S3rgeus
Emperor
Paths to the Light Framing Post
This post serves as an introduction to the discussion on Paths to the Light.
Terminology
Are we still choosing to call Religions Paths to the Light? The only argument I could see being raised would be due to the use of the word "Light," and the alignment that would seem to imply.
I think Paths to the Light is still a good name. It does imply a Light alignment, but I think that can be explained by saying that all of these belief systems are arranged in such a way that they were intended to be used to make their people more moral and just. But they may not actually end up doing that on an individual level (e.g. Children of the Light).
We previously decided to rename Pantheon as Lineage, choosing to characterize it as the cultural history of your people - is this still correct?
Still sounds good to me!
We previously discussed renaming Beliefs into Customs. Are we still in favor of this?
Yes, I think so. This came up during the Culture stuff and you noted at the time that Customs was in use in Paths, where it fit better, and I agree with that.
Will we still refer to Founder and Follower customs by the same names? What about Enhancer customs (it's surprising that they never gave this a more flavorful name)?
Enhancement customs don't really need a name because they aren't really a class of customs. All of the beliefs you get from enhancing a religion are additional founder and follower beliefs, you're just selecting from a different pool. So I don't think we'd need a name for those.
We could change Founder and Follower. They still work and would be fine to use, but possibly we could have something that references the flavor difference in our system? Something that calls out that the "founder" is the group of people that a particular lineage began with.
Founder
Sire
Ancestor
Follower
Descendant
Disciple
What will we call Reformation customs in the mod (which is a flavorful name for Earth history)? Note that this will connect to what we choose to call the [final?] policy in the Myth/Folklore tree.
Is there an event from the WoT canon that mirrors the Reformation beliefs' role in making Paths more relevant as we head into the late game? I think we might end up using a more generic word for this.
Mechanics
Are the general mechanics about Paths, the methods of Faith acquisition, and how Paths spread going to be preserved in the mod?
I think so, the way these belief systems exist in the WoT universe doesn't really suggest a specific alternative mechanic to me about how they would become stronger or spread. The BNW system seems pretty good!
Is the faith buy cost of units, LPs and buildings going to progress in the same manner as in BNW?
We might have to scale it down a tiny bit, since we're adding other things that you can spend Faith on. (Right? I'm thinking Shadowspawn, is there anything else?)
Although, having written more of this post, we've also added a few more sources of Faith, so the existing costs may be fine.
Will the possible number of Paths per game be the same as in BNW?
Yeah, those amounts seem quite appropriate. They allow players who focus on it to usually have a Path, but there are still enough non-Path-founding players that at least a couple Paths will get to spread abroad.
Is the way pressure works, and how city conversion occurs, the same as in BNW?
Also seems fine with me to keep, though we may have additional customs that interact with it, as opposed to just 2 beliefs in BNW. I've always felt those two (Itinerant Preachers and Religious Texts) were quite powerful, compared to a lot of others.
Another topic worth discussing is if we want to keep the mutual exclusivity of Customs for Paths? (So if one Path adopts a Custom, then other Paths can't adopt the same one.) I think we should keep it since it enforces variety and rewards players for getting their Path going faster.
Paths
The Paths previously adopted were:
Descendants of the Blood
Ji'e'Toh
Stewards of the Dragon
Vanguard of the Wyld
Watchers Over the Waves
Water Way
Way of the Leaf
Way of the Light
Westlands Lore
Are these still what we'd like?
The only one of these that may pose some issues is "Westlands Lore," which might present some confusing overlap with a "lore-related" name of the Path-focused Policy tree (still under discussion)
I think using Folklore as the Tree name for the Policy gives us enough distance from Westlands Lore that it will be ok. All of these look good to me!
Units
The Great Prophet has previously been renamed the Visionary
Sounds good!
Will the Missionary and Inquisitor still exist in the same capacity as in BNW?
Hmm, I do wonder about the Inquisitor. I've always found them very underwhelming (and poorly explained, on the game's part). We probably do want the variety of having two Path-focused units though, just Missionaries would be a bit bland.
Will the Missionary's role still be the same - spreading Path 2x?
I think it's fine to keep this behavior.
Will the Inquisitor's role still be the same - eliminating foreign Paths and instilling the player's Path, as well as "blocking" foreign unit-based conversion attempts?
I would like it if we could give the Inquisitor something more active to do. His role right now is primarily a defensive one, where you need to remove a foreign Path from your own cities. If he was useful elsewhere, not necessarily in offense, but at least in interacting with other civs/Paths, then that would be cool. I'm not sure what to suggest as an additional ability/purpose though.
Will Faith units still suffer attrition in the same manner?
