S3rgeus's Wheel of Time Mod

Philosophies
Most of the questions above apply to Philosophies as well.

Name
We have already decided to rename Ideologies as Philosophies.

Will we continue to call tenets by that name? We could go with Principles of some similar variation.

Categories
We have already decided to replace the existing branches with Liberation, Authority, and Oppression. We also decided that, unlike BNW, your choice of branch will have certain immediate effects. Are we still doing it this way, or is it better to apply these kinds of things as tenets?

The automatic effects we discussed were
Liberation - high FD generation, high male channeler generation, medium hit to Tower Influence (or unchanged), bonus to Spark
Authority - moderate (unchanged) FD generation, moderate (unchanged) male channeler generation, boost to Tower influence, Spark unchanged
Oppression - low FD generation, low male channeler generation, huge hit to tower influence, penalty to Spark

Did I forget anything? Is there something wrong?

Mechanics

Is there any difference in how Philosophies interact with the game, aside from those changes already described here?

Do early adopters still receive two free tenets?
Do they still unlock in the same manner - after building three "factories" or reaching the "modern era"?

Are diplomatic implications the same, or is there more hatred, say, between Oppression civs and Liberation civs than the other possible pairings?

Can you still change your philosophy with a period of anarchy? Can you be "forced" into it from unhappiness?

Victory and BNW Analogues
Are our three Philosophies directly analogous to the BNW Ideologies? Is "Freedom," for instance, roughly similar to Liberation? If so, which is analogous to which? If not, will we freely mix tenets?

BNW ideologies are associated with a certain Victory Type, because of their available Tier 3 Tenets. Are we going to similarly associate our Philosophies with given victory types? Doing so does not necessarily have to mean that our branches are analogous to BNW branches (the victory-types could be the same, but tenets could be wholly different).

From BNW, each Ideology has the following Victories associated with it:

Freedom - Culture, Diplomatic, Science
Order - Culture, Domination, Science
Autocracy - Culture, Diplomatic, Domination

It should be worth noting that we also have the LB victory.

Assuming Culture is ubiquitous as it is in BNW, the following could be a serviceable array for our Philosophies:

Liberation - Culture, Diplomatic, Science (or Dom)
Authority - Culture, Diplomatic, Domination (or Science)
Oppression - Culture, Domination, Science

That mostly makes sense, though science feels like it could go well with authority - unfortunately, domination doesn't fit with most conceptions in my head of Liberation. Though, if we think of a civ like the Aiel or Shara as Liberation, than perhaps it should be Dom instead of Science.

Tenets
Similarly to in the post above, here I will present the Tenets from BNW in simplified form. See the above post for game concepts we might want to include in here (Governors, etc.)

This also will likely take a rather large chunk of time.

Freedom (Culture, Diplo, Science)
Level 1
1 - +25% GP (also in Order)
2 - +1 Culture from GWs
3 - Specialists 1/2 food
4 - Double % CS election rig
5 - +1 local hap per gold building
6 - +3 gold from trade with Freedom civs
7 - +1 local hap from National Wonder (also in other branches)
Level 2
1 - 6 maintenance free units. 6 Free foreign legion
2 - +1 local hap per water mill, hospital, med lab
3 - cities +33% str
4 - 1/2 unhap from specialists, GAge 2x length
5 - GP improvements +4 yield
6 - +15% prod for military units. +15 Inf for Military unit gift to CS
Level 3
1 - +34% tourism from Broadcast tower
2 - +4 Inf per turn from CS with Trade
3 - Buy Spaceships with Gold

Order (Culture, Dom, Science)
Level 1
1 - +25% GP (also in Freedom)
2 - +2 local hap from monuments. 1/2 build time for monuments
3 - -33% gold cost of buildings
4 - +15% attack when in friendly territory
5 - Spies 2x chance to defend against enemy spy
6 - +1 local hap from workshop, factor, power plants
7 - +1 local hap from national wonder (also in other branches)
Level 2
1 - +1 local hap from observatory, public school, research lab
2 - +1 culture, food, Gold, prod, and science per city
3 - New cities have +3 pop
4 - +34% Tourism to other order civs
5 - +25% science from factory. Build factory in 1/2 time
6 - +2 prod per city, +1 prod per mine and quarry
Level 3
1 - +34% tourism to civs with less happiness
2 - Free courthouse on capture. +50% food/prod from internal trade routes
3 - GEn can hurry spaceship parts. GEn and GSc appear

Autocracy (Culture, Diplo, Dom)
Level 1
1 - Wounded military +25% damage
2 - -33% gold cost of units
3 - Militaristic CSs gift units 2x when at war with same foe
4 - +250% tourism to all civs when Culture GP is born
5 - Spy steal rate 2x
6 - +1 local hap per castle, arsenal, military base
7 - +1 local hap from each nat wonder
Level 2
1 - +2 Local hap per barrax, armory, and military acad.
2 - GGe receive +3 mov. Armor receive +1 mov and +15% attack, ignor ZoC
3 - +3 local hap from courthouse, build in 1/2 time
4 - -33% unit maint
5 - Strat resources 2x. +5 food and science in capital
6 - +25% prod for units, new units +15 XP
Level 3
1 - +50% tourism for civs fighting common enemy
2 - +6 inf from CSs you could demand tribute from. Units +50% effective at intimidating CSs
3 - +25% attack bonus to all military units for 50 turns

Note that freedom and Order both have the +25% GP level 1 tenet, and all branches have the +1 local hap from nat wonder tenet.
 

Summary-ized

Eh, could see either, but I'm thinking it's more relevant to the Diplo summary.

Added to the diplo summary.

This looks fine to me.

So, what about the success-condition. The Project Phase ends when [????]? What value of hammers? Does it need to be X above the Anti number of hammers, or is there a total number that will win no matter what?

The Project phase ends when progress towards the anti-Cleansing side reaches X or progress towards the pro-Cleansing side reaches Y.

(Progress toward each side is hammers put into that side minus hammers from the other side.) Based on what we discussed before, Y should be smaller than X. We'll probably want a similar kind of formula to the one for the World's Fair and other BNW International Projects. For now, I'd say we can just decide on a rough differential between X and Y, maybe like 10-15% of X?

I say split it up even more between 3 places, so it's more like other Civ Projects.

300
200
100
50 per mission
250 for controlling the city

Sounds like a good split?

I could see them being rewarded with Gold or something like that. Or maybe being rewarded with a free thread or something for the top contributor. Maybe we do that for the top, and then some amount of shadow for those of 2nd and 3rd place? How much shadow?

Yeah, that could be fine for 2nd place or something. Or +1 spark or something.

+1 Spark is a similar problem to male channelers - we're giving civs a bonus that should be relevant to non-channeler-favoring strategies.

How about this for a breakdown then:

1st: Free Thread
2nd: 4 current non-channeler military units
3rd: 100 Shadow

I could even see us using Gold instead of Shadow for 3rd place? +400 Gold? Or should Shadow be a part of some/all of these bonuses?
 
Social Policies and Philosophies - Introduction

This is a framing post intended to guide the early parts of our conversation on Social Policies and Philosophies

Awesome, thanks for the comprehensive intro!

Social Policies
Name
We have renamed a good number of things in WotMod, though not all. Social Policies does seem a bit weird, from a flavor perspective. Are we going to change the name?

Some alternatives, if we do decide to change it:
  • Customs - this was one we'd considered as a rename for "Beliefs," and I still like it in that capacity.
  • Traditions
  • Principles

Any suggestions?

Do you mean we shouldn't use Customs because it's in use for Paths?

I think Traditions is too close to the Tradition policy tree. Principles is pretty cool, but only if we don't use it instead of Tenets later on. I think it probably fits better as a replacement for the name Tenet instead of Policy.

Policy isn't too bad. There's a wall of text below on the structure of policies and ho we might change that. It might be worth us coming back to this and seeing if new names crop up once we've decided the general structure, since some might be more or less appropriate then.


Mechanics

Is there any overarching change we are making to the way Social Policies work?

We have discussed the existence of Fear and Acceptance (though I seem to remember this being called Tolerance) social policy trees, and that these would be mutually exclusive. This is a significant change to how things work in BNW, though it is apparently reminiscent of how Tradition and Liberty (I think) worked in Vanilla.

Is this the only change of this kind we will be making? Are there other possible mechanical changes we could make? We could, theoretically, change the way social policies work from the ground up, or, for example, make them undo-able. We seem to have been working with the assumption that we'll leave this alone, but it is worth brief consideration.

This is one of the fundamental questions about this system that I've been considering for some time. And I think it's one of the first ones we've gone into that I don't have a guiding vision for where I think we should go with Social Policies. I feel like there's definitely room for us to make fundamental changes to how they work without destroying the whole game, but at the same time, those fundamental changes will be a lot of work (both to design and implement).

The approach where we have policy trees much like BNW does and have openers, policies in a dependency tree, and then finishers, is the lowest friction by far. But if we decide later that we want to make a fundamental change to how policies work, all of our work (or at least most of it) in moving from the BNW trees to new WoTMod ones will have been wasted. For this reason, I think it's worth discussing the fundamental structure of Social Policies for a bit and seeing if there are other approaches to them that we'd like to pursue.

The underlying policy system isn't quite as deeply entrenched in the BNW system as it may first appear. Underneath, there are basically a ton of "policy" items that have prerequisites (either other policies or techs). Those policies affect the players that adopt them, most frequently giving them bonuses. So the pillars of Liberty, Tradition, Rationalism, etc. are easily switched out. (Openers are just additional policy items, I think finishers might be handled explicitly.) Balancing difficulty would be one of the major reasons to keep a system that's as close to BNW as possible. Not only the power of Policies and what they can do, but also acquiring them and the Culture needed to do so. If we just add 4 trees, players would likely need more Culture otherwise they wouldn't be able to adopt a significant portion of them in a given game (may not be a problem, depending on approach). Modifying Culture output has lots of knock-ons: city border growth, Philosophical Tenets, Prestige rate for the Culture victory. All of those feedback into other systems and make such a change complicated.

So, the structure of Social Policies up for grabs. In previous Civ games, there were a variety of government functions and types that could be adopted throughout the game that provided different bonuses and penalties. The Social Policies in CiV replaced these, and I think generally to good effect. CiV leans towards "give people bonuses with opportunity costs, rather than penalties" which Policies did well. It also made each individual part of the flavor of a "monarchy" or whatever government type have more detail in the individual policies.

However, that approach cost some things too. Slavery is a notable "society setting" in older games of CiV that didn't survive, likely because an all-positive feedback from that choice is problematic. The various government classifications like "monarchy", "republic" and "democracy" were also lost - CiV never lets you choose to have elections or a royal family or anything similar. (We went back that way a little bit with Ideologies in BNW, but it's not quite the same.)

In terms of choice, the only real choices are which tree the player wants to pursue. (A minor choice is whether you want to continue pursuing a tree you've started or divert elsewhere.) There is no internal choice within any given Policy tree - if you want its finisher, then you must adopt all policies in that tree, even if you don't particularly need/want every one individually.

I think the general role of Policies as "things you buy with Culture accumulation" is a good one - it's part of the core feedback loop of players generating Culture over time and plays an important part in the over-time civ-wide upgrading of a given civilization as the game progresses.

Choices within Policy trees is one way we could make a fundamental change to how policies work. We could introduce individual mutually exclusive policies within a larger framework of policy trees. This would allow us to include more of our mechanics without increasing the number of policies that a given player can/will unlock over the course of a game.

Another alternative is "stacked trees", where instead of having technology prerequisites (or possibly in addition to them) policy trees could require other policy trees to be completed before they could be adopted. (Example: can't adopt Rationalism before finishing Commerce, or something similar.) This would allow us to gate powerful policy trees (like Rationalism) behind other trees of a similar power to their "sibling" competitors.

Another alternative: do away with the trees! The actual individual policies are all that the player can adopt. This would likely require policy dependencies to be more networked, akin to how technologies work. We wouldn't want to create a "duplicate tech tree" situation with policies, so we'd probably want to take an alternate approach to the structure of those dependencies, so something like Endless Space's tech tree (radial, divided up into 4 major sections, 8 dependency-less techs available from the outset and the player chooses what to pursue) or Civ:BE's tech tree (radial, with "primary" techs that unlock the others connected to them, as well as optional "secondary" techs that provide related bonuses to the primary one) could be effective.

Yet another possible approach: no inter-policy dependencies at all and no trees. Policies are individually unlocked by technologies (after which they must be adopted via Culture) and each policy contributes towards specific types of government. Reaching certain thresholds with certain government types provide separate bonuses to the policies that were adopted to get there. For example: "Kingship" provides +50 towards "Monarchy government type". Kingship has its own effect (+10 Culture in Capital, or whatever). Also, when a player has More than 200 points towards Monarchy, they get +10 Prestige. Things like that. Some government types may compete with each other, so adopting conflicting policies deprives a player of the bonuses from either government type, even if they get both policy bonuses.

There are more alternatives. Probably infinitely more, but I think I'll stop here for now and we can consider if we want to make these kinds of changes. for the rest of this post, I'll assume we're working with the BNW policy tree system unless otherwise mentioned, otherwise a lot of stuff doesn't make sense.

Trees
BNW has the following Policy Trees:
  • Tradition - Tall/Capital focus
  • Liberty - Wide focus
  • Honor - Barbarian/Combat focus
  • Piety - Faith/Religion focus
  • Patronage - CS relations (Classical Era Unlock)
  • Aesthetics - Culture (Classical Era Unlock)
  • Commerce - Gold focus (Medieval Unlock)
  • Exploration - Navy focus/Ancient Ruins (Medieval Unlock)
  • Rationalism - Science focus (Renaissance Unlock)

Which categories should we preserve? Of those we preserve, should we change their names?

Some of these seem like more-or-less essential functions. The Trad/Lib dichotomy seems pretty ingrained into CiV, for instance.

I think Tradition vs Liberty is definitely a big choice early game and represents the whole Tall vs Wide CiV structure (although Tradition is still very useful to Wide civs). Honor (due to its weakness), Commerce, and Exploration seem to be the most changeable to me. We could capture a lot of the flavor and bonuses they represent as a part of trees that are doing conceptually entirely different things. Based on the list of stuff that we've introduced to the game, I think we'll want to modify each tree at least a little to add some WoTMod relevancy to them. I think if we do keep any existing trees, we should change their names.

Are we able to add to the total number of policy trees? If so, what are the implications of this in terms of culture accumulation throughout the game?

Yes, the only technical obstacle to that is having to rewrite the Policy screen UI, which I believe is necessary even if you just change the dependencies between the policies, let alone the structure of the trees. (I believe there are existing mod components that make the policy screen more flexible, I'm not sure if they support adding new trees, but we can see.) But anyway, yes, we can add new trees if we want to.

I kind of called out the culture accumulation stuff above, but there's room for more detail here. If we add more policy trees, then players will be able to adopt a smaller percentage of all available policies in each game. That may not be a problem, in and of itself, even if it might not be what players immediately expect. We could adjust Culture output to allow players to adopt a similar proportion of all policies, though that would incur significant additional balancing work to other systems that feed off the Culture system. (Not impossible by any means, but time consuming.)

The most obvious problem is with Fear and Acceptance - if we make these essential, what would we remove in order to make room? Or would it be simply a choice a civ makes, and not a full policy tree?

Similar issues exist if we open up new policy trees relevant to any of our new mechanics (see below)

Of the BNW trees, the most expendable seems to be Exploration, in the sense that I'm guessing its the most seldom chosen. However, eliminating it would mean losing out on a lot of sea-related bonuses, and also Antiquity sites

The loss of Antiquity Sites should be fine if we have some kind of channeling stand-in, since our Hidden Antiquity Sites are in T'a'r.

You're right here, in that I don't see any obvious place to slot Fear and Acceptance into the BNW-style policy tree divisions. This makes me think that one of the alternative approaches to policies could be more effective for us, since Fear and Acceptance a large body of "civilization-wide attitude" that reflect a similar flavor to the existing policy trees. (This makes me think that we wouldn't want to make it a single choice.)

However! It is entirely possible for us to shelve any policy overhaul and make Fear vs Acceptance a simple, binary choice for launch. This would drastically reduce the amount of work we need to do on the Culture system before we have a playable game that works like WoTMod should.

Lastly, do we want to change the tech-unlocks of any of the trees that we are keeping

I think this will depend on the changes we make to the internals of the trees, or if we even keep the tree structure.


New Concepts/Mechanics

WotMod has introduced some new mechanics. Some of them we may wish to include into Social Policies, whether as stand-alone Trees or as individual policies within trees, or as Philosophical Tenets. These are:

Dragonsworn (as distinct from Lawless) - perhaps can be included in our version of Honor
Shadowspawn - same as above
The Last Batlle - related to, but not equivalent, to above
Channeling - can be worked in to other trees, likely connects somehow to Fear/Acceptance
Male Channelers - see above
False Dragons - likely connected to the Channeling policies
Alignment - perhaps deserves its own tree, could theoretically be worked into Piety
Governors - perhaps only a few policies are necessary, possibly connected to Tradition, or Patronage or something
New LPs - buying of them with faith, etc.
Tel'aran'rhiod - similar situation to Alignment and Channeling
The White Tower - likely connects to Patronage and/or whatever we do with channeling
Stedding - likely connects to Patronage
Miscellaneous stuff - Shadar Logoth, The Horn of Valere, Science Envoys, Eyes and Ears/Assassinations

How should these things be represented in Social Policies?

We have made a lot of stuff! Cool! And blarg!

Some of these could come up in a few new or modified policies, but I'm thinking that we've created a lot more stuff that should fundamentally be a part of policies. We've definitely got enough content for a few new trees in here.


Acceptance and Fear

How exactly does the mutual exclusivity of Acceptance/Tolerance and Fear work?

This, at least, can be discussed in isolation to the "structure of policies" in general. I think regardless of what we choose way above, we will have some notion of a society-wide opinion towards channelers being manifested by the policy choices of the player.

In the BNW policy tree system, once you adopt the opener for Fear or Acceptance, you can still adopt the "opposing opener" but doing so removes all bonuses you are receiving from your original choice (and any dependent policies within that tree). Your civilization also enters anarchy for a few turns (or possibly only 1) during the switch.

Similarly, what are the bonuses/drawbacks you get for choosing a given side? Presumably, the choice affects both False Dragon spawn rate and male channeler incidence. As a balance against that, it likely affects Spark as well. But what else does it affect?

Male channeler incidence, False Dragon spawn rate, and Spark are all good choices, and I think we discussed them in this context before. I agree that they're still good ideas for the two sides of this choice. Influence with the Tower (rate it degrades or a modifier to your gains with it) could also be good.

I don't think there necessarily need to be more fundamental differences than that between the two sides. Assuming there will be some additional policies available as a byproduct of this choice, the two sides will differ primarily based on the additional bonuses that they unlock.

I imagine a player's choice would also affect the diplomatic opinion of AI opponents. (Same choice as an AI makes them like you, different makes them dislike you.) Not a strong change (the guy whose city you stole will still hate you even if you both choose Acceptance), but one factor of many.

Policies
Are we going to modify the existing policies from BNW, either to strengthen/weaken them, or else to include our original mechanics?

I think we'll definitely want to modify in our mechanics if we stick with the BNW structure.

Related to above, are we going to adjust the specific branching paths within trees that we are preserving from BNW? For our new trees, how should we construct the paths.

I think we should change the dependencies where appropriate if we've made changes to the related policies. If we're adding new policy trees, then we want to decide on what the overarching "theme" of that tree is and have the policies generally build toward better bonuses that help a civ in the part of the game that that "theme" is relevant. (Better policies have more prereqs, all policies in the "Acceptance" tree have some flavor and mechanical relevance to making channelers a more open part of society.)

Below, I have presented a condensed list of the policies from BNW, for our convenience. I'm naming them based on their function in-game, rather than their name, so we can more quickly assess things and move them around if need be. The full set of info from BNW can be found HERE. This will probably be the largest amount of work in this segment of the game.

I am not considering the paths/subrequirements at this time.

Capital
Opener - Faster borders, 3 Culture in capital. Hanging Gardens
1 - +15 prod on wonders, +1 hap/10 pop
2 - garrisons no maint, +50% str from garrison
3 - free culture bld in 4 cities
4 - +1 Gold, -1 unhap for 2 pop in capital
5 - +10% growth and +2 food in capital
Finisher - +15% growth, free aqueduct in 4 cities, GEn with Faith

Expansion
Opener - +1 cultuer/city. Unlocks pyramids
1 - +1 prod/city, +5% prod for buildings
2 - +25% improvement speed, free worker
3 - +50% building settlers, free settler
4 - +1 hap/ city connection, -5% unhap from pop (non-occupied)
5 - -33% policy cost from cities, starts GAge
Finisher - GP of choice

Combat
Opener - +33% vs Barbs, tells you barb camps, + Culture per barb killed, Unlocks statue of zeus
1 - +15% prod for melee, GGe appears, +50% earning GGe
2 - +15% str for adjacent melee
3 - garrison = +1 local hap and +2 culture
4 - +50% EXP from combat
5 - unit upgrade -33% gold cost, EXP buildings build +50%
Finisher - +gold per kill, buy GGe with Faith

Religion
Opener - -50% build time for religious bldngs, Unlocks Great Mosque
1 - +1 Faith from religious buildings
2 - -20% faith for religious units/bld
3 - +25% gold from Temples, Holy Sites +3 gold
4 - pantheon from 2nd most popular
5 - Reformation belief
Finisher - Free GPr, Holy Sites +3 culture

CSs
Opener - Influence decay -25%, Unlocked Forbidden Palace
1 - Gold Gifts +25%
2 - Infl Resting point + 20
3 - CS Allies give 25% their science
4 - Resources 2x, hap from lux +50%
5 - +2 gold from CS trade
Finisher - CS Gift GP

Culture
Opener - +25% Culture GPs. Unlocks Uffizi
1 - +50% bldng culture buildings
2 - 50% excess hap added to culture (for policies?)
3 - Wonder = +33% culture, free GAge
4 - Free GAr
5 - Shared Religion, Trade, Open Borders +15% Tourism
Finisher - double theming bonus, buy Culture GPs with faith

Gold
Opener - +25% Gold in capital. Unlocks Big Ben
1 - +2 gold from caravans. -50% road maint
2 - buy landsknechts
3 - +25% GMe. 2x Gold from GMe trade missions
4 - -25% gold price in cities. +1 science from Gold buildings
5 - +2 hap from lux

Navy
Opener - +1 Move/sight for navy. Unlocks Louvre
1 - +3 prod on coast
2 - +1 hap for navy buildings
3 - free GAd. +2 move for GAd. +50% GAd
4 - +1 Gold for navy buildings. +4 prod and culture from East India Company
5 - +4 gold from cargo ships
Finisher - Hidden Antiquity Sites. Buy GAd with Faith

Science
Opener - +10% science when happy. Unlocks Porcelain Tower
1 - +2 science from specialists
2 - GSc +25%
3 - +1 Science from trading post, +17% from Universities
4 - +1 Gold from science bldngs
5 - +50 science from research agreements.
Finisher - Free tech. Buy GSc with Faith

The general assessments I've seen of the various policy trees from BNW are:

Of the first three, Tradition is the strongest. Liberty follows a relatively close second and is often useful - players can be successful in most difficulties with either, but Tradition is generally seen as statistically superior. Honor is a very niche choice, reserved only for very specific, very early military strategies.

Piety is often used a way to generate happiness at higher difficulties, where more sources are needed, but Patronage is preferred of the two, if at all possible.

Asceticism is good for Culture players and nobody else.

Exploration and Commerce are all right, but are summarily overshadowed by Rationalism. Rationalism is largely considered the strongest of all Policy trees and a must-pick in most circumstances. Mostly because it directly benefits Science, and being good at Science is basically also being good at everything else. In the great web of CiV system inter-dependencies, the structure of the BNW tech tree often means that players can unlock Rationalism (reach Renaissance) before having to choose between Exploration and Commerce (Medieval) as their only available, useful trees.

I've touched on these in a few places above, and I think this largely calls out what I've mentioned there: Honor, Commerce, and Exploration being the most modifiable, or even wholesale replaceable.

Having an effectively Culture-only tree in Asceticism largely makes sense. Culture players (surprisingly) generate more Culture than everybody else, so they can adopt more policies. Making a tree that's useful to them allows them to sink that extra Culture into something without also becoming juggernauts in non-Culture components of the game that have corresponding policy trees.
 
Philosophies
Most of the questions above apply to Philosophies as well.

Right! I think philosophies are a bit less up-in-the-air structurally than policies, though certain policy structures may lend themselves to integrating Philosophies more closely to policies than Policies and Ideologies are in BNW.

In general, I think most of the Philosophy-specific stuff below can be discussed effectively without already knowing which approach to policies we'll take.

Name
We have already decided to rename Ideologies as Philosophies.

Yeah, decisions already! :D

Will we continue to call tenets by that name? We could go with Principles of some similar variation.

