S3rgeus's Wheel of Time Mod

I think one difficulty is that it's quite hard to go all in on the Prophet without founding a Path (as you note below), which this wouldn't help you do. The main reason I put a Faith bonus on the crown part of the UA was to help the player set up a Path if they wished, since they'd need it to commit hard to Unrest generation.

Mechanically, it could be useful to provide them with Faith bonuses when exploring Ruins (which we've reflavored... to something I've forgotten). But there isn't really any flavor connection there.
Have we reflavored them? I'm not so sure.

I think that's a pretty huge flavor stretch, though. Doesn't really make any sense for this civ.

Another could be a Faith burst when adopting a Policy, which makes a bit more sense, and given the earliness of the first few Policies, it would help a lot in founding a Path.
This one could work. Not too exciting, but simple and reinforces culture, I suppose. Also, kind of weird in that it's sort of anti-scalable - unlike the Specialist thing, this will actually becomes LESS over time (fewer policies), on top of the fact that faith becomes more inflated by that point. Way around that?

I'd be reluctant to put the Prophet players in the position where they need to found a Path unassisted to be able to best use their UA in the way they intend.

Another thing we could do is add a Faith yield to citizens in the capital?
So like a "+1 faith for every X citizen in the capital" kind of thing? It's a little less unique and directed than specialists, but might accomplish the same general thing, I suppose. Don't love how "automatic" it is. It essentially guarantees them an early religion every game, it would seem, which is actually beyond what even the celts seem to be in BNW.

There's also +X faith upon researching <tech>, though that's not scalable at all in the late game.

I suppose the population one is the best option?

It applies to other civs that have founded a Path, even if yours has become the majority in their cities. I think that's ok - expanding the Prophet Unrest doesn't negatively impact the bonus, but it's not as useful if the civs you need to fight haven't founded a Path.
oh shoot, good point!

Seems like once we solve the Faith stuff above, we're done with Ghealdan! So I've added them to the design list and will update them there (or not, if we decide to leave it alone) when we make a decision!
noice!

Yeah, much more so than I'd originally thought it would be! I think Amadicia will end up a more straightforward Faith civ since the flavor of their actual country is more dominated by the Children historically than Ghealdan's was by the Prophet.
we'll see! We also might have more options with them (maybe), which could help.

Unfortunately I've run out of time for tonight, after such a short post! :( I'm part of the way through my reply to the Altara stuff below, so I'll be back tomorrow to finish that off!
:egypt:
 
Yeah, it's a little military-ish. Captures the flavor quite well, though. I'm not sure this works as a UA here - a military UA is probably not best for this civ, but the ability itself seems like it'd work.

Yeah, it's very direct about the flavor, but it is quite a military bonus for a civ that isn't going Dom, as you mention elsewhere, our channeling units are very military! (Is that possibly a mistake in itself? Should the non-Aes-Sedai channeling units be less all-in on the military-ness somehow?

Also, I like, in general, the decision to spin thing related to the mechanics of the tower.

Awesome, I figured the way our Tower mechanics works does feed quite well into the Kin flavor!

interesting! Is there a reason it has to be something that's "spent," instead of simply being something that happens automatically whenever someone is ejected? It seems like, as it is, it's a little extra complex, without much benefit I see. Also, this would very much encourage people hoard them until the very late game, when their prestige/turn is at max, and they have the most LWs, etc., and then *boom*, drop 20 of them in one turn. To me, that doesn't seem like a particularly fun mechanic, for Altara or for the rest of the world. I've modified below. Unless I'm missing something.

The other element to this that I wonder about is the predictability of it. It will be a steady, rather predictable climb throughout the course of the game, since, all civs together would lead to someone being ejected at a rather steady clip. This applies to any similar mechanics to this. Not necessarily th eworst thing, but it certainly takes some of the fun and wonder away from it

I made it something to be spent so that pre-LW expulsions don't feel wasted, but you're right that bulbing will be a serious problem. It's much more abusable when done that way, so I'm good with it happening on the spot.

I think it will be steady, but spiky, which is actually really good for this. Sometimes there will be several Novices/Accepted expelled in quick succession and make this quite powerful, other times it will just be a marginal bonus. Tracking that and seeing it jump up should be pretty cool.

Yeah, I'd say diplomats should work, too. This ability is kind of underwhelming, though. Seems like it definitely encourages people to simply not spy on Altara. I know this was the case with some Cairhienin abilities as well, but we clearly had Cairhien set up to be in the tech lead, so people would be definitely spying on them, regardless....

I'm not redding anything in the first round, but...

Agreed, this does just encourage other players to ignore them when spying, which isn't cool.

First of all, I'd say it is perfectly fine for a non-diplo civ to have some military UUs - that's the CiV way, after all. However, I do definitely see that a UU channeler is specifically evocative of warfare, more so than some Turtle ship or War Elephant might be.

I think there are a few directions this could go, but I've tried to adapt the spirit of what you were describing in your UAs above, and combined it with bonuses that don't necessarily have to scream "War!".

The idea here is that any ejection (not just altaran) starting after the unit is unlocked makes the unit cheaper and cheaper (with no cap). Again, this is another "steady climb", which makes the unit rather predictably cheap in the end game.

The EXP bonus, however, depends only on Altaran girls, and also requires the unit to exist before it counts, so it's less predictable.

These bonuses aren't necessarily dom-focused as much as others. The unit isn't necessarily stronger, but defense and short wars might be much easier to do in the late game, if the unit is, say, 1/2 its normal production cost in the end game (useful in the LB as well). And, the bonus EXP could of course significantly help wars, but it could also be cashed in to boost healing ability and such, right (Aes Sedai certainly have numerous promotions relating to non-combat, is the same true with the Kin [t'a'r, etc.?])

Nice, I like how this lines up with the flavor.

I was going to suggest a slight tweak that would make X a bit larger, but have us reset it to 0 each time a Knitting Circle Elder was trained. However, because cities train in parallel, we'd need to apply that on a per-city basis, and it suddenly becomes a very Wide ability!

[incidentally, been a long time since we've had a t'a'r-related ability!

Good point!

Yeah, could be military, but it might not be terrible. However, that's going to yield a LOT of Spark! I thought spark was going to remain relatively low, civ-wide - on the order of a few dozen, for instance. Right?

It does potentially produce a lot of Spark, but it's also quite a late UB, and only does so for cities with lots of farms that they're working. We could replace one of the buildings that has a location restriction (like Production (river)) to rein it back in a bit more.

hmm.m.. the flavor connection is as shady as the Rahad!

Might be an interesting mechanic, if a bit simple and automatic - I don't love how it's "if anything happens at all, you get science" - feels (not unlike some of the UAs) like a more complex way of expressing a periodic passive bonus. not sure about this one.

I think because of the low number of Eyes and Ears a civ has at once, any of those events are relatively significant. The player would certainly acknowledge them through the notification. So I think the experience of that also meaning they'll get a bit of a Science boost will make it less of a "periodic passive". They've still chosen to do the things that created the boost.

Did you remember to look at p 49? There are a few things there that would definitely make for ok UUs, in addition to some other flavor. I think, overall, there are a couple good ideas here, but we're still very much a ways off.

Yeah, page 49 and the wikis were my first port of call for flavor! I do feel further from the flavor on this civ than we have on many others. Not sure why, because we do see a decent amount of Ebou Dar in the books!

The Altaran Noon UA is a somewhat literal application of that flavor (though without occupation and stuff). Tried to make it tall-favoring, and also not necessarily dependent on Altara being at war. Not sure it fits the bill.

Yeah, I think the difficulty with this one is that it's really dependent on your enemies. It won't trigger if there aren't people attacking you, which isn't very fun. I'm gonna go with red.

Decentralized Rule is intended to make a few cities very highly productive, without boosting the production of the capital (presumed to be Ebou Dar here). The goal is that you can't just keep ED's pop low to make a bunch of cities qualify, because the bonus then wouldn't be so good - we'd calibrate such that the target was likely 2-3 non-capital cities.

Yeah, I see what you mean. It ends up being a quite straightforward Specialist bonus, but presented in a new way.

The Duelist is a straightforward manifestation of that flavor. Combat but not necessarily dom-oriented.

What constitutes winning for this unit? Not dying or killing the enemy unit? We should specify which! It looks like it's designed to happen defensively as well (enemy unit attacks the Duelist) so I'm not sure which way to go.

The Civil Guard is kind of a hot mess of stuff, perhaps too good. Good for defense and theoretically offense, and also with some marginal diplo applications.

Sounds pretty good. The diplo stuff won't happen often, but it's a cool thing when it does.

The Rahad Hoard is a nod to the bowl of winds. Too powerful? Meant to keep things Tall by requiring specialists.

Possibly very powerful. I had actually forgotten that the Bowl of Winds was found in the Rahad District. Should this just be called the "Kin's Storeroom" since that's where the Bowl was found and it's an actual structure?

Rahad Cache is a sciencey tall building

And a very strong one! I quite like it in some ways - it stands alone without requiring any other unique to be effective, so it will be a good "single Science unique" for Altara. It is quite strong though and likely makes Altara a Science civ by itself!

Causeway is a weird way to get some gold and science to reward high food production. Considered letting it effect internal routes, but that would create a crazy feedback loop in food routes...

An unusual connection, but I quite like it. Agreed on the internal trade routes.

The KC Hall is based on your UAs, but adds to production instead of simply culture.

Sounds good.

Not sure how to tweak the Ancient and Honorable guildhouse (which is a generalization of two similar ebou dari things) - I want it to be quite splashy, as it's very late game. It's obviously more diplo oriented than culture, but it does somewhat aid in the latter.

I feel like it's much more Culture based, the trade routes are a vehicle to spread a lot of Prestige. It will produce a crap-ton of Gold too though, so I see what you mean about Diplo! It's good that both are served by it.



Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Network of the Kin, when a Novice or Accepted from Altara's capital fails to advance in the Tower, a Wilder appears near Altara's capital in addition to the Population being returned. A Kinswoman appears instead after researching High Chant.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns.
  • Rahad Spies, Eyes and Ears and Diplomats stationed in Altara's capital produce +X Prestige for Altara.
  • Altaran Noon, +X% Production in a city when a foreign military unit is within Y hexes of the city. +Z% Culture produced by Specialists when that unit is at war with Altara.
  • Decentralized Rule, Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.

UUs:
  • Knitting Circle Elder, replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Winning said battle generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.

UBs:
  • Kin's Retreat, replaces Food2, Farms worked by this city produce +1 Spark.
  • Rahad District, replaces Spy2, has no maintenance cost. Whenever an Altaran Eyes and Ears steals a technology, is killed by an enemy, or kills enemy Eyes and Ears, this building produces +X Science.
  • Canal Network, replaces Culture4, Legendary Works in this building produce +X Prestige for every Y citizens in this city.
  • Rahad HoardKin's Storeroom, replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Rahad Cache, replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Ancient and Honorable Guildhouse, replaces Prestige National Wonder, International trade routes produces +X% (high) yields, where X is proportional to the accumulated Prestige against that civilization or total Influence with the City-State. International trade routes leaving from this city generate +Y Prestige against the destination civ, or +Z Influence with the destination City-State.

Unfortunately nothing new from me tonight! I'll be back with more ideas tomorrow!
 
Have we reflavored them? I'm not so sure.

According to way back in February of 2015, we reflavored them as Stasis Boxes. (And did acknowledge that that flavor was going to be in use in a couple of places, visually.) Search for "post-breaking" to find the specific block.

I think that's a pretty huge flavor stretch, though. Doesn't really make any sense for this civ.

Agreed.

This one could work. Not too exciting, but simple and reinforces culture, I suppose. Also, kind of weird in that it's sort of anti-scalable - unlike the Specialist thing, this will actually becomes LESS over time (fewer policies), on top of the fact that faith becomes more inflated by that point. Way around that?

I suppose we could make the amount of Faith scale up faster than Policy cost does. But that would end up being very, very big by the end of the game, which isn't what we want.

So like a "+1 faith for every X citizen in the capital" kind of thing? It's a little less unique and directed than specialists, but might accomplish the same general thing, I suppose. Don't love how "automatic" it is. It essentially guarantees them an early religion every game, it would seem, which is actually beyond what even the celts seem to be in BNW.

There's also +X faith upon researching <tech>, though that's not scalable at all in the late game.

I suppose the population one is the best option?

I think Population is the way to go. If X is 3 or 4 then it wouldn't really be a guarantee. The Celts, given their starting bias, are very likely to start with +3 or +4 Faith available to them in their first city (once they have the Population to work those tiles). I think we can scale it so it's helpful, but not a guarantee. They do need to reach a Path, rather than just a Lineage, after all.
 
According to way back in February of 2015, we reflavored them as Stasis Boxes. (And did acknowledge that that flavor was going to be in use in a couple of places, visually.) Search for "post-breaking" to find the specific block.
oh crap, that we did!

We have a fes P-C Seanchan abilities that refer to these as Ruins:

UA: Diverse Tribes, Ancient ruins have X% chance of spawning a settler when explored. Clearing Lawless and Dragonsworn encampments provides +1 population in the nearest city.

and

UU: Tribal Hunter, replaces Recon 1, has +X% combat strength against Dragonsworn. Exploring Ancient Ruins has a Y% chance of creating a settler. Clearing a Dragonsworn encampment provides +1 Population in the nearest P-C Seanchan city.

Are these still viable if they're stasis boxes. It's kind of nuts, but then again this is all made-up flavor anyways...

I suppose we could make the amount of Faith scale up faster than Policy cost does. But that would end up being very, very big by the end of the game, which isn't what we want.
agreed...

I think Population is the way to go. If X is 3 or 4 then it wouldn't really be a guarantee. The Celts, given their starting bias, are very likely to start with +3 or +4 Faith available to them in their first city (once they have the Population to work those tiles). I think we can scale it so it's helpful, but not a guarantee. They do need to reach a Path, rather than just a Lineage, after all.
ok, let's do that, I think!

Yeah, it's very direct about the flavor, but it is quite a military bonus for a civ that isn't going Dom, as you mention elsewhere, our channeling units are very military! (Is that possibly a mistake in itself? Should the non-Aes-Sedai channeling units be less all-in on the military-ness somehow?
I'm not sure how else to treat the channeling units, without giving them all weird abilities like +culture to cities nearby, and all that stuff. Unless we want them to simply be medic units. I think we're stuck with the fact that when you produce a military unit that is a channeler, it'll be a military unit.

I made it something to be spent so that pre-LW expulsions don't feel wasted, but you're right that bulbing will be a serious problem. It's much more abusable when done that way, so I'm good with it happening on the spot.

I think it will be steady, but spiky, which is actually really good for this. Sometimes there will be several Novices/Accepted expelled in quick succession and make this quite powerful, other times it will just be a marginal bonus. Tracking that and seeing it jump up should be pretty cool.
sounds good. We'll try it then (if we pick this ability).

Nice, I like how this lines up with the flavor.

I was going to suggest a slight tweak that would make X a bit larger, but have us reset it to 0 each time a Knitting Circle Elder was trained. However, because cities train in parallel, we'd need to apply that on a per-city basis, and it suddenly becomes a very Wide ability!
ok. glad you think this mostly works.

It does potentially produce a lot of Spark, but it's also quite a late UB, and only does so for cities with lots of farms that they're working. We could replace one of the buildings that has a location restriction (like Production (river)) to rein it back in a bit more.
What if it was +1 spark for every X farms or something?

I think because of the low number of Eyes and Ears a civ has at once, any of those events are relatively significant. The player would certainly acknowledge them through the notification. So I think the experience of that also meaning they'll get a bit of a Science boost will make it less of a "periodic passive". They've still chosen to do the things that created the boost.
but this is still "anything at all you do with a spy," which doesn't feel like much of a choice ("not assigning your spy at all" shouldn't be viewed as a viable path)

Yeah, page 49 and the wikis were my first port of call for flavor! I do feel further from the flavor on this civ than we have on many others. Not sure why, because we do see a decent amount of Ebou Dar in the books!
The Ebou Dar quest is long, and drawn out over several books, and not the most compelling part of the story, so...

Yeah, I think the difficulty with this one is that it's really dependent on your enemies. It won't trigger if there aren't people attacking you, which isn't very fun. I'm gonna go with red.
ok

What constitutes winning for this unit? Not dying or killing the enemy unit? We should specify which! It looks like it's designed to happen defensively as well (enemy unit attacks the Duelist) so I'm not sure which way to go.
For winning, I mean killing an enemy. And yes, it should be triggered by defensive combat too.

Sounds pretty good. The diplo stuff won't happen often, but it's a cool thing when it does.
Right. I suspect you could *try* to make it happen.

Possibly very powerful. I had actually forgotten that the Bowl of Winds was found in the Rahad District. Should this just be called the "Kin's Storeroom" since that's where the Bowl was found and it's an actual structure?
yup. fine with me.

And a very strong one! I quite like it in some ways - it stands alone without requiring any other unique to be effective, so it will be a good "single Science unique" for Altara. It is quite strong though and likely makes Altara a Science civ by itself!
OK, tweaking name for flava.

An unusual connection, but I quite like it. Agreed on the internal trade routes.
cool

I feel like it's much more Culture based, the trade routes are a vehicle to spread a lot of Prestige. It will produce a crap-ton of Gold too though, so I see what you mean about Diplo! It's good that both are served by it.
Well, it's all that gold that I was looking at as making it diplo-related. It'd also produce a fair bit of science.

Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Network of the Kin, when a Novice or Accepted from Altara's capital fails to advance in the Tower, a Wilder appears near Altara's capital in addition to the Population being returned. A Kinswoman appears instead after researching High Chant.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns.
  • Decentralized Rule, Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.

UUs:
  • Knitting Circle Elder, replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.

UBs:
  • Kin's Retreat, replaces Food2, Farms worked by this city produce +1 Spark.
  • Rahad District, replaces Spy2, has no maintenance cost. Whenever an Altaran Eyes and Ears steals a technology, is killed by an enemy, or kills enemy Eyes and Ears, this building produces +X Science.
  • Canal Network, replaces Culture4, Legendary Works in this building produce +X Prestige for every Y citizens in this city.
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Rahad CacheKin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Ancient and Honorable Guildhouse, replaces Prestige National Wonder, International trade routes produces +X% (high) yields, where X is proportional to the accumulated Prestige against that civilization or total Influence with the City-State. International trade routes leaving from this city generate +Y Prestige against the destination civ, or +Z Influence with the destination City-State.
 
oh crap, that we did!

We have a fes P-C Seanchan abilities that refer to these as Ruins:

UA: Diverse Tribes, Ancient ruins have X% chance of spawning a settler when explored. Clearing Lawless and Dragonsworn encampments provides +1 population in the nearest city.

and

UU: Tribal Hunter, replaces Recon 1, has +X% combat strength against Dragonsworn. Exploring Ancient Ruins has a Y% chance of creating a settler. Clearing a Dragonsworn encampment provides +1 Population in the nearest P-C Seanchan city.

Are these still viable if they're stasis boxes. It's kind of nuts, but then again this is all made-up flavor anyways...

This is a very good point, Settlers emerging from Stasis Boxes doesn't make that much sense. We're not committed to using Stasis Boxes for that though - we also wanted to use the visual for Angreal Caches, right?

Do we want to consider keeping the "Ruins" flavor, possibly just with a new name? (Remnant of the Age of Legends? Or something more generic? Since we're not revealing any AoL tech with them.)

Or does Stasis Boxes still make sense with these uniques? The SBs are presumably not just lying in a field, so the exploring of whatever contained them (presumably some kind of ruin >.>) could work.

ok, let's do that, I think!

Edited!

I'm not sure how else to treat the channeling units, without giving them all weird abilities like +culture to cities nearby, and all that stuff. Unless we want them to simply be medic units. I think we're stuck with the fact that when you produce a military unit that is a channeler, it'll be a military unit.

Yeah, it's probably best to keep the channeler military units as being actually military units, rather than loading them up with culture abilities or the like. I do wonder if there are other elements of Power users that we're not covering with just our military units though. The Sisters having a bunch of a diverse abilities does provide a lot of channeling diversity.

I'm thinking of something more structural, rather than something that gives the existing units more functionality. I have no specific suggestions for what that might be, but it's something that's been on my mind for a little while!

