S3rgeus's Wheel of Time Mod

This confusion will become relevant in several more places throughout this post! Originally when we started making Customs, I called out that we may as well just group all enhancer customs as founder customs to start with and then break them up into two separate sections once we had a full list and a better idea of what we want the distribution to be like. The reason for this is that they're mechanically the same - some effect that benefits the founder of the Path - so it saves us early classification work.

You're right that enhancer beliefs in BNW are mostly useful for helping to spread your religion, but as becomes relevant later on, that's not the only thing they're good for, notably in the cases of Defender of the Faith and Just War. And there are some Founder Beliefs in BNW that help with spreading (by generating Faith, which is what some of the enhancer beliefs do), so the distinction between the two seems to largely be one of when we mechanically want such effects to be available, and which sets of bonuses we want to be mutually exclusive or potentially usable in concert.

The redistribution of our Founder Customs into effectively two pools, one available when a Path is created and another when it is enhanced, is what I was referring to in my previous post.
OK, OK. I understand now. I think the first time around, when you explained that, I definitely missed the larger point. This surprises me little. And you're right that they aren't ALL about spreading your path.

In any case, it does appear that I've sort of stumbled into organizing them into these two categories already. So, I suppose we're stuck with that, for now. Once we're done, then we can go through and do additional shifting.

Agreed, we want it to be something that people do that makes them good bargainers/negotiators, and for that action to easily communicate that relationship to the player in a couple of words.

I'm having difficulty coming up with any more suggestions for it though! Fierce Bargaining seems like our best choice!
noice.

Fierce Bargaining
+3 Gold for each city following this Path @settled

This is a good point, let's keep this one then.

Is there any way we can use the flavor from the Longing somehow? It feels like it should be applicable.
I'm not sure how we'd work the longing into it. That's about ogier being dispersed outside of the stedding. It seems hard to make that a tenet of a human

I suppose we'll have to find another place for that flavor - probably more related to the steddings.

Wanderlust
+1 Culture for every 5 followers of this Path in other civilizations
@settled (unless you have a good longing idea)

Woops, sorry! I missed that quote block last time - I even had a reply in mind! That's the danger of writing these out of order, I can miss some blocks when looking back over the post!

My initial reaction was that Homeland seemed like it captured the right flavor for Customs, but unfortunately it feels much more like it refers to the civilization it originated in, rather than the city.

Should we use the word "city" in the phrase? Building on your suggestion, Home City seems like it could work.
Home city is quite dull, but may be the simplest and safest choice. Let's put it in until we find something better.

The three that are decided here all sound good to me.

We could replace Wine on the Sweat Tents. This reminds me of another thing that could potentially be a resource: Oosquai. It's refined from Zemai, which makes the presence of both a bit suspect though. (A good reason why BNW doesn't have Grapes.) But it would be a fitting second luxury for this building.

The flavor suggests Zemai, but Zemai is a bonus resource and this is intended to target a luxury.

Alternatively, we could go for Spices, since that seems like it's along the right vein?
ok, those three are all @settled, except for this wine thing.

I don't think we should use Oosquai and zemai. We have zemai in there already, whcih is fine, but I suppose it could be changed with Oosquai. I think that would be good if we needed a replacement for Wine (as a resource in general), but since Wine exists in WoT, we should leave that. I say leave zemai as the resource - we can do Oosquai elsewhere, a Craft or some such.

As far as Spices, it's a little weird because that's a jungle resource, and Wine is a plains resource, I think. We could do it, though.

Part of me thinks Zemai is better, though. I mean, I know it's a bonus, but that potentially makes it easier to get, right? That's maybe a good thing, since the Monastery is, IMO, possibly the worst of the buildings - certainly the worst of these three (the Cathedral being worse in many cases, but unquestioningly better in some victory paths).

For the last building, I'm still not the biggest fan of us using something that we've had to improvise, when the other 3 are easily recognizable WoT flavor. I agree with the issues about the So'jhin's Quarters and the implication of slavery.

Maybe there's some more flavor we can find if we look for places where things that we like Legendary Crafts in the books were found? Most of the examples off the top of my head are one-off places like the Stone, which is presumably a World Wonder.

I'm thinking something along the lines of a Museum of some sort (difficult because of how it gets confused with the BNW building, it's also a relatively modern-feeling term) or Rand's Academies (but that flavor is most likely in use as a part of our Science upgrade path). Did we end up using the Academy flavor already? If not, we could use it here and see if it's actually 100% required for Science when we get to that stage? (Then, if we need to replace it, we'll be back here again, but might not have to!)

Definitely follow your logic here. It feels lame to make one up.

As far as those science buildings and such... I think we're going to need to use those elsewhere. Academy definitely feels like something we'll need for a science building, and also I don't quite love it as a Path building for obvious reasons.

