S3rgeus
Emperor
Well, I can see that we're probably going to have to make it so Trollocs can embark, but I do sort of hat that, for flavor reasons. I wish there was some way to make it so they only would/could do it with a Myrddraal present or something.
Otherwise, yeah, rickety graphics, particularly low HP, bad movement, maybe these are our tools.
Cool, these sound appropriate.
tohers? They're actually one of the Seanchan beasties. Don't really appear much in the books, but they're probably mentioned in some of the doldrums novels (books 7-9 or something).... OR it's just a misspelling of "others." I can't remember (I often forge things from those middle books, like the entire city Tanchico).
Testing to see what a keyboard shifted Draghkar is: Ftshjlst
You really don't like that range of the books.

These are about cities flipping sides in the LB. This all sounds good to me.
Have you seen cities flip sides very often? Seemed much more common in earlier civs. I've only had it happen to me once, and it was essentially the worst possible time, too. I was rushing to a very tenuous Dom victory (King, I think, though I can't remember who I was). I had one or two capitals to capture, only, but I had terrifyingly rampant unhappiness. One of my cities flipped sides, and it was a really bad choice and timing - Madrid, which I had just spent everything I had in capturing. So the only path to winning was to get into a war with the dominant civ at the time, who I was not ready to face. I don't remember it ending well.
I've seen at least one city flip in most of the games where I played Culture since it was patched in post-BNW. (I think it was patched in then anyway.) I saw several in one of my games, which was pretty cool - even some AI-to-AI defections.
Speaking of actual games, I lost my game against Casimir. I mean, he hasn't technically won yet, but it's a lost cause. After valiantly defending the former Morocco for many turns against superior numbers and better teched units, it all started to go sideways when the first mechanized units showed up (landships, tanks). I managed to cling onto my coastal cities next to Marrakech, but one's under serious risk of being captured. Managed to fend off a significant naval invasion while Marrakech was still under my control.
I've realized that Casimir probably has airports and is flying in all of these units as he builds them. One of my caravels wandered over to Casimir's homeland to see if I can could mount a surprise attack at his capital, but it got minced by some battleships and submarines. Attila made peace with him and all was lost.
I may try Emperor again. Or I might go for King again for one game before that, because it's difficult to spend that long on it just to die.
OK, I mostly like this, and think it's the right direction.
I'm actually leaving these here and commenting in-line, which will allow us to keep modifying this til we find a good version.
Choosing Shadow
Shadow Tier 1-2: Build Trollocs
Shadow Tier 3-4: Build Myrddraal
Shadow Tier 5-6: Build Draghkar
Shadow Tier 7-8: Build Dreadlords I actually kind of think we should make Tier 8 special somehow, right? Like maybe Trollocs are 1-3, Myrds are 4-5, Dragh are 6-7, and Dreadlords are 8. Maybe that's too hard to get, but *something* special should differentiate 7 from 8, right?
I'd be fine with changing it up so that Dreadlords are tier 8 only. Makes tier 8 special!
Neutral: -5 Happiness (people are inherently good!)
Each positive Light tier costs an additional -5 happiness (topping out at -45 for tier 8) good
At Light tier 4-5: One city rebellion (random?) it could be random, or one bordering a Shadow civ, or one that isn't Alignment Stable. It should be set up so that it isn't possible for somebody to just deflect it by building a crappy city right before the LB, knowing it'll defect - should be very possible for you to lose a good one. Also, do these happen immediately or over time (especially if there are multiple rebellions)
At Light tier 6-7: Two city rebellions (random?)
At light tier 8: Three city rebellions (random?)
These ones here happen immediately on declaration. We can do a similar thing to Ideologies where supremely unhappy civs' cities defect to the opposing side over time. Or if there's an opposing culturally influential civ on the other side of the LB, that will cause ongoing defections.
Choosing Light
Shadow Tier 1-2: -10 Happiness (more static than Light - the Shadow are more "institutional" whereas the Light is "grassroots") I must confess I don't understand what you mean here.
