I mention this because I think we do want the lightside to be able to steal, right? Otherwise, it's "Steal them all in the first 20 turns or your life will get a lot harder," so we might need to artificially add some mechanic that makes them last, or else provide some benefit for the Shadow to holding off.
Definitely, and I think that's covered above.
On that note, should we bring back the discussion about the "Dark Ones Touch" when seals are broken? I know we talked about shadowspawning rate increasing, and bubbles of evil popping up as each seal is broken, but shall we get more specific?
Yes, definitely. So Shadowspawn spawn rate is a big one and I imagine one of the biggest deciding factors. If all of the Seals are broken, I'm thinking that the Shadowspawn would be basically unmanageable for any single civ, unless it was a worldspanning monstrosity itself.
More bubbles of evil also sounds good.
We also discussed food spoilage and that stuff - so some decreases in global food yields? This would likely cause a lot of large cities to begin to starve. Since the Last Battle is largely a short-term operation (compared to the whole game), and CiV's starvation doesn't have a huge short-term impact, I think that's ok.
What else would we like to add?
I can live with the Sealbearer. Just hope it doesn't create too much clutter. Name can work for now.
Question: what happens when the seal is FOUND on the map? Does it go straight to a city or does the discovering unit (hunter or whatever) *Become* a Sealbearer?
By the way, trying to add all this into the "Seals" section of the LB summary. Please check and advise!
I think with what we're discussing above about Hunters and Aes Sedai finding the Seals, we don't want those units to become Sealbearers (who are civilians). It would also make finding Seals in place far from home very difficult, which I don't think we want to create barriers against?
I've looked through the summary and it's looking good! One thing that jumped out at me that I'll come onto later is option 2 for the "Search for a Seal" mission results - I wasn't thinking we would make that misinformation quite so explicit. That it would be more like "Your spy fails to find any information about Seals in Andor" - rather than "There are none." It's just flavor dressing rather than any mechanical difference, but it doesn't mislead the player. They can just never tell if there are
actually Seals in their targeted civ.
This is tricky. I'd say that since the power of the various civs going against each other, as well as the Shadowspawn civ and the Tower (usually), the LB is likely to have a reasonable "minimum" length due to it taking a decent amount of time for people to conquer and such. Thus, to me the bigger concern is keeping the Seals thing from making it too painfully *long*.
Yes, I'd say we should probably scale the research length my map size, and *also* scale the steal time. Right? Keep them lock-step with one another.
Of course, if there's one shadow civ versus 15 light civs...
Also, we could just universally shrink the research time, instead extending and varying the *destruction* time. That way there wouldn't be as much of a research bottleneck.
Yes, let's scale stealing time and research length with map size. I agree that we don't want the actual ongoing process of breaking the Seals to be the thing that makes the Last Battle victory take longer - it should take more turns if it's physically more difficult to kill your enemies on the map.
In the 1 Shadow civ versus 15 Light civs situation - ignoring the obvious "they'll just kill him" result - one civ could be remarkably effective at stealing and breaking multiple Seals if he was smart about it or the Light civs distributed them in a non-useful way.
to clarify, we're both imagine it telling you "there are no seals" when that's incorrect. What about the opposite? Will it tell you "a seal is in Whitebridge" which no such thing is true?
I say this above, I'll just mark here for clarity, I was thinking more along the lines of "You find no information" rather than incorrectly telling the player "There are none."
I don't think we want to do the inverse, the player will waste a lot of turns following that which would be pure frustration.
Agreed. Espionage in general is a bit of randomness already in CiV.
It sounds like we like the idea of not having a failure chance for the actual steal mission. In this case, more randomness for the length of the Steal a Seal mission makes sense! I'll go over numbers below.
OK, I'm a little confused by your first sentence. These cities are usually close together, but that just means you only rarely will have to move the sealbearer very far, right?
Depends on if we go with "must have been discovered" or "works for any in the same city" with stealing Seals. In the latter case, you're better off moving far if your enemies have sight on the Sealbearer, which will often mean moving away from your high production cities, since they're usually in the same place.
OK, this could work, but I also am wondering if we should shorten the research length and extend some other phases in the process. That is a LOT for 7 seals! (plus or minus).
Very true and this makes a lot of sense. Research is super important and skipping out on techs to do other stuff puts your drastically behind. Let's shorten the research component and make the breaking part more difficult.
hmmm.... so... broken record here... what do you think of making the research shorter but the production longer?
