So CiV has been patched! Firaxis have added some new Lua hooks, which is interesting but doesn't make much difference to us since we're already definitely a DLL mod (though it does save me adding some of the ones they added myself).
Interestingly, two new resources have been added, which is pretty awesome. I'll be taking a look at what the source code changes are some time, seeing as they released an SDK update as well. Anywho, on to more channeling!
7A.1 Stilling and Burning Out Should Stilling be possible? If so, how does it work, mechanically? Can a channeler Burn Out?
Mechnically not very different from Gentling, but I think it would have to be quite complex and balanced very carefully to avoid upsetting the way channeling works for the majority of units. Too much complexity, I'd say.
7A.2 Blocks Should blocks factor into the game at all? If so, is it as a simple flavor-addition to a promotion or other mechanic, or does it have an actual effect on game mechanics?
I agree that this is too specific and doesn't add much. I'm fine leaving it out.
7A.3 Linking Should Links be a feature of channeling? Who is permitted to Link? Does it take the form of a passive bonus, a promotion, or a more active ability?
I think Linking adds a lot and can be something that's "unlocked" via a technology. I think it can be an active ability that can only work if the units trying to Link are in close proximity (possibly only adjacent). There's some implementation complexity behind linking units like this and restricting their ability to attack while still allowing the Link to be voluntarily severed. (Don't want to end up with situations where the player can Link two channelers, attack with one, then unlink and attack with the other one
as well.) But given Linking became so important to combat and several other large channeling endeavors by the end of the series, I think it's worth including.
I'm thinking it's like this:
Once you've researched the Linking tech your channeling units gain access to a custom mission "Link."
"Link" can be performed without consuming the unit's movement on adjacent/nearby channeling units.
The unit that performed the "Link" mission will be the leader of the Circle (exception below).
A Circle's leader can take all normal actions that would be available to them without the Circle, but have a few additional effects:
- Drastically enhanced combat strength (specific modifier likely determined by the number and strength of other channelers in the Circle)
- Modifier to specific channeling activities (like Gentling)
- Cannot move beyond a certain number of hexes from any of the Linked channelers.
- Can perform an "Unlink" mission which frees all other channelers and dissolves the Circle.
"Followers" in a Circle have the following restrictions placed on them:
- Cannot attack
- Cannot perform the "Link" mission
- Cannot move beyond a certain number of hexes from any of the Linked channelers.
- Cannot perform channeling-requiring actions independently (like Gentling)
The movement thing is a big one and actually is something we'll probably need to deal with for Sul'dam and Damane as well (assuming we go with my suggested approach). It's less of a problem for Aes Sedai and Warders because they don't have a "must be within X hexes." There are situations (involving roads) where you have a valid destination for your two units, but can't move them there because you can't make the interim moves (other units in the way) to keep them within a certain number of hexes of each other. This would likely require us to allow the player to move both units with a single motion.
I envision something like the traditional right-click + drag mouse after selecting one of the units. Then the other unit is also represented by another circle (like the circles that say how many turns it will take to reach somewhere) which is at first adjacent to the target hex. Then the player can scroll the mouse wheel up and down to move the secondary unit's position to other vacant (reachable) hexes around the target square for the selected unit. (CiV can also be played with a touch screen - I suppose that's easier if we can detect two points of contact then the player can pick directly, but I'm not sure what level we have access to touch events at.)
As I'm writing that out, I'm aware that that's a very computationally expensive set of pathfinding operations. CiV's pathfinding is already pretty funky (and non-optimal) so I'm not sure how possible the above is, but it's certainly very complicated. It might be better to have a "move group" mode where you specify a destination for each unit in turn and it moves them all at once once you've selected a complete set of valid destinations. Anyway, going back to Linking.
