Still, I've also somewhat come around to the idea of advising an existing governor as well. In either case, it would be nice if the ability conferred more than just a yield bonus. (Something like +1 Spark per Farm worked by this city.)

OK, so we can hash through the specifics later.

I will say, though, that +1 spark per farm would maybe be a bit high. I figured a civ wouldn't usually have more than a dozen channelers, by end game, right? That said, if Asha'man (etc.) cost three or something, it would require a good deal of Spark.

Agreed about mechanical differentiation.

Having the White Ajah Sisters be our only science governors certainly would make them powerful - sources of extra science are usually key parts of the strategies for higher difficulties. I'm good with that!

OK. So, I'd say, for want of anything better, let's tentatively decide on Science governor or adviser.

I think we originally wanted Aes Sedai to be useful across the board, regardless of Ajah, to most players. But then again, we risk them not becoming integral to any strategies. Given that it works well with the flavor, the culture bias is probably ok for the Brown Ajah then.

The other problem with this archaeology-focused role is that there is no clear purpose for the Brown Ajah before antiquity sites pop up. Suggestions? Maybe, in fact, the archaeo ability is their secondary (unlocked) ability?

Interesting, you make a very good point. I was considering how the Seanchan deploy civilians as well as military to their conquered territories - they assimilate it into their own culture rather than just exerting government control. Existing cultures still exist (I remember that being a point in the books - customs that the Seanchan didn't have specific quarrel with, they allowed to continue) but are secondary to their own - rather like Rome in reality - conquest and assimilation. (And the Borg. Can't forget them.)

I can see explanations for both ways of swinging it - I suppose we'll come back to this when we're doing uniques!

Right, I think we're seeing the same flavor but interpreting it differently.

You are right that they gleefully conscript locals into their armies. But that seems to be about as far as it goes. Swear your oaths, fight for us, but otherwise stay an Altaran. The foreigner troops additionally also did appear to be separate squads than the actual 'chan soldiers.

Re: Rome. Not sure their like the Borg at all, really. True, Rome influenced their conquered peoples, but part of the reason they were so successfully (for a time at least) was that they mostly let their holdings do their own thing.

To me, the conscription mechanic seems like a good aspect of a UA, but doens't necessarily prescribe an annex-heavy playstyle in my opinion.

I was thinking it would be unlocked for just that civ. Beelining is definitely something that's a part of base CiV, so I don't think it's an issue in and of itself. I think it's a matter of balancing, the player has to be missing out on some other techs to beeline for the Cleanse Saidin tech, so we need to make sure the layout of the tree doesn't allow a player to do that beeline without notable opportunity cost from other tech abilities.

Alright. No cause to disagree.

I don't think we need to force players by alignment, but just weight the alignments appropriately so that only more extreme cases on either side will support the "opposite" side of Cleansing Saidin. (We do also want Neutral players to be involved, so we can't feed back solely through the Dragon and Spark for X-alignment.)

Madness for the Dragon is tempting, though the Dragon is already quite a complex system. It is very flavorful though. The Dragon couldn't use the same madness mechanics as normal male channeler units though (right?) because of the gravity of his effects on the game. We could be very simple with it - the Dragon Unit (when trying to capture Thakan'dar) is (dramatically?) weaker if Saidin is still Tainted.

Alternatively - some crazier effects (Rand-nuke was off target?). Every time one of the Dragon's abilities is used before Saidin is Cleansed, he becomes more mad (amount depending on the ability used). So he can still be used without Cleansing Saidin, but then the Light players need to be more strategic about it. A bit of a drawback is that this encourages *not using* the Dragon, which we've made all these new mechanics for. Though that's not necessarily a bad thing in a single given game.

I think I agree that making male channelers cheaper for the Shadow while Saidin is Tainted is risky - allowing them to pump out potentially very powerful Asha'men.

I think the above, combined with the feedback mechanisms you suggested before (Shadowspawn attack on failing to Cleanse etc) weights players of a given alignment toward the 'correct' path, but doesn't exclude them from it. Heavy channeling Shadow civs may still go for the Cleansing to make full use of their male channelers, even if it does potentially make it more difficult for them to deal with the Dragon. (They might have confidence it won't get that far - or that they've got the firepower to defeat him.)

I can't see Light players choosing to keep the Taint (mechanically they gain nothing from it and lose a lot), though that combination of Shadow-maybe-for and Light-definitely-against seems like an accurate representation from the books.

re: the Dragon. Right, shouldn't be a dramatic difference - more of a side-effect. Maybe he's a little bit weaker, and maybe there's a higher chance other missions he performs will fail. I don't think we should "punish" using him by making him go mad as he's used - when used NORMALLY. However, if you wanted to have his super-attacks have consequences, I could see that being a neat tradeoff.

As far as the neutral civs, you're right that the power of the dragon doesn't concern them. But, at the same time, we don't care whether Neutral civs are biased towards or against cleansing saidin, right? They should do whatever is in the best interests of their civ.

I can live with this, but I'm honestly not totally sold, still, on the predilection of Light and Shadow towards cleansing or not cleansing. I suppose my hesitation stems mostly from a gameplay perspective - this could happen before the LB, do we really want players to have to "show their hand" as to which side they'll choose? Also,I wonder if it adds complexity to what otherwise might be a somewhat elegant and simple choice.

That said, I could also see the argument that by slightly nudging the shadow players towards stopping the cleansing, we're essentially guaranteeing that *someone* will be trying to stop it - while otherwise, you might have games where everybody is happily making it happen.

So, again, I'm fine with it, but there are still some potentially iffy aspects for me.

There aren't any units that move like that in base CiV but the whole concept of linking two or more units together (not Linking as in channeling, but just connecting them in some way) is new for WoTMod for things like Warders/Aes Sedai, Linking, and Sul'dam/damane, so I think players will expect some changes like this. Or at least be willing to learn them!

Alright. Gonna for sure follow your lead on this point.

I think inside (you mean inside borders, right?) is more CiV-like. Having them only outside territory can get confusing when borders start moving into hexes that have Traveling Grounds. It also lets the player position them more strategically. There are very few Improvements ever explicitly built outside of a player's territory (and those are things like the Portugal's Feitoria that have a specific effect on the CS you build them in). Using up a hex is a good cost, like you said, so I like that one!

Rereading the above, I'm still a bit confused. Buildings are 'within' cities, Improvements reside on hexes, and borders define a civ's owned hexes (color coded part). There's no distinction between hexes a city can work and ones that are too far away, though we could make one. (Alternatively, we could just make the tile with the Traveling Ground unworkable.) However, I think either of those is quite complicated - a maintenance cost will prevent players from spamming them (precedent for this is roads/railroads) and using up a hex (being an Improvement) presents an opportunity cost that makes even rich players place them strategically, rather than building them everywhere.

At the risk of presuming too much, I think you may actually be a bit mistaken, regarding borders.. True that there aren't "city boundaries" beyond the initial tile, but there *is* a maximum radius around a city that can be worked (three tiles), regardless of how large your borders are. So, like, there's no point in putting farms four tiles away from a city, because nobody could ever draw benefit from it. (of course, resources can be mined far from cities, provided you still claim the territory).

So, I guess what I'm trying to suggest is that one possibility is that the Traveling Grounds must be built *within 3 tiles* of a city - i.e., workable, "prime real estate" that would otherwise be useful as a mine or something. The opportunity cost of something like this may in fact be bad enough to make a maintenance fee overkill.

On that note, maybe the traveling ground needs to actually be *worked* in order to be used?

But, then again, a simple maintenance fee works too.

OK, will tackle the diplo stuff momentarily. The next post, however, will be the Summary of the Channeling stuff. It's essentially "done," though there are still a couple points still somewhat undecided (browns, for example) - I'll simply edit the post once they are settled.
 
last update 8/2/2016

Production
  • Normal and UU Channelers (with perhaps a few exceptions, like the Freed) are produced with hammers. However, They consume a global resource known as Spark. This resources is adjusted by era/tech, population, social policy, wonders, etc. A civ's Spark total will be subtly adjusted in favor of rewarding “wide” civilizations.
  • Most channeling units will consume 1 Spark. However, some late-game (powerful) channelers will likely consume 2.
  • A certain number of Aes Sedai will be gifted by the White Tower to deserving civs. These Aes Sedai will remain with the civ permanently, unless the total Aes Sedai "allocation" a civ receives is lowered for diplomatic reasons (and the WT subsequently recalls one or more Sisters).
  • Aes Sedai will not consume a civ's Spark.
  • Male channelers will be born spontaneously, based on the amount of Spark in a civ. There will be a brief cooldown to prevent too many from being born at the same time.
  • Asha'man will be produced with Hammers.

Female Channelers
  • Female channelers have stronger ranged combat strength than other contemporary units. However, they have significantly weaker melee combat strength. At some point in the game, they will be able to be upgraded to have a range of 3.
  • Channelers cannot perform most missions (attacking, healing others, etc.) while in a city hex.
  • Wisdoms will serve as specialists associated with the Doomseer.
  • Normal and UU channelers will upgrade over time, mostly through technological progression.
  • Wilders will be the generic female channeler. Eventually, they will be replaced by the Kin (or any appropriate UU), with an appropriate upgrade cost.
  • Wise Ones, Ayyad, Daughters of Silence, and Sul'dam will be UU replacements of the Kin.
  • Windfinders will either be represented by the Sea Folk UA, or else will be a specific unit.
  • Sul'dam will be melee units. Any female channeler they kill will join their civ as a special Damane unit. This Damane will be linked (not the same as the Linking of other channelers) to that Sul'dam unit and must stay within a few hexes of the Sul'dam. The Sul'dam unit consumes the same amount of Spark as typical channeling units.

    Aes Sedai - General
    • Aes Sedai will be ranged units that follow all parameters of other Female channelers.
    • Certain technologies increase the power of a civ's Aes Sedai and Warders. Relatively speaking, Aes Sedai will be most powerful in the early game.
    • All Aes Sedai get an upgraded version of the Medic Promotion.
    • All Aes Sedai can perform rudimentary Gentling.
    • The Three Oaths will apply for the entire game.
    • A Civ will meet the white tower through some early-game technology.
    • The First and Second Oaths will interact with the game mostly through flavor alone (of diplomacy and combat units, respectively)
    • Population, social policies, Prestige, etc., determine the amount of Aes Sedai a civilization is gifted.

    Aes Sedai – The Tower and Diplomacy
    • Diplomatic factors control the abilities and stats of various Sisters. The better a civ's relationship with that Sister's Ajah, the better a unit she will become. See the Diplomacy Summary for more information.
    • If the Black Ajah takes over the White Tower, this has mostly diplomatic ramifications, and, of course, determines which side has the benefit of their services and Sisters during the Last Battle. See the Diplomacy Summary for more details.
    • At the start of the Last Battle, a civ's Aes Sedai will be “redistributed” based on the Alignment of the civ and the Tower. See the Diplomacy summary for more details.
    • Any female channeler can be sent to train at the tower. This provides diplomatic benefits.
    • Aes Sedai stay with a civilization permanently (unless "recalled" for diplomatic reasons).
    • Novices and Accepted will be factors in the diplomatic situation with the tower - civs will send their young women to train in the tower, which will have diplomatic repercussions. See the Diplomacy Summary for more information.

    Aes Sedai – Warders and Combat
    • Aes Sedai are tied to individual Warders.
    • During the Last Battle, an Aes Sedai can attack any unit of a civ that has declared for the Shadow. A Black Sister can attack any unit.
    • If an Aes Sedai, her Warder, or another Sister within the Sister's vision radius is attacked, that Aes Sedai can attack any military units within three tiles of the attacking unit (including adjacent units) belonging to the attacking civ. War restrictions apply.
    • There is a cooldown on the "Threat" to a sister's life - the Aes Sedai has 10 turns of "freedom" to attack the unit (assuming the unit only attacks the Sister the one time).
    • An Aes Sedai can bond an existing unit as a Warder. The civ pays an upgrade cost, and that unit is converted into a unique Warder unit. Most promotions are carried over on upgrade. Warders upgrade over time, like Aes Sedai.
    • A Warder unit has the following abilities: ignore terrain, "bushido," and shadow spawn detection.
    • If a Warder is killed or disbanded, the Aes Sedai suffers a combat strength penalty for a ten turn period, and cannot bond a new warder. Subsequently, this penalty gradually wears off (over five turns), and the Aes Sedai can bond a new Warder.
    • If an Aes Sedai is killed, her Warder loses some combat strength and his special abilities. The warder can be "gifted" to the White Tower for influence. If the Warder is re-bonded, he gets his abilities back, and gradually restores his combat strength

    Aes Sedai – Ajah Abilities
    • When gifted an Aes Sedai, the civ chooses which Ajah it is from.
    • Each Aes Sedai ajah is a unique unit. These units will have flavorful names, drawn from the books.
    • All Ajahs will be represented. Each will have one or more special abilities. Some will be combat-related, and some will be non-combat related. Each Ajah type will have roughly equivalent stats.
    • Other channeling units can be sent to "train" with the White Tower, which will yield rewards, rather like gifting to a CS in CiV.
    • For a list of specific Ajah Abilities, please see the Diplomacy and the White Tower Summary.
    • Black Ajah - Abilities gained for Sisters under Shadow control, once the LB begins.
      • Broken Oaths - They may attack any unit, regardless of affiliation or threat to themselves.
      • Compulsion - A mission that can gain control of an enemy unit on an adjacent tile, based on a probability roll modified by the relative strengths of the units involved. (Compelled Sister units do not gain Black Ajah abilities.)

Saidin – General
  • Male channelers will deal splash damage, including friendly-fire.
  • The spontaneously-created saidin users created throughout most of the game will be called "Male Channeler". The power of this unit (and False Dragons) will be scaled to the contemporary units of the civs of the civilization he is born into.
  • Male Channelers will be maintenance free. Asha'man and other saidin units will not be.
  • A typical civ will have a male channeler born every 20-30 turns. A civ leaning towards Liberation/Tolerance will birth one every 15-25 turns, while one leaning towards Oppression/Fear will birth one every 25-35 turns.
  • Saidin users will progress through three levels of madness. 1) ignoring some orders and/or attacking himself, 2) attacking those around him, and 3) turning into a Dragonsworn unit. The third stage of madness also carries with it a combat bonus for the unit.
  • Saidin users will begin in the first stage.
  • Saidin users will proceed through the levels of madness unpredictably, triggered by promotions and the simple passage of turns. Progression through all levels will take anywhere from 10-50 turns.
  • A late-game Edict will decrease the current Madness Stage of all Saidin units.
  • The Black Tower will be a Wonder. Building it unlocks the construction of Asha'man for all civs that have the required tech.
  • The civ that builds the Black Tower some additional bonus. One of these bonuses is that their Asha'man will progress through madness more slowly.
  • Soldier, Dedicated, and Asha'man may be the names of promotions for the Asha'man units.
  • False Dragons will serve as barbarian "leaders." They will get more powerful over time. Fending off False Dragon uprisings will provide rewards for the players, partially determined by that players Ideology and social policies. See the Miscellaneous Concepts Summary for more information.

Saidin – Gentling
  • Saidin users cannot be disbanded as normal. They can only be Executed. This act yields no gold. Executing a Saidin user has a 10% success rate, which increases to 60% for Oppression civs. This can only be done from within your own Team's territory.
  • A civ with at least 0 overall Tower Influence can Request Tower Intervention and "gift" a Saidin unit to the White Tower for gentling from Team territory. This has a 80% success rate.
  • A Saidin user can also be Gentled by any Aes Sedai. It has a range of one, and a success rate of 50%. Red Ajah Aes Sedai have a success rate of 70%, 90% upon upgrade. This can only be done from within Team territory.
  • Successful gentling of a unit via a civ's own Aes Sedai provides Tower Influence. If this unit is later Healed, this reward cannot be received again, nor can any reward due to Execution be earned.
  • A gentled unit becomes a Gentled Channeler, which are civilian units with the same abilities as workers. These units appear to opposing civs as normal workers.
  • Any gentling attempt on a civ's own saidin unit (whether through “gifting” to the Tower, or with a civ's Aes Sedai) or a Execution attempt has a chance to cause the saidin unit to “go rogue” (advancing to the final stage of madness, if they aren't already there).
  • The success rates stated above refer to domestic and foreign Saidin users, and are modified negatively by the unit's Madness Level, around 20-30%.
  • Gentling foreign saidin units has a highly variable success rate, ranging from low to moderate. This rate is negatively modified the enemy unit's combat strength and HP, and positively modified by the Aes Sedai's combat strength.
  • Gentling foreign saidin units is an act of war.
  • Gentling can be to be Healed via a custom mission unlocked by a late-game tech. All Aes Sedai have this ability. Only a civilization's own units can be Healed, though Gentled Channeler units can be captured from another civ, and subsequently Healed.
  • A Gentled Channeler who is healed regains their former power and madness level. If the unit was formerly of Madness level three (and thus Rogue), the units Madness level will be reduced to two.