Philosophical Tenets still makes sense, so we could keep that if we like. Principles also sounds cool.

We may want to use a name that calls out the fact that the Philosophies are relevant to channeling, though I'm not sure what we could do for that.

Categories
We have already decided to replace the existing branches with Liberation, Authority, and Oppression. We also decided that, unlike BNW, your choice of branch will have certain immediate effects. Are we still doing it this way, or is it better to apply these kinds of things as tenets?

I'm still liking immediate effects. The structure of Tenets means players could avoid some of them, and I think we want certain structural parts of what it means to approach channelers a given way to be common to all civs that choose that Philosophy. (Example: all Oppression civs should have a strained relationship with Tar Valon.)

The automatic effects we discussed were
Liberation - high FD generation, high male channeler generation, medium hit to Tower Influence (or unchanged), bonus to Spark
Authority - moderate (unchanged) FD generation, moderate (unchanged) male channeler generation, boost to Tower influence, Spark unchanged
Oppression - low FD generation, low male channeler generation, huge hit to tower influence, penalty to Spark

Did I forget anything? Is there something wrong?

I don't think you forgot anything. All looks good. The Tower influence effects are modifiers, just to be sure - as well as an initial hit/bonus, they cause future dealings with the Tower to pay out a different amount of influence.


Mechanics

Is there any difference in how Philosophies interact with the game, aside from those changes already described here?

Don't think so.

Do early adopters still receive two free tenets?

Yes, I think that's a good mechanic because it encourages diversity in larger games.

Do they still unlock in the same manner - after building three "factories" or reaching the "modern era"?

We'll need to choose which building it is that replaces the factory in this role later, when we make the buildings, but I think it still make an appropriate unlock condition.

Are diplomatic implications the same, or is there more hatred, say, between Oppression civs and Liberation civs than the other possible pairings?

The same should be fine. Is there a configuration of additional hatred that forms a rock-paper-scissors arrangement, which would also be relatively fair?

Can you still change your philosophy with a period of anarchy? Can you be "forced" into it from unhappiness?

Voluntarily change, no, I don't think so. Forced into it by Happiness + Prestige, yes.

Victory and BNW Analogues
Are our three Philosophies directly analogous to the BNW Ideologies? Is "Freedom," for instance, roughly similar to Liberation? If so, which is analogous to which? If not, will we freely mix tenets?

I think this is the underpinning of the mechanical role that the Ideologies take in BNW, so it would be good for us to keep this for Philosophies. Given that we have more victory types than BNW, I don't think we need to do direct analogues to Freedom/Order/Autocracy.

BNW ideologies are associated with a certain Victory Type, because of their available Tier 3 Tenets. Are we going to similarly associate our Philosophies with given victory types? Doing so does not necessarily have to mean that our branches are analogous to BNW branches (the victory-types could be the same, but tenets could be wholly different).

From BNW, each Ideology has the following Victories associated with it:

Freedom - Culture, Diplomatic, Science
Order - Culture, Domination, Science
Autocracy - Culture, Diplomatic, Domination

It should be worth noting that we also have the LB victory.

Assuming Culture is ubiquitous as it is in BNW, the following could be a serviceable array for our Philosophies:

Liberation - Culture, Diplomatic, Science (or Dom)
Authority - Culture, Diplomatic, Domination (or Science)
Oppression - Culture, Domination, Science

That mostly makes sense, though science feels like it could go well with authority - unfortunately, domination doesn't fit with most conceptions in my head of Liberation. Though, if we think of a civ like the Aiel or Shara as Liberation, than perhaps it should be Dom instead of Science.

I think the Aiel and Shara do represent Liberation - the flavorful characterization is more about channelers being powerful and free of external oversight. (So any civ that has a known, independent channeler for a ruler would definitely be Liberation.)

I think we could include the LB as one of the victory types that certain Philosophies excel at. I'd say that Culture is probably present in all of the BNW Ideologies because Culture was the victory condition that changed most going into BNW, so Firaxis wanted as many players as possible to be able to pursue it. What about something like:

Liberation - Culture, Science, Domination
Authority - Culture, Diplomatic, Last Battle
Oppression - Culture, Domination, Science

It may be a bit difficult to specialize Authority into the LB without also making those civs particularly good at Domination. And inversely, Liberation and Oppression's Domination bonuses probably make them pretty good at the LB. But I think we could definitely have some LB-specific stuff in Authority that could pack a nice punch, and be nicely varied.

Tenets
Similarly to in the post above, here I will present the Tenets from BNW in simplified form. See the above post for game concepts we might want to include in here (Governors, etc.)

This also will likely take a rather large chunk of time.

Freedom (Culture, Diplo, Science)
Level 1
1 - +25% GP (also in Order)
2 - +1 Culture from GWs
3 - Specialists 1/2 food
4 - Double % CS election rig
5 - +1 local hap per gold building
6 - +3 gold from trade with Freedom civs
7 - +1 local hap from National Wonder (also in other branches)
Level 2
1 - 6 maintenance free units. 6 Free foreign legion
2 - +1 local hap per water mill, hospital, med lab
3 - cities +33% str
4 - 1/2 unhap from specialists, GAge 2x length
5 - GP improvements +4 yield
6 - +15% prod for military units. +15 Inf for Military unit gift to CS
Level 3
1 - +34% tourism from Broadcast tower
2 - +4 Inf per turn from CS with Trade
3 - Buy Spaceships with Gold

Order (Culture, Dom, Science)
Level 1
1 - +25% GP (also in Freedom)
2 - +2 local hap from monuments. 1/2 build time for monuments
3 - -33% gold cost of buildings
4 - +15% attack when in friendly territory
5 - Spies 2x chance to defend against enemy spy
6 - +1 local hap from workshop, factor, power plants
7 - +1 local hap from national wonder (also in other branches)
Level 2
1 - +1 local hap from observatory, public school, research lab
2 - +1 culture, food, Gold, prod, and science per city
3 - New cities have +3 pop
4 - +34% Tourism to other order civs
5 - +25% science from factory. Build factory in 1/2 time
6 - +2 prod per city, +1 prod per mine and quarry
Level 3
1 - +34% tourism to civs with less happiness
2 - Free courthouse on capture. +50% food/prod from internal trade routes
3 - GEn can hurry spaceship parts. GEn and GSc appear

Autocracy (Culture, Diplo, Dom)
Level 1
1 - Wounded military +25% damage
2 - -33% gold cost of units
3 - Militaristic CSs gift units 2x when at war with same foe
4 - +250% tourism to all civs when Culture GP is born
5 - Spy steal rate 2x
6 - +1 local hap per castle, arsenal, military base
7 - +1 local hap from each nat wonder
Level 2
1 - +2 Local hap per barrax, armory, and military acad.
2 - GGe receive +3 mov. Armor receive +1 mov and +15% attack, ignor ZoC
3 - +3 local hap from courthouse, build in 1/2 time
4 - -33% unit maint
5 - Strat resources 2x. +5 food and science in capital
6 - +25% prod for units, new units +15 XP
Level 3
1 - +50% tourism for civs fighting common enemy
2 - +6 inf from CSs you could demand tribute from. Units +50% effective at intimidating CSs
3 - +25% attack bonus to all military units for 50 turns

Note that freedom and Order both have the +25% GP level 1 tenet, and all branches have the +1 local hap from nat wonder tenet.

Tenets I've seen a lot fewer player opinions about. I generally get the impression that they are all quite powerful and that's a good thing, since they're late-game-only mechanics. I think once we decide which victory types we want to shoot for with each Philosophy, then we'll be able to work on converting some of these over for use in WoTMod. It's intriguing how incredibly direct a lot of these area. Take level 3 Autocracy for example: there are 3 choices and each one is blatantly focused on one of the three Autocracy victory conditions.


Thank you again for putting this intro together! This is one of the kind of "big three" remaining sections, along with technologies and buildable things (wonders, buildings, units), so it'll be good for us to have this wrapped up and one step closer to our grand implementation phase!
 
had a few minutes. more obviously later.

The Project phase ends when progress towards the anti-Cleansing side reaches X or progress towards the pro-Cleansing side reaches Y.

(Progress toward each side is hammers put into that side minus hammers from the other side.) Based on what we discussed before, Y should be smaller than X. We'll probably want a similar kind of formula to the one for the World's Fair and other BNW International Projects. For now, I'd say we can just decide on a rough differential between X and Y, maybe like 10-15% of X?
OK, I was all set to @settle this and put it in the summary, but I think we might be contradicting ourselves here.

If we're basing our values off the WF, that means it's something like 3000 total hammers required to complete. So, would you then say that X (anti) would be 3000 and Y (pro) would be something like 2600 (almost 15% less), or are you saying that it would be split, more like 1600 for anti and 1400 for pro?

Additionally, you're saying here that it is one minus the other, but to me that somewhat defeats the purpose of running two separate totals. Certainly, having them be opposed like this would mean, at the very least, we'd need to lower the total hammer requirements, right? (we'll be having some turns where zero net hammers are outputed, etc.).

In any case, I'm still somewhat unclear on what you're proposing.

300
200
100
50 per mission
250 for controlling the city

Sounds like a good split?
yep, that's what I had in the summary in red!

+1 Spark is a similar problem to male channelers - we're giving civs a bonus that should be relevant to non-channeler-favoring strategies.
right.

How about this for a breakdown then:

1st: Free Thread
2nd: 4 current non-channeler military units
3rd: 100 Shadow

I could even see us using Gold instead of Shadow for 3rd place? +400 Gold? Or should Shadow be a part of some/all of these bonuses?

I could be fine with these. Is 4 units too many? I'm fine with shadow being all there is for third place, though I could also see it being like:

1st: Free Thread
2nd: 3 current non-channeler military units and 50 Shadow
3rd: 100 Gold and 50 Shadow

or something like that
 
Do you mean we shouldn't use Customs because it's in use for Paths?
Yes. If we use Customs elsewhere in the mod, we shouldn't use it here. Wecould elect not to use Customs associated with Paths, though. that was a decision from a year ago.

I think Traditions is too close to the Tradition policy tree. Principles is pretty cool, but only if we don't use it instead of Tenets later on. I think it probably fits better as a replacement for the name Tenet instead of Policy.

Policy isn't too bad. There's a wall of text below on the structure of policies and ho we might change that. It might be worth us coming back to this and seeing if new names crop up once we've decided the general structure, since some might be more or less appropriate then.
I think i'm with you on this. probably not important now. probably we'reok with Social policy, though it feels very game-mechanic-ey, and not particicularly elegant.

This is one of the fundamental questions about this system that I've been considering for some time. And I think it's one of the first ones we've gone into that I don't have a guiding vision for where I think we should go with Social Policies. I feel like there's definitely room for us to make fundamental changes to how they work without destroying the whole game, but at the same time, those fundamental changes will be a lot of work (both to design and implement).
Definitely with you in that I don't have any preconceptions about what is the best idea for this mod. Certainly large scale changes will be a lot of work, and I have a feeling that the very fact that neither of us has any compulsions as to which direction to go into - probably because the flavor doesn't demand it - is an indicator that we probably shouldn't do anything too epic.

The approach where we have policy trees much like BNW does and have openers, policies in a dependency tree, and then finishers, is the lowest friction by far. But if we decide later that we want to make a fundamental change to how policies work, all of our work (or at least most of it) in moving from the BNW trees to new WoTMod ones will have been wasted. For this reason, I think it's worth discussing the fundamental structure of Social Policies for a bit and seeing if there are other approaches to them that we'd like to pursue.
agreed. Definitely do not want to go through and rename all the policies just to throw it all away.

The underlying policy system isn't quite as deeply entrenched in the BNW system as it may first appear. Underneath, there are basically a ton of "policy" items that have prerequisites (either other policies or techs). Those policies affect the players that adopt them, most frequently giving them bonuses. So the pillars of Liberty, Tradition, Rationalism, etc. are easily switched out. (Openers are just additional policy items, I think finishers might be handled explicitly.) Balancing difficulty would be one of the major reasons to keep a system that's as close to BNW as possible. Not only the power of Policies and what they can do, but also acquiring them and the Culture needed to do so. If we just add 4 trees, players would likely need more Culture otherwise they wouldn't be able to adopt a significant portion of them in a given game (may not be a problem, depending on approach). Modifying Culture output has lots of knock-ons: city border growth, Philosophical Tenets, Prestige rate for the Culture victory. All of those feedback into other systems and make such a change complicated.
Yes, considering this, I think changes we do make should probably be grounded in the structures that are already there - a culture-buy of items. Ideally, we don't have to rebalance too much, either, though obviously some will be necessary.

If I'm trivializing the detail you have here, it's becaus you are expressing things perfectly well without the apparent need of any assistance..... :)

So, the structure of Social Policies up for grabs. In previous Civ games, there were a variety of government functions and types that could be adopted throughout the game that provided different bonuses and penalties. The Social Policies in CiV replaced these, and I think generally to good effect. CiV leans towards "give people bonuses with opportunity costs, rather than penalties" which Policies did well. It also made each individual part of the flavor of a "monarchy" or whatever government type have more detail in the individual policies.
right, I should say here that I pretty much enjoy the social policy system. whie at first i missed being able to choose actual governments, and clearly some of the options aren't quite balanced with one another, overall the system is fun. I am excited everytime that purple icon pops up on the right of the screen.

However, that approach cost some things too. Slavery is a notable "society setting" in older games of CiV that didn't survive, likely because an all-positive feedback from that choice is problematic. The various government classifications like "monarchy", "republic" and "democracy" were also lost - CiV never lets you choose to have elections or a royal family or anything similar. (We went back that way a little bit with Ideologies in BNW, but it's not quite the same.)
that's a very solid guess as to why they didn't include slavery. Kind of like when they first added religion to Civ (4, right?) - they most definitel made a conscious decision to not mak specific bonuses and penalties for specific religions .

As far as te loss of the conventional government types, and such, I think in realitiy this is not a big deal, given the flavor we're working with. Unlike Earth History, for the most part Randland is relatively homogenous in its government structure, with Monarchies (include conventional ones and he odd ones like in Seanchan) and the occasional Oligarchy or plutocracy. Exceptions to this are pretty rare. so, excepting slavery and such - which we're sort of working in to the Oppression Philosophy, we aren't losing nearly as much as Earth's world history might. And small, flavorful nuggets (e.g. hereditary rule, weird noble stuff in Seanchan, weirder sharan succession) cn probably reasonably be included as policies, without needing to be much bigger than that.

In terms of choice, the only real choices are which tree the player wants to pursue. (A minor choice is whether you want to continue pursuing a tree you've started or divert elsewhere.) There is no internal choice within any given Policy tree - if you want its finisher, then you must adopt all policies in that tree, even if you don't particularly need/want every one individually.
right. the policy system does take away some of the customization choices - especially when considering the betterness of some trees.

I think the general role of Policies as "things you buy with Culture accumulation" is a good one - it's part of the core feedback loop of players generating Culture over time and plays an important part in the over-time civ-wide upgrading of a given civilization as the game progresses.
agreed.

Choices within Policy trees is one way we could make a fundamental change to how policies work. We could introduce individual mutually exclusive policies within a larger framework of policy trees. This would allow us to include more of our mechanics without increasing the number of policies that a given player can/will unlock over the course of a game.
this is an interesting idea. I think there's actually two ways we could do something like this:

1) there are multiple paths of policies within a given tree. These paths are mutually exclusive. Completing one path unlocks the Finisher and completes the tree.
EXAMPLE: there's a choice within ether Tradition or Liberty (or some other early tree) that sends you down a two-policy path of Fear or Acceptance, but not both
or
2) there are multiple paths of policies within a given tree. These paths are NOT mutually exclusive. Completing ONE path unlocks the finisher and completes the tree. Filling out the remaining path is optional.Alternate version: instead of separate paths, there are satellite, optional policies within a tree that are not required for the finisher.
EXAMPLE: Honor has a branching path. One sends you down the path of lawless/dragonsworn bonuses, while the other focuses on shadowspawn. You could do both, but you don't need to.

I kindo f like both of these approaches. There's something nice about the second one, actually. It would let us add weird stuff in like the Tower, channeling, governors, alignment, without having to necessarily add whole trees, and, more importantly, without it being as much like a player was missing out by only completing 3 of 10 finishers.

Of course, the mutual-exclusivity is an essential component to Fear v Acceptance, as well as, potentially, other policies as well.

Another alternative is "stacked trees", where instead of having technology prerequisites (or possibly in addition to them) policy trees could require other policy trees to be completed before they could be adopted. (Example: can't adopt Rationalism before finishing Commerce, or something similar.) This would allow us to gate powerful policy trees (like Rationalism) behind other trees of a similar power to their "sibling" competitors.
I think this could be a good idea, too, though it will end up feeling perhaps a bit more epic of a change, since it might lead to a bunch of new trees.

I can see this working really well in concert with some new policy trees. Say, finishing Tradition Or Libery unlocks Fear OR Acceptance. Finishing Honor could theoretically unlock some other combat one. The rest of the policies don't yield such obvious connections, though. Requiring Commerce to hit rationalism, for instance, might frustrate people. Also doesn't make tons of flavor sense. this would be the case for many of them. Can you think of a reasonable way to structure these stacks?

Another alternative: do away with the trees! The actual individual policies are all that the player can adopt. This would likely require policy dependencies to be more networked, akin to how technologies work. We wouldn't want to create a "duplicate tech tree" situation with policies, so we'd probably want to take an alternate approach to the structure of those dependencies, so something like Endless Space's tech tree (radial, divided up into 4 major sections, 8 dependency-less techs available from the outset and the player chooses what to pursue) or Civ:BE's tech tree (radial, with "primary" techs that unlock the others connected to them, as well as optional "secondary" techs that provide related bonuses to the primary one) could be effective.
I like these radial trees. they are fun to use, and often intuitive seeming. That said, I think it might be more effort than it's worth, on multiple fronts (design, visuals, etc.). I do enjoy the "primary" tech idea in particular, as that would serve a purpose (allowing many more policies, without requiring them). I'm willing to consider something like this, providing you think it solves more problems than it creates.

Yet another possible approach: no inter-policy dependencies at all and no trees. Policies are individually unlocked by technologies (after which they must be adopted via Culture) and each policy contributes towards specific types of government. Reaching certain thresholds with certain government types provide separate bonuses to the policies that were adopted to get there. For example: "Kingship" provides +50 towards "Monarchy government type". Kingship has its own effect (+10 Culture in Capital, or whatever). Also, when a player has More than 200 points towards Monarchy, they get +10 Prestige. Things like that. Some government types may compete with each other, so adopting conflicting policies deprives a player of the bonuses from either government type, even if they get both policy bonuses.
as stated above, I'm not sure the Lore requires (or even justifies) us going very far into the over-arching "Government System" thing. I do like the idea from a mechanical perspecive, but this one in particular feels like it would be a very big challenge to balance. not sure it's worth it.!

There are more alternatives. Probably infinitely more, but I think I'll stop here for now and we can consider if we want to make these kinds of changes. for the rest of this post, I'll assume we're working with the BNW policy tree system unless otherwise mentioned, otherwise a lot of stuff doesn't make sense.
yeah, I'm definitely up for changing things up. I do have a guy feeling that it's best to work within the basic structure of the existing system, though.

I think Tradition vs Liberty is definitely a big choice early game and represents the whole Tall vs Wide CiV structure (although Tradition is still very useful to Wide civs). Honor (due to its weakness), Commerce, and Exploration seem to be the most changeable to me. We could capture a lot of the flavor and bonuses they represent as a part of trees that are doing conceptually entirely different things. Based on the list of stuff that we've introduced to the game, I think we'll want to modify each tree at least a little to add some WoTMod relevancy to them. I think if we do keep any existing trees, we should change their names.
agreed on all points. Definitely with you on the three weak ones. I think Piety is likely less used as well, but that's for different reasons - it's rather nichey, like Aesthetics, but that doesn't make it invalid.
But yeah, reconfiguring those trees will probably help us out a lot. The weirdest case is probably going to be exploration - what to do with a big pile of sea trade and combat-related policies?

Yes, the only technical obstacle to that is having to rewrite the Policy screen UI, which I believe is necessary even if you just change the dependencies between the policies, let alone the structure of the trees. (I believe there are existing mod components that make the policy screen more flexible, I'm not sure if they support adding new trees, but we can see.) But anyway, yes, we can add new trees if we want to.
ok. good. let's keep working with that assumption, then.

I kind of called out the culture accumulation stuff above, but there's room for more detail here. If we add more policy trees, then players will be able to adopt a smaller percentage of all available policies in each game. That may not be a problem, in and of itself, even if it might not be what players immediately expect. We could adjust Culture output to allow players to adopt a similar proportion of all policies, though that would incur significant additional balancing work to other systems that feed off the Culture system. (Not impossible by any means, but time consuming.)
rght. if at all possible, I figure we should probably avoid bumping up culture production. Wouldn't an easier thing be to simply lower the culture cost of social policies? That way border growth and the culture victory wouldn't be affected. Of course, that would create smoe weirdness - fast policy-accumulation in the early game - but it's probably the lesser of two evils. we could theoretically tweak thingssuch that a player unlock more policies over the course of the game, but that those policies are slightly less powerful.

Also, it should be mentioned that we lkely HAVE boosted culture output already - with threads and other things, I mean. Not a big difference, of course.

The loss of Antiquity Sites should be fine if we have some kind of channeling stand-in, since our Hidden Antiquity Sites are in T'a'r.
well, we had previously decided that a Policy still unlocked them, but we were going to make it a mid-tree policy instead of the finisher. Eitherway - we ould certainly make it a tech unlock or something instead.

You're right here, in that I don't see any obvious place to slot Fear and Acceptance into the BNW-style policy tree divisions. This makes me think that one of the alternative approaches to policies could be more effective for us, since Fear and Acceptance a large body of "civilization-wide attitude" that reflect a similar flavor to the existing policy trees. (This makes me think that we wouldn't want to make it a single choice.)

However! It is entirely possible for us to shelve any policy overhaul and make Fear vs Acceptance a simple, binary choice for launch. This would drastically reduce the amount of work we need to do on the Culture system before we have a playable game that works like WoTMod should.
I feel like Fear and Acceptance would probably need to be in their own tree, perhaps as two options within the same tree, that is potentially of our invention. this tree should be relatively early game, but doesn't have to be in the original set of choices, necessarily. Kind of a tough thing. i could imagine putting them in BOtH lib and trad, but then of course, doing both trees would create weirdness.

Honestly, I don't think he binary choice thing would be a bad idea. Considering Fear v Acceptance is sort of like a proto-Philosophy, I could see it popping up on a similar screen as the Ideologies - perhaps the same screen after some early-game event (maybe an era transition, maybe the end of the TW ,maybe when the civ completes their first social policy), and then working in the background, not in the way of the social policies. It can be thus portrayed as a sort of early version of an ideology. Ths would help us clarify why exactly these two particularly policies actually have negative things along with them, making it easier for players to swallow (since it feels separate from policies.

I think this kind of thing could help us explain/clarify the flavor of the philosophies, too. your civ is Fearful but folows Authority (Tear). accepting and liberated (Aiel) veesus Fearful and liberated (Shara). Accepting and Oppressive..... nobody? These connections are somwhat lost if Fear v acceptance is a regular social policy.

Lastly, if we pull fear/acceptance off of the convention SP grid, then we don't have to worry about mutual exclusivity.

I think this will depend on the changes we make to the internals of the trees, or if we even keep the tree structure.
this is re: tech unlock. agreed.

We have made a lot of stuff! Cool! And blarg!

Some of these could come up in a few new or modified policies, but I'm thinking that we've created a lot more stuff that should fundamentally be a part of policies. We've definitely got enough content for a few new trees in here.
Yeah, though we definitely don't need every fabric of the game to be covered in policies, IMO.

This, at least, can be discussed in isolation to the "structure of policies" in general. I think regardless of what we choose way above, we will have some notion of a society-wide opinion towards channelers being manifested by the policy choices of the player.

In the BNW policy tree system, once you adopt the opener for Fear or Acceptance, you can still adopt the "opposing opener" but doing so removes all bonuses you are receiving from your original choice (and any dependent policies within that tree). Your civilization also enters anarchy for a few turns (or possibly only 1) during the switch.
OK, doing that definitely makes it feel more like a philosophy, and makes me feel a little more strongly that we should do someting like what I pitched above. Of course, doing i that way means we probably want have a whole tree of bonuses associated with the choice - perhaps just te main level adjustments we've already discussed. that's probably fine, but it's worth mentioning, since that means the consequence of changing your mind is perhaps only anarchy - maybe we don't let people change?

Male channeler incidence, False Dragon spawn rate, and Spark are all good choices, and I think we discussed them in this context before. I agree that they're still good ideas for the two sides of this choice. Influence with the Tower (rate it degrades or a modifier to your gains with it) could also be good.
great.

