counterpoint
King
I'm fine with removing the Bannerman. It could be an Alternate to the Hundredman, but of course they serve different purposes.It's not that I think it's better in general, but that as a single unique it pushes Alignment harder than the LP one does, because it's more available. I'm happy with it as an OR, so like so:
UA: Foreign Indoctrination
UU: Hundredman's Battery
UU: Hand of the Light (LP) OR Hand of the Light (path)
UB: Dome of Truth (pressure) or Hand of the Light (LP)
I removed Bannerman as an OR from slot 3 - is that the right place to do that? I figured we wouldn't want 3 ORs for the same unit by adding it to slot 1. (They're not exactly the same, but we'd never choose more than one of them.) And I didn't want to go into triple-UU style again on slot 4.
good point!Argh! But this is the last civ and we've gotten it down to 2 on all of the other ones!![]()
fine with dropping it.I agree on the Spymaster UA. And actually looking at the non-UA options in that set, it doesn't have nearly as much of the "centerpiece" flavor that calls out Amadicia. These factors combined make me think we should drop that set and keep the other 2.
The guardian of the gate, mechanically, is somewhat like the Bannerman, in that it's "just" a combat unit (though the Ban is a little more obviously flavorful). That said, the *flavor* of the Guardian is "real" flavor, which makes it a little more compelling to use.That would leave us with (potentially some changes remaining on other quote blocks on this post:
UA: Foreign Indoctrination
UU: Hundredman's Battery
UU: Hand of the Light (LP) OR Hand of the Light (path)
UB: Dome of Truth (pressure) or Hand of the Light (LP)
UA: Adherents to Scripture
UU: Hundredman OR Hundredman's Battery
UU: Hand of the Light (LP)
UI: Disputed Border Encampment OR UB: Dome of Truth (Pressure)
Seems to represent them well? Should we get the Guardian of the Gate in there somewhere?
Without the possibility of a triple-UU set, or three-option-on-one-slot, I don't see how it's possible to put those in, though. The first UU in the first set, and the second UU in the second set seem to occupy rather specific functions, mechanically, such that I'm not sure we can OR these guys there. That bums me out, a little - the Guardian for flavor reasons, and the Bannerman for mechanical reasons.
I think we could also theoretically rename things to accommodate the Guardian flavor, though I'm we don't need to decide that now. The first UA could theoretically be called "Guardians of the Gate" or something. The Hundredman stuff could also be renamed to that.
Not sure how to work in the Bannerman. Oh well!
As far as the lack of Spymaster flavor that I previously lamented - we could always just use that flavor as a generic name for our Spy 2 building, if we don't use it with this civ.
hmmm, sorry to say that I don't really like this. Put simply, having a civ be locked out of building a wonder (even just in one city) perpetually seems really, really sucky. Not sure what else to say but that.I meant it pops up the "wonder has been built in a foreign land" and stops wonder production for a foreign player who has the Amadician spymaster in their city - that's his effect. To make the player think the wonder has been built abroad, when actually they've just been sabotaged. They wouldn't be able to tell that apart from it happening normally, which gets rid of the meta aspect of it. But we'd need to lock that player out of building that wonder, even though no one else has constructed it yet (otherwise they could still meta it) and the ability would become all about wonders.
I suppose this is the way to go, then! I do feel like some other element besides just production might make it feel more fun, so I added the last thing about the Questioner effect. This might be too minor, though.... Also, if we're considering this as an option for one or both of our sets, if it's in a set that also includes one of the Hands of the Light, we should probably change this bonus, since this effect (rare as it is) sort of intrudes on their value. If it is the OR to the Hand of the Light in the third set, though, that's not a big problem.Siphoning off production sounds like something that could work! "Every time the city the Spymaster is stationed in finishes producing something, an Amadician city of Amadicia's choice gains +X Production, where X is Y% of the cost of the item produced in the foreign city."? That works with the flavor and doesn't tip off the opponent about what it does.
this is about the UEaE, right? If we keep it, it'll be in a newer form, as discussed.I wouldn't be inclined to keep it around if we're not going to use it. I agree that it's unique, but we should find an effective way to use that uniqueness, rather than increase the number of factors we need to consider when deciding on final uniques for the civs without cause.
ok.I think this one is a bit too epic - it does a whole bunch of very different things. And it suffers from the same issue we had with some of the older uniques and spying, in that it rewards you for everything to do with Espionage, rather than playing a specific way.
Recap!
Amadicia (Era 5-9, Wide, Dom/Cul/LB)
UAs:
- Channeling Ban, Amadicia cannot produce Female1 units. Any channeling unit killed by Amadicia within Amadician territory spawns an Amadician Questioner. +X% combat strength against channeling units. +Y% growth in Amadician cities whenever there are no channeling units within Z hexes of the city.