Saidin – Cleansing
  • Once technology is researched by one civ, all civs gain the ability to "build" the Cleanse Saidin Project. This is called the Project Phase.
  • Civs can contribute to two separate projects which advance the Project Phase towards completion - either in favor of or opposed to Cleansing Saidin. Like Alignment, progress toward either project is counteracted by the progress of the other.
  • The Project Phase ends when the net hammer output reaches a given value, with the "Pro" requirement being 10-15% lower than the "Anti." This value will be approximately equivalent to the number of hammers required to complete the World's Fair.
  • If the Project is completed by the "Anti" side, the Project Phase is over, and the Cleansing fails. Civs contributing towards the "anti" side are rewarded as follow (based on their contribution of hammers):
    • 1st: Free Thread
    • 2nd: 4 current non-channeler military units
    • 3rd: 100 Shadow
  • If the Project is completed by the "Pro" side, the Mission Phase begins. In this phase, a Cleanse Saidin custom mission becomes available to all female channelers. This mission must be performed adjacent to Shadar Logoth. The Mission consumes the unit.
  • During the Mission Phase, Mashadar decreases in strength, and respawns after 3-4 turns when killed, instead of on the following turn. For more information on Mashadar and Shadar Logoth, see the miscellaneous summary.
  • Once the Cleanse Saidin mission has been performed three times (by any combination of civs), and Shadar Logoth is captured by a major civ, saidin is cleansed.
  • There is no time limit on the cleansing Project or the Mission objectives.
  • Once saidin has been cleansed, saidin units no longer accrue madness. Additionally, all extant saidin units lose one madness tier.
  • All civs participating in a successful Cleansing get rewarded as follows:
    • First place on the project: 500
    • Second place on the project: 200
    • Third place on the project: 100
    • Perform Cleansing mission: 50
    • Control the city when saidin is Cleansed: 250.

Social Policies and Ideologies
  • There will be mutually-exclusive social policy trees that will help reflect the various systems in the WoT world: Fear and Acceptance.
  • There will be three ideologies, each representing a different view on channeling.
  • The first ideology represents Liberation for channelers, the second is Authority (deference to the tower) and the third is Oppression.
  • Ideologies will include many tenets that have little or nothing to do with channeling.
  • Each ideology will affect a civ's amount of Spark, incidence of False Dragons, and relations with the Tower.

Additional Abilities and Miscellanea
  • Linking will be possible for channelers. Linked units must be adjacent. The “followers” may have previously moved, but must not have performed a mission. The “leader” clicks link and then clicks the units he/she wants to link with. The “leader” acts, burning their action and movement points of the leader and the followers. If any units move away in the following turn, the link is broken (though can be easily re-established).
  • Shields and other bindings may be implemented as a skill for channelers that will restrict an opponent's movement.
  • Compulsion will be implemented as Black Ajah/Forsaken abilities, which will have a % chance of success.
  • The Void, Power-Wrought Weapons, and The Five Powers will be implemented as technologies and/or promotions. Cuendillar will be a resource.
  • Traveling will be available once a late-game tech is researched.
  • Civs must build a traveling grounds improvement, that can be traveled to from any point on the map. Traveling grounds incur a maintenance cost.
  • A civ can use the traveling grounds of team members as well as any civ with with they have entered into a Defensive Pact
  • The World of Dreams will exist as an aspect of Wise Ones or GP powers. Units will be able to essentially scout while invisible. If the projection of a unit is killed, the original unit dies as well.
  • Visiting the World of Dreams is only for a limited time, and suffers a cooldown afterwards. Additionally, it is imperfect, leaving some fog of war. The Dreaming unit is immobilized and helpless while doing so.
  • The True Power will be available to the Forsaken, and may have some differences in functionality to the One Power.
  • Players that declare for the Shadow and have a particularly High Shadow Alignment (Tier 8) gain the ability to build Dreadlords
  • The Forsaken will be "generic" (though differentiated between males and females) combat units. The individual identities of each Chosen will be mostly rendered via flavor text throughout Threads of the Pattern.
  • Within stedding or the range of a city that has built the Guardian, channeling does not work (neither while standing on those tiles nor aiming into them from outside). Upon researching the Wells technology, this restriction is limited.

Balefire and Angreal
  • Channelers have the ability to weave power attacks, including Balefire, in the late game through the production of angreal and sa'angreal.
  • The use of angreal and sa'angreal is unlocked when a civ completes the required "Search for Angreals Project, which becomes available at Rediscovery in the Era of Encroaching Blight.
  • A city produces angreal and sa'angreal as they would a unit. Angreal become available when a civ researches Wells, and sa'angreal become available when a civ researches <tech>.
  • When an angreal or sa'angreal is produced, it appears in the city and can be attached to the appropriate channeling unit within 3 hexes of the city. An angreal or sa'angreal can remain in the city, and can be "rebased"] from the city, but cannot be used from a city.
  • There are separate angreal and sa'angreal "units" for male and female channelers (four units in total).
  • Angreal may be possessed by male and female channelers of any type. Sa'angreal may only be possessed by Aes Sedai and Asha'man.
  • Whether a channeler is holding an angreal or sa'angreal is detectable for other civs that have active vision on the unit holding the item.
  • A channeler holding an angreal or sa'angreal may pass the item to an appropriate unit within 3 hexes. This action consumes remaining movement for the originating unit. It does not consume movement or an action for the receiving unit. However, the angreal or sa'angreal cannot be used on the same turn it was passed (the option to use it will be "grayed out.").
  • A channeler uses the angreal or sa'angreal by selecting a custom mission. This mission consumes the item.
  • If a channeler is killed while holding an angreal or sa'angreal, the item is destroyed.
  • When an angreal is used, the channeler makes multiple strikes with a powerful combat weave. The unit may strike up to 4 times within a range of 6 (each may be a different target). These are powerful attacks whose damage is affected in part by the unit's combat strength. An angreal attack may only target units and cities.
  • When a sa'angreal is used, the channeler makes multiple strikes with Balefire. The unit may strike up to 6 times within a range of 8 (each may be a different target). These are more powerful attacks whose damage is affected in part by the unit's combat strength. A sa'angreal attack may strike units, cities, or empty hexes.
  • Sa'angreal attacks pillage any improvements on the targeted hex (whether empty or occupied by a unit).
  • Sa'angreal attacks on hexes (occupied or empty) may create a Balescream, a terrain feature mechanically identical to Bubbles of Evil. Unravelled Pattern can be "cleaned".
  • Male varieties of both angreal and sa'angreal deal less damage, but deal splash damage.
  • The Dragon and the Forsaken have the ability to use a Balefire attack that is similar to that available to Aes Sedai and Asha'man. See the Last Battle Summary for more details.
 
I've been thinking this over (in the four ages it's taken me to reply!) and I do really like this idea. Making the White Tower a very influential but non-central diplomatic entity does solve a lot of our flavor problems. And it comes with the nice bonus of being amazingly easier to do.

I like the suggestion of the Tower voting in the World Congress (also like the name "Compact of Nations"!). Particularly since we can scale their available votes over the course of the game. When the WC first starts up - the Tower holds the majority of the votes and uses that to influence world policy. Interacting with the Tower in the ways we describe will make them act more according to the Agenda of the Ajah with the greatest influence (and the Ajah of the Amyrlin). So players will want to curry favor with specific Ajahs early on so they have a majority when the diplomacy becomes more important.

OK, so do you see the players trying to gain influence with an ajah more to provide that Ajah with extra "votes" in internal WT matters - in essence, the civs support the Ajah, not the other way around? This, as opposed to, for example, players jockeying for influence within the ajah in order to direct/influence that ajah's voting. Which is it? The nice thing about the first one is that it is really rather different from how the WC is set up, which is nice.

How would making an ajah more powerful (if that's what the players are doing) affect the WT's voting in the Compact of Nations? Would a powerful ajah decide how the WTvotes? Or does the WT vote consistently, regardless of who the amyrlin is and who's in charge (Black excepted)? Does anything the player does provide MORE votes for the WT (or less)?

By the end of the game, when players are voting on the World Leader, the Tower has relatively fewer votes (possibly achieved simply by giving the civs more votes as eras advance, and not the Tower), but can still make a significant difference overall. I think the default WC system would actually benefit a lot from an external agency like this that isn't trying to "win" for itself - would make things more negotiation-based, whereas base CiV is very much about accruing a winning majority off the back of just your own votes (via CSes). This means that players can still win with lots of gold and many CS allies, but the Tower will be a noticeable opposition to that process.

Yes, I agree that it's nice having an actor in the Compact that isn't trying to win. They will act/vote in their self-interest, but that self-interest isn't a Victory. A nice counterpoint to the somewhat uninspiring CS voting in the WC.

I wouldn't mind so much if capturing the Tower locks out the diplo victory - I think capturing Tar Valon should be monumentally difficult, even at the end of the game. (The player who wants to win a diplo victory has to liberate it to win.) However, if we don't centralize the WC in the Tower, I think that's a moot point (doesn't make sense to do the lockout anymore) and I'm not attached to the locking mechanic.

Yes, I just don't see how the locking is necessary. Sure, conquering the WT is hard, but I'm not sure why that should lock diplo. Conquering the WT doesn't lock Science, after all.

After what you've said above, yeah, I think the WC can actually remain intact structurally - though I would think we'd add to/change up a lot of the resolutions (beyond just WoT-ifying the flavor of them).

Right. I'd say a big part of this will have to do with which resolution-type things we give the actual WT to decide.

In terms of refusals, I always felt that refusing to enact a resolution (within your own territory) is something that a civilization should be able to do. Though I can see why Firaxis didn't allow that - as you've mentioned, you need to have real consequences so that civs don't just refuse everything that's inconvenient for them. (All trade routes you establish are inverted - giving the other civ the gold you would have gotten, and you get what they would have? That's a serious economic blow which mirrors how real civilizations would deal with something like this.)

Refusing Tower edicts makes sense, I think - despite the Tower's reach, there are civs that are clearly ideologically polarized from them. I don't think it makes sense to force them to follow those edicts (particularly about channeling), but the penalties for doing so would need to be significant as well.

So are you ultimately suggesting that only WT-edicts be refusable? Making the WC resolutions refusable certainly seems trickier to implement. And, perhaps, having the WT ones be "optional" is yet another way to make the WT system stand out as new and distinct.

Given the number of Stedding, I think having them vote as a block would be too swing-y. By the end of the game, CSes account for the majority of WC votes, so depending on which CSes get placed on the map (though we can stack that so only certain proportions appear), the Stedding might have something close to a majority on their own. They'll certainly (in a similar to base CiV system) have more votes than most/all individual civs. (And be costing those civs votes, since those CSes don't give the civ votes as well as voting separately with the Ogier?)

However - something similar - what if the Stedding don't vote in the WC (don't contribute votes to their allies) until *someone* completes the Great Stump project? Or we could have individual Ogier Stump National Projects which unlock Stedding votes for *that* civ?

Well, you say "given the number of stedding," but I don't see why we have to have a large number of them. Mayber there should only be 2-4 per map or something. After all, they might be kind of weird, as CS's go. Gifting weird GP, no channeling nearby. Maybe we only want a couple on a given map.

But, in any case, even if there's 100 stedding on a map, I wasn't suggesting they would have proportional representation. I was thinking that, like the WT, they would simply control a set of votes, probably comparable to a civ or a couple civs. So, in late game votes, you'd have the Civs+CSs voting, a Tower, and a "Stump", which represents all of the stedding, and probably controls fewer overall than the WT. In any case, it would be yet another agent that you could try to use to help secure or prevent a civ's diplo victory and/or agenda. Note that this means stedding wouldn't be conventionally allied with any one civ - this might be best, anyways, as we wouldn't want one civ hogging the Stonemason GPs just because they're in close proximity to the one Stedding, for example.

In short, I don't see a reason why we need a ton of stedding, nor why they need to mirror regular CSs very much.

As far as the stump itself... Not sure I see it as a project at all. More like something that just happens once per era or something. Each instance deciding on some ogier-related matter than might tangentially affect the civs and the gampeplay.

Right, I see what you mean. True, the World Congress actually works in a very similar way, and given that that's even a precedent that's a diplomatic system, that makes a lot sense. I really like the systems of bonuses and eventual break down of the empire you proposed first (plus forced peace but remaining autonomous is a good one).

This will most definitely be tricky to balance. The goal is 100% to make it fun and somewhat feel like the backstory of the WoT books. The goal should not really be to significantly impact any one civ's victory chances - more to "Stir things up" a bit, I'd say.

In terms of civs meeting each other, base CiV triggers the WC when any one civ meets *all other civs* - then they become the first host. This also causes all other civs to meet each other immediately. Do we want to mimick that meeting behavior (not necessarily the 'first host' part)? The WC becomes very strange when there are players that haven't met each other. The drawback to this is that depending on map type, this could happen at very different stages in history. (Though we can gate on individual civ or world era - or on a tech like base CiV does with Printing Press.)

I'd say we should absolutely tech/era gate both the Compact of Nations formation and the High King stuff.

So, how to decide who is the High King. If we tie it to WC, what do we do if the WC starts really late? (Early is easy to prevent with some simple tech rules.) We could make the have a "latest" allowable starting progression (in addition to an earliest allowable one).

well maybe it's not a strict proposal-vote dynamic. Not only is it flavorfully problematic, as you said, but we wouldn't want it to be exploited - make nice with the WT = become High King doesn't feel right.

I wonder if this is one of the rare situations where score could be helpful. Highest score at that time gets it. Or, as I implied before, civs are "scored" in some sense - you get points for Wonders, cities conquered, etc. This latter idea does unfortunately not resonate well with your desire to make progress visible to players easily.

I suppose it could be possible to have no high king, but without it being a military venture, it seems hard to figure out how that might happen. I don't think there would be a "nobody gets enough votes! No High King!" situation, because if that were possible, it would probably ALWAYS happen (who would vote for anybody but themselves?) - probably a reason it shouldn't be a real vote.
 
So, I tried to assist, and though I've been keeping up-to-date, most of the technical stuff is going over my head. If you don't have anyone else ready to beta-test, I'm available, though. Just thought I'd let you know.
 
Right. Good.Though, to be clear, this probably makes sense for any channeling units, not just AS.

Yeah, definitely.

I will say, though, that +1 spark per farm would maybe be a bit high. I figured a civ wouldn't usually have more than a dozen channelers, by end game, right? That said, if Asha'man (etc.) cost three or something, it would require a good deal of Spark.

Yeah, 12 or so sounds about right. Maybe even less. +1 Spark per Farm on a single city will be a lot - at the top end (very high pop city covered in Farms) you'd get somewhere in the region of +15 Spark, but you'd have to build specifically to achieve that. That's an additional 5 Asha'men (not including the time to build them), which is definitely way too much early game. The bonuses likely scale with era to make up for the cost (a bit). This Spark bonus is also potentially temporary - I imagine we'll do a similar thing to CiV's other strategic resources if the player ends up consuming more Spark than they are generating. (Make all of their channeling units much worse - we'd probably need to disable some abilities as well.)

OK. So, I'd say, for want of anything better, let's tentatively decide on Science governor or adviser.

Sure, sounds good.

The other problem with this archaeology-focused role is that there is no clear purpose for the Brown Ajah before antiquity sites pop up. Suggestions? Maybe, in fact, the archaeo ability is their secondary (unlocked) ability?

Being their second ability sounds really cool. Culture players will target that, but it doesn't exclude other players from using the Brown Ajah's primary ability. It also goes a way toward the timing issue you mentioned, since players can't unlock the secondary ability as quickly, there's less dead time where you have a Brown Sister but Antiquity Sites haven't been revealed yet.

That leaves the question of what they do with their primary ability. I've been reading wikis and such about them to see if anything pops out as a good idea for an ability for them. Like you mentioned originally, they've got some cross over with the White Ajah in terms of usefulness to Science. Given the difficulty we had with the White Ajah, I don't think we can do another science-focused Sister?