There was also the Panarch's Palace, which had the dinosaur bones and such. But that one would make an awesome Wonder

What about the Depository? It calls to mind the Thirteenth Depository, which is somewhat flavorful. And we could still use the 13th Dep as a wonder, probably (much like there's University and Oxford's University). Is that flavorful enough? It would make sense, mechanically, as well.

There's also the Storeroom, as in the one in the Rahad. Or the Kin's Storeroom, but that feels somewhat bland - and is probably best as a nat. wonder or something.

Is there a way to work in something like Amyrlin's Study? "Study" is obviously too generic.

any other ideas?

Related to what I've said above, I think we could just throw this in with the rest of the Founder Customs for now. Or given that we'll presumably keep the Enhancer Beliefs as Enhancer Customs, so we'll be filling out that category below, we could just call it an Enhancer now.

Definitely, Great Builders was renamed last post, I just didn't want to switch which name I was using to refer to the same thing mid-block, since that happened in a different place!

So last time I was saying that we could let Telling of History replace this one, since they serve similar mechanical goals. If we do make Telling of History part of the enhancement pool, then we'll probably want to keep an equivalent to this BNW belief in the first pool. Your new name sounds good to me then!

Local Legends (Follower)
Each World Wonder provides +2 Faith in city @settled
OK, both of these exist (this one and Telling of ?History). I've split them into Founder/Enhancer, since it seems that's clearly what we'll be doing.

This switch around sounds like a good one. I didn't remember the Festival of Birds from the books, but it's definitely there and distinctly WoT!
great.

Study with Ogier sounds good to me!
cheers

The same confusion as above strikes again! Yes, we already replaced this one and Just War with a combined version of both.
right.

Definitely, this is a good one.

For the name, what about something to do with such Customs being very influential? Or very easy to pick up? Not sure what to suggest in terms of exact phrasing though.

Worldly Rites (Enhancer)
Path spreads to cities 30% further away
Yeah, I through around the word "Universal" for this one but settled on it for the one below. Also tried things like Accessible Rights, Simple Riuals, Straightforward Rituals, Anything sound better?

Good point, by merging this into Warriors' Cadin'sor we've reduced the number of combat-related Customs available here. We can keep that in mind when we split up the Founder Customs or just come up with a new one here?
I'm struggling to come up with one, but I think we probably should try.

Any ideas? Any way we can use Oosquai in the flavor?


It's probably strong enough for now, it seems like a solid concept so we can beef it up easily if it doesn't measure up.

Influential Sojourn (Enhancer)
Herald conversion strength +25% @settled
right.

Sounds good. The name will probably be affected by whatever the tech is that we choose to replace Printing Press, because the tech name and the Religious Texts flavor obviously work together.

Universal Creed (Enhancer)
Path spreads 25% faster (50% with <Printing Press equivalent>) @settled
oh, right. Well, if this tech is relatively similar to the printing press, then we're probably good.
=
I haven't used this one, but I do agree that it looks weak compared to the others. We could just make it like this:

Fiercely Independent (Enhancer)
Path spreads to City-States at double rate
yeah! that might be too good. Let's find out.

Fiercely Independent (Enhancer)
Path spreads to City-States at double rate @settled

I agree, I think pumping this one up a bit could be good. Also like the flavor of the name.

Inspirational Teachings (Enhancer)
Gain 100 Faith each time a Legendary Person is expended @settled

nice.

ok, got to go, everybody's up now. Be back to finish later!

EDIT: alright!


I need to get my posts in faster! :p
2021, baby!

Pressure builds up over time (that + number next to the pressure indicates that it's accumulating that amount per turn). I'm not completely clear on the math of it, but I believe the proportion of pop in a city that follows each religion is based on the overall sum of the accumulated pressure of each of them in that city. (Things like inquisitors and Prophets can reset those values, as comes up in a belief later.)

This Belief makes Missionaries something of a double-whammy - as well as boosting their own religion in the city, they cause others to deteriorate.

I'm not really sure of how powerful it is, the Reformation Beliefs are something that I've rarely dealt with and haven't read as much strategy about. It kind of seems like the other ones are conceptually more powerful and if we keep the mechanics of this one, it would have to be pretty crazy to compete with the others. That together with the fact that there is rarely competition for Reformation Beliefs because they require players to complete the Piety Tree (or at least do a decent chunk of it), it seems unlikely to be chosen.

However, I can't say I know enough about it suggest axing it! For the name, could we use some of that Two Rivers flavor that we were discussing before? The general concept is that the followers of this Custom are likely to resist the culture of others and actively champion their own. (Though Two Rivers is largely an example of the opposite by the end of the series.)

Woolheadedness (Renewal)
Heralds' Spread Path action erodes existing pressure from other Paths
Yeah, I think I'm with you. Keep it because it's hard to prove that we shouldn't. I'm fine with this flavor. It's a "personality trait," instead of an action or custom, but I think the flavor is good enough to make that worth it. It doesn't fit the mechanics perfectly, but it's pretty good.