This would have the interesting effect of making it much more likely that you're stealing a *real* seal, since the longer it sits in its home city, unsealed, eventually it's authenticity will be discovered (probably). This might speed things up a bit, by making more stealing actually fruitful. Of course... you still have to Authenticate it yourself. What if it's a seal you previously had, and are restealing?
Side effect of making it heavier on the production - a production heavy civ would now be the best Seal-crusher, rather than the science civ. Do we not like that? Of course, it could be that we have a science civ start the process, and then transfer it to an ally.
Ach! Head hurts.
We could justify re-verifying because the other civ has had the Seal for a time. You don't know they haven't swapped it out for a fake. Still, that's a lot of lost research between the two sides in the process of the Seals being stolen back and forth. I think we can keep the proven "state" with the Seal itself, rather than in a per-player fashion. This is simpler to track for the player and for us.
I think it's fine if production powerhouses are the best sealbreakers.
Right, but now I'm wondering if in fact you need to start your own authentication when you steal it. If your enemy did the work for you, should you benefit?
I think so, otherwise a Seal that's stolen back and forth will cause both sides to waste a ton of research. That might be what we want? I do also think that keeping it consistent for a single Seal within the game will be simpler for players to understand too.
sweet! I will start using it. What do we say, then? The Eyes and Ears have stolen a technology? The Eye and Ear have?
"Your Eyes and Ears have stolen a technology"? Does it still make sense to promote Eyes and Ears to Bloodknives?
I think mechanically i agree with you - shouldn't matter if the player knows which city it's in. This makes things much easier for us to balance.
I think we can help remove the frustrating aspect with flavor, though. Instead of the Eyes and Ears discovering a seal is in a city, they can be specific: "Bode Cauthon has discovered that a Seal has been hidden away in the Sewers of Salidar!" That kind of thing.
Very good idea, I like this. It makes perfect sense - the Seal isn't in an obvious location, so it's only with the foreknowledge that it is
in the city that your Eyes and Ears can be targeted enough to find it.
Him getting weaker when Seals are stolen seems a little odd to me. I can't really think of anything better, though...
OK, so you're talking about things as if the typical path would be for the Dragon/Light to take Thakan'dar and *then* break the seals. I don't like this, I don't think. I understand why you're suggesting it, I think, but I think it takes away some of the compelling end-game stuff we were talking about before.
I recall the whole when-to-break-the-seals thing to be a tricky cost-benefit equation. For the Shadow, it's obviously that way - the Shadow gets stronger when you break one, which is good, but the Light wins a little bit when you do that. But from the Light's perspective, that "game" is absent - wait til the last minute, always.
I remember us talking about how the light would be faced with a tricky endgame, where they must breakt he seals - and make the shadow stronger before the Strike at Shayol Ghul. One last, risky mission.
To me, having the Seals broken after T'D is taken seems kind of anticlimactic.
And with this in mind, I still see some problems with the Dragon unit being allowed to exist in unit form forever. While I understand how any turn they aren't hitting T'D is a turn they're letting a Shadow player win, but I imagine the strike at T'D will be very challenging. If the Light were to essentially neutralize each of the Shadow civs - or even the neutral civs before that strike, the final assault would be made MUCH easier, with only the Shadowspawn civ left with any meaningful resistance. Essentially, having Rand in unit form - an offensive, not defensive weapon - makes the taking of Shadow capitals much easier, I'd imagine. The "capability to win the game" is not the same as the "situation with the highest *probability* of winning the game.*
I think a lot of the stuff I said above is relevant here. There are also some more specific points.
I'm not sure if we want the Light to have to break the Seals first. Then the Light and Shadow objectives are the same, which is weird. It's also not quite how the Light really wants things to play out. The books give us a good example, in that Rand and Rodel Ituralde had captured Thakan'dar and been fighting Shadowspawn there (the Light needs to fight to keep it - the Shadowspawn don't stop spawning or even slow down) to keep them out. They succeeded when Logain broke the last of the Seals -
then Rand was able to defeat Moridin and seal away the Dark One.
I don't think it's an anticlimax to capture Thakan'dar first. Once the Light have captured Thakan'dar, they need to hold onto it for the duration of the time it takes them to break the Seals. (This may be difficult.) If they break some and the Shadowspawn take it back, then they've helped make it even harder for themselves.