Yes, this seems like a good way of balancing their avoidance of Open Borders necessity.
What will the mod's version of Missionaries be called? The text suggests some options (there are probably more):
Peddler (obviously not quite related)
Truthspeakers (from the Seanchan)
Out of these two, I definitely prefer Truthspeakers. I'd side against Peddlers for two reasons: the one you've mentioned about it being a bit unrelated, and also that we previously discussed using Peddlers as our Caravan replacement. (Where I think it fits better.)
Not sure about Truthspeakers though - it's a bit of a different thing in Seanchan from what Missionaries are doing, even after the flavorful conversion from religion to Paths. I don't think the Truthspeaker flavor is something that we're likely to use anywhere else though, which does make this a good use of it, if we can get it to work.
Is there a good flavorsplanation for Truthspeakers as spreaders of Paths?
What will the mod's version of Inquisitors be called? The text suggests some options (there are probably more):
Inquisitor (from the Children)
Child of the Light (from the Children)
Whitecloak (from the Children)
Hand of the Light (from the Children, synonymous with Inquisitor)
Questioner (from the Children, synonymous with Inquisitor)
Seeker for Truth (from Seanchan)
Listener (from Seanchan)
Certainly, terms could be selected from outside of the universe (e.g. regular English) as well.
Of course, the issue with many of the above is that they are tied to specific civs in the universe. Will some of these be best reserved as possible units (even UU faith units, a weird concept, of course) for some certain civs (Seanchan, Amadicia, etc.)? Perhaps synonyms are useful to us here (e.g. Questioner and Hand of the Light, Child and Whitecloak).
This might depend on if we change the role of the Inquisitor significantly based on the discussion about that above. Out of these choices, one of the Children-related names is certainly flavorfully the closest to the BNW Inquisitor, though as you mention, we would be removing flavor availability for Amadicia. Removing flavor from the Seanchan probably isn't as much of a problem, because they have so much more flavor that can be turned into uniques than a lot of the other Westlands nations, which have a lot of cultural similarities.
Similarly, should any of the above be made available, not as Faith units, but as Faith-buy Military units available to all civs (or available to civs that select a particular custom)?
Faith buy military units is definitely a possible mechanic. Would this be driven by any specific flavor? (So are there existing WoT units that fit will into this mold?) There's also the BNW belief that lets the player buy military units with Faith, which this would be similar to/replace.
Lineage
The following list was created as a means of adapting the Pantheons from BNW into Lineage, without changing the mechanics:
Artisans +2 Faith for each Gems or Pearls resource
Border Settlers 15% faster border growth
Children of Dragonmount +4 Faith from Natural Wonders
Craftsmen +1 Faith for each Copper, Iron, and Salt resource
Devoted to Prophecy +1 Culture from Shrines
Festive Society Culture and +1 Faith for each Wine and Incense
Fishermen +1 Production from Fishing Boats
Friends of the Ogier +15% Production of Wonders from the Era After Breaking and Era of Nations
Hardy Folk +1 Faith from Tundra tiles without Forest
Herbal Healers +30 HP healed per turn if adjacent to a friendly city
Honored Smiths +1 Production in cities with Population of 3+
Hunter Society +1 Food from Camps
Keepers of History Happiness from cities with Population of 6+
Loyal Bannermen Palace provides +1 Culture, Faith, Gold, Production, and Science
Masters of Harvest +1 Food for each Bananas, Apples, and Wheat resource
Merchant Elite +1 Culture and +1 Faith for each Gold and Silver
Mountain Folk +2 Faith from Quarries
River Traders +1 Happiness from cities on rivers
Shepherds +1 Culture from Pastures
Soldier Community Gain Faith if you win a battle within 4 tiles of your city
Stalwart Defenders +30% increase in city Ranged Combat Strength
Thriving Populace 10% faster Growth rates
Traveling Scholars +2 Science in cities with a City Connection
Water Seekers +1 Faith from Desert tiles
Woodland Folk +1 Culture from Jungle tiles
should any of the above be removed? Should any be renamed?
I don't think any need to remove any. I'll comment on the names in orange below, where you've called them out individually.
Would we like to add any more, including any that might tie into the new systems of the mod (Alignment, channeling, etc.)
Interesting, yes! I think so. A few possible candidates:
Adherents of Saidin
Gain +30 Faith when a Male Channeler is born within 4 hexes of your city.
Dreamers
+2 Faith per turn from Dreamwards (working the tile the Dreamward is on)
Fertile Channelers
+1 Spark for every 4 cities
Devoted Leaders
Governors produce +2 Faith per turn
Unyielding Defenders
+2 Faith, +2 Production from Blight
There could probably be more, but we might start to tread on some ideas for Customs.