I'd never used this one before but apparently it's somewhat crazy. Move the Missionary next to the Barbarian and you gain control of the Barbarian unit immediately. Apparently one of the balancing factors is the maintenance cost of such units and the inability the retrieving them from islands, but that's just from reading this forum thread.

Anyway, seems like a good thing to keep for now!
wow, that... is crazy. I'll have to try that something (again, don't do piety all that often, and when I do, I usually am going for things that help my religion itself).

Tolerance (Renewal)

Heralds convert adjacent Lawless and Dragonsworn units to this civilization @settled

This seems like a good one, and adding Sealbearers sounds like a good way to WoT-ify it! Seeing as Sealbearers are used to move Seals around and are expended when they place the Seals in cities, it seems like this wouldn't need to be hugely expensive, right? If it's priced like Missionaries, then they would be expensive-ish at the end of the game, enough that it would be a useful Custom but still have to be used judiciously.

Zest for Learning (Renewal)
May build <Universities equivalent>, <Public Schools equivalent>, <Research Labs equivalent>, and Sealbearers with Faith. @settled
oh, right - sealbearers don't really do much but help you relocate. great. like this.

Interesting! Should it be Lord Captain Commanders? (Or is the plural Lords Captain Commander, like Surgeons General?)

What kind of unit would that be? The flavor suggests to me a GG-Aura style unit, but we've discussed them as relatively unfun before.

Could it possibly be something like the Age of Empires Missionary, that can convert enemy units? (Sort of like the Privateer, but possibly without killing them?)

hmmm.... I can see why it would be Lords Captain. I do think it might be Lord Captains though. The wiki article on the children, at least, refers to them that way. I'm not sure, though.

In any case, it should probably be Lord Captains IMO, not Lord Captain Commanders. The LC is a mid-level authority figure in the children. A LCC is the supreme leader of the whole gang. Not really a thing you'd be able to pump out a bunch of! Also, might be weird if we have Pedron Niall as a Leader and then a bunch of these guys roaming around...

But yeah, I think a relatively strong combat unit with some fun ability would be nice. I think the GG-Aura is a little lame. I think one of the following could be cool:

Lord Captains (Renewal)
Can purchase Lord Captains with Faith (may convert defeated land units to your side, instead of destroying them)

OR

Lord Captains (Renewal)
Can purchase Lord Captains with Faith (land units destroyed by a Lord Captain may become Heralds) [or truthspeakers or Questioners]

thoughts?

Also agreed, in BNW this never felt great to me, because I would do exactly as you've said, and go for the GP types I want via the other policy trees, because those trees help my plan already. However, as you've noted, we've added some new LP roles that have the potential to change that since policies have more potential choices now.

I think the Industrial limitation is fine because it means it syncs up with other things that grant LP purchasing. If we remove it here, we would want to remove it elsewhere as well. I'd say let's try it, and change it if we find we need to.

Inventive Spirit (Renewal)
Use Faith to purchase any type of Legendary Person starting in Era of New Beginnings @settled
yeah, agreed.

I like the flavor of this Belief in BNW, but again because I rarely get Reformation Beliefs, I rarely use it. I'm not sure how much pressure it adds, but it could be quite powerful if it adds enough. I've read a bit more about how this Belief works here and it sounds like it can be quite strong, but quite unintuitive.

We should be able to fix that - the requirement for an existing follower or some pressure already sounds to me like a bug, that Firaxis have multiplied by those values somewhere in the process and them being 0 quashes the whole thing. We could certainly fix that, if it does look like an error. Otherwise we'd need to be more clear in the Custom's description so that it makes more sense to the player when it works.

Anyway, sounds good! Also love the new name! Is it a bit close to Truthspeaker, which is the unit? Seems like it could still work though.

Seekers for Truth (Renewal)
Your Eyes and Ears exert Path pressure on the cities they occupy @settled
wow, what if that IS a bug? You'd think they'd have fixed it. In any case, it does feel like something that could be pretty cool. Let's try it out, and augment it later if we need to.

As far as the flavor, Truthspeakers and Seekers are actually totally distinct Seanchan things. Truthspeakers are soh'jinn who act as the conscience for a leader - telling them the truth no matter what. Seekers for Truth are those weird spies that have the power to imprison and question anybody (even the blood).

Even if your Founder belief relies on a majority in foreign cities, this can still be useful. It makes your religion more difficult to get rid of, so an enemy would need two Inquisitors to clear a city. This makes it much easier for pressure from other cities to push it back up to a majority in the meantime, and helps your religion remain dominant abroad.

It does seem like it would almost fit in better with the Enhancer beliefs, which is strange, but still.