The other primary focus is the cataloging and discovery of ancient artifacts. That brings us to our antiquity sites, which we've already covered. Could we connect the Browns to the Horn of Valere? Or some remnants of the the Age of Legends? I can see a lot of the wonders being "rediscovered" things from the Age of Legends - could we characterize a production boost (Great Engineer-lite) with a cooldown using that?

Right, I think we're seeing the same flavor but interpreting it differently.

You are right that they gleefully conscript locals into their armies. But that seems to be about as far as it goes. Swear your oaths, fight for us, but otherwise stay an Altaran. The foreigner troops additionally also did appear to be separate squads than the actual 'chan soldiers.

Re: Rome. Not sure their like the Borg at all, really. True, Rome influenced their conquered peoples, but part of the reason they were so successfully (for a time at least) was that they mostly let their holdings do their own thing.

To me, the conscription mechanic seems like a good aspect of a UA, but doens't necessarily prescribe an annex-heavy playstyle in my opinion.

Yeah, I can see that interpretation. And good point re Rome!

re: the Dragon. Right, shouldn't be a dramatic difference - more of a side-effect. Maybe he's a little bit weaker, and maybe there's a higher chance other missions he performs will fail. I don't think we should "punish" using him by making him go mad as he's used - when used NORMALLY. However, if you wanted to have his super-attacks have consequences, I could see that being a neat tradeoff.

Sounds good! :D Super attacks with slowly accruing madness sounds cool. That would also likely make players use the non-military options more often, which is more true to the "real" usage of the Dragon.

As far as the neutral civs, you're right that the power of the dragon doesn't concern them. But, at the same time, we don't care whether Neutral civs are biased towards or against cleansing saidin, right? They should do whatever is in the best interests of their civ.

I can live with this, but I'm honestly not totally sold, still, on the predilection of Light and Shadow towards cleansing or not cleansing. I suppose my hesitation stems mostly from a gameplay perspective - this could happen before the LB, do we really want players to have to "show their hand" as to which side they'll choose? Also,I wonder if it adds complexity to what otherwise might be a somewhat elegant and simple choice.

That said, I could also see the argument that by slightly nudging the shadow players towards stopping the cleansing, we're essentially guaranteeing that *someone* will be trying to stop it - while otherwise, you might have games where everybody is happily making it happen.

So, again, I'm fine with it, but there are still some potentially iffy aspects for me.

Agreed re Neutral civs - they should pick based on their channeling predilections.

I don't think players are revealing too much about which side they'll choose through this. If you're studying a single opponent, then this might be one factor in many that lets you narrow down their likely choice to Light/Neutral or Shadow/Neutral, but I don't think it gives you a definitive answer.

My concern with the "usefulness" of each side being dissociated from Alignment is mainly flavor - I get the impression that the Dark One was always working to keep the Taint in place, whether through the Forsaken or his weaker government pawns. I think having known Shadow civs (post start of LB) working for the Cleansing is really weird, that's the main reason why I suggest nudging players (but not constricting them) towards the flavorful unions, so that those are also the sensible gameplay ones in the majority (but definitely not all) situations.

At the risk of presuming too much, I think you may actually be a bit mistaken, regarding borders.. True that there aren't "city boundaries" beyond the initial tile, but there *is* a maximum radius around a city that can be worked (three tiles), regardless of how large your borders are. So, like, there's no point in putting farms four tiles away from a city, because nobody could ever draw benefit from it. (of course, resources can be mined far from cities, provided you still claim the territory).

So, I guess what I'm trying to suggest is that one possibility is that the Traveling Grounds must be built *within 3 tiles* of a city - i.e., workable, "prime real estate" that would otherwise be useful as a mine or something. The opportunity cost of something like this may in fact be bad enough to make a maintenance fee overkill.

On that note, maybe the traveling ground needs to actually be *worked* in order to be used?

But, then again, a simple maintenance fee works too.

Sorry, I wasn't being clear. I know that cities can only work up to and including 3 tiles away from the actual city hex, despite the borders going much further. I was saying that there's no previous distinction for improvements between those tiles that can be worked and those that can't. We can create that distinction, but it's something that CiV never really directly addresses. (Nothing in the help/tutorials has ever told me "the limit is 3" it's just enforced.)

Having to work the tile is an interesting one that I liked at first, but the player can reassign a citizen, use the tile, and then assign them back with no yield deficit. We can make it lock that citizen in for one (or more?) turn(s) but that's also something CiV hasn't done before. I know we're obviously introducing a lot of new stuff, but I think those kinds of small, subtle core changes can be quite confusing. Requiring the Traveling Grounds "have been" the worked tile last turn would also create a yield deficit (which we want), but then the player needs to know ahead of time they want to use it - which could be very annoying if they forget.

Having to build the Traveling Grounds within the 3-tile radius is only really an issue for higher population cities (worse for Tall civs, but then they don't need Traveling as much). Since Traveling Grounds' strategic value will often be deploying to borders (with a few serving as retreat points), which are usually less developed cities, that wouldn't be too much of an obstacle - and they could always be demolished when the city eventually needs the tile.

I think the maintenance cost is a simple solution that addresses a lot of these and also has a precedent in base CiV. The maintenance cost on roads has made "road carpets" from Civ4 a very bad idea, which is a similar effect to what we're going for.

Channeling Summary

Thanks for the summary! Awesome to have this all in one place and will be invaluable for referring back to.

OK, so do you see the players trying to gain influence with an ajah more to provide that Ajah with extra "votes" in internal WT matters - in essence, the civs support the Ajah, not the other way around? This, as opposed to, for example, players jockeying for influence within the ajah in order to direct/influence that ajah's voting. Which is it? The nice thing about the first one is that it is really rather different from how the WC is set up, which is nice.

Awesome, I think that I'm in the same boat as you, I prefer the first. Like you said, it presents a cool difference from the WC. It also makes a lot of flavorful sense - governments can support the Ajahs, but the Ajahs will do what they want, regardless of external input. (Player influence only determines how effective that is, not what they're trying to do.)

This means that players should choose to support Ajahs that have policies aligned to their own objectives, which I think is cool. What do we think of players liking some and disliking others of certain Ajahs' policies? Inevitable, but is it a problem? This could also tie into the Aes Sedai abilities - if influence with an Ajah unlocks an ability for Aes Sedai that a given civ wants, is it a problem if they dislike that Ajah's policies? That's a bit of a catch 22 from that player's point of view. I think we'd need to make sure the major strategies don't trip over themselves too much like this.

How would making an ajah more powerful (if that's what the players are doing) affect the WT's voting in the Compact of Nations? Would a powerful ajah decide how the WTvotes? Or does the WT vote consistently, regardless of who the amyrlin is and who's in charge (Black excepted)? Does anything the player does provide MORE votes for the WT (or less)?

Yes, I think changes to Ajahs' influence definitely changes the White Tower's voting patterns in the WC. I think that gives players a really cool way to interact with the WT and the WC. There's also an interesting internal pull with the Ajahs - since we decided a while back to go with influence per player per Ajah. Which player has the most influence with a single Ajah can fluctuate without the majority Ajah in the Tower itself changing. (Since the Ajah's overall influence is an aggregate of all of the players' contributing influence.)

My first reaction to giving the Tower more votes is that there could be a wonder that does that - but I'm not so sure. The Tower getting more votes is a global effect that is bad for some players and good for others regardless of who builds it and every world wonder does get built in a given game (unless someone wins first). This is clearly bad for the civs that are disadvantaged by the Tower having more votes. But then again, maybe that's a consequence of a Tower-centric diplo system? If you've chosen to win the diplo victory without the support of the Tower, then it should be difficult? (Also, that would be an awesome achievement - Win the Diplomatic Victory without support from the White Tower. Are we doing in-mod (non-Steam) achievements? That would be so awesome.)

Yes, I just don't see how the locking is necessary. Sure, conquering the WT is hard, but I'm not sure why that should lock diplo. Conquering the WT doesn't lock Science, after all.

Definitely, it doesn't make sense now that we've shifted away from the WT as the WC and are running the two in parallel instead.

Right. I'd say a big part of this will have to do with which resolution-type things we give the actual WT to decide.

Definitely, a combination of flavor and gameplay needs. I think it makes sense for the Tower to make mostly channeling-related Edicts, but not exclusively (they were extensively involved in Trade and such). Refusable embargoes are very interesting.

Would it make sense for us to go through the kinds of bonuses we'd expect to see in Edicts vs. Resolutions? With completely out-of-thin-air numbers, just to get a general impression?

So are you ultimately suggesting that only WT-edicts be refusable? Making the WC resolutions refusable certainly seems trickier to implement. And, perhaps, having the WT ones be "optional" is yet another way to make the WT system stand out as new and distinct.

Yeah, that sounds like a good place to start. There would be a lot of overlap (hopefully) between the systems that would make either refusable, so if we find that it's too crazy then it's easier to just pull it out of just the Tower. Conversely, if it's super awesome, it should be easier to port it to the WC than start from scratch. Or the two being different might be best, like you've said.

Well, you say "given the number of stedding," but I don't see why we have to have a large number of them. Mayber there should only be 2-4 per map or something. After all, they might be kind of weird, as CS's go. Gifting weird GP, no channeling nearby. Maybe we only want a couple on a given map.

I'm not sure if we'll have enough non-Stedding CSes to use only a few Stedding on a map (at least for the standard+ map sizes). There are 58 CSes in BNW and even using ancient civilization names you suggested a few pages back, I think we're still quite short of that without a lot of them being Stedding. Maybe I'm underestimating the number of ancient civ names available though!

But, in any case, even if there's 100 stedding on a map, I wasn't suggesting they would have proportional representation. I was thinking that, like the WT, they would simply control a set of votes, probably comparable to a civ or a couple civs. So, in late game votes, you'd have the Civs+CSs voting, a Tower, and a "Stump", which represents all of the stedding, and probably controls fewer overall than the WT. In any case, it would be yet another agent that you could try to use to help secure or prevent a civ's diplo victory and/or agenda. Note that this means stedding wouldn't be conventionally allied with any one civ - this might be best, anyways, as we wouldn't want one civ hogging the Stonemason GPs just because they're in close proximity to the one Stedding, for example.

In short, I don't see a reason why we need a ton of stedding, nor why they need to mirror regular CSs very much.

As far as the stump itself... Not sure I see it as a project at all. More like something that just happens once per era or something. Each instance deciding on some ogier-related matter than might tangentially affect the civs and the gampeplay.

Interesting, yeah, I like this! Would we have the Ogier give out 'quests' as well that allows civs to influence their voting for the WC?

There are some disadvantages to the non-allied, non-bonus Stedding approach though. Since they don't give out traditional CS bonuses, to any civ that's not going for a diplomatic victory, the Stedding are just occupying valuable land that they could usefully appropriate themselves. I'd say almost all of those players will conquer every Stedding they encounter, because it makes a lot of gameplay sense. It also becomes a disadvantage to start next to a Stedding, because you're either going diplo, in which case they're dead tiles you can't capture, or you're not and you need to attack them. (Side note: when a Stedding is captured by another civ, it loses its channeling-stopping capabilities, right?)

We're also reducing the total yield income overall to players from CSes, which is a big part of how a lot of strategies generate yields (particularly happiness and food). This isn't a bad thing in and of itself, we just need to keep it mind and balance against it so that the game doesn't stifle growth from turn 150+.

What about if players could ally with Stedding, but all Stedding's yield bonuses depended on the outcome of the latest Stump? This gives a lot of players a very good reason to get involved in the Stumps even if they're not going for the diplo victory (to preserve the bonuses they have, if they have Stedding allies). It also fits very well into the CiV-like opportunity cost paradigm, and solves the two issues above.

I see what you mean about hogging Stonemasons - I'm not sure if that's too bad though. All geographical elements in CiV are subject to starting location. Stonemasons could be restricted as well - only given out as a result of certain Stump outcomes? ("All players allied with a Stedding receive one Stonemason" seems like a cool outcome?)

This will most definitely be tricky to balance. The goal is 100% to make it fun and somewhat feel like the backstory of the WoT books. The goal should not really be to significantly impact any one civ's victory chances - more to "Stir things up" a bit, I'd say.

Awesome, yeah, I was thinking along similar lines. If it changes any victory chances, I'd be encouraged if it "beat down" players that were far ahead to make the game more even, reducing the prevalence of "I've already won but it will take another 5 hours to actually win the game." But then again, are we punishing players for being good by doing that? Possibly, I'm not sure. It's a careful balance, because we want to make it difficult to pull inescapably far ahead, but still allow player skill to win consistently. (We want to avoid the rubber-banding style AI you see in a lot of racing games.)

I'd say we should absolutely tech/era gate both the Compact of Nations formation and the High King stuff.

Coolio, that makes a lot of sense!

well maybe it's not a strict proposal-vote dynamic. Not only is it flavorfully problematic, as you said, but we wouldn't want it to be exploited - make nice with the WT = become High King doesn't feel right.

I wonder if this is one of the rare situations where score could be helpful. Highest score at that time gets it. Or, as I implied before, civs are "scored" in some sense - you get points for Wonders, cities conquered, etc. This latter idea does unfortunately not resonate well with your desire to make progress visible to players easily.

I suppose it could be possible to have no high king, but without it being a military venture, it seems hard to figure out how that might happen. I don't think there would be a "nobody gets enough votes! No High King!" situation, because if that were possible, it would probably ALWAYS happen (who would vote for anybody but themselves?) - probably a reason it shouldn't be a real vote.

Score!
Spoiler :


I kid, score does make sense. I do worry that it's a case of the leading player just getting farther ahead though.

We could make it even more diplo-y - what about something like "first player to sign X declarations of friendship becomes High King" where X is (number of players / 2) + 2? (+2 makes it impossible on maps with 2-3 players, which I just thought it would be weird to have a High King for, though we could drop that?) It's harder on smaller maps, where being the High King could be more gamebreaking. Number of players is the number of major civs the game started with - this makes warmongering civs less likely to "win." (They conquer people as they meet them, meaning they have fewer allies mid-game.) It does mean that one way to prevent a High King is to conquer enough of the other players though - conquering allies of someone who's close if you can't take them on directly. It might make sense to use number of major civs alive instead of started with?

We could have a "latest" time when the High King is available this way - if no one reaches the required number of DoF's by World Era 6/7, there is no High King.

What do you think?

So, I tried to assist, and though I've been keeping up-to-date, most of the technical stuff is going over my head. If you don't have anyone else ready to beta-test, I'm available, though. Just thought I'd let you know.

Thanks for the offer! More beta testers will always be helpful once we have playable builds. Those are still a ways off for now, but we'll make a big announcement about it when it happens!
 
Yeah, 12 or so sounds about right. Maybe even less. +1 Spark per Farm on a single city will be a lot - at the top end (very high pop city covered in Farms) you'd get somewhere in the region of +15 Spark, but you'd have to build specifically to achieve that. That's an additional 5 Asha'men (not including the time to build them), which is definitely way too much early game. The bonuses likely scale with era to make up for the cost (a bit). This Spark bonus is also potentially temporary - I imagine we'll do a similar thing to CiV's other strategic resources if the player ends up consuming more Spark than they are generating. (Make all of their channeling units much worse - we'd probably need to disable some abilities as well.)

Interesting... I honestly haven't yet learned the specific mechanics of what happens when you have swordsmen but, say, -3 iron. I know the game doesn't seem to like it much.

Seems like, once again, we'll be doing a lot of tweaking in beta.

Being their second ability sounds really cool. Culture players will target that, but it doesn't exclude other players from using the Brown Ajah's primary ability. It also goes a way toward the timing issue you mentioned, since players can't unlock the secondary ability as quickly, there's less dead time where you have a Brown Sister but Antiquity Sites haven't been revealed yet.

alright. good.

That leaves the question of what they do with their primary ability. I've been reading wikis and such about them to see if anything pops out as a good idea for an ability for them. Like you mentioned originally, they've got some cross over with the White Ajah in terms of usefulness to Science. Given the difficulty we had with the White Ajah, I don't think we can do another science-focused Sister?

The other primary focus is the cataloging and discovery of ancient artifacts. That brings us to our antiquity sites, which we've already covered. Could we connect the Browns to the Horn of Valere? Or some remnants of the the Age of Legends? I can see a lot of the wonders being "rediscovered" things from the Age of Legends - could we characterize a production boost (Great Engineer-lite) with a cooldown using that?

Definitely I think we've learned our lesson with the White - steer clear of science for the Brown.