What if it was +1 spark for every X farms or something?

Works for me!

but this is still "anything at all you do with a spy," which doesn't feel like much of a choice ("not assigning your spy at all" shouldn't be viewed as a viable path)

Right, I see what you mean. It doesn't encourage you to do anything in particular, it just happens to create a bonus. What if it worked only when stealing techs? (Only on failure? Only on success? Either way?)

This encourages Altara to use spies to steal techs. I err towards stealing, rather than defending, since the latter relies too heavily on other players' actions.

For winning, I mean killing an enemy. And yes, it should be triggered by defensive combat too.

Sounds good.

Right. I suspect you could *try* to make it happen.

Yes, definitely.

Time for some new stuff!

Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Network of the Kin, when a Novice or Accepted from Altara's capital fails to advance in the Tower, a Wilder appears near Altara's capital in addition to the Population being returned. A Kinswoman appears instead after researching High Chant.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns.
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned to produce anything but Wealth normally. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities produce Units and Buildings W% faster.

UUs:
  • Knitting Circle Elder, replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.

UBs:
  • Kin's Retreat, replaces Food2, produces +1 Spark for every X Farms worked by this city produce +1 Spark.
  • Rahad District, replaces Spy2, has no maintenance cost. Whenever an Altaran Eyes and Ears steals a technology, is killed by an enemy, or kills enemy Eyes and Ears, this building produces +X Science.
  • Canal Network, replaces Culture4, Legendary Works in this building produce +X Prestige for every Y citizens in this city.
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Ancient and Honorable Guildhouse, replaces Prestige National Wonder, International trade routes produces +X% (high) yields, where X is proportional to the accumulated Prestige against that civilization or total Influence with the City-State. International trade routes leaving from this city generate +Y Prestige against the destination civ, or +Z Influence with the destination City-State.
  • Deep Water Fisheries, replaces Food3. Ocean tiles and Fishing Boats worked by this city produce +X Food.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.

Decentralized Rule (governor) is a fairly simple Governor Tall-Happiness bonus. It connects directly to that flavor - that people are more connected to the ruler in their local area than the monarch.

Decentralized Rule (production) creates a new production system that Altara would need to use. Instead of just assigning Production in non-capital cities, the player needs to accumulate Control to do so. This is a Tall mechanic, since Control is generated by the size of the capital, primarily, and having more cities would require even more Control to get them to produce stuff. The flavor of this is that the Altaran capital is trying to exert control over otherwise unwilling nobles in the country.

I considered making this apply only to cities with Governors, so that the Altaran player could opt into the bonus, but play more normally otherwise. It would also necessitate allowing these cities to produce Wealth before that would normally be unlocked on Apprenticeship.

Deep Water Fisheries is a reference to the Kabal Deep, which is a very deep bay running from Ebou Dar to Illian. It's a fairly straightforward Tallness bonus.

The Circuit of Heaven is a horse racing track that Mat and co. frequent while in Ebou Dar. This UB is a fairly simple Gold bonus on top of the existing functionality of that building. I don't know if the Circuit of Heaven is important enough to be a wonder (it is a named single structure, but still) - and there may have been an older Circuit of Heaven in the canon that we would want to use instead?

I'm finding Altara very difficult to come up with appropriate flavor/mechanics combinations for!
 
This is a very good point, Settlers emerging from Stasis Boxes doesn't make that much sense. We're not committed to using Stasis Boxes for that though - we also wanted to use the visual for Angreal Caches, right?

Do we want to consider keeping the "Ruins" flavor, possibly just with a new name? (Remnant of the Age of Legends? Or something more generic? Since we're not revealing any AoL tech with them.)

Or does Stasis Boxes still make sense with these uniques? The SBs are presumably not just lying in a field, so the exploring of whatever contained them (presumably some kind of ruin >.>) could work.
I actually think we should probably hold off on this decision. I'm fine with going with Stasis Boxes or Ancient-Ruins-in-all-but-name, but given the fact that we have Uniques that *might* connect to these, it's probably best to hold off on deciding until we know whether we'll actually use those uniques. If those PC-S uniques are picked in the final set, then we should probably go with some kind of ruin. If not, then we have flexibility, IMO.

Yeah, it's probably best to keep the channeler military units as being actually military units, rather than loading them up with culture abilities or the like. I do wonder if there are other elements of Power users that we're not covering with just our military units though. The Sisters having a bunch of a diverse abilities does provide a lot of channeling diversity.

I'm thinking of something more structural, rather than something that gives the existing units more functionality. I have no specific suggestions for what that might be, but it's something that's been on my mind for a little while!
Yeah, Channelers obviously do a whole lot of "utility" things in addition to the combat stuff. Not quite Harry Potter level use, but some of that stuff.

That said, this is civ, and those kinds of things do tend to be ignored in civ. There aren't a whole lot of systemic uses of Channelers in WoT, given their rarity. So I'm not sure we need to go much further than we already have.

Right, I see what you mean. It doesn't encourage you to do anything in particular, it just happens to create a bonus. What if it worked only when stealing techs? (Only on failure? Only on success? Either way?)

This encourages Altara to use spies to steal techs. I err towards stealing, rather than defending, since the latter relies too heavily on other players' actions.
Yeah, so the other thing is that this ability doesn't make a whole lot of sense as a UB. It's global, not city-based. For that reason, I think it should be axed. It could be switched to Spy Nat. Wonder, but even that is kind of weird - this ability stinks much more of a UA, IMO. If you like the ability, I suggest you make a UA. I'm soso on it, so I'm just going to red it and proceed with our regularly scheduled programming.

Decentralized Rule (governor) is a fairly simple Governor Tall-Happiness bonus. It connects directly to that flavor - that people are more connected to the ruler in their local area than the monarch.
huh. Interesting. Would this have an effect if it stacked with Beloved (actually selected by the player)? I see the flavor source of this, and see howit could be useful, but it's actually a pretty wimpy UA, IMO. I'm going to red it.

Decentralized Rule (production) creates a new production system that Altara would need to use. Instead of just assigning Production in non-capital cities, the player needs to accumulate Control to do so. This is a Tall mechanic, since Control is generated by the size of the capital, primarily, and having more cities would require even more Control to get them to produce stuff. The flavor of this is that the Altaran capital is trying to exert control over otherwise unwilling nobles in the country.
This is a thing! It's such a very something!

This ability is really hard for me to judge. Part of me liked it. Part of me wonders if its going to be really fun. Part of me wonders if it'll be too complex. Part of me wonders if it would be very much a pain in the ass to play. Seriously, I can't tell if playing the game like this would be fun or a pain. Essentially you're sort of playing with a bunch of puppets, at times.

I guess my sense is that we run the risk of the following problems:

1) Things are balanced such that the "sweet spot" of population number of cities that need to be producing stuff will fall within the typical status of Tall civs anyways, and this ends up kind of moot
or
2) Things are balanced such that Altara is often, or even usually, not producing outside of their capital, and this isn't fun.

I think the other thing is that this feels like a UA with a clear positive/negative system, and we've more-or-less eschewed these things in these designs in favor of not having penalties for the most part. I do very much question whether W% production bonus is worth not being able to produce anything (gold excepted) for much of the game.

Very unsure of this one. A cool idea. Not sure I love how it'd work.

I considered making this apply only to cities with Governors, so that the Altaran player could opt into the bonus, but play more normally otherwise. It would also necessitate allowing these cities to produce Wealth before that would normally be unlocked on Apprenticeship.
yeah, hmm.... I dunno, the opt-in thing just seems like it dilutes the point of it, to a certain extent.

Deep Water Fisheries is a reference to the Kabal Deep, which is a very deep bay running from Ebou Dar to Illian. It's a fairly straightforward Tallness bonus.
This is fine. The issue is, Kabal Deep or not, Altara isn't the country you'd associate with fishing. It'd be Tear, Mayene, maybe even Illian or Saldaea (they're the fish logo right?). That makes this an unlikely choice, IMO. Not terrible though.

The Circuit of Heaven is a horse racing track that Mat and co. frequent while in Ebou Dar. This UB is a fairly simple Gold bonus on top of the existing functionality of that building. I don't know if the Circuit of Heaven is important enough to be a wonder (it is a named single structure, but still) - and there may have been an older Circuit of Heaven in the canon that we would want to use instead?
I forgot about this! Well, I never remembered it in the first place, but I did definitely find it when I did that Companion dive awhile back. Did you remember this from the flavor, or what?

I do think it's probably going to make the most impact if used as a wonder - small or not, it's a unique thing, of which we have very few in this universe.

That said, it can hang around for now as an option.


Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Network of the Kin, when a Novice or Accepted from Altara's capital fails to advance in the Tower, a Wilder appears near Altara's capital in addition to the Population being returned. A Kinswoman appears instead after researching High Chant.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned to produce anything but Wealth normally. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities produce Units and Buildings W% faster.

UUs:
  • Knitting Circle Elder, replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.

UBs:
  • Kin's Retreat, replaces Food2, produces +1 Spark for every X Farms worked by this city.
  • Rahad District, replaces Spy2, has no maintenance cost. Whenever an Altaran Eyes and Ears steals a technology, is killed by an enemy, or kills enemy Eyes and Ears, this building produces +X Science.
  • Canal Network, replaces Culture4, Legendary Works in this building produce +X Prestige for every Y citizens in this city.
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Ancient and Honorable Guildhouse, replaces Prestige National Wonder, International trade routes produces +X% (high) yields, where X is proportional to the accumulated Prestige against that civilization or total Influence with the City-State. International trade routes leaving from this city generate +Y Prestige against the destination civ, or +Z Influence with the destination City-State.
  • Deep Water Fisheries, replaces Food3. Ocean tiles and Fishing Boats worked by this city produce +X Food.
  • [Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.

I'm finding Altara very difficult to come up with appropriate flavor/mechanics combinations for!
Yeah, I agree. Kind of weird. I suspect, also, we are likely feeling the effects of fatigue on this process. I feel like we were doing fine, and then once you brought up the whole "how many more of these should we do" conversation, we hit a wall and suddenly it's been a bit tougher. I'm sure it's a sort of self-fulfilling prophesy. In any case, I now feel pretty good about the decision to stop after one more...

In any case, I wanted to take a turn at culling a few of these.

Nuked Network of the Kin. I like it, but it did feel military. I considered adding a mini version of it to Home of the Kin, but instead came up with the idea of giving *more* population back to the Altaran city (flavorlinked to the healing and other things that kinswoman provides for the city). Too strong now?

Yeah, I wanted to cull, but the wall of UBs kind of killed me. I think I must be tired. I'm having a lot of trouble picking which ones I don't like! Help? Definitely need to smack some of those UBs...

Are you ok with the number of UUs we have? I figure we might have one - do we have enough options.
 
Advance warning, I'm doing a series of things over the next few evenings, so my next post will be all the way on Thursday!

I actually think we should probably hold off on this decision. I'm fine with going with Stasis Boxes or Ancient-Ruins-in-all-but-name, but given the fact that we have Uniques that *might* connect to these, it's probably best to hold off on deciding until we know whether we'll actually use those uniques. If those PC-S uniques are picked in the final set, then we should probably go with some kind of ruin. If not, then we have flexibility, IMO.

This sounds like a good plan, let's come back to this flavor then.

Yeah, Channelers obviously do a whole lot of "utility" things in addition to the combat stuff. Not quite Harry Potter level use, but some of that stuff.

That said, this is civ, and those kinds of things do tend to be ignored in civ. There aren't a whole lot of systemic uses of Channelers in WoT, given their rarity. So I'm not sure we need to go much further than we already have.

Yeah, I agree that lot of the channeling flavor fits into the parts of reality that civ usually ignores. I would think once there's enough content, it's something that we should consider changing to be reflected in the game though. I feel like our saidin/saidar at the moment are very military focused, which misses out a lot of the point of the flavor from the books.

Still, I have no specific suggestions on how to remedy that, so there's not much to do about it yet!

Yeah, so the other thing is that this ability doesn't make a whole lot of sense as a UB. It's global, not city-based. For that reason, I think it should be axed. It could be switched to Spy Nat. Wonder, but even that is kind of weird - this ability stinks much more of a UA, IMO. If you like the ability, I suggest you make a UA. I'm soso on it, so I'm just going to red it and proceed with our regularly scheduled programming.

Yeah, it is too global for a UB. Fine with removing it for that!

huh. Interesting. Would this have an effect if it stacked with Beloved (actually selected by the player)? I see the flavor source of this, and see howit could be useful, but it's actually a pretty wimpy UA, IMO. I'm going to red it.

The player wouldn't be able to choose Beloved as well (it's removing a cap, rather than just raising it, so I wouldn't want it to raise the cap above the default). I don't think this is wimpy at all though - it gives Altara an effective Happiness bonus when using Governors 100 turns faster than anyone else could get it, and they can choose the special Governor bonus as well at upgrade 2. This would be a fairly significant difference.

This is a thing! It's such a very something!

This ability is really hard for me to judge. Part of me liked it. Part of me wonders if its going to be really fun. Part of me wonders if it'll be too complex. Part of me wonders if it would be very much a pain in the ass to play. Seriously, I can't tell if playing the game like this would be fun or a pain. Essentially you're sort of playing with a bunch of puppets, at times.

I guess my sense is that we run the risk of the following problems:

1) Things are balanced such that the "sweet spot" of population number of cities that need to be producing stuff will fall within the typical status of Tall civs anyways, and this ends up kind of moot
or
2) Things are balanced such that Altara is often, or even usually, not producing outside of their capital, and this isn't fun.

I think the other thing is that this feels like a UA with a clear positive/negative system, and we've more-or-less eschewed these things in these designs in favor of not having penalties for the most part. I do very much question whether W% production bonus is worth not being able to produce anything (gold excepted) for much of the game.

Very unsure of this one. A cool idea. Not sure I love how it'd work.

Agreed, this is very close to my assessment. We don't want it to feel like a chore to produce stuff in non-capital cities.

Re positive/negative, I totally agree that we don't want to do something like that. If it's something the player needs to fight against to do things they planned for, then it's not doing what it should be. It should change the nature of how players build stuff outside the capital, not make it so they're restricted in all those places.

The W% Production bonus was definitely my least favorite part of this ability. I feel like accumulating Control in the capital and expending it to build stuff in the other cities is a system that reflects Altara quite well, but I think there's more room to do that expenditure better than Production bonus.

I think the essential part of the "feel" of this UA is that producing stuff in non-capital cities shouldn't just be a matter of selecting them from a Production menu and waiting. The capital should need to "wrestle" these cities into doing what they intend (in a way that's engaging for the player - not something that holds them back). Those rebellious/autonomic tendencies of non-capital cities should be what informs the bonus that this UA confers.

Rebellious/autonomy makes me think some kind of Happiness bonus? They're happier that they're not directly controlled? But it still needs to be a Tall-favoring ability.

I kind of feel like they should almost act like Puppeted cities - building what they want out of what's available, but allowing you to spend Control to specify a Production item for them to work on next/now? So most of the time they would just build stuff determined by the AI, but you could direct them at the cost of Control. If they also didn't contribute as much to Policy cost (more than Puppets, less than normal cities), then that would actually feed quite well into a Cultural victory approach!

What do you think of that? It's like many of the benefits of Puppeted cities, without the worst of the drawbacks.

yeah, hmm.... I dunno, the opt-in thing just seems like it dilutes the point of it, to a certain extent.

Agreed.

This is fine. The issue is, Kabal Deep or not, Altara isn't the country you'd associate with fishing. It'd be Tear, Mayene, maybe even Illian or Saldaea (they're the fish logo right?). That makes this an unlikely choice, IMO. Not terrible though.

Yeah, those others are more known for fishing.

I forgot about this! Well, I never remembered it in the first place, but I did definitely find it when I did that Companion dive awhile back. Did you remember this from the flavor, or what?

I do think it's probably going to make the most impact if used as a wonder - small or not, it's a unique thing, of which we have very few in this universe.

That said, it can hang around for now as an option.

I found its article in the WoT wiki from the "Altara" category page! I read through pretty much all of those (most are very short) trying to find new flavor for my last post. Yeah, its uniqueness and during-the-game-timeline-construction does make it a likely Wonder candidate, since there aren't many structures like that!


Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned to produce anything but Wealth normally. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities produce Units and Buildings W% faster.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (civilian), replaces the Kinswoman, has no combat strength. Can be expended near a city to mark is a part of the Network of the Kin. When a Novice or Accepted from a marked city is rejected by the Tower, Altara generates +X Culture and +Y Prestige. When a marked city is captured, it loses its connection to the Network of the Kin and is no longer marked.

UBs:
  • Kin's Retreat, replaces Food2, produces +1 Spark for every X Farms worked by this city.
  • Canal Network, replaces Culture4, Legendary Works in this building produce +X Prestige for every Y citizens in this city.
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Ancient and Honorable Guildhouse, replaces Prestige National Wonder, International trade routes produces +X% (high) yields, where X is proportional to the accumulated Prestige against that civilization or total Influence with the City-State. International trade routes leaving from this city generate +Y Prestige against the destination civ, or +Z Influence with the destination City-State.
  • Deep Water Fisheries, replaces Food3. Ocean tiles and Fishing Boats worked by this city produce +X Food.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.

Yeah, I agree. Kind of weird. I suspect, also, we are likely feeling the effects of fatigue on this process. I feel like we were doing fine, and then once you brought up the whole "how many more of these should we do" conversation, we hit a wall and suddenly it's been a bit tougher. I'm sure it's a sort of self-fulfilling prophesy. In any case, I now feel pretty good about the decision to stop after one more...

Yes, 5 or more more of these would be very tough! I am certainly looking forward to moving on to designing something else. Are we diving straight back in to selecting final candidates for the civs' uniques or are we switching to something else, like Policies? Or are we planning to parallelize a bit and have me do some implementing on some of the more foundational stuff that we've decided?

I figured I'd try to add the whole of the LB structure to the existing game as a first step, rather than try to tackle all of the mechanics at once.

Also, with CiVI coming out on the 21st of October and given our previous discussions about what moving to it might mean, if that turns out to be a good idea. I think it would be a good idea for us to go off and play CiVI for a while to get an initial feel for it and how WoTMod might fit into it. I have a few technical checklist items that will rule out moving to CiVI fairly easily, depending on the tools/code that Firaxis releases with the game as well.

While we're discussing more near term planning, I'm doing NaNoWriMo again this November, so I will be much less active during that month since I'll be writing constantly!

In any case, I wanted to take a turn at culling a few of these.

Nuked Network of the Kin. I like it, but it did feel military. I considered adding a mini version of it to Home of the Kin, but instead came up with the idea of giving *more* population back to the Altaran city (flavorlinked to the healing and other things that kinswoman provides for the city). Too strong now?

Possibly a bit strong, but I like the way it riffs on the Tower mechanics. I'm happy to leave it as it is now and tone it down if it turns out too strong.

Yeah, I wanted to cull, but the wall of UBs kind of killed me. I think I must be tired. I'm having a lot of trouble picking which ones I don't like! Help? Definitely need to smack some of those UBs...

Agreed, I've suggested a few to remove above:

Kin's Retreat, although very well matched with Altara's flavor, is a bit too military I think. It will lead to Altara building up a large channeler army, which isn't really what the Kin were about.

Canal Network doesn't feel like something Ebou Dar is really known for, and the building itself didn't enthuse me very much.

Ancient and Honorable Guildhouse feels like it will require the player to keep track of a lot with Prestige per turn against certain players and the amount of Gold that gives them. Plus, National Wonder (prestige) is way late in the game, so I think a UB that replaces it would need to do something explosive, which this doesn't really.

Deep Water Fisheries, for the flavor reasons you mentioned above.

Are you ok with the number of UUs we have? I figure we might have one - do we have enough options.

I do feel like we need more. Unfortunately Altara doesn't seem to have even a "Legion of the Wall" equivalent from Ghealdan - a named military organization that we can use! And the Kin create their share of problems being UUs.

I've taken a crack at another Kin UU above to try to give us another option here. The new Knitting Circle Elder creates a civilian UU. It can mark cities owned by any civ (including Altara), so Altara can target the cities most likely to send Novices to the Tower. I could also see a single KCE being able to mark multiple cities before being expended, if we wanted to make it a bit stronger. The lose-marking-on-capture is mostly a flavor thing, and to make it so that it isn't something Altara just does when they unlock the unit and then never have use for again.