I think making the Inquisitor defensive thing (sitting in a city means foreign Missionaries don't work on it) only half as effective would be too complicated. It also has the potential to leave both players feeling worse off from an exchange. The player with the Inquisitor will feel like something has gone wrong with their Inquisitor placement. The player with the Missionary may not have the noticed the Inquisitor (hard to see land units in enemy cities) and will have lost effectiveness from their Missionary for it.

I like the new name and flavor!

Persistent Ideas (Renewal)
Truthspeakers and Visionaries reduce this Path's presence by half (instead of eliminating it) @settled
ok. let's leave this how it is, then. Interesting about it being an Enhancer belief... I wonder - is it too good to be one? Probably is, on some level. But on the other hand, it isn't very splashy and doesn't give you a clear reward like many of the other Renewals. leave it then?

And that is all! Have a Merry Christmas!
ok! so, that's going to get us pretty close to wrapping up Paths! I think above we have basically a bunch of agreement, and there are only a few things left to clarify. I suppose we should make another pass throgh and see if there is anything we want to tweak, yes? Anything else that needs to be done here? The Path summary should be in pretty good shape now, in terms of an organized list of paths.

Do you want to start putting together a Framing Post for the Tech tree? I feel like I've kind of monopolized those lately - and I already have a big one fully written (pending a few little tweaks) for Uniques and such (which I think we're doing after the tech stuff), so you should probably get the first word on this one, aye? I figure we're about ready to open that discussion up, assuming something weird doesn't pop up with paths.

Happy holiday!
 
I looked through the channeling and social policies ones and got what I can. Pretty sure that'd be it.

Cool, I've done a quick search through the summaries I wrote (for "male chan") and didn't turn up any mentions of this there, so hopefully we've got them all!

Great. I think I agree. Let's go with lower resting influence (I say -20) and a negative modifier. Part of me wonders if 4 influence per turn decay is two punishing, but on the other hand, there IS no negative mod, so you could still maintain a positive relationship by really trying. So let's try it.

So, incidentally, i'm curious to see what kind of effect it'll have on Ajah influence. Like, Opp civs will have fewer AS, obviously, but will they be able to realistically maintain Tier 3 ajah relationships? Choosing Opp doesn't harm your ajah relations, but by harming your tower influence, that indirectly will result in much lower Ajah values over time.

Coolio, sounds good. It sounds like all of this goes into the Policies and Philosophies summary? I tried to add some of it into the Diplo summary, but most of these details would just be doubled up there.

Ajah influence will definitely be interesting. I think we'll need to do a lot of balance tweaking in this area to make it sensible. We may introduce additional penalties like negative Tower Influence means your Ajah influences decay, or something like that, but it's something we can decide then!

And... I think we're done with this sub thread!

W00t! The taste of victory!
 
OK, OK. I understand now. I think the first time around, when you explained that, I definitely missed the larger point. This surprises me little. And you're right that they aren't ALL about spreading your path.

In any case, it does appear that I've sort of stumbled into organizing them into these two categories already. So, I suppose we're stuck with that, for now. Once we're done, then we can go through and do additional shifting.

Sounds good then! We'll probably be doing that very soon.

I'm not sure how we'd work the longing into it. That's about ogier being dispersed outside of the stedding. It seems hard to make that a tenet of a human

I suppose we'll have to find another place for that flavor - probably more related to the steddings.

Wanderlust
+1 Culture for every 5 followers of this Path in other civilizations
@settled (unless you have a good longing idea)

Yeah, the Longing flavor is probably better used on something more Ogier-specific.

I haven't got anything better, so let's go with this!

Home city is quite dull, but may be the simplest and safest choice. Let's put it in until we find something better.

Sounds good.

ok, those three are all @settled, except for this wine thing.

I don't think we should use Oosquai and zemai. We have zemai in there already, whcih is fine, but I suppose it could be changed with Oosquai. I think that would be good if we needed a replacement for Wine (as a resource in general), but since Wine exists in WoT, we should leave that. I say leave zemai as the resource - we can do Oosquai elsewhere, a Craft or some such.

As far as Spices, it's a little weird because that's a jungle resource, and Wine is a plains resource, I think. We could do it, though.

Part of me thinks Zemai is better, though. I mean, I know it's a bonus, but that potentially makes it easier to get, right? That's maybe a good thing, since the Monastery is, IMO, possibly the worst of the buildings - certainly the worst of these three (the Cathedral being worse in many cases, but unquestioningly better in some victory paths).

Good point about Spices, we want the two resources to usually appear together so that the building will be geographically appropriate for at least some players in most games.

Yeah, let's go with Zemai for now! Zemai and Wine both appear on Plains, which is good.

Definitely follow your logic here. It feels lame to make one up.

As far as those science buildings and such... I think we're going to need to use those elsewhere. Academy definitely feels like something we'll need for a science building, and also I don't quite love it as a Path building for obvious reasons.