OK, in light of all of these things, I can imagine the following options:

1) A Production boost for some amount of turns (with cooldown), likely only effective on certain buildings - Wonders, culture buildings, etc.
2) Like, the Blue (and White), acts as an adviser to the governor - this time, increasing culture yields, or prestige (this of course only works if the Blues produce spark, not Prestige). I find this one as pretty nifty in-flavor - their basically cataloguing the activies of the leader and the civ in general.

I think the horn of valere could work, but to me that seems very situational - best as a secondary ability, IMO.

Sounds good! :D Super attacks with slowly accruing madness sounds cool. That would also likely make players use the non-military options more often, which is more true to the "real" usage of the Dragon.

right, I wasn't thinking of that, but this can help us steer his use in certain directions.

I don't think players are revealing too much about which side they'll choose through this. If you're studying a single opponent, then this might be one factor in many that lets you narrow down their likely choice to Light/Neutral or Shadow/Neutral, but I don't think it gives you a definitive answer.

alright. It remains to be seen how all of this will go down anyways - how obvious people's alignments are beforehand, for example.

My concern with the "usefulness" of each side being dissociated from Alignment is mainly flavor - I get the impression that the Dark One was always working to keep the Taint in place, whether through the Forsaken or his weaker government pawns. I think having known Shadow civs (post start of LB) working for the Cleansing is really weird, that's the main reason why I suggest nudging players (but not constricting them) towards the flavorful unions, so that those are also the sensible gameplay ones in the majority (but definitely not all) situations.
right, when you put it that way, I agree. I think a shadow civ guy would only cleanse saidin under some weird double-agent thing ("if I do this, they'll trust me!"), not for real shadow-benefiting ways.

Sorry, I wasn't being clear. I know that cities can only work up to and including 3 tiles away from the actual city hex, despite the borders going much further. I was saying that there's no previous distinction for improvements between those tiles that can be worked and those that can't. We can create that distinction, but it's something that CiV never really directly addresses. (Nothing in the help/tutorials has ever told me "the limit is 3" it's just enforced.)

Having to work the tile is an interesting one that I liked at first, but the player can reassign a citizen, use the tile, and then assign them back with no yield deficit. We can make it lock that citizen in for one (or more?) turn(s) but that's also something CiV hasn't done before. I know we're obviously introducing a lot of new stuff, but I think those kinds of small, subtle core changes can be quite confusing. Requiring the Traveling Grounds "have been" the worked tile last turn would also create a yield deficit (which we want), but then the player needs to know ahead of time they want to use it - which could be very annoying if they forget.

Having to build the Traveling Grounds within the 3-tile radius is only really an issue for higher population cities (worse for Tall civs, but then they don't need Traveling as much). Since Traveling Grounds' strategic value will often be deploying to borders (with a few serving as retreat points), which are usually less developed cities, that wouldn't be too much of an obstacle - and they could always be demolished when the city eventually needs the tile.

I think the maintenance cost is a simple solution that addresses a lot of these and also has a precedent in base CiV. The maintenance cost on roads has made "road carpets" from Civ4 a very bad idea, which is a similar effect to what we're going for.

Well, considering all of that, you're totally right. Let's do the maintenance cost. I do agree that our new additions should be big and obvious - little mechanical things like the radius thing would be a bit offputting in its subtlety.

Ah, I kinda miss the ridiculous webs of roads. I'm reminded of playing c1v (don't know the abbreviation for that one) as a kid where i would literally carpet the whole continent with farms and roads, not really understanding how it worked.

Yeah, I could only win on chieftain.

Awesome, I think that I'm in the same boat as you, I prefer the first. Like you said, it presents a cool difference from the WC. It also makes a lot of flavorful sense - governments can support the Ajahs, but the Ajahs will do what they want, regardless of external input. (Player influence only determines how effective that is, not what they're trying to do.)

OK, cool. Each Ajah will then have an list of priorities and such. I imagine these would be consistent and predictable?

I wonder if part of the players' interactions with each Ajah is through quests. We'd said that the WT sets up quests, but what if these were each Ajah specific? Like, the Browns are the guys doing the "generate tons of culture" quest. So the players that fulfill that one, make nice with the Brown specifically. of course, sometimes a player completes a quest somewhat automatically - that would then unintentionally gain them favor with that Ajah - would it also gain that Ajah power within the Tower itself?

On that note, do players make nice with the Tower itself ever, or is a player's relationship with the Tower merely the sum of all their relationships with each ajah?

Can a player piss off a given Ajah?

This means that players should choose to support Ajahs that have policies aligned to their own objectives, which I think is cool. What do we think of players liking some and disliking others of certain Ajahs' policies? Inevitable, but is it a problem? This could also tie into the Aes Sedai abilities - if influence with an Ajah unlocks an ability for Aes Sedai that a given civ wants, is it a problem if they dislike that Ajah's policies? That's a bit of a catch 22 from that player's point of view. I think we'd need to make sure the major strategies don't trip over themselves too much like this.

I think a possible lack of solidarity with an Ajah you support is totally fine. You might want the Green because they help you have badass sisters for the first 7 eras, but then cmoe time for the LB, you choose Shadow, and regret making a Green amyrlin. Or, say, you enjoy the science bonuses of the Whites because you are going for a culture victory, and you're trying to get the prerequisite techs for all the culture wonders first... and then they do an Edict that lowers culture output or something. Maybe you suffered a lot of False Dragon attacks, so you make nice with the Red, but later the chickens come to roost and they're making all sorts of Spark-Lowering edicts and you can't build an army of channelers.

I think that's all cool.

so, I think we're looking at two parameters that may or may not work independently, yes?:

1) a player's influence within an Ajah ('Favor")
2) That ajah's influence within the Tower ("Influence")

Are these two things necessarily always linked? Can you raise one without raising the other? On the one hand, it makes sense that you could, for example:

- complete a quest for the Brown. This obviously makes them like you (+Favor), but I could imagine the rest of the WT not caring (=Influence). However, the fact that the Brown had its goals met (via the quest) could lead to their success in the WT (+Influence)
- select a Brown Sister. they like you (+Favor), but this doesn't necessarily make them more influential in the tower (=Influence). But, on the other hand, the fact that nations are requesting Brown units raises their profile in the tower, right? (+Influence?).
- provide novices to the Brown. They thank you (+Favor) AND the Ajah gains power (+Influence).

So, which is it? Do some actions the player takes cause only Favor to rise, and others cause Influence to rise as well (I can't really think of anything that would affect only Influence, and not also favor), or are they always linked (though perhaps at different proportions)?

we also have to consider this from a flavor perspective. Which makes the most intuitive sense? If everybody is always choosing Red sisters, and thus the Reds are "allied" with everybody, does that by definition increase their profile in the WT? Or could they somehow still be nobodies within the tower?

Lastly, on this point, what do we suppose the various consequences of these possibly-separate values would be?:

Favor
- Makes Aes Sedai of a given ajah better for that player.
- Compact voting more likely to go in favor of the player, inasmuch as that Ajah can influence its outcome
- Potentially less likely to propose edicts that are counterproductive for that player (this one might be a bit of a can of worms though)

Influence
- WT Quests more likely to be from that Ajah
- WT Edicts more likely to be from that Ajah
- Compact voting more likely to go in favor of the philosophy of the Ajah (and/or the player(s) that Ajah likes)
- election of an amyrlin (probably affects all of the above).

what else?

Yes, I think changes to Ajahs' influence definitely changes the White Tower's voting patterns in the WC. I think that gives players a really cool way to interact with the WT and the WC. There's also an interesting internal pull with the Ajahs - since we decided a while back to go with influence per player per Ajah. Which player has the most influence with a single Ajah can fluctuate without the majority Ajah in the Tower itself changing. (Since the Ajah's overall influence is an aggregate of all of the players' contributing influence.)

For sure. so, you're saying that a popular ajah is, by definition, an influential ajah. do we see any negative consequences of this? or at least unforseen ones? What about the black? could there be some situation where an ajah is selected all the time, but hates all the players because of their Ideologies, or something?

My first reaction to giving the Tower more votes is that there could be a wonder that does that - but I'm not so sure. The Tower getting more votes is a global effect that is bad for some players and good for others regardless of who builds it and every world wonder does get built in a given game (unless someone wins first). This is clearly bad for the civs that are disadvantaged by the Tower having more votes. But then again, maybe that's a consequence of a Tower-centric diplo system? If you've chosen to win the diplo victory without the support of the Tower, then it should be difficult? (Also, that would be an awesome achievement - Win the Diplomatic Victory without support from the White Tower. Are we doing in-mod (non-Steam) achievements? That would be so awesome.)

mmm, you're making me think that the proper way to go here is to maybe just scale it by era. what do you think?

Yes, achievements, for sure. Is that possible? I like it. We could do some super insanse recreate-the-book achievements. Like let use a Wolfbrother to kill shadowspawn and whitecloaks in Andor or something.

Definitely, a combination of flavor and gameplay needs. I think it makes sense for the Tower to make mostly channeling-related Edicts, but not exclusively (they were extensively involved in Trade and such). Refusable embargoes are very interesting.

Would it make sense for us to go through the kinds of bonuses we'd expect to see in Edicts vs. Resolutions? With completely out-of-thin-air numbers, just to get a general impression?

Hmmm... yeah. Do you mind throwing together the first ideas, actually? I don't feel quite as comfortable with the diplo resolutions as I think you are. I'd say we should probably start off by reinterpretations/adaptations of the ones from BNW and then add more as we see fit.

Yeah, that sounds like a good place to start. There would be a lot of overlap (hopefully) between the systems that would make either refusable, so if we find that it's too crazy then it's easier to just pull it out of just the Tower. Conversely, if it's super awesome, it should be easier to port it to the WC than start from scratch. Or the two being different might be best, like you've said.

agreed, then!

I'm not sure if we'll have enough non-Stedding CSes to use only a few Stedding on a map (at least for the standard+ map sizes). There are 58 CSes in BNW and even using ancient civilization names you suggested a few pages back, I think we're still quite short of that without a lot of them being Stedding. Maybe I'm underestimating the number of ancient civ names available though!

OK, going to try to figure this out... so, quick scan of the wiki, there appear to be:

- 8 nations of the AB Period (the ten, minus manetheren and minus Aridhol, as it is SL later)
- 29! nations of the Free years (there are 30, but one is Shandalle, which becomes the hawkman's empire)
- 8 or so former NE nations (Malkier, Almost, Caralain), etc.
- a few proper city states.

Now, I'm not saying all of these are suitable - maybe some are too big-countryish or something - but that's a heck of a lot of options. the FY ones are great because they mostly were CSs anyways. plus, we don't need exactly as many as CiV, right? I mean, the most that exist in one game is what, 16? 20? We could recycle the same 20 and now worry about it so much...

If you mechanically want there to be a ton of stedding, let's talk about that - I don't think the lack of names and content needs to be the reason for it though.

also, just had a crazy idea. What if Shadar Logoth didn't exist at the start of the map. What if sometime in era 2 or so a random CS *became* SL. It could always be aridhol, but maybe it's cooler if it is random. I don't have a problem with the lack of canon either - SL means "where the shadow waits" or something, so theoretically its more of a Title that could be applied to various places.

Interesting, yeah, I like this! Would we have the Ogier give out 'quests' as well that allows civs to influence their voting for the WC?

for sure. I think probably civs can gain favor with them much in the same way as they would with a CS.

There are some disadvantages to the non-allied, non-bonus Stedding approach though. Since they don't give out traditional CS bonuses, to any civ that's not going for a diplomatic victory, the Stedding are just occupying valuable land that they could usefully appropriate themselves. I'd say almost all of those players will conquer every Stedding they encounter, because it makes a lot of gameplay sense. It also becomes a disadvantage to start next to a Stedding, because you're either going diplo, in which case they're dead tiles you can't capture, or you're not and you need to attack them. (Side note: when a Stedding is captured by another civ, it loses its channeling-stopping capabilities, right?)

oh, I'm not saying you couldn't be allied or friends with a stedding. I'm saying you couldn't be THE ally. Like, maybe everybody had the potential to gain the bonuses - especially considering the fact that some of the bonuses from the stedding might be a bit "weird." the possible things I think they can do for you:

- Stonemasons
- Building Groves in your capitol (assuming the stonemasons don't do that)
- unlocking your waygates (i.e. allowing them to be built)?

sure, they can do the normal CS thing, too. No problems.

I should clarify that i'm not attached to the no-alliance thing - that was simply a possible work-around I thought of to avoid the problem associated with making the stonemasons limited to only the people going all in on the stedding alliances. diplo victory = production GP? Just a line of thought, especially considering it could help differentiate them from normal CSs. But fine with keeping their friendships more "normal."

We're also reducing the total yield income overall to players from CSes, which is a big part of how a lot of strategies generate yields (particularly happiness and food). This isn't a bad thing in and of itself, we just need to keep it mind and balance against it so that the game doesn't stifle growth from turn 150+.

right. Again, I'm not looking to open up a can of worms here.

What about if players could ally with Stedding, but all Stedding's yield bonuses depended on the outcome of the latest Stump? This gives a lot of players a very good reason to get involved in the Stumps even if they're not going for the diplo victory (to preserve the bonuses they have, if they have Stedding allies). It also fits very well into the CiV-like opportunity cost paradigm, and solves the two issues above.

this is very cool. I like it!

I see what you mean about hogging Stonemasons - I'm not sure if that's too bad though. All geographical elements in CiV are subject to starting location. Stonemasons could be restricted as well - only given out as a result of certain Stump outcomes? ("All players allied with a Stedding receive one Stonemason" seems like a cool outcome?)

Right, that could be cool. I think, also, we could use the Friend vs Ally thing to our advantage here. Like, maybe the super unique stuff can be available to friends, but the normal CS (and probably more powerful) stuff would be only for Allies. Like, you get a periodic mason as a friend, but you get yields for being an ally, for example.

I was thinking about the invading of a stedding, and I was thinking.... maybe then cant be annexed/puppeted. I mean, they aren't cities. They can't grow to huge population. I was thinking that if you take one over, you destroy it. Your option is either raze it or.... don't invade them in the first place. The idea of people conquering and settling in an ogier city is just super odd to me. Also, the anti-channeling field clearly DOES persist.... remember those old abandoned stedding some dudes were hiding in early in the books? So, that's another thing that makes them being conquered too weird - clearly, in the books, civs weren't taking over the steddings for the strategic advantage they entail, though. So what if razing was the only option? Then you probably wouldn't have much incentive to destroy them, right? Unless you really, really wanted to harm their allied civs or mess with the stump, yes?

so then we'd be left with an anti-power field just chilling there, with no city around it, right? Question - can you settle in this space? I'd think no... or if you can, THEN it dissipates, right?

Awesome, yeah, I was thinking along similar lines. If it changes any victory chances, I'd be encouraged if it "beat down" players that were far ahead to make the game more even, reducing the prevalence of "I've already won but it will take another 5 hours to actually win the game." But then again, are we punishing players for being good by doing that? Possibly, I'm not sure. It's a careful balance, because we want to make it difficult to pull inescapably far ahead, but still allow player skill to win consistently. (We want to avoid the rubber-banding style AI you see in a lot of racing games.)

Right. I'm not even sure it needs to be a huge BONUS or anything to the high king. I can see that it should be a clear disadvantage to whoever they choose to single out as the civ to receive no bonus, but maybe the HK only gets a slight total numerical/mechanical benefit over the other civs. Again, the idea is to put some fun stuff and try to provoke something, not necessarily to affect the balance. That said, a little bonus - and also a little rubberbanding could be good.

Score!
Spoiler :


I kid, score does make sense. I do worry that it's a case of the leading player just getting farther ahead though.

We could make it even more diplo-y - what about something like "first player to sign X declarations of friendship becomes High King" where X is (number of players / 2) + 2? (+2 makes it impossible on maps with 2-3 players, which I just thought it would be weird to have a High King for, though we could drop that?) It's harder on smaller maps, where being the High King could be more gamebreaking. Number of players is the number of major civs the game started with - this makes warmongering civs less likely to "win." (They conquer people as they meet them, meaning they have fewer allies mid-game.) It does mean that one way to prevent a High King is to conquer enough of the other players though - conquering allies of someone who's close if you can't take them on directly. It might make sense to use number of major civs alive instead of started with?

We could have a "latest" time when the High King is available this way - if no one reaches the required number of DoF's by World Era 6/7, there is no High King.

