S3rgeus
Emperor
Miscellaneous Summary
This summary contains decisions and changes to CiV made for WoTMod that don't fall under the purview of any other summaries in the topic. Any outstanding issues are marked in red.
Espionage
Gray Men
Resources
The fundamental mechanical role of resources is unchanged from base CiV, but what resources are present in the game has changed, as outlined below. New resources are highlighted in blue (with the replaced resource, if any, in green, and notes about what 3D model can be used in brackets). Any resource which has different tile requirements from the resource it replaces is mentioned specifically.
Bonus
Luxury
[two gold]
NOTE: Nutmeg, Cloves, and Pepper have not been replaced (and won't be unless we create a civ UA that needs them)
[one gold, one food]
[three gold]
Strategic
Eras and Calendars
Eras
Calendars
False Dragons and Dragonsworn
Role
Spawning
Dealing with Them
The Horn of Valere
Threads of the Pattern
Shadar Logoth
Mashadar
Waygates
Miscellaneous Flavor
Achievements
WoTmod will have its own internal achievements system! Similar to Steam achievements, they reward the player for performing unusual, challenging, or flavorfully inspired actions.
The following is a provisional list of achievements we are considering.
This summary contains decisions and changes to CiV made for WoTMod that don't fall under the purview of any other summaries in the topic. Any outstanding issues are marked in red.
Espionage
- Spies have been rebranded as Eyes and Ears.
- Level 2 or higher Eyes and Ears can be promoted to Bloodknives after researching a technology.
- Bloodknives die 45 turns after becoming Bloodknives.
- Bloodknives can no longer Steal Technologies, Gather Intrigue, Stage Coups, Affect City-State Elections, or Act as Diplomats.
- Bloodknives can attempt to assassinate Governors or the Amyrlin. They have a percentage chance of success, modified based on:
- Presence of a defending spy in the city
- Buildings or wonders in the city may affect assassination success rate
- In the case of the Amyrlin, the relative influence of the Ajah she was raised from
- Bloodknives stationed in foreign cities have a 5% chance of being discovered (and killed) each turn. Modifiers to this value include:
- Presence and rank of an enemy spy in the same city
- Any buildings that increase the Governor's security
- When a Bloodknife succeeds in assassinating a target, it dies as well. (If it fails, it is killed in the process.)
Gray Men
- Gray Men are functionally similar to Bloodknives, available only to civilizations that have declared for the Shadow during the Last Battle. They share the characteristics of Bloodknives unless stated otherwise below.
- Each civilization that declares for the Shadow gets a single Gray Man for free (in addition to their existing Eyes and Ears) at the time when they make their declaration.
- Gray Men do not die if they are successful in assassinating their target.
- A single civilization may not have more than one Gray Man at a time.
- A civilization may "train" a new Gray Man, much like they would a unit, but they cost a significant amount of hammers.
Resources
The fundamental mechanical role of resources is unchanged from base CiV, but what resources are present in the game has changed, as outlined below. New resources are highlighted in blue (with the replaced resource, if any, in green, and notes about what 3D model can be used in brackets). Any resource which has different tile requirements from the resource it replaces is mentioned specifically.