I'm not sure if Culture/Prestige is the best reward for this one?
 
Yeah, I agree that lot of the channeling flavor fits into the parts of reality that civ usually ignores. I would think once there's enough content, it's something that we should consider changing to be reflected in the game though. I feel like our saidin/saidar at the moment are very military focused, which misses out a lot of the point of the flavor from the books.

Still, I have no specific suggestions on how to remedy that, so there's not much to do about it yet!
Yeah, I'm not sure what else we can do about it, mechanically, sinc eI don't have ideas.

One thing could be simply a reflavoring of things. You know, maybe some of the production buildings are channeling-related in flavor, or something, to give the impression that channeling is being used in this way.

We could also make Spark (or unused Spark) have some other value. Even something as tiny as GA points might make the point come across. That does of course mess with the balance of the philosophies, or fear/tolerance, though.

The player wouldn't be able to choose Beloved as well (it's removing a cap, rather than just raising it, so I wouldn't want it to raise the cap above the default). I don't think this is wimpy at all though - it gives Altara an effective Happiness bonus when using Governors 100 turns faster than anyone else could get it, and they can choose the special Governor bonus as well at upgrade 2. This would be a fairly significant difference.
Yeah, I guess for a tall civ, I don't think of a few extra happiness being all that impactful. I trust your judgement, though. That said, it certainly doesn't *feel* all that epic, I think.

Re positive/negative, I totally agree that we don't want to do something like that. If it's something the player needs to fight against to do things they planned for, then it's not doing what it should be. It should change the nature of how players build stuff outside the capital, not make it so they're restricted in all those places.

The W% Production bonus was definitely my least favorite part of this ability. I feel like accumulating Control in the capital and expending it to build stuff in the other cities is a system that reflects Altara quite well, but I think there's more room to do that expenditure better than Production bonus.
Hmmm... well aside from the puppet/annex dynamic (explored below), the way the game seems to deal with "control" already is through happiness. Expending control seems like it could affect happiness, as you note below, but that then makes it feel more like a wide thing, as you also note.

I think the essential part of the "feel" of this UA is that producing stuff in non-capital cities shouldn't just be a matter of selecting them from a Production menu and waiting. The capital should need to "wrestle" these cities into doing what they intend (in a way that's engaging for the player - not something that holds them back). Those rebellious/autonomic tendencies of non-capital cities should be what informs the bonus that this UA confers.
yeah, i agree.

Rebellious/autonomy makes me think some kind of Happiness bonus? They're happier that they're not directly controlled? But it still needs to be a Tall-favoring ability.
well, civ seems to equate happiness to *being* controlled.... kind of weird duality.

I kind of feel like they should almost act like Puppeted cities - building what they want out of what's available, but allowing you to spend Control to specify a Production item for them to work on next/now? So most of the time they would just build stuff determined by the AI, but you could direct them at the cost of Control. If they also didn't contribute as much to Policy cost (more than Puppets, less than normal cities), then that would actually feed quite well into a Cultural victory approach!

What do you think of that? It's like many of the benefits of Puppeted cities, without the worst of the drawbacks.
I think this is the better direction to go in, actually. Sort our like "our venice," were we to adopt this civ, in that it's the "alternative" civ style, in terms of number of cities and such. (although, people might think we're being lazy or obvious, since altara's flavor is kind of venice-ey!).

This is pretty interesting. I can see you pretty much leaving your cities on auto-pilot, except for certain high priority things, and then dropping the control from time to time. Question, would they simply be actual puppets, that can simply be temporarily annexed when you expend control? Or should we create a separate category (having actually puppetting remain an option). I could see us either replacing annexation with this, or else replace puppeting with this (either could be possible).

Can these cities produce units via AI, or would you always have to expend control? Also, would the AI work with the interests of the city in mind - like a CS - or would they work with the interests of the civ in mind? I'm not sure how Puppets work - does a puppet build a happiness building when the local happiness demands it, or when global happiness demands it.

I see this as the better path though! (though i'm still open theoretically to the other approach)

Yes, 5 or more more of these would be very tough! I am certainly looking forward to moving on to designing something else. Are we diving straight back in to selecting final candidates for the civs' uniques or are we switching to something else, like Policies? Or are we planning to parallelize a bit and have me do some implementing on some of the more foundational stuff that we've decided?
first, just to make it clear, we are supposed to do Amadicia before we're "done." I've already been putting together some ideas on it.

As far as whether to continue with uniques or go onto something else... I'm not sure. It would probably be good to do it while it's all still "fresh." Do you suppose our fatigue at idea-selecting will translate into fatigue and decision-making on final uniques and such, or is that a different enough process that we don't need a break?

Parallel work is certainly a fine idea, but it might be better for us to try to blast through the uniques first, and re-enter more open territory.

I figured I'd try to add the whole of the LB structure to the existing game as a first step, rather than try to tackle all of the mechanics at once.
yeah, sounds great.

Also, with CiVI coming out on the 21st of October and given our previous discussions about what moving to it might mean, if that turns out to be a good idea. I think it would be a good idea for us to go off and play CiVI for a while to get an initial feel for it and how WoTMod might fit into it. I have a few technical checklist items that will rule out moving to CiVI fairly easily, depending on the tools/code that Firaxis releases with the game as well.
ok! Probably a good idea, thoug I feel a little weird starting VI without finishing with V, or playing BE. Truthfully, though, I've been in no-game mode for over a month now - all my normal game time is spent trying to catch up on work or, when needed, WotMod. I figured I'd be back to normal by the end of october (coincidentally!), though it appears we'll be moving shortly after that, so that might be tough.

While we're discussing more near term planning, I'm doing NaNoWriMo again this November, so I will be much less active during that month since I'll be writing constantly!
now *that's* something that takes an amount of free time I can only dream of! good luck! Whatever we do, let's try to set it up so there's at least something I can do in the background, even if I too end up taking a semi-break due to other things.

Agreed, I've suggested a few to remove above:

Kin's Retreat, although very well matched with Altara's flavor, is a bit too military I think. It will lead to Altara building up a large channeler army, which isn't really what the Kin were about.
agreed.

Canal Network doesn't feel like something Ebou Dar is really known for, and the building itself didn't enthuse me very much.
I like the pop->culture aspect, but it's not super important.

Ancient and Honorable Guildhouse feels like it will require the player to keep track of a lot with Prestige per turn against certain players and the amount of Gold that gives them. Plus, National Wonder (prestige) is way late in the game, so I think a UB that replaces it would need to do something explosive, which this doesn't really.
yeah, reading it now... ugh, that's overly complicated. I do like this flavor, though - in my head it sort of felt like the Most-Ridiculously-Obscure-Piece-of-Flavor-That-is-Still-Technically-Flavor, which was kind of fun.

Deep Water Fisheries, for the flavor reasons you mentioned above.
:nuke:

I do feel like we need more. Unfortunately Altara doesn't seem to have even a "Legion of the Wall" equivalent from Ghealdan - a named military organization that we can use! And the Kin create their share of problems being UUs.
Yeah, imagine my pleasure on finding "Guardians of the Gate" for Amadicia! (Though it sounds like a name that was named in parody of the Legion of the Wall...)

I've taken a crack at another Kin UU above to try to give us another option here. The new Knitting Circle Elder creates a civilian UU. It can mark cities owned by any civ (including Altara), so Altara can target the cities most likely to send Novices to the Tower. I could also see a single KCE being able to mark multiple cities before being expended, if we wanted to make it a bit stronger. The lose-marking-on-capture is mostly a flavor thing, and to make it so that it isn't something Altara just does when they unlock the unit and then never have use for again.

I'm not sure if Culture/Prestige is the best reward for this one?
Hmmm... this one isn't quite doing it for me. I see where you're going with this, but I think it has some issues. First, given that Altara is literally the home of the Kin, it feels lame to deny Altara actual combat Kinswomen. Also, this does feel like an overly complex version of one of the UA options we've floated. We've done that all the time with UA-UU translations, but this one feels a bit unweildy. If keeping track of the prestige for Ancient and Honorable Guildhouses seemed annoying, this one is equally so. I'm going to red this one.

However, I don't like that I just rudely snuffed out a valiant attempt at a fourth UU option. Below I force myself to compensate for that with another KCE option.

Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned to produce anything but Wealth normally. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities produce Units and Buildings W% faster.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (civilian), replaces the Kinswoman, has no combat strength. Can be expended near a city to mark is a part of the Network of the Kin. When a Novice or Accepted from a marked city is rejected by the Tower, Altara generates +X Culture and +Y Prestige. When a marked city is captured, it loses its connection to the Network of the Kin and is no longer marked.
  • Knitting Circle Elder (link), replaces the Kinswoman, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.
  • Knitting Circle Elder (recruit), replaces the Kinswoman, in Tower territory, gains the ability to Recruit Daughters, which has a X% chance of removing one Novice or Accepted of any Nationality (including Altara) from the Tower. A successfully Recruited Daughter raises the Population of the capital by Y, and provides +Z Culture. This action expends the Elder.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.

The (link) one is of course also combat related, though wouldn't it boost healing and such as well? The healing is set up to be awesome when it happens, but unpredictable. Originally wanted to give them better healing, but that seemed to step on the Yellows too much.

The (recruit) one is rather strange. Perhaps too agressive, flavor-wise. I guess I'd hope it could be diplo useful, since you could ruin others chances in the Tower. However, I'd imagine failing would probably piss off the tower. I dunno, salvageable?

Also, do you think an ability like that would be better as a Unique Eyes and Ears (maybe this is on my mind, since I was thinking of one of them for Amadicia earlier today)?

Lastly, let's talk briefly about the Daughters of Silence. I remember learning about them - is it through a Sister, or through one of the Kin - as these women, hundreds of years ago, that tried to build something like the Kin have (I think they were eventually squashed, right?). I remember sort of assuming they were also in Altara - do you know if this was the case, or was it never defined where they were from? If they are Altaran, this might be another UU option. I suspect they aren't, though.
 
I lied! I'm back tonight! I was supposed to be going out to dinner to celebrate a birthday, but the person whose birthday it was has come down with a cold, so the meal's been pushed back to another day.

I still won't be here tomorrow or Wednesday.

Yeah, I'm not sure what else we can do about it, mechanically, sinc eI don't have ideas.

One thing could be simply a reflavoring of things. You know, maybe some of the production buildings are channeling-related in flavor, or something, to give the impression that channeling is being used in this way.

We could also make Spark (or unused Spark) have some other value. Even something as tiny as GA points might make the point come across. That does of course mess with the balance of the philosophies, or fear/tolerance, though.

Yeah, reflavoring may become a thing as we go through the tree to create the non-unique units and buildings.

Using Spark and how that interacts with Fear/Tolerance and the Philosophies is a good call. We'd need to consider the ramifications of that, and presumably we'd need to do the Fear/Tolerance stuff before we know for sure how we could work it.

I think this might be a part of what I'd like to cover with the Fear/Tolerance stuff - an avenue for channeling to be relevant mechanically in something else, like the internal structure of a civ's government, which we see a lot in the canon.

Yeah, I guess for a tall civ, I don't think of a few extra happiness being all that impactful. I trust your judgement, though. That said, it certainly doesn't *feel* all that epic, I think.

Agreed, it doesn't feel epic. I think part of that is that it doesn't confer a new ability, just allows an existing one to be used in a new circumstance.

Hmmm... well aside from the puppet/annex dynamic (explored below), the way the game seems to deal with "control" already is through happiness. Expending control seems like it could affect happiness, as you note below, but that then makes it feel more like a wide thing, as you also note.

yeah, i agree.

well, civ seems to equate happiness to *being* controlled.... kind of weird duality.

Hmm, I've been brainstorming a few ways we might use Happiness with this Control mechanic. One of the problems with most of the approaches I come up with is they fall into the pitfall of being positive/negative. Often it ends up with stuff like "non-capital cities continually gain Happiness up to X while producing as an AI, and that is reset to Y when Control is used to choose a production item."

I think this is the better direction to go in, actually. Sort our like "our venice," were we to adopt this civ, in that it's the "alternative" civ style, in terms of number of cities and such. (although, people might think we're being lazy or obvious, since altara's flavor is kind of venice-ey!).

This is pretty interesting. I can see you pretty much leaving your cities on auto-pilot, except for certain high priority things, and then dropping the control from time to time. Question, would they simply be actual puppets, that can simply be temporarily annexed when you expend control? Or should we create a separate category (having actually puppetting remain an option). I could see us either replacing annexation with this, or else replace puppeting with this (either could be possible).

Can these cities produce units via AI, or would you always have to expend control? Also, would the AI work with the interests of the city in mind - like a CS - or would they work with the interests of the civ in mind? I'm not sure how Puppets work - does a puppet build a happiness building when the local happiness demands it, or when global happiness demands it.

I see this as the better path though! (though i'm still open theoretically to the other approach)

I think we want to create a "fourth state" of city management for this. There will be enough differences and similarities between the existing options that making it "puppeted except this bonus" or "annexed except this bonus" will be confusing. Currently, there are:

  1. cities founded by you
  2. cities annexed by you
  3. cities puppeted by you

Once you build a Courthouse, #1 and #2 become the same.

The way I think we could do this that works well is that Altara's non-capital cities are marked "Autonomous Cities" (in the same way a city is marked as puppeted or annexed). Altaran cities that they annex go into the Autonomous state (unless they're recapturing their original capital).

Autonomous cities produce things based on their AI. The Altaran player can expend Control to change the current production of an Autonomous city to an item of their choice, which the city will build until completion and then go back to AI stuff. Autonomous cities only contribute X% (like 50, maybe even as low as 25) of the Policy cost increase that normal cities do. Altara can still choose the citizen focus of Autonomous cities, but cannot individually assign Citizens.

That kind of thing - some of the advantages of Puppet cities and some of the advantages of non-Puppet cities. I've amended the ability in the recap below to reflect this.

In terms of whether Autonomous cities would ever build units of their own accord, that's a good question. It would certainly differentiate them more from Puppets, which is good. It may be frustrating for players who don't want more units, but the AI still thinks they need them. (They can disband the units, but then that feels like "wasting" the Production spent by the city.) It may also be nice for players like me though - who never maintain a standing army and end up getting pounced by other civs. Like military CSes, it's a nice little bonus to their military.

Actually, yes, I think having them produce units would be a good call.

In terms of Happiness, the Puppet production AI chooses based on empire-wide Happiness, but it is quite last-minute. It only starts building Happiness buildings when the player gets down to low single digit Happiness.

Is it enough that the main feature of this is the reduced Policy cost? Obviously that's quite strong, but I feel like there should be another, more turn-to-turn implication. Do we want to not require buildings in Autonomous cities in order to build National Wonders? That would make National Wonders super easy for Altara - just build the required building in Ebou Dar and off you go.

first, just to make it clear, we are supposed to do Amadicia before we're "done." I've already been putting together some ideas on it.

Oh yeah, totally! I was referring to when we're done with uniques, rather than when we're done with Altara!

As far as whether to continue with uniques or go onto something else... I'm not sure. It would probably be good to do it while it's all still "fresh." Do you suppose our fatigue at idea-selecting will translate into fatigue and decision-making on final uniques and such, or is that a different enough process that we don't need a break?

Parallel work is certainly a fine idea, but it might be better for us to try to blast through the uniques first, and re-enter more open territory.

I think we'll end up being parallelized by NaNoWriMo in November! I think the fatigue will carry over a bit, but not completely. I can see the merit in doing something else and coming back to this with fresh eyes though. It's been a few months since we started with the Atha'an Miere so we'll probably be seeing that afresh, but I'm not sure.

Based on what we discussed before about what's left to do, was choosing the final uniques the only thing we had to do in tandem the whole way? The others were all parallelizable-by-proposal? The Fear/Tolerance stuff I mentioned above might be a good sidebar that shouldn't take too long!

ok! Probably a good idea, thoug I feel a little weird starting VI without finishing with V, or playing BE. Truthfully, though, I've been in no-game mode for over a month now - all my normal game time is spent trying to catch up on work or, when needed, WotMod. I figured I'd be back to normal by the end of october (coincidentally!), though it appears we'll be moving shortly after that, so that might be tough.

Yeah, I spend most of my time that would usually be gaming time on WoTMod as well. (I've been playing the Witcher 3 for many months now - it's a long game, but not that long!) I was figuring we would take a break from designing for a couple of weeks while we play through CiVI, since there's no time to do both!

I think I've consigned it to destiny that I won't get all of V's achievements. Having played a bit of BE, I think you'd be fine going straight to VI - BE is missing something that I can't quite put my finger on. I played it for a bit and then went back to V.

now *that's* something that takes an amount of free time I can only dream of! good luck! Whatever we do, let's try to set it up so there's at least something I can do in the background, even if I too end up taking a semi-break due to other things.

Thanks! It'll be my 6th time doing it, so I'm well practiced at this point! I finished 5 days early last year. Playing CiVI is a good backup parallelizable task, since you can always play more Civ!

Yeah, imagine my pleasure on finding "Guardians of the Gate" for Amadicia! (Though it sounds like a name that was named in parody of the Legion of the Wall...)

That's the stuff! And we of course have the other ranks of the Children of the Light available as potential UUs too.

Hmmm... this one isn't quite doing it for me. I see where you're going with this, but I think it has some issues. First, given that Altara is literally the home of the Kin, it feels lame to deny Altara actual combat Kinswomen. Also, this does feel like an overly complex version of one of the UA options we've floated. We've done that all the time with UA-UU translations, but this one feels a bit unweildy. If keeping track of the prestige for Ancient and Honorable Guildhouses seemed annoying, this one is equally so. I'm going to red this one.

However, I don't like that I just rudely snuffed out a valiant attempt at a fourth UU option. Below I force myself to compensate for that with another KCE option.

Yeah, I see what you mean. Arguably the Kinswomen shouldn't really be combat-y - they weren't very military in the books. But if the base Kinswoman unit in WoTMod is a military unit (because we need an upgrade from the Wilder, and nothing else makes sense - right?) then having the home of the Kin not being able to use that as a military presence isn't cool.

I don't think this is bad complexity wise though. All the player needs to do is mark cities that are likely to send Novices to the Tower. The rest takes care of itself as a bonus based on how well they do that.

Unless we change the role of the Kinswoman though (use some other channeler concept in the channeler2 unit type slot and make the Kinswoman the Altaran UU), then I don't think we can stick with the civilian version of this, so I've removed it below. What do you think? Is there another piece of flavor that could stand in as the upgrade to the Wilder?

The (link) one is of course also combat related, though wouldn't it boost healing and such as well? The healing is set up to be awesome when it happens, but unpredictable. Originally wanted to give them better healing, but that seemed to step on the Yellows too much.

Linking! That's a mechanic I'd forgotten about. Yes, I very much like this because it's very unique. It is a bit military, but given the role of the Kinswoman, that's appropriate. And non-Domination civs can have military uniques, as we've covered before.

The (recruit) one is rather strange. Perhaps too agressive, flavor-wise. I guess I'd hope it could be diplo useful, since you could ruin others chances in the Tower. However, I'd imagine failing would probably piss off the tower. I dunno, salvageable?

Yeah, I feel like the flavor of this indicates that there should be some kind of negative feedback from the Tower, but mechanically we've avoided those, as you mentioned before. It would also be quite annoying to play against - suddenly your Novices are less effective with the Tower and there isn't much you can do about it.

Also, do you think an ability like that would be better as a Unique Eyes and Ears (maybe this is on my mind, since I was thinking of one of them for Amadicia earlier today)?

A unique Eyes and Ears could be really cool, but I think the negative feedback and annoying-to-play-against properties from above would remain issues here.

Lastly, let's talk briefly about the Daughters of Silence. I remember learning about them - is it through a Sister, or through one of the Kin - as these women, hundreds of years ago, that tried to build something like the Kin have (I think they were eventually squashed, right?). I remember sort of assuming they were also in Altara - do you know if this was the case, or was it never defined where they were from? If they are Altaran, this might be another UU option. I suspect they aren't, though.

This is a good point. None of the sources I've got (wiki, Google webpages, the Companion) have any info about where the Daughters of Silence actually operated or were from. Yes, they were quashed quite quickly after forming.