If the Light are confident they will take Thakan'dar, but haven't done it yet, they might break them early. The best case scenario for that is breaking all of the remaining Seals and capturing Thakan'dar in the same turn, but that's almost impossible to time correctly.
The "game" for the Light, for the start of the Last Battle, is to fight the war itself into a position where they can strike at Thakan'dar, while also trying to gain control of all of the Seals.
In the specific situation you describe, yes, it may be more effective long term for the Light to clean up all of the neutral and Shadow civs first. (In general it will be.) The variance here is whether that's possible for them to do. That will depend entirely on how the game has played out up until now. If the victories are balanced right and there are multiple players doing well (those are two preconditions, rather than one being a consequence of the other), there won't be enough time to wipe out all Shadow and Neutral civs before
someone else wins.
In some cases, the Light might walk all over everybody and win the game that way. (Though I imagine the Shadowspawn would still put up a significant fight about it.) It's inevitable because of the way CiV works that sometimes the Alignments will be lopsided. Some games will have two extremely powerful civs that rule the whole world between them - and both choose Light. Or sometimes there will be a worldspanning empire (Poland in my current Emperor game) who chooses Shadow and crushes everyone underfoot by himself.
The Last Battle back-and-forth really comes into play when the players end up on relatively evenly matched sides. In most games, not many civs can take on the majority of the rest of the world at once. It's in those situations, where no one player is powerful enough to win outright on their own, that rushing to complete the Last Battle objectives becomes important and eliminates the "clear out" style you've described. The clearing out happens more when one civ can just win at its leisure.
Now one thing that I thought of when writing this is that defending Thakan'dar is much easier if the Dragon can defend it. What about the Dragon being busy once you capture the city? He heads inside Shayol Ghul to confront the Dark One and you're left filling Rodel Ituralde's role of defending him until he's done.
Yeah, could do this. But should it cap, or something? What if there are dozens of these?
This is to do with the bonus received when finishing researching a fake Seal. If players have to re-research the Seal each time it changes hands then yes, we definitely need a cap. But I think I prefer the notion of the Seal only being proven once - in which case we could stick with just having that bonus since it has a built in maximum, which is the number of Seals.
Should probably less if we do scale down the research time (as I mused on above)
I think it's still fine, a single luxury amounts to being able to found another city in my book, usually, but at this stage of the game, it's largely offsetting other potential negative happiness modifiers, since new cities won't be useful before the world ends.
OK, a few things here. I think we're pretty much thinking the Dragon won't do much. As the LB gets closer, I'd imagine essentially all of the Threads in the Pattern will have something to do with him, likely involving either he or the forsaken directly. Maybe we can have some Edicts or Compact Resolutions pop up that concern him or something.
Yes, this sounds good. Do we want to go through what those Edicts and Resolutions are now?
A weird timing issue.... at that point in the game, isn't it likely that each turn will be one year? Are we ok with the possibility of the Dragon fighting in the LB as a five-year old? If the civs are close in tech prowess, this will happen. This also doesn't allow much time for the ramp-up.
It will only really happen on small maps. Half of the players would need to advance into the Era of the Dragon on or around the same turn. There's usually significant variance here of like ~10 turns at least. Sometimes it might be triggered by one runaway reaching the Fourth Age, which means he researched every tech in between, so the Dragon would have more turns to age correctly.
As for small maps, there is weirdness. On a duel map, world era is equal to the best era between the two players. We could make the lead in time longer after the world era change. My main concern is going too far - players are approaching the end of the tree and we need to have 50-ish turns of combat before they win their victories, otherwise it becomes always more efficient to go Neutral and head for a traditional victory type.
As far as specific new things that start in the WE of the EotD... well, it's that Ramp-up, right? More Threads, some unlocked edicts and stuff. That stuff isn't all civ-era specific, is it?
Lastly, I'm not sure I have a problem with victory being realistically possible before the LB. I think that is fine. Not every game, maybe, but if you're doing really well, yes. Enabling some non-LB victories in order to make the EotD a bit more fleshed out seems to be worth it to me.
Definitely, I agree. If one player is racing ahead, they're better off just going Neutral and winning before the Last Battle truly gets up to pace. The way we'd discussed it before, it would be impossible to win the science victory before the Last Battle even started, because it requires Fourth Age techs, and any reaching the Fourth Age triggers the Last Battle. But like we've discussed, the Last Battle shouldn't be an on/off switch, so a science player who's way ahead should be able to win the game comfortably before the Shadowspawn become a problem.