I don't think there necessarily need to be more fundamental differences than that between the two sides. Assuming there will be some additional policies available as a byproduct of this choice, the two sides will differ primarily based on the additional bonuses that they unlock.
yeah, i think even if we don't have additional policies, we're probably fine - those changes are pretty significant.

I imagine a player's choice would also affect the diplomatic opinion of AI opponents. (Same choice as an AI makes them like you, different makes them dislike you.) Not a strong change (the guy whose city you stole will still hate you even if you both choose Acceptance), but one factor of many.
hmmm... I'm actually not so sure I want the diplo hit. I definitely dont want it if we're framing them as policies - no other policies do that. If they're pro-philosophies, I guess I can see it. But, in general, I dont know if I love such an early-game decision having those kinds of consequences - I like how for the first 2/3 of the game, your relationship with the AI is based completely on your actual actions. that moment where you choose an ideology, and suddenly everybody hates you is really rather annoying. I don't see it as essential to add here, even in a small way. People in Andor don't really have a problem with Tairens, despite their disagreement on this issue. Aes sedai do, of course. thus the tower influence hit.

I think we'll definitely want to modify in our mechanics if we stick with the BNW structure.
yup

I think we should change the dependencies where appropriate if we've made changes to the related policies. If we're adding new policy trees, then we want to decide on what the overarching "theme" of that tree is and have the policies generally build toward better bonuses that help a civ in the part of the game that that "theme" is relevant. (Better policies have more prereqs, all policies in the "Acceptance" tree have some flavor and mechanical relevance to making channelers a more open part of society.)
i think, clearly, we'll be turning the dependencies up on their heads...

The general assessments I've seen of the various policy trees from BNW are:

Of the first three, Tradition is the strongest. Liberty follows a relatively close second and is often useful - players can be successful in most difficulties with either, but Tradition is generally seen as statistically superior. Honor is a very niche choice, reserved only for very specific, very early military strategies.
Not sure why you are considering the first three, and not the first four. Piety unlocks at the outset, I think.

we could of course gimp tradition slightly.... where does the superiority stem from? Which part of the tree?

Yeah, honor... kind of underwhelming. Can probably fix that.

Piety is often used a way to generate happiness at higher difficulties, where more sources are needed, but Patronage is preferred of the two, if at all possible.
again, I thnk patronage may be unlocked in the classical era, along with aesthetics, not Piety. so i do't think they are diametrically opposed to Piety. Clearly all three of these are niche - for cultue, diplo, and religion-focused players most of the time.

Asceticism is good for Culture players and nobody else.
I enjoy that you are calling Aesthetics asceticism throughout this document. It is very much quite a different thing from Aesthetics, but it makes things very comedically absurd to imagine the ascetic... painters. you know, thsose devoutly religious sculptors and those opera singers living their lives of poverty. On that note, knowing how hard it is to make a living as an artist, it's a pretty apt turn of phrase... :)

Exploration and Commerce are all right, but are summarily overshadowed by Rationalism. Rationalism is largely considered the strongest of all Policy trees and a must-pick in most circumstances. Mostly because it directly benefits Science, and being good at Science is basically also being good at everything else. In the great web of CiV system inter-dependencies, the structure of the BNW tech tree often means that players can unlock Rationalism (reach Renaissance) before having to choose between Exploration and Commerce (Medieval) as their only available, useful trees.
did notknow that you could unlock Rationalism before commerce and exploration...... how can you get to th renassance era before the medieval?

I've touched on these in a few places above, and I think this largely calls out what I've mentioned there: Honor, Commerce, and Exploration being the most modifiable, or even wholesale replaceable.
sure

Having an effectively Culture-only tree in Asceticism largely makes sense. Culture players (surprisingly) generate more Culture than everybody else, so they can adopt more policies. Making a tree that's useful to them allows them to sink that extra Culture into something without also becoming juggernauts in non-Culture components of the game that have corresponding policy trees.
Yeah, i think it's totally reasonable for each victory type to have a tree dedicated to it (here patronage, honor, ascetic aesthetics, and rationalism)
 
Right! I think philosophies are a bit less up-in-the-air structurally than policies, though certain policy structures may lend themselves to integrating Philosophies more closely to policies than Policies and Ideologies are in BNW.

In general, I think most of the Philosophy-specific stuff below can be discussed effectively without already knowing which approach to policies we'll take.
yeah, agreed. not sure there are many things we need to change in a big way.

Philosophical Tenets still makes sense, so we could keep that if we like. Principles also sounds cool.
agreed. Either could work well. lets see what shakes up with policies.

We may want to use a name that calls out the fact that the Philosophies are relevant to channeling, though I'm not sure what we could do for that.
good point! The thing is, the actual tenets wont all concern channeling, so it's kind of tricky to find somethat THAt general.

I'm still liking immediate effects. The structure of Tenets means players could avoid some of them, and I think we want certain structural parts of what it means to approach channelers a given way to be common to all civs that choose that Philosophy. (Example: all Oppression civs should have a strained relationship with Tar Valon.)
yeah, i think we amplify the same kinds of thngs that happened with fear/accept, in general. of course, the additinal diplo elements make it more extensive.

One thing, though, if Fear/Acc and idelogoies feature some of the same immediate effects, is there a purpose, really, for a civ to choose "opposite" ones (e.g. Lib/fear or Opp/acceptance)? I gess they'd be lessenening the extremity of their philosophy, but from a mechanical perspective do you think that ultimately amounts to treading water (proverbially)?

I don't think you forgot anything. All looks good. The Tower influence effects are modifiers, just to be sure - as well as an initial hit/bonus, they cause future dealings with the Tower to pay out a different amount of influence.
good.

Yes, I think that's a good mechanic because it encourages diversity in larger games.

We'll need to choose which building it is that replaces the factory in this role later, when we make the buildings, but I think it still make an appropriate unlock condition.
agreed.

The same should be fine. Is there a configuration of additional hatred that forms a rock-paper-scissors arrangement, which would also be relatively fair?
Well, in BNW, there isn't a rock-paper-scissors set up, right? If that's the case, I think I wouldn't want to change that. While it might make some intuitive sense, I think it's not worth doingbecause of the mess it might create.

Voluntarily change, no, I don't think so. Forced into it by Happiness + Prestige, yes.
can't you voluntarily change in BNW? (never done it)? If so, we should keep it, right? If not, we probably shouldn't.

I think this is the underpinning of the mechanical role that the Ideologies take in BNW, so it would be good for us to keep this for Philosophies. Given that we have more victory types than BNW, I don't think we need to do direct analogues to Freedom/Order/Autocracy.
ok.good. more on this below.

I think the Aiel and Shara do represent Liberation - the flavorful characterization is more about channelers being powerful and free of external oversight. (So any civ that has a known, independent channeler for a ruler would definitely be Liberation.)
yeah, makes senes.

I think we could include the LB as one of the victory types that certain Philosophies excel at. I'd say that Culture is probably present in all of the BNW Ideologies because Culture was the victory condition that changed most going into BNW, so Firaxis wanted as many players as possible to be able to pursue it. What about something like:

Liberation - Culture, Science, Domination
Authority - Culture, Diplomatic, Last Battle
Oppression - Culture, Domination, Science

It may be a bit difficult to specialize Authority into the LB without also making those civs particularly good at Domination. And inversely, Liberation and Oppression's Domination bonuses probably make them pretty good at the LB. But I think we could definitely have some LB-specific stuff in Authority that could pack a nice punch, and be nicely varied.

Hmm.. for afew reasos, I see some issues with this. Most importantly, it leaves Authority as the only one with a Diplo option. i think this is highly problematic. I really like the early adopter bonus, so I find myself often choosing a second-best option, knowing that it wil still have a viable tier three bonus for me (e.g., going for Gunboat Diplomacy instead of the diplo option in Freedom). I wouldn't want to take that away fom Diplo players - that essentially means they all have to be authority, which is a big problem.

I think a better path would be to simply open up a 4th tier 3 option for each of the Philosophies, and make it LB related. It doesn't have to be so obvious in its application (combat, etc.). It could concern the seals, alignment, etc. Alternatively, these could be tier 2 things instead of tier 3.

The other reason we shouldn't tie LB proficiency to Philosophy choice is that the occurence of the Lb is soething in many cases out of the hands of the player. You could be planning science all along and then suddenly be atthe heart of a Light Alliance - I'd hate to make people regret Philosophy decisions because of that.

On that note, it is also a problem to include LB bonuses in only one branch. Based on the era in which Philosophies are selected, players won't even know if there will be an LB at all. Let them pick their ideology, adn then adopt the lb-related tenet only if they find themselves in the middle of it later on.

Tenets I've seen a lot fewer player opinions about. I generally get the impression that they are all quite powerful and that's a good thing, since they're late-game-only mechanics. I think once we decide which victory types we want to shoot for with each Philosophy, then we'll be able to work on converting some of these over for use in WoTMod. It's intriguing how incredibly direct a lot of these area. Take level 3 Autocracy for example: there are 3 choices and each one is blatantly focused on one of the three Autocracy victory conditions.
I feel similarly, in that I don't have a lot of super strong opinions about them. I typically go for the same ones over and over again (especially the happiness ones and the GP bonus ones), which is either a problemwith my playstyle, or else a problem in the selection of policies.

Yeah, the tier three tenets are all very direct. I think, actually, that's all the little "victory condition icons" at ideology-selection mean - it's telling you which thngs your three level three tenets will focus on. I know that there was talk that these might mean the only ones you can win, but that doesn't seem to be the case (though I haven't tried winning dom as freedom, yet.... I don't think).

Thank you again for putting this intro together! This is one of the kind of "big three" remaining sections, along with technologies and buildable things (wonders, buildings, units), so it'll be good for us to have this wrapped up and one step closer to our grand implementation phase!
dont forget uniques! thas probably pretty big too.

sorry post-fact for all the typos. This ipad keyboard is lousy.
 
OK, I was all set to @settle this and put it in the summary, but I think we might be contradicting ourselves here.

If we're basing our values off the WF, that means it's something like 3000 total hammers required to complete. So, would you then say that X (anti) would be 3000 and Y (pro) would be something like 2600 (almost 15% less), or are you saying that it would be split, more like 1600 for anti and 1400 for pro?

Additionally, you're saying here that it is one minus the other, but to me that somewhat defeats the purpose of running two separate totals. Certainly, having them be opposed like this would mean, at the very least, we'd need to lower the total hammer requirements, right? (we'll be having some turns where zero net hammers are outputed, etc.).

In any case, I'm still somewhat unclear on what you're proposing.

I'm proposing we treat it very much like Alignment. Under the hood we're subtracting the amount of hammers, but whichever way is winning is represented as "positive progress" in that direction. Yes, the total progress toward any one direction will need to be lower than it would be for a straight-race to an amount on each side. Something like the values for the World's Fair is probably good since the World's Fair is designed for an earlier time in the game than the Cleansing, but it's "co-operative" (all contributing toward the same "finished side") instead of competitive, in this respect.

yep, that's what I had in the summary in red!

Awesome, sounds good!

I could be fine with these. Is 4 units too many? I'm fine with shadow being all there is for third place, though I could also see it being like:

1st: Free Thread
2nd: 3 current non-channeler military units and 50 Shadow
3rd: 100 Gold and 50 Shadow

or something like that

I'm happy either way. 3 or 4 units should be ok, if anything it might be a bit small. This is a one-time event and two players will get it if the anti-Cleansing wins, whereas there's a level 2 Ideology tenet that gives 6 free units and permanently makes 6 units maintenance free. But if we're happy with military units as the prize here, it's easy for us to give more or less if we find the ability is too strong/weak.
 
Yes. If we use Customs elsewhere in the mod, we shouldn't use it here. Wecould elect not to use Customs associated with Paths, though. that was a decision from a year ago.

I agree with your original sentiment on this that Customs works better as a part of Paths than as a replacement for Policies.

Man, we've been doing this for a long time!

I think i'm with you on this. probably not important now. probably we'reok with Social policy, though it feels very game-mechanic-ey, and not particicularly elegant.

Yeah, we can come back to this in a couple of posts then!

Definitely with you in that I don't have any preconceptions about what is the best idea for this mod. Certainly large scale changes will be a lot of work, and I have a feeling that the very fact that neither of us has any compulsions as to which direction to go into - probably because the flavor doesn't demand it - is an indicator that we probably shouldn't do anything too epic.

Very good point here, that WoT itself doesn't provide any direct "you must make these kinds of changes" flavor for this kind of government structure. I think there are a fair few government types, but there's more detail on that below.

agreed. Definitely do not want to go through and rename all the policies just to throw it all away.

Yep, particularly if we add new trees and come up with new Policies! And we'll inevitably do some balancing on the new trees/policies, and it'll all be thrown out if we change to a new Policy structure.

Yes, considering this, I think changes we do make should probably be grounded in the structures that are already there - a culture-buy of items. Ideally, we don't have to rebalance too much, either, though obviously some will be necessary.

If I'm trivializing the detail you have here, it's becaus you are expressing things perfectly well without the apparent need of any assistance..... :)

Well thank you! ;) I think we'll end up doing a lot of rebalancing in the end, regardless of which approach we pick (except for possibly the "choose Fear/Acceptance" external to Policies approach, but more on that below). Even Firaxis have had to tweak the BNW policy trees a few times (post-BNW) and they have a QA department and a whole team of devs to decide what configuration is best. One of the most recent patches tweaked the dependencies in Tradition and Liberty (possibly others) to try and make them more balanced. But yes, huge overhauls will clearly be a lot more work, as you've said!

right, I should say here that I pretty much enjoy the social policy system. whie at first i missed being able to choose actual governments, and clearly some of the options aren't quite balanced with one another, overall the system is fun. I am excited everytime that purple icon pops up on the right of the screen.

Same, almost every Policy is a very impactful effect that helps your civ in a very noticeable way, which we want to keep.

that's a very solid guess as to why they didn't include slavery. Kind of like when they first added religion to Civ (4, right?) - they most definitel made a conscious decision to not mak specific bonuses and penalties for specific religions .

As far as te loss of the conventional government types, and such, I think in realitiy this is not a big deal, given the flavor we're working with. Unlike Earth History, for the most part Randland is relatively homogenous in its government structure, with Monarchies (include conventional ones and he odd ones like in Seanchan) and the occasional Oligarchy or plutocracy. Exceptions to this are pretty rare. so, excepting slavery and such - which we're sort of working in to the Oppression Philosophy, we aren't losing nearly as much as Earth's world history might. And small, flavorful nuggets (e.g. hereditary rule, weird noble stuff in Seanchan, weirder sharan succession) cn probably reasonably be included as policies, without needing to be much bigger than that.

Reality definitely has more variety, but I think WoT goes into a fair enough amount of detail in the various different ways that kingdoms are structured for us to treat them as government types. While there are a lot of similarities between Westlands nations from an Earth point of view, here are some quick examples of the kinds of distinctions we could make (not actual suggestions, but just to give a general idea of the flavor):

Queendom (eldest daughter inherits, like Andor)
Panarchy (dual governance between a Panarch and King, like Tarabon)
Merchant Council (ruled by merchants, like Arad Doman)
Monarchy (traditional monarchy, like Manetheren, Cairhien, and others)
Council of Lords (ruled by nobility, like Tear before Rand showed up)
Empire (ruled by a supreme ruler, like Seanchan or Hawkwing)
Clan Leaders (divided up into clans, like the Aiel)
Decentralized (ungoverned, like the Tuatha'an)

this is an interesting idea. I think there's actually two ways we could do something like this:

1) there are multiple paths of policies within a given tree. These paths are mutually exclusive. Completing one path unlocks the Finisher and completes the tree.
EXAMPLE: there's a choice within ether Tradition or Liberty (or some other early tree) that sends you down a two-policy path of Fear or Acceptance, but not both
or
2) there are multiple paths of policies within a given tree. These paths are NOT mutually exclusive. Completing ONE path unlocks the finisher and completes the tree. Filling out the remaining path is optional.Alternate version: instead of separate paths, there are satellite, optional policies within a tree that are not required for the finisher.
EXAMPLE: Honor has a branching path. One sends you down the path of lawless/dragonsworn bonuses, while the other focuses on shadowspawn. You could do both, but you don't need to.

I kindo f like both of these approaches. There's something nice about the second one, actually. It would let us add weird stuff in like the Tower, channeling, governors, alignment, without having to necessarily add whole trees, and, more importantly, without it being as much like a player was missing out by only completing 3 of 10 finishers.

Of course, the mutual-exclusivity is an essential component to Fear v Acceptance, as well as, potentially, other policies as well.

I think this could be a good idea, too, though it will end up feeling perhaps a bit more epic of a change, since it might lead to a bunch of new trees.

I can see this working really well in concert with some new policy trees. Say, finishing Tradition Or Libery unlocks Fear OR Acceptance. Finishing Honor could theoretically unlock some other combat one. The rest of the policies don't yield such obvious connections, though. Requiring Commerce to hit rationalism, for instance, might frustrate people. Also doesn't make tons of flavor sense. this would be the case for many of them. Can you think of a reasonable way to structure these stacks?

These are good suggestions, but I was actually thinking of it a bit differently, so I can throw an option 3 into the mix!

I was thinking that players would arrive at places in the tree that used to be just one policy in BNW, but instead we've replaced it with 2 Policies, but players could only adopt one or the other. We could sprinkle Fear/Acceptance choices throughout the other trees this way without changing the fundamental balance of the policy trees. This would be a fairly transparent change to the user though - I'd imagine they would see why we did this to minimize work without having to diverge far from the BNW system.

I don't think we'd want to go with optional Policies that you don't need to adopt before getting the finisher if we're keeping the general tree structure. It diverges only marginally from the BNW system but makes it easy to accidentally pick "wasteful" Policies for new players.

Option #2 in general (multiple paths, completing one unlocks the finisher for the tree, but the other paths are still available) could be fun. It might make it feel even less varied though, because once a player has committed to one path down a tree then they feel they should power on ahead with that path to unlock the finisher soonest, even if they want a policy part of the way down the other path as well. It reinforces the limitations of the overall tree system.

I could definitely see option #1 working, because like my option #3 above, it allows us to leave the total number of Policies a given player has available throughout a game the same or very close to BNW, which helps with balancing.

I like these radial trees. they are fun to use, and often intuitive seeming. That said, I think it might be more effort than it's worth, on multiple fronts (design, visuals, etc.). I do enjoy the "primary" tech idea in particular, as that would serve a purpose (allowing many more policies, without requiring them). I'm willing to consider something like this, providing you think it solves more problems than it creates.

I'm a big fan of the final result of this one, but whether or not it's worth us trying to do it is the big question, really. I think I've arrived at a favored opinion for how we might approach Policies, so I'll go into it below in response to the relevant quote block.

as stated above, I'm not sure the Lore requires (or even justifies) us going very far into the over-arching "Government System" thing. I do like the idea from a mechanical perspecive, but this one in particular feels like it would be a very big challenge to balance. not sure it's worth it.!

I think this is one of my favorite options from an end-result point of view. I don't think it would be significantly more balancing work than the radial options, once we throw out the trees then I think the whole Policy system will require balancing of a similar magnitude to keep it inline with what its function should be within the wider game.

agreed on all points. Definitely with you on the three weak ones. I think Piety is likely less used as well, but that's for different reasons - it's rather nichey, like Aesthetics, but that doesn't make it invalid.
But yeah, reconfiguring those trees will probably help us out a lot. The weirdest case is probably going to be exploration - what to do with a big pile of sea trade and combat-related policies?

I think we could roll the naval/sea trade stuff into other places - having a few policies in other/replacement trees that help naval warfare and sea trading. It would mean that players couldn't focus explicitly on that aspect of the game (become naval superpowers or the like) but I get the impression people don't do that often anyway.

rght. if at all possible, I figure we should probably avoid bumping up culture production. Wouldn't an easier thing be to simply lower the culture cost of social policies? That way border growth and the culture victory wouldn't be affected. Of course, that would create smoe weirdness - fast policy-accumulation in the early game - but it's probably the lesser of two evils. we could theoretically tweak thingssuch that a player unlock more policies over the course of the game, but that those policies are slightly less powerful.

Very good point, yes, reducing Policy cost is a much less intrusive way of compensating for having more Policies available in WoTMod than there are in BNW. If early-game Policy acquisition were to become too fast because of that change, we could change the rate that the policies get more expensive into a logarithmic kind of curve, like this:

11_8_log_graph.jpg


Start out at the same price as BNW but end up at a lower one. Mimic the BNW curve at the beginning of the game, but then taper off sooner so players keep accumulating Policies faster on average over the whole game.

Also, it should be mentioned that we lkely HAVE boosted culture output already - with threads and other things, I mean. Not a big difference, of course.

Totally agree, and this is something I've been a bit wary of for a while. I imagine our existing changes will have skewed things quite a lot, but I don't think we'll ever be able to accurately compensate for it without seeing it in action.

well, we had previously decided that a Policy still unlocked them, but we were going to make it a mid-tree policy instead of the finisher. Eitherway - we ould certainly make it a tech unlock or something instead.

Oh yeah, I meant that us removing Aesthetics wouldn't mean we have to miss out on the Hidden Antiquity Sites mechanic - since they're in T'a'r we can slot them into our most channeling-focused tree.

I feel like Fear and Acceptance would probably need to be in their own tree, perhaps as two options within the same tree, that is potentially of our invention. this tree should be relatively early game, but doesn't have to be in the original set of choices, necessarily. Kind of a tough thing. i could imagine putting them in BOtH lib and trad, but then of course, doing both trees would create weirdness.

Honestly, I don't think he binary choice thing would be a bad idea. Considering Fear v Acceptance is sort of like a proto-Philosophy, I could see it popping up on a similar screen as the Ideologies - perhaps the same screen after some early-game event (maybe an era transition, maybe the end of the TW ,maybe when the civ completes their first social policy), and then working in the background, not in the way of the social policies. It can be thus portrayed as a sort of early version of an ideology. Ths would help us clarify why exactly these two particularly policies actually have negative things along with them, making it easier for players to swallow (since it feels separate from policies.

Right, here we are at my favored way of approaching Policies, but I think I'm looking at it a bit differently. I think the binary Fear/Acceptance choice, completely separate from Policies, is something that we can do to start with and have its thus-far-discussed effects. But I don't think that's what we should stick with longer term (post release). As we've both mentioned above, the WoT flavor doesn't force us into or even specifically suggest any particular set of changes to the Policy system. This makes me think that Policy changes are less important than most of the other changes we've discussed so far, which we should prioritize to have a working mod sooner.

With that in mind, I'd say we could use the Fear/Acceptance choice as a holdover that expresses our intent for the Policy system, but is much lighter weight for us to get up and running. Then we can come back and make more sweeping Policy changes that more tightly integrate Fear/Acceptance and the other parts of WoTMod when we've got a better idea of how those other parts work together, and how they've changed. (And also even what players think could be different about Policies to make them more WoT-y.) This would mean that we could pretty much leave the BNW Policies almost untouched. They wouldn't play directly into our new mechanics (yet), but they'd still support the fundamental strengths of a civ, which haven't been changed from BNW.

Thoughts? Choosing this route would kind of short circuit most of this discussion for now, and then let us re-evaluate the sweeping changes that we like above, but are unsure of whether they add enough to the mod for it to be worth it for us to do them.

I think this kind of thing could help us explain/clarify the flavor of the philosophies, too. your civ is Fearful but folows Authority (Tear). accepting and liberated (Aiel) veesus Fearful and liberated (Shara). Accepting and Oppressive..... nobody? These connections are somwhat lost if Fear v acceptance is a regular social policy.

I think tying an additional effect to Fear/Acceptance if they were policy trees wouldn't be a problem. It would certainly work very well in the more extreme changes (radial trees or contributions to certain government types). If they were a series of mutually exclusive Policies in other trees, it definitely gets harder to say which one a player has even "picked" if they can choose one or the other each time.

Lastly, if we pull fear/acceptance off of the convention SP grid, then we don't have to worry about mutual exclusivity.

I think we may want exclusivity for other things aside from Fear/Acceptance for our more overhaul-y approaches, but they are definitely prime contributors to making mutual exclusivity useful. Pulling them off does give us the option of not having mutually exclusive policies/trees at all.

this is re: tech unlock. agreed.

Tech unlock that we will come back to! Quote block preserved

Yeah, though we definitely don't need every fabric of the game to be covered in policies, IMO.

True, not every minute detail. Are there any BNW systems that are missed in terms of Policy coverage?

OK, doing that definitely makes it feel more like a philosophy, and makes me feel a little more strongly that we should do someting like what I pitched above. Of course, doing i that way means we probably want have a whole tree of bonuses associated with the choice - perhaps just te main level adjustments we've already discussed. that's probably fine, but it's worth mentioning, since that means the consequence of changing your mind is perhaps only anarchy - maybe we don't let people change?

I don't think this structure of how policy tree exclusivity works tips us in favor of the binary choice. (though I am in favor of that for different reasons) What I described here is how the Policy trees used to work before BNW (Rationalism and Piety were mutually exclusive). The similarity to the feel of Ideologies is because Ideologies inherited the mechanics involved in how Policies were mutually exclusive.