There was also the Panarch's Palace, which had the dinosaur bones and such. But that one would make an awesome Wonder

What about the Depository? It calls to mind the Thirteenth Depository, which is somewhat flavorful. And we could still use the 13th Dep as a wonder, probably (much like there's University and Oxford's University). Is that flavorful enough? It would make sense, mechanically, as well.

There's also the Storeroom, as in the one in the Rahad. Or the Kin's Storeroom, but that feels somewhat bland - and is probably best as a nat. wonder or something.

Is there a way to work in something like Amyrlin's Study? "Study" is obviously too generic.

any other ideas?

Depository sounds like a good one! It's a bit more knowledge-y than custom-y, but I think it's better that we're using some flavor from the books! It also makes sense from a Legendary Craft slot perspective, which is really good.

Yeah, I through around the word "Universal" for this one but settled on it for the one below. Also tried things like Accessible Rights, Simple Riuals, Straightforward Rituals, Anything sound better?

Ridiculous things like Contagious Accent come to mind.

What about something like Talkative Gleemen? Though then it should probably mechanically intersect with the Gleeman LP.

Not sure if any of these fit the bill.

Worldly Rites (Enhancer)
Path spreads to cities 30% further away

I'm struggling to come up with one, but I think we probably should try.

Any ideas? Any way we can use Oosquai in the flavor?

Drink Before Battle (Enhancer)
+100 Gold whenever a city following this Path is captured

Alternative:

Drink Before Battle (Enhancer)
+10 Gold whenever a city following this Path attacks

Mechanically unrelated alternative:

That's my Oosquai (Enhancer)
Units regain +5 health and +2 Gold for each city following this Path when pillaging Zemai

Unrelated to Oosquai:

Content Occupiers (Enhancer)
+2 Happiness for each Puppeted city following this Path

This one has the potential to be quite powerful.

2021, baby!

We can do it! Shoot for the stars!

hmmm.... I can see why it would be Lords Captain. I do think it might be Lord Captains though. The wiki article on the children, at least, refers to them that way. I'm not sure, though.

In any case, it should probably be Lord Captains IMO, not Lord Captain Commanders. The LC is a mid-level authority figure in the children. A LCC is the supreme leader of the whole gang. Not really a thing you'd be able to pump out a bunch of! Also, might be weird if we have Pedron Niall as a Leader and then a bunch of these guys roaming around...

But yeah, I think a relatively strong combat unit with some fun ability would be nice. I think the GG-Aura is a little lame. I think one of the following could be cool:

Lord Captains (Renewal)
Can purchase Lord Captains with Faith (may convert defeated land units to your side, instead of destroying them)

OR

Lord Captains (Renewal)
Can purchase Lord Captains with Faith (land units destroyed by a Lord Captain may become Heralds) [or truthspeakers or Questioners]

thoughts?

This Custom should include all New Beginnings Era units and onwards, right? I think the original phrasing for the Custom is good:

Zealotry (Renewal)
Use Faith to purchase Era of New Beginnings (and later) land units and Lord Captains.

And we can have Lord Captains have their own unit info that determines what their abilities are.

Good call re Lord Captain vs Lord Captain Commander - I'd forgotten that there was another layer of rank that Lord Captain fulfilled which was separate!

I like the "Capture enemy land units" ability on the Lord Captain - should he turn them into Whitecloaks? Whitecloaks would be relatively weak at the time (because they're effectively earlier on in the tech tree), but you might end up with quite a lot of them. Unfortunately for that approach, large amounts of weak units aren't very effective in CiV.

For Lord Captains vs Lords Captain, I'd like to check the Wheel of Time Companion and see if it clarifies this. I'm traveling at the moment though, so don't have access to it! Let's keep this quote block alive (or I'll edit it when I get home on the 29th and can check, whichever comes first).

wow, what if that IS a bug? You'd think they'd have fixed it. In any case, it does feel like something that could be pretty cool. Let's try it out, and augment it later if we need to.

As far as the flavor, Truthspeakers and Seekers are actually totally distinct Seanchan things. Truthspeakers are soh'jinn who act as the conscience for a leader - telling them the truth no matter what. Seekers for Truth are those weird spies that have the power to imprison and question anybody (even the blood).

It's a suitably subtle bug for them to have missed it, if it is, and it doesn't seem like many people would be affected, since most people don't take the belief. (So it may not have been reported.) If it's just an issue with the description in the text, it may be due to a miscommunication between the people who implemented it and whoever wrote the text for the description.

For Seekers vs Truthspeakers, the flavor sounds good then!

ok. let's leave this how it is, then. Interesting about it being an Enhancer belief... I wonder - is it too good to be one? Probably is, on some level. But on the other hand, it isn't very splashy and doesn't give you a clear reward like many of the other Renewals. leave it then?