Just flavor dressing to explain why the Shadow happiness scales are farther apart and bigger jumps than the Light ones.
Shadow Tier 3-4: -20 Happiness
Shadow Tier 5-6: -30 Happiness (A Forsaken appears to try to kill you early, from here "down"?) how early? How does this compare to normal Forsaken behavior?
Shadow Tier 7-8: -40 Happiness I think there should probably be the possibility of Rebellion here, as well, though probably not starting until the highest tiers. As compensation, maybe the hapiness penalties don't need to be as steep or something.
The rebellions above are automatic rebellions when the civ declares for the "wrong" side. I'd be fine having those exist on both sides of the scale. I think severely unhappy Shadow civs would have cities defect to the Light via the same mechanism as described above, regardless of if we introduce automatic defections at LB-start.
Neutral: Nothing
Light Tier 1-2: +1 Aes Sedai quota (assume Light Tower for all quotas boosts) I'm guessing no quota boosts for shadow players if the Tower turns? That sounds fine to me
Light Tier 3-4: +5 Happiness, +2 Aes Sedai Quota
Light Tier 5-6: +15 Happiness, +3 Aes Sedai Quota
Light Tier 7-8: +25 Happiness, +4 Aes Sedai Quota
Yeah, I don't think the Shadow get quota boosts.
Choosing Neutral
Shadow Tier 1-3, Light Tier 1-3, and Neutral: Nothing
Light and Shadow Tier 4-6: -5 Happiness
Light and Shadow Tier 7-8: -15 Happiness Again, I'm thinking we need a city-turning thing here - turning to *either* side. Being 8 Light and choosing neutral is pretty lame.
Very true, if we step up the happiness penalties, that will happen organically. Also fine with introducing automatic defections for Neutral civs who are far along the scales either way.
Right, it's pretty hard for me to judge that. To me, -45 happiness seems pretty big, but I'm not as familiar with looking at all the stuff that goes into happiness.
By the end of that multiplayer game, I'd put a lot more hammers into cultural buildings, so I'd kept it down to -19 Happiness from culture (I had ~+20 Happiness overall most of the time leading up to the end). We called that game a draw because it was taking so long and two of us were very close to winning.
We also had an epic world-spanning war between two ~2000 point human players, which was great fun. Very different from fighting against the AI! I realized that a lot of my strategies are quite AI-centric, they capitalize on reliably stupid things the AI does. Humans tend to just ignore obvious bait and bad trades. Units focused fire a lot more from both of us too - so gathering them into armies made a much bigger impact.
Cool, let's revisit this in a million months when we're there!
Looking forward to it!
Alas, I think I'm a few years to old to know that tune. My cousins were into Yu-Gi-Oh, but I was already too "cool" for cartoons by then, and hadn't yet reached the age where I could engage with such things ironically or without self consciousness yet...
Yu-Gi-Oh! is the show, it was great fun. It all went a bit weird once Yu-Gi-Oh! GX started though. Never really the same.
Let me be clear that when I say it's "too specific," I mean that the plot point of Brigitte being ripped from the Pattern is really very specific, in a way that doesn't make me feel like we must include it in the mod - perhaps just having her as a Hero is enough. See, also: Slayer; the cool double-bond telepathy from aMoL, etc.
Now, tackling this issue and your proposals specifically, don't get me wrong, there's a lot to like here. But there's also a few issues with it, mostly concerning the fact that these Threads/Quests apply to only one player. So only one player gets a chance to rescue Hawkwing? So, it's luck-based then? (if it's a forsaken quest [how could it be?] it would also be based on how Shadowey you are) So, what if the randomness makes it so like 5 civs get this Thread, but not the others? Are there fewer Horn Heroes, or they've all been subbed out? It just seems like we're really expanding the reach of what Threads can be (i.e. not just yields) with something like this.
That said, I *do* like what you have here. It is flavorful and seems fun. For sure. I think maybe part of the issue here is that we 1) haven't done other threads, so we're still a bit unclear on the scope of them, and 2) I don't view this flavor as worthy of "creating an exception".