If Fear/Acceptance are policy trees, then this system works fine for preventing players from flip-flopping or changing on a whim. The anarchy isn't the only cost, the player also loses accesses to all of the bonuses that used to be provided by the other mutually exclusive tree. So the player is choosing to adopt one policy from the other tree at the expense of all of the policies they've adopted already from the first tree. So if you go 3 Policies into Fear, then switching to Acceptance becomes a lot more painful for you, because you lose all 3 Policy bonuses.

For the binary choice, I agree that switching would be too easy if anarchy is the only cost. I'd be fine with us not allowing players to change in that case.

yeah, i think even if we don't have additional policies, we're probably fine - those changes are pretty significant.

Cool, sounding good for the binary choice on that front then!

hmmm... I'm actually not so sure I want the diplo hit. I definitely dont want it if we're framing them as policies - no other policies do that. If they're pro-philosophies, I guess I can see it. But, in general, I dont know if I love such an early-game decision having those kinds of consequences - I like how for the first 2/3 of the game, your relationship with the AI is based completely on your actual actions. that moment where you choose an ideology, and suddenly everybody hates you is really rather annoying. I don't see it as essential to add here, even in a small way. People in Andor don't really have a problem with Tairens, despite their disagreement on this issue. Aes sedai do, of course. thus the tower influence hit.

I was thinking this would be quite a minor diplomacy factor, possibly only marginally more than the embassy. So it would be very low impact, but it's just another thing to make our systems feel more like part of the wider game. I haven't found that Ideological differences always lead to civs hating me, sometimes longtime allies who choose a different Ideology from me remain allies for the rest of the game. It's just a matter of that negative being overcome by the other diplomatic events between the two players. On the level we'd be changing for the Fear/Acceptance, it would be relatively easily offset, just one factor of many that contributes to what a civ thinks of another.

Flavor wise, I'd say this is like the people from Seanchan that are shocked by everyday people's attitudes in the Westlands towards Aes Sedai. That those in Seanchan are actively fearful of un-leashed channelers. The Oppression Ideology is what leads to the leashing and the governmental structure of how channelers are treated, but it's the Fear choice that embodies everyday Seanchan citizens' reactions to meeting unchained channelers.

i think, clearly, we'll be turning the dependencies up on their heads...

Only maybe! We have one choice that could leave them be.

Not sure why you are considering the first three, and not the first four. Piety unlocks at the outset, I think.

Blargh, I always forget BNW changed that! I always go for Tradition or Liberty first, so I never really pay attention to the others until later. Piety used to unlock in the Classical era pre-BNW.

we could of course gimp tradition slightly.... where does the superiority stem from? Which part of the tree?

Yeah, honor... kind of underwhelming. Can probably fix that.

again, I thnk patronage may be unlocked in the classical era, along with aesthetics, not Piety. so i do't think they are diametrically opposed to Piety. Clearly all three of these are niche - for cultue, diplo, and religion-focused players most of the time.

I think Tradition's power comes from the free Culture buildings, enhanced border growth, and Aqueducts eventually, because it means great longer term growth that makes your civ very powerful. It's also a good early leg up since the capital-only boosts are usually better than the every-city ones, but at the beginning of the game you only have a capital. But it's definitely a close thing, I've seen a lot of good arguments back and forth, so Tradition and Liberty are definitely comparable, and one can be better than the other on some maps and with some neighbors and not others.

If we make any changes to the trees (add any policies, change any) then I think that in itself will be enough that we don't need to explicitly try to modify Tradition or Liberty against each other. Firaxis' last tweak was as simple as changing the dependencies of existing Policies, which would be the kind of change to tip Tradition vs Liberty. They're both certainly very viable.

In general I think the power level of Tradition and Liberty is fun, and if we could raise the other trees up then it would make it more enjoyable for the player, rather than intentionally making those weaker in order to create uniformity. If we go for the binary choice approach though, I think rebalancing the Policies is something we don't necessarily want to spend time on.

Very true re Patronage. I think most players try to fill out enough of Liberty or Tradition first that usually means they have Aesthetics, Piety, and Patronage (and technically Honor) to choose from. And as you've said, they're all relatively niche, though I'd say Patronage is the most flexible (useful to more players) of them.

I enjoy that you are calling Aesthetics asceticism throughout this document. It is very much quite a different thing from Aesthetics, but it makes things very comedically absurd to imagine the ascetic... painters. you know, thsose devoutly religious sculptors and those opera singers living their lives of poverty. On that note, knowing how hard it is to make a living as an artist, it's a pretty apt turn of phrase... :)

There's a Magic card called Asceticism and so I always forget that this tree is Aesthetics and call is Asceticism instead! Woops!

did notknow that you could unlock Rationalism before commerce and exploration...... how can you get to th renassance era before the medieval?

It's not that you unlock the ability to take the Rationalism tree first, it's that you needn't take any Policies from Commerce or Exploration before reaching the Renaissance. If you're fast enough at reaching Renaissance, then you may never end up in a situation where the Commerce or Exploration Policies are your best choice. You might still be finishing off Tradition/Liberty or Patronage, and then once Rationalism is available, it's the better choice than starting either Commerce or Exploration.

Yeah, i think it's totally reasonable for each victory type to have a tree dedicated to it (here patronage, honor, ascetic aesthetics, and rationalism)

That would mean an LB tree is in the runnings - which would probably be a hybrid channeling/LB tree? (Also, Domination is sad that it only gets Honor!) If we decide to change the Policies now, that is.
 
good point! The thing is, the actual tenets wont all concern channeling, so it's kind of tricky to find somethat THAt general.

I think we could use flavor to connect any kind of bonus to channeling, which is one approach we could take to naming the Tenets. All of the BNW Tenets do have something to do with their Ideology, though reality obviously has a lot more sources to draw from.

yeah, i think we amplify the same kinds of thngs that happened with fear/accept, in general. of course, the additinal diplo elements make it more extensive.

One thing, though, if Fear/Acc and idelogoies feature some of the same immediate effects, is there a purpose, really, for a civ to choose "opposite" ones (e.g. Lib/fear or Opp/acceptance)? I gess they'd be lessenening the extremity of their philosophy, but from a mechanical perspective do you think that ultimately amounts to treading water (proverbially)?

I think choosing the "opposite" Fear/Acceptance and Philosophy is something that players will do either if they have a certain flavor objective or a certain combo complements their uniques well. That, or if they've changed plans for their civ structure throughout the game due to developments within the game itself (presence of specific neighbors, loss of certain advantages, competition in certain areas with other civs).

Well, in BNW, there isn't a rock-paper-scissors set up, right? If that's the case, I think I wouldn't want to change that. While it might make some intuitive sense, I think it's not worth doingbecause of the mess it might create.

There isn't a rock-paper-scissors set up in BNW, but if we wanted to capture the flavor of some Philosophies disliking each other more than others a rock-paper-scissors arrangement would allow us to have that while still having an overall fair diplomacy balance. (You picking Liberation means almost all Oppression civs will hate you, but it won't be too bad overall because most Authority civs won't care too much, so it balances out, for example.)

Possible arrangement:

Oppression == rock, Authority == paper, Liberation == Scissors

The RPS "winning" means "really hate". So Authority hates oppression. Oppression hates Liberation and Liberation hates Authority.

It's a bit weird, it feels like the flavor says Liberation and Oppression should hate each other, which wouldn't be mechanically balanced. Though it would play well into Authority being our Diplo-focused Ideology. Anyway, probably not worth doing.

can't you voluntarily change in BNW? (never done it)? If so, we should keep it, right? If not, we probably shouldn't.

Apparently you can change by choice in BNW, which I did not know until I looked it up just now. It's not recommended though, because it erases your Tenet bonuses and progress toward them (so any Tenets you've adopted are wasted Culture). I imagine it's there for situations where a player realizes they're going to have a massive happiness penalty and eventually deal with a forced Ideology change due to a Culture player who's got a different Ideology, and they're willing to take the hit before the city revolts happen.

Hmm.. for afew reasos, I see some issues with this. Most importantly, it leaves Authority as the only one with a Diplo option. i think this is highly problematic. I really like the early adopter bonus, so I find myself often choosing a second-best option, knowing that it wil still have a viable tier three bonus for me (e.g., going for Gunboat Diplomacy instead of the diplo option in Freedom). I wouldn't want to take that away fom Diplo players - that essentially means they all have to be authority, which is a big problem.

I think a better path would be to simply open up a 4th tier 3 option for each of the Philosophies, and make it LB related. It doesn't have to be so obvious in its application (combat, etc.). It could concern the seals, alignment, etc. Alternatively, these could be tier 2 things instead of tier 3.

The other reason we shouldn't tie LB proficiency to Philosophy choice is that the occurence of the Lb is soething in many cases out of the hands of the player. You could be planning science all along and then suddenly be atthe heart of a Light Alliance - I'd hate to make people regret Philosophy decisions because of that.

On that note, it is also a problem to include LB bonuses in only one branch. Based on the era in which Philosophies are selected, players won't even know if there will be an LB at all. Let them pick their ideology, adn then adopt the lb-related tenet only if they find themselves in the middle of it later on.

I don't really see either of these (Authority only diplo, LB being involuntary) as a problem. As you mentioned earlier in the thread, civs can pursue whichever victory they like even if their Philosophy isn't specifically geared towards it, so even if Authority is the only Philosophy with diplo-specific Tenets, any Philosophy will make your civ better in some ways that can be used to help diplomatically. And if a player really wants to go diplo and get those Authority bonuses, but someone else has gotten there first, then that's why the early adopter bonuses are there, to make that an actual choice. Otherwise everybody but Culture would have almost automatic picks, but the early adopter bonus is there to make every player consider potentially unexpected options (rather than being there as a prerequisite for doing well at developing a specific Philosophy).

For the LB, I think this is pretty much the same as the other victory conditions. In BNW, a civ might be planning to win the Science victory and pick an Ideology that gears them towards Science, but then find another player is about to win the Diplomatic victory instead (analogous to the LB starting around them). Or that the Tourism boost they got from reaching the Internet first means they're actually closer to the Culture victory in the end (meaning they could have picked a more useful Ideology earlier, but they didn't realize at the time). I don't think that player really regrets their Ideology choice, they've just been presented with a different opportunity.

If a player is actively trying to win the LB victory, then they should be taking steps to ensure that the LB does occur sooner than other players win the game. In the same way that Culture players beeline for Culture-useful techs and dig up more GWs than other players in order to get the required Tourism output to win the Culture victory before competitive Science civs get all the techs they need to win the Science victory. The LB is triggered on world era, so a civ trying to win the LB victory should be beelining techs to trigger that world era change as early as possible, so other players have less time to win the game first.

A civ trying to win the Science victory who finds themselves stuck in the middle of the Light alliance and can't win if they go Neutral was either outdone by the player who beelined to trigger the LB, or was just too slow in Science output that the LB started before they either won the game or were in a powerful enough position to stand alone. This isn't a problem with their choice of Philosophy, it's just a manifestation of them not doing as well as other players in the game.

In terms of expanding to having 4 choices for each Philosophy, I don't think we have quite enough victories for that. Maybe if we had 7 or 8, but at just 6 having 4 to choose from for each Philosophy could make them feel a bit samey.

I could definitely see us not having Culture in all three though, if we wanted to make it more uniform. We've got 9 slots and 5 victories (Time doesn't count), so the most "fair" distribution would have us with one victory appearing only once and the rest twice.

Do we have a particular victory we'd like to make only appear in one Philosophy, or at least that seems most appropriate? If so, then we can portion out the others as pairs. If Domination only appears once, we could put Domination and Last Battle + one more on one of the Philosophies, which could be effective because there's some overlap in the usefulness of certain features of both victories to one another.

I feel similarly, in that I don't have a lot of super strong opinions about them. I typically go for the same ones over and over again (especially the happiness ones and the GP bonus ones), which is either a problemwith my playstyle, or else a problem in the selection of policies.

Yeah, the tier three tenets are all very direct. I think, actually, that's all the little "victory condition icons" at ideology-selection mean - it's telling you which thngs your three level three tenets will focus on. I know that there was talk that these might mean the only ones you can win, but that doesn't seem to be the case (though I haven't tried winning dom as freedom, yet.... I don't think).

You're right that the little icons by the Ideologies correspond to the victories that that Ideology particularly helps with, and the level 3 Tenets pretty much call out each one directly. We discussed the "can only win these 3" approach earlier in the thread - originally I thought that was how it worked in BNW, but you pointed out that it wasn't! We checked it up and it looks like you can win any of them with any Ideology, it's just that the Ideology might not help you much if you go for one of the victories it doesn't specialize in.

dont forget uniques! thas probably pretty big too.

Blargh, totally! Yeah, the actually civilizations are probably a pretty big stack of stuff. Right, so we still have a set of "big three" things left to do then!

sorry post-fact for all the typos. This ipad keyboard is lousy.

No worries, that was very impressive from an ipad keyboard! I'll have to apologize for the delay, it was a busy week! I'll also be away this weekend, so my next post will be on Monday!
 
I'm proposing we treat it very much like Alignment. Under the hood we're subtracting the amount of hammers, but whichever way is winning is represented as "positive progress" in that direction. Yes, the total progress toward any one direction will need to be lower than it would be for a straight-race to an amount on each side. Something like the values for the World's Fair is probably good since the World's Fair is designed for an earlier time in the game than the Cleansing, but it's "co-operative" (all contributing toward the same "finished side") instead of competitive, in this respect.
got it. It's in the summary, though kind of clunky.

I'm happy either way. 3 or 4 units should be ok, if anything it might be a bit small. This is a one-time event and two players will get it if the anti-Cleansing wins, whereas there's a level 2 Ideology tenet that gives 6 free units and permanently makes 6 units maintenance free. But if we're happy with military units as the prize here, it's easy for us to give more or less if we find the ability is too strong/weak.
I guess let's say four for now and see how it goes.
 
Well thank you! ;) I think we'll end up doing a lot of rebalancing in the end, regardless of which approach we pick (except for possibly the "choose Fear/Acceptance" external to Policies approach, but more on that below). Even Firaxis have had to tweak the BNW policy trees a few times (post-BNW) and they have a QA department and a whole team of devs to decide what configuration is best. One of the most recent patches tweaked the dependencies in Tradition and Liberty (possibly others) to try and make them more balanced. But yes, huge overhauls will clearly be a lot more work, as you've said!
interesting that the recent changes appear to make liberty less good. Well, I suppose making the free settler less easy to get good doesn't make the *tree* less good, per se (in fact, maybe it simply prevents people from just grabbing two policies from it, and incentivizes the whole tree).

Reality definitely has more variety, but I think WoT goes into a fair enough amount of detail in the various different ways that kingdoms are structured for us to treat them as government types. While there are a lot of similarities between Westlands nations from an Earth point of view, here are some quick examples of the kinds of distinctions we could make (not actual suggestions, but just to give a general idea of the flavor):

Queendom (eldest daughter inherits, like Andor)
Panarchy (dual governance between a Panarch and King, like Tarabon)
Merchant Council (ruled by merchants, like Arad Doman)
Monarchy (traditional monarchy, like Manetheren, Cairhien, and others)
Council of Lords (ruled by nobility, like Tear before Rand showed up)
Empire (ruled by a supreme ruler, like Seanchan or Hawkwing)
Clan Leaders (divided up into clans, like the Aiel)
Decentralized (ungoverned, like the Tuatha'an)
These are very interesting. I do think, though, that based on the fact that CiV chose to relegate things like this to mere social policies, without concern for contradiction (e.g. "Monarchy" existing simultaneously to "Republic".... although now I that I think of it, Hello U.K.!), we are probably totally fine to do the same. You've likely given us several policy names right here.

These are good suggestions, but I was actually thinking of it a bit differently, so I can throw an option 3 into the mix!

I was thinking that players would arrive at places in the tree that used to be just one policy in BNW, but instead we've replaced it with 2 Policies, but players could only adopt one or the other. We could sprinkle Fear/Acceptance choices throughout the other trees this way without changing the fundamental balance of the policy trees. This would be a fairly transparent change to the user though - I'd imagine they would see why we did this to minimize work without having to diverge far from the BNW system.
OK, so alternate *policies* instead of fully alternate policy *paths*. I think I could mostly be ok with this. I don't know if I prefer it to the alternate paths idea, but I think it could work. I think if we could boil down our new policies into a small enough number that this would be able to be done on a consistent, but small, scale (e.g. one or two option points per tree) that it's probably the more economical way to go. More than one or two per tree, though, and I feel like it'd get kind of clunky and even overwhelming. Certainly would be less than elegant at that point.

But yes, the fact that it would keep the number of policies the same as in CiV is an excellent part of this.

I'll say more about the Fear/Acceptance thing below.

I don't think we'd want to go with optional Policies that you don't need to adopt before getting the finisher if we're keeping the general tree structure. It diverges only marginally from the BNW system but makes it easy to accidentally pick "wasteful" Policies for new players.
I can definitely see that. It also comes off as lazy, I'm sure.

Option #2 in general (multiple paths, completing one unlocks the finisher for the tree, but the other paths are still available) could be fun. It might make it feel even less varied though, because once a player has committed to one path down a tree then they feel they should power on ahead with that path to unlock the finisher soonest, even if they want a policy part of the way down the other path as well. It reinforces the limitations of the overall tree system.
Yeah. That's certainly a characteristic inherent to the SP system in general. I'm not sure this reinforces it in too bad of a way, though. I mean, it's more of the same, to me, and if it's acceptable in CiV (I'd say it is), it may be acceptable here. But, still, I do see the point, and definitely agree that in some ways it sort of presents the illusion of choice, and not necessarily a compelling choice.

I could definitely see option #1 working, because like my option #3 above, it allows us to leave the total number of Policies a given player has available throughout a game the same or very close to BNW, which helps with balancing.
I think that is an excellent point about keeping the balancing similar to BNW, and I think that's a very valid reason to go with either this or your option 3. The fact is, assuming we change some policies, or add more, or even rebalance some, we have a whole lot of testing to do and/or balancing in general in alpha and beta. If we keep the culture/policy math pretty much the same, that takes away a *huge* variable, and lets us focus on the policies themselves in our balancing. Otherwise, if one policy ends up appearing to mess up the balance of the game, we'd have to determine that the policy itself is what's doing it, and not, for instance, us doling out the policy too soon or too easily (causing its effects to scale over time or something).

In any case, I'm kind of warming to the idea of the mutually-exclusive policy paths, instead of our other two alternatives (which is not what I was thinking at first). Spoiler: I'm still of the opinion that we should go ahead and revise this stuff now, and not do a quick-dash version and save the rest for later (more on that below).

What I like about the mutual-exclusivity is it allows us to make things truly variable, and customizable, while preventing things from getting too unbalanced. Obviously, there's the thing above with culture-cost and such, but I'm thinking about something bigger picture.

Let's say these mutually-exclusive paths allow us to create two options for several of the trees. For example (not a proposal, just a thought exercise):

Honor - anti barb vs. anti shadowspawn
patronage - CSs vs. Tower and Stedding
Exploration - navy vs. T'a'r
Tradition - growth vs. Governors

CiV as it currently is is balanced to take into account a player maxing out a given policy, and adopting a set of similar Ideological Tenets. If we add new policy trees (or add additional policies that are optional but within the same trees), some of which are similar or adjacent in functionality, we're allowing players to "double down" on their specializations, and potentially throw balance way out of whack.

For example, a player taking tradition and some of the growth tenets has X growth potential. A player who does that AND goes into Governor-boosting policies, might end up with a capital that's a little too India/France for how common it is. Or, similarly, one player could dominate the CSs, the Tower, and the Steddings. A warmonger could be good against civs, barbs, and shadowspawn.

Of course, I do understand that towards the end-game, things are meant to get all swingy. Yes, we want things to go nuts once people get to those Tier three tenets. But I don't think we want such things happening in the earlier era. Somebody double-downing on tradition, for instance, is a problem. Or getting the equivalent of two honor trees worth of bonuses.

I feel like limiting things to one path creates variation that feels strategic and fun, if we balance it well. While having single-policy-options (option #3) achieves a similar effect, I feel like it won't feel as consistent and cohesive. I like the idea that we're creating "layers" of variability here, without making things actually infinitely variable. For example, a player could be:

Andor, the Shadow-leaning, Fearful, Authority civ, who excels in Tower negotiation and T'a'r.

That's somewhat cooler to me than

Andor, the Shadow-leaning, Fearful, Authority civ, who does some stuff with the Tower, CSs, and steddings, and has some navy stuff and also some T'a'r stuff.

While we provide our players options, they tend to be "chunked" in a way that helps keep things organized.

That said, the onus is on us to balance them properly - there'd be nothing worse than a situation where everybody's like "no, don't *ever* choose that one!"

I'm a big fan of the final result of this one, but whether or not it's worth us trying to do it is the big question, really. I think I've arrived at a favored opinion for how we might approach Policies, so I'll go into it below in response to the relevant quote block.
I know we're talking about this more below, but I should say now that I'm not convinced that, all things considered, I *would* elect for this, even assuming we had tons of time. I think, perhaps, in a vacuum, these types would be nice, but CiV BNW already exists, and we are doing a mod of it. I like these radial ones, certainly, but that doesn't mean I'd elect to actually use them.

I think this is one of my favorite options from an end-result point of view. I don't think it would be significantly more balancing work than the radial options, once we throw out the trees then I think the whole Policy system will require balancing of a similar magnitude to keep it inline with what its function should be within the wider game.
I feel quite similar about this as I do about the radial things. At first I missed the "governments" when I started CiV, but the truth is, I'm fine with it now. I never was very good at the governments in other civs, anyways.

And, again, I don't think the Lore needs it. I think it's going a little far away from what the mod is "about," in a sense. I know you're suggesting that we not do it now, that we worry about it later, but I'm actually tempted to say we shouldn't do it later, either. I think that can be another mod. We could possibly create that mod, but I don't think it needs to be WotMod.

I think we could roll the naval/sea trade stuff into other places - having a few policies in other/replacement trees that help naval warfare and sea trading. It would mean that players couldn't focus explicitly on that aspect of the game (become naval superpowers or the like) but I get the impression people don't do that often anyway.
for sure.

Very good point, yes, reducing Policy cost is a much less intrusive way of compensating for having more Policies available in WoTMod than there are in BNW. If early-game Policy acquisition were to become too fast because of that change, we could change the rate that the policies get more expensive into a logarithmic kind of curve, like this:

[REDACTED]

Start out at the same price as BNW but end up at a lower one. Mimic the BNW curve at the beginning of the game, but then taper off sooner so players keep accumulating Policies faster on average over the whole game.
ooh! A Graph! I think you have the right idea here, though I have sort of convinced myself that we should probably try to keep the number of purchasable policies as close to BNW as possible, to prevent the need of something like this.

Right, here we are at my favored way of approaching Policies, but I think I'm looking at it a bit differently. I think the binary Fear/Acceptance choice, completely separate from Policies, is something that we can do to start with and have its thus-far-discussed effects. But I don't think that's what we should stick with longer term (post release). As we've both mentioned above, the WoT flavor doesn't force us into or even specifically suggest any particular set of changes to the Policy system. This makes me think that Policy changes are less important than most of the other changes we've discussed so far, which we should prioritize to have a working mod sooner.

With that in mind, I'd say we could use the Fear/Acceptance choice as a holdover that expresses our intent for the Policy system, but is much lighter weight for us to get up and running. Then we can come back and make more sweeping Policy changes that more tightly integrate Fear/Acceptance and the other parts of WoTMod when we've got a better idea of how those other parts work together, and how they've changed. (And also even what players think could be different about Policies to make them more WoT-y.) This would mean that we could pretty much leave the BNW Policies almost untouched. They wouldn't play directly into our new mechanics (yet), but they'd still support the fundamental strengths of a civ, which haven't been changed from BNW.

Thoughts? Choosing this route would kind of short circuit most of this discussion for now, and then let us re-evaluate the sweeping changes that we like above, but are unsure of whether they add enough to the mod for it to be worth it for us to do them.
Counterproposal from Counterpoint:

1 - Don't make huge, sweeping changes to the Policy System
2 - Make Fear/Acceptance an ideology-like binary choice
3 - do make some additions to existing policies. Not with additional trees, but with either alternate paths or simply alternate policies (on a smaller scale)
4 - tweak and balance as needed.

OK, so it's somewhat hard to organize these thougths, so... I won't.