Circles involving both men and women may be gated by a further technology, but men are required to lead these Circles (and we can enforce the limit on Circle size the lore has as well). So regardless of who performs the "Link" mission, leadership of the Circle may transfer to a male channeler who's brought into the circle. (It's important that even if they've gotten the "move after attacking" promotion, a Lead female channeler shouldn't be able to attack, then Link to a male channeler and transfer leadership automatically, allowing the newly Leader-ed male channeler to attack with the Circle's bonuses as well in the same turn.)
This is complicated.
7A.4 Shields Should Shields be possible for channeling units? How would they work? What about binding a unit in air?
I think Shields makes sense and certainly aren't as complicated as Linking is. Mechanically, binding with air is also relatively simple. I would imagine binding with air only works on Shielded channelers or non-channeling units, and even then has a chance of failure. I'm not sure if we'd want to do more than "immobilize" the unit (like making it not fight back in combat for example).
For both, I'm going to go with my old favorite "% chance of success based on relative power of the units involved" approach.
7A.5 Neutralizing the Power How do stedding and other anti-Power locations work? Are there specific ter'angreal that can be used to accomplish the same?
I'd say any Stedding CS' territory (any hex within its borders) and anywhere within X hexes of the Guardian (wonder) block channeling. Channeling units standing on those hexes are either civilians or become weaker melee combat units, likely varying between unit types of channelers.
Did Stedding block channeling results from entering them as well? Could an Aes Sedai fling a boulder or a fireball into a Stedding? If not, we'd need to block "attacking into" those hexes as well. That would make them noticeably more powerful defensive positions, which could be very cool.
I think there's also room for a "Wells" technology that circumvents these limitations in some restricted way. (Not saying it should unlock "channelers can channel in Stedding" but maybe something along the lines of a single attack - but I'm not sure how/when it would replenish/reset.)
7A.6 Compulsion and Turning Should Compulsion be an ability in the mod? Who can use it? How do its mechanics work? What about Turning?
Mmm, Compulsion I had forgotten about (before you mentioned it in Black Ajah abilities). I think Black Ajah Sisters, Dreadlords, and Forsaken should be the only units that can use it. Maybe that's one of the Boons for players who choose the Shadow - their units gain the ability to use Compulsion.
I think we can go with a similar approach to Gentling where the "attacking" channeler has a % chance of the Compulsion working based on the relative power of themselves and their target. If it works, the unit is converted to be controlled by the civ that controls the "compeller." I'd say the newly Compulsion-ed unit has no moves remaining on the turn it switches sides.
7B.1 Miscellanea and Items Should the Void, channeler detection, angreal, the Five Powers, Cuendillar, and Power-wrought weapons be a part of the game? Should they feature actual mechanics, or be simple flavor? How should they work?
I think the Void is something we can include just as flavor - in text and descriptions for various aspects of the mod. It's fairly foundational to the units it's associated with and if available as promotions, I'm not sure what the unpromoted units represent.
I think Cuendillar makes a good resource, seeing as one of the primary sources of Cuendillar for the majority of the 3000 years post-Breaking was discovering left over from the Age of Legends. It's also one of the very few, very WoT resources we can add. I see it being like Marble - a luxury resource that has some other unique bonus properties. (We can even have an endgame building that produces Cuendillar to be in line with the flavor.)
Power-Wrought weapons I'm less sure of. I can see it as an endgame technology, but what does it enhance exactly? Power-wrought weapons can be wielded by anyone, not just channelers. I think if we do use this, it's part of our later discussion about what techs go onto the tree.
The Five Powers as flavorful names for channeler promotions (ones that effectively stand in for normal units' counterparts) sounds fine to me.
Channeler detection is a bit strange. It is intended to work on a much smaller scale than CiV hexes. Using a reasonable range, channeler detection will be entirely superseded by the unit's actual line of sight. If we make it more far-reaching, it potentially becomes monstrously powerful (highlighting units/armies well off in the fog of war). CiV does have minor stealth mechanics (submarines and destroyers finding them) but I'm unsure if we'll use that. Unless stealthed movement is somehow integrated into the Dream World?