However, the only named member of the Daughters of Silence (and the only one who went on to be a Sister, despite them all becoming Novices again when returned to the Tower) was Altaran. It doesn't seem like much of a stretch to think that the Daughters of Silence operated in Altara. And given their flavor, I think they fit quite well flavorfully with the military mechanics we have.

However again, Altara is much better known as the home of the Kin. And with the Kinswoman as a default unit, I feel like we'd be missing out if go for the Daughters of Silence rather than the Kin for the Altaran channeling UU (assuming we don't want two).




Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned production items normally, and instead choose via AI. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities only contribute W% (25-50%) of the usual amount to the cost of Altara's Policies and Tenets.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (link), replaces the Kinswoman, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.
  • Knitting Circle Elder (recruit), replaces the Kinswoman, in Tower territory, gains the ability to Recruit Daughters, which has a X% chance of removing one Novice or Accepted of any Nationality (including Altara) from the Tower. A successfully Recruited Daughter raises the Population of the capital by Y, and provides +Z Culture. This action expends the Elder.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.
 
I lied! I'm back tonight! I was supposed to be going out to dinner to celebrate a birthday, but the person whose birthday it was has come down with a cold, so the meal's been pushed back to another day.

I still won't be here tomorrow or Wednesday.
well, crap, was it your birthday?

Happy birthday, snot-nose!:bday:

Yeah, reflavoring may become a thing as we go through the tree to create the non-unique units and buildings.

Using Spark and how that interacts with Fear/Tolerance and the Philosophies is a good call. We'd need to consider the ramifications of that, and presumably we'd need to do the Fear/Tolerance stuff before we know for sure how we could work it.

I think this might be a part of what I'd like to cover with the Fear/Tolerance stuff - an avenue for channeling to be relevant mechanically in something else, like the internal structure of a civ's government, which we see a lot in the canon.
I can see why F/Tol would be a good place to create bonuses based on some mechanics of channeling, but I don't think it's the place for the mechanics themselves. Like, whatever system we create that relates to channeling should exist regardless of which option you choose (if you even choose that tree!) - those policies would just modify it somehow.

Hmm, I've been brainstorming a few ways we might use Happiness with this Control mechanic. One of the problems with most of the approaches I come up with is they fall into the pitfall of being positive/negative. Often it ends up with stuff like "non-capital cities continually gain Happiness up to X while producing as an AI, and that is reset to Y when Control is used to choose a production item."
hmmm... not sure. That kind of thing could work, but it does feel a little weird to sacrifice something AND sacrifice control just to build something. Anyways, more on this below.

I think we want to create a "fourth state" of city management for this. There will be enough differences and similarities between the existing options that making it "puppeted except this bonus" or "annexed except this bonus" will be confusing. Currently, there are:

  1. cities founded by you
  2. cities annexed by you
  3. cities puppeted by you

Once you build a Courthouse, #1 and #2 become the same.

The way I think we could do this that works well is that Altara's non-capital cities are marked "Autonomous Cities" (in the same way a city is marked as puppeted or annexed). Altaran cities that they annex go into the Autonomous state (unless they're recapturing their original capital).
Just to be clear, would this actually be a fourth state? No, right, it would replace annex, wouldn't it?

The whole system seems weird if Altara can still choose to annex and choose to puppet and choose to bring in autonomously, right? Does it replace all other options? The opt in thing seems to be a bit odd, IMO.

Autonomous cities produce things based on their AI. The Altaran player can expend Control to change the current production of an Autonomous city to an item of their choice, which the city will build until completion and then go back to AI stuff. Autonomous cities only contribute X% (like 50, maybe even as low as 25) of the Policy cost increase that normal cities do. Altara can still choose the citizen focus of Autonomous cities, but cannot individually assign Citizens.

That kind of thing - some of the advantages of Puppet cities and some of the advantages of non-Puppet cities. I've amended the ability in the recap below to reflect this.
ok, overall, I like it! So, to recap:

an Autonomous city:
- contributes less than annexed cities to policy cost increase, but more than puppets
- contributes to science cost equally to annexed cities and puppets (right?)
- produces whatever it wants unless Control is spent
- follows user-defined citizen focuses, but can't be directly controlled (what if focus is spent? what about specialists?)

What about purchasing? Part of me feels like you should be able to buy units and buildings in the city. I dunno, maybe that's too strong. Presumably, you can do so after exerting control, though. Should exerting control essentially give you free reign for that one turn (and then as long as that thing takes to build)?

I do think you should probably be able to purchase with faith, though. I don't like the idea of making all faith buildings and faith unit Paths/policies essentially useless for Altara. Unless you want control to be plentiful enough that they can use it frequently such that this is not a problem.

In terms of whether Autonomous cities would ever build units of their own accord, that's a good question. It would certainly differentiate them more from Puppets, which is good. It may be frustrating for players who don't want more units, but the AI still thinks they need them. (They can disband the units, but then that feels like "wasting" the Production spent by the city.) It may also be nice for players like me though - who never maintain a standing army and end up getting pounced by other civs. Like military CSes, it's a nice little bonus to their military.

Actually, yes, I think having them produce units would be a good call.
We'd probably want to try to tweak their behavior to be a little conservative, or to follow the player's lead on this. We can always just axe unit-building later if it becomes a problem.

In terms of Happiness, the Puppet production AI chooses based on empire-wide Happiness, but it is quite last-minute. It only starts building Happiness buildings when the player gets down to low single digit Happiness.
right, ok. Part of me wants to tweak it in this case, then.

Is it enough that the main feature of this is the reduced Policy cost? Obviously that's quite strong, but I feel like there should be another, more turn-to-turn implication. Do we want to not require buildings in Autonomous cities in order to build National Wonders? That would make National Wonders super easy for Altara - just build the required building in Ebou Dar and off you go.
That doesn't feel all that strong to me, actually. But maybe that's ok. Is the benefit of Venice's UA really all that much? It seems to me to mostly be a drawback you have to workaround, and the benefits you get from it mostly stem from its interaction with the UU GP...

But, I was thinking maybe we could have something like a very slight production bonus or something for these cities, when the empire is happy and not in control. If that's too powerful, we can always go back to the GA points well that you love so much...... ("happiness provided by autonomous cities counts double towards GA points", etc.)

I think we'll end up being parallelized by NaNoWriMo in November! I think the fatigue will carry over a bit, but not completely. I can see the merit in doing something else and coming back to this with fresh eyes though. It's been a few months since we started with the Atha'an Miere so we'll probably be seeing that afresh, but I'm not sure.

Based on what we discussed before about what's left to do, was choosing the final uniques the only thing we had to do in tandem the whole way? The others were all parallelizable-by-proposal? The Fear/Tolerance stuff I mentioned above might be a good sidebar that shouldn't take too long!
ok, hopefully by no shave november we'll be done with uniques!

I'm not sure what else we should tandem. I know policies we should tandem partially, but we'd spoken about me doing at least an initial treatment of the idea.

Yeah, I spend most of my time that would usually be gaming time on WoTMod as well. (I've been playing the Witcher 3 for many months now - it's a long game, but not that long!) I was figuring we would take a break from designing for a couple of weeks while we play through CiVI, since there's no time to do both!

I think I've consigned it to destiny that I won't get all of V's achievements. Having played a bit of BE, I think you'd be fine going straight to VI - BE is missing something that I can't quite put my finger on. I played it for a bit and then went back to V.
yeah, doesn't quite work like that for me. If I cut WotMod for a month, I probably won't be able to replace it with real gaming until I have reinstated the "game on" clause in general. WotMod is something I enjoy, but it is also sort of an "obligation" that I don't want to cut whenever I get busy - unlike playing civ...

Thanks! It'll be my 6th time doing it, so I'm well practiced at this point! I finished 5 days early last year. Playing CiVI is a good backup parallelizable task, since you can always play more Civ!
I hope I can by then! Curriculum dump should be done by late october... let's see how the move falls into place....

That's the stuff! And we of course have the other ranks of the Children of the Light available as potential UUs too.

Yeah, most of the other ranks are sort of generic military sounding, though. Squadman and all that.

Yeah, I see what you mean. Arguably the Kinswomen shouldn't really be combat-y - they weren't very military in the books. But if the base Kinswoman unit in WoTMod is a military unit (because we need an upgrade from the Wilder, and nothing else makes sense - right?) then having the home of the Kin not being able to use that as a military presence isn't cool.

I don't think this is bad complexity wise though. All the player needs to do is mark cities that are likely to send Novices to the Tower. The rest takes care of itself as a bonus based on how well they do that.

Unless we change the role of the Kinswoman though (use some other channeler concept in the channeler2 unit type slot and make the Kinswoman the Altaran UU), then I don't think we can stick with the civilian version of this, so I've removed it below. What do you think? Is there another piece of flavor that could stand in as the upgrade to the Wilder?
complexity issue is kind of moot, then. I do agree we can probably axe this one. I'd say Female2 should probably be a military unit. The kin certainly makes sense for that, but I'm not sure it *has* to be. Kin could be sold as an Altaran UU, but only if we can find some compelling flavor source for Fem2 in general.

Linking! That's a mechanic I'd forgotten about. Yes, I very much like this because it's very unique. It is a bit military, but given the role of the Kinswoman, that's appropriate. And non-Domination civs can have military uniques, as we've covered before.
cool!

Yeah, I feel like the flavor of this indicates that there should be some kind of negative feedback from the Tower, but mechanically we've avoided those, as you mentioned before. It would also be quite annoying to play against - suddenly your Novices are less effective with the Tower and there isn't much you can do about it.
Yeah, that'd probably feel pretty chickensh*t

A unique Eyes and Ears could be really cool, but I think the negative feedback and annoying-to-play-against properties from above would remain issues here.
fair enough

This is a good point. None of the sources I've got (wiki, Google webpages, the Companion) have any info about where the Daughters of Silence actually operated or were from. Yes, they were quashed quite quickly after forming.

However, the only named member of the Daughters of Silence (and the only one who went on to be a Sister, despite them all becoming Novices again when returned to the Tower) was Altaran. It doesn't seem like much of a stretch to think that the Daughters of Silence operated in Altara. And given their flavor, I think they fit quite well flavorfully with the military mechanics we have.

However again, Altara is much better known as the home of the Kin. And with the Kinswoman as a default unit, I feel like we'd be missing out if go for the Daughters of Silence rather than the Kin for the Altaran channeling UU (assuming we don't want two).
That's quite apt deduction there! That's probably how I suppose I ended up assuming they were from Altara!

I think this would be a slightly different conversation if you hadn't put forward the notion of "Elder" or "Knitting Circle" as a more Ebou Dar-specific version of the Kin. Without those, we wouldn't really have a way to Unique-ize the Kin for Altara, so we'd either need to seriously consider renaming Female2 so we could use Kin for Altara, or consider using the DoS for Altara. As it is, I think the KCE is probably more obvious flavor.

That said, we should try to come up with some way to use the DoS as a flavor nod in game. Liberation tenet or something.

huh. I guess we could theoretically name Female2 the DoS. Kind of obscure, though.




Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned production items normally, and instead choose via AI. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities only contribute W% (25-50%) of the usual amount to the cost of Altara's Policies and Tenets.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (link), replaces the Kinswoman, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.
 
well, crap, was it your birthday?

Happy birthday, snot-nose!:bday:

No, it wasn't my birthday! :p Though rereading my post I see how it looked like that!

I can see why F/Tol would be a good place to create bonuses based on some mechanics of channeling, but I don't think it's the place for the mechanics themselves. Like, whatever system we create that relates to channeling should exist regardless of which option you choose (if you even choose that tree!) - those policies would just modify it somehow.

Yes, totally. I'm thinking F/T will be a basis where we get a handle on what kinds of modifications we want to make and how that might affect the channeler system otherwise. So knowing what those modifications are will give us a better idea about some additions we could make to channeling's flavor presence in general. Nothing big to be added, but I feel like there's a little bit missing at the moment.

hmmm... not sure. That kind of thing could work, but it does feel a little weird to sacrifice something AND sacrifice control just to build something. Anyways, more on this below.

Doesn't look like the Happiness stuff is continued below? No problem though, it looks like we're in favor of the Autonomous city approach?

Just to be clear, would this actually be a fourth state? No, right, it would replace annex, wouldn't it?

The whole system seems weird if Altara can still choose to annex and choose to puppet and choose to bring in autonomously, right? Does it replace all other options? The opt in thing seems to be a bit odd, IMO.

Sorry, I was ambiguous, for Altara it would replace the annex option, yes. (And it would also replace newly founded cities beyond the first.) It's a fourth state in the global sense of the game, in that it's neither annexed, nor puppeted, nor normally founded city. (It's not one-of-those-with-a-bonus - it's just its own thing.)

ok, overall, I like it! So, to recap:

an Autonomous city:
- contributes less than annexed cities to policy cost increase, but more than puppets
- contributes to science cost equally to annexed cities and puppets (right?)
- produces whatever it wants unless Control is spent
- follows user-defined citizen focuses, but can't be directly controlled (what if focus is spent? what about specialists?)

What about purchasing? Part of me feels like you should be able to buy units and buildings in the city. I dunno, maybe that's too strong. Presumably, you can do so after exerting control, though. Should exerting control essentially give you free reign for that one turn (and then as long as that thing takes to build)?

I do think you should probably be able to purchase with faith, though. I don't like the idea of making all faith buildings and faith unit Paths/policies essentially useless for Altara. Unless you want control to be plentiful enough that they can use it frequently such that this is not a problem.

I think allowing Altara to buy units/buildings with Gold and Faith in these cities would be fine. This replaces the founded cities and annexed cities options (both of which allow purchasing), so disallowing that would be a direct downgrade from other civs, which I don't think we need to do.

Specialists are treated the same - they're just another slot for citizen assignment like tiles, so the AI chooses how to distribute them based on the player's focus choice. Maybe allowing Altara to spend a small amount of control to lock in a citizen into a certain tile would also be good - there are often times when you need to work a specific tile for macro reasons, that it would be frustrating for this AI to prevent you from doing.

We'd probably want to try to tweak their behavior to be a little conservative, or to follow the player's lead on this. We can always just axe unit-building later if it becomes a problem.

Agreed, let's let them build units to start with and adjust if it becomes a problem.

right, ok. Part of me wants to tweak it in this case, then.

I think we'll be fine on Happiness buildings for the moment. If the player knows they'll need one (they're planning to capture a city and need a Happiness buffer) that's not something we could ever make the game understand, so let the player spend Control in that case, since they have a specific need and objective.

That doesn't feel all that strong to me, actually. But maybe that's ok. Is the benefit of Venice's UA really all that much? It seems to me to mostly be a drawback you have to workaround, and the benefits you get from it mostly stem from its interaction with the UU GP...

But, I was thinking maybe we could have something like a very slight production bonus or something for these cities, when the empire is happy and not in control. If that's too powerful, we can always go back to the GA points well that you love so much...... ("happiness provided by autonomous cities counts double towards GA points", etc.)

Venice's UA also provides double trade routes, which is really strong.

When you say "doesn't feel all that strong to me" are you referring to the National Wonder thing? I think that would be super strong (my main concern would be it being overpowered, rather than weak). National Wonders provide a lot of yields and Altara would be able to found additional cities but still build the National Wonder (Science) straight away after their first Science1, which would be very advantageous. (Same with other NWs that have great effects, they'd all be in much easier reach.)

I think I prefer the National Wonder approach, having gone off the production bonus idea originally. The production bonus is also a bit Wide-favoring when the non-capital cities are building things normally now, rather than always producing Wealth. limits on Control production still push it Tall, but after a certain point even the AI's prioritization will be more effective across many cities since they're all better at producing things.

ok, hopefully by no shave november we'll be done with uniques!

I'm not sure what else we should tandem. I know policies we should tandem partially, but we'd spoken about me doing at least an initial treatment of the idea.

Yeah, you could definitely start us off on that since it kind of builds on the channeling stuff you did (was that two years ago now?!).

yeah, doesn't quite work like that for me. If I cut WotMod for a month, I probably won't be able to replace it with real gaming until I have reinstated the "game on" clause in general. WotMod is something I enjoy, but it is also sort of an "obligation" that I don't want to cut whenever I get busy - unlike playing civ...

Ah, ok! I know that it will take me months to finish even a single game of CiVI doing this every evening that I'm home. I can see how it would be more difficult to redirect WoTMod time into CiVI in your circumstances though.

Yeah, most of the other ranks are sort of generic military sounding, though. Squadman and all that.

They're a good place to start, after Altara's dearth of flavor!

complexity issue is kind of moot, then. I do agree we can probably axe this one. I'd say Female2 should probably be a military unit. The kin certainly makes sense for that, but I'm not sure it *has* to be. Kin could be sold as an Altaran UU, but only if we can find some compelling flavor source for Fem2 in general.

I agree that Female2 should be a military unit, but I kind of wonder about her being the Kinswoman. The Kin weren't warriors, which is what this unit needs to be. Not all Wilders are warriors, but some were, and some were known to be powerful and difficult to deal with (even if rare). So there's a basis for that.

As you mention below, given the flavor of the Daughters of Silence, they might make a very good Female2 unit. (Especially since the Kin flavor is notably Altaran in the books, whereas the Daughters of Silence flavor is ambiguous.) Then, rather than the Knitting Circle Elder, the Altaran UU could just be the Kinswoman. The flavor difference between those two would open up the possibility of an Altaran civilian UU replacement for the Female2 unit.

That's quite apt deduction there! That's probably how I suppose I ended up assuming they were from Altara!

I think this would be a slightly different conversation if you hadn't put forward the notion of "Elder" or "Knitting Circle" as a more Ebou Dar-specific version of the Kin. Without those, we wouldn't really have a way to Unique-ize the Kin for Altara, so we'd either need to seriously consider renaming Female2 so we could use Kin for Altara, or consider using the DoS for Altara. As it is, I think the KCE is probably more obvious flavor.

Yeah, the Knitting Circle Elder is a good fit as a UU Kinswoman if the Kin are non-UUs. As above, I think there's room for some more uniqueness with Altara on this UU if the main unit isn't the Kin though - since the Kin's difference from some other channeling organization is more appropriate than the Elders of the Kin being particularly mechanically different (rather than just better) than a default Kin unit.

That said, we should try to come up with some way to use the DoS as a flavor nod in game. Liberation tenet or something.

huh. I guess we could theoretically name Female2 the DoS. Kind of obscure, though.

The flavor obscurity is probably the Daughters of Silence's biggest problem as the Female2 unit. The more I consider it, the more it does sort of make sense though - and players will see the justification for not using the Kin (the only other choice really available in the canon) since they would be an Altaran UU.


Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned production items normally, and instead choose via AI. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities only contribute W% (25-50%) of the usual amount to the cost of Altara's Policies and Tenets and do not need to build the buildings required to unlock National Wonders.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (link), replaces the Kinswoman, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.

I feel like we're in a place for sets. Interesting that we didn't even suggest any UIs or UGs for Altara. I don't think their flavor really demands it, so it's fine that we don't have anything for it.

UA: Marriage Knives
UU: Knitting Circle Elder (tower)
UB: Kin's Storeroom (science)
UB: Causeway

This one is quite Tall (UA and Storeroom both push Tall quite hard). There's also some nice synergy between Marriage Knives and Causeway, that both benefit from combining a lot of Population with a lot of trade routes.

UA: Decentralized Rule (production)
UU: Knitting Circle Elder (link)
UU: Duelist OR UB: Kin's Storeroom (food)
UB: Knitting Circle Hall

This one has a bit more for the Culture victory (Duelist, Storeroom, and Circle Hall are all Culture-y). Decentralized Rule pushes them Tall and KCE (link) is my favorite of the two KCEs!
 
Yes, totally. I'm thinking F/T will be a basis where we get a handle on what kinds of modifications we want to make and how that might affect the channeler system otherwise. So knowing what those modifications are will give us a better idea about some additions we could make to channeling's flavor presence in general. Nothing big to be added, but I feel like there's a little bit missing at the moment.
agreed

Sorry, I was ambiguous, for Altara it would replace the annex option, yes. (And it would also replace newly founded cities beyond the first.) It's a fourth state in the global sense of the game, in that it's neither annexed, nor puppeted, nor normally founded city. (It's not one-of-those-with-a-bonus - it's just its own thing.)
right. that makes a lot of sense.