Bonus
- Bananas
- Wheat
- Sheep
- Deer
- Cattle
- Salmon (replaces Fish, uses a reskinned fish model)
- Stone
- Zemai (replaces Bison, adapt the Wheat model, present on Plains)
- Shellfish (re-purpose of Crabs model)
Luxury
[two gold]
- Cotton
- Spices
- Sugar
- Furs
- S'redit (replaces Ivory)
- Silk
- Dyes
- Incense
- Wine
- Gold
- Silver
- Marble
- Pearls
- Lopar (replaces Truffles, re-skin either Truffles or Bison, whichever works better)
- Tabac (use the model from Barathor's "More Luxuries", present on Plains and Grassland)
- Ice Peppers (use reskinned banana model, present on Tundra)
- Firedrops (replaces Jewelry, CS exclusive)
- Moonstones (replaces Porcelain, CS exclusive)
- Sung Wood (Stedding exclusive)
NOTE: Nutmeg, Cloves, and Pepper have not been replaced (and won't be unless we create a civ UA that needs them)
[one gold, one food]
- Silverpike (replaces Crab, adapted from the fish model - reskinned and resized if possible)
- Salt
- Oilfish (replaces Whales, model adapted from Fish - hopefully resized)
- Apples (replaces Citrus, re-purpose the Citrus model, present in Forest)
- Kaf (replaces Cocoa, use the model from Barathor's "More Luxuries")
- Olives (use the model from Barathor's "More Luxuries", present in Jungle)
[three gold]
- Gems
- Alum (replaces Copper (though this is moved to three gold), use Aluminum model)
Strategic
- Horses
- Copper ("replaces" iron)
- Iron ("replaces" Coal)
- Sulfur ("replaces" Aluminum, re-skin the Coal model)
- Peat ("replaces" Oil, re-purpose the Oil model)
- Angreal Cache ("replaces" Uranium, create a new model that represents stasis boxes where the angreal are found)
Eras and Calendars
Eras
- The number of eras in WoTMod has increased by one compared to base CiV, but the slices of "technological time" they represent will change. The new eras (with their old counterpart in brackets) are:
- Era After Breaking (Ancient) - 500 Years
- Era of Nations (Classical) - 500 Years
- Era of Freedom (Medieval) - 500 Years
- Era of Consolidation (Renaissance) - 500 Years
- Era of New Beginnings (Industrial) - 500 Years
- Era of Stability (Modern) - 300 Years
- Era of Encroaching Blight (Atomic) - 170 Years
- Era of the Dragon (Information) - 30 Years
- Era of Turmoil (Beyond) - 1 Year
Calendars
- The three Wheel of Time calendars are going to be used in WoTMod at turn intervals that will usually map well to players' progression through the technological eras. Still, calendars are based purely on turn number and game speed, not technology.
- The three calendars are: AB, FY, and NE - After Breaking, Free Years, and New Era.
- AB0 to AB1000 occurs between turns 0 and 100.
- FY0 to FY1000 occurs between turns 101 and 200.
- NE0 onwards occurs from turn 201 onwards. (This is the Farede Calendar.)
- World era is an internal measurement device used by WoTMod to gauge the players' progression for a variety of other mechanics. The world era beings in the Era After Breaking. It advances when half of the civs reach the next era, or one reaches the era beyond that. (The same mechanism is used by the World Congress in BNW.)
False Dragons and Dragonsworn
Role
- The Dragonsworn are an additional Barbarian-like civilization that control False Dragons and the units that spawn alongside them.
- False Dragons are male channeling units. Their strength is scaled in a similar manner to Barbarians in base CiV - largely related to tech progress of the world and more significantly by nearby players.
- Any civilization that has met the civilization that spawned the False Dragon is notified that the False Dragon has declared himself. When a False Dragon is defeated, the set of civilizations that have met the original spawner are notified of his defeat, but not any details about the mechanism through which he was defeated.
- This thread contains a possible source of artwork for Dragonsworn.
- Black/Gold is the current frontrunner for the Dragonsworn civilization colors.
Spawning
- Each civilization accrues invisible (never presented to the player) "False Dragon points" through the following actions (in addition to a baseline population-driven value):
- Policy choices (Fear vs Acceptance)
- Philosophy choice (Liberation boosts FD point generation, Authority leaving it unaffected, and Oppression reducing it)
- All male channeling units (saidin users) generate +1 False Dragon point per turn
- Female channeling units have a 5% chance of generating 1 False Dragon point each turn.
- When any channeling unit attacks, there is a chance it will generate 1 False Dragon point. Male channelers have a 90% chance, females 5%.
- Certain wonders
- Threads of the Pattern
- Happiness:
- -20 or lower Unhappiness: 200% False Dragon rate
- Less than 0 Happiness: 150% False Dragon rate
- +10 or more Happiness: 75% False Dragon rate
- +20 or more Happiness: 50% False Dragon rate
- The amount of False Dragon points required to spawn a False Dragon is offset for each player. It is calibrated from a baseline value, where a player who played in an "average" way with respect to False Dragon rate would spawn their first False Dragon around turn 120. This baseline is then adjusted downwards for each player with a randomness factor, so that all False Dragons will spawn, if the players play in a completely "average" manner, between turns 30 and 90.
- When a civilization accumulates that amount of False Dragon points, their count is reset to 0 (with overflow) and a False Dragon, along with several Dragonsworn units, spawns near that civilization.
- Players who take all False Dragon delaying choices would, in the pathological case, expect to spawn only one or possibly two False Dragons over the course of a single game.
- Players who take all False Dragon hastening choices would, in the pathological case, expect to spawn five or possibly four False Dragons over the course of a single game.