7B.2 Traveling What aspects of Traveling should be included in the game? How do these work, and how are they balanced against other game mechanics?
Traveling! This is a big one. The obvious use is just swap out airports for Traveling (airlifting units to cities with airports) via a "Traveling Grounds" building and be done with it. I certainly think we can use that, whatever we decide about individual units channeling.
Another alternative is that you could construct a "Traveling Grounds"
improvement with a worker/channeler (once Traveling has been discovered, which I imagine is a technology). Any channeler can Travel to any Traveling Grounds you (or allied civs?) control whenever they have (full?) movement points, via a custom mission. As you mentioned, they might be able to allow adjacent units to do the same - obviously one per turn is the limitation, since only one unit can occupy the target tile and I'd say Traveling consumes all of a unit's movement.
The other, full whack super true-to-flavor-and-potentially-game-breaking (and not cheap memory wise either) is that every channeling unit can Travel to any location that they have previously ended their turn on. Madness ensues.
A more sane approach to that might be having a separate "Learn this location" mission that takes X turns. After a channeler does that, they can Travel back to that specific hex (or allow other adjacent units to Travel there) at any time. You have to be a bit more strategic about this and put your callback locations in sensible places. (And be wary of overlaps, if you've put two separate channelers' memorized "retreat" locations on the same hex near your capital and they both need to retreat on the same turn, you're out of luck.) This is probably the most accurate and not all that gamebreaking. Managing these locations might be a bit of a chore for the player though.
We could even use all 3 of the above (I'm not including the crazy one), since they don't particularly conflict with each other.
7B.3 Tel'aran'rhiod Does the World of Dreams exist in our mod? Is it accessible to Wise Ones, or only Great People? How does it work?
So, one of the drawbacks of submarines (and probably the reason that Firaxis didn't add any land-based stealth units) is that you can find them by "movement scouting". you can't move onto a space with a foreign submarine with another naval unit because you can't both occupy that space - whether you can see them or not.
Now, Firaxis solved that for trade units (caravans and cargo ships) using "map layers". Anybody and everybody can share a hex with any arbitrary number of trade units (that are actually doing the "delivering" part of their trade route) because trade units exist, as I understand it, in a stackable layer of the map, separate from civilians and combat units.
What if Dreamers (I'm not writing the full name of the Dream World out because it's complicated and I'd have to keep copying and pasting it, ruining my quote copying!) could "project" themselves into the Dream World (via a custom mission again). This creates a separate "Projection of Sorilea" (or whatever the unit is, "Project of Wise One") unit that exists in a different, stackable map layer that is
invisible to other players. The source channeler is immobilized and the projection lasts for X turns (modifiers based on the unit's proficiency at Dreaming exist - allowing us to make the Wise Ones much better than others at this).
This is effectively free, invisible scouting, and we could permit these projections to move without needing open borders too. No combat for obvious reasons (though do we want some units to be able to "fully enter" this stealthed map layer? Could be interesting).
This may play into "channeler detection" above, but I don't think that it's really in the spirit of the detection we see in the books.
Reflecting the "imperfections" in the Dream World's representation of reality is difficult because of the way CiV handles unit sight and revealing the fog of war. I can investigate whether it's possible to have "patchy sight" that would leave holes that you haven't seen, but even if that works, I'm not sure it would achieve the "partial view" we want. The main reasons players wouldn't "circle" until all of the hexes are filled in would be the time limit on the projection - they might go for a wide view instead, which would give us the "patchiness" we want.
7B.4 Balefire How does Balefire work in the mod? Which units can use it? What are the consequences of using it? How can it be countered?
I think I agree that we'll probably come back to Balefire later when we're doing some endgame technological balance. Though it's definitely a property of channeling - it's probably mechanically a lot more related to endgame units and how powerful they should be. My first reaction is to have the Dragon and the Forsaken be the only units that can use it.
7B.5 Talents Are there any other Talents that should be included in the game somehow?