First off, we've been talking about Fear/Acceptance "policies" and I've realized that I don't think we need any such thing. I think, especially when conceived as a proto-ideology, there's no reason to do anything more than simply make that binary choice - one that has no culture cost - and leave it at that. Can you think of a whole lot of specific policies that we should be limiting/tying to one kind of civ? I can imagine some effects that could be flavored to make sense as tied directly to either Fear or Acceptance, but is there a reason we should exclude Acceptance players from having the option to buy a policy that gives you +3 culture from city connections, or something else that we might flavor to be tied to Fear? It seems that, beyond the overarching effects (the FD spawn rate, Tower disposition, etc.), there doesn't seem any reason to tie Fear/Acceptance to the additional optional effects. I'd prefer not to say "ok, you chose Fear, that ALSO means you're going to be getting X and Y bonuses. That's making more out of the Binary Choice than we've intended.

Plus, Social Policies are optional. The fear/acceptance choice, presumably, will not be. Ideology is not optional (as you are of course required to pick one in the modern era). Having fear/acceptance policies that cost culture scattered throughout the optional trees seems ill-fitting.

Moving on, if we remove Fear/Acceptance - which was poised to be a large complicating agent - from the larger policy discussion, things actually get a whole lot simpler (and recall that I am suggesting we do exactly that). Sure, we have that prior list of New Content that justifies additional trees. Honestly, many of those seem to me to be rather easy to include only as single policies, or perhaps as alternatives to current lame policies. Examples of this are Govs, the white tower, the Horn, EaE, etc. In fact, we have earmarked a few trees as Lame in General - we could add some of this functionality in order to make those Less Lame in General in comparison with Trad/Lib/Rat

Others, I think could easily make sense as alternate paths in some existing trees, creating the nice customizability I discussed above. Shadowspawn could likely be worked into Honor. T'a'r into exploration or something. Channeling could perhaps be sprinkled around a few places. Alignment is tricky, but could be worked into Piety or something. That one might need it's own tree (at the expense of Exploration or something).

In any case, the point I'm trying to make is that I don't think it would take Large Scale Renovation in order to make things work the way we want them to for WotMod. Certainly we have some new policies to write, but that is a fraction of the work that would be later required for an Epic Overhaul.

Now, as to why I don't think we should "table" this and deal with it after release. Well, it's weird, I know, but I kind of don't *want* to have to deal with it post release. I can imagine the kinds of things we're going to be dealing with - getting in art, quotes, music, rebalancing, fixing bugs, adding civs - all things that are going to be high priority, because people will want them. I sort of imagine this getting put off for a long time, because it's such an epic undertaking, and not one we're likely to get as much outside help on. I can imagine it feeling like a real pain. It makes me feel like there's a rather significant likelihood that this Epic Overhaul never happens. And this lame doppleganger of BNW's system will be sitting in our game, sticking out as the one thing we were too lazy to up and deal with.

And, as I've stated, I don't think this is all important enough to do such an Epic Overhaul. Also, let's not forget, I don't necessarily like the Epic Overhaul end results more than I'd like a tweaked BNW system.

OK, end rant. I know that may not be what you want to hear, but I'm advocating we not table this, and we instead work at adapting the BNW system to fit our needs. I think the tech trees and Uniques will all be easier to do if we have a real custom-set of policies in place. I think our initial release will feel a whole lot more "real" if we do the same.

I think we may want exclusivity for other things aside from Fear/Acceptance for our more overhaul-y approaches, but they are definitely prime contributors to making mutual exclusivity useful. Pulling them off does give us the option of not having mutually exclusive policies/trees at all.
Right, as expressed above, I seem to be suggesting we pull Fear/Acceptance off of social policies but still keep mutually exclusive sub-trees... This last part I am of course not 100% on.

Tech unlock that we will come back to! Quote block preserved
Tech unlock.

True, not every minute detail. Are there any BNW systems that are missed in terms of Policy coverage?
Right, so off the top of my head, the only thing I can think of is Espionage - totally unrepresented in Policies, as far as I can tell - though totally represented in Ideologies.

We could totally do this with some of our weirder new additions - especially any of those that we want to see ramp up only in the late game. For example:

EaE
The LB in general (there's zero point to having early-mid game policies that affect this
governors
T'a'r (though this one probably works well as parts of policies
Alignment - since we've calculated alignment yields without considering SPs, I think, it might be best to add Alignment elements only into the late game (where we don't care if things get swingy)

Honestly, most of our new mechanics would probably be fine if mostly absent from the SP system, and reserved for Philosophies.

One thing of note, though, is that we probably should figure out a way to generate each LP type via SP finishers, as is the case in BNW, if I'm correct. This would mean finding a home for the Amb and the T'a'r ones (can't remember if there are any other totally new ones)

I don't think this structure of how policy tree exclusivity works tips us in favor of the binary choice. (though I am in favor of that for different reasons) What I described here is how the Policy trees used to work before BNW (Rationalism and Piety were mutually exclusive). The similarity to the feel of Ideologies is because Ideologies inherited the mechanics involved in how Policies were mutually exclusive.

If Fear/Acceptance are policy trees, then this system works fine for preventing players from flip-flopping or changing on a whim. The anarchy isn't the only cost, the player also loses accesses to all of the bonuses that used to be provided by the other mutually exclusive tree. So the player is choosing to adopt one policy from the other tree at the expense of all of the policies they've adopted already from the first tree. So if you go 3 Policies into Fear, then switching to Acceptance becomes a lot more painful for you, because you lose all 3 Policy bonuses.

For the binary choice, I agree that switching would be too easy if anarchy is the only cost. I'd be fine with us not allowing players to change in that case.
OK, so a lot of this has sort of been adjacently-covered in my above rant. I definitely agree that the simplest thing to do is just to disallow the player to change once they've chosen Fear or Acceptance. I think the choice won't be so epic in its effects, anyways, so it won't be the end of the world.

But on the other hand, it's not the end of the world to allow them to change (with anarchy) either, though it's maybe going to encourage weird situations where civs switch to Fear during certain eras and back to Acceptance during others, which is weird.

I was thinking this would be quite a minor diplomacy factor, possibly only marginally more than the embassy. So it would be very low impact, but it's just another thing to make our systems feel more like part of the wider game. I haven't found that Ideological differences always lead to civs hating me, sometimes longtime allies who choose a different Ideology from me remain allies for the rest of the game. It's just a matter of that negative being overcome by the other diplomatic events between the two players. On the level we'd be changing for the Fear/Acceptance, it would be relatively easily offset, just one factor of many that contributes to what a civ thinks of another.

Flavor wise, I'd say this is like the people from Seanchan that are shocked by everyday people's attitudes in the Westlands towards Aes Sedai. That those in Seanchan are actively fearful of un-leashed channelers. The Oppression Ideology is what leads to the leashing and the governmental structure of how channelers are treated, but it's the Fear choice that embodies everyday Seanchan citizens' reactions to meeting unchained channelers.
I think your explanation with Seanchan makes sense, and I'm on board with what you're suggesting here - a minor diplomatic effect.

Oh, still haven't found a good example from the lore of an Acceptance+Oppression civ. Got one?

Fear/Lib - Shara
Acceptance/Lib - Aiel, Sea Folk?
Fear/Auth - Tear
Acceptance/Auth - Andor
Fear/Opp - Seanchan
Acceptance/Opp - ???

Maybe Ghealdan, under the Prophet's rule?

Also, what is Amadicia (under Children control)? Fear/Opp?

Blargh, I always forget BNW changed that! I always go for Tradition or Liberty first, so I never really pay attention to the others until later. Piety used to unlock in the Classical era pre-BNW.
, Yeah I'm guessing only hardcore religious civs would go for piety first.

...stuff...

In general I think the power level of Tradition and Liberty is fun, and if we could raise the other trees up then it would make it more enjoyable for the player, rather than intentionally making those weaker in order to create uniformity. If we go for the binary choice approach though, I think rebalancing the Policies is something we don't necessarily want to spend time on.
Yeah, I think raising the others up is a good option, and certainly doable, considering the extra stuff we could throw in.

It's not that you unlock the ability to take the Rationalism tree first, it's that you needn't take any Policies from Commerce or Exploration before reaching the Renaissance. If you're fast enough at reaching Renaissance, then you may never end up in a situation where the Commerce or Exploration Policies are your best choice. You might still be finishing off Tradition/Liberty or Patronage, and then once Rationalism is available, it's the better choice than starting either Commerce or Exploration.
Right, also, this can happen if you have awful culture output. I've had some games where I just barely get to Rationalism before I get ideologies....

That would mean an LB tree is in the runnings - which would probably be a hybrid channeling/LB tree? (Also, Domination is sad that it only gets Honor!) If we decide to change the Policies now, that is.

I mentioned this above, but I don't think LB should have a tree. There's a few reasons for this:

1) (as stated above) it is all late-game, so should likely be contained within Philosophies
2) the LB is a combination of other things - fighting, science, etc. There are actually very few "LB only" things, and they are all either highly esoteric (seals), tied to one side and not the others (Dragon), or late-game only. All of these make them ill-fitting for policies. . Alignment is the exception to this, but even then, might make sense best as having its own tree (or none, see above), rather than an "LB tree"

re: Honor. Yeah, well we should make honor better then!
 
I think we could use flavor to connect any kind of bonus to channeling, which is one approach we could take to naming the Tenets. All of the BNW Tenets do have something to do with their Ideology, though reality obviously has a lot more sources to draw from.
Yeah, putting together the no-flavor-only-stats list of tenets made this aspect feel very real to me. We could name them *anything* and make it work.

I think choosing the "opposite" Fear/Acceptance and Philosophy is something that players will do either if they have a certain flavor objective or a certain combo complements their uniques well. That, or if they've changed plans for their civ structure throughout the game due to developments within the game itself (presence of specific neighbors, loss of certain advantages, competition in certain areas with other civs).
agreed. Kind of like starting Light and turning shadow

There isn't a rock-paper-scissors set up in BNW, but if we wanted to capture the flavor of some Philosophies disliking each other more than others a rock-paper-scissors arrangement would allow us to have that while still having an overall fair diplomacy balance. (You picking Liberation means almost all Oppression civs will hate you, but it won't be too bad overall because most Authority civs won't care too much, so it balances out, for example.)

Possible arrangement:

Oppression == rock, Authority == paper, Liberation == Scissors

The RPS "winning" means "really hate". So Authority hates oppression. Oppression hates Liberation and Liberation hates Authority.

It's a bit weird, it feels like the flavor says Liberation and Oppression should hate each other, which wouldn't be mechanically balanced. Though it would play well into Authority being our Diplo-focused Ideology. Anyway, probably not worth doing.
I can see the flavor justification of Lib hating Auth. Like there's nothing worse to them than cowing to the Tower. That said, it still pales in comparison to how they'd feel about Opp...

In general I think your RPS setup sounds right. Could also see Opp hates Auth, Lib hates Opp, Auth hates Lib, though I think I like yours better.

That said, I don't think we need to do this. I think it's added complexity for no real reason, and I think in some situations it could be annoying. I don't think there are comparable awesomeness-moments to balance out those moments. I could be convinced, but I say leave things as is.

And I'm definitely not at all ok with Auth being hated by nobody.

Apparently you can change by choice in BNW, which I did not know until I looked it up just now. It's not recommended though, because it erases your Tenet bonuses and progress toward them (so any Tenets you've adopted are wasted Culture). I imagine it's there for situations where a player realizes they're going to have a massive happiness penalty and eventually deal with a forced Ideology change due to a Culture player who's got a different Ideology, and they're willing to take the hit before the city revolts happen.
yeah. never done it. Probably quit any such games long before that point..... I wonder if the AI ever does this.

I don't really see either of these (Authority only diplo, LB being involuntary) as a problem. As you mentioned earlier in the thread, civs can pursue whichever victory they like even if their Philosophy isn't specifically geared towards it, so even if Authority is the only Philosophy with diplo-specific Tenets, any Philosophy will make your civ better in some ways that can be used to help diplomatically. And if a player really wants to go diplo and get those Authority bonuses, but someone else has gotten there first, then that's why the early adopter bonuses are there, to make that an actual choice. Otherwise everybody but Culture would have almost automatic picks, but the early adopter bonus is there to make every player consider potentially unexpected options (rather than being there as a prerequisite for doing well at developing a specific Philosophy).
OK, re: Diplo, first.

Definitely have to respectfully and passionately disagree here. It seems very clear that Firaxis made sure that there were two Ideology options for each victory condition - three for culture - and I'm inclined to trust them on this. You're right that all VCs are available regardless of Ideology, but the fact is that those Level 3 tenets are VERY swingy and powerful. We'd essentially be making Authority an automatic choice for Diplo civs.

And... for what purpose? There's no strong reason for us to mess this up, so... let's not mess it up. I feel quite strongly about this being something we should not do. I could continue and feel somewhat inclined to do so... but I'm not because I think I'd just be repeating myself ;)

For the LB, I think this is pretty much the same as the other victory conditions. In BNW, a civ might be planning to win the Science victory and pick an Ideology that gears them towards Science, but then find another player is about to win the Diplomatic victory instead (analogous to the LB starting around them). Or that the Tourism boost they got from reaching the Internet first means they're actually closer to the Culture victory in the end (meaning they could have picked a more useful Ideology earlier, but they didn't realize at the time). I don't think that player really regrets their Ideology choice, they've just been presented with a different opportunity.

If a player is actively trying to win the LB victory, then they should be taking steps to ensure that the LB does occur sooner than other players win the game. In the same way that Culture players beeline for Culture-useful techs and dig up more GWs than other players in order to get the required Tourism output to win the Culture victory before competitive Science civs get all the techs they need to win the Science victory. The LB is triggered on world era, so a civ trying to win the LB victory should be beelining techs to trigger that world era change as early as possible, so other players have less time to win the game first.

A civ trying to win the Science victory who finds themselves stuck in the middle of the Light alliance and can't win if they go Neutral was either outdone by the player who beelined to trigger the LB, or was just too slow in Science output that the LB started before they either won the game or were in a powerful enough position to stand alone. This isn't a problem with their choice of Philosophy, it's just a manifestation of them not doing as well as other players in the game.
I understand what you're saying. All of this sounds good. The thing to keep in mind with the LB, though, is that in fact there are very few "LB only" mechanics. It seems to me that the vast majority of things that we'd come up with that would aid somebody in the LB would ALSO be things that very much fall under the purview of other VC bonuses - military power, seal research, etc.

I've written on this a bit above, but considering the fact that we have two sides that require different things, that leaves us with very few options for things that might qualify as Tenets. However, since the "linked VC condition" of a Philosophy really just means "has Tier 3 Tenet", all we really need is three of these in order to make these viable (one for every philosophy, see below). So, things like:

1) Something that has to do with EaE looking for Seals and/or destroying seals
2) Something concerning alignment - perhaps doubling bonuses from a civ's alignment, etc.
3) Something concerning the Dragon - perhaps extra power against him and when using him (so it works for both sides)
4) something concerning shadowspawn - perhaps extra power against them or when using them (so it works for both sides)

I don't think there's that much more than that. I think, of these, only 1 and 3 are totally LB-specific. The others could be useful even to civs pursuing other VCs. I think we should only really have the "only useful to the LB" stuff appear at Tier 3. Things occurring at Tier 1 and 2 can pertain to the LB, but will also perhaps effect other VCs.

In terms of expanding to having 4 choices for each Philosophy, I don't think we have quite enough victories for that. Maybe if we had 7 or 8, but at just 6 having 4 to choose from for each Philosophy could make them feel a bit samey.

OK, I probably should have written this above my bit above. Perhaps I wasn't clear enough, but what I was proposing is that, like Culture, ALL Philosophies have access to an LB Level 3 Tenet. So, for example:

Liberation - Culture, Last Battle, Diplomacy, Domination
Authority - Culture, Last Battle, Diplomacy, Science
Oppression - Culture, Last Battle, Domination, Science

This helps keep the numbers balanced, and also allows for some flexibility. Come Philosophy-choice time, a civ needs only consider what "normal" VC they might aim for. They know that regardless of which they choose, there will be a win-the-LB option available to them, should they desire it.

You are quite right that people should be planning ahead for the LB and such, but the truth is, the LB does rely a lot on things that are hard to forsee. Planning in advance for the LB is one thing, but a player doesn't know how many other civs will be on their side, what the state of the world will be, and what their role in the the LB will be (e.g. farming science or w/e). I think this flexibility is thus an asset.

I could definitely see us not having Culture in all three though, if we wanted to make it more uniform. We've got 9 slots and 5 victories (Time doesn't count), so the most "fair" distribution would have us with one victory appearing only once and the rest twice.
or two of them three times!

Again, I'm inclined not to ignore Firaxis' choice to include culture in all three. It seems to work ok that way.

Do we have a particular victory we'd like to make only appear in one Philosophy, or at least that seems most appropriate? If so, then we can portion out the others as pairs. If Domination only appears once, we could put Domination and Last Battle + one more on one of the Philosophies, which could be effective because there's some overlap in the usefulness of certain features of both victories to one another.
I think this very overlap is exactly why we should treat the LB ones as somewhat separate from the pack, and include them in all of them (or in none).

No worries, that was very impressive from an ipad keyboard! I'll have to apologize for the delay, it was a busy week! I'll also be away this weekend, so my next post will be on Monday!
whew. That was an epic post. This design-by-post thing has worked pretty well overall, but this conversation in particular is one that seems like it'd go a little easier in person.
 
Apologies for the delay, I thought I'd be able to get a full post in today! I'll be back tomorrow and edit this into something more!

EDIT: going to have to finish off the Philosophies bit tomorrow!

interesting that the recent changes appear to make liberty less good. Well, I suppose making the free settler less easy to get good doesn't make the *tree* less good, per se (in fact, maybe it simply prevents people from just grabbing two policies from it, and incentivizes the whole tree).

It's interesting that incentivizing the whole tree is something Firaxis have seemed to focus on. Being able to dip into multiple trees would provide a lot more choice and I have seen some strategies that do this, but most of the time the added bonus of the finisher means completing whole trees is a good idea.

These are very interesting. I do think, though, that based on the fact that CiV chose to relegate things like this to mere social policies, without concern for contradiction (e.g. "Monarchy" existing simultaneously to "Republic".... although now I that I think of it, Hello U.K.!), we are probably totally fine to do the same. You've likely given us several policy names right here.

True, CiV's Policy system's ability to have practically mutually exclusive forms of government adopted via different Policy names is kind of an abstraction of how a civilization changes as time goes on - having received the benefit (or not) of each specific type of government. Agreed, these seem to be on the same level as the existing Policy names, as you've said!

OK, so alternate *policies* instead of fully alternate policy *paths*. I think I could mostly be ok with this. I don't know if I prefer it to the alternate paths idea, but I think it could work. I think if we could boil down our new policies into a small enough number that this would be able to be done on a consistent, but small, scale (e.g. one or two option points per tree) that it's probably the more economical way to go. More than one or two per tree, though, and I feel like it'd get kind of clunky and even overwhelming. Certainly would be less than elegant at that point.

But yes, the fact that it would keep the number of policies the same as in CiV is an excellent part of this.

I'll say more about the Fear/Acceptance thing below.

Based on lots you've said below, I'm on board with having mutually exclusive "branches" within the tree, instead of single "sets of two".

I can definitely see that. It also comes off as lazy, I'm sure.

Ok, optional policies axed then.

Yeah. That's certainly a characteristic inherent to the SP system in general. I'm not sure this reinforces it in too bad of a way, though. I mean, it's more of the same, to me, and if it's acceptable in CiV (I'd say it is), it may be acceptable here. But, still, I do see the point, and definitely agree that in some ways it sort of presents the illusion of choice, and not necessarily a compelling choice.

This was about the non-mutually exclusive branches, which I'm not as big a fan of. I think the mutual exclusivity of branches takes away this blandness, or at least prevents us from exacerbating it, because the player is making the same "choose a tree" kind of choice as they were in BNW. But from elsewhere in this post I think we're both gravitating towards the mutually exclusive branches strategy, which likely makes this moot.

I think that is an excellent point about keeping the balancing similar to BNW, and I think that's a very valid reason to go with either this or your option 3. The fact is, assuming we change some policies, or add more, or even rebalance some, we have a whole lot of testing to do and/or balancing in general in alpha and beta. If we keep the culture/policy math pretty much the same, that takes away a *huge* variable, and lets us focus on the policies themselves in our balancing. Otherwise, if one policy ends up appearing to mess up the balance of the game, we'd have to determine that the policy itself is what's doing it, and not, for instance, us doling out the policy too soon or too easily (causing its effects to scale over time or something).

In any case, I'm kind of warming to the idea of the mutually-exclusive policy paths, instead of our other two alternatives (which is not what I was thinking at first). Spoiler: I'm still of the opinion that we should go ahead and revise this stuff now, and not do a quick-dash version and save the rest for later (more on that below).

What I like about the mutual-exclusivity is it allows us to make things truly variable, and customizable, while preventing things from getting too unbalanced. Obviously, there's the thing above with culture-cost and such, but I'm thinking about something bigger picture.

Let's say these mutually-exclusive paths allow us to create two options for several of the trees. For example (not a proposal, just a thought exercise):

Honor - anti barb vs. anti shadowspawn
patronage - CSs vs. Tower and Stedding
Exploration - navy vs. T'a'r
Tradition - growth vs. Governors

CiV as it currently is is balanced to take into account a player maxing out a given policy, and adopting a set of similar Ideological Tenets. If we add new policy trees (or add additional policies that are optional but within the same trees), some of which are similar or adjacent in functionality, we're allowing players to "double down" on their specializations, and potentially throw balance way out of whack.

For example, a player taking tradition and some of the growth tenets has X growth potential. A player who does that AND goes into Governor-boosting policies, might end up with a capital that's a little too India/France for how common it is. Or, similarly, one player could dominate the CSs, the Tower, and the Steddings. A warmonger could be good against civs, barbs, and shadowspawn.

Of course, I do understand that towards the end-game, things are meant to get all swingy. Yes, we want things to go nuts once people get to those Tier three tenets. But I don't think we want such things happening in the earlier era. Somebody double-downing on tradition, for instance, is a problem. Or getting the equivalent of two honor trees worth of bonuses.

I feel like limiting things to one path creates variation that feels strategic and fun, if we balance it well. While having single-policy-options (option #3) achieves a similar effect, I feel like it won't feel as consistent and cohesive. I like the idea that we're creating "layers" of variability here, without making things actually infinitely variable. For example, a player could be:

Andor, the Shadow-leaning, Fearful, Authority civ, who excels in Tower negotiation and T'a'r.

That's somewhat cooler to me than

Andor, the Shadow-leaning, Fearful, Authority civ, who does some stuff with the Tower, CSs, and steddings, and has some navy stuff and also some T'a'r stuff.

While we provide our players options, they tend to be "chunked" in a way that helps keep things organized.

That said, the onus is on us to balance them properly - there'd be nothing worse than a situation where everybody's like "no, don't *ever* choose that one!"

Right, keeping the Policy count for a single run through the same/very similar to BNW is definitely a big upside. And consider all you've said here, I agree that having whole policy "branches" that are mutually exclusive within the trees is more cohesive and means that players will commit more to a certain style of play, rather than become blandly bonused in a variety of unrelated things.

I think there will inevitably be "don't ever choose that one" but hopefully with a small team like this we can respond quickly when those kinds of things pop up! Plus, if we keep changing the mod, then that kind of meta won't have time to emerge since games of CiV take so long. :p

So, of the Policy-changing approaches that are more Renovation than Overhaul, I'm in agreement on a preference for mutually exclusive paths within the Policy trees (likely max of 2 in a single tree).

ooh! A Graph! I think you have the right idea here, though I have sort of convinced myself that we should probably try to keep the number of purchasable policies as close to BNW as possible, to prevent the need of something like this.

Yep, sounds good then - we won't need to do this scaling!

Counterproposal from Counterpoint:

1 - Don't make huge, sweeping changes to the Policy System
2 - Make Fear/Acceptance an ideology-like binary choice
3 - do make some additions to existing policies. Not with additional trees, but with either alternate paths or simply alternate policies (on a smaller scale)
4 - tweak and balance as needed.

OK, so it's somewhat hard to organize these thougths, so... I won't.

First off, we've been talking about Fear/Acceptance "policies" and I've realized that I don't think we need any such thing. I think, especially when conceived as a proto-ideology, there's no reason to do anything more than simply make that binary choice - one that has no culture cost - and leave it at that. Can you think of a whole lot of specific policies that we should be limiting/tying to one kind of civ? I can imagine some effects that could be flavored to make sense as tied directly to either Fear or Acceptance, but is there a reason we should exclude Acceptance players from having the option to buy a policy that gives you +3 culture from city connections, or something else that we might flavor to be tied to Fear? It seems that, beyond the overarching effects (the FD spawn rate, Tower disposition, etc.), there doesn't seem any reason to tie Fear/Acceptance to the additional optional effects. I'd prefer not to say "ok, you chose Fear, that ALSO means you're going to be getting X and Y bonuses. That's making more out of the Binary Choice than we've intended.

Plus, Social Policies are optional. The fear/acceptance choice, presumably, will not be. Ideology is not optional (as you are of course required to pick one in the modern era). Having fear/acceptance policies that cost culture scattered throughout the optional trees seems ill-fitting.