What do you think?

to be totally honest, I really don't get the DoF very much. I do them sometimes, but haven't yet really grasped the impact it has, mechanically.

That said, flavorwise i have some issue with DoF being the trigger. I know we kind of like it being diplo related, but this is a bit much - be super nice and become HK is a far cry from the real history, where some dudec conquered it all through military strength and such..... that said, I can see the appeal of political acumen winning you the title.

What about - crazy idea - the determining factor was different per game? Like sometimes it rewards a military civ, sometimes DoFs, sometimes science. Maybe we tell people in the beginning, maybe it doesn't come out til later. Thoughts?

Alternatively, maybe there could be several triggers that exist in every game - be the first to hit any one of them and you will be the HK. So, be the first to reach X points, caputre X cities, chose X policies, establish X DoFs, etc. That eliminates the randomness, but also rewards many different styles of play - and having several different options makes it less likely that the civ in the lead is *necessarily* going to get it (having a bunch of DoFs doesn't necessarily indicate you're winning, for example). Thoughts?

OK, so that was a lot more than I thought I'd spit out tonight!
 
Definitely I think we've learned our lesson with the White - steer clear of science for the Brown.

OK, in light of all of these things, I can imagine the following options:

1) A Production boost for some amount of turns (with cooldown), likely only effective on certain buildings - Wonders, culture buildings, etc.
2) Like, the Blue (and White), acts as an adviser to the governor - this time, increasing culture yields, or prestige (this of course only works if the Blues produce spark, not Prestige). I find this one as pretty nifty in-flavor - their basically cataloguing the activies of the leader and the civ in general.

I think the horn of valere could work, but to me that seems very situational - best as a secondary ability, IMO.

A production boost for wonders and cultural buildings is very interesting and definitely useful for all players. A side effect of this ability being used might be that the cultural victory becomes marginally more difficult - since more players will build culture buildings (since those buildings take less time to build).

right, when you put it that way, I agree. I think a shadow civ guy would only cleanse saidin under some weird double-agent thing ("if I do this, they'll trust me!"), not for real shadow-benefiting ways.

Awesome, exactly! :D

Well, considering all of that, you're totally right. Let's do the maintenance cost. I do agree that our new additions should be big and obvious - little mechanical things like the radius thing would be a bit offputting in its subtlety.

Ah, I kinda miss the ridiculous webs of roads. I'm reminded of playing c1v (don't know the abbreviation for that one) as a kid where i would literally carpet the whole continent with farms and roads, not really understanding how it worked.

Yeah, I could only win on chieftain.

I played much the same way in Civ4 and also mostly kept to Chieftain! The road carpets could be quite fun, though CiV's roads are much better representations of real ones.

OK, cool. Each Ajah will then have an list of priorities and such. I imagine these would be consistent and predictable?

Yes, I'd say so, that way players can optimize their strategies over multiple playthroughts to target specific Ajahs that help their desired strategy.

I wonder if part of the players' interactions with each Ajah is through quests. We'd said that the WT sets up quests, but what if these were each Ajah specific? Like, the Browns are the guys doing the "generate tons of culture" quest. So the players that fulfill that one, make nice with the Brown specifically. of course, sometimes a player completes a quest somewhat automatically - that would then unintentionally gain them favor with that Ajah - would it also gain that Ajah power within the Tower itself?

Now that is very interesting! I hadn't yet considered how the player would designate which Ajah they were "contributing" to when completing an action for the Tower. This solves that problem nicely and also puts the Ajahs in more of a commanding position. ("We need this and if you get it for us, we'll like you" vs "Oh, thank you for this gift, we'll be nicer to you going forward")

As you've said, we can flavor the quests so that each Ajah will give out quests that, as well as allowing players to contribute influence to that Ajah, also advances the Ajah's own overall agenda. (Example, the Red Ajah might give out a quest for a civilization to Gentle 3 male channelers.)

I would assume then that each Ajah could give out quests separately and simultaneously? As in, there might be active quests from the Blue, Red, and White all at the same time and any player can pursue any (or all) of them. This makes the Tower much more active than any other individual CS, which is also accurate. Related to something you've suggested later, we can scale how often the Ajahs can give quests based on their relative influence in the Tower. (Maybe a very powerful Ajah can have many quests going simultaneously.)

We can certainly steal some basic concepts from the base CS quests here too. There will probably be times when specific Ajahs are in particular need of recruits - sending a female channeler to the Tower (and to that Ajah specifically) will be more effective than usual. (Analogous to the "Gold gifts are more effective" quest for normal CSes.)

On that note, do players make nice with the Tower itself ever, or is a player's relationship with the Tower merely the sum of all their relationships with each ajah?

I think the player's relationship with the Tower is an aggregate of their relationships with the Ajahs, but I think it should be modified by the relative 'strength' of each Ajah. If the Blue Ajah has become supremely influential and holds 75% of Tower influence, having a majority influence with the Blue is more valuable than having 100% influence with the Grey and Brown.

Can a player piss off a given Ajah?

Interesting, yeah, I think there are instances where civs can take actions that cause them to lose some of the influence they have accrued with any/all of the Ajahs. Would we want to have a negative factor like CSes as well? Where civs can be in a state where "gaining" influence only puts them back up to 0? (That interacts slightly confusingly with the "aggregate" relationship between Ajah influence and Tower influence though.)

I think a possible lack of solidarity with an Ajah you support is totally fine. You might want the Green because they help you have badass sisters for the first 7 eras, but then cmoe time for the LB, you choose Shadow, and regret making a Green amyrlin. Or, say, you enjoy the science bonuses of the Whites because you are going for a culture victory, and you're trying to get the prerequisite techs for all the culture wonders first... and then they do an Edict that lowers culture output or something. Maybe you suffered a lot of False Dragon attacks, so you make nice with the Red, but later the chickens come to roost and they're making all sorts of Spark-Lowering edicts and you can't build an army of channelers.

I think that's all cool.

Awesome, that sounds good to me too.

so, I think we're looking at two parameters that may or may not work independently, yes?:

1) a player's influence within an Ajah ('Favor")
2) That ajah's influence within the Tower ("Influence")

Are these two things necessarily always linked? Can you raise one without raising the other? On the one hand, it makes sense that you could, for example:

- complete a quest for the Brown. This obviously makes them like you (+Favor), but I could imagine the rest of the WT not caring (=Influence). However, the fact that the Brown had its goals met (via the quest) could lead to their success in the WT (+Influence)
- select a Brown Sister. they like you (+Favor), but this doesn't necessarily make them more influential in the tower (=Influence). But, on the other hand, the fact that nations are requesting Brown units raises their profile in the tower, right? (+Influence?).
- provide novices to the Brown. They thank you (+Favor) AND the Ajah gains power (+Influence).

So, which is it? Do some actions the player takes cause only Favor to rise, and others cause Influence to rise as well (I can't really think of anything that would affect only Influence, and not also favor), or are they always linked (though perhaps at different proportions)?

we also have to consider this from a flavor perspective. Which makes the most intuitive sense? If everybody is always choosing Red sisters, and thus the Reds are "allied" with everybody, does that by definition increase their profile in the WT? Or could they somehow still be nobodies within the tower?

I think the two should be linked. You've given good explanations for how we could link the two in terms of flavor and I think gameplay-wise it makes things easier to understand. (Also interesting - I hadn't thought of civs choosing sisters from an Ajah causing that Ajah to gain influence. Probably just a nominal amount, but it makes a lot of sense and could be significant when distributed across all players.)

So I think any player action that affects their standing with an Ajah also affects that Ajah's influence within the Tower. This makes sense both ways - positive for the examples you gave (doing things for/in the interests of an Ajah makes them more efficient/powerful, therefore making them more influential). If the player does something to lose influence with an Ajah, then that Ajah loses face for having placed some value upon that player for their contributions (therefore becoming less influential).

Lastly, on this point, what do we suppose the various consequences of these possibly-separate values would be?:

Favor
- Makes Aes Sedai of a given ajah better for that player.
- Compact voting more likely to go in favor of the player, inasmuch as that Ajah can influence its outcome
- Potentially less likely to propose edicts that are counterproductive for that player (this one might be a bit of a can of worms though)

Influence
- WT Quests more likely to be from that Ajah
- WT Edicts more likely to be from that Ajah
- Compact voting more likely to go in favor of the philosophy of the Ajah (and/or the player(s) that Ajah likes)
- election of an amyrlin (probably affects all of the above).

what else?

Evaluating which Edicts are counterproductive for which players is a bit of an AI can of worms, but we can make some simple adjustments. (Simple comparisons of culture per turn against science per turn for judging science/culture boosting stuff.)

Which Ajah has influence might affect how many and what kind of units the Tower has at a given time.

Do we want the Tower to establish its own trade routes, like a major civ? I think that makes a lot of sense and is really cool. So then, which Ajah is most influential could affect where those trade routes go. (What type they are? Is Tar Valon not limited to Gold trade routes internationally, unlike major civs?)

For sure. so, you're saying that a popular ajah is, by definition, an influential ajah. do we see any negative consequences of this? or at least unforseen ones? What about the black? could there be some situation where an ajah is selected all the time, but hates all the players because of their Ideologies, or something?

Yeah, I think an Ajah's influence within the Tower is a sum of the influences each player has with that Ajah.

I think the Black Ajah should be tracked separately from the influences of the other Ajahs. Seeing as the other Ajahs are all, in theory, sided with the Light, I think it makes sense to have a separate adversarial system there.

I'll also make a note about influence within the Tower, for the 'normal' Ajahs being "relative". Knowing the Grey Ajah has 10 influence (total) doesn't actually tell you how influential they are - it depends on how much influence the others have. If every other Ajah has only 2, then the Grey and their 10 have a significant share of the total influence. If the others have 100 each however, then the Greys have a only a very small fraction of influence within the Tower.

So, tracking the progress of the Black Ajah. I think the Black Ajah shouldn't "exist" as far as the players are concerned until the later parts of the game (say until the final two eras). But I would suggest that they start to manifest in some ways before the Last Battle starts. Seeing as alignment is inherently a Last Battle victory condition thing, I'm thinking the Black Ajah only exist when the Last Battle victory condition is enabled?

I'd say the Black Ajah can give out quests as well, but not in the same way as normal Ajahs. Normal Ajahs (mostly) announce their quests as goals that players can complete at their leisure. Every player knows what (the majority of) all normal Ajah quests are at any given time. But the Black Ajah can give quests out in secret and to specific players. (Likely selected based on their already leaning Shadow.) They can give more targeted quests. Some examples of Black Ajah quests:

  • capture this player's capital
  • declare war on this player
  • capture this CS
  • kill this unit (likely a GP?)
  • build a city near the Blight/near Thakan'dar (defend the Shadow in the coming battle)
  • find/break a Seal

Any more suggestions for Black Ajah quests?

So, this brings up the question of how we're evaluating the success of the Black Ajah. A simple way would be for their quests to generate influence (secretly) for the Black. We can compare this influence against the aggregate influence of all non-Black Ajahs. This would mean Black Ajah quests would need to generate a lot of influence to compensate for the other Ajahs' majority and six era head start. This method is relatively simple, but I don't think it's that fun.

What if there are quest lines on both sides (provided by the Black to specific players and some targeted/some global from the normal Ajahs) that center around the Amyrlin? The Black Ajah takes over the Tower by having a Black Sister elected as Amyrlin. I would think the Shadow quest line leads to the Black Ajah taking over the Tower. The normal ones lead to a Light side Tower. And if neither side is completed, then we've also got a Light side Tower (since that's how the Tower leans by default anyway).

Questions that lead on from this are how Amyrlin elections work - which is a more general question than specifically dealing with the Black Ajah, though worth considering in the context of how it would change around the start of the Last Battle when one side might flip the Tower to the Shadow.

Jumping back to measuring the Black Ajah against the others, a separate or possibly fuse-able approach is one where the Black Ajah's influence is somehow a proportion of the existing normal Ajahs' influences. Now this is more flavorful - the Black Ajah doesn't exist as a separate independent entity, it's made up of Sisters from all of the other Ajahs that work for the Shadow. I don't have as many concrete ideas about this approach. The influence provided by players who are Shadow-aligned could be treated as Black Ajah influence, but I worry that would make turning the Tower quite easy. Even in a majority Shadow players game, it should require a concerted effort from a few players to pull it off.

mmm, you're making me think that the proper way to go here is to maybe just scale it by era. what do you think?

Yeah, that sounds good, there are a lot of complications with other systems.

Yes, achievements, for sure. Is that possible? I like it. We could do some super insanse recreate-the-book achievements. Like let use a Wolfbrother to kill shadowspawn and whitecloaks in Andor or something.

We can't do Steam achievements because we're not the actual title itself (those are defined by metadata Firaxis provides to Valve as well as within the game itself, so while we can mess with some of the game definitions (not all of them), we can't affect the Steam end which does some verification before unlocking anything). But there's nothing to stop us from layering an achievement system directly into the game, accessible through the normal CiV UI. It's probably not our highest priority feature, but I know I love achievements as a player, so it would be awesome to add.

Hmmm... yeah. Do you mind throwing together the first ideas, actually? I don't feel quite as comfortable with the diplo resolutions as I think you are. I'd say we should probably start off by reinterpretations/adaptations of the ones from BNW and then add more as we see fit.

Sure thing! I'll go through Edicts first, then resolutions.

So, as we discussed above, Edicts are also likely to be split by Ajah, or at least that some are more likely to propose certain Edicts than others. Edicts and quests are at opposite ends of the Tower's feedback system - players complete quests, which cause Ajahs to gain influence in the Tower, which changes the voting propensity and Edict selection of the Tower, thereby affecting all players.

When writing these, another potential use for Edicts has occurred to me. Do we want to tie Edicts more closely to Ajahs? We could make certain Edicts primarily affect players who are influential with specific Ajahs. It might be a bit complicated though.

I'm also envisioning that the Tower will be issuing Edicts relatively often (every 10 turns once it has met all players?), so not all of them need to be massive and earthshattering (though some can be). Some will be irrelevant to some players. Some will be extremely helpful for some players. And some will be an absolute pain in the face for some players. The upshot of this is that we will need a ton of Edicts to make sure the Tower isn't repeating itself too much in a given game! (Perhaps even across games.) This obviously isn't an exhaustive list, but I think it's a good start.

Another thing that I've seen is that some interesting effects are not really "refusable." I'm thinking that only some Edicts should ever be refusable, because some are completely independent of any civilization's input. That makes me wonder if it's worth putting the refusal system in at all, given its complexity. Anyway, before we swing off on that tangent, here are some edicts.

Global Edicts
These are likely to be proposed by any Ajah and are a reflection of the Tower's general disposition. This section is where the Tower has the most overlap with the WC, but the majority of resolutions have stayed with the WC. (So most of these are completely new effects, rather than variants on existing resolutions, the variants come in the section after, for our WC replacement.)

Enemy of the Tower
Analogous to Embargo Player in the WC, the Tower picks out a player that is acting against their interests, calling for other players to embargo (cut off all trade routes) with them. Note that unlike the WC resolution, this is refusable, so the AI is likely to refuse only if they are very staunch allies of the target civilization.

Channeler Recruitment
Any civs with non-Aes-Sedai female channelers must give one/two of them to the Tower when this Edict is issued. (This is separate from a quest which asks for channelers because it is being forced on the players. It also applies to potentially active female channeling units, whereas sending units the Tower of your own volition is unlikely to involve units you want to use elsewhere.)

Bowl of Winds
Initiates a global project to find and harness the Bowl of Winds. (Loosely analogous to the World's Fair in the WC.) The highest contributor receives two Aes Sedai from the Tower and +100% culture for 30 turns. Second receive a single Aes Sedai and +50% culture per turn. Third receive +25% culture and +10% Prestige for 30 turns. (Second and third positions can be shared between several civs whose contributions were close in value.)

Completing the Bowl of Winds global project unlocks two additional Edicts that the Tower may issue:
Power-Wrought Surplus
Farms on continent X produce an additional +1 Food per turn for 40 turns.
Power-Wrought Drought
Farms on continent X produce 1 less Food per turn than normal.

Black Tower Denunciation
Civilizations cannot train Asha'man units for 30 turns. (Obviously only occurs toward the end of the game - probably gated by any civ researching the tech that allows the Black Tower wonder to be built and Asha'man unit to be trained.)