I think allowing Altara to buy units/buildings with Gold and Faith in these cities would be fine. This replaces the founded cities and annexed cities options (both of which allow purchasing), so disallowing that would be a direct downgrade from other civs, which I don't think we need to do.
Ok, sounds good

Specialists are treated the same - they're just another slot for citizen assignment like tiles, so the AI chooses how to distribute them based on the player's focus choice. Maybe allowing Altara to spend a small amount of control to lock in a citizen into a certain tile would also be good - there are often times when you need to work a specific tile for macro reasons, that it would be frustrating for this AI to prevent you from doing.
ok, I'd say we just keep things static, then - you spend control, and you can manipulate stuff. I don't think we need different "costs" to move citizens and stuff. too complex.

Agreed, let's let them build units to start with and adjust if it becomes a problem.
great.

I think we'll be fine on Happiness buildings for the moment. If the player knows they'll need one (they're planning to capture a city and need a Happiness buffer) that's not something we could ever make the game understand, so let the player spend Control in that case, since they have a specific need and objective.
agreed

Venice's UA also provides double trade routes, which is really strong.

When you say "doesn't feel all that strong to me" are you referring to the National Wonder thing? I think that would be super strong (my main concern would be it being overpowered, rather than weak). National Wonders provide a lot of yields and Altara would be able to found additional cities but still build the National Wonder (Science) straight away after their first Science1, which would be very advantageous. (Same with other NWs that have great effects, they'd all be in much easier reach.)

I think I prefer the National Wonder approach, having gone off the production bonus idea originally. The production bonus is also a bit Wide-favoring when the non-capital cities are building things normally now, rather than always producing Wealth. limits on Control production still push it Tall, but after a certain point even the AI's prioritization will be more effective across many cities since they're all better at producing things.
my comment about things not being that strong refer to the cheaper policy costs.

I think I just plain old forgot to discuss the nat wonder thing

I actually don't like this aspect all that much, because it kind of works agains the flavor, in some ways. Chances are reasonably high that that first Science1 will be in the capital, and I'm not sure the capital being higher functioning in this civ (not needing to rely on the other cities) is really the angle.

Also, it seems like something designed to help a civ with a bunch of cities, which we're not going for. Essentially, that aspect encourages wideness - you lose one of the primary negative aspects of going wide. I think it works against what we're trying to do.

Also, I don't like that this is kind of a "one and done" benefit - once you've built the wonders it doesn't help you anymore.

That said, I'm not sure what to suggest. Production does also seem wide favoring to some extent. I do like the idea of a bonus that continues to work over time (unlike the nat wonder thing, sort of).

Gosh, any other ideas?

Yeah, you could definitely start us off on that since it kind of builds on the channeling stuff you did (was that two years ago now?!).
yup!

They're a good place to start, after Altara's dearth of flavor!
well, amadicia's a bit like ghealdan - very very little flavor that isn't tied to the oppressive organization that lives there...

I agree that Female2 should be a military unit, but I kind of wonder about her being the Kinswoman. The Kin weren't warriors, which is what this unit needs to be. Not all Wilders are warriors, but some were, and some were known to be powerful and difficult to deal with (even if rare). So there's a basis for that.

As you mention below, given the flavor of the Daughters of Silence, they might make a very good Female2 unit. (Especially since the Kin flavor is notably Altaran in the books, whereas the Daughters of Silence flavor is ambiguous.) Then, rather than the Knitting Circle Elder, the Altaran UU could just be the Kinswoman. The flavor difference between those two would open up the possibility of an Altaran civilian UU replacement for the Female2 unit.

Yeah, the Knitting Circle Elder is a good fit as a UU Kinswoman if the Kin are non-UUs. As above, I think there's room for some more uniqueness with Altara on this UU if the main unit isn't the Kin though - since the Kin's difference from some other channeling organization is more appropriate than the Elders of the Kin being particularly mechanically different (rather than just better) than a default Kin unit.
Hmmm.. not sure where to land here. The good thing is that we really don't need to decide this now. Female2 was one of the only units we'd earmarked direct flavor. We don't really need to decide until we do the rest of the units - The KCE and Kinswoman will be interchangeable UUs.

Definitely can see how the DoS might seem more generic. The issue with it, flavor-wise, is the idea of each nation having a DoS they call on when needed. Kind of random. They were a group in hiding somewhere. IT's not like they abounded throughout the kingdom, worked for different countries, etc.

Also, I definitely don't see why this makes the civilian replacement more viable.

The other thing is that we haven't decided that this unit is a Lock for Altara anyways.

The flavor obscurity is probably the Daughters of Silence's biggest problem as the Female2 unit. The more I consider it, the more it does sort of make sense though - and players will see the justification for not using the Kin (the only other choice really available in the canon) since they would be an Altaran UU.
right. My only reservations are stated above.


Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned production items normally, and instead choose via AI. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities only contribute W% (25-50%) of the usual amount to the cost of Altara's Policies and Tenets and do not need to build the buildings required to unlock National Wonders.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit within an Altaran city's territory generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (link), replaces the Kinswoman, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.

I feel like we're in a place for sets. Interesting that we didn't even suggest any UIs or UGs for Altara. I don't think their flavor really demands it, so it's fine that we don't have anything for it.

UA: Marriage Knives
UU: Knitting Circle Elder (tower)
UB: Kin's Storeroom (science)
UB: Causeway

This one is quite Tall (UA and Storeroom both push Tall quite hard). There's also some nice synergy between Marriage Knives and Causeway, that both benefit from combining a lot of Population with a lot of trade routes.
First off, do we think we have any locks for Altara? I'm not so sure. I think perhaps something about the Kin or the Knitting Circle would be in order. Not necessarily as a unit, but some sort of nod to it.

As far as this set, interesting. Definitely some good here, for sure. I think this UA is a little random seeming and not super exciting, but it's ok if a UA isn't always epic.

I do wonder if we want to go so hard on Sci/Diplo as our prefered VCs. Not a terrible idea, and I know culture is still possible with any uber tall civ, but it does seem like we're putting out those other VCs as definitely the goal here. What do you think of that?

This one is quite Tall (UA and Storeroom both push Tall quite hard). There's also some nice synergy between Marriage Knives and Causeway, that both benefit from combining a lot of Population with a lot of trade routes.

UA: Decentralized Rule (production)
UU: Knitting Circle Elder (link)
UU: Duelist OR UB: Kin's Storeroom (food)
UB: Knitting Circle Hall

This one has a bit more for the Culture victory (Duelist, Storeroom, and Circle Hall are all Culture-y). Decentralized Rule pushes them Tall and KCE (link) is my favorite of the two KCEs!

Mostly like this one! I think the "when a novice or accepted is expelled" probably shouldn't live on two abilities (the KCE and KCH), as it's kind of fringey IMO, so if we went with this, I might change that aspect of the KCE.

I think this might be my preferred of the two, though I think two combaty-UUs might be going a bit too far. Not sure, though, since the latter is also culturey.

I think there might be room for more sets, but looking at our abilities, I'm not sure there are any I feel I miss.

I do feel like, overall, I like the idea of the UA being DR (prod) and us using *some* ability that links to novices/accepted, since that's kind of a nifty mechanic. Other than that, I think there are several combos that could work.

Also, let me say before I forget. The Dueling and Marriage Knives flavor are currently also used in Path Customs. They don't have to be, but they are (I was looking into Amadicia's stuff).
 
Woah, it seems we have an all new forum! I also don't seem to be able to download the content of the topic as text anymore, which means our backups aren't working right now. I'll see if I can find a way to do that.

Apparently this new forum saves drafts as you write! Very fancy!

ok, I'd say we just keep things static, then - you spend control, and you can manipulate stuff. I don't think we need different "costs" to move citizens and stuff. too complex.

I actually think spending Control and letting you manipulate stuff this turn is more complex. Then the player needs to know what they can and can't change during that time, what will persist into the next turn, that they need to remember to do everything with that city all in that turn. I think "spend X Control to do <thing>" is much easier to keep a handle on, and it lets us make the cost appropriate for what it is they're doing. (Building a wonder is expensive, locking a citizen into a slot is cheap.) It means they can never be caught out by "forgetting" to do stuff, or having their circumstances change mean they need to pay a full turn of Control again to undo only part of a previous change.

my comment about things not being that strong refer to the cheaper policy costs.

I think I just plain old forgot to discuss the nat wonder thing

I actually don't like this aspect all that much, because it kind of works agains the flavor, in some ways. Chances are reasonably high that that first Science1 will be in the capital, and I'm not sure the capital being higher functioning in this civ (not needing to rely on the other cities) is really the angle.

Also, it seems like something designed to help a civ with a bunch of cities, which we're not going for. Essentially, that aspect encourages wideness - you lose one of the primary negative aspects of going wide. I think it works against what we're trying to do.

Also, I don't like that this is kind of a "one and done" benefit - once you've built the wonders it doesn't help you anymore.

That said, I'm not sure what to suggest. Production does also seem wide favoring to some extent. I do like the idea of a bonus that continues to work over time (unlike the nat wonder thing, sort of).

Gosh, any other ideas?

Very true, it does encourage Wideness.

We could give buildings in the capital an extra Specialist slot?

Internal trade routes could yield Gold, as if they were international, in addition to their other yields? That aligns a bit better with the flavor. There won't be huge resource diversity within the same civ and they'll be close together, so it won't be as much Gold as foreign capitals and the like, but will make internal trade routes much less of an opportunity cost.

well, amadicia's a bit like ghealdan - very very little flavor that isn't tied to the oppressive organization that lives there...

Agreed, but I think we have more to work with with the Children since they've been around for longer. Their influence in Amadicia predates the books by a couple of decades, I believe. Whereas the Prophet in Ghealdan is from book 5 or so onwards.

Hmmm.. not sure where to land here. The good thing is that we really don't need to decide this now. Female2 was one of the only units we'd earmarked direct flavor. We don't really need to decide until we do the rest of the units - The KCE and Kinswoman will be interchangeable UUs.

Definitely can see how the DoS might seem more generic. The issue with it, flavor-wise, is the idea of each nation having a DoS they call on when needed. Kind of random. They were a group in hiding somewhere. IT's not like they abounded throughout the kingdom, worked for different countries, etc.

Ok, sounds like we can decide this later when doing the default units and buildings pass.

I think having any military unit for non-Aes-Sedai female channelers sort of runs into that flavor issue. The Kin weren't warriors either and were also in hiding, so they have the same problem when used as the Female2 unit. Wilders have some kind of basis in flavor as military units, but it's not a very strong basis. I think mechanically they need to be represented, so we stretch it a bit either way. Though there would obviously be non-Aes-Sedai female channeler warriors in non-Westlands civilizations, we don't really know much about them, and they can't be generalized to apply to all of the Westlands civs who make up most of our civ count.

Also, I definitely don't see why this makes the civilian replacement more viable.

The reason the civilian replacement isn't viable at the moment is that everybody has the Kin. Altara, as the home of the Kin, shouldn't have a Kin unique that's markedly weaker in a specific way than the default unit. But if the default unit is the Daughter of Silence, then there's no flavor imperative that the unique of it should be a direct improvement. A UU Kin would then just need to be more useful, not necessarily as strong in every way.





Recap!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned production items normally, and instead choose via AI. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities only contribute W% (25-50%) of the usual amount to the cost of Altara's Policies and Tenets and do not need to build the buildings required to unlock National Wonders.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit within an Altaran city's territory generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (link), replaces the Kinswoman, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.


First off, do we think we have any locks for Altara? I'm not so sure. I think perhaps something about the Kin or the Knitting Circle would be in order. Not necessarily as a unit, but some sort of nod to it.

Woops, forgot to go through locks first! Yes, some kind of Kin related unique seems like a good lock.

As far as this set, interesting. Definitely some good here, for sure. I think this UA is a little random seeming and not super exciting, but it's ok if a UA isn't always epic.

I do wonder if we want to go so hard on Sci/Diplo as our prefered VCs. Not a terrible idea, and I know culture is still possible with any uber tall civ, but it does seem like we're putting out those other VCs as definitely the goal here. What do you think of that?

I think that's ok: any Tall civ can do Culture reasonably well, as you've said. We've also got more Culture civs than anything else overall, and are lacking in Science civs. It's only the 1 unique that's pushing Science specifically as well.

I find I do quite like this UA - it's something players will regularly be able to activate for tangible benefit to them with CSes, which should make their relationships with them quite different. It also makes trading with CSes much more useful.

Mostly like this one! I think the "when a novice or accepted is expelled" probably shouldn't live on two abilities (the KCE and KCH), as it's kind of fringey IMO, so if we went with this, I might change that aspect of the KCE.

I think this might be my preferred of the two, though I think two combaty-UUs might be going a bit too far. Not sure, though, since the latter is also culturey.

I think there might be room for more sets, but looking at our abilities, I'm not sure there are any I feel I miss.

I do feel like, overall, I like the idea of the UA being DR (prod) and us using *some* ability that links to novices/accepted, since that's kind of a nifty mechanic. Other than that, I think there are several combos that could work.

I think I prefer this set as well. I could be ok with two uniques that depend on the Tower expulsion stuff. But I could also be ok with alternatives that don't.

Also, let me say before I forget. The Dueling and Marriage Knives flavor are currently also used in Path Customs. They don't have to be, but they are (I was looking into Amadicia's stuff).

Good point. We could probably use them in both places as long as we don't use exactly the same words for it.
 
Woah, it seems we have an all new forum! I also don't seem to be able to download the content of the topic as text anymore, which means our backups aren't working right now. I'll see if I can find a way to do that.

Apparently this new forum saves drafts as you write! Very fancy!
yeah, nuts! Looks pretty. I'll kind of miss the 1990s vibe the old look had...

Scary about the backups - hopefully there's a workaround!

Looking through the old summaries (research on Amadicia), there appear to be some issues in the new forum's rendering of font sizes! Also the emojis are gone....

I actually think spending Control and letting you manipulate stuff this turn is more complex. Then the player needs to know what they can and can't change during that time, what will persist into the next turn, that they need to remember to do everything with that city all in that turn. I think "spend X Control to do <thing>" is much easier to keep a handle on, and it lets us make the cost appropriate for what it is they're doing. (Building a wonder is expensive, locking a citizen into a slot is cheap.) It means they can never be caught out by "forgetting" to do stuff, or having their circumstances change mean they need to pay a full turn of Control again to undo only part of a previous change.
ok! I agree with your assessment!

Very true, it does encourage Wideness.

We could give buildings in the capital an extra Specialist slot?

Internal trade routes could yield Gold, as if they were international, in addition to their other yields? That aligns a bit better with the flavor. There won't be huge resource diversity within the same civ and they'll be close together, so it won't be as much Gold as foreign capitals and the like, but will make internal trade routes much less of an opportunity cost.
I'm fine with either of the +Specialist or the Gold-from-Internal Routes options. The former is more universally useful, perhaps, but doesn't quite reflect the "Essence" of this quite as well, so pros and cons to both, I'd say.

I leave it to you!

Agreed, but I think we have more to work with with the Children since they've been around for longer. Their influence in Amadicia predates the books by a couple of decades, I believe. Whereas the Prophet in Ghealdan is from book 5 or so onwards.
Yeah, good ol WoT canon, with it's huge gaps of unreckoned time...

Children founded: FY 1000 or so
Children move to Amador: NE 930!

Ok, sounds like we can decide this later when doing the default units and buildings pass.
yep!

I think having any military unit for non-Aes-Sedai female channelers sort of runs into that flavor issue. The Kin weren't warriors either and were also in hiding, so they have the same problem when used as the Female2 unit. Wilders have some kind of basis in flavor as military units, but it's not a very strong basis. I think mechanically they need to be represented, so we stretch it a bit either way. Though there would obviously be non-Aes-Sedai female channeler warriors in non-Westlands civilizations, we don't really know much about them, and they can't be generalized to apply to all of the Westlands civs who make up most of our civ count.
I gotcha. The truth is, I think people are going to want military-use of channelers, so that flavor issue is something we're kind of stuck with. The weirdness of the kin peacefulness versus generic wilders is definitely worthy of consideration though.

Of course, recall that channelers upgrade over time. Worst case, we axe Female2 and have the women just upgrade over time forever (probably with this is of course the UUs intended to replace the "late-game wilder" only).

The reason the civilian replacement isn't viable at the moment is that everybody has the Kin. Altara, as the home of the Kin, shouldn't have a Kin unique that's markedly weaker in a specific way than the default unit. But if the default unit is the Daughter of Silence, then there's no flavor imperative that the unique of it should be a direct improvement. A UU Kin would then just need to be more useful, not necessarily as strong in every way.
Right, so the issue with this is still that you've taken a combat unit and replaced it with a non-combat unit. Even if it's more useful overall, it's still kind of lame to remove the *potential* to have warring channelers in your civ (unless we leave Wilders around for them?). It kind of intrudes on the validity of some of the Fear/Tolerance and Philosophy choice stuff, since some of those mechanics will obviously be built around the notion of using them in battle - or at least having the *option*

Recap (no changes since I leave the magenta to you)!

Altara (Era 5-9, Tall, Cul/Diplo/Sci)

UAs:
  • Marriage Knives, each time the Population increases in Altara's capital, Altara gains +X influence (like 15) with a city-state of their choice that they have met.
  • Home of the Kin, each time a Novice or Accepted is ejected from the Tower, Legendary Works in Altara's cities generate +X% Prestige for Y turns. When an Altaran Novice or Accepted is ejected from the Tower, its home city regains its Population, in addition to one extra point of Population (two extra points after High Chant).
  • Decentralized Rule (specialist), Specialists in all cities within 5 population points of the Ebou Dar produce X% extra yields for every Y Specialists active in Ebou Dar.
  • Decentralized Rule (governor), Governors in cities with more than X Population gain the Beloved upgrade, in addition to any other upgrades they choose.
  • Decentralized Rule (production), citizens in the capital produce +X Control per turn. Internal trade routes connecting to the capital produce +Y Control per turn. Non-capital cities cannot be assigned production items normally, and instead choose via AI. Altara can expend Z Control to assign a production task to any non-Capital city (where Z is proportional to the Production cost of that task). Altaran non-capital cities only contribute W% (25-50%) of the usual amount to the cost of Altara's Policies and Tenets and do not need to build the buildings required to unlock National Wonders.

UUs:
  • Knitting Circle Elder (tower), replaces the Kinswoman, costs X% less Production or Gold for every Novice or Accepted put out of the Tower after High Chant. Receives Y Exp each time an Altaran Novice or Accepted is ejected from the Tower.
  • Duelist, replaces era 5-8 sword unit, Engaging in battle within an Altaran city's territory provides +X Culture for that city. Killing an enemy unit within an Altaran city's territory generates +Y prestige.
  • Civil Guard, replaces era 5-8 melee, polearm, or ranged unit. Cities in which the Civil Guard is garrisoned receive +1 range to their attack. The Civil Guard suffers X% less damage when attacked by a city. Killing an enemy unit within the borders of a City-State provides +Y Influence to that City-State.
  • Knitting Circle Elder (link), replaces the Kinswoman, has the ability to Link with any female channeler from two hexes away. Any time a Novice or Accepted is ejected from the Tower, the Elder regains all of her Hit Points.

UBs:
  • Kin's Storeroom (Food), replaces Culture4, when filled with Legendary Works that generate a theming bonus, Specialists generate +1 Food
  • Kin's Storeroom (Science), replaces Science National Wonder 2, can be filled with Legendary Prophecies or Relics. All Theming Bonuses in this cities generate an amount of Science equal to the Prestige they generate.
  • Causeway, replaces Food2, +X% (high, like 100%) international trade route yields generated on turns in which the city gains a population point.
  • Knitting Circle Hall, replaces Prestige1, +X Production in this city for every Y Prestige generated by this city per turn. X becomes Z (much higher) on turns in which a Novice or Accepted is expelled from the tower.
  • Circuit of Heaven, replaces Happiness3. This city generates +X% Gold.
I think that's ok: any Tall civ can do Culture reasonably well, as you've said. We've also got more Culture civs than anything else overall, and are lacking in Science civs. It's only the 1 unique that's pushing Science specifically as well.