Moving on, if we remove Fear/Acceptance - which was poised to be a large complicating agent - from the larger policy discussion, things actually get a whole lot simpler (and recall that I am suggesting we do exactly that). Sure, we have that prior list of New Content that justifies additional trees. Honestly, many of those seem to me to be rather easy to include only as single policies, or perhaps as alternatives to current lame policies. Examples of this are Govs, the white tower, the Horn, EaE, etc. In fact, we have earmarked a few trees as Lame in General - we could add some of this functionality in order to make those Less Lame in General in comparison with Trad/Lib/Rat

Others, I think could easily make sense as alternate paths in some existing trees, creating the nice customizability I discussed above. Shadowspawn could likely be worked into Honor. T'a'r into exploration or something. Channeling could perhaps be sprinkled around a few places. Alignment is tricky, but could be worked into Piety or something. That one might need it's own tree (at the expense of Exploration or something).

One thing that strikes me from this is: do we need Fear and Acceptance anymore if we remove them from Policies? If I remember correctly, their original purpose was as a way to have Policies interact with Channeling, which we seem to have decided isn't something we need to do in that way. Does Fear and Acceptance add more to the endgame that I'm not remembering? (Like consideration during the LB and such?) Or is it just for the effects it has on FD and male channeler spawn rates, Tower influence, and Spark?

It seems like we're circumventing CiV's Policies for no reason then, right? Is there anything stopping us from making these two sides mutually exclusive Policy branches within a tree? If a civ doesn't want to adopt either and goes for a different tree, then that's up to them - they'll have relatively average Spark, FD and MC spawn rate, and Tower influence - at least until they do something drastic with their Philosophies. The only difficulty I see here is that we've made the two sides have penalties in some cases - though that's something we could work into the opener of each side and have all-positive for the individual Policies along each branch. Or we could reclassify these changes so that fewer of them (or even none) are penalties.

I know this is going back to "Fear/Acceptance as Policies", but it's more about changing how we consider Fear and Acceptance. You're right that we've been treating them as proto-Philosophies conceptually, but I'm not sure if they need to be that way. Some of the WoT civs, as you mention below, don't quite fit the mold of Fear/Acceptance, and this could be a way to make that work, from a flavor perspective. And from a mechanical perspective, nothing particularly distinguishes the FD, MC, Spark, and Tower systems from others within CiV - they do their own thing, but there's no reason not to have Policies about them.

I know we're talking about this more below, but I should say now that I'm not convinced that, all things considered, I *would* elect for this, even assuming we had tons of time. I think, perhaps, in a vacuum, these types would be nice, but CiV BNW already exists, and we are doing a mod of it. I like these radial ones, certainly, but that doesn't mean I'd elect to actually use them.

I feel quite similar about this as I do about the radial things. At first I missed the "governments" when I started CiV, but the truth is, I'm fine with it now. I never was very good at the governments in other civs, anyways.

And, again, I don't think the Lore needs it. I think it's going a little far away from what the mod is "about," in a sense. I know you're suggesting that we not do it now, that we worry about it later, but I'm actually tempted to say we shouldn't do it later, either. I think that can be another mod. We could possibly create that mod, but I don't think it needs to be WotMod.

...

In any case, the point I'm trying to make is that I don't think it would take Large Scale Renovation in order to make things work the way we want them to for WotMod. Certainly we have some new policies to write, but that is a fraction of the work that would be later required for an Epic Overhaul.

Now, as to why I don't think we should "table" this and deal with it after release. Well, it's weird, I know, but I kind of don't *want* to have to deal with it post release. I can imagine the kinds of things we're going to be dealing with - getting in art, quotes, music, rebalancing, fixing bugs, adding civs - all things that are going to be high priority, because people will want them. I sort of imagine this getting put off for a long time, because it's such an epic undertaking, and not one we're likely to get as much outside help on. I can imagine it feeling like a real pain. It makes me feel like there's a rather significant likelihood that this Epic Overhaul never happens. And this lame doppleganger of BNW's system will be sitting in our game, sticking out as the one thing we were too lazy to up and deal with.

And, as I've stated, I don't think this is all important enough to do such an Epic Overhaul. Also, let's not forget, I don't necessarily like the Epic Overhaul end results more than I'd like a tweaked BNW system.

OK, end rant. I know that may not be what you want to hear, but I'm advocating we not table this, and we instead work at adapting the BNW system to fit our needs. I think the tech trees and Uniques will all be easier to do if we have a real custom-set of policies in place. I think our initial release will feel a whole lot more "real" if we do the same.

I think the fact that we don't know if we'll like Epic Overhaul is a very good reason not to decide now and sink time into one or the other. When more of the mod is in place, we'll have a better idea of how the other WoTMod systems feel like they should interact with Policies. This shows up particularly in this system because the WoT lore, as we've mentioned, doesn't particularly push us in one direction.

To be clear, my suggestion isn't placeholder now and then definitely Epic Overhaul later, it's placeholder now and then a consideration of which approach we want most when we've got more information later. We may decide to go for the Partial Renovation approach in the end. But given the lack of WoT-like importance of Policies, I think the other, I'm not sure it warrants us investing in the Renovation until then.

If we could try both approaches (Epic Overhaul and Partial Renovation) relatively painlessly, then we could compare. Maybe Epic Overhaul is tons better and totally worth the extra effort to get it working. Maybe Partial Renovation is actually more effective than Epic Overhaul and less work. My main point is that I don't think we can know which is true at the moment, but we'll have a better idea later, and WoT doesn't prompt us to make a decision either way. If we commit to one or the other now, we might be right, in which case we do the same amount of work as if we were omniscient. If we're wrong, then we've piled work on top of itself. The alternative makes it much less likely that we'll have to consider changing between the two.

Also, we could achieve this with an implementation order thing. We can do the design portion of this now, but I'll leave the implementation of the Policies to towards the end of getting everything actually into the game. That means we can reconsider after playing with the other features if we want to - the only sunk cost is design time.

Tech unlock.

Tech unlock

Right, so off the top of my head, the only thing I can think of is Espionage - totally unrepresented in Policies, as far as I can tell - though totally represented in Ideologies.

This is probably because Espionage only becomes available in the Renaissance era, which is when the last policy tree unlocks. Assuming we don't change the tech unlocks, pending that above, it would be fine for us to leave this out as well.

We could totally do this with some of our weirder new additions - especially any of those that we want to see ramp up only in the late game. For example:

EaE
The LB in general (there's zero point to having early-mid game policies that affect this
governors
T'a'r (though this one probably works well as parts of policies
Alignment - since we've calculated alignment yields without considering SPs, I think, it might be best to add Alignment elements only into the late game (where we don't care if things get swingy)

Honestly, most of our new mechanics would probably be fine if mostly absent from the SP system, and reserved for Philosophies.

Did you mean to say that T'a'r works well as a part of Philosophies? The "though" makes me think it should be a counterpoint to its inclusion in the list, though I do this T'a'r will be relevant for enough of the game for us to

I think I've been miscommunicating my intent with having LB-related Policies, because I figured that would include Alignment stuff as well. I'm considering Alignment the "LB yield" in the same kind of way as Science is the "Space victory yield". It's still useful to everybody, but is core to the function of that victory. You make a good point that we haven't considered Policies as a source of Alignment though, and if we want the effects to be mostly endgame we should probably steer towards putting this into Philosophies - which is what we'll do with the more direct Seals/Dragon stuff, as you've mentioned elsewhere. I think the Shadowspawn are still a part of the LB victory as well, and they fit very well into Policies.

I think "channeling" is something we might want to call out as well. This would mesh well with a diplomacy-focused tree/branch that interacts with the Tower (not necessarily in a friendly manner).

That leaves T'a'r, Governors, Shadowspawn, and Channeling, of our mechanics, that we're adding as "themes" to multiple Policies. Do they sound like good branches?

One thing of note, though, is that we probably should figure out a way to generate each LP type via SP finishers, as is the case in BNW, if I'm correct. This would mean finding a home for the Amb and the T'a'r ones (can't remember if there are any other totally new ones)

I think the Ambassador and the DW/WBr are the only wholly new ones. We've also removed the Great Admiral, which frees up a slot where the Exploration tree was.

For whichever of the two needs to be fitted into the same tree as another LP type, I can see some simple enough ways of doing so. One would be to make the LP acquisition a policy instead of a finisher and put the two on mutually exclusive branches, then have the overall finisher be something different. The other would be to make finisher branch-specific. (That could be either in general, or just for the tree that needs to cover two LP types.)

OK, so a lot of this has sort of been adjacently-covered in my above rant. I definitely agree that the simplest thing to do is just to disallow the player to change once they've chosen Fear or Acceptance. I think the choice won't be so epic in its effects, anyways, so it won't be the end of the world.

But on the other hand, it's not the end of the world to allow them to change (with anarchy) either, though it's maybe going to encourage weird situations where civs switch to Fear during certain eras and back to Acceptance during others, which is weird.

I think allowing players to switch fairly painlessly would definitely lead to weird behavior like switching to Acceptance during wartime for the Spark boost and such. I think all of the rest of the detail here is covered in the quote block about the role of Fear/Acceptance above.

I think your explanation with Seanchan makes sense, and I'm on board with what you're suggesting here - a minor diplomatic effect.

Cool, minor diplomacy. As long as we do have them!

Oh, still haven't found a good example from the lore of an Acceptance+Oppression civ. Got one?

Fear/Lib - Shara
Acceptance/Lib - Aiel, Sea Folk?
Fear/Auth - Tear
Acceptance/Auth - Andor
Fear/Opp - Seanchan
Acceptance/Opp - ???

Maybe Ghealdan, under the Prophet's rule?

I can't think of one, certainly none of the "modern" civs from the books seem to fit that description. Acceptance/Oppression is a very strange combination.

Also, what is Amadicia (under Children control)? Fear/Opp?

I'm not sure if they were quite Oppression - Aes Sedai could still operate in Amadicia, right? It wasn't very friendly to them, but they weren't likely to be killed or anything. I suppose Authority isn't a good classification for them though, and definitely not Liberation, so Oppression is probably closest.

Yeah, I think raising the others up is a good option, and certainly doable, considering the extra stuff we could throw in.

Ah, the balancing we'll have! I'll need to get Pazyryk's massive AI test games going and start running them once we're actually balancing stuff.

Right, also, this can happen if you have awful culture output. I've had some games where I just barely get to Rationalism before I get ideologies....

Yes, definitely! This can cause the same thing.

I mentioned this above, but I don't think LB should have a tree. There's a few reasons for this:

1) (as stated above) it is all late-game, so should likely be contained within Philosophies
2) the LB is a combination of other things - fighting, science, etc. There are actually very few "LB only" things, and they are all either highly esoteric (seals), tied to one side and not the others (Dragon), or late-game only. All of these make them ill-fitting for policies. . Alignment is the exception to this, but even then, might make sense best as having its own tree (or none, see above), rather than an "LB tree"

re: Honor. Yeah, well we should make honor better then!

As I mentioned above, I'm considering an "LB tree" to contribute to all of the ancillary things that feed into the LB victory like Shadowspawn and Alignment. There are definitely very LB targeted things, like Seals and the Dragon, that we can address in Philosophies, as you've mentioned. In the same way that Patronage is the "diplo tree" even though it can be very useful for non-diplo players because CSes interact with other parts of the game.
 
EDIT: going to have to finish off the Philosophies bit tomorrow!
I know you probably wanted me to wait til you finished to respond, but I actually have time tonight and didn't want to see it wasted...

Based on lots you've said below, I'm on board with having mutually exclusive "branches" within the tree, instead of single "sets of two".
cool. that's where we are on that, then.

One thing that strikes me from this is: do we need Fear and Acceptance anymore if we remove them from Policies? If I remember correctly, their original purpose was as a way to have Policies interact with Channeling, which we seem to have decided isn't something we need to do in that way. Does Fear and Acceptance add more to the endgame that I'm not remembering? (Like consideration during the LB and such?) Or is it just for the effects it has on FD and male channeler spawn rates, Tower influence, and Spark?
This is one the main reasons I wanted to chime in sooner rather than later, as I think the rationale behind Fear/Acceptance is worth clarifying.

As I recall, the main reason we dreamed up the idea of Fear and Acceptance was primarily a WoT-flavor situation, with secondary mechanical rationale as well. Most especially, it felt really weird for something so foundational as the way the civ deals with channeling - something rather integral to the cultural conception of a good number of the civs in WoT - to unlock only in the last third of the game. The thought was that it should be given a chance to unfold over the course of a larger period of time. From a mechanical perspective, the notion was that ideology-only use of Fear/Acceptance (i.e. late-game only use of them) largely trivialized the differences in male channeler spawn rate, FD rate, and other things between these cultural mindsets, as the bonuses/penalties to such things would only be thrown in for the last bit of the game (as most of the FDs had already been spawned in prior eras). Additionally, having FD spawn rate and male channeler rate be flexible, based on this decision, allows for strategic depth in the manipulation of those mechanics, where none would exist if all civs had roughly the same rates for the majority of the game.

As a short, trivializing example - the seanchan need several eras of anti-channelerness to "feel" like the seanchan (as distinct from, say, Andor).

We then toyed with the idea of early-ideology-unlock, where you'd choose your ideology early, but not be able to do much with it until much later in the game. This was determined to be relatively clunky, and, additionally, messes with some relatively important mechanics - who gets to choose which Philosophy first has significant impact (bonus tenets), and making these based on early game stuff is really rather different than waiting until the industrial era.

Thus, we settled on policies as the best remaining solution.

It seems like we're circumventing CiV's Policies for no reason then, right?

I don't think it seems like that at all. I suppose maybe I haven't been explaining my perspective well enough.

The main problem with making Fear and Acceptance into policy trees is that there aren't really any fitting policies to fittingly go along with said trees. We have associated fixed bonuses/penalties with the fear/acceptance choice, but beyond that, there don't appear to be any viable policies that cry out to be associated with each branch. We could add some, of course, like, say, a +3 gold from channeler creation for one side, but why? What is it about Acceptance (for instance) that makes us want those civs to have +3 gold? Such things are not part of the initial impetus for this mechanic, IMO. Or, if, say, an acceptance policy could be +X to strength of MCs, or Fear could have +X to strength AGAINST MCs - to me, this kind of thing should probably be available to *any* civ of any type. The Tower itself, for instance, is super awesome against MCs but is obviously not Fear in the slightest.

And, of course, the fact that there are penalties associated with the choice is another reason policies aren't a good fit. Though as you said, we could reclassify such things as non-penalties.

Thus, the proto-ideology seems to me, by far, the best fit. It allows us to keep things very simple. Additionally, it allows for more elegant existence of penalties. Also, IMO, it helps "clarify" the later philosophy system, asserting that, yes, in fact, all of these mechanics work together to form a cohesive model of how your civ views - and deals with - channelers.

Is there anything stopping us from making these two sides mutually exclusive Policy branches within a tree? If a civ doesn't want to adopt either and goes for a different tree, then that's up to them - they'll have relatively average Spark, FD and MC spawn rate, and Tower influence - at least until they do something drastic with their Philosophies. The only difficulty I see here is that we've made the two sides have penalties in some cases - though that's something we could work into the opener of each side and have all-positive for the individual Policies along each branch. Or we could reclassify these changes so that fewer of them (or even none) are penalties.

I've spoken on much of this above, but what I will chime in on is the "optional" nature of them. I'm... not the biggest fan of this. I like civs having to choose this. Some of these aspects - male channeler rate - have more to do with playstyle, and less to do with "bonuses". I like each civ selecting how they want to proceed through the game. I think it adds a lot of character to your play experience, or might, at least. Policies don't do that as much, IMO. Which is fine - they give you that "ooh an awesome bonus!" rush. This is more about who you "are" - thus I really like the proto-ideology model, as it makes the thing feel a bit momentous.

I know this is going back to "Fear/Acceptance as Policies", but it's more about changing how we consider Fear and Acceptance. You're right that we've been treating them as proto-Philosophies conceptually, but I'm not sure if they need to be that way. Some of the WoT civs, as you mention below, don't quite fit the mold of Fear/Acceptance, and this could be a way to make that work, from a flavor perspective. And from a mechanical perspective, nothing particularly distinguishes the FD, MC, Spark, and Tower systems from others within CiV - they do their own thing, but there's no reason not to have Policies about them.
on that last point. Yes, of course we can have some policies that concern the Tower, Spark, etc. I just don't think such things should be tied to which Proto-Philosophy you take. If we decide to have a +Tower policy within Patronage - which we should, of course - that should be available to both Fear/Acceptance players (Tear, likely a Fear player, should definitely be eligible for Diplo victories, I'd assume). All players would benefit from an anti-FD policy, or +Spark policies. Male Channelers are the one exception - it's not strictly a bonus or a penalty, so something like a "+X% to MC spawn rate" doesn't make much sense as a policy.

I think the fact that we don't know if we'll like Epic Overhaul is a very good reason not to decide now and sink time into one or the other. When more of the mod is in place, we'll have a better idea of how the other WoTMod systems feel like they should interact with Policies. This shows up particularly in this system because the WoT lore, as we've mentioned, doesn't particularly push us in one direction.
I can see what you mean here, though I'll say that I think the Fear/Acceptance thing is something we definitely should hammer out now. I think that one is rather fundamental to this game, because it is rather fundamental to the "wot feel" (to draw on a very old turn of phrase from this thread).

To be clear, my suggestion isn't placeholder now and then definitely Epic Overhaul later, it's placeholder now and then a consideration of which approach we want most when we've got more information later. We may decide to go for the Partial Renovation approach in the end. But given the lack of WoT-like importance of Policies, I think the other, I'm not sure it warrants us investing in the Renovation until then.

If we could try both approaches (Epic Overhaul and Partial Renovation) relatively painlessly, then we could compare. Maybe Epic Overhaul is tons better and totally worth the extra effort to get it working. Maybe Partial Renovation is actually more effective than Epic Overhaul and less work. My main point is that I don't think we can know which is true at the moment, but we'll have a better idea later, and WoT doesn't prompt us to make a decision either way. If we commit to one or the other now, we might be right, in which case we do the same amount of work as if we were omniscient. If we're wrong, then we've piled work on top of itself. The alternative makes it much less likely that we'll have to consider changing between the two.

Also, we could achieve this with an implementation order thing. We can do the design portion of this now, but I'll leave the implementation of the Policies to towards the end of getting everything actually into the game. That means we can reconsider after playing with the other features if we want to - the only sunk cost is design time.
OK, while I still feel inclined to go with Partial Renovation now and actually design the stuff now, I can definitely see the benefit of coming up with a skeletal structure now - perhaps two - and filling in the blanks way later in the design process, once we've built other mechanics. I could probably be fine with that, as long as:

1) We still figure out exactly what's going on with Fear/Acceptance
2) We still "commit" to the general changes to Philosophies (namely, the bonuses/penalties associated with FDs, MCs, etc.)
3) We determine anything that will have direct effect on other systems now, if possible. I don't mean bonuses and stuff, I mean unlocks and stuff - Faith-buys of LPs, unlocked Hidden sites, etc.
4) We come back to this in the future, but not post release or anything like that. I still remain pretty much opposed to releasing this thing with BNW policies pasted onto it. However, I can certainly see the value of coming back to this once basically the rest of the game has been designed, meaning the uniques, techs, units, etc.

So, I guess, as I'd conceive of it, we'd be "tabling" it for awhile, hoping that once we return, we'd have a better idea of what we need (I have a strong feeling we would). We would of course need to tread carefully when building units and uniques and such - some bonuses we dream up for such things might actually be more fitting as policies.

So, if we do decide to do this, I suggest we do one of two things about the policies themselves (i.e., beyond deciding on the factors I listed above):

1) come up with a skeleton of a Partial Renovation
2) come up with a skeleton of a partial renovation AND an Epic Overhaul

I think we could be fine with just #1, but if you feel strongly, we can do #2 instead.

By "skeleton," I mean (re: Partial Renovation, at least):

- Coming up with the policy trees (in theme if not in name)
- Coming up with the branches within those trees (though not specific policies)
- Coming up with any interaction/differences related to those branches, e.g. different finishers, etc.

thoughts?

Tech unlock
tech unlock

This is probably because Espionage only becomes available in the Renaissance era, which is when the last policy tree unlocks. Assuming we don't change the tech unlocks, pending that above, it would be fine for us to leave this out as well.
I could go either way.

Did you mean to say that T'a'r works well as a part of Philosophies? The "though" makes me think it should be a counterpoint to its inclusion in the list, though I do this T'a'r will be relevant for enough of the game for us to
I think I did mean to say "policies." I'm listing things that make sense to move to late-game mechanics (i.e. Philosophies). I'm saying here that T'a'r makes sense as a philosophy... but also as a policy. So, I guess I'm saying it's good for both, which is a rather useless statement, isn't it?

I think I've been miscommunicating my intent with having LB-related Policies, because I figured that would include Alignment stuff as well. I'm considering Alignment the "LB yield" in the same kind of way as Science is the "Space victory yield". It's still useful to everybody, but is core to the function of that victory. You make a good point that we haven't considered Policies as a source of Alignment though, and if we want the effects to be mostly endgame we should probably steer towards putting this into Philosophies - which is what we'll do with the more direct Seals/Dragon stuff, as you've mentioned elsewhere. I think the Shadowspawn are still a part of the LB victory as well, and they fit very well into Policies.
I think we're on the same page here, now.

Re: alignment. We can't forget the potential of alignment-related bonuses/policies that don't literally generate alignment. For example, +2 gold whenever you expend a Herald. +2 Science from any Thread. These kinds of things that effect the *value* of your alignment stuff without affecting your alignment.

I think "channeling" is something we might want to call out as well. This would mesh well with a diplomacy-focused tree/branch that interacts with the Tower (not necessarily in a friendly manner).
Yeah, I think channeling can probably spread around elsewhere. The "Honor" replacement could definitely have channeling stuff. As could the Patronage one (Tower-related things).

That leaves T'a'r, Governors, Shadowspawn, and Channeling, of our mechanics, that we're adding as "themes" to multiple Policies. Do they sound like good branches?
Yeah, though I suspect that Govs could probably be reduced to a single policy if we wanted.

I think the Ambassador and the DW/WBr are the only wholly new ones. We've also removed the Great Admiral, which frees up a slot where the Exploration tree was.
I have a feeling the exploration tree would lend itself well to generating a T'a'r LP. Amb..... that makes sense on Patronage, of course, but then that creates some conflict with the ML. TBD, it is.

For whichever of the two needs to be fitted into the same tree as another LP type, I can see some simple enough ways of doing so. One would be to make the LP acquisition a policy instead of a finisher and put the two on mutually exclusive branches, then have the overall finisher be something different. The other would be to make finisher branch-specific. (That could be either in general, or just for the tree that needs to cover two LP types.)
I could see these approaches working.

I think allowing players to switch fairly painlessly would definitely lead to weird behavior like switching to Acceptance during wartime for the Spark boost and such. I think all of the rest of the detail here is covered in the quote block about the role of Fear/Acceptance above.
yeah, probably should leave it as unchangeable.

I can't think of one, certainly none of the "modern" civs from the books seem to fit that description. Acceptance/Oppression is a very strange combination.
Been thinking about it more, and I do think Ghealdan is a good example of Acc/Opp. Consider:

- They follow Rand (or claim to), thus are clearly not fearful of channeling in general
- They oppress people - though not merely channelers - and by no means permit free *use* of said channeling.

Namely, they have a weird accepting but absolutely not permitting relationship with channeling.

I'm not sure if they were quite Oppression - Aes Sedai could still operate in Amadicia, right? It wasn't very friendly to them, but they weren't likely to be killed or anything. I suppose Authority isn't a good classification for them though, and definitely not Liberation, so Oppression is probably closest.
I think they are probably Fear/Oppression. I think they actually *do* kill Aes Sedai who enter and are caught, or at least don't allow them to stay. Remember, even Tear outlaws channeling - Amadicia must be much worse than that.

As I mentioned above, I'm considering an "LB tree" to contribute to all of the ancillary things that feed into the LB victory like Shadowspawn and Alignment. There are definitely very LB targeted things, like Seals and the Dragon, that we can address in Philosophies, as you've mentioned. In the same way that Patronage is the "diplo tree" even though it can be very useful for non-diplo players because CSes interact with other parts of the game.
understood
 
I know you probably wanted me to wait til you finished to respond, but I actually have time tonight and didn't want to see it wasted...

No worries! Sorry I didn't get on yesterday, I'd completely forgotten I wasn't going to be home yesterday evening, so I didn't have a chance to write anything! Anyway, resuming from where I left off!

Yeah, putting together the no-flavor-only-stats list of tenets made this aspect feel very real to me. We could name them *anything* and make it work.

I'm liking channeling as the focus, but we can totally work this out a bit later.

agreed. Kind of like starting Light and turning shadow

Yeah, exactly.

I can see the flavor justification of Lib hating Auth. Like there's nothing worse to them than cowing to the Tower. That said, it still pales in comparison to how they'd feel about Opp...