Items above marked with Orange are done so to indicate that the name should be reaffirmed, as it may (or does) present a current conflict. These should be either fixed, or else affirmed.
Coolio, I've noticed that Children of Dragonmount is orange (or at least the word "Children" is) but isn't in this list. Is it orange because of similarity to Children of the Light? I don't think we'd need to worry about those being conflicting.
Artisans - name currently taken by the Master Artisan LP
Some possible alternatives:
Jewelers
Appraisers
Neither is particularly Faith-y, but are relevant to Gems and Pearls.
Craftsmen - name currently taken by Specialist tied to Master Artisan
Could be very simple with this one and go with Miners?
Honored Smiths - very similar to the Smith Governor Type
I think this similarity is good - they both give bonuses to the same kind of thematic approach to the game (they help production) - so names that have similarities make sense.
Keepers of History - might be too similar to Historians (our Archaeologists)
It's a bit similar, but they do have significant distance within the game. Lineages are only selected in the first hundred or so turns, and most players in the earlier part of that. Historians won't become available until later, on a timeline with Archaeologists from BNW.
Unlike Honored Smiths though, this one doesn't feed into the same mechanics as the thing that its name resembles. Some potential alternatives:
Festival Founders
Good Samaritans (probably not, because of the phrase's biblical origins on Earth)
Thoughtful Neighbors
Loyal Bannermen - no current conflict, but it is possible that Bannermen may develop as a UU (I'm thinking Cairhien, for the flag-and-colors wearing officers... but these could be called something else)
I think we can rename this if we run into the conflict later, but until then it's fine.
Merchant Elite - potentially too close to Merchant Lord
I don't think these are too close, the Lineage's phrasing describes a class of person, whereas a Merchant Lord is an individual. Like Honored Smiths, the crossover between their names makes sense since they're applicable to the same facet of the game.
Thriving Populace - Might fit with tone/tense of other Lineages if it was called "Thriving Peoples" or something like that
Thriving Peoples sounds good to me!
Entries in Red may need to be changed for other reasons.
Copper, Iron, and Salt - Copper in BNW is a lux (hills), as is Salt (desert), while Iron is a strategic. In the mod, Copper's lux role was taken by Alum, and Copper became a Strategic (in the place of Iron). Iron has then replaced Coal. Salt remains the same. Should this Lineage refer to Alum, Copper, and Salt, or Copper, Iron, and Salt?
Alum, Copper, and Salt, I'd say. The timing of Iron being aligned to Coal from BNW means that civs will have already chosen their Lineages when they reveal Iron, which isn't conducive with the player assessing whether this Lineage is useful to them.
Camps - Bison (a camp-bonus resource) is being replaced by Zemai, which would eliminate one camp-elligible resource. Is there anything that should be done to compensate?
I wouldn't have thought of that. It's probably ok though, because Bison was only very recently patched into the main game, whereas this belief has been around since G&K.
Bananas, Apples, and Wheat - Should Zemai be added to this? Oranges (which Apples have replaced), are a jungle resource, while Apples (if we're being accurate), should be a cold-or-temperate (forest?) resource - should the Lineage be adjusted? What about Ice Peppers? (presumably a cold-terrain resource)
Hmm, depending on how we deal with Zemai, I could see us replacing Apples in this belief with Zemai. If it's a plains resource, then definitely yes, because Bananas, Zemai, and Wheat would spawn relatively near to each other. But if we make it a Desert resource, then it has the same problem as Apples. (Seeing as Zemai is corn, plains makes the most sense, right?)
Relationship to New Systems
As hinted at above, should our Paths system tie into other new mechanics? Such as:
Channeling
Male Channelers
the LB
Alignment
The Tower
The Ogier
Governors
The Horn
Shadowspawn
Dragonsworn
The TW
The High King
If so, how? Via Customs?
Yes, I think some of these should come up in the new Customs we create. I'm not sure if the Horn, TW, and High King are things that occur widely enough to have a Custom for them. Likely we'd be best off having Customs that are especially useful in those situations, but aren't geared only towards them. (I have a feeling I may be contradicting something I said about TW Customs a few posts ago?)
The rest all look like good targets.
The Paths summary has (in red), some ideas for how Paths might connect to some systems (some of these may be not obsolete from later decisions):
Founder Belief ideas
- Friendly Heralds are twice as effective
- Foreign Heralds are half as effective.