The role of Threads! I agree that the HotH stuff isn't flavor worthy of creating an exception, but I wasn't thinking this would be an exceptional kind of Thread. (Unlike this WoTMod thread, which is clearly exceptional. *rimshot*)
So this plays into a much wider discussion about what we think threads should do. Not necessarily the flavor, but more what the mechanical rewards should be - do they go beyond yields? I think having yields-only could risk making them quite bland. Do we want to go into more depth on this topic now or shelve it for another time? (If so, when?)
In answer to your specific questions, yes, only one player gets the chance to rescue Hawkwing. It's luck-based who gets which Thread, but as long as there are enough with each major type of effect, then we should be fine. (In terms of flavor, the easy explanation is he's in a location that's only accessible in time to the civ seeing the Thread.)
I do agree with your other point about Threads affecting other civs. Their direct effects should be limited to the civ viewing the Thread. (so they should never modify foreign yields or anything like that.) Because that's just random punishment for other players.
currently i'm in the "no defense" camp.
All right, the Light have no direct objectives that thwart the Shadow's Turning objectives. That's fine with me!
good!
Responding to "good!" with this seems like a total non-sequitur, but I've added the Edict for generating Culture when Heralds are expended to the overall Edicts list. This still makes sense when Heralds are equalizing units now, right? (Not just Light)
I noted that lordoflinks mentioned that he hadn't really known much about the LB mechanics. Might we update the 1st page of the thread to have a Disclaimer to New Posters or something directing them to the Summaries? That might save people some headaches.
Also, this is a lot of work for you, but you could also periodically update that first page (every few weeks, probably) indicating Under Discussion topics. At least hte broad ones (like now it would be Darkfriends and Alignment, and that's maybe all that'd be worth mentioning).
Done. I'll try to keep that updated as our high-level discussions move on. We seem to be approaching the end of the LB stuff - we're largely agreeing on things now and there don't seem to be any big proposals outstanding, barring possibly diving deeper on the role of Threads.
this is regarding balefire. I'd say if we did do this, the way it should probably work is just to "undo" the units previous action, and only that action. If they dealt damage, that damage is restored, if they upgraded, they go back down, if they healed, they unheal (asssuming they survived the blast, which I suppose is impossible). Right?
Finally catching up with where I said I'd mention this at the beginning of my second-to-last post. Undoing any arbitrary action would be crazy complicated - for every single action a unit could take we'd need to have a corresponding undo action, and record enough information to undo that specific instance of that action. (Does this undo spreading Path? Healing other units? Pillaging things? The list is endless and incurs huge costs for us to make them all work properly.) So if we do do undoing (great sentence), then we should probably isolate it to just kills.
You've got to pretty significant lengths to make the point here, and I think you probably could have convinced me with "Hey, isn't Rand more like a Plane than a spy?"
I agree. But, it doesn't actually matter, right? Like, him as a plane or a spy is only something that'll float around in this thread, right - not actually how he'll be described in the game, right?
Fine, then!

I'm gonna try to respond to this before you finish dinner!
Bargh! Got there before me, but I'll catch up now!
I should mention I won't be around tomorrow night though.
OK, I'm adding this to the LB summary. Please check how I'm explaining it. Are we calling it "Student of the Forsaken"? Also, does it stack/improve if he kills many of them? Is there a cap?
Also, how large is the bonus? 15%, then 5% more for every Chosen killed? Does this gel with how promotions work in Civ?
It should give a combat bonus against cities controlled by the Shadowspawn civ as well.
15% for the first and then an additional 5% per Forsaken sounds fine. Up to a maximum of, say 7? With the way promotions work, there will need to be a maximum, but if the maximum is greater than 13, then the number of Forsaken is the limiting factor (so the promotion maximum is irrelevant).
OK, idea here (though it's quite possible this is what you're suggesting). Let's just make it a distinct unit, NOT a worker. Call it "Gentled" or "Gentled Channeler" or something. Make it *not* a civilian, but make it a very bad combat unit. Maybe it can't even attack, but dies in a couple hits. But, it has the moves (most of them?) of a worker. Sort of like a crappy Legion. The purpose of this is to make it A) stand out the player, and B) not capturable by opposing civs.
thoughts? which summary should all this go under, anyways?