In general I think your RPS setup sounds right. Could also see Opp hates Auth, Lib hates Opp, Auth hates Lib, though I think I like yours better.

That said, I don't think we need to do this. I think it's added complexity for no real reason, and I think in some situations it could be annoying. I don't think there are comparable awesomeness-moments to balance out those moments. I could be convinced, but I say leave things as is.

And I'm definitely not at all ok with Auth being hated by nobody.

Yeah, it doesn't sound like we want to do this then! The same as BNW, the different Philosophies all dislike one another equally.

yeah. never done it. Probably quit any such games long before that point..... I wonder if the AI ever does this.

I've never seen them do it - they've always stuck it out with the rebellions. Once I've done some AI work I may be able to say whether or not they can consider it.

OK, re: Diplo, first.

Definitely have to respectfully and passionately disagree here. It seems very clear that Firaxis made sure that there were two Ideology options for each victory condition - three for culture - and I'm inclined to trust them on this. You're right that all VCs are available regardless of Ideology, but the fact is that those Level 3 tenets are VERY swingy and powerful. We'd essentially be making Authority an automatic choice for Diplo civs.

And... for what purpose? There's no strong reason for us to mess this up, so... let's not mess it up. I feel quite strongly about this being something we should not do. I could continue and feel somewhat inclined to do so... but I'm not because I think I'd just be repeating myself ;)

It would make Authority an almost automatic choice for a Diplo civ who would get the 2 free tenets for it. That's not great, but there are purely victory-based automatic choices for the Ideologies already, as soon as anyone has chosen one. And if the Philosophies are like the BNW Ideologies in some other ways (Freedom is good for Tall, Order is good for Wide) then there are certainly other considerations for a given Diplo player. I don't have a particular want for the Diplo victory to be in only one Philosophy, I just don't think it's something we should disregard when considering how to distribute them, for any of the victories (bar Culture, more below!). Based on the below though, this is pretty much a moot point.

OK, I probably should have written this above my bit above. Perhaps I wasn't clear enough, but what I was proposing is that, like Culture, ALL Philosophies have access to an LB Level 3 Tenet. So, for example:

Liberation - Culture, Last Battle, Diplomacy, Domination
Authority - Culture, Last Battle, Diplomacy, Science
Oppression - Culture, Last Battle, Domination, Science

This helps keep the numbers balanced, and also allows for some flexibility. Come Philosophy-choice time, a civ needs only consider what "normal" VC they might aim for. They know that regardless of which they choose, there will be a win-the-LB option available to them, should they desire it.

You are quite right that people should be planning ahead for the LB and such, but the truth is, the LB does rely a lot on things that are hard to forsee. Planning in advance for the LB is one thing, but a player doesn't know how many other civs will be on their side, what the state of the world will be, and what their role in the the LB will be (e.g. farming science or w/e). I think this flexibility is thus an asset.

or two of them three times!

Again, I'm inclined not to ignore Firaxis' choice to include culture in all three. It seems to work ok that way.

I've reordered this quote block then so things make more sense!

I've been trying to work out why Culture is in all 3 Ideologies in BNW, because I figured there must be a reason, and if we can't find a mechanical reason for why that's there, then I think we could change it. But there is! The Tourism modifier.

Sharing an Ideology with another civ provides a significant Tourism modifier and forcing Culture civs to choose a non-Culture Ideology because their world is mostly Ideology X is not fun. That was the missing piece, I think - a specific reason for Culture to be in all 3.

So after all that, I'm good with Culture being in all 3.

LB I could see working in all 3, and if the tier 3 tenet is our primary lynchpin for associating victories, then it is very easy to switch this up later if we don't like it. You clearly feel strongly about this one, so let's go with it!

This brings up a very good point though - the tier 3 Tenets are what we're using to determine which victory types are associated with each Philosophy. In BNW, there's a more general overall focus to each Ideology: Freedom is good for Tall, Order is good for Wide, and Autocracy is good for aggressive. Autocracy is a bit of a standout between the three (Tall/Wide being two sides of the CiV strategy dichotomy).

Do we want to focus the Philosophies in a similar sort of way? Does one help Wide more than others? Or do we want to focus on a different mechanic from Tall/Wide with this? (Or even, can we? Any per city bonus inherently favors wide, any Specialist bonus favors Tall, and mixing the two together in each Philosophy potentially dilutes their usefulness.)

I understand what you're saying. All of this sounds good. The thing to keep in mind with the LB, though, is that in fact there are very few "LB only" mechanics. It seems to me that the vast majority of things that we'd come up with that would aid somebody in the LB would ALSO be things that very much fall under the purview of other VC bonuses - military power, seal research, etc.

I've written on this a bit above, but considering the fact that we have two sides that require different things, that leaves us with very few options for things that might qualify as Tenets. However, since the "linked VC condition" of a Philosophy really just means "has Tier 3 Tenet", all we really need is three of these in order to make these viable (one for every philosophy, see below). So, things like:

1) Something that has to do with EaE looking for Seals and/or destroying seals
2) Something concerning alignment - perhaps doubling bonuses from a civ's alignment, etc.
3) Something concerning the Dragon - perhaps extra power against him and when using him (so it works for both sides)
4) something concerning shadowspawn - perhaps extra power against them or when using them (so it works for both sides)

I don't think there's that much more than that. I think, of these, only 1 and 3 are totally LB-specific. The others could be useful even to civs pursuing other VCs. I think we should only really have the "only useful to the LB" stuff appear at Tier 3. Things occurring at Tier 1 and 2 can pertain to the LB, but will also perhaps effect other VCs.

I think I like #1, #3, and #4 from those. I think #4 could be made focused enough - the 50 turn combat boost from Autocracy is useful for civs of any victory who need to fight an enemy, but it's still clearly aimed at the Domination victory. A Shadowspawn-related bonus is similarly targeted toward the LB, though could be useful elsewhere.

#2's main problem is that by this stage of the game, players' Alignments shifting doesn't affect them too much since they will have gained most of the Alignment they could have throughout the game. It's more useful for players who weren't originally committed to the LB, which doesn't quite mesh well with the idea of using the level 3 tenets to push players over the top to victory.

For both #3 and #4, a nice two-way bonus that can be described once is "X bonus while Shadowspawn/the Dragon is near". For example (not a proposal), "Your units have +50% combat strength within 10 hexes of the Dragon". Useful for both sides!

whew. That was an epic post. This design-by-post thing has worked pretty well overall, but this conversation in particular is one that seems like it'd go a little easier in person.

Yeah, I think our "initial impressions" sections would usually be faster to do in person, whereas more parallelizable stuff like whittling down Threads/Customs/Edicts works really well via post - even if it does take me multiple days to reply to things this long!


Unfortunately that's all I've got time for tonight! :( I will be back tomorrow though!
 
Yeah, it doesn't sound like we want to do this then! The same as BNW, the different Philosophies all dislike one another equally.
great

I've never seen them do it - they've always stuck it out with the rebellions. Once I've done some AI work I may be able to say whether or not they can consider it.
ok. not important for now.

It would make Authority an almost automatic choice for a Diplo civ who would get the 2 free tenets for it. That's not great, but there are purely victory-based automatic choices for the Ideologies already, as soon as anyone has chosen one. And if the Philosophies are like the BNW Ideologies in some other ways (Freedom is good for Tall, Order is good for Wide) then there are certainly other considerations for a given Diplo player. I don't have a particular want for the Diplo victory to be in only one Philosophy, I just don't think it's something we should disregard when considering how to distribute them, for any of the victories (bar Culture, more below!). Based on the below though, this is pretty much a moot point.
as you note below, I feel pretty strongly about not isolating Diplo to Authority, so, yeah.

I've reordered this quote block then so things make more sense!

I've been trying to work out why Culture is in all 3 Ideologies in BNW, because I figured there must be a reason, and if we can't find a mechanical reason for why that's there, then I think we could change it. But there is! The Tourism modifier.

Sharing an Ideology with another civ provides a significant Tourism modifier and forcing Culture civs to choose a non-Culture Ideology because their world is mostly Ideology X is not fun. That was the missing piece, I think - a specific reason for Culture to be in all 3.

So after all that, I'm good with Culture being in all 3.
Brilliant. I would have never thought of that. Good detective work! What made you think of it?

But yeah, keep culture in all three, then.

LB I could see working in all 3, and if the tier 3 tenet is our primary lynchpin for associating victories, then it is very easy to switch this up later if we don't like it. You clearly feel strongly about this one, so let's go with it!

Yeah, let's tentatively go with the spread I listed before (at least with respect to the Tier 3 tenets):

Liberation - Culture, Last Battle, Diplomacy, Domination
Authority - Culture, Last Battle, Diplomacy, Science
Oppression - Culture, Last Battle, Domination, Science

This brings up a very good point though - the tier 3 Tenets are what we're using to determine which victory types are associated with each Philosophy. In BNW, there's a more general overall focus to each Ideology: Freedom is good for Tall, Order is good for Wide, and Autocracy is good for aggressive. Autocracy is a bit of a standout between the three (Tall/Wide being two sides of the CiV strategy dichotomy).

Do we want to focus the Philosophies in a similar sort of way? Does one help Wide more than others? Or do we want to focus on a different mechanic from Tall/Wide with this? (Or even, can we? Any per city bonus inherently favors wide, any Specialist bonus favors Tall, and mixing the two together in each Philosophy potentially dilutes their usefulness.)
This is most definitely a good point. However, I don't think we'll need to do things the same way here.

First off, I should say that while in *general* your focus may be accurate, these things are by no means universal. If you are tall and heading for a Dom victory (not common, but doable, I suppose, though you wouldn't end up all that tall...) you might not choose Freedom. Similarly, Order isn't necessarily so universally wide, as Science is a victory path that is often associated with Tall Civs.

Now, by having Tier 3 tenets as well as some lower tenets associated towards a particular victory type, we are by definitom aligning the Philosophy, at least to some extent, with a particular playstyle (inasmuch as science tends to relate to tall, dom to wide, etc.). However, I suggest that we mitigate this to some extent - dissociate T/W concerns from the Philosophies somewhat, though not entirely.

Interestingly, it's worth noting that our (entirely-flavor-based) assignment of the Ideal-Victory-Conditions of our Ideologies has the following "mapping":

Liberation = Autocracy (thus aggressive)
Authority = Freedom (thus tall)
Oppression = Order (thus wide)

The reason I suggest that we lessen the extent T/W concerns affect Philosophical tenets, is that we have added an additional, quite impactful layer to what Philosophies are - Channeling Philosophy. Namely, each Philosophy gets you a key benefit (but with some drawbacks):

Liberation = boosts to spark
Authority = boosts to Tower Influence
Oppression = "boosts" to FD channeler rate

If we were to keep the T/W associations as they are, that would mean, in general, that we are prescribing that Authority CiVs are all Tall, and Oppression Civs are all Wide. I don't think we love this idea. It seems to mess with our flavor, potentially, and might create some unintended effects.

Of course, some of this may be unavoidable, but it might be worth shuffling some of the tenets around to more evenly distribute the T/W-related entries, to at least provide options. After all, when examined directly, each Philosophy, in theory, at least, has a victory-type associated with it that favors either T or W. For instance:

Liberation - Culture (Tall), Last Battle (either), Diplomacy (wide), Domination (wide)
Authority - Culture (Tall), Last Battle (either), Diplomacy (wide), Science (tall)
Oppression - Culture (Tall), Last Battle (either), Domination (wide), Science (tall)

So, while Liberation has more of an emphasis on wide, and Authority on Tall, each of the Philosophies has at least one victory condition associated with each empire-size option. So I think we can justify fudging things a little.

Maybe what I'm saying doesn't amount much, but essentially I just don't want to go too far
into linking channeling philosophy with empire size.

I think I like #1, #3, and #4 from those. I think #4 could be made focused enough - the 50 turn combat boost from Autocracy is useful for civs of any victory who need to fight an enemy, but it's still clearly aimed at the Domination victory. A Shadowspawn-related bonus is similarly targeted toward the LB, though could be useful elsewhere.
definitely fine with those, and fine with clarifying 4 a bit.

#2's main problem is that by this stage of the game, players' Alignments shifting doesn't affect them too much since they will have gained most of the Alignment they could have throughout the game. It's more useful for players who weren't originally committed to the LB, which doesn't quite mesh well with the idea of using the level 3 tenets to push players over the top to victory.
I should clarify, I'm not talking about boosting your alignment here, I'm talking about boosting the *bonuses* your receive *because* of your alignment. Like, if you're Tier 8 Light, you get X happiness - this would boost that. This one's a little weird, but it was an idea.

For both #3 and #4, a nice two-way bonus that can be described once is "X bonus while Shadowspawn/the Dragon is near". For example (not a proposal), "Your units have +50% combat strength within 10 hexes of the Dragon". Useful for both sides!
right. that's a pretty cool use of it, actually

Yeah, I think our "initial impressions" sections would usually be faster to do in person, whereas more parallelizable stuff like whittling down Threads/Customs/Edicts works really well via post - even if it does take me multiple days to reply to things this long!
yeah, there'd be nothing worse than sitting trying to think of names for stuff all day...
 
This is one the main reasons I wanted to chime in sooner rather than later, as I think the rationale behind Fear/Acceptance is worth clarifying.

As I recall, the main reason we dreamed up the idea of Fear and Acceptance was primarily a WoT-flavor situation, with secondary mechanical rationale as well. Most especially, it felt really weird for something so foundational as the way the civ deals with channeling - something rather integral to the cultural conception of a good number of the civs in WoT - to unlock only in the last third of the game. The thought was that it should be given a chance to unfold over the course of a larger period of time. From a mechanical perspective, the notion was that ideology-only use of Fear/Acceptance (i.e. late-game only use of them) largely trivialized the differences in male channeler spawn rate, FD rate, and other things between these cultural mindsets, as the bonuses/penalties to such things would only be thrown in for the last bit of the game (as most of the FDs had already been spawned in prior eras). Additionally, having FD spawn rate and male channeler rate be flexible, based on this decision, allows for strategic depth in the manipulation of those mechanics, where none would exist if all civs had roughly the same rates for the majority of the game.

As a short, trivializing example - the seanchan need several eras of anti-channelerness to "feel" like the seanchan (as distinct from, say, Andor).

We then toyed with the idea of early-ideology-unlock, where you'd choose your ideology early, but not be able to do much with it until much later in the game. This was determined to be relatively clunky, and, additionally, messes with some relatively important mechanics - who gets to choose which Philosophy first has significant impact (bonus tenets), and making these based on early game stuff is really rather different than waiting until the industrial era.

Thus, we settled on policies as the best remaining solution.

Awesome, thanks for going through this again! This has helped me get back into what we were thinking before and have a better handle on the design space we're working with for these. The body of my reply to this content is mostly in the quote block below.

I don't think it seems like that at all. I suppose maybe I haven't been explaining my perspective well enough.

The main problem with making Fear and Acceptance into policy trees is that there aren't really any fitting policies to fittingly go along with said trees. We have associated fixed bonuses/penalties with the fear/acceptance choice, but beyond that, there don't appear to be any viable policies that cry out to be associated with each branch. We could add some, of course, like, say, a +3 gold from channeler creation for one side, but why? What is it about Acceptance (for instance) that makes us want those civs to have +3 gold? Such things are not part of the initial impetus for this mechanic, IMO. Or, if, say, an acceptance policy could be +X to strength of MCs, or Fear could have +X to strength AGAINST MCs - to me, this kind of thing should probably be available to *any* civ of any type. The Tower itself, for instance, is super awesome against MCs but is obviously not Fear in the slightest.

And, of course, the fact that there are penalties associated with the choice is another reason policies aren't a good fit. Though as you said, we could reclassify such things as non-penalties.

Thus, the proto-ideology seems to me, by far, the best fit. It allows us to keep things very simple. Additionally, it allows for more elegant existence of penalties. Also, IMO, it helps "clarify" the later philosophy system, asserting that, yes, in fact, all of these mechanics work together to form a cohesive model of how your civ views - and deals with - channelers.

Agreed, we don't want bonuses that could have applied to either side to be exclusive to just one or the other completely arbitrarily, but that's not an effect that's built into the system. Re the +3 Gold, isn't this what all Policies are? The reason for giving the bonus to one Tree or the other in BNW is mechanically to make the civ better at whatever the theme of that Tree is. Then we can use flavor justification that lines up with that Tree's flavor to explain to the player why that policy gives that civ that bonus. We wouldn't give +3 Gold per channeler to one Branch or the other not because both Branches could be justified as having that bonus, but because +3 Gold per channeler doesn't encourage the civ that adopts the Policy to play like a Fear or Acceptance civilization should.

There are tons of things that "Liberty"-like civilizations in reality are good at that aren't captured in the Liberty Tree, some of which are present in other trees, but this doesn't mean the Liberty Tree doesn't make sense. The presence of a bonus in one Branch doesn't preclude civs that have different focuses from excelling at things that bonus helps with - but it does suggest that most civs who adopt said Branch will want to excel at that thing. I can see it being easily possible to flavorfully associate most any relevant bonus with many of the different kinds of civ that the Policies describe (simple example, Commerce civs could have a food bonus because they're better at shipping food to people and have more available to purchase). The distinction is whether that bonus helps further the mechanical purpose of the Tree so that the whole Tree of Policies act as a cohesive whole.

However, I think we can achieve our design aims without having to introduce a new proto-Ideology system. As you've said in the quote block above when recapping our previous discussions, one of our primary motivators is to make the civs more "like themselves" for the majority of the game, exactly as you've called out with the Seanchan. I think we can achieve that without the proto-Ideology through having a Policy Branch that represents "Fear" of channelers and relevant bonuses and through the Seanchan civ's uniques. (Like how Venice's UA makes it completely different to play from other civs, it demonstrates how much we can affect the feel of playing a civ through its UA.)

As for what the Policies could be, I think there are totally viable bonuses for each side of the equation. Just as a few examples for (not proposals, just general direction, also includes flavor justifications and mechanical intentions):

Fear:
  • +1 Happiness every time one of your male channelers is killed. (People like it when the evil channelers are killed. Encourages the civ not to keep the male channelers alive.)
  • +10% Culture for every unused Spark you have. (Their people become more closed in their own beliefs the fewer channelers they interact with. Discourages the civ from training any channeling units.)
  • Reduced refusal penalty when refusing Tower Edicts. (Their people are not as sensitive to their government defying the Tower, making it less disruptive for the government to do so. Allows the civ to play contrary to the Tower without being smothered by the Edict refusal bonus.)

Acceptance:
  • Gain 100% extra payout from False Dragons (they see more of them and have to deal with the negatives of that, this makes it more worth their while - flavor wise they're more willing to learn from the FD's madness and actions)
  • Aes Sedai you control have an extra tier ability (if you're at tier 0 they have tier 1 too, etc.) - (allowing Aes Sedai to operate openly and with people's assistance makes them more effective, this kind of civ will tend toward better relations with the Tower so this is complementary to that)
  • +1 Happiness for every influence tier you have with an Ajah (People like your civ being influential with the Aes Sedai, whom they consider important. Encourages this civ to have better relations with the Tower.)

These specific abilities may be crazy unbalanced and we may not like the specific kind of bonus (or they might have mechanical implications I didn't consider), but that's not the idea. They demonstrate bonuses that mean civs who adopt them will mechanically benefit from playing the game in a way that is consistent with the flavor of the kinds of civ that Fear and Acceptance describe. Acceptance civs benefit from being close to the Tower and ensuring (their more numerous) False Dragons are kept in check. Fear civs benefit from low channeler counts and short male channeler lifespans. (I'm aware there's a certain amount of negative feedback with some of the Fear examples, when combined with the static Fear effects, but that's only a manifestation of the specific bonuses I've come up with now, not endemic to the objective of "encourage players to play like Fear civs should". However, this may not matter, see below!)

Related to "doubling down" which we discussed earlier as undesirable and how one might interpret the Acceptance Tree as overlapping with Patronage (seeing as the Diplo-focused Patronage Tree will presumably have Tower bonuses on at least one of its Branches), the important thing to maintain here is the cause/effect balance. Acceptance rewards players for being close with the Tower (in the Policies above), whereas Patronage can enable the player to become close to the Tower. (Bonuses that provide Tower influence or Ajah influence.) The two work together but don't create two separate sources of Tower dominance that players can double down on, which is something we need to preserve. Them working together makes mechanical and flavorful sense. The flavor is fairly clear, the mechanical is that it makes these choices cohesive - if flavorfully aligned actions cause mechanical nonbos (opposite of combos) then that's a design problem because it won't make sense for the player.

As for the static effects that decided on earlier and how they interact with Policies, I can see a few different approaches. One would be to make those static effects a part of the opener policy on each Branch. This would preserve the variance in MC rate, FD rate, Tower influences, and Spark. It ensures we still have civs with variety and given that some civs will not choose either we actually have a more uniformly available range of these values. (Previously it would have been difficult to have "average" FD rate for any individual civ.)

Another would be to apply those effects in gradations as the civ adopts Policies - so you only have the "full" FD rate, MC rate, Spark, and Tower Influence boost if you adopt all of the Acceptance Policies, and the opposite for the Fear ones. This would create even more variety, though given the factors that can contribute to the 4 components this affects, players are unlikely to be able to differentiate between the ranges for this approach and the one above, except for Spark.

Another approach, which would be more consistent with CiV Policies would be not to have static effects. This unlocks the static effects as potential Policies (Acceptance can have +3 Spark or whatever). We would obviously avoid the penalties on Policies and I think it's very possible to drop the penalties and still have the variance and character we want to achieve. We could also redistribute abilities like the Tower influence one into the Patronage Tree, to feed into the cause/effect stuff I mentioned above.

Another important element of this system is preserving player choice. If Fear/Acceptance are mutually exclusive Branches on the same Tree, then the player can choose not to adopt anything from that Tree. There is nothing inherently wrong with that. If the player wants to create an "authentic feel" Seanchan civ, then they should act in the way the Seanchan would - doing things that makes them more like the Seanchan from the books, which would involve the Fear Policies. We should probably make the Seanchan uniques complement the Fear Policies well, as this would mesh the flavor and mechanics well. (Not make the Seanchan bad at other things, but make the combination with the Fear Policies effective for them. Much like how India's UA and the Tradition Tree work together - India's UA pushes the civ to go Tall and Tradition helps Tall civs.) If they would prefer to do the equivalent of "nuclear bombs Gandhi" then we can let them do that by choosing against type. If they want to pursue some other strategy that isn't impacted by Fear/Acceptance as much as the other Trees, then let's let them do that.

And as we're discussing elsewhere, not every civ fits as clearly into Fear/Acceptance as Seanchan and Andor do. There isn't nearly as huge a flavor impetus for some of the other civs to choose one or the other and forcing that decision on the player doesn't mesh with that. Sure players may choose to make Arad Doman, the channeler-hating oppression-land, but they should equally be able to decide to not make their society particularly channeling-oriented.

Phew, missive completed! A few ancillary points related to this in quote blocks below as well.

I've spoken on much of this above, but what I will chime in on is the "optional" nature of them. I'm... not the biggest fan of this. I like civs having to choose this. Some of these aspects - male channeler rate - have more to do with playstyle, and less to do with "bonuses". I like each civ selecting how they want to proceed through the game. I think it adds a lot of character to your play experience, or might, at least. Policies don't do that as much, IMO. Which is fine - they give you that "ooh an awesome bonus!" rush. This is more about who you "are" - thus I really like the proto-ideology model, as it makes the thing feel a bit momentous.

I've addressed my impressions of the optional nature of this above. What I wanted to call out here is male channeler rate, which you're right isn't quite a bonus or a penalty either way, and does reflect a "playstyle". I think we're better off making the MC rate hinge off the actual indicators of that playstyle rather than making the player make a binary choice about it. Like we've done by making channelers produce MC "points" we could make the Policies do the same and just generally characterize the Branches for the player in the openers. That way we're hooking into the player making those Policy choices to make their civ act more in the way that's consistent with the choices they've made.

As I've mentioned above, I definitely think we can maintain that "oooh a bonus!" feeling.

on that last point. Yes, of course we can have some policies that concern the Tower, Spark, etc. I just don't think such things should be tied to which Proto-Philosophy you take. If we decide to have a +Tower policy within Patronage - which we should, of course - that should be available to both Fear/Acceptance players (Tear, likely a Fear player, should definitely be eligible for Diplo victories, I'd assume). All players would benefit from an anti-FD policy, or +Spark policies. Male Channelers are the one exception - it's not strictly a bonus or a penalty, so something like a "+X% to MC spawn rate" doesn't make much sense as a policy.

I think I've covered most of this in the two quote blocks above. We can totally move the "enabling Tower success" stuff into Patronage and make Acceptance more about "benefiting from Tower success in other ways". This is generally more cohesive with the way the Policies work and it makes sense for the flavor. MC rate is addressed above.

