Things I think we can leave for now, or that are already good decisions:
- Hawkwing or other old-timey civs at launch (we can decide later when we're doing a civ list)
- I'm good with Trolloc Wars just being a fixed length and 20 turns TW vs 50 turns LB sounds like a good relative difference.
- Sounds like we're all at the same place with technology? Despite back and forth, I think we're agreeing that steamwagons or whatever they're called can crop up toward the end of the tree - whether they're in the Age of the Dragon or the Fourth Age (which may be more than just 4 techs as I first suggested - seems like we have more good info than I expected) can be decided when we have a firmer idea of what that part of the tech tree looks like.
Yeah, I'm happy with that stuff. will be fun to revisit all that later.
Like this:
If it doesn't like your file extension (only specific ones are accepted) you can just put it into a zip. (Or change the extension to something it likes and tell us what it should be - we can change it back once we download it.)
looking around... ah, the Manage Attachments button! Nice. I may do both this and a real post - if the bbcode converter works really well and easy, that is.
I like this idea - it fits in well with existing CiV but flavors it and is an effective mechanic. So, we don't want these to affect alignment, otherwise players will have to micromanage to avoid it, which is annoying. Like you said - symptom, not cause. So, Shadow civs operate more effectively in Light cities that have worked Darkfriend citizens. (Do we want tile-citizens to be Darkfriend-able as well?) I think it makes sense that a Shadow civ's prestige output would also cause Darkfriend to pop up in influenced Light civs/cities. In keeping with the way our alignment stuff has worked thus far, we could have the Darkfriend Specialists produce extra of their own yield (Darkfriend Scientists make +1 science compared to normal Scientists, for example) but also produce negative faith.
yeah, i like it, though i will say that we may need to use tile citizens as well. Otherwise, DFs would occur more regularly in Tall civs... or, rather, you could metagame your way into having more or less DFs based on the size of your cities. you know, not ideal. If we have tile and specialists, we'd just need to make sure the end results are consistent.
On that note (and tying somewhat into what swieczq was saying), it could just be a % of population that is DF... though that's less intuitive, seems to intrude on religion, and is less fun to play around with. On a related note... way to hog all the consonants, swieczq!
As far as the prestige-causes-neighbors-to-have-DFs, question: would the prestige cause the DF citizen, or would it cause an Alignment-shift, which would THEN cause the DF citizen to pop us? This is also relevent if you have DF spies or whoever corrupting your cities (evil missionary!) - do they create Citizens, or merely sew discord and lower your alignment, which creates DFs. Tricky, I could see either way working. If we think of the DFs as a "symptom," it doesn't make sense to have them appear spontaneously - they'd just disappear shortly because of the outstanding alignment, right? But, on the other hand, if we make it change the alignment (assuming that THAT would later create DFs), a DF-spy (or high prestige) would theoretically be totally unable to create DFs in a super-light civ, since the alignment shift would likely not be great enough to create evil people..... actually, maybe that's perfect. So, yeah, symptom, I think.
On that note, though, would even super-light civs have them, or do you have to be "bad?" I'd imagine most civs should have at least one, right? So maybe the issue above isn't an issue - yeah, it's a super light civ, and they have a few DFs, so what?
About people meta-gaming for optimal production - I don't really think the situation here is meta-gamey. Citizens/Specialists are already like this - if you want optimal production and as high as you can get of specific other things, you'll need to manually adjust your Specialist allocation. Most players don't do this because it's very micro-manage-y and takes a long time for only incremental gain, but a truly optimal strategy likely wouldn't use the AI presets to allocate citizens. (I've seen it recommended in the strategy forums that players should manually allocate citizens - particularly in the early game - when playing on higher difficulties.)
yes, i understand that meta is a part of this. But becoming juuuust evil enough for production bonuses seems a little silly.
Especially if the Blight can't spread through forts!
Might make someone actually build one.
yeah, never built one, myself. Though, i'm also the guy who didn't get the citadel.
I wouldn't want them to be "immune" to blight, though - after all, all of malkier was swallowed.... i bet they had at least 1d20 forts....
on that note, maybe Malkier would make a good CS that is always placed on the blight? I mean, if it isn't a civ.
Alignment is interesting, but then what do we do when the Last Battle is disabled?
Buildings and specialists suffer from the same issue - you need to focus on the WoT GPs (for at least some number of turns) to the exclusion of the more reliable ones.
Ahh... yeah, maybe alignment is a bad idea. If we do use it, though, it could simply be a modifier - with no LB, we just take away the modifier.
I don't know if i share the problem with buildings and such... I mean, maybe its worth it to some people. Also, these buildings could have primary effects that are the "real" reason you've built them.
I think incidental stuff might be our best bet. We don't want to invalidate some strategies by making others WoT-GP-fests either though.
Some random ideas:
- First civ to found X cities (possibly repeating multiple? first to 4. first to 8. first to 12. etc.)