Yeah, let's leave it in the Renewal section for now.

ok! so, that's going to get us pretty close to wrapping up Paths! I think above we have basically a bunch of agreement, and there are only a few things left to clarify. I suppose we should make another pass throgh and see if there is anything we want to tweak, yes? Anything else that needs to be done here? The Path summary should be in pretty good shape now, in terms of an organized list of paths.

Yep, another pass sounds good. Thanks for putting all of these together!

Looking through the summary, there are some small copy-editing things like remaining (Follower/Enhancer) tags on some Customs. Liturgical Drama is missing " equivalent>". It would be good if the <equivalent> text could be red everywhere.

In terms of numbers, we have the fewest Enhancer Customs but we actually have the same number of Enhancer Customs as there are Enhancer Beliefs in BNW. (9) If we add another military one from above, we'll have 10.

Do we want to move any of our existing Founder Customs to be Enhancers? If we go by the general rule of Enhancer Customs helping the Path spread/get stronger, rather than directly provide bonuses, then Council of the Anointed, Deference to the Blood, and Omens are candidates. We don't want to remove all Faith bonuses from the Founder section though. Indoctrination struck me as something that could be an Enhancer Custom, but it feels a bit weak for it, unless X is in the 75%+ range.

I'm not seeing any specific values that I'd like to change or clarify. Any that are left marked as X at the moment seem appropriate for us to fill in when they're playable.

Is there any other systematic stuff we want to cover in this last pass?

Do you want to start putting together a Framing Post for the Tech tree? I feel like I've kind of monopolized those lately - and I already have a big one fully written (pending a few little tweaks) for Uniques and such (which I think we're doing after the tech stuff), so you should probably get the first word on this one, aye? I figure we're about ready to open that discussion up, assuming something weird doesn't pop up with paths.

Happy holiday!

Cool, I'll start putting together a tech framing post while we wrap up all of the above and do our final pass over Paths. We're still planning to do the "initial pass" techs first, right? Get a general idea of the kinds of things we want to achieve in each era and such. Then come back and fill in it and the buildings/units/uniques at the same time.

Before we even do that, there are fundamental questions about tech that have some obvious answers, but we should go over them as well anyway to be sure.
 
Coolio, sounds good. It sounds like all of this goes into the Policies and Philosophies summary? I tried to add some of it into the Diplo summary, but most of these details would just be doubled up there.

Ajah influence will definitely be interesting. I think we'll need to do a lot of balance tweaking in this area to make it sensible. We may introduce additional penalties like negative Tower Influence means your Ajah influences decay, or something like that, but it's something we can decide then!
Yeah, I had been updating the Policies summaries as we've been doing this, so it should be up to date... scanning it over now, looks like we're good.

Right on Ajah influence. TBD!

Good point about Spices, we want the two resources to usually appear together so that the building will be geographically appropriate for at least some players in most games.

Yeah, let's go with Zemai for now! Zemai and Wine both appear on Plains, which is good.
cool. Zemai and Incense it is!


Depository sounds like a good one! It's a bit more knowledge-y than custom-y, but I think it's better that we're using some flavor from the books! It also makes sense from a Legendary Craft slot perspective, which is really good.
Cool. I agree. Is it fine as a single word, or should we think of a second or third word to pair with it that might make it fit paths better (perhaps at the expense of flavor)? Like, Depository of Secrets (probably sounds too much like flavor we invented)? Hidden Depository? Depository of Curiosities? Clandestine Depository? Inspiring Depository? Grand Depository?

Ridiculous things like Contagious Accent come to mind.

What about something like Talkative Gleemen? Though then it should probably mechanically intersect with the Gleeman LP.

Not sure if any of these fit the bill.

Worldly Rites (Enhancer)
Path spreads to cities 30% further away
hmmm.... I like the idea of the Gleemen one, but I do feel like it not having anything to do with Culture is problematic. Talkative Peddlers I perhaps enjoy even more, but that has a similar problem (not having anything to do with trade).

Is there a reason we can't use Talkative Travelers? Or, something perhaps more in-flavor feeling (though not literally from the flavor, Loose-Tongued Travelers? What do you think?

Drink Before Battle (Enhancer)
+100 Gold whenever a city following this Path is captured

Alternative:

Drink Before Battle (Enhancer)
+10 Gold whenever a city following this Path attacks

Mechanically unrelated alternative:

That's my Oosquai (Enhancer)
Units regain +5 health and +2 Gold for each city following this Path when pillaging Zemai

Unrelated to Oosquai:

Content Occupiers (Enhancer)
+2 Happiness for each Puppeted city following this Path

This one has the potential to be quite powerful.
hmmm.... I think the first one is interesting, but maybe not powerful enough. Also, it feels an awful lot like "the Fifth." The second is interesting, but perhaps too weird and esoteric - maybe with some tweaking it could be neat.. The third is kind of my favorite, but feels like it would be way too niche-useful (also, mechanically, it feels like a founder). The last one is perhaps the most mechanically useful, but does have the potential to be almost game breaking (especially mid game).