- 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 stay in resistance 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. Amadician units receive +X% combat strength when attacking cities that have an Amadician Eyes and Ears stationed in them.
- Adherents to Scripture, Threads encountered by Amadicia have additional response options to do with putting some participants in that Thread to the Question, providing different outcomes from the existing choices.
- 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.
- Guardians of the Gate, replaces Era 5-8 Ranged, when attacked with a melee attack while within Amadician territory or the territory of a civilization bordering Amadicia, the Guardians make a ranged attack on the attacking unit before the melee attack takes place.
- 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 (path), replaces the Questioner. Also spreads the Path of the city it was spawned in, with a strength of X (like 500), when it influences the Alignment of a city.
- Hand of the Light (LP), replaces the Wolfbrother. Spawned by the use of Questioners by Amadicia, instead of T'a'r points. Creates the Sage Governor type, instead of the Ta'veren. Has two abilities:
- Put to the Question - 2 uses, must be used adjacent to a city. Converts up to X citizens to the Alignment of the Amadician player's choice.
- Call an Inquisition - Amadicia encounters a new Thread immediately and this unit is expended.
- Dome of Truth (strength), replaces Defense 3, +X% city defense against channelers. +Y% ranged combat strength against Shadowspawn and channelers.
- Hundredman's Garrison, replaces EXP3, +X additional Experience for units produced in this City for every Alignment Tier away from neutral Amadicia occupies.
- Dome of Truth (pressure), replaces Culture4, +X Faith. This building's theming bonus exerts Path pressure on all other cities on the same continent as this city.
- Spymaster's Misdirection, replaces Spy2, this city receives the benefits from all Follower Customs from Paths that have any followers in this city, instead of just the majority.
- Spymaster's Backroom, replaces Spy2, trade routes established in or trading to this city secretly provide Amadicia with +X Culture and +Y Science per turn.
- Spymaster's Den, replaces Spy1, whenever a technology is stolen from this city, Amadicia receives a free technology that the stealing civ has but Amadicia doesn't (if there are any).
- Disputed Border Encampment, can only be built on Luxury resources that are adjacent to an Amadician hex and are in another civilization's territory. Amadicia gains access to the Luxury as though it had improved it. Pillaging or destroying the Encampment is an act of war against Amadicia.
- 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 lowers accumulated production by W and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
- Spymaster (theft), One Amadician Eyes and Ears becomes the Spymaster. Every time a foreign city in which the Spymaster is stationed finished producing something, an Amadician city of Amadicia's choice gains +X Production, where X is Y% of the cost of the item produced in the foreign city. If the Spymaster successfully steals a technology from the city, the effects of a Questioner are felt in that city (including the Faith yield for Amadicia).
first off, name confuses me, as it's not a building or something like a building. Didn't this ability exist earlier in Amadicia? Like, possibly as one of the first-round offerings? I feel like it intrudes a bit too much on the likely policy or tenet or whatever it is that also grants this.Spymaster's Misdirection takes the Spymaster flavor and uses it for Path stuff.
flavor link is a little odd, but this is ok. The ability feels a little random for what the overall trajectory of this civ, is. I'd rather see something that's at least tangentially connected to espionage. Doesn't make much sense attached to a building like this.In case we have enough Path stuff, Spymaster's Backroom provides a very different kind of bonus, using the flavor of "siphoning off secrets" from traders in the city. By "secretly" that means it doesn't show up in the list of yields when a foreign player is choosing where to send a trade route (so it won't influence their decision). It's also a Culture ability, which could be useful since it fits!
Interesting, I like that this connects to espionage. It is rather tied to foreign players' actions, though. I'd think people will mostly avoid stealing from Amadicia for this reason. Also, this kind of thing feels like it might end up not working most of the time. You have to be behind that civ in a key area, so you have something to steal, but ahead in another era, so that you have something they can steal. I suppose it encourages you to beeline or something (to military techs, likely), to provide for this, but I'm not sure we want to go that way. Kind of a weird situation, like Assyria, but at least with Assyria, they don't have to be ahead of any of the other civs in any direct science way (they simply have to be better militarily).Spymaster's Den relates more specifically to the Espionage mechanics. I went with Spy1 instead of Spy2 to give it more time to be activated. It may be that this is too dependent on enemies though, that people just won't spy on Amadicia. It's not a visible bonus to the foreign players though - they can't see Amadicia gain the tech.
I think this one has potential. I'd really rather see there be some way to work in the actual Amadician EaE, though, and not in a way that forces them to camp at home. True that my Den might have been too powerful.... but might there still be a way to have a Spy building that rewards some things they're doing?