I can see what you mean here, though I'll say that I think the Fear/Acceptance thing is something we definitely should hammer out now. I think that one is rather fundamental to this game, because it is rather fundamental to the "wot feel" (to draw on a very old turn of phrase from this thread).

Definitely, I think we should decide that part now.

OK, while I still feel inclined to go with Partial Renovation now and actually design the stuff now, I can definitely see the benefit of coming up with a skeletal structure now - perhaps two - and filling in the blanks way later in the design process, once we've built other mechanics. I could probably be fine with that, as long as:

1) We still figure out exactly what's going on with Fear/Acceptance
2) We still "commit" to the general changes to Philosophies (namely, the bonuses/penalties associated with FDs, MCs, etc.)
3) We determine anything that will have direct effect on other systems now, if possible. I don't mean bonuses and stuff, I mean unlocks and stuff - Faith-buys of LPs, unlocked Hidden sites, etc.
4) We come back to this in the future, but not post release or anything like that. I still remain pretty much opposed to releasing this thing with BNW policies pasted onto it. However, I can certainly see the value of coming back to this once basically the rest of the game has been designed, meaning the uniques, techs, units, etc.

So, I guess, as I'd conceive of it, we'd be "tabling" it for awhile, hoping that once we return, we'd have a better idea of what we need (I have a strong feeling we would). We would of course need to tread carefully when building units and uniques and such - some bonuses we dream up for such things might actually be more fitting as policies.

So, if we do decide to do this, I suggest we do one of two things about the policies themselves (i.e., beyond deciding on the factors I listed above):

1) come up with a skeleton of a Partial Renovation
2) come up with a skeleton of a partial renovation AND an Epic Overhaul

I think we could be fine with just #1, but if you feel strongly, we can do #2 instead.

By "skeleton," I mean (re: Partial Renovation, at least):

- Coming up with the policy trees (in theme if not in name)
- Coming up with the branches within those trees (though not specific policies)
- Coming up with any interaction/differences related to those branches, e.g. different finishers, etc.

thoughts?

I'm totally in favor of #1. Basically, I'd like to establish an absolute minimum skeleton that allows us to make sensible decisions about the usefulness of Policies from other systems (UAs that care about Policy adoption or some such) and leave out as much detail as possible until we have a better idea about what we want from Policies. As you've said, I think we'll have a much clearer idea when we've got some more framing from buildings, techs, and uniques.

I think in any variant of Epic Overhaul we'll want to retain the ability for civs to "focus" on certain styles of play by expending Culture, and from other systems' point of view, the differences between the two should be relatively adaptable with minor tweaks.

Re releasing with BNW policies pasted in, "releasing" is sort of nebulous for us. It's sort of just labeling a build version 1.0 and trying to get more people to play it. I'd imagine we'll have something playable-ish long before we have most of the systems described even up until now in the topic. Given the nature of CivFanatics, I'd say at least some people will be playing it then. And then we have visible feedback (how their games go, not necessarily just what they say) on how our systems are performing in reality. This kind of feedback could push us in a certain way with the Policies.

So it looks like we're working on Fear/Acceptance above and the Philosophies in the next post. Shall we finish those off a bit more and then start on a skeleton for Partial Renovation? (We'll presumably at least need to finish the Fear/Acceptance stuff first, since we can't decide on Trees/Branches until we pick one way or the other there.)

tech unlock

tech unlooooock

I could go either way.

Espionage in Policies is omething we can consider a bit later then.

I think I did mean to say "policies." I'm listing things that make sense to move to late-game mechanics (i.e. Philosophies). I'm saying here that T'a'r makes sense as a philosophy... but also as a policy. So, I guess I'm saying it's good for both, which is a rather useless statement, isn't it?

Well then we can consider T'a'r as relevant when doing Philosophies and Policies, that's fine with me!

I think we're on the same page here, now.

Re: alignment. We can't forget the potential of alignment-related bonuses/policies that don't literally generate alignment. For example, +2 gold whenever you expend a Herald. +2 Science from any Thread. These kinds of things that effect the *value* of your alignment stuff without affecting your alignment.

Totally, that sounds really good!

Yeah, I think channeling can probably spread around elsewhere. The "Honor" replacement could definitely have channeling stuff. As could the Patronage one (Tower-related things).

Both sound sensible.

Yeah, though I suspect that Govs could probably be reduced to a single policy if we wanted.

Could be, it'll probably depend on what we choose for the Trees and Branches!

I have a feeling the exploration tree would lend itself well to generating a T'a'r LP. Amb..... that makes sense on Patronage, of course, but then that creates some conflict with the ML. TBD, it is.

Depending on how we do the Branches it may be possible to separate-ish the Gold and CS-relations Policies, which could give us good places for the ML and Ambassador. (Gold and CS relations wouldn't be Branches of the same Tree because making them mutually exclusive would be weird - they're complementary.)

I could see these approaches working.

Something we can discuss when we're laid out some more detail on the Branches then.

yeah, probably should leave it as unchangeable.

Unchangeable it is, pending other larger contextual discussions above.

Been thinking about it more, and I do think Ghealdan is a good example of Acc/Opp. Consider:

- They follow Rand (or claim to), thus are clearly not fearful of channeling in general
- They oppress people - though not merely channelers - and by no means permit free *use* of said channeling.

Namely, they have a weird accepting but absolutely not permitting relationship with channeling.

It sounds like they're certainly the closest to this combination of the nations we've thought of. Generally oppressing people isn't really the Oppression Philosophy though - our Philosophies are all about governments' channeling regulatory attitudes. That oppressing everyone oppresses channelers doesn't mean that they're singling out channelers for channeling-inspired oppression (which is what the Philosophy is supposed to entail).

I don't remember much of the people of Ghealdan when Masema was in charge enough to really say whether they're accepting of channeling or not - were there any specific events that characterized their opinions? Alliaindre had definitely thrown in with the Aes Sedai by the end, but I don't know if her opinion would be reflective of her people's.

I think they are probably Fear/Oppression. I think they actually *do* kill Aes Sedai who enter and are caught, or at least don't allow them to stay. Remember, even Tear outlaws channeling - Amadicia must be much worse than that.

Good point, and on some level any outlawing of channeling falls into the Oppression category. Oppression represents the government's structural influence, whereas Fear/Acceptance represents the people's opinion. Doesn't seem like Tear enforces those laws quite strictly enough to be Oppression on a level with Seanchan, hence our considering it Fear/Auth.
 
Brilliant. I would have never thought of that. Good detective work! What made you think of it?

But yeah, keep culture in all three, then.

I read the whole Ideologies wiki, a few articles on Ideology strategy, several reddit threads with opinions on which Ideologies went with which victories (as well as some inverse "which Ideology is best for Culture?"). It was when I saw someone mention that if you've fallen behind and are going for Culture, you'll need to pick an Ideology strategically to boost your Tourism output that I realized why!

Yeah, let's tentatively go with the spread I listed before (at least with respect to the Tier 3 tenets):

Liberation - Culture, Last Battle, Diplomacy, Domination
Authority - Culture, Last Battle, Diplomacy, Science
Oppression - Culture, Last Battle, Domination, Science

Sounds good.

This is most definitely a good point. However, I don't think we'll need to do things the same way here.

First off, I should say that while in *general* your focus may be accurate, these things are by no means universal. If you are tall and heading for a Dom victory (not common, but doable, I suppose, though you wouldn't end up all that tall...) you might not choose Freedom. Similarly, Order isn't necessarily so universally wide, as Science is a victory path that is often associated with Tall Civs.

Being Tall and not choosing Freedom because you're going for the Domination victory is kind of the inverse relationship. The main idea is that Freedom will help you be powerful as a Tall civ (it makes all of your Specialists better, which, as a Tall civ, you have more of, so you gain more from). But Autocracy helps with war, so if you're going for Domination, that makes Autocracy a viable choice regardless of if you're Tall or Wide. This is the consequences of the "all bonuses" system - the Tall-helping choice isn't the only choice for Tall civs in all situations, because it's just opportunity cost, not penalties.

I'd also be less inclined to associate the Science victory with Tall civs. Pure Science output has always favored Wide civs and BNW introduced a tech cost increase upon founding a city to combat that. There's some great math in this thread about when cities are Science-positive to found.

Now, by having Tier 3 tenets as well as some lower tenets associated towards a particular victory type, we are by definitom aligning the Philosophy, at least to some extent, with a particular playstyle (inasmuch as science tends to relate to tall, dom to wide, etc.). However, I suggest that we mitigate this to some extent - dissociate T/W concerns from the Philosophies somewhat, though not entirely.

Interestingly, it's worth noting that our (entirely-flavor-based) assignment of the Ideal-Victory-Conditions of our Ideologies has the following "mapping":

Liberation = Autocracy (thus aggressive)
Authority = Freedom (thus tall)
Oppression = Order (thus wide)

The reason I suggest that we lessen the extent T/W concerns affect Philosophical tenets, is that we have added an additional, quite impactful layer to what Philosophies are - Channeling Philosophy. Namely, each Philosophy gets you a key benefit (but with some drawbacks):

Liberation = boosts to spark
Authority = boosts to Tower Influence
Oppression = "boosts" to FD channeler rate

If we were to keep the T/W associations as they are, that would mean, in general, that we are prescribing that Authority CiVs are all Tall, and Oppression Civs are all Wide. I don't think we love this idea. It seems to mess with our flavor, potentially, and might create some unintended effects.

Of course, some of this may be unavoidable, but it might be worth shuffling some of the tenets around to more evenly distribute the T/W-related entries, to at least provide options. After all, when examined directly, each Philosophy, in theory, at least, has a victory-type associated with it that favors either T or W. For instance:

Liberation - Culture (Tall), Last Battle (either), Diplomacy (wide), Domination (wide)
Authority - Culture (Tall), Last Battle (either), Diplomacy (wide), Science (tall)
Oppression - Culture (Tall), Last Battle (either), Domination (wide), Science (tall)

So, while Liberation has more of an emphasis on wide, and Authority on Tall, each of the Philosophies has at least one victory condition associated with each empire-size option. So I think we can justify fudging things a little.

Maybe what I'm saying doesn't amount much, but essentially I just don't want to go too far
into linking channeling philosophy with empire size.

Overall I think this is a good approach. I'd say we should err more towards lessening the T/W-specific bonuses in each Philosophy, rather than mixing the Tenets around so that each Philosophy has some Tall stuff and some Wide stuff. The main reason is this would mean players could reject a lot of the T/W Tenets out of hand based on their Tallness/Wideness, which reduces the player's choices of Tenets.

I don't know how possible it will be to provide the "general bonuses" without being Tall or Wide favoring in a majority of cases, but it's worth taking a stab at!

Do we want to decide on the other Tenets before we decide on any specifics for the tier 3 ones that determine victory association? Should we do that now?

I should clarify, I'm not talking about boosting your alignment here, I'm talking about boosting the *bonuses* your receive *because* of your alignment. Like, if you're Tier 8 Light, you get X happiness - this would boost that. This one's a little weird, but it was an idea.

Totally, I'd misunderstood this one! This is very appropriate, so I'd say it's a fourth option for us to consider!

right. that's a pretty cool use of it, actually

One for us to keep in mind then!

yeah, there'd be nothing worse than sitting trying to think of names for stuff all day...

I know, it takes so long! At least when we're doing it asynchronously like this we can kind of drift in and out of working on it and looking for sources of inspiration.
 
Agreed, we don't want bonuses that could have applied to either side to be exclusive to just one or the other completely arbitrarily, but that's not an effect that's built into the system. Re the +3 Gold, isn't this what all Policies are? The reason for giving the bonus to one Tree or the other in BNW is mechanically to make the civ better at whatever the theme of that Tree is. Then we can use flavor justification that lines up with that Tree's flavor to explain to the player why that policy gives that civ that bonus. We wouldn't give +3 Gold per channeler to one Branch or the other not because both Branches could be justified as having that bonus, but because +3 Gold per channeler doesn't encourage the civ that adopts the Policy to play like a Fear or Acceptance civilization should.

There are tons of things that "Liberty"-like civilizations in reality are good at that aren't captured in the Liberty Tree, some of which are present in other trees, but this doesn't mean the Liberty Tree doesn't make sense. The presence of a bonus in one Branch doesn't preclude civs that have different focuses from excelling at things that bonus helps with - but it does suggest that most civs who adopt said Branch will want to excel at that thing. I can see it being easily possible to flavorfully associate most any relevant bonus with many of the different kinds of civ that the Policies describe (simple example, Commerce civs could have a food bonus because they're better at shipping food to people and have more available to purchase). The distinction is whether that bonus helps further the mechanical purpose of the Tree so that the whole Tree of Policies act as a cohesive whole.
The main thing that I saw as really different, when it comes to Fear/Acc, is that it seemed we'd be giving somewhat arbitrary bonuses in order to pigeon-hole policies into the two categories. Essentially, I couldn't think of any actual *policies* that belonged there. You've made some good suggestions below, so actually I think I can mostly safely withdraw this concern.

However, I think we can achieve our design aims without having to introduce a new proto-Ideology system. As you've said in the quote block above when recapping our previous discussions, one of our primary motivators is to make the civs more "like themselves" for the majority of the game, exactly as you've called out with the Seanchan. I think we can achieve that without the proto-Ideology through having a Policy Branch that represents "Fear" of channelers and relevant bonuses and through the Seanchan civ's uniques. (Like how Venice's UA makes it completely different to play from other civs, it demonstrates how much we can affect the feel of playing a civ through its UA.)

As for what the Policies could be, I think there are totally viable bonuses for each side of the equation. Just as a few examples for (not proposals, just general direction, also includes flavor justifications and mechanical intentions):

Fear:
  • +1 Happiness every time one of your male channelers is killed. (People like it when the evil channelers are killed. Encourages the civ not to keep the male channelers alive.)
  • +10% Culture for every unused Spark you have. (Their people become more closed in their own beliefs the fewer channelers they interact with. Discourages the civ from training any channeling units.)
  • Reduced refusal penalty when refusing Tower Edicts. (Their people are not as sensitive to their government defying the Tower, making it less disruptive for the government to do so. Allows the civ to play contrary to the Tower without being smothered by the Edict refusal bonus.)

Acceptance:
  • Gain 100% extra payout from False Dragons (they see more of them and have to deal with the negatives of that, this makes it more worth their while - flavor wise they're more willing to learn from the FD's madness and actions)
  • Aes Sedai you control have an extra tier ability (if you're at tier 0 they have tier 1 too, etc.) - (allowing Aes Sedai to operate openly and with people's assistance makes them more effective, this kind of civ will tend toward better relations with the Tower so this is complementary to that)
  • +1 Happiness for every influence tier you have with an Ajah (People like your civ being influential with the Aes Sedai, whom they consider important. Encourages this civ to have better relations with the Tower.)

These specific abilities may be crazy unbalanced and we may not like the specific kind of bonus (or they might have mechanical implications I didn't consider), but that's not the idea. They demonstrate bonuses that mean civs who adopt them will mechanically benefit from playing the game in a way that is consistent with the flavor of the kinds of civ that Fear and Acceptance describe. Acceptance civs benefit from being close to the Tower and ensuring (their more numerous) False Dragons are kept in check. Fear civs benefit from low channeler counts and short male channeler lifespans. (I'm aware there's a certain amount of negative feedback with some of the Fear examples, when combined with the static Fear effects, but that's only a manifestation of the specific bonuses I've come up with now, not endemic to the objective of "encourage players to play like Fear civs should". However, this may not matter, see below!)
OK, I see what you have here and think it's the right direction to go in. Clearly, when we think of Fear/Acc policies as things that feedback into the how-you-use-channelers system, I think it can work well.

I do think there is something uncharacteristically negative about the Fear options. I like the unused-spark one, but the other two are almost a little two oppression-ey, IMO. Something we can work on.

Related to "doubling down" which we discussed earlier as undesirable and how one might interpret the Acceptance Tree as overlapping with Patronage (seeing as the Diplo-focused Patronage Tree will presumably have Tower bonuses on at least one of its Branches), the important thing to maintain here is the cause/effect balance. Acceptance rewards players for being close with the Tower (in the Policies above), whereas Patronage can enable the player to become close to the Tower. (Bonuses that provide Tower influence or Ajah influence.) The two work together but don't create two separate sources of Tower dominance that players can double down on, which is something we need to preserve. Them working together makes mechanical and flavorful sense. The flavor is fairly clear, the mechanical is that it makes these choices cohesive - if flavorfully aligned actions cause mechanical nonbos (opposite of combos) then that's a design problem because it won't make sense for the player.
this is a very solid explanation and I agree with it.

As for the static effects that decided on earlier and how they interact with Policies, I can see a few different approaches. One would be to make those static effects a part of the opener policy on each Branch. This would preserve the variance in MC rate, FD rate, Tower influences, and Spark. It ensures we still have civs with variety and given that some civs will not choose either we actually have a more uniformly available range of these values. (Previously it would have been difficult to have "average" FD rate for any individual civ.)

Another would be to apply those effects in gradations as the civ adopts Policies - so you only have the "full" FD rate, MC rate, Spark, and Tower Influence boost if you adopt all of the Acceptance Policies, and the opposite for the Fear ones. This would create even more variety, though given the factors that can contribute to the 4 components this affects, players are unlikely to be able to differentiate between the ranges for this approach and the one above, except for Spark.

Another approach, which would be more consistent with CiV Policies would be not to have static effects. This unlocks the static effects as potential Policies (Acceptance can have +3 Spark or whatever). We would obviously avoid the penalties on Policies and I think it's very possible to drop the penalties and still have the variance and character we want to achieve. We could also redistribute abilities like the Tower influence one into the Patronage Tree, to feed into the cause/effect stuff I mentioned above.
OK, so considering all this, I do think the best way to deal with these static effects is to eliminate them, at least as we previously considered them. The truth is, before, they were essentially just mini-versions of the Ideologies, which served the purpose of setting the player's "tone" early in the game, but also felt rather uninspired. Viewing them as bonuses that reward the player for doing certain things (in the sense) achieves the same goal without the literal repetition we originally had.

So, to that end, I suggest we use the opener of the branch (if such is even possible, and if these are even branches, see below) to provide the equivalent of the static effect. Something like:

Fear - minus X FD spawn rate
Acceptance - plus X Spark

IMO, the other things need not be addressed, I think. Tower influence was the third big thing, but that's associated with Authority, which is sort of the "middle ground" between Lib and Opp, which, like Fear and Acc, are the extremes on the spectrum. We need not represent that middle ground here - especially when we have a nice patronage tree branch hanging out, waiting for some Tower-related policies. That said, we could work in, theoretically, a Tower-related policy in, potentially even into Fear (+X tower influence when you send a male channeler to the tower for gentling or something).

I think giving Acc civs a penalty to FD spawn rate, and Fear civs a penalty to Spark may be unnecessary, as this being a mutually exclusive branch, the opportunity cost is the same as a penalty.

Male Channeler spawn rate is the one thing that isn't captured here, but the truth is, that's probably totally fine. In fact, if we set up the policies right, we might *want* the Fear civ to have just as many male channelers. A policy that rewards them for getting rid of their males, or one that raises the success rate of your attempts to get rid of them, or something, is only beneficial if you are getting an opportunity to actually get rid of a MC. Then, come time for Philosophies, we can actually make late game static modifiers that do effect MC spawn rate.

OK, the one weird thing I still see how to do with the number of policies and trees, and how doing what you're suggesting kind of throws a wrench in our "keep the amount of culture needed the same" plan. It was seeming likely, to me, that we were going to be able to incorporate all of our new cool ideas into sub-branches of existing trees, probably having one tree (exploration, I'd guess) be outright replaced or redistributed to accommodate such things.

To me, the Fear/Acc thing kind of throws that out of whack. First off, are these branches under a new tree? If so, what is that tree called? What kind of policies does it have that aren't on either branch (i.e., shared between the two)? Does each branch have a separate finisher, or do they share a finisher? If they aren't separate branches, and their separate trees, does that seem to synergize well with the branch system we have for the rest of the policies?

Probably most important is the issue of what we'd axe to make room for an entirely new policy tree. This is exacerbated based on the fact that, presumably, we'd allow this to be an ancient-era tree, of which there are already four - if we were to eliminate the exploration or commerce trees to make room for this one, we've now left a bit of a hole in terms of trees that unlock in the mid-early game.

In short, how do we make room for this policy tree? It feels a bit like it's trying to be foundational, almost like Trad/Lib, so what does it replace?

Another important element of this system is preserving player choice. If Fear/Acceptance are mutually exclusive Branches on the same Tree, then the player can choose not to adopt anything from that Tree. There is nothing inherently wrong with that. If the player wants to create an "authentic feel" Seanchan civ, then they should act in the way the Seanchan would - doing things that makes them more like the Seanchan from the books, which would involve the Fear Policies. We should probably make the Seanchan uniques complement the Fear Policies well, as this would mesh the flavor and mechanics well. (Not make the Seanchan bad at other things, but make the combination with the Fear Policies effective for them. Much like how India's UA and the Tradition Tree work together - India's UA pushes the civ to go Tall and Tradition helps Tall civs.) If they would prefer to do the equivalent of "nuclear bombs Gandhi" then we can let them do that by choosing against type. If they want to pursue some other strategy that isn't impacted by Fear/Acceptance as much as the other Trees, then let's let them do that.
I understand what you're saying, and now agree, in theory, that optionality isn't necessarily a bad thing.

However, at the same time, I do wonder if it being optional will sink this tree into obscurity. The nice thing about the proto-ideology setup was that it required you to make a decision about a mechanic that is somewhat on the fringe. If we conceive of this as foundational, as I said above, do we really imagine people taking this tree relatively early in the game? They're certainly not going to choose it instead of lib/trad, and I wonder that the kinds of things associated with these trees won't necessarily be more compelling that the other "bide your time until Rationalization appears" trees, *especially* if we revise them and add branches to make them more viable.

So, in short, I'm in agreement with how you want to do Fear/Acc, but I still very much question how we'll make people want to use it. Suggestions?

I've addressed my impressions of the optional nature of this above. What I wanted to call out here is male channeler rate, which you're right isn't quite a bonus or a penalty either way, and does reflect a "playstyle". I think we're better off making the MC rate hinge off the actual indicators of that playstyle rather than making the player make a binary choice about it. Like we've done by making channelers produce MC "points" we could make the Policies do the same and just generally characterize the Branches for the player in the openers. That way we're hooking into the player making those Policy choices to make their civ act more in the way that's consistent with the choices they've made.

As I've mentioned above, I definitely think we can maintain that "oooh a bonus!" feeling.
Yeah, think I mostly addressed this above.

I'm totally in favor of #1. Basically, I'd like to establish an absolute minimum skeleton that allows us to make sensible decisions about the usefulness of Policies from other systems (UAs that care about Policy adoption or some such) and leave out as much detail as possible until we have a better idea about what we want from Policies. As you've said, I think we'll have a much clearer idea when we've got some more framing from buildings, techs, and uniques.

I think in any variant of Epic Overhaul we'll want to retain the ability for civs to "focus" on certain styles of play by expending Culture, and from other systems' point of view, the differences between the two should be relatively adaptable with minor tweaks.
OK, so by #1, you mean "come up with a skeleton of a Partial Renovation"? I ask because I had multiple things labeled #1 (in different parts of the quote). If so, I am in agreement.

Re releasing with BNW policies pasted in, "releasing" is sort of nebulous for us. It's sort of just labeling a build version 1.0 and trying to get more people to play it. I'd imagine we'll have something playable-ish long before we have most of the systems described even up until now in the topic. Given the nature of CivFanatics, I'd say at least some people will be playing it then. And then we have visible feedback (how their games go, not necessarily just what they say) on how our systems are performing in reality. This kind of feedback could push us in a certain way with the Policies.
Yeah, you have a good point. I think my overall sentiment still feels right to me, though.

So it looks like we're working on Fear/Acceptance above and the Philosophies in the next post. Shall we finish those off a bit more and then start on a skeleton for Partial Renovation? (We'll presumably at least need to finish the Fear/Acceptance stuff first, since we can't decide on Trees/Branches until we pick one way or the other there.)
yes, definitely. Your last line is especially true, since the Fear/Acceptance trees themselves appear to be playing on somebody else's lawn, as far as culture cost and such.

tech unlooooock
teach one laugh.

Depending on how we do the Branches it may be possible to separate-ish the Gold and CS-relations Policies, which could give us good places for the ML and Ambassador. (Gold and CS relations wouldn't be Branches of the same Tree because making them mutually exclusive would be weird - they're complementary.)
I think that point you make at the end is going to be a thorn in our side in this process, as it'll make it really hard to determine how to set up the branches. For instance, Alignment stuff sort of makes sense on an intuitive level as a part of Piety, but then that means you can't have both an epic religion and a strong alignment, which is quite odd. I think its fine when we're talking Tower-vs-CSs or shadowspawn-vs-lawless, but not quite as good when it's big picture as my example and yours (gold vs CS).
 
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