I suppose the first, or the second are the best ways to go. How about:

Drink Before Battle (Enhancer)
+10 Gold and +10 Faith when cities following this Path attack (+25 Gold and +25 Faith if the unit is on a tile with Zemai)

What do you think now? Potentially powerful, but only in niche situations, right? Could adjust the values. The Zemai thing is simply a nod to flavor and possible encouragement for rare situations.

This Custom should include all New Beginnings Era units and onwards, right? I think the original phrasing for the Custom is good:

Zealotry (Renewal)
Use Faith to purchase Era of New Beginnings (and later) land units and Lord Captains.

And we can have Lord Captains have their own unit info that determines what their abilities are.

Good call re Lord Captain vs Lord Captain Commander - I'd forgotten that there was another layer of rank that Lord Captain fulfilled which was separate!

I like the "Capture enemy land units" ability on the Lord Captain - should he turn them into Whitecloaks? Whitecloaks would be relatively weak at the time (because they're effectively earlier on in the tech tree), but you might end up with quite a lot of them. Unfortunately for that approach, large amounts of weak units aren't very effective in CiV.

For Lord Captains vs Lords Captain, I'd like to check the Wheel of Time Companion and see if it clarifies this. I'm traveling at the moment though, so don't have access to it! Let's keep this quote block alive (or I'll edit it when I get home on the 29th and can check, whichever comes first).
first off, agreed about the New Beginnings thing.

For sure, check on Lord Captains vs Lords Captain.

As far as making it turn land units into Whitecloaks, I think that it might be a nice way to prevent these guys from getting way too powerful. But on the other hand, does allowing the creation of Whtiecloaks this way make the earlier belief somewhat less special?

Yep, another pass sounds good. Thanks for putting all of these together!

Looking through the summary, there are some small copy-editing things like remaining (Follower/Enhancer) tags on some Customs. Liturgical Drama is missing " equivalent>". It would be good if the <equivalent> text could be red everywhere.
right. all fixed.

In terms of numbers, we have the fewest Enhancer Customs but we actually have the same number of Enhancer Customs as there are Enhancer Beliefs in BNW. (9) If we add another military one from above, we'll have 10.

Do we want to move any of our existing Founder Customs to be Enhancers? If we go by the general rule of Enhancer Customs helping the Path spread/get stronger, rather than directly provide bonuses, then Council of the Anointed, Deference to the Blood, and Omens are candidates. We don't want to remove all Faith bonuses from the Founder section though. Indoctrination struck me as something that could be an Enhancer Custom, but it feels a bit weak for it, unless X is in the 75%+ range.

I'm not seeing any specific values that I'd like to change or clarify. Any that are left marked as X at the moment seem appropriate for us to fill in when they're playable.
Hmmm, comments on each of these:

Council: this one is tricky, and perhaps should be clarified. It's somewhat weird for you to be getting faith when othe rpeople following your path use Questioners. You're not really supposed to be knowing when that happens, right? Also weird for you to get Faith when opponents use their Questioners on you, right? Is there a way to clarify it so it's only paying off when YOU use Questioners? How about:

Council of the Anointed
+X Faith when you use a Questioner is used on a city following this Path.

Is the "you" kind of weird sounding? In any case, that way you gain benefit only when you're spreading/protecting alignment (whether in your cities or others'). Better, right?

As far as Enchancer vs. Founder, this one I can definitely see fitting well as an Enhancer. Thoughts?

Deference to Blood: This one feels like a Founder custom to me. Simple payoff-based-on-extensive-Path

Omens: This also feels like a Founder, and gives us a nice source of faith.

Indoctrination: I like this one as a Founder, if only because dragonsworn may be more relevant and special in the first parts of the game. Thus making it an Enhancer is somewhat problematic. Also, 75% would be insane. for every unit you kill, you essentially always get a free herald? Wow.

But, keeping it as a founder, should this also include Lawless?


Is there any other systematic stuff we want to cover in this last pass?
looking through.

Still unsure about End of Illusion. If we want to go with an offensive Custom, should we probably make it a Reformation custom? That way it can be a nifty mid-end game strategy, and feels ugly to me. As is, it feels like a Path you'd never want to spread around to your cities (your own). It's offensive to you as well as everybody else. But is that then is made much less problematic in the end game, where you've already probably done your own work. But is it less useful at this point, because mayb eyou've already spread it to other civs as well?

Still pretty unsure about Gai'shain's epic scalability.

As far as the rest and being systematic, what would you suggest? Normally I'd think we could count up how many of each type (yield, effect, etc.) and check balance, but the truth is that we've included the vast majority of the BNW ones, so I feel like that works in an automatic kind of "balance." The extra ones we added don't seem like they'd throw things off too much.