Ajah Specific Edicts
These Edicts are made by the Tower when the noted Ajah is in a definite majority, has a significant portion of overall Tower influence (even if not the greatest - this is likely a function of weighted probability), or when the Amyrlin has been raised from their Ajah. They reflect the overall objectives of the Ajah concerned.

Blue Ajah
Shepherd of the Dragon
The Dragon Reborn may take actions more frequently for 30 turns. (Every 5 turns instead of every 10, or something like that. Clearly only works if the Last Battle victory is enabled.

Eyes and Ears
Civilizations allied with the Tower (or just influential with the Blue Ajah) have active vision (no fog, can see units in real time) for 2 hexes around the capital cities of civilizations aligned against the Tower for 30 turns. (Not sure how applicable this is to the AI, I don't know how/if it respects fog of war.)

White Ajah
Logical Focus
Civilizations gain science at the expense of Culture (and Prestige?). Every civ's cultural output is decreased by 10% and their science is boosted by an equivalent amount. (Note that while this is bad for culture players in some ways - their progress toward victory - it actually gives them the biggest science boost. Is that what we want?)

Notable Study
Trade routes with the Tower produce +3 science per turn for their founder for 45 turns.

Brown Ajah
Heritage Catalog
Antiquity Sites (or whatever we call them) produce +4 culture per turn for 20 turns. (Potentially helpful for non-culture players, since they are less likely to have dug them up.)

Heritage Discovery
Reveal all Antiquity Sites within 10 hexes of the hex at co-ordinate X,Y.

Traded Relics
Trade routes with the Tower produce +8 Culture per turn for 45 turns.

Red Ajah
A Healthy Fear
Civilizations that have adopted the "Fear" channelers Social Policy tree get +5% science per turn for 30 turns. Those that have adopted the "Acceptance" tree get -5% science per turn for 30 turns. (This is meant to reflect their liking civs who fear male channelers, though the "Fear" tree does encompass more than just attitude toward male channelers, the Reds seem more authoritarian in general and would 'benefit' from people fearing them.)

Tower Inquisition
Targeted non-False-Dragon male channeler unit is immediately Gentled by agents of the Tower. (Could include False Dragons if we like, but it seems a bit anticlimactic?)

Green Ajah
Battle Ajah Training
All Aes Sedai units have +25 (thin air number) ranged combat strength for 20 turns.

Righteous War
Targeted civilization that is at war with one of the Tower's enemies receives an extra Aes Sedai unit (just a Green or of any Ajah?).

Yellow Ajah
Itinerant Healers
All units within 30 hexes of the Tower (that are owned by civs the Tower is not at war with and has positive disposition towards) heal 10 HP per turn every turn, even if they took an action.

Healer's Bounty
All capitals generate +5 Food per turn for 30 turns. (Could do all cities within 50 hexes of the Tower? This bonus is reflecting increased longevity and health from more widespread Healing, which boosts population - therefore Food.)

Grey Ajah
Bonds of Trade
Trade routes with the Tower produce an additional +10 Gold per turn for 45 turns. (Approx. 1.5 trade route lifetimes.)

Mediated Treaty
Forces peace between civilization X and civilization Y.

Land Brokerage
Targeted tile's ownership is transferred from its current civilization to a neighbor. (I considered targeting a city instead of a tile at first, but that could be colossal. Might be an idea though, if refusable? If the city wasn't that important to the current owner, they might decide the penalties for refusal are more damaging.)

I have to say I could keep going at this for a good while more, coming up with more cool abilities, but I'll stop at the above for now! (Also quite appropriately, the Grey Ajah are an easy source of Edicts!) Do you think this is the kind of direction we want to take with Edicts?

Now, we've also got a World Congress (Compact of Nations) to be thinking about! This is a lot more directly inspired by base CiV's resolutions. In fact, a lot of the CiV resolutions translate fairly directly into WoT. Do we want to change them for the sake of it or just reflavor the existing ones and then add more new ones on top? I think the latter approach makes sense. So here we go:

Compact of Nations Resolutions
These resolutions are proposed and voted on a similar format to the World Congress in base CiV. The Tower has significant voting power in the Compact and will act according to its own wishes. The Ogier also vote in a block, but have a smaller portion of votes available than the Tower. (Their votes are likely related to how many Stedding remain on the map.)

Splitting Embargo City-States into three:
Embargo Stedding
Players can no longer establish trade routes or receive Stonemasons from Stedding.
Embargo Tar Valon
Players can no longer establish trade routes or send channelers to Tar Valon. (The Tower will obviously vote against this.)
Embargo other City States
Players can no longer establish trade routes with city states that are not Stedding or Tar Valon.

Embargo Targeted Civilization
Same as base CiV, I think this is still appropriate. (We might choose a different word than "embargo"?)

Ban Resource
Also very similar to base CiV, bans the use of a specific Resource.

Army Tax
Very similar to base CiV, though we could exclude channeling units?

Dangers of Saidin
No civilizations may train Asha'man units, but existing Asha'man units remain in play. (Analogous to Nuclear Non-Proliferation.)

Artifacts of Legend
Renamed Cultural Heritage Sites (world wonders produce +3 Culture). (Want to draw parallels to Age of Legends, since I think a fair number of wonders will be "from" that time period, but it's a bit weird since definitely not all wonders will be.)

Universities of the Dragon
Renamed Scholars in Residence (civs research techs 20% faster if they have already been researched by someone else).

Wonders of the Pattern
Natural Wonders produce +10 Prestige per turn. (Because I've always been really unimpressed with Natural Heritage Site's +5 Culture per turn.)

Arts/Science Funding
I want to rename these but keep their effects, but I'm drawing a blank on WoT-y names. They've got important endgame effects nonetheless.

Path of the Dragon
Designate one Path to the Light as the true and righteous Path and way to serve the Creator. (Analogous to World Religion.)

Channeling Decree
Analogous to World Ideology, but choosing between our new channeling Ideologies. Same bonuses for civilizations following that Ideology. The Tower will vote for Authority.

Reverence for Ta'veren
Standing in for Historical Monuments (GP improvements produce +4 culture). I think we can do more with GPs here though. We could give extra abilities to our cool new WoT GPs like Wolfbrother/Min/Slayer?

Revel for <Holiday>
Standing in for International Games, this is the "happiness" global project. Holidays seem to be the biggest thing that bring together the Westlands in WoT (and even those are relatively fragmented). Do we want to pick one holiday and have the project for that? Or should there be multiple available and each have different effects?
Available holidays off the top of my head, but counterpoint produced a comprehensive list several pages ago:
  • Bel Tine
  • Festival thing in Cairhien where everyone is much more relaxed (I forget the name)
  • Winternight
  • There are more!

Making of Ter'Angreal
Now, maybe this one should be an Edict instead, but mechanically I want to replace the International Space Station with another global "science project".

I'm assuming we're going to take the base CiV approach and have a Host for the Compact and a World Leader election. These are technically resolutions, but don't get proposed by players.
 
And some new stuff, to top it all off, because I think they're interesting:
Exile Channelers
No channeling units may be trained by civilizations. No Aes Sedai can be controlled by any civilization other than Tar Valon. All existing channeling units are disbanded (excepting Tar Valon's). Male channelers (and False Dragons) continue to spawn independently. (Voting for this resolution, regardless of whether or not it passes, is a good example of something that should cost you influence with the Tower.) Dreadlords and Forsaken are unaffected.

Breeding the Spark
All civilizations get +6 Spark. (This is effectively a global version of the Sharan breeding program. The Tower would probably vote against this as well, actually. Number was chosen so that it made up two 3-Spark-costing Asha'man units. Nonbos with Dangers of Saidin.)

Federation of the Light
Many moons ago we discussed an alliance between Light-side players. Do we want the Compact to be the vehicle for that - making this resolution available after the Last Battle starts? Are nations on the Shadow side excluded from the Compact?

Or what if the Tower is the focal point of the Last Battle's big alliance? If the Tower is Light, they issue an Edict for the Federation. If they go over to the Shadow, they issue a Turn to Darkness Edict that players must refuse or they also go over to the Shadow?

Too swing-y? Possibly. But potentially super cool. I might be forgetting details of what we discussed about the alliance previously. If so, feel free to club me with a weave of air.


I think there is a lot more interesting stuff we can do with these Edicts/Resolutions (especially now that I've actually gone through trying to come up with fun things for them to do, so I've got plenty more ideas). It's probably worth discussing what quests for the Tower/Ogier usually entail as well, but I'll leave that for another post.

OK, going to try to figure this out... so, quick scan of the wiki, there appear to be:

- 8 nations of the AB Period (the ten, minus manetheren and minus Aridhol, as it is SL later)
- 29! nations of the Free years (there are 30, but one is Shandalle, which becomes the hawkman's empire)
- 8 or so former NE nations (Malkier, Almost, Caralain), etc.
- a few proper city states.

Now, I'm not saying all of these are suitable - maybe some are too big-countryish or something - but that's a heck of a lot of options. the FY ones are great because they mostly were CSs anyways. plus, we don't need exactly as many as CiV, right? I mean, the most that exist in one game is what, 16? 20? We could recycle the same 20 and now worry about it so much...

If you mechanically want there to be a ton of stedding, let's talk about that - I don't think the lack of names and content needs to be the reason for it though.

Woah! I had no idea there were so many FY nations to choose from. Then yeah, seems like we've not nearly as short on names as I thought! Having only a small number of Stedding on a given map works for me then.

also, just had a crazy idea. What if Shadar Logoth didn't exist at the start of the map. What if sometime in era 2 or so a random CS *became* SL. It could always be aridhol, but maybe it's cooler if it is random. I don't have a problem with the lack of canon either - SL means "where the shadow waits" or something, so theoretically its more of a Title that could be applied to various places.

I do kinda love this idea. (It also gives us Aridhol back as a CS name.) This is pretty awesome. Yeah, let's do it!

oh, I'm not saying you couldn't be allied or friends with a stedding. I'm saying you couldn't be THE ally. Like, maybe everybody had the potential to gain the bonuses - especially considering the fact that some of the bonuses from the stedding might be a bit "weird." the possible things I think they can do for you:

- Stonemasons
- Building Groves in your capitol (assuming the stonemasons don't do that)
- unlocking your waygates (i.e. allowing them to be built)?

sure, they can do the normal CS thing, too. No problems.

I should clarify that i'm not attached to the no-alliance thing - that was simply a possible work-around I thought of to avoid the problem associated with making the stonemasons limited to only the people going all in on the stedding alliances. diplo victory = production GP? Just a line of thought, especially considering it could help differentiate them from normal CSs. But fine with keeping their friendships more "normal."

...

Right, that could be cool. I think, also, we could use the Friend vs Ally thing to our advantage here. Like, maybe the super unique stuff can be available to friends, but the normal CS (and probably more powerful) stuff would be only for Allies. Like, you get a periodic mason as a friend, but you get yields for being an ally, for example.

This distribution of bonuses sounds good to me - unique Stedding-y stuff at Friends and CS bonuses (determined by Stump outcome) at Ally. That prevents Stedding from being "dead space" to certain players.

I was thinking about the invading of a stedding, and I was thinking.... maybe then cant be annexed/puppeted. I mean, they aren't cities. They can't grow to huge population. I was thinking that if you take one over, you destroy it. Your option is either raze it or.... don't invade them in the first place. The idea of people conquering and settling in an ogier city is just super odd to me. Also, the anti-channeling field clearly DOES persist.... remember those old abandoned stedding some dudes were hiding in early in the books? So, that's another thing that makes them being conquered too weird - clearly, in the books, civs weren't taking over the steddings for the strategic advantage they entail, though. So what if razing was the only option? Then you probably wouldn't have much incentive to destroy them, right? Unless you really, really wanted to harm their allied civs or mess with the stump, yes?

so then we'd be left with an anti-power field just chilling there, with no city around it, right? Question - can you settle in this space? I'd think no... or if you can, THEN it dissipates, right?

Interesting stuff. I thought that some of the groves in some nations' capital cities used to be Stedding? Any channeling works there in the current day of the Westlands.

About razing, CiV doesn't allow capital cities (even of CSes) to be razed. We can change that, but it messes with the consistency of counting how many civs were in a given game. (And you can't liberate a razed city.) There are some technical shenanigans in the way Firaxis has done player slots/counts that requires all original capitals remain in the game indefinitely. I might be able to "fix" that, but it lies close to the sections of PreGame code that we can't modify that effectively (because it loads before the mod does). Just a note that this may be significantly more work that it looks (and may be impossible, depending on what Firaxis have done behind the scenes).

We could make it so that Stedding are completely unconquerable? We'd have to make them non-miltaristic then (but that's largely accurate anyway), otherwise they're an unkillable thorn in your side if they take a disliking to you.

A big part of why civs weren't capturing Stedding for strategic value may have been the channeling set up in the Westlands though. There were very few channelers directly involved in wars, so having defensible positions where channeling didn't work wasn't as important. Given our usage of combat-related female channelers, Seanchan (the continent) is probably a better analog for our typical usage of Stedding. And given the Ogier are part of the Seanchan army, I'm assuming they integrated into the empire via cities and such?

However, maybe the Westlands' lack of channeling in war answers our question. Civilizations won't have that much Spark to build *loads* of channeling units. Maybe it's fine that civs can capture lands where channeling doesn't work? Attackers then have to use old fashioned units, which will presumably make up the bulk of a military-leaning civilization's army anyway?

Or maybe the channeling-blocking effect slowly dissipates after the Stedding is captured? It could disappear one tile at a time every few turns?

Right. I'm not even sure it needs to be a huge BONUS or anything to the high king. I can see that it should be a clear disadvantage to whoever they choose to single out as the civ to receive no bonus, but maybe the HK only gets a slight total numerical/mechanical benefit over the other civs. Again, the idea is to put some fun stuff and try to provoke something, not necessarily to affect the balance. That said, a little bonus - and also a little rubberbanding could be good.

I see, so the High King isn't receiving a significant relative bonus? I think it would be cool if it made that player noticeably better, if they were considered in isolation (that way it's fun when you're High King), but if the bonuses he gives out also keep the other civs on par, a global boost becomes a global wash. (Except for the one poor guy who got left out.) That's the idea?

to be totally honest, I really don't get the DoF very much. I do them sometimes, but haven't yet really grasped the impact it has, mechanically.

That said, flavorwise i have some issue with DoF being the trigger. I know we kind of like it being diplo related, but this is a bit much - be super nice and become HK is a far cry from the real history, where some dudec conquered it all through military strength and such..... that said, I can see the appeal of political acumen winning you the title.

DoFs have gained some functionality since they first appeared. Civs require a DoF to sign a Research Agreement and to make trades that involve lump sum Gold Gifts. (Sweden's UA is also DoF related). There are also diplo implications with the AI - who you are friends with has a significant effect on who likes and dislikes you.

I agree that it's different from Hawkwing's military conquest, but given that we're avoiding another military event, anything we pick will be quite different in that respect.

What about - crazy idea - the determining factor was different per game? Like sometimes it rewards a military civ, sometimes DoFs, sometimes science. Maybe we tell people in the beginning, maybe it doesn't come out til later. Thoughts?

Alternatively, maybe there could be several triggers that exist in every game - be the first to hit any one of them and you will be the HK. So, be the first to reach X points, caputre X cities, chose X policies, establish X DoFs, etc. That eliminates the randomness, but also rewards many different styles of play - and having several different options makes it less likely that the civ in the lead is *necessarily* going to get it (having a bunch of DoFs doesn't necessarily indicate you're winning, for example). Thoughts?

I like the multiple objectives (the "first to any of the above") approach! That lets players create a true race for the High Kingship without forcing players to play against their chosen strategy. Awesome, let's do that. Shall we make a list of the conditions we're thinking for this? I'll do it in my next post if you like.
 
Sorry for the delay. I was really hoping to get the posts moving quickly - we'll never finish at this rate! - but I got sorta stuck trying to dream up a bunch of resolutions.... Anyways, here are my responses.

A production boost for wonders and cultural buildings is very interesting and definitely useful for all players. A side effect of this ability being used might be that the cultural victory becomes marginally more difficult - since more players will build culture buildings (since those buildings take less time to build).

right. right. Well, do you ultimately think this is worth doing, or too problematic? Maybe it's only wonders, then? Not cultural buildings? Is that too awesome?

I played much the same way in Civ4 and also mostly kept to Chieftain! The road carpets could be quite fun, though CiV's roads are much better representations of real ones.

Oh yeah, I'm solidly King on CiV but... CIV, I still have yet to win a single game on warlord... I think I simply don't understand the mechanics well enough.