Diplo is gated on when the world leader elections start occurring. Which should be the Era of the Dragon, right? (Since that's our Modern equivalent?) So the Last Battle will trigger before anyone can win that, but someone who owns all of the city-states will just win the first election and be done.
Culture take radically different amounts of time depending on your opponents. If a civ is good enough at producing Prestige and everyone else is terrible at Culture, they might win long before the Last Battle starts. Without somehow gating Cultural influence on tech (which I don't think we want to do, as BNW didn't), I don't see this being changeable. Given how unlikely it is, I think it's fine.
So would these all be available immediately? Or would people have to vote them in somehow? or would somebody have to build something to initiate them? It seems perhaps a little overwhelming to have them all sitting there. Also maybe is a little too easy - everybody just camps for awhile and buffs up early in the LB, and then goes crazy.
The bonuses are intended to be an ongoing threshold thing - having contributed hammers in the past doesn't help anyone in the present. Each project has levels of bonuses that are unlocked by when "X hammers per turn" are being contributed to that project. This prevents the "keep back and buff up" approach from being effective, though we could go with sums of production instead of measuring against per-turn, if we thought there were good reasons to do so.
I agree it could be overwhelming to have them all available at once. I'd be reluctant to introduce another set of voting mechanics or anything like that though - they become quite complex quite fast. We could gate each project on specific techs? So a few are available by default, but only the civs beyond a certain tech can contribute to others? This means only very science-y, already-winning civs (who optimality-wise shouldn't have picked Light since they would win as Neutral faster) would have them all available at once.
These sound good, mechanically. But would these be competitive beyond the Faith bonus? Like top contributor gets more Gold or whatever? Seems kind of weird.I think that's what you were saying.
I think this is a confusion about the mechanics of these projects vs the World's Fair and stuff like that? I don't think we want there to be any ranking of contributors. Once over a certain production threshold for a certain project, all Light civs have the bonus for that threshold until the production being put into that project is reduced. (This would happen when civs change their cities to build something else.) That's more in the spirit of the cooperative nature of the Light-side alliance.
As far as the names, I like:
Research: "Scholarly Cooperation"
Unit training speed: "Hold Back the Shadow" - I think we should save the Legion and the "Spit" for other flavor
Gold : "Time of Need"
Culture: "Festival of Life" is ok. Don't love it. Not thinking of anything better though....
Spark: "Nurturing the Spark", "
Shadowspawn rate: "Closing the Ways"
Those names work for me.
Also, just thought of something else for the Misc Summary - cleansing Saidin...... or was that in the Channeler one?
It's in
the Channeling one, under "Saidin - General".
OK, so a few issues here. As far as the numbers. Yes, I'd say the "victor" can just keep their Sisters. That seems fine. The Black proportions seem fine - do it based on a percentage of completed Turning objectives. I'd say it should never exceed 50% of your quota though.
Why not exceed 50% if they got very close to Turning the Tower? They will still be losing Sisters.
As far as the Light... hmmmm.... I'd say we probably just have to decide an arbitrary percentage. What else can we do? That percentage should likely be less than the best scenario for the Black, but much better than the worst.
That's what I'm thinking too - there isn't really a sensible measure of how many Light Sisters should be remaining. Keeping 75% seems sensible to me, but that conflicts with the Shadow 50% max above.
So what about Neutrals, though? It's totally intuitive for them to lose them all but... that kind of blows. Should they keep half or something?
Losing half of your Sisters seems like a good compromise. Whether the Tower chooses Light or Shadow, they will be suitably annoyed at any civ that decides to sit back and watch the conflict.
OK, as far as the Black skills, I'm torn here. On the one hand, I'm very much tempted to just say "sucks to be you!" about the Shadow civs. You choose Shadow, you lose functionality. To me, that is acceptable.
But then I remember that the Shadow civs are actually still playing for a specific victory type. To them, Browns are actually still useful for digging up archaeo ruins. To the lightside, several of these secondary abilities become useless - who cares about enhanced trade with Grays when you already have this whole new trade template? To the Lightside, the Sisters become weapons. This is probably mostly true with the Shadow too, but there's certainly the possibility of more. This makes me unhappy about forcing the Shadow civs to lose their sisters.
But, if we do go this way, I'd like to make the Black sister abilities be very slight. The ability to break the Oaths is the primary one. Other than that, I'd say compulsion, and that's it. And even then, I'm not sure I we need that.