I like it! This wasn't exactly what I was suggesting, but it meshes very well with the notions I had. There's nothing stopping us from allowing another unit to have a subset of the worker's available actions (and even to work slower). Firaxis did actually make that system relatively modular for things like the Legion.
I think this could go in the Channeling summary - in the Gentling section?
Related to this, what do we think of the following Edict then, from a few posts back?
Cure for Gentling
One Gentled male channeler worker unit owned by each civilization becomes a male channeler again. (Civs with none receive nothing, civs who don't have enough Spark still get him, but go into "negative strategic resources mode" as with traded supplies.)
OK, I think I agree. I think an important thing to decide is what exactly scales. Probably not everything.
I'd say the strength of Thakan'dar, strength of any of the units (spawn and forsaken), and speed of Blight spreading will remain unchanged.
However, I'd say shadowspawn spawning rates and forsaken spawning rates (though probably not the cap) should scale. Is there a specific formula we should adopt? Perhaps it can be interwoven ergonomically into the "Touch of the Dark One" level, or something.
Agreed about Thakan'dar strength and unit strength remaining the same. Didn't we decide not to do spreading Blight in the end? Or did we only decide against receding?
Shadowspawn spawn rates definitely makes sense. I think if we curtail spawn rates outside the Blight when there are a lot of Shadow players, that will make a big difference. There should be enough Shadow-inspired armies wandering around without even more Shadowspawn on top of that. (Though we should still have a couple to keep the Light on their toes.) This may be the only thing we need to scale, because it should drastically affect how many Shadowspawn are on the map.
What's the "Touch of the Dark One" level, stuff? Is that the ramping up from the Seals being broken?
The other thing to consider are the Seals. How does the Shadow win if there are *no* Shadow civs? I guess just by capturing the light cities, right? But don't they have to break seals still to complete the victory?
Very good point. This is probably worth adding a new Seal-related point about. If the Shadowspawn civilization captures a city that contains a real Seal or captures a Sealbearer, the Seal is immediately broken. This sound fair? (The Shadowspawn know what the Seals are, where to look from the Dark One's guidance, and have nothing to lose from breaking them.)
Also, I think the rate of Forsaken Quests should tie into this. Forsaken quests are a way of helping the Shadow side in general - at no cost to the shadowspawn civ. More shadow civs = more benefits all around. Should there be fewer Forsaken Quests per civ, the more shadow civs there are? Probably shouldn't be a linear relationship, but some sort of curve seems to make sense to me.
I think we'll need to go into more detail on what Forsaken Quests entail exactly before we decide on this. Do we want to do that now?
Putting the one-word goal aside, it still sounds a little bit like you're hoping for an impossible linguistic feat. You want something that coveys that a civ is "too light" without presuming that its Dark (e.g. your previous issues with my suggestions [though i don't like them either]). I'm not sure how to get around it.
So you wouldn't like using a word like "Corrupted." If your city is "Corrupted (+2)" it tells the player that it's too "dark", regardless of whether the civ "is" dark or light (this is just TOO dark).
- Corrupted or "Corrupt" or "Touched" could work for being too dark. "Twisted," Deviant"
- Light is more difficult, as I'm looking for words that convey goodness in a bad way.... "Puritanical," "Prudish," "Self-Righteous," "Holier-than=though", "Priggish"
- for stability, well, there's "Stable," "Serene," "peaceful," "Comfortable," "Stoic," "Balanced"
thoughts?
What about if we have four words? There are four categories that are flavorfully distinct (even if there are only two mechanically distinct categories, this is just a word we're presenting on the UI, so we should make the distinction as it makes sense from the player's PoV):
Too Shadow for the Shadow (Shadow civ has a very Shadow city)
Not Shadow Enough for the Shadow (Shadow civ has a not-Shadow-enough city)
Too Light for the Light (Light civ has too Light city)
Not Light enough for the Light (Light civ has not-Light enough city)
Neutral civs can use the Too Shadow for Shadow and too Light for Light when any of their cities diverge.