Now that is very interesting! I hadn't yet considered how the player would designate which Ajah they were "contributing" to when completing an action for the Tower. This solves that problem nicely and also puts the Ajahs in more of a commanding position. ("We need this and if you get it for us, we'll like you" vs "Oh, thank you for this gift, we'll be nicer to you going forward")

As you've said, we can flavor the quests so that each Ajah will give out quests that, as well as allowing players to contribute influence to that Ajah, also advances the Ajah's own overall agenda. (Example, the Red Ajah might give out a quest for a civilization to Gentle 3 male channelers.)

I would assume then that each Ajah could give out quests separately and simultaneously? As in, there might be active quests from the Blue, Red, and White all at the same time and any player can pursue any (or all) of them. This makes the Tower much more active than any other individual CS, which is also accurate. Related to something you've suggested later, we can scale how often the Ajahs can give quests based on their relative influence in the Tower. (Maybe a very powerful Ajah can have many quests going simultaneously.)

We can certainly steal some basic concepts from the base CS quests here too. There will probably be times when specific Ajahs are in particular need of recruits - sending a female channeler to the Tower (and to that Ajah specifically) will be more effective than usual. (Analogous to the "Gold gifts are more effective" quest for normal CSes.)

I'm liking how in a relatively short time we're developing mechanics that make the WT feel unique and highly important to the game - without necessarily being the center of it.

Regarding the frequency, I think maybe we go with a staggered approach, not unlike the CSs (at least as I perceive them). Maybe they don't all have requests out at once, but maybe every 10 turns a different Ajah will through out a request. And yes, a powerful ajah might have a chance to throw out another before their first one is up. What if it's simply a function of their % of control? Like, every 10 turns a Quest pops up, and whose quest it is is randomly determined - if the Ajah is 40% red, the quest has a 40% chance of being a Red quest. Is that too avalanchey, though? Red gets more powerful, which makes it more powerful... Certainly, we'd need a minimum and maximum odds for any one ajah (no matter how wimpy the yellow got, they'd always have a 10% chance, or something). Thoughts?

One additional question - would these quests run throughout the whole game? Only once the WT is discovered by a given civ? Do they start at one era in particular?

I think the player's relationship with the Tower is an aggregate of their relationships with the Ajahs, but I think it should be modified by the relative 'strength' of each Ajah. If the Blue Ajah has become supremely influential and holds 75% of Tower influence, having a majority influence with the Blue is more valuable than having 100% influence with the Grey and Brown.

ok. I agree in theory. Would need to see how this mechanically works, though.

Interesting, yeah, I think there are instances where civs can take actions that cause them to lose some of the influence they have accrued with any/all of the Ajahs. Would we want to have a negative factor like CSes as well? Where civs can be in a state where "gaining" influence only puts them back up to 0? (That interacts slightly confusingly with the "aggregate" relationship between Ajah influence and Tower influence though.)

I'm thinking on this and I think it may not make sense to have the "Spectrum" used in CSs apply to ajahs. For a few reasons:

1) No ajah will ever independently declare war on a civ (right?)
2) It's hard to think of things that would antagonize the ajahs. Sure, Reds are easy - use male channelers. But, what would piss off the whites? Maybe the reds could be an exception.

I do think the *tower* itself should have the spectrum. How much the tower likes you should be, in part, an aggregate of your Ajah influence, as you say, but it should also include some other factors, IMO:

1) Social Policies, Ideology, etc.
2) Your Alignment
3) Your use of Male channelers (probably always frowned upon
4) Direct antagonism of Aes Sedai units
5) Diplomatic actions
6) Gifts to the tower, aggregate of Ajah influence, etc.

I don't necessarily think Tower opinion itself should "rest at zero" like CSs. I do think, however, that some of the individual items above *would* rest at zero. If you antagonize an AS, for example, the ill will for that might slowly go away over time.

Additionally, I *do* think Ajah influence should slowly decrease. You can't just make nice with the Greens in Era 2 and sit on it forever. But I don't think it would ever go negative, right?

Can you think of lots of specific occasions for and reasons for including actions that deliberately antagonize an ajah? Say, the Blue?

I think the two should be linked. You've given good explanations for how we could link the two in terms of flavor and I think gameplay-wise it makes things easier to understand. (Also interesting - I hadn't thought of civs choosing sisters from an Ajah causing that Ajah to gain influence. Probably just a nominal amount, but it makes a lot of sense and could be significant when distributed across all players.)

So I think any player action that affects their standing with an Ajah also affects that Ajah's influence within the Tower. This makes sense both ways - positive for the examples you gave (doing things for/in the interests of an Ajah makes them more efficient/powerful, therefore making them more influential). If the player does something to lose influence with an Ajah, then that Ajah loses face for having placed some value upon that player for their contributions (therefore becoming less influential).

Right, I agree, then. Interesting how these mechanics will all tie together. Remember, the WT allocates # of AS partially based on how Awesome and Important a civ is.... interested to see the ebb and flow this creates - a civ becomes prominent, gets more attention from the WT, pisses off the WT, loses influence and loses global importance, becomes less prominent...

Evaluating which Edicts are counterproductive for which players is a bit of an AI can of worms, but we can make some simple adjustments. (Simple comparisons of culture per turn against science per turn for judging science/culture boosting stuff.)

Which Ajah has influence might affect how many and what kind of units the Tower has at a given time.

Do we want the Tower to establish its own trade routes, like a major civ? I think that makes a lot of sense and is really cool. So then, which Ajah is most influential could affect where those trade routes go. (What type they are? Is Tar Valon not limited to Gold trade routes internationally, unlike major civs?)

These are all cool ideas. I have no issue with them having trade routes, but I will say that that kind of thing isn't really readily-available info to the players, though? If we have the WT behave like a civ (maybe they ARE a civ), there's less transparency in their operations, right? Is that ok?

Yeah, I think an Ajah's influence within the Tower is a sum of the influences each player has with that Ajah.

I think the Black Ajah should be tracked separately from the influences of the other Ajahs. Seeing as the other Ajahs are all, in theory, sided with the Light, I think it makes sense to have a separate adversarial system there.

Yes, I think they are distinct. As you say, some of them are actually in the other Ajahs.

I'll also make a note about influence within the Tower, for the 'normal' Ajahs being "relative". Knowing the Grey Ajah has 10 influence (total) doesn't actually tell you how influential they are - it depends on how much influence the others have. If every other Ajah has only 2, then the Grey and their 10 have a significant share of the total influence. If the others have 100 each however, then the Greys have a only a very small fraction of influence within the Tower.

that makes a lot of sense, mechanically. Is this info available to the player?

So, tracking the progress of the Black Ajah. I think the Black Ajah shouldn't "exist" as far as the players are concerned until the later parts of the game (say until the final two eras). But I would suggest that they start to manifest in some ways before the Last Battle starts. Seeing as alignment is inherently a Last Battle victory condition thing, I'm thinking the Black Ajah only exist when the Last Battle victory condition is enabled?

I'd say the Black Ajah can give out quests as well, but not in the same way as normal Ajahs. Normal Ajahs (mostly) announce their quests as goals that players can complete at their leisure. Every player knows what (the majority of) all normal Ajah quests are at any given time. But the Black Ajah can give quests out in secret and to specific players. (Likely selected based on their already leaning Shadow.) They can give more targeted quests. Some examples of Black Ajah quests:

  • capture this player's capital
  • declare war on this player
  • capture this CS
  • kill this unit (likely a GP?)
  • build a city near the Blight/near Thakan'dar (defend the Shadow in the coming battle)
  • find/break a Seal

Any more suggestions for Black Ajah quests?

So when would the Black quests start popping up? The era before Dragon? Two eras before?

Is there any "struggle" going on, even under the covers, before those final eras before the LB?

I think most of those quests sound cool. Just to be clear, though, these are BA-specific? i.e., *not* the same as ones given from the Forsaken, etc.? Or should there be overlap there?

I kinda like the idea of the quests being kind of random, from a player perspective, but having some significant consequences. Like:

Pillage a civ's improvements
Pillage your *own* improvements
Let your own city starve
Demand tribute of a CS
give away a resource to another civ for no compensation
Disband a unit.

Stuff that seems sorta bad to do, without any obvious benefit, but it (somehow, in theory) benefits the Black Ajah/Forsaken.

Maybe the "bad for you" ones are the kinds of things not from the Black, but from the Chosen? I dunno, to me it just seems kinda flavorful - you're doing this crappy thing, and you *think* you'll get rewarded later. Also, it might be a way that attentive civs could tell who's going Shadow.

So, this brings up the question of how we're evaluating the success of the Black Ajah. A simple way would be for their quests to generate influence (secretly) for the Black. We can compare this influence against the aggregate influence of all non-Black Ajahs. This would mean Black Ajah quests would need to generate a lot of influence to compensate for the other Ajahs' majority and six era head start. This method is relatively simple, but I don't think it's that fun.

What if there are quest lines on both sides (provided by the Black to specific players and some targeted/some global from the normal Ajahs) that center around the Amyrlin? The Black Ajah takes over the Tower by having a Black Sister elected as Amyrlin. I would think the Shadow quest line leads to the Black Ajah taking over the Tower. The normal ones lead to a Light side Tower. And if neither side is completed, then we've also got a Light side Tower (since that's how the Tower leans by default anyway).

Questions that lead on from this are how Amyrlin elections work - which is a more general question than specifically dealing with the Black Ajah, though worth considering in the context of how it would change around the start of the Last Battle when one side might flip the Tower to the Shadow.

Jumping back to measuring the Black Ajah against the others, a separate or possibly fuse-able approach is one where the Black Ajah's influence is somehow a proportion of the existing normal Ajahs' influences. Now this is more flavorful - the Black Ajah doesn't exist as a separate independent entity, it's made up of Sisters from all of the other Ajahs that work for the Shadow. I don't have as many concrete ideas about this approach. The influence provided by players who are Shadow-aligned could be treated as Black Ajah influence, but I worry that would make turning the Tower quite easy. Even in a majority Shadow players game, it should require a concerted effort from a few players to pull it off.

No, I don't think the BA can be measured "directly" against the others. It gives the others too big a head start, but alternatively might seem kind of cheap if it does happen - Green has been in charge for 4000 years and then suddenly, POOF, Black!

This is tricky, though. Quests make sense, but we have to make the Black taking over *very* challenging - probably relying on something like half (or more) of the attention paid to the tower being pro-Black (whether through one dominant civ, or several others). It shouldn't be very common, IMO.

One way to deal with this is to have the quests be 1) somewhat counterproductive (gain you enemies, waste your resources, etc.) and 2) the rewards not be so great in the short term - Turning the tower is the very definition of the "long con."

Hmmm... you're right to be suspicious of Shadow-players-equals-shadow-tower. I don't think shadow-leaning players automatically turn the tower Shadow. Remember, we like the idea of most of a civ's Aes Sedai *leaving* when the LB starts if they declare for the shadow.

I do kind of like the idea of each Ajah having a proportion of Shadow influence, though. Like, the Red is at 30%, the Blue at 90%, etc. The tower turns (or a black amyrlin is elected) when the majority of the Ajah's (i.e 4/7) or the majority of the total "power" (i.e., one dominant Ajah) goes Black. The question then remains as to how exaclty an individual Ajah goes Black... Hmmm... this is tricky.

I think the books show this kind of thing happening, when the Black almost took over. The Red (who, despite Elaida not being a DF, had a fair number of DFs in their ranks) led a coup for their own political reasons, but part of the reason they were success was through a kind of alliance with the White, who we could consider to be heavily Black, since one of their prominent members (Alvarin) got selected as Keeper.

I do think player's Alignment could have *some* effect. Of course, Alignment lowers the favor of the WT, right? But, pre-LB, if a Shadow-leaning player, who still has *some* AS allocation, repeatedly does quests for, and selects, the White Ajah, should not the White be skewed Shadow, somewhat?

Also, it does make intuitive sense that the stronger the Shadow becomes, the stronger the Black presence would be. So, by doing a lot of quests for the Chosen (i.e., not just the Black Ajah), the influence of the Black in the WT should increase, at least somewhat. So, intuitively it does appear to be the case that a game full of shadow players (who are presumably hanging out with the Chosen alot) would produce a more Blackish Tower - perhaps not enough to turn the Tower, though.

Regarding the Amyrlin, I wonder if it would be a once-per-era thing (World Era, that is). The Hall does a vote,a nd they select which Ajah will Raise an Amyrilin. Obviously, the dominant Ajah would have a high chance of being elected, but the truth is a majority would only really happen when Ajah's support candidates outside of their Ajah. Maybe a candidate is raised from the top three Ajahs in terms of influence? The others must vote for one of those three? How to determine which? Well, I suppose a lot of this could be pre-programmed predilections based on the alliances described in the books - Blue and Green, for example - as well as the rivalries (Blue/Red, most notably). OTherwise, I suppose there could be some "reaction" to the state of the world, though I know this would get complicated.

Of course, heavily Black ajahs would probably support each other.

What happens if the two most influential ajahs are, say, Blue and Green, who tend to be allied? Do they split the vote, allowing for the 3rd ajah to take control, or would they join forces and make an unbeatable block? The same goes for if two of the Top 3 Ajahs were Black - would they fight each other, or work together to keep the Light Amyrlin out?
 
Sure thing! I'll go through Edicts first, then resolutions.

So, as we discussed above, Edicts are also likely to be split by Ajah, or at least that some are more likely to propose certain Edicts than others. Edicts and quests are at opposite ends of the Tower's feedback system - players complete quests, which cause Ajahs to gain influence in the Tower, which changes the voting propensity and Edict selection of the Tower, thereby affecting all players.

When writing these, another potential use for Edicts has occurred to me. Do we want to tie Edicts more closely to Ajahs? We could make certain Edicts primarily affect players who are influential with specific Ajahs. It might be a bit complicated though.

I'm also envisioning that the Tower will be issuing Edicts relatively often (every 10 turns once it has met all players?), so not all of them need to be massive and earthshattering (though some can be). Some will be irrelevant to some players. Some will be extremely helpful for some players. And some will be an absolute pain in the face for some players. The upshot of this is that we will need a ton of Edicts to make sure the Tower isn't repeating itself too much in a given game! (Perhaps even across games.) This obviously isn't an exhaustive list, but I think it's a good start.

OK, in general I like this idea. I do like having some Edicts be Ajah based - eg., one specifically comes from the Red.

I think one way we can do this is to have, maybe, every second Edict be Ajah-chosen, while the others are Global. Or maybe there are more Ajah ones than global. In any case, I think it's too much to have 8 separate "streams" (i.e., one for the WT, and one for each Ajah) each doing Edicts on their own calendar, so there's a bunch going on at once.

Better, I think, is to just have it display an edict, and say "The White Ajah has passed an Edict through the Hall of the Tower!" or something. Maybe there's a % chance that an Edict will be global, and a % chance that one will be any one Ajah.

I do think they can be pretty frequent, though this might need to change with era - 10 turns in the early-ish game is really rather often. I think maybe we start with 20 or 30 turns, and then pick up the pace in later eras. That way, additionally, at the beginning only one would be in force at a time, but by the end you'd have 2-3, depending on how long they last and how much they overlap. Thoughts?

Another thing that I've seen is that some interesting effects are not really "refusable." I'm thinking that only some Edicts should ever be refusable, because some are completely independent of any civilization's input. That makes me wonder if it's worth putting the refusal system in at all, given its complexity. Anyway, before we swing off on that tangent, here are some edicts.

I see your point. I'd say that the yeilds-over-time ones, etc., don't make sense as refusable. But some of the more immediate ones - Embargoes, for example - could maybe be.

You mention that some might apply only to the allies of the Ajah.... I think that that might be getting too complex. Especially since some of these are sort of bad for certain players anyways. That said, I could be convinced of this if this kind of thing became the main benefit of Ajah affiliation.

Global Edicts
These are likely to be proposed by any Ajah and are a reflection of the Tower's general disposition. This section is where the Tower has the most overlap with the WC, but the majority of resolutions have stayed with the WC. (So most of these are completely new effects, rather than variants on existing resolutions, the variants come in the section after, for our WC replacement.)

Enemy of the Tower
Analogous to Embargo Player in the WC, the Tower picks out a player that is acting against their interests, calling for other players to embargo (cut off all trade routes) with them. Note that unlike the WC resolution, this is refusable, so the AI is likely to refuse only if they are very staunch allies of the target civilization.