I find I do quite like this UA - it's something players will regularly be able to activate for tangible benefit to them with CSes, which should make their relationships with them quite different. It also makes trading with CSes much more useful.
ok, so this set lives on!

I think I prefer this set as well. I could be ok with two uniques that depend on the Tower expulsion stuff. But I could also be ok with alternatives that don't.
cool! This set survives as well! Do you have any suggestions for alternates for the KCE or something? Or, can we at least put in a note that we might want to reconsider the ejection-related ability on that unit when we do a final version?

Good point. We could probably use them in both places as long as we don't use exactly the same words for it.
once we come up with a final set for each civ, it's likely that "good" flavor will remain unused in most cases. In a case like this, I'm guessing we'd have something decent left over that we could squeeze onto these abilities - it's not like this is a literal representation of Marriage Knives or something (also, it's kind of absurd having a UA be based on that, like it's some quintessential representation of their strength as a people!

Just about done with Altara, so... incoming!

EDIT

Just pre-ordered Civ VI! This is two things for me:

1) The first time I've ever pre-ordered a game
2) The first time I've bought a game at launch since, I think, Super Mario Bros. 3. I kid you not. It's possible I'm missing one, but I'm pretty sure I'm right. If I am missing one, it's probably a late-era NES game, so the point still stands...

Late adopter, no more!
 
Last edited:
I should note first that it was pretty darn hard to come up with non-Children related stuff for this nation! Very tough to find a lot of flavor that isn't related to their Children-HQ.

Hopefully people are OK with, say, Amadicia adopting Ji'eh'toh as a path and still building Hundredmen, while Andor has the Way of the Light (and the Altarans have the Way of the Leaf, but have chosen the "Whitecloak" unit as one of their Customs)!

Luckily, though, it does allow us to use some children stuff that wouldn't make much sense as Path customs (spies, etc.)

Anyways, this is the last one of these, so I decided I'd try to do it right - here's some stuff!

Amadicia (Era 5-9, Wide, Dom/Cul)

UAs:
  • Dedicated Mission, +X (high, based on Population) Faith the first time Amadicia takes control of a foreign city, double when that city follows the majority Path of Amadicia.
  • Dogmatic Domination, Amadician units receive +X combat strength against cities following Paths other than the majority Path in Amadicia.
  • Spymaster's Network, Amadician units receive +X combat strength when attacking any city in which an Amadician Eyes and Ears is stationed
  • Overwhelming Dedication, If Amadicia controls the original capital of a civilization that has founded a Path, Amadicia gains 50% of the benefit from that Path's Founder Custom.
  • Prosperity in Belief, Amadician cities of Stable alignment produce +X% culture per turn.
  • The Troubles, Initiating a battle with a unit belonging to a major civilization that shares a border with Amadicia, while in that civilization's territory, generates +X Culture.
  • Legendary Conquests, Every original capital controlled by Amadicia after <tech> provides +X Prestige and +Y Faith per turn. Upon conquering a foreign city, Culture buildings are never destroyed. An enemy civilization can never move Legendary Works from a city that has an Amadician unit within three hexes of it.
  • Channeling Ban, Amadicia cannot produce Female1 and Female2 units. Any channeling unit killed by Amadicia within Amadician territory spawns an Amadician Questioner. +X% combat strength against channeling units.
UUs:
  • Hundredman, replaces Era 5-9 Melee unit, +X% combat strength. Each attack against cities generates +Y Path pressure of the majority Path of Amadicia in that city. This Pressure increases to +Z if the Hundredman captures the city.
  • Bannerman, replaces anti-channeler, All channeling units within two hexes of the Bannerman suffer -X% to their ranged combat strength.
  • Hand of the Light, replaces the Questioner, +X Culture when affecting alignment in a foreign city. After <tech> +Y Prestige when affecting alignment in a foreign city that follows the majority Path in Amadicia.
  • Guardians of the Gate (spawn), replaces Era 5-8 Melee, Ranged, Mounted, or Polearm unit, +X% combat strength. Z% to spawn a Herald when killing Shadowspawn in Amadician territory. Z% chance to spawn a Questioner when killing an enemy channeling unit.
  • Guardians of the Gate (counter), replaces Era 5-8 Ranged, When attacked with a melee attack while within Amadician territory or the territory of a civilization bordering Amadicia, fires an immediate counter-attack on the attacking unit, even if the Guardian is killed by that unit's attack.
  • Lord Captain's Battery, replaces era 5-8 siege unit, Receives +X% combat strength against cities following the majority Path of Amadicia.
  • Hundredman's Battery, replaces era 5-8 siege unit, +X% defense against Ranged attacks. When attacking enemy cities, generates +Y Path pressure of the majority Path of Amadicia in that city.
UBs:
  • Fortress of the Light, replaces Defense 3, +X% city defense against channelers. +Y% ranged combat strength against Shadowspawn and channelers.
  • Dome of Truth (Culture), replaces Alignment, +X Culture whenever an Amadician Questioner is expended in this city. +Y% Production towards Questioners in this city for every Z Faith generated per turn in Amadicia.
  • Dome of Truth (Kills), replaces Alignment, +X Alignment and +Y Faith whenever this cities destroys an enemy unit.
  • Spymaster's Quarters, replaces Spy2, Stationing Eyes and Ears in this city reduces Unhappiness in this city by X%. Enemy Eyes and Ears caught in this city generate +Y Faith and +Z Prestige for Amadicia.
  • Hundredman's Garrison, replaces EXP3, +X additional Experience for units produced in this City for every Alignment Tier away from neutral Amadicia occupies.
UEaEs:
  • Spymaster (sabotage), One Amadician Eyes and Ears becomes the Spymaster. When stationed in a city of a major civilization, the Spymaster has X% chance to sabotage the production of that city (modified by the Spymaster's level as well as Eyes and Ears and buildings present in that city) every Y turns. Successfully sabotaging production resets all accumulated production in that city to zero and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
  • Spymaster (infiltrate), One Amadician Eyes and Ears becomes the Spymaster. When stationed in a foreign city, the city's Hit Points are lowered by X% and the city's Combat Strength is lowered by Y% for every Z Faith produced per turn by Amadicia. When stationed in an Amadician city, that city's Hit Points are raised by W.
Dedicated Mission is a Children-heavy UA. It's meant to encourage conquests and spreading your Path, and using the faith to presumably spread your path around more, which continues to generate faith, etc.... I went for the bonus faith when the city is of the same path because I felt like Ghealdan was more about the fight-your-religious-enemies, and this is mechanical contrast, and also sort of fits the Children, somehow. Open to the opposite, though. Also, the clarification in the beginning is to prevent people from getting this bonus over and over again, or when recapturing cities, etc.
Also, this ability doesn't explicitly require that it's *your* religion you adopt - +faith can be useful to anybody, as long as you're spreading A religion.

Dogmatic Domination is pretty straightforward, but actually takes the opposite approach as DM above - here, it provides bonuses against *other* paths. This could easily be flipped to the exact opposite.

Spymasters network is a UA way to turn espionage into an aid to domination. Pretty straightforward. Too simplistic?

Overwhelming Dedication is weird. It sounds like it might be ridiculously overpowered (and it might be), but on the other hand, any civilization you're successfully invading is probably not long for this world, and thus probably will have its Path's influence fade over time (thus, founder bonuses would diminish to nothing). Also, not sure if this kind of thing is compatible with all the Founder Customs. I considered doing Follower instead, but that seemed actually too good since they don't rely on the larger health of the Path (and also overlaps with existing tenets or customs or something I can't remember)

Prosperity in Belief is meant to encourage rigorous defense of a city's Alignment. This one might be too easy, though, in that its only challenging if people are going after your alignment (of course, you *would* go after Amadicia's alignment if they had this UA). Is there a better version of this? Part of me want to reward them for being zealous in their alignment - having a city that's either too extreme light or too extreme shadow. Not sure how to pull that off, though

The Troubles is based on their battles with Altara (which they didn't win). Kind of weird since it encourages harassment and such, instead of conquest, which might be appropriate if you were going for Culture.

Legendary Conquests is intended to support a conquest-oriented culture victory. All of the abilities are pretty minor alone (I imagine X and Y are pretty low), but together might be useful.

Channeling Ban - I know no channeler producing might be too harsh, but I did eliminate Males from this (that'd be too convenient) and also the "ubers" (Aes Sedai and Asha'man), as well as the Gateway unit which to me seem to kind of be a different thing. Perhaps that messes up the ability somewhat. In any case, a way to lock down and spread your alignment while dominating opposing channelers. Might not be worth it.

The Hundredman is meant to synergize with Dedicated Mission. You use these convert cities, and then get massive bonuses to faith upon capture.

The Bannerman takes away the one true "defense" of channeling units - their offense. Combine this with the native bonuses for the anti-channeler units, and this guy is strong against A'M and AS. However, note that the aura affects all channelers - friendly, enemy, and domestic. That might hurt balanced unit composition, in a sense, but it also helps discourage the use of the late game uber channeling units, which makes sense for this civ.

The Hand of the Light is meant to help with culture while encouraging aggressive spreading of your alignment AND your path.

The Guardians of the gate (Spawn) provides a mid-late game vehicle for the maintenance of alignment and path, through killing of channelers and shadowspawn. Pretty straightforward - synergizes pretty well with a few UAs, I'd guess

The Guardians of the Galaxy (counter) gives you an automatic counterattack when you're close to home or in adjacent territory (which helps promote a kind of slow crawl domination). Too powerful? Kind of weird that it happens on the opponent's turn? Makes them essentially best killed by range or channelers.

The Lord Captain's Battery is a unit that benefits from the whole spread-your-path-than-conquer setup. Could of course be flipped to benefit from *different* paths

The Hundredman's Battery is a unit that *aids* in the spread-your-path-than-conquer setup.

The Fortress of the Light is a straightforward prepare-you-for-the-endgame-wars defense building. Probably problematic, in that this building is likely needed for a Wonder, and it's not easy to turn "generic" like some other such buildings.

The Dome of Truth (Culture) has the same problem as far as Wonder-ness, but "Dome" is more easily extrapolated into a per-city structure. This one is meant to reward diligent production of Amadician Alignment. I wonder if it needs to be tweaked such that it only rewards you when the Questioner *does* something (should it be effective if it's used on a Stable city?), but that might rely too much on opponent's actions? Also, the production benefit being based on Faith might be too National Wonderey - thoughts?

The DoT (Kill) simply provides alignment (in the direction of the alignment created by the building, meaning there are two possible versions of the Building) and Faith. pretty straight forward

I considered a Faith-building-based Dome of Truth as well, but that would put it much earlier in the tech tree, which I wanted to avoid.

Related to above, obviously the Alignment of our Faith buildings is going to be hidden from enemies. So that means we probably won't have actual *different* buildings for alignment. What if somebody captures a city (pre-LB)? We shouldn't reveal it then, right? So would the capturing city be able to determine the "side" of the building they've captured?

The Spymaster's Quarters provides two kinds of benefits, one that relies on using your EaE protectively (and rewards you with Happiness - should it also help with Alignment?) and the other that gives you a benefit if people are spying on you (which of course relies on the actions of others)

The Hundredman's Garrison is meant to reward extreme Alignment. I considered a variant where it rewards this city for being closest to the "true" alignment of Amadicia, but that felt a bit too easy to achieve.

The Spymaster (sabotage) is meant to provide for some dickishness on the part of Amadicia. I'd imagine the production bonus would be flat, so as to not provide a huge boon if you stop a Wonder, and a useless one if you stop turn one of a Worker. I'd imagine it'll be pretty decent. Do you think this is powerful enough? too powerful? I decided not to permit this in CSs because I figure there are times you want to be in a CS for a coup, but don't want to also destroy their work...

Spymaster (infiltrate) is super super dickish. I considered adding a provision where he's a little more easy to catch. Otherwise this could be pretty mean... or else useless if we don't make the % high enough.

note that the following flavor normally associated with the Children exists elsewhere in our game, currently:
- Whitecloak (faith unit via custom)
- Lord Captain (faith unit via custom, captures unit)
- Questioner (alignment unit)
- Council of Anointed (Path custom, +faith when using questioners)

For those reasons, I haven't included these bits of flavor in the above. However, if we really want to bring these items in, it's likely that some of the flavor proposed above could be swapped for these items' usage elsewhere in the mod.
 
Last edited:
yeah, nuts! Looks pretty. I'll kind of miss the 1990s vibe the old look had...

Scary about the backups - hopefully there's a workaround!

Doesn't look like downloading topics as text will be available right away. Hopefully the admins install that add-on soon. I could make the automated backup go through all the pages and download the actual web pages instead, but I'll give them a few weeks to decide before going ahead with that.

Looking through the old summaries (research on Amadicia), there appear to be some issues in the new forum's rendering of font sizes! Also the emojis are gone....

I've just posted this in the feedback thread to see if anyone else has a remedy for the font size problems!

The admins have said the emojis will return!

I'm fine with either of the +Specialist or the Gold-from-Internal Routes options. The former is more universally useful, perhaps, but doesn't quite reflect the "Essence" of this quite as well, so pros and cons to both, I'd say.

Let's go with the Gold for the flavor approach for now!

Yeah, good ol WoT canon, with it's huge gaps of unreckoned time...

Children founded: FY 1000 or so
Children move to Amador: NE 930!

They were sleeping between those two dates!

I gotcha. The truth is, I think people are going to want military-use of channelers, so that flavor issue is something we're kind of stuck with. The weirdness of the kin peacefulness versus generic wilders is definitely worthy of consideration though.

Of course, recall that channelers upgrade over time. Worst case, we axe Female2 and have the women just upgrade over time forever (probably with this is of course the UUs intended to replace the "late-game wilder" only).

Oh, I totally agree that people will want to use combat channelers and I think it's the right call for us to have stretched the flavor to do that. We're just dealing with some downstream problems from that flavor dissonance here, and that's fine overall.

Axing Female2 is certainly an option - female channelers not associated with the Tower are still called Wilders in the present day of the books, so that term is still valid. I do like that we have an upgrade path position to insert uniques into in the mid-game for channeling units though. However, having the Wilder be the only non-Aes-Sedai female channeler unit does mean that replacing it normally would let us much more easily wholesale swap a civ's default channeler army composition, which we've wanted to do (and have done) a few times as well.

Right, so the issue with this is still that you've taken a combat unit and replaced it with a non-combat unit. Even if it's more useful overall, it's still kind of lame to remove the *potential* to have warring channelers in your civ (unless we leave Wilders around for them?). It kind of intrudes on the validity of some of the Fear/Tolerance and Philosophy choice stuff, since some of those mechanics will obviously be built around the notion of using them in battle - or at least having the *option*

I think this will depend on the specific unique and the specifics of F/T. Having a non-combat Female2 unit could totally be a good thing as long as that doesn't invalidate its usefulness (this doesn't mean it needs to be as good as the default unit at everything the default unit can do). If the player wants to have warring channeler army, they shouldn't have picked the civ known for the peaceful channeling organization (they should have picked Shara or Seanchan). They can totally play against type, but if that's their objective then they shouldn't expect the uniques to be particularly synergistic with that approach.

I don't think we'd want to leave Wilders around, because that would be a strange departure from the existing way unique units work in other cases.

Overall I like the idea of a civilian Kin unit, but with the Kinswoman as Female2, the way the flavor and mechanics intersect pushes us out of that, IMO. If the Kinswoman were the UU, I'd be totally up for exploring other options for civilian UU abilities. I don't think we're going to sort this out now though, so worth looking at again when we come back to Altara.

cool! This set survives as well! Do you have any suggestions for alternates for the KCE or something? Or, can we at least put in a note that we might want to reconsider the ejection-related ability on that unit when we do a final version?

I've added a note about the Tower rejection stuff.

I think any KCE alternates will come when we know more about the Female2 units. I'm fine with the set as it stands with our current options.

once we come up with a final set for each civ, it's likely that "good" flavor will remain unused in most cases. In a case like this, I'm guessing we'd have something decent left over that we could squeeze onto these abilities - it's not like this is a literal representation of Marriage Knives or something (also, it's kind of absurd having a UA be based on that, like it's some quintessential representation of their strength as a people!

Agreed, we'll have some stuff that can become generic from our unused options!

Isn't Marriage Knives a central part of Altarans as a people? It represents a whole bunch of stuff about their societal structure. It's also very recognizable from the books!

Just about done with Altara, so... incoming!

Yep, seems we're done! I've added them to the design list.

Just pre-ordered Civ VI! This is two things for me:

1) The first time I've ever pre-ordered a game
2) The first time I've bought a game at launch since, I think, Super Mario Bros. 3. I kid you not. It's possible I'm missing one, but I'm pretty sure I'm right. If I am missing one, it's probably a late-era NES game, so the point still stands...

Late adopter, no more!

Woo! Awesome! I should get on the preorder train! I'm still painfully undecided about whether I should preorder the Deluxe edition or not!

That's an impressive streak of not buying games at launch! Hopefully this one lives up to it. Based on everything I've seen, I'm cautiously optimistic!



I'm part of the way through my response to Amadicia, but I've run out of time for tonight! I'll be back tomorrow!
 
Doesn't look like downloading topics as text will be available right away. Hopefully the admins install that add-on soon. I could make the automated backup go through all the pages and download the actual web pages instead, but I'll give them a few weeks to decide before going ahead with that.

I've just posted this in the feedback thread to see if anyone else has a remedy for the font size problems!

The admins have said the emojis will return!
cool. All in due time! Overall, I like the new look.

Let's go with the Gold for the flavor approach for now!
ok, agreed.

Oh, I totally agree that people will want to use combat channelers and I think it's the right call for us to have stretched the flavor to do that. We're just dealing with some downstream problems from that flavor dissonance here, and that's fine overall.

Axing Female2 is certainly an option - female channelers not associated with the Tower are still called Wilders in the present day of the books, so that term is still valid. I do like that we have an upgrade path position to insert uniques into in the mid-game for channeling units though. However, having the Wilder be the only non-Aes-Sedai female channeler unit does mean that replacing it normally would let us much more easily wholesale swap a civ's default channeler army composition, which we've wanted to do (and have done) a few times as well.
We've mostly run this conversation's course for now, I think, but yeah, you are right about the wholesale thing. Certainly in the case of the Seanchan, we want the sul'dam to sub for *all* of their channelers.

And if, say, we want something to be era locked to synthesize a Unique version of a "Female2," (like a Windfinger or Wise One or something) we can always just make its *abilities* be era locked, as in allow a WO for the whole game, but the unit "gets the ability to X or Y after <tech>".

I do think I could get behind having only one Female. I'm a one woman man, man! I'm flexible either way though.

I think this will depend on the specific unique and the specifics of F/T. Having a non-combat Female2 unit could totally be a good thing as long as that doesn't invalidate its usefulness (this doesn't mean it needs to be as good as the default unit at everything the default unit can do). If the player wants to have warring channeler army, they shouldn't have picked the civ known for the peaceful channeling organization (they should have picked Shara or Seanchan). They can totally play against type, but if that's their objective then they shouldn't expect the uniques to be particularly synergistic with that approach.
Yeah, I guess the opposite extreme was deemed acceptable by us - an "all combat" Sul'dam that seemed to lose a lot of the other functionality of channelers, so I could live with this, providing it was the right set of abilities.

I don't think we'd want to leave Wilders around, because that would be a strange departure from the existing way unique units work in other cases.
understood.

Overall I like the idea of a civilian Kin unit, but with the Kinswoman as Female2, the way the flavor and mechanics intersect pushes us out of that, IMO. If the Kinswoman were the UU, I'd be totally up for exploring other options for civilian UU abilities. I don't think we're going to sort this out now though, so worth looking at again when we come back to Altara.
I don't think flavoring Female2 as the Kin necessarily precludes that, though, I guess (I've come around to this view) - true, the KCE are "the kin but better," but they are also "the kin but really really old, and 'politicians' and planners more than 'troops'"

I've added a note about the Tower rejection stuff.

I think any KCE alternates will come when we know more about the Female2 units. I'm fine with the set as it stands with our current options.
cool

Agreed, we'll have some stuff that can become generic from our unused options!