The only of those you listed that I think might have a place is Delving, and even then I'm not really sure what it should do.
7B.6 True Power Does the True Power exist in any meaningful way in the mod? Who can use it, and how is it different from saidar and saidin?
I think it should, mainly because the True Power is super awesome. I'd say it's basically only available to the Forsaken. The first difference that jumps to mind is that the True Power works in Stedding and near the Guardian. Units that use it could become more powerful as the Shadow gains strength. (Possible positive feedback loop - the Shadow winning makes the Shadow stronger, making them win faster.)
I'm not sure what the other differences should be, but I'm keen to include the True Power in a meaningful way.
7C.1 False Dragons How do False Dragons work in the mod? How powerful are they? Does their power scale over time?
I'd say it should take several units to fight the actual False Dragon unit itself, and the commitment of a fair number of units to deal with the whole uprising. I think we should scale the False Dragon's power over time so that they remain a threat throughout the game - probably tailing off into the lead up to the Last Battle.
I'd say False Dragons rising up function much like you've suggested: barbarian invasions led by a powerful channeling unit. The players that defeat the majority shares of the False Dragon's units get Prestige/Culture/Faith bonuses. I'd say defeating a False Dragon should also positively affect your diplo relationship with other civs - but the amount it affects it depends on their Ideologies. (Civs that follow Oppression ("Intolerance") like it more, Autonomy ("Freedom") like it less, but it's still positive for all, because he was a rampaging madman.)
7C.2 Forces of the Shadow How powerful are the Samma N'Sei and Dreadlords? How often, and where do they appear? Can player civs control Dreadlords?
I'd say on par with the endgame channeling units that Light civs have access to: fully upgraded Aes Sedai and Asha'men. I'd spawn them mostly in the Blight, possibly a couple (globally) near Waygates explicitly built by civs/that exist on the map (depending on how we do Waygates). At the top end of the most Shadow-y civs that declare for the Shadow, I think they could get to control one or two Dreadlords.
7C.3 Forsaken How do the Forsaken manifest themselves in our game? When do they appear, and does Ishamael appear earlier than the rest? Are they specific units, or treated generically? Are they all combat units, or do some function as spies or in some other capacity? Do they Respawn? Do they tie into Shadow Player Boons? Can they access the True Power?
Yes re True Power.
I'm less convinced about the Forsaken each being unique units with their own abilities, styled after their specific roles in the books. Mostly because they will
have to be simple variants on existing abilities - otherwise we're doing a lot of AI work for just one unit that might not be important in any given game - and then they're not too exciting. I'm inclined to make the Forsaken super powerful combat units (most powerful in the game - on par with the Dragon) and use their names, much like GPs, just as flavor. (Though I would suggest we have male/female variants.)
Now, flavor wise I think the roles they played in the books can definitely play into the Boons and Alignment quests. Mesaana can demand that your (Shadow-aligned) civ spy on a specific (likely Light-aligned) enemy. Things like that. I think that would be the majority of their role before the Last Battle, because the Shadow civ is necessarily always an AI (cool scenarios aside), adding complex "cool" effects for these units has limited player impact.
We could have Ishamael's early arrival manifest through his tendency to show up first in the flavor for the Alignment quests (for both sides - giving you tasks/helping on the Shadow side, as a guiding force to your enemies for the Light).
And
that, ladies and gentlemen, is a
wrap! I have reached the end!
VICTORY! I'm looking forward to hearing the thoughts on things I've said above. I think I'm, on the whole, in agreement with counterpoint on where to go with channeling and am mainly supplying my preference/choices where different approaches are presented, rather than disagreeing with anything major and taking it in a different direction. And another huge thank you, counterpoint, for writing all of this out!
All very well thought out and presented in a very respond-able way too.
Now is probably a good time to say that I'm going on holiday from this weekend. I'll be abroad for 3 weeks but I'll have internet access, so I won't completely disappear. Just a note that I might be marginally slower at replying for that time.