Yeah, I like this one. I do wonder if there's a way to tweak it so it isn't just "same-as-the-WC-but-refusable." Like, some other element that is embargoed, as well, spark hit, etc.

Channeler Recruitment
Any civs with non-Aes-Sedai female channelers must give one/two of them to the Tower when this Edict is issued. (This is separate from a quest which asks for channelers because it is being forced on the players. It also applies to potentially active female channeling units, whereas sending units the Tower of your own volition is unlikely to involve units you want to use elsewhere.)

Bowl of Winds
Initiates a global project to find and harness the Bowl of Winds. (Loosely analogous to the World's Fair in the WC.) The highest contributor receives two Aes Sedai from the Tower and +100% culture for 30 turns. Second receive a single Aes Sedai and +50% culture per turn. Third receive +25% culture and +10% Prestige for 30 turns. (Second and third positions can be shared between several civs whose contributions were close in value.)

Completing the Bowl of Winds global project unlocks two additional Edicts that the Tower may issue:
Power-Wrought Surplus
Farms on continent X produce an additional +1 Food per turn for 40 turns.
Power-Wrought Drought
Farms on continent X produce 1 less Food per turn than normal.

This are all cool. Question, though: continents aren't named, so how would we express that to the player? Why not make it global?

Also, why would the tower create a drought? This seems like more of an unintended random consequence of the Bowl of Winds.

Black Tower Denunciation
Civilizations cannot train Asha'man units for 30 turns. (Obviously only occurs toward the end of the game - probably gated by any civ researching the tech that allows the Black Tower wonder to be built and Asha'man unit to be trained.)

This one seems intense. That doesn't mean it shouldn't happen, though. This is very likely to be refused I would imagine.

Ajah Specific Edicts
These Edicts are made by the Tower when the noted Ajah is in a definite majority, has a significant portion of overall Tower influence (even if not the greatest - this is likely a function of weighted probability), or when the Amyrlin has been raised from their Ajah. They reflect the overall objectives of the Ajah concerned.

Blue Ajah
Shepherd of the Dragon
The Dragon Reborn may take actions more frequently for 30 turns. (Every 5 turns instead of every 10, or something like that. Clearly only works if the Last Battle victory is enabled.

Eyes and Ears
Civilizations allied with the Tower (or just influential with the Blue Ajah) have active vision (no fog, can see units in real time) for 2 hexes around the capital cities of civilizations aligned against the Tower for 30 turns. (Not sure how applicable this is to the AI, I don't know how/if it respects fog of war.)

Both of these are cool. Don't care if the fog doesn't effect the AI. It certainly affects the players - we can't worry too much about when/how the AI cheats...

White Ajah
Logical Focus
Civilizations gain science at the expense of Culture (and Prestige?). Every civ's cultural output is decreased by 10% and their science is boosted by an equivalent amount. (Note that while this is bad for culture players in some ways - their progress toward victory - it actually gives them the biggest science boost. Is that what we want?)

Notable Study
Trade routes with the Tower produce +3 science per turn for their founder for 45 turns.

Second one is fine.

Re: the culture players and the first one... That's tricky. I think that effect may not be in the spirit of the Edict, right? What we don't want is a player minmaxing this - when they see the edict pop up, change all your workers/specialist to maximize culture output... to maximize science. Not really what the White is going for, is it?

Maybe there's a different way to go about this. I mean, it could just be 10% of culture and 10% of science (not necessarily equivalent amounts), but it could also be something weirder. Having trouble thinking of a way to do this without disproportionately rewarding culture. I mean, maybe a little of that is fine - we'd just have to tweak it such that it's still more beneficial to actually have Science production than to get it through the backdoor culture method.

Brown Ajah
Heritage Catalog
Antiquity Sites (or whatever we call them) produce +4 culture per turn for 20 turns. (Potentially helpful for non-culture players, since they are less likely to have dug them up.)

Heritage Discovery
Reveal all Antiquity Sites within 10 hexes of the hex at co-ordinate X,Y.

Traded Relics
Trade routes with the Tower produce +8 Culture per turn for 45 turns.

re: the first one. You mean unused sites, then? Interesting. What about landmarks?

I'm fine with these, though I do worry that we're hitting the brown=culture thing a little hard. Maybe they should have some science or some unrelated effects, as well. They aren't really "cultural," just more philosophical and historic.

Red Ajah
A Healthy Fear
Civilizations that have adopted the "Fear" channelers Social Policy tree get +5% science per turn for 30 turns. Those that have adopted the "Acceptance" tree get -5% science per turn for 30 turns. (This is meant to reflect their liking civs who fear male channelers, though the "Fear" tree does encompass more than just attitude toward male channelers, the Reds seem more authoritarian in general and would 'benefit' from people fearing them.)

Tower Inquisition
Targeted non-False-Dragon male channeler unit is immediately Gentled by agents of the Tower. (Could include False Dragons if we like, but it seems a bit anticlimactic?)

both are fine.

Green Ajah
Battle Ajah Training
All Aes Sedai units have +25 (thin air number) ranged combat strength for 20 turns.

Righteous War
Targeted civilization that is at war with one of the Tower's enemies receives an extra Aes Sedai unit (just a Green or of any Ajah?).

Both are cool. Probably a Green Ajah unit. Would it be permanent?

Yellow Ajah
Itinerant Healers
All units within 30 hexes of the Tower (that are owned by civs the Tower is not at war with and has positive disposition towards) heal 10 HP per turn every turn, even if they took an action.

Healer's Bounty
All capitals generate +5 Food per turn for 30 turns. (Could do all cities within 50 hexes of the Tower? This bonus is reflecting increased longevity and health from more widespread Healing, which boosts population - therefore Food.)

both fine.

Grey Ajah
Bonds of Trade
Trade routes with the Tower produce an additional +10 Gold per turn for 45 turns. (Approx. 1.5 trade route lifetimes.)

Mediated Treaty
Forces peace between civilization X and civilization Y.

Land Brokerage
Targeted tile's ownership is transferred from its current civilization to a neighbor. (I considered targeting a city instead of a tile at first, but that could be colossal. Might be an idea though, if refusable? If the city wasn't that important to the current owner, they might decide the penalties for refusal are more damaging.)

I like these. Not sure if Land Brokerage is refusable.... I do think Tile is better than city (in this case). Is the mediated treaty refusable? I mean, warmongers might not care about a diplo hit, so would they all just ignore it?

I have to say I could keep going at this for a good while more, coming up with more cool abilities, but I'll stop at the above for now! (Also quite appropriately, the Grey Ajah are an easy source of Edicts!) Do you think this is the kind of direction we want to take with Edicts?

yes. Please do come up with more.

Now, we've also got a World Congress (Compact of Nations) to be thinking about! This is a lot more directly inspired by base CiV's resolutions. In fact, a lot of the CiV resolutions translate fairly directly into WoT. Do we want to change them for the sake of it or just reflavor the existing ones and then add more new ones on top? I think the latter approach makes sense. So here we go:

Compact of Nations Resolutions
These resolutions are proposed and voted on a similar format to the World Congress in base CiV. The Tower has significant voting power in the Compact and will act according to its own wishes. The Ogier also vote in a block, but have a smaller portion of votes available than the Tower. (Their votes are likely related to how many Stedding remain on the map.)

Splitting Embargo City-States into three:
Embargo Stedding
Players can no longer establish trade routes or receive Stonemasons from Stedding.
Embargo Tar Valon
Players can no longer establish trade routes or send channelers to Tar Valon. (The Tower will obviously vote against this.)
Embargo other City States
Players can no longer establish trade routes with city states that are not Stedding or Tar Valon.

Embargo Targeted Civilization
Same as base CiV, I think this is still appropriate. (We might choose a different word than "embargo"?)

Ban Resource
Also very similar to base CiV, bans the use of a specific Resource.

Army Tax
Very similar to base CiV, though we could exclude channeling units?

Like all of them.

Dangers of Saidin
No civilizations may train Asha'man units, but existing Asha'man units remain in play. (Analogous to Nuclear Non-Proliferation.)

What about non-Asha'man channelers? Freed? "Male Channelers"? Would this affect the incidence of male channeler occurrence at all?

Artifacts of Legend
Renamed Cultural Heritage Sites (world wonders produce +3 Culture). (Want to draw parallels to Age of Legends, since I think a fair number of wonders will be "from" that time period, but it's a bit weird since definitely not all wonders will be.)

Universities of the Dragon
Renamed Scholars in Residence (civs research techs 20% faster if they have already been researched by someone else).

Both cool, though I think "Academies" might be the appropriate in-flavor word.

Wonders of the Pattern
Natural Wonders produce +10 Prestige per turn. (Because I've always been really unimpressed with Natural Heritage Site's +5 Culture per turn.)
I'm honestly not sure if I agree or disagree with you here. On the one hand, this one almost never effects me, but that's usually because I almost never have a natural wonder. So, part of me thinks that by beefing this one up, it suddenly becomes really good for a few players, and useless for the others - instead of more useful overall.

Arts/Science Funding
I want to rename these but keep their effects, but I'm drawing a blank on WoT-y names. They've got important endgame effects nonetheless.

Not sure... will think on it.

Path of the Dragon
Designate one Path to the Light as the true and righteous Path and way to serve the Creator. (Analogous to World Religion.)

Channeling Decree
Analogous to World Ideology, but choosing between our new channeling Ideologies. Same bonuses for civilizations following that Ideology. The Tower will vote for Authority.

Reverence for Ta'veren
Standing in for Historical Monuments (GP improvements produce +4 culture). I think we can do more with GPs here though. We could give extra abilities to our cool new WoT GPs like Wolfbrother/Min/Slayer?

all cool.

Revel for <Holiday>
Standing in for International Games, this is the "happiness" global project. Holidays seem to be the biggest thing that bring together the Westlands in WoT (and even those are relatively fragmented). Do we want to pick one holiday and have the project for that? Or should there be multiple available and each have different effects?
Available holidays off the top of my head, but counterpoint produced a comprehensive list several pages ago:
  • Bel Tine
  • Festival thing in Cairhien where everyone is much more relaxed (I forget the name)
  • Winternight
  • There are more!

Hmmm... not sure where we need more than one version of it. I suppose it depends on whether we use this for Customs elsewhere, right? I think one of them is probably fine here.

Making of Ter'Angreal
Now, maybe this one should be an Edict instead, but mechanically I want to replace the International Space Station with another global "science project".

I'm assuming we're going to take the base CiV approach and have a Host for the Compact and a World Leader election. These are technically resolutions, but don't get proposed by players.

Not sure about this last one... Need to figure out the Science Victory first.

And some new stuff, to top it all off, because I think they're interesting:
Exile Channelers
No channeling units may be trained by civilizations. No Aes Sedai can be controlled by any civilization other than Tar Valon. All existing channeling units are disbanded (excepting Tar Valon's). Male channelers (and False Dragons) continue to spawn independently. (Voting for this resolution, regardless of whether or not it passes, is a good example of something that should cost you influence with the Tower.) Dreadlords and Forsaken are unaffected.

This is nuts. I love it. Just have to make sure it isn't easy for a diplo player to unfairly ruin a dom-players game, though - this is much more significant than the Standing Army Tax or an Embargo, right......

As far as it being an Edict.... I suppose the main difference is that it would be refusable.... Would anybody not refuse it? I mean, what's the point of following it? If you follow it, you keep good ties with the tower... but who cares? You can't use Aes Sedai!

Breeding the Spark
All civilizations get +6 Spark. (This is effectively a global version of the Sharan breeding program. The Tower would probably vote against this as well, actually. Number was chosen so that it made up two 3-Spark-costing Asha'man units. Nonbos with Dangers of Saidin.)

Cool!

Federation of the Light
Many moons ago we discussed an alliance between Light-side players. Do we want the Compact to be the vehicle for that - making this resolution available after the Last Battle starts? Are nations on the Shadow side excluded from the Compact?

Or what if the Tower is the focal point of the Last Battle's big alliance? If the Tower is Light, they issue an Edict for the Federation. If they go over to the Shadow, they issue a Turn to Darkness Edict that players must refuse or they also go over to the Shadow?

Too swing-y? Possibly. But potentially super cool. I might be forgetting details of what we discussed about the alliance previously. If so, feel free to club me with a weave of air.

Actually, I kind of think the Light Alliance is something that automatically happens once the LB starts. I don't think we can wait for somebody to propose it or anything. I think it's more of a separate prompt - "The Last Battle Dawns. Choose a Side!".

I mean, if we want to synthesize the whole (pretty cool) "summit" that happened right before the LB in the books, we could, but I don't think a Resolution is the way to do that. I mean, it doesn't matter who votes for the thing - all that matters is who chooses the Light (automatically in the Federation) and who chooses the Shadow (automatically on Shadow), right?

I do think a cool approximation of the summit could be in order, though. Like, we talked a lot about various things/benefits for being on the Lightside - maybe there could be a WF-like thing that pops up, where each player votes on which perks they'd like to have this time around.

OK, here are some that I've come up with. I did do some Googling to see what Resolutions people thought would be cool additions to the game, so a few of these are inspired by those. I was hoping to find a Resolution Mod we could cannibalize, but was shocked - shocked! - to see that no such mod existed.

On that note, let me just say that I find there to be way, way too few good resolutions in the WC in CiV. There's usually 2-3 I'm interested in per game, and the rest are very "whatever." So expanding this is a good idea, IMO.

Global Tower Edicts

Free City
Demands the return of a captured city to its founding civilization

This one could also be a Resolution, though as an Edict, it allows for its refusability.

Restock the Collections
All strategic resources provide one less yield for 20 turns.

Ban Strategic Resource
All Civilizations are reduced to zero stock of a given Strategic Resource for 20 turns.

This one might be a little too crazy.

Ajah Edicts

Blue


Tracing the Old Blood
Civilizations that have adopted the "Acceptance" Social Policy Tree get +2 Spark for 30 turns.

Counterpart to your Fear one.

The Way to Tarmon Gai'don
All alterations to Alignment over the next 30 turns will have twice the effect.

This one essentially pulls people out of the middle as the LB approaches

Trusted Rulers
Capital cities receive +2 Faith for each governor used within the Civilization over the next 30 turns.

This could be Global instead, but felt right as Blue.

White Ajah

Triumph of Rationality
All Founder and Follower beliefs are half as effective for 20 turns.

An attempt to do something with the White that isn't squarely science-based

Logical Paradiagm
All Lineage [former Pantheon] bonuses are suspended for 20 turns

Brown Ajah


History in the Making
All Wonders constructed within 30 turns provide a one-time yield of +20 Prestige [value taken out of thin air]

Scholastic Fellowship
Civilizations receive a one-time yield of +10 Prestige [thin air] when signing a Research Agreement within the next 30 turns.

Perhaps the value is too low?

Philosophical Exchange
Missionaries can spread a Path one extra time for the next 30 turns

Prized Collections
Theming bonuses are 50% larger for 30 turns.

Red Ajah

Search for the False Dragon
All Dragonsworn camps within 10 hexes of a Civilization's territory are revealed to that Civilization for 20 turns.

Cleansing the Populace
All Saidin units consume one extra Spark for 30 turns.

Green Ajah


Shadow Tracking
All units receive +1 Sight and +1 movement while in the Blight for 30 turns.

Defense of the Homeland
Shadowspawn suffer -1 to movement while within a Civilization's territory for 30 turns.

Need a better name and/or flavor

Gift of the Gaidin
Warders gain an additional attack per turn for 20 turns

Yellow Ajah

Vision of Health
Each city gains +1 Faith for each 5 Food surplus for 30 turns

Gray Ajah

Bonds of Peace
Each Declaration of Friendship results in +5 Global Happiness for 30 turns.

Global Cooperation
Each international trade route provides +1 Local Happiness in its city of origin for 45 turns.

Obviously some of those are lacking for certain Ajahs and abundant for others. Will need to be adjusted - some could even become Edicts or Resolutions.

Resolutions

Time of Need
A Project - send Gold, Food, and/or Production to a selected Civilization

This one's tricky. The point is to offer a way to fight your rivals by boosting your allies or slowing a warmonger down.

Culling the Spark
A Civilizations lose 6 Spark.

Counterpart to your +6 Spark Resolution

Tariffs
All international trade routes provide -2 Gold for the originating city and an addition +2 Gold for the recipient city.

Dear lord, needs a better name. Basically makes trade more universally beneficial

No Proposal
Propose nothing at the WC this session. I hate having to choose a random luxury to ban, or something I know I'll vote against.
 
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