Some attempts at flavorful names (totally stealing yours):
Too Shadow for Shadow: Corrupted (I like this one, though there is some risk of Shadow players thinking this is the intended state of their cities)
Not Shadow Enough for the Shadow: Uncommitted, Traitorous, Unspoiled
Too Light for the Light: Overzealous, Zealous (and most of your suggestions)
Not Light enough for the Light: Uncommitted (works both sides), Isolationists, Mediocre, or some other "not good enough" synonyms
In terms of what Stable could be. Peaceful, Serene, and Comfortable sound quite good, but these cities may be at war and other normal CiV happenings, which could make those descriptions quite strange. Balanced is pretty good - it's less clinical than Stable, which is good.
ok, so do you like this setup, then? In terms of how many change for each tier.
Yep, totally happy with how many change in each tier.

yeah, the conversion is the same, but I was approaching it from a very, very different place!
It's great that they slot together so well even though we were coming at the underlying structure differently!
totally! Let's do random!
Random it is!
ok, so there's really two separate (but related) issues here:
A) doing Alignment Decisions
B) Choosing which side to fight on in the LB.
For A), I'm tempted to just say "touch luck." Each civ can make their own decisions, and if one chooses totally Shadow and the other Light... tough. Don't play on a team with an AI! You might need to program an AI tendency towards agreeing on one path, though, even if its a two-AI team.
For B), obviously we can't just say "tough." An actually decision must be made. You're gonna hate this, but maybe whoever has the highest score gets to choose? Voting could work, but if it's based on numbers of cities/population, I also wonder if Alignment strength should factor in as well. Like, if their leaning shadow and you're hardcore Tier 8 light, you should maybe win, assuming your populations aren't *that* different.
But we could sort of split the difference here. Like, make every Thread totally distinct between the player, but ultimately pool the actual Alignment itself. I dunno, it does suck though. And that certainly doesn't save us from the Big Decision at the start of the LB.
Points!
Spoiler :

I'm actually fine with the player with the highest net Alignment leaning getting to choose. Like, we could straight up do that comparison and just let only that player pick. Teams would be unlikely to choose Neutral then though? Or we could have them vote and weight it, as you've said. I'm just worried that that's quite a complicated system of internal voting that we'd need to make and balance and I'm fairly sure most players don't play on a team.
I think we should keep Threads and Alignment accumulation isolated per player. It just seems like it would suck for your Alignment pool to be fighting with your ally's on a team. Though it would draw both of your attention directly to it. It would also be quite odd. The only base CiV yield that does this is science, but because of the way tech progress is represented as "turns remaining" this isn't so much of a problem. Alignment is represented as a number (like Gold or Culture). Imagine if your Gold changed more than your GPT, because your teammate was also making gold (or worse, losing it). That would be totally bizarre.
In terms of if players diverge on the same team. Then yeah, tough luck, y'all should've worked together better!

in this vacuum of game design, those numbers look good to me!
Those numbers are decided then!

OK, so I've gone through and done a very big update to the LB summary incorporating our current thoughts on darkfriends. check it out when you can.
The whole section D - Darkfriends looks good to me. I'm happy for all of that red to be black now, I think. The only exception is the name ("Stable" vs its competitors) which we're discussing above.
This line:
If a civ moves to a different Alignment Tier, their cities do not automatically change. Instead, Darkfriends and Normal citizens remain, and any new growth in the city reflects the cycle of civ's new Alignment Tier.
I think it can just become:
If a civ moves to a different Alignment Tier, any new growth in the city reflects the cycle of civ's new Alignment Tier.
We got kinda confused on this one because the difference is subtle, but I think the summaries are generally inclusive definitions - nothing happens that isn't explicitly called out in a summary somewhere. So summaries only need to specify exclusions when they're making a change from base CiV. I'd have no problem leaving it as it is now if we think we might forget this specific difference later.