- The rate of change of False Dragon spawning increases over the course of the game - delaying players delay more effectively and hastening players hasten more effectively - resulting in endgame spawn rate extremes of every 40 turns to every 150 turns.
- False Dragons stop appearing after Saidin has been Cleansed.
Dealing with Them
- Defeating a False Dragon rewards the civilizations that contribute to his defeat. This is portioned out based on the damage dealt to the False Dragon before he dies or is Gentled.
- The reward for killing a False Dragon is a lump sum of yield in total, which is divided into 3 yields by six parts: Gold/Culture/Faith in parts 3/2/1.
- The total value of the lump sum scales by world era, as follows:
- After Breaking: 200
- Nations: 300
- Freedom: 400
- Consolidation: 500
- New Beginnings: 700
- Stability: 900
- Encroaching Blight: 1100
- the Dragon: 1300
- Fourth Age: 1500
- Example yield breakdown: Civ A deals 50 damage to the False Dragon. then Civ B deals another 50, and the False Dragon dies. It is the Ancient Era. Each Civ A and B receives 100 total yield each, divided up as 50 Gold, 33 Culture, and 17 Faith.
- False Dragons can be Gentled, much like any other saidin-wielding unit. Gentling a False Dragon rewards the Gentling civilization with an additional bonus of 50-75% of the current era's yield reward. (The value from 50-75 is proportioned based on the False Dragon's remaining health: more health == higher reward.) The Gentling player also receives an amount of Light yield equal to 25% of the total value of the Gentling bonus.
- When a False Dragon is gentled, the normal yield reward is still portioned out as usual based on any damage the False Dragon took before being Gentled. (If he took no damage, the Gentling civilization receives all rewards, a sum total of 175% of the numbers shown above.)
The Horn of Valere
- The Horn of Valere is a mystical item that can be discovered in a Mythic Sites (along with Seals of the Dark One's prison). When the Horn is discovered, the nearest military unit controlled by the same player becomes a Hornblower (which is a promotion that allows that unit to blow the Horn).
- The Hornblower promotion allows the unit to summon the Heroes of the Horn to the map to fight for their controller for a short time.
- A full list of Heroes available is pending.
- The Hunt for the Horn project becomes available in the Era of Encroaching Blight, around the same time the Last Battle's Seals become visible. (Its effects are pending)
- If the Hornblower unit is killed, the unit that killed it becomes the new Hornblower. Unless that unit is a Dragonsworn or Shadowspawn, in which case a new Mythic Site is spawned on the map (in a location no players can see, if such a location is available), with the Horn in it.
- Hornblowers cannot be disbanded.
- The Horn of Valere has a cooldown of 30 turns after each use, before it can be used again.
- When the Horn is blown, any other civilizations that have active vision on the Hornblower unit are notified which unit blew the Horn.
- The Heroes of the Horn summoned by the Horn of Valere cannot be bonded as Warders by Aes Sedai.
- The Heroes' combat strength degrades as they move farther from the Hornblower, becoming weaker than most late game units once they are beyond 3 hexes away.
Threads of the Pattern
- Threads of the Pattern are Alignment-driven decisions presented to each civilization every 14-16 turns.
- Each Thread presents a flavorful description of a situation and two or more choices that the civilization's leader can make to deal with that situation.
- Each choice causes the player to gain (and some have associated costs) something of value, in addition to a lump sum of Alignment yield that reflects the morality of their choice.
- Some Threads have prerequisites - requiring the player to have a certain unit, have reached a certain era, chosen a certain policy tree, or other such restrictions.
- Some Threads are globally restricted to a single instance within a single game.
- Each Thread can only be seen once by each player in a given game.
- A master list of Threads can be found in three parts, Part 1, Part 2, and Part 3.
Shadar Logoth
- Shadar Logoth is not present at the beginning of the game.
- When the Trolloc Wars ends, a City-State is selected to become Shadar Logoth using the following priorities:
- a City-State that was captured by Shadowspawn
- a City-State that has no ally (also tie-breaks for #1)
- a City-State that lost many units to Shadowspawn, maybe 5+ or 10+ (also tie-breaks for #2)
- a random City-State (last-case tie-breaker)
- In games with 6 or fewer City-States, the player will be warned during game setup that Shadar Logoth will consume one of them.
- The presence of Shadar Logoth can be disabled as a pre-game option.