Isn't Marriage Knives a central part of Altarans as a people? It represents a whole bunch of stuff about their societal structure. It's also very recognizable from the books!
it IS pretty hefty in the books, but do remember that RJ hits on the "idiosyncratic social organizations" really, really hard in those books, as essential characteristics of people (it's borderline "problematic" with regards to gender and even race at times...). So yeah, he makes a big deal about it, but that doesn't necessarily mean a civ's inherent society should be based on that. Feels a little bit like having India's UA be "Arranged Marriages" or Mexico's be "The Day of the Dead." Parts of their culture, yes, but in a game that's essentially an epic game of Risk, they're odd choices.

Woo! Awesome! I should get on the preorder train! I'm still painfully undecided about whether I should preorder the Deluxe edition or not!

That's an impressive streak of not buying games at launch! Hopefully this one lives up to it. Based on everything I've seen, I'm cautiously optimistic!
oooh, Deluxe is a little too far for me! That said, I'm likely gonna spend a fortune on DLC civs... Considering how long it'll take me to get through the vanilla civs, I might be able to hold off on them until they're bundled later.

Preorder bonus gives you the Aztecs, though!
 
Advance warning, I won't be around tomorrow, so I'll be back on Thursday!

I should note first that it was pretty darn hard to come up with non-Children related stuff for this nation! Very tough to find a lot of flavor that isn't related to their Children-HQ.

You've got a lot of stuff on here though, and I like the direction of it!

Hopefully people are OK with, say, Amadicia adopting Ji'eh'toh as a path and still building Hundredmen, while Andor has the Way of the Light (and the Altarans have the Way of the Leaf, but have chosen the "Whitecloak" unit as one of their Customs)!

This sounds like a very CiV situation. Exactly what we're going for!

Luckily, though, it does allow us to use some children stuff that wouldn't make much sense as Path customs (spies, etc.)

Sounds good!

Anyways, this is the last one of these, so I decided I'd try to do it right - here's some stuff!

So much stuff! And yeah, last one! I'm quite excited about the next few phases, we're very near implementing stuff!

Dedicated Mission is a Children-heavy UA. It's meant to encourage conquests and spreading your Path, and using the faith to presumably spread your path around more, which continues to generate faith, etc.... I went for the bonus faith when the city is of the same path because I felt like Ghealdan was more about the fight-your-religious-enemies, and this is mechanical contrast, and also sort of fits the Children, somehow. Open to the opposite, though. Also, the clarification in the beginning is to prevent people from getting this bonus over and over again, or when recapturing cities, etc.
Also, this ability doesn't explicitly require that it's *your* religion you adopt - +faith can be useful to anybody, as long as you're spreading A religion.

I like the contrast and this encourages the right stuff for Amadicia.

Dogmatic Domination is pretty straightforward, but actually takes the opposite approach as DM above - here, it provides bonuses against *other* paths. This could easily be flipped to the exact opposite.

Also works well. A bit straightforward, but will be useful quite often.

Spymasters network is a UA way to turn espionage into an aid to domination. Pretty straightforward. Too simplistic?

This is a bit simple, I think I could see it combined with one of the UEaE options below and that would be fine.

Overwhelming Dedication is weird. It sounds like it might be ridiculously overpowered (and it might be), but on the other hand, any civilization you're successfully invading is probably not long for this world, and thus probably will have its Path's influence fade over time (thus, founder bonuses would diminish to nothing). Also, not sure if this kind of thing is compatible with all the Founder Customs. I considered doing Follower instead, but that seemed actually too good since they don't rely on the larger health of the Path (and also overlaps with existing tenets or customs or something I can't remember)

Yeah, I see what you mean about the Path diminishing after its founder has lost their capital. I'm also not too keen on a UA that requires you to capture foreign capitals to work, unless it does something super explosive. (Like the Seanchan option that lets you build opposing uniques - that can be huge.) It's something that won't be effective most of the time. And worth noting (even for the explosive ones) that it will never come into play on a Duel map.

Prosperity in Belief is meant to encourage rigorous defense of a city's Alignment. This one might be too easy, though, in that its only challenging if people are going after your alignment (of course, you *would* go after Amadicia's alignment if they had this UA). Is there a better version of this? Part of me want to reward them for being zealous in their alignment - having a city that's either too extreme light or too extreme shadow. Not sure how to pull that off, though

Interesting, this is a mechanic we haven't really interacted with in any of our previous uniques. It's good to cover it here!

I really don't have a good handle on whether keeping an individual city Stable will be something that's very difficult. So I'm fine with leaving considerations for over- or under-poweredness until we know more about that.

Are we ok with this requiring players to better understand the progression of citizen Alignment creation? That's not a particularly obvious system, but the details of it are largely unimportant unless they need to optimize an ability like this.

We could reward players in much the same fashion for extreme Lightness or Shadowness (or just "extent away from Stable") - we'd have a modifier that's based on the number of citizens they have that put their city Alignment farther from Stable. So if a Stable city, for them, is two Light citizens and a Darkfriend, and they have 3 Light citizens, they have an extent of 1 away. A difficulty with this though is that the harder they commit to their overall Alignment, the more difficult it becomes to keep that extent large, since the proportion of citizens tilts towards the Alignment they've invested in (so there are fewer "intended" slots of the opposing Alignment to get ahead of the Stable curve).

The Troubles is based on their battles with Altara (which they didn't win). Kind of weird since it encourages harassment and such, instead of conquest, which might be appropriate if you were going for Culture.

Interesting, though I think a bit niche for a UA. You could certainly move to make it happen more often, but by comparison, the Aztecs have a straight up "culture from all kills" UA that isn't particularly exciting - and it's guaranteed to happen all the time.

Legendary Conquests is intended to support a conquest-oriented culture victory. All of the abilities are pretty minor alone (I imagine X and Y are pretty low), but together might be useful.

I see the intent of the LW ability, but I think that would be super annoying to play against. They just need to sneak one unit close enough and then there's nothing you can do about it when the whole army comes marching in.

Same as above about capturing original capitals.

Channeling Ban - I know no channeler producing might be too harsh, but I did eliminate Males from this (that'd be too convenient) and also the "ubers" (Aes Sedai and Asha'man), as well as the Gateway unit which to me seem to kind of be a different thing. Perhaps that messes up the ability somewhat. In any case, a way to lock down and spread your alignment while dominating opposing channelers. Might not be worth it.

I very much like the idea of making Amadicia a non-channeler civ in this way, and giving them something very distinctive and powerful in exchange. I also like that the combat bonus applies against more units than the ones Amadicia can't build itself. (Also works on Aes Sedai, False Dragons, etc.) I'm not sure if the Questioner is a strong enough feedback mechanism for killing channelers, but it makes a lot of flavor sense.

The Hundredman is meant to synergize with Dedicated Mission. You use these convert cities, and then get massive bonuses to faith upon capture.

That's good synergy! Both are useful in their own right and work very well together too.

The Bannerman takes away the one true "defense" of channeling units - their offense. Combine this with the native bonuses for the anti-channeler units, and this guy is strong against A'M and AS. However, note that the aura affects all channelers - friendly, enemy, and domestic. That might hurt balanced unit composition, in a sense, but it also helps discourage the use of the late game uber channeling units, which makes sense for this civ.

Interesting, I like the way it encourages Amadicia to not use channelers, without actually disallowing them.

The Hand of the Light is meant to help with culture while encouraging aggressive spreading of your alignment AND your path.

Nice, this is a good mechanic to have uniques for!

The Guardians of the gate (Spawn) provides a mid-late game vehicle for the maintenance of alignment and path, through killing of channelers and shadowspawn. Pretty straightforward - synergizes pretty well with a few UAs, I'd guess

Yep, straightforward enough and has some good bonuses.

The Guardians of the Galaxy (counter) gives you an automatic counterattack when you're close to home or in adjacent territory (which helps promote a kind of slow crawl domination). Too powerful? Kind of weird that it happens on the opponent's turn? Makes them essentially best killed by range or channelers.



More seriously, what does "fires an immediate counter-attack" mean here? Ranged units do usually fight back when attacked in melee. Is it another ranged attack afterwards? How would that work visually if they'd been killed?

The Lord Captain's Battery is a unit that benefits from the whole spread-your-path-than-conquer setup. Could of course be flipped to benefit from *different* paths

I like the idea of spread your Path and then conquer in its wake, that does feel like what Amadicia does (or at least what the Children do) in the canon. This is a simple enough unit that accomplishes that.

The Hundredman's Battery is a unit that *aids* in the spread-your-path-than-conquer setup.

Similar to the Hundredman with generating Pressure by attacking, though siege units will usually attack a city a lot more, so this one will probably result in more spreading of Path.

The Fortress of the Light is a straightforward prepare-you-for-the-endgame-wars defense building. Probably problematic, in that this building is likely needed for a Wonder, and it's not easy to turn "generic" like some other such buildings.

Yeah, the flavor for this should probably be a Wonder.

Also a straightforward building that helps in the endgame.

The Dome of Truth (Culture) has the same problem as far as Wonder-ness, but "Dome" is more easily extrapolated into a per-city structure. This one is meant to reward diligent production of Amadician Alignment. I wonder if it needs to be tweaked such that it only rewards you when the Questioner *does* something (should it be effective if it's used on a Stable city?), but that might rely too much on opponent's actions? Also, the production benefit being based on Faith might be too National Wonderey - thoughts?

Replacing the Alignment building, which is quite late, I think this needs to do something explosive. The bonus is fine for an earlier building, but unlocking alongside Prestige1 and the like, there isn't as much time to utilize an ongoing bonus like this.

As it is now, it's kind of a Culture factory based on how quickly you can produce Questioners, which I don't think will be very fun. It also rewards intentionally deviating cities and then pushing them back towards Stable, if we choose to use distance-from-stable as a modifier (which makes sense, otherwise you just machine gun all these cities with as many Questioners as you can).

The DoT (Kill) simply provides alignment (in the direction of the alignment created by the building, meaning there are two possible versions of the Building) and Faith. pretty straight forward

Same as above, I feel like this should be more explosive given how late it unlocks. It will happen a lot during the LB, I suppose though.

I considered a Faith-building-based Dome of Truth as well, but that would put it much earlier in the tech tree, which I wanted to avoid.

At this late in the game we would probably want to base the ability off of Faith production, rather than produce more Faith from the building. That could work, though I don't have any specific new ones to do that below.

Related to above, obviously the Alignment of our Faith buildings is going to be hidden from enemies. So that means we probably won't have actual *different* buildings for alignment. What if somebody captures a city (pre-LB)? We shouldn't reveal it then, right? So would the capturing city be able to determine the "side" of the building they've captured?

Good point, these buildings (the alignment ones in general) should probably always be destroyed when a player captures them, to avoid revealing the Alignment of the previous owner. (Though you could double bluff - the AI would never do that correctly, so it's not really something we should consider as a primary strategy.) The player might be able to guess - if the city was 100% Darkfriends because the previous owner was crazy evil, then all of the remaining citizens would presumably be Darkfriends.

Which would oddly pull that player more Shadow. This is something I hadn't considered before, though it does make some flavor sense. We could, of course, mitigate that by converting some citizens closer to the norm of the capturing civ when a city is taken.

The Spymaster's Quarters provides two kinds of benefits, one that relies on using your EaE protectively (and rewards you with Happiness - should it also help with Alignment?) and the other that gives you a benefit if people are spying on you (which of course relies on the actions of others)

I very much like the Unhappiness part of this building - it does make it super strong, which is good for a late game building. It will end up tying up EaE, which are a relatively limited resource, but still. It can be a good stopgap when working towards more overall Happiness, or to offset a temporary problem like razing a city.

Yeah, it could help Alignment - would that be by modifying the yield of the building or the citizens? ("Darkfriends and Light citizens produce +X of their respective Alignment"?)

The Hundredman's Garrison is meant to reward extreme Alignment. I considered a variant where it rewards this city for being closest to the "true" alignment of Amadicia, but that felt a bit too easy to achieve.

This one is really cool, I like that it actively encourages dedication to either side. It's straightforward but still accomplishes a lot.

The Spymaster (sabotage) is meant to provide for some dickishness on the part of Amadicia. I'd imagine the production bonus would be flat, so as to not provide a huge boon if you stop a Wonder, and a useless one if you stop turn one of a Worker. I'd imagine it'll be pretty decent. Do you think this is powerful enough? too powerful? I decided not to permit this in CSs because I figure there are times you want to be in a CS for a coup, but don't want to also destroy their work...

I sort of feel like these could just be UAs. They don't wholesale replace the EaE (you only get 1), which makes them much more like an ability. Though, of course, it does mean we can use the UA slot for something else.

I also think for this and the UEaE below, the Spymaster EaE could be provided in addition to the EaEs they would get usually. England get a free spy in BNW as part of their UA (not even the whole UA), so I think with this kind of unique it's fine to just add to it.

As for sabotaging production, I love the idea. This will probably make Amadicia good at wonder sniping. What about facing off against an AI Amadicia though? Will this be too frustrating for players if their one-turn-away Wonder gets sabotaged and they get nothing for it? That's an enormous setback - though unlocking in the Renaissance does make it less so since civs will all have grown and diversified a bit by then.

This is also Tall-favoring with the bonus-in-capital, whereas we've marked Amadicia as Wide. However, I'd say Amadicia are fairly borderline on the Tall/Wide scale, so this isn't a big issue.

Spymaster (infiltrate) is super super dickish. I considered adding a provision where he's a little more easy to catch. Otherwise this could be pretty mean... or else useless if we don't make the % high enough.

I don't really feel like this will be very strong. Reducing the HP of the city is unlikely to win a battle that the attacking player wouldn't have won anyway. (Unless it reduces it crazy low - but then there's nothing the defender can really do about that, which would be really annoying.) They will likely get it a bit faster, but this unique feels like it should have a bigger impact than that.

note that the following flavor normally associated with the Children exists elsewhere in our game, currently:
- Whitecloak (faith unit via custom)
- Lord Captain (faith unit via custom, captures unit)
- Questioner (alignment unit)
- Council of Anointed (Path custom, +faith when using questioners)

For those reasons, I haven't included these bits of flavor in the above. However, if we really want to bring these items in, it's likely that some of the flavor proposed above could be swapped for these items' usage elsewhere in the mod.

Sounds good, it looks like there's a lot of good Children flavor still left for us to work with!


Recap! And new stuff!

Amadicia (Era 5-9, Wide, Dom/Cul)

UAs:
  • Dedicated Mission, +X (high, based on Population) Faith the first time Amadicia takes control of a foreign city, double when that city follows the majority Path of Amadicia.
  • Dogmatic Domination, Amadician units receive +X combat strength against cities following Paths other than the majority Path in Amadicia.
  • Spymaster's Network, Amadician units receive +X combat strength when attacking any city in which an Amadician Eyes and Ears is stationed
  • Overwhelming Dedication, If Amadicia controls the original capital of a civilization that has founded a Path, Amadicia gains 50% of the benefit from that Path's Founder Custom.
  • Prosperity in Belief, Amadician cities of Stable alignment produce +X% culture per turn.
  • The Troubles, Initiating a battle with a unit belonging to a major civilization that shares a border with Amadicia, while in that civilization's territory, generates +X Culture.
  • Legendary Conquests, Every original capital controlled by Amadicia after <tech> provides +X Prestige and +Y Faith per turn. Upon conquering a foreign city, Culture buildings are never destroyed. An enemy civilization can never move Legendary Works from a city that has an Amadician unit within three hexes of it.
  • Channeling Ban, Amadicia cannot produce Female1 and Female2 units. Any channeling unit killed by Amadicia within Amadician territory spawns an Amadician Questioner. +X% combat strength against channeling units.
  • Foreign Indoctrination, when Amadicia captures a city that follows the majority Path in Amadicia, none of the buildings in the city are destroyed and only X% (like 50) of the usual Population is lost.
  • Spymaster's Misdirection, when an Amadician Eyes and Ears would be killed spying on an enemy civilization, instead Amadicia gains +X Science and that Eyes and Ears is returned to the Amadician capital.
UUs:
  • Hundredman, replaces Era 5-9 Melee unit, +X% combat strength. Each attack against cities generates +Y Path pressure of the majority Path of Amadicia in that city. This Pressure increases to +Z if the Hundredman captures the city.
  • Bannerman, replaces anti-channeler, All channeling units within two hexes of the Bannerman suffer -X% to their ranged combat strength.
  • Hand of the Light, replaces the Questioner, +X Culture when affecting alignment in a foreign city. After <tech> +Y Prestige when affecting alignment in a foreign city that follows the majority Path in Amadicia.
  • Guardians of the Gate (spawn), replaces Era 5-8 Melee, Ranged, Mounted, or Polearm unit, +X% combat strength. Z% to spawn a Herald when killing Shadowspawn in Amadician territory. Z% chance to spawn a Questioner when killing an enemy channeling unit.
  • Guardians of the Gate (counter), replaces Era 5-8 Ranged, When attacked with a melee attack while within Amadician territory or the territory of a civilization bordering Amadicia, fires an immediate counter-attack on the attacking unit, even if the Guardian is killed by that unit's attack.
  • Lord Captain's Battery, replaces era 5-8 siege unit, Receives +X% combat strength against cities following the majority Path of Amadicia.
  • Hundredman's Battery, replaces era 5-8 siege unit, +X% defense against Ranged attacks. When attacking enemy cities, generates +Y Path pressure of the majority Path of Amadicia in that city.
  • Hand of the Light (foreign), replaces the <BNW Inquisitor equivalent>, can be used on foreign cities as well.
UBs:
  • Fortress of the Light, replaces Defense 3, +X% city defense against channelers. +Y% ranged combat strength against Shadowspawn and channelers.
  • Dome of Truth (Culture), replaces Alignment, +X Culture whenever an Amadician Questioner is expended in this city. +Y% Production towards Questioners in this city for every Z Faith generated per turn in Amadicia.
  • Dome of Truth (Kills), replaces Alignment, +X Alignment and +Y Faith whenever this cities destroys an enemy unit.
  • Spymaster's Quarters, replaces Spy2, Stationing Eyes and Ears in this city reduces Unhappiness in this city by X%. Enemy Eyes and Ears caught in this city generate +Y Faith and +Z Prestige for Amadicia.
  • Hundredman's Garrison, replaces EXP3, +X additional Experience for units produced in this City for every Alignment Tier away from neutral Amadicia occupies.
  • Questioner's Quarters, replaces Alignment, Darkfriend citizens in this city produce double Alignment. This city can "Produce Righteousness", which removes switches 1 citizen from Darkfriend to Light citizen every X production.
UEaEs:
  • Spymaster (sabotage), One Amadician Eyes and Ears becomes the Spymaster. When stationed in a city of a major civilization, the Spymaster has X% chance to sabotage the production of that city (modified by the Spymaster's level as well as Eyes and Ears and buildings present in that city) every Y turns. Successfully sabotaging production resets all accumulated production in that city to zero and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
  • Spymaster (infiltrate), One Amadician Eyes and Ears becomes the Spymaster. When stationed in a foreign city, the city's Hit Points are lowered by X% and the city's Combat Strength is lowered by Y% for every Z Faith produced per turn by Amadicia. When stationed in an Amadician city, that city's Hit Points are raised by W.

New stuff!

Foreign Indoctrination also works with the "spread your Path and then conquer in its wake" approach. This lets Amadicia use that strategy to have much more productive captured cities more quickly, so a long series of conquests won't be as draining on their resources. (Though they will take larger Happiness hits when capturing cities, since that unhappiness is based on Population.)

Spymaster's Indirection is a nod to the Children's use of a fall-man spymaster, who thinks he's the spymaster but actually isn't. Oddly, this would make Amadicia relatively Science-y, in a sort of way. A Science boost plays quite well with the flavor, and given the way EaEs work (steal techs the other player has that you don't) it would generally benefit a play style where Amadicia focuses on military/Culture, rather than going for a tech lead. (So it wouldn't make them a "stereotypical" Science civ, unlike what we did with Cairhien.)

Hand of the Light (foreign) is a replacement for the equivalent of the BNW Inquisitor. I can't remember if we decided to fuse the Missionary and the Inquisitor? I couldn't find mention of a final decision either way searching the thread backup. Anyway, assuming we do still have an Inquisitor equivalent, this lets Amadicia use them abroad, which is a significantly more effective way of spreading their Path. (It might make sense to allow these units to only work on cities that don't follow the Path of the unit itself - so the Herald would still have a role for Amadicia that way.)