Follower Belief ideas
- Governors produce double alignment
- + X alignment points for every city following this path (in the direction of your overall alignment)
- X building produces +Y Alignment (in the direction of your overall alignment)
- allows construction of <Alignment Building> based on direction of your overall alignment, that produces more alignment, plus other things (e.g., Evil Pagoda).
These seem like possible abilities for Alignment-related Customs. I'm a bit wary of things that snowball your Alignment that a player is unable to configure to swap directions when they adopt it, in the event that they've decided to change sides. (A 100 Shadow points player has decided to go for Light instead, but if he chooses the +X Alignment for every city, he needs to fight that "bonus" until he gets to Light points, at which point it swaps over. A bit weird.)
Customs/Beliefs
Will any beliefs from BNW be removed? Will any be added? Will any be rebalanced?
I think quite a few of the beliefs from BNW are underpowered. Ones like Tithe stand out as great because they have a measurable impact on the player's success elsewhere in the game, whereas most of the beliefs don't. I think we'll want to make it so that a few more of them scale like that to being more useful!
Obviously, most/all will be renamed - what shall we name them?
As in a general system for naming them, right? Since we like Customs as our name replacement for Beliefs, I'd say they should generally be things that people in the WoT-verse tend to do that are noticeable societal trends. Things like the Cairhienin colored slashes in their attire to indicate rank/status.
The beliefs from BNW are copied here, with flavor included, for our reference:
Founder Beliefs
Ceremonial Burial +1 Happiness for every 2 Cities following this religion
Church Property +2 Gold for each City following this religion
Initiation Rites +100 Gold when each City first converts to this religion
Interfaith Dialogue Gain Science when a Missionary spreads this religion to cities of other religions
Papal Primacy +15 to Influence resting point with City-States following this religion
Peace Loving +1 Happiness for every 8 followers of this religion in non-enemy foreign cities
Pilgrimage +2 Faith for each foreign City following this religion
Tithe +1 Gold for every 4 followers of this religion
World Church +1 Culture for every 5 followers of this religion in other civilizations
Follower Beliefs
Asceticism Shrines provide +1 Happiness in cities with 3 followers
Cathedrals Use Faith to purchase Cathedrals
Choral Music Temples provide +2 Culture in cities with 5 followers
Divine Inspiration Each World Wonder provides +2 Faith in city
Feed the World Shrines and Temples provide +1 Food each in city
Guruship +2 Production if city has a Specialist
Holy Warriors Use Faith to purchase pre-Industrial land units
Liturgical Drama Amphitheaters provide +1 Faith in cities with 3 followers
Monasteries Use Faith to purchase Monasteries
Mosques Use Faith to purchase Mosques
Pagodas Use Faith to purchase Pagodas
Peace Gardens Gardens provide +2 Happiness in city
Religious Art Hermitage provides +8 Culture in city
BNW-only Hermitage provides +5 Culture and +5 Tourism
Religious Center Temples provide +2 Happiness in cities with 5 followers
Religious Community +1% Production for each follower (Max +15%)
Swords into Plowshares 15% faster Growth rate for city if not at war
Enhancer Beliefs
Defender of the Faith +20% Combat Strength near friendly cities that follow this religion
Holy Order Missionaries and Inquisitors cost 30% less Faith
Itinerant Preachers Religion spreads to cities 30% further away
Just War +20% Combat Strength near enemy cities that follow this religion
Messiah Prophets 25% stronger and earned with 25% less Faith
Missionary Zeal Missionary conversion strength +25%
Religious Texts Religion spreads 25% faster (50% with Printing Press)
Religious Unity Religion spreads to friendly City-States at double rate
Reliquary Gain 50 Faith each time a Great Person is expended
Reformation Beliefs
Charitable Missions Influence boosts from Gold gifts to City-States are increased by 30%
Evangelism Missionaries' Spread Religion action erodes existing pressure from other religions
Heathen Conversion Missionaries convert adjacent Barbarian units to this civilization
Jesuit Education May build Universities, Public Schools, and Research Labs with Faith
Religious Fervor Use Faith to purchase Industrial (and later) land units
Sacred Sites All buildings purchased with Faith provide 2 Tourism each
To the Glory of God Use Faith to purchase any type of Great Person starting in Industrial Era
Underground Sect Your spies exert religious pressure on the cities they occupy
Unity of the Prophets Inquisitors and Prophets reduce this religion's presence by half (instead of eliminating it)
Awesome, thanks for pulling these together! Shall we run through and propose some changes to these? I'm a bit short on time tonight, but will try to get back to suggesting some tomorrow!
Note: I'll be leaving town for the weekend starting Wed. night. As before, I have no idea my internet availability - might be able to post, might not.
No worries, I've barely been able to post due to NaNoWriMo! Have a good trip!