- Shadar Logoth controls a single Mashadar unit, which is a powerful melee unit.
- When Saidin is Cleansed, Shadar Logoth is destroyed.
Mashadar
- Mashadar is a very powerful unit - difficult to kill with even endgame units and almost impossible in the early game.
- If Shadar Logoth is captured by another player, Mashadar respawns near the city every X turns and attempts to recapture it for Shadar Logoth.
- Mashadar will seek out and attack any foreign units that end their turn on Shadar Logoth territory.
- When there are no foreign units in the city-state's territory, Mashadar will fortify on the city hex.
- If Mashadar is killed while the Shadar Logoth City-State still controls its own city, Mashadar respawns on Shadar Logoth's next turn.
- If the Cleansing Saidin project is completed by the pro-Cleansing side (as discussed in the Channeling summary) then Mashadar's respawn rate permanently decreases to once every 3-4 turns.
- If Saidin is Cleansed, Mashadar stops respawning.
Waygates
- Waygates are Features that are placed on the map as a part of generating the map before the game begins.
- Waygates produce +X Culture when worked.
- Recon and Settler units can perform a Custom mission when on or adjacent to a Waygate tile, causing them to Explore the Ways.
- Exploring the Ways always gives the player a small (single digit) yield dump of Shadow.
- Exploring the Ways has a % chance of rewarding the player with a small yield dump (Gold, Culture, so on), of a similar magnitude to Ancient Ruins.
- If a reward is not found, then the unit has a % chance of being teleported to another Waygate that the player has previously discovered, and a % (very small, around 1%) of being teleported to any random Waygate on the map.
- There is also a % chance that the unit will become lost in the Ways and will not return.
- In the event that the unit emerges, there is a % chance that the unit will take X damage.
- Each time any player finds a reward in a Waygate, the chances of any player finding any future rewards in that Waygate decreases, and the chance of units entering that Waygate being transported to other Waygates rises to compensate.
- Shadowspawn emerge from Waygates during the Trolloc Wars and the Last Battle (appear on and around the Waygate tile).
- The rate that these Shadowspawn spawn is used as a balancing mechanism to spread the threat of these events across the map.
- More Shadowspawn spawn from Waygates farther from Blights.
- More Shadowspawn spawn from Waygates that are farther from the territory of major civilizations.
- Fewer Shadowspawn spawn from Waygates that are near Stedding.
- During map generation, Waygates are intentionally placed within range of players who are isolated from Blights, to ensure that they are affected by the Shadowspawn components of the Trolloc Wars and Last Battle.
- Waygate keys can be used to lock Waygates shut, preventing Shadowspawn from spawning at that Waygate.
- Waygate keys are obtained from Mythic Sites or by completing a global Quest for Stedding City-States (once Mythic Sites have been revealed to the player).
- Any unit can unlock a locked Waygate by standing on that same tile and performing the "Unlock Waygate" custom mission.
Miscellaneous Flavor
- Golden Ages will be renamed to pending
- The Barbarian civilization has been renamed to the Lawless civilization.
- Anarchy has been renamed to Chaos.
- We are considering renaming Science to Knowledge, in an attempt to broaden its scope (take in flavor that's more present in the books, where scientific advancement is slower) and make it feel more fantasy-esque.
- Diplomats have been renamed to Emissaries.
Achievements
WoTmod will have its own internal achievements system! Similar to Steam achievements, they reward the player for performing unusual, challenging, or flavorfully inspired actions.
The following is a provisional list of achievements we are considering.
- Hold Shadar Logoth for X turns
- Purchase 13 Depositories
- Gentle the Dragon unit with a Red Ajah Sister
- Win the Diplomatic Victory without the support of the White Tower
- Kill a Whitecloak unit in Andor with a Wolfbrother
- Trade for a Porcelain Legendary Craft of the Sea Folk Nationality
- Move the Dragon unit onto a tile with Sheep and a Pasture Improvement
- Use a Yellow Ajah Sister to Heal a <Malkieri Warder replacement UU> that is standing within 3 tiles of Blight
- Have a <Malkieri Warder UU>'s bond passed from a Blue to Green and finally to a Yellow Sister.
- While declared for the Light, use a <Malkieri Warder UU> to kill a Sharan Wyld.
- As Andor, use a Green Ajah Sister to bond a Hero of Horn, who has been ripped from the Pattern by a Thread, as a Warder.