Questioner's Quarters possibly unlocks a bit late, given what it does. I like the idea of letting Amadicia swing far towards one end or the other of the Alignment scale. This would let them go deep on Shadow or Light - they can easily use the extra Shadow from Darkfriends to go very Shadow, or deliberately pump Production into Light to get rid of them completely.

There could be an alternate version of this that's a UA that just applies to all cities all the time. This may be better in that it lets Amadicia get started earlier on pushing hard one way or the other, but it may push Amadicia quite Shadow-y early on since Production is less available at those stages. (Though we could counteract that by scaling X with Population size of a city, much like Food cost of a new Citizen changes with Population size.)
 
We've mostly run this conversation's course for now, I think, but yeah, you are right about the wholesale thing. Certainly in the case of the Seanchan, we want the sul'dam to sub for *all* of their channelers.

And if, say, we want something to be era locked to synthesize a Unique version of a "Female2," (like a Windfinger or Wise One or something) we can always just make its *abilities* be era locked, as in allow a WO for the whole game, but the unit "gets the ability to X or Y after <tech>".

I do think I could get behind having only one Female. I'm a one woman man, man! I'm flexible either way though.

Yep, another way to do a unique on Female2 would be to have the unit start replacing the Wilder after that tech. A bit unusual but could be possible. The abilities one is probably much easier to do as well though!

I don't think flavoring Female2 as the Kin necessarily precludes that, though, I guess (I've come around to this view) - true, the KCE are "the kin but better," but they are also "the kin but really really old, and 'politicians' and planners more than 'troops'"

Yeah, possibly!

it IS pretty hefty in the books, but do remember that RJ hits on the "idiosyncratic social organizations" really, really hard in those books, as essential characteristics of people (it's borderline "problematic" with regards to gender and even race at times...). So yeah, he makes a big deal about it, but that doesn't necessarily mean a civ's inherent society should be based on that. Feels a little bit like having India's UA be "Arranged Marriages" or Mexico's be "The Day of the Dead." Parts of their culture, yes, but in a game that's essentially an epic game of Risk, they're odd choices.

I don't think it's really a problem with a fictional nation that doesn't have as much in terms of depth to it. The problem with the India and Mexico examples is that they ignore much larger parts of those countries' Culture. Whereas for Altara, we don't have that depth of Culture to draw from, so these more superficial cultural elements make more sense for these kinds of civilization representations.

oooh, Deluxe is a little too far for me! That said, I'm likely gonna spend a fortune on DLC civs... Considering how long it'll take me to get through the vanilla civs, I might be able to hold off on them until they're bundled later.

Preorder bonus gives you the Aztecs, though!

Yeah, I don't think I'll go for the Deluxe in the end! One more preorder incoming!
 
Advance warning, I won't be around tomorrow, so I'll be back on Thursday!

This is a bit simple, I think I could see it combined with one of the UEaE options below and that would be fine.
this is for Spymaster's network. I was thinking that this might be a way to include this flavor without having to use up two uniques on the spymaster thing. So, I've added something to it below to spice it up a bit and make it stand alone.

Yeah, I see what you mean about the Path diminishing after its founder has lost their capital. I'm also not too keen on a UA that requires you to capture foreign capitals to work, unless it does something super explosive. (Like the Seanchan option that lets you build opposing uniques - that can be huge.) It's something that won't be effective most of the time. And worth noting (even for the explosive ones) that it will never come into play on a Duel map.
Overwhelming Dedication. Yeah, I definitely liked the idea of this one. Sounds like it's not too practical though. Red.

Interesting, this is a mechanic we haven't really interacted with in any of our previous uniques. It's good to cover it here!

I really don't have a good handle on whether keeping an individual city Stable will be something that's very difficult. So I'm fine with leaving considerations for over- or under-poweredness until we know more about that.

Are we ok with this requiring players to better understand the progression of citizen Alignment creation? That's not a particularly obvious system, but the details of it are largely unimportant unless they need to optimize an ability like this.

We could reward players in much the same fashion for extreme Lightness or Shadowness (or just "extent away from Stable") - we'd have a modifier that's based on the number of citizens they have that put their city Alignment farther from Stable. So if a Stable city, for them, is two Light citizens and a Darkfriend, and they have 3 Light citizens, they have an extent of 1 away. A difficulty with this though is that the harder they commit to their overall Alignment, the more difficult it becomes to keep that extent large, since the proportion of citizens tilts towards the Alignment they've invested in (so there are fewer "intended" slots of the opposing Alignment to get ahead of the Stable curve).
I think this is all making me think hat this ability might not be worth it. I do think the Alignment-citizen system will be most fun if it's pretty much left to "whoah, my city is out of whack, use a Questioner!" or "let's mess with my enemies - use a Questioner!". The idea proposed by me here is a bit too simplistic and easy to achieve, while your suggestion seems a bit too extreme in the amount of mastery of the system it requires when compared to playing other civs. Also, last last point you make is rather damning. Magenta.

Interesting, though I think a bit niche for a UA. You could certainly move to make it happen more often, but by comparison, the Aztecs have a straight up "culture from all kills" UA that isn't particularly exciting - and it's guaranteed to happen all the time.
The Troubles. OK. Red.

I see the intent of the LW ability, but I think that would be super annoying to play against. They just need to sneak one unit close enough and then there's nothing you can do about it when the whole army comes marching in.

Same as above about capturing original capitals.
Good point about the LW ability. I could see replacing "original capitals" with "foreign city" and just lower the payouts. I'll magenta this in case you think the LW problem is worth redding over.

The UA genocide continues!

I very much like the idea of making Amadicia a non-channeler civ in this way, and giving them something very distinctive and powerful in exchange. I also like that the combat bonus applies against more units than the ones Amadicia can't build itself. (Also works on Aes Sedai, False Dragons, etc.) I'm not sure if the Questioner is a strong enough feedback mechanism for killing channelers, but it makes a lot of flavor sense.
Channeling Ban. Yeah, I think this one has potential, though it also feels a little "obvious," though that isn't necessarily a bad thing. I think the Questioner thing probably works best when paired with another Unique that might provide benefit from that (a UU Questioner or something).

As far as the overall strength, the +X% str could also be relatively high if need be, or we could add another benefit, perhaps something faithey.

This is also rather useful in the LB

Interesting, I like the way it encourages Amadicia to not use channelers, without actually disallowing them.
right, I think the key thing is it discourages Ama from using channelers only during the lifetime of the Bannerman - i.e., the end game, i.e. the era in which the Children control Amadicia.

hypnotic...

More seriously, what does "fires an immediate counter-attack" mean here? Ranged units do usually fight back when attacked in melee. Is it another ranged attack afterwards? How would that work visually if they'd been killed?
I mean it gets a ranged attack against the unit. I intended it to happen after the unit attacks, whether it's killed or not (it'd die immediately after), so as not to cheaply lower the attacking unit's strength/hp before it gets to attack. But I suppose it could happen before the other unit gets a strike, which is rather evil.

Similar to the Hundredman with generating Pressure by attacking, though siege units will usually attack a city a lot more, so this one will probably result in more spreading of Path.
well, it could also provide fewer pressure points, or not stack multiple times per turn.

Yeah, the flavor for this should probably be a Wonder.

Also a straightforward building that helps in the endgame.
Well, should we axe because of the flavor, or just rebrand?

Replacing the Alignment building, which is quite late, I think this needs to do something explosive. The bonus is fine for an earlier building, but unlocking alongside Prestige1 and the like, there isn't as much time to utilize an ongoing bonus like this.

As it is now, it's kind of a Culture factory based on how quickly you can produce Questioners, which I don't think will be very fun. It also rewards intentionally deviating cities and then pushing them back towards Stable, if we choose to use distance-from-stable as a modifier (which makes sense, otherwise you just machine gun all these cities with as many Questioners as you can).
yeah, all good points. yuck. Once Alignment buildings exist, it's likely too late to worry about your Questioner production rate...

red

Same as above, I feel like this should be more explosive given how late it unlocks. It will happen a lot during the LB, I suppose though.
I think the answer to this would be to put it on an earlier building... but how do we associate it with a given Alignment side if we do that?

Good point, these buildings (the alignment ones in general) should probably always be destroyed when a player captures them, to avoid revealing the Alignment of the previous owner. (Though you could double bluff - the AI would never do that correctly, so it's not really something we should consider as a primary strategy.) The player might be able to guess - if the city was 100% Darkfriends because the previous owner was crazy evil, then all of the remaining citizens would presumably be Darkfriends.

Which would oddly pull that player more Shadow. This is something I hadn't considered before, though it does make some flavor sense. We could, of course, mitigate that by converting some citizens closer to the norm of the capturing civ when a city is taken.
OK, these are two separate issues. Both of which need to get into the Alignment summary when we settle them.

So, I agree that Alignment buildings should be destroyed when captured. Cool?

crazy how long it took us to realize we had an issue with citizen composition upon capture! Looks like there's four ways to go about it:

1) Citizens remain as they were under previous rule (realistic, but telegraphs alignment)
2) Citizens convert immediately to norm of capturing civ, or within a tier or so of that norm (unrealistic, but mechanically simplest and safest, if the least interesting)
3) Citizens turn "neutral" - the neutral composition of normal and DF citizens is struck, which may or may not be close to either civ's norm (not very realistic, though sort of explainable, mechanically safe)
4) Citizens move halfway between previous and new alignment (half-way between realism and telegraphing)

Not sure which I like best. Probably something like 3 or 4. How to decide this?

I very much like the Unhappiness part of this building - it does make it super strong, which is good for a late game building. It will end up tying up EaE, which are a relatively limited resource, but still. It can be a good stopgap when working towards more overall Happiness, or to offset a temporary problem like razing a city.

Yeah, it could help Alignment - would that be by modifying the yield of the building or the citizens? ("Darkfriends and Light citizens produce +X of their respective Alignment"?)
Well, the building has no alignment yield, so unless we made two versions, that wouldn't really work. Modifying the citizens... wouldn't that just end up a wash in the end? I mean, everybody producing more alignment? Well, I suppose if you had enough light citizens it'd generate more light than shadow. But isn't there some element to alignment that relates to the gross alignment score, as opposed to the net? Like, is there anything that happens if you hit 1000 Shadow (even if you have a million Light) - I can't remember. But this kind of thing would contribute to that.

I sort of feel like these could just be UAs. They don't wholesale replace the EaE (you only get 1), which makes them much more like an ability. Though, of course, it does mean we can use the UA slot for something else.
Yeah, could be a UA. I included it here to provide for the possibility of still having a UA.

I also think for this and the UEaE below, the Spymaster EaE could be provided in addition to the EaEs they would get usually. England get a free spy in BNW as part of their UA (not even the whole UA), so I think with this kind of unique it's fine to just add to it.
Right, that would work if this were a UA.

As for sabotaging production, I love the idea. This will probably make Amadicia good at wonder sniping. What about facing off against an AI Amadicia though? Will this be too frustrating for players if their one-turn-away Wonder gets sabotaged and they get nothing for it? That's an enormous setback - though unlocking in the Renaissance does make it less so since civs will all have grown and diversified a bit by then.

This is also Tall-favoring with the bonus-in-capital, whereas we've marked Amadicia as Wide. However, I'd say Amadicia are fairly borderline on the Tall/Wide scale, so this isn't a big issue.
I don't see the Tall thing as all that Tall - bonus production in the capital is good for everyone.

Regarding wonder sniping... well, you can't tell what people are producing, right? Or can you, with diplomats or something? I suppose that would be rather annoying - should the victim receive some gold refunded or something? Probably not a good idea, but the whole your-out-of-luck thing is a pretty big deal. Maybe there's a cap to what it can sabotage... like, it can't break a 99% complete wonder, but can set it back to 50% or something. Thoughts?

I've made a UA version of this.

has X% chance to sabotage the production of that city (modified by the Spymaster's level as well as Eyes and Ears and buildings present in that city) every Y turns. Successfully sabotaging production resets all accumulated production in that city to zero and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
I don't really feel like this will be very strong. Reducing the HP of the city is unlikely to win a battle that the attacking player wouldn't have won anyway. (Unless it reduces it crazy low - but then there's nothing the defender can really do about that, which would be really annoying.) They will likely get it a bit faster, but this unique feels like it should have a bigger impact than that.[/quote]ok. nuked.

New stuff!

Foreign Indoctrination also works with the "spread your Path and then conquer in its wake" approach. This lets Amadicia use that strategy to have much more productive captured cities more quickly, so a long series of conquests won't be as draining on their resources. (Though they will take larger Happiness hits when capturing cities, since that unhappiness is based on Population.)
cool. similar in overall effect to the legendary works one I made. Maybe occupation time should be shorter to offset the happiness?

Spymaster's Indirection is a nod to the Children's use of a fall-man spymaster, who thinks he's the spymaster but actually isn't. Oddly, this would make Amadicia relatively Science-y, in a sort of way. A Science boost plays quite well with the flavor, and given the way EaEs work (steal techs the other player has that you don't) it would generally benefit a play style where Amadicia focuses on military/Culture, rather than going for a tech lead. (So it wouldn't make them a "stereotypical" Science civ, unlike what we did with Cairhien.)
kind of odd, and maybe needs to be combo'd with something else, but kind of a cool idea!

Hand of the Light (foreign) is a replacement for the equivalent of the BNW Inquisitor. I can't remember if we decided to fuse the Missionary and the Inquisitor? I couldn't find mention of a final decision either way searching the thread backup. Anyway, assuming we do still have an Inquisitor equivalent, this lets Amadicia use them abroad, which is a significantly more effective way of spreading their Path. (It might make sense to allow these units to only work on cities that don't follow the Path of the unit itself - so the Herald would still have a role for Amadicia that way.)
First off, yes, the Herald is a Missionary *and* an Inquisitor, and I think I'm fine with that decision. That makes this one moot.

Questioner's Quarters possibly unlocks a bit late, given what it does. I like the idea of letting Amadicia swing far towards one end or the other of the Alignment scale. This would let them go deep on Shadow or Light - they can easily use the extra Shadow from Darkfriends to go very Shadow, or deliberately pump Production into Light to get rid of them completely.
ok, this is kind of nuts. I'm not sure how this *helps* you if you're a light civ, though. More like something you have to *deal with*.

There could be an alternate version of this that's a UA that just applies to all cities all the time. This may be better in that it lets Amadicia get started earlier on pushing hard one way or the other, but it may push Amadicia quite Shadow-y early on since Production is less available at those stages. (Though we could counteract that by scaling X with Population size of a city, much like Food cost of a new Citizen changes with Population size.)
Interesting. Again, not sure what I think about this. It definitely might make good flavor-sense for this civ.But I don't exactly see the benefit for the Light side, which makes it problematic IMO.

Recap!

Amadicia (Era 5-9, Wide, Dom/Cul)

UAs:
  • Dedicated Mission, +X (high, based on Population) Faith the first time Amadicia takes control of a foreign city, double when that city follows the majority Path of Amadicia.
  • Dogmatic Domination, Amadician units receive +X combat strength against cities following Paths other than the majority Path in Amadicia.
  • Spymaster's Network, Amadician units receive +X combat strength when attacking any city in which an Amadician Eyes and Ears is stationed. If a foreign Eyes and Ears is killed by Amadicia, all Amadician Eyes and Ears receive +Y% success rate for their next action.
  • Overwhelming Dedication, If Amadicia controls the original capital of a civilization that has founded a Path, Amadicia gains 50% of the benefit from that Path's Founder Custom.
  • Prosperity in Belief, Amadician cities of Stable alignment produce +X% culture per turn.
  • The Troubles, Initiating a battle with a unit belonging to a major civilization that shares a border with Amadicia, while in that civilization's territory, generates +X Culture.
  • Legendary Conquests, Every original capital controlled by Amadicia after <tech> provides +X Prestige and +Y Faith per turn. Upon conquering a foreign city, Culture buildings are never destroyed. An enemy civilization can never move Legendary Works from a city that has an Amadician unit within three hexes of it.
  • Channeling Ban, Amadicia cannot produce Female1 and Female2 units. Any channeling unit killed by Amadicia within Amadician territory spawns an Amadician Questioner. +X% combat strength against channeling units.
  • Foreign Indoctrination, when Amadicia captures a city that follows the majority Path in Amadicia, none of the buildings in the city are destroyed and only X% (like 50) of the usual Population is lost. Captured cities are occupied for Y fewer turns.
  • Spymaster's Misdirection, when an Amadician Eyes and Ears would be killed spying on an enemy civilization, instead Amadicia gains +X Science and that Eyes and Ears is returned to the Amadician capital.
  • Spymaster's Sabotage, In addition to normal Eyes and Ears, in the Era of Consolidation Amadicia receives a Spymaster. The Spymaster functions as a normal Eyes and Ears, but has X% chance to sabotage the production in a city (modified by the Spymaster's level as well as Eyes and Ears and buildings present in that city) every Y turns. Successfully sabotaging production resets all accumulated production in that city to zero and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
UUs:
  • Hundredman, replaces Era 5-9 Melee unit, +X% combat strength. Each attack against cities generates +Y Path pressure of the majority Path of Amadicia in that city. This Pressure increases to +Z if the Hundredman captures the city.
  • Bannerman, replaces anti-channeler, All channeling units within two hexes of the Bannerman suffer -X% to their ranged combat strength.
  • Hand of the Light, replaces the Questioner, +X Culture when affecting alignment in a foreign city. After <tech> +Y Prestige when affecting alignment in a foreign city that follows the majority Path in Amadicia.
  • Guardians of the Gate (spawn), replaces Era 5-8 Melee, Ranged, Mounted, or Polearm unit, +X% combat strength. Z% to spawn a Herald when killing Shadowspawn in Amadician territory. Z% chance to spawn a Questioner when killing an enemy channeling unit.
  • Guardians of the Gate (counter), replaces Era 5-8 Ranged, When attacked with a melee attack while within Amadician territory or the territory of a civilization bordering Amadicia, fires an immediate counter-attack on the attacking unit, even if the Guardian is killed by that unit's attack.
  • Lord Captain's Battery, replaces era 5-8 siege unit, Receives +X% combat strength against cities following the majority Path of Amadicia.
  • Hundredman's Battery, replaces era 5-8 siege unit, +X% defense against Ranged attacks. When attacking enemy cities, generates +Y Path pressure of the majority Path of Amadicia in that city.
  • Hand of the Light (foreign), replaces the <BNW Inquisitor equivalent>, can be used on foreign cities as well.
UBs:
  • Fortress of the Light, replaces Defense 3, +X% city defense against channelers. +Y% ranged combat strength against Shadowspawn and channelers.
  • Dome of Truth (Culture), replaces Alignment, +X Culture whenever an Amadician Questioner is expended in this city. +Y% Production towards Questioners in this city for every Z Faith generated per turn in Amadicia.
  • Dome of Truth (Kills), replaces Alignment, +X Alignment and +Y Faith whenever this city destroys an enemy unit.
  • Spymaster's Quarters, replaces Spy2, Stationing Eyes and Ears in this city reduces Unhappiness in this city by X% and causes citizens to produce +W of their respective Alignment. Enemy Eyes and Ears caught in this city generate +Y Faith and +Z Prestige for Amadicia.
  • Hundredman's Garrison, replaces EXP3, +X additional Experience for units produced in this City for every Alignment Tier away from neutral Amadicia occupies.
  • Questioner's Quarters, replaces Alignment, Darkfriend citizens in this city produce double Alignment. This city can "Produce Righteousness", which removes switches 1 citizen from Darkfriend to Light citizen every X production.
UEaEs:
  • Spymaster (sabotage), One Amadician Eyes and Ears becomes the Spymaster. When stationed in a city of a major civilization, the Spymaster has X% chance to sabotage the production of that city (modified by the Spymaster's level as well as Eyes and Ears and buildings present in that city) every Y turns. Successfully sabotaging production resets all accumulated production in that city to zero and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
  • Spymaster (infiltrate), One Amadician Eyes and Ears becomes the Spymaster. When stationed in a foreign city, the city's Hit Points are lowered by X% and the city's Combat Strength is lowered by Y% for every Z Faith produced per turn by Amadicia. When stationed in an Amadician city, that city's Hit Points are raised by W.
 
Top Bottom