- First civ to conquer X cities (same as above)
- First city to reach population X (multiples)
- First player to control X units
- First player to produce X culture/faith/prestige/gold/science per turn
- First (and second and third?) players to reach era X
- Reward for a specific tech on the tree (One random WoT GP appears when you research this tech.)
- Reward for a wonder (one off and combined with other bonuses isn't too much of an opportunity cost)
- First civ to conquer X foreign capitals
- First civ to liberate X cities
There are infinitely more - do any stand out?
I like a lot of these! honestly, it kind of ties into the prophesy situation below - sort of game-wide "quests" you can tackle.
Most of those look good. I do think we would want to balance for different playstyles. For every "kill 50 Wisdoms" we should probably have a "create a great Craft" or something.
Piles of stuff I could quote here, but this is the general topic. If we make prophecies the 'quests' that are a part of the alignment events over the course of the game, then I think having a subset of those prophecies that are "Dragon prophecies" makes sense (the player won't know which ones are Dragon prophecies - they'll just see prophecies to be fulfilled/overturned).
My big question here:
Can prophecies be overturned?
This is really important and informs a lot of our decisions about how prophecies work. I think we're somewhat limited if they can't be overturned. I'm going to assume they can be for now.
Yes, I think I like this idea, these are sort of game-long quests that are open to anybody. Very nice... assuming we make good ones. And yeah, I think some (though not all) can tie into alignment as well. I think most of these can be the kinds of things the civs likely want anyways, but it may be fun to have at least one or two per game be super weird.... for the prophesy enthusiasts!
When you say "overturned", do you mean "proven false"? I think they can theoretically be overtuned, if the situation becomes impossible. Like, the prophesy needed you to capture a coastal city, and there aren't any, or something (stupid example). why would you want to do so, though? Do you get bonuses for overturning them? Or there's a turn limit or something.
I previously mentioned the prophecies affecting alignment - which makes sense if they're a part of the alignment events system. (Remember these are the "generic" prophecies, not the named ones - those are GWs.) Each prophecy would give the fulfilling/overturning player an alignment 'boost' in one direction - depending on the prophecy. Not all prophecies need to change alignment - only some is fine.
Once X Dragon prophecies are fulfilled by a single player, the Dragon is born in that civ. Once a specific time is reached (Y turns before the Last Battle as we estimate it) the Dragon is born in one of the civs that have completed the most Dragon prophecies. (So if none are fulfilled, it's just pure random.)
ok, yeah. so, question: does a civ get rewarded (beyond the dragon birth and alignment) for completing a prophesy? prestige/culture?
Next question:
Is this too complicated?
I worry that prophecies will still have to be bespoke, each one will have to have its own unique code that handles it, instead of the overall system having a "way that it works".
I admit that I had to look up bespoke, and I have way too many degrees - it made little sense to me in this context. British thing? programmer thing? Here, my turn: hexachordal combinitoriality.
Anyways, dictionary or no, I still don't quite get the last line, here. you're referring to each one needing to be individually tagged and followed, and stuff. that's a problem, I gather?
In terms of whether its too complex... I think, with most of these things, we should probably simply hide much of this from the player. If long-term quests exist, players can choose to follow them, or let them sit in the background - something I often do with CS quests when I don't care about diplo. Might be a situation of "oh, cool, I completed a prophesy" more often than "I need to go complete that!" - which I think is probably fine.
This could be pretty cool - Deep Blight or whatever we'd like to call it - being impenetrable to civilizations' borders. I don't think it solves our Shayol Ghul natural wonder problem though - players still know where Thakan'dar will spawn, so they can still focus on that part of the map. I'm not sure if that's entirely a bad thing - the nations of the Westlands did know where the Shadowspawn were going to be based. We'd just need to keep them back at a suitable distance so they can't autorush and win in a turn or two when the Dragon goes to take Thakan'dar.
This could also make the border of the Blight near that location an attractive place to own for strategic reasons. We're worried about players restarting near the Blight, but if you're near Thakan'dar then you are in a prime position to achieve or block the Last Battle victory.
Why not call it Blasted Land?
Yes, the westlands knew where Shayol was, adn also Thakandar, but the thought of actually going and killing it, or purposefully building near it, was unthinkable - you'd end up Malkier'ed. If we can recreate that, sure. Otherwise... probably best to get rid of Shayol Ghul.... Or just put it somewhere in the blight, but not necessarily anywhere near Thakandar (would be fine).
So aside from being immutable, any other difference between Blight and Blasted Lands?
I'm not sure if I understand correctly, does this mean that whenever you choose a specialist, you have an option for him to be darkfriend?
If that's the case, it doesn't seem appealling to me, IMO it's not appropriate flavour-wise - it's too much control for the player whether his cities are filled with dakfriends or not. Player should have means to influence number of DF's in his city, but IMO it would be better if it was rather not direct control - affected by player's actions(e.g. backstabbing), buildings, wonders, trade routes, missionary-style units, how religious his people are and so on.
S3rgeus is correct here, you've confused it a tiny bit. The players do not have the option to select whether they are darkfriends. If they've done evil stuff, they get darkfriends.