Oaths + Compulsion on top of whatever they usually had works for me. I completely agree about Shadow civs needing the variety of abilities for the Sisters, so let's make Black Ajah a layer on top of their existing units (the ones they keep anyway). This gives the player more continuity too - their cadre of Aes Sedai isn't being replaced by a whole new suite of units, it's just that some of their existing ones revealed they share an allegiance to the Shadow.
A couple extra things I'm thinking of now:
We treat Ajah influence as independent to Tower influence. What happens during War? If the Tower stays Light, can the Shadow civs maintain their high-tier Sisters, or are all of them reset back to Tier one, since their relationship with the Ajah (via the Tower) is terrible now?
Argh! Mechanically nothing resets them at the moment and doing so would have some interesting ramifications for which Ajahs had majority in the Tower. Resetting them would also run counter to the way we're handling diplomacy - you can do stuff that annoys the Tower in general without losing influence with your Ajahs, you just get modifiers on any future influence that makes it difficult to maintain your current standing. But there's no more "extended future" at this point in the game.
I'm thinking we could reset the Ajah influences of players on the opposite side of the Last Battle from the Tower, but their Aes Sedai could maintain tier two bonuses (the extra abilities)?
Similarly, what happens if a Losing-side sister dies? Are they replaced? It is somehow different? These sisters fled and joined your side. There's no "quota" from the Tower anymore.
Well, I'd say it'd be obvious if it was those two, and not a choice. Not important, though. Also, you sure Mat isn't just a Great Captain?
I will say that this bit of flavor very much conflicts with your notion below of being Agnostic to the specifics of this iteration of the Drag.
We're not being
that specific - the choices
include the two that represent Mat and Perrin, but those aren't the only choices. This is very similar to what I'm saying about the Dragon - if in different timelines a different Dragon were born, he would be born with different companions that work with him. Maybe a Min-like seer from the start.
First off, I'll say I agree with your conclusion - let's just call him the Dragon.
But, I know I'm sounding overly pedantic here, I'm not sure I agree with your assessment of the timeline. I don't think Logain or Taim could have been the Dragon. Neither had an Aiel mother, for example. For somebody else to be the Timeline, all the prophesies have to change to accommodate that. That's fine, but if all of those change... than this isn't really the same Age, is it? It seems to me that in this age, Rand is the Dragon. The History of the Age seems hurtling towards that.
But again, no problem with it just saying "The Dragon!"
This wouldn't be Logain or Taim as they exist in the books timeline. It may not be any of them - it might be someone who was never born in the books timeline. They're just close enough examples of people who wouldn't need history to be that different for them to become the Dragon. Other people would need more drastic divergences, but they're still possible.
I think it would still be the same Age - the Dragon rises up, a reincarnation of Lews Therin (since the Age of Legends
has already happened in any of our available game-timelines) who defeats the Dark One and reseals him. (Or fails and the Pattern unravels. In which case... the game uninstalls itself? There can be no future timelines!

) So the Dragon is just whoever the Wheel spins out as the reincarnation of Lews Therin. That was Rand in the book timeline, but an alternate timeline may have different prophecies, as you've said, or just different people being born in circumstances that fulfill the same prophecies.
There is something I've wondered about quite a bit. The Heroes call Rand by Lews Therin, since he's the reincarnation of Lews Therin. But Artur Hawkwing is a *role* that the Wheel spins out into the Pattern when it needs to make changes to the overall weave - this is what the Wheel uses all of the Heroes for. And yet, Artur Hawkwing was the name of the guy who became High King and ruled the Westlands. (Lews Therin is obviously not Rand's name.) So is Artur Hawkwing the recurring role, or the man? Or does the spirit of the recurring role become the mortal who occupied that role last? So in the Fourth Age, when the Wheel needs to spin him out again, is there no longer a Lews Therin role, and instead there's a Rand al'thor role? But that Rand al'thor role is fulfilled by <insert other name>. And once he's
fulfilled his role, that role takes on his name?
Gaidal Cain and Birgitte Silverbow seem to imply that the role name is constant, taking on different monikers each time they become mortal. (In which case, Rand al'Thor will die and Lews Therin will continue to exist as the role the Pattern spins out - occasionally choosing to make the role and the mortal the same actual person.) Unless their roles are remaining the same and Birgitte and Gaidal were the names of their last incarnations.
Back on topic - we do agree! Let's call him "the Dragon". I find the theory conversation very interesting though!
All conjecture, I'm just not sure how it works.