Cool, I'll start putting together a tech framing post while we wrap up all of the above and do our final pass over Paths. We're still planning to do the "initial pass" techs first, right? Get a general idea of the kinds of things we want to achieve in each era and such. Then come back and fill in it and the buildings/units/uniques at the same time.

Before we even do that, there are fundamental questions about tech that have some obvious answers, but we should go over them as well anyway to be sure.

awesome. Yeah, it seems to me that the tech tree will have three phases:

1) come up with the tree itself, tentative flavor/titles for the techs,and placeholders for the actual things contained within those techs (e.g. Spearman 2 or "Aes Sedai upgrade")
2) Come up with the flavor and names for the things within each tech (e.g. Melee unit 4 becomes Blademaster and Science 3 becomes Academy)
3) Come up with stats and mechanics of buildings, units, etc.

I think we could get away with doing only phase 1 at this time. Whether we advance to 2 before doing the Uniques depends on whether we think doing so will help us with the uniques, or actually limit us during that process. Knowing we need Blademaster as a UU or Village Green as a UB might save time, for instance, later.

Other than that, yeah, we need to figure out some big-picture things and fundamental questions, for sure. Whether we preserve the "era-defining techs" (ocean travel, artillery). How we deal with flight and submarines and the end game craziness in general. How we work in our new mechanics (Aes Sedai upgrades, etc.). I'm also really curious how you think we should proceed in actual procedure for developing this thing. I have no idea how to visually lay this all out in a way that is accessible for the forum, and lets us organize our thoughts properly. A list of items like we've been doing may not quite work.

Anyways, until then!
 
Delays, delays! I've been traveling a lot around New Year and so I haven't been able to post, but now I'm back!

Yeah, I had been updating the Policies summaries as we've been doing this, so it should be up to date... scanning it over now, looks like we're good.

Awesome, thanks!

Cool. I agree. Is it fine as a single word, or should we think of a second or third word to pair with it that might make it fit paths better (perhaps at the expense of flavor)? Like, Depository of Secrets (probably sounds too much like flavor we invented)? Hidden Depository? Depository of Curiosities? Clandestine Depository? Inspiring Depository? Grand Depository?

I think just Depository is good - added adjectives make it sound more like a National or World Wonder, which we have the 13th Depository for. (Also, good achievement idea: purchase 13 Depositories.) The buildings made by the Customs are all fairly run-of-the-mill so it's fine that it's quite normal.

hmmm.... I like the idea of the Gleemen one, but I do feel like it not having anything to do with Culture is problematic. Talkative Peddlers I perhaps enjoy even more, but that has a similar problem (not having anything to do with trade).

Is there a reason we can't use Talkative Travelers? Or, something perhaps more in-flavor feeling (though not literally from the flavor, Loose-Tongued Travelers? What do you think?

Talkative Travelers sounds good!

hmmm.... I think the first one is interesting, but maybe not powerful enough. Also, it feels an awful lot like "the Fifth." The second is interesting, but perhaps too weird and esoteric - maybe with some tweaking it could be neat.. The third is kind of my favorite, but feels like it would be way too niche-useful (also, mechanically, it feels like a founder). The last one is perhaps the most mechanically useful, but does have the potential to be almost game breaking (especially mid game).

I suppose the first, or the second are the best ways to go. How about:

Drink Before Battle (Enhancer)
+10 Gold and +10 Faith when cities following this Path attack (+25 Gold and +25 Faith if the unit is on a tile with Zemai)

What do you think now? Potentially powerful, but only in niche situations, right? Could adjust the values. The Zemai thing is simply a nod to flavor and possible encouragement for rare situations.

I like this one, but I feel like we're avoiding the more obvious Follower version of this Custom:

Drink Before Battle (Follower)
+10 Gold and +10 Faith when this city attacks (+25 Gold and +25 Faith if the unit is on a tile with Zemai)

That version makes a bit more sense, but doesn't fill our military gap in Enhancers.

I've also realized that I kind of steered us into "bonuses for doing military things" rather than "bonuses that make military better" in my last post, the latter of which is what we're replacing. We could still use a version of this Custom though!

What about something completely different?

Annotate Tactical Maps (Enhancer)
Units trained in this Path's Home City start with +1 EXP for each city following this Path.

We could also go with "Units trained in cities following this Path" to make it more useful for Wide civs.

For sure, check on Lord Captains vs Lords Captain.

According to page 428 of the Companion, it's Lords Captain!

As far as making it turn land units into Whitecloaks, I think that it might be a nice way to prevent these guys from getting way too powerful. But on the other hand, does allowing the creation of Whtiecloaks this way make the earlier belief somewhat less special?

I think it's ok if Whitecloaks are accessible via two Customs. It means that it's possible for more than one civ to have Whitecloaks in a single game, which makes flavorful sense given the way the Children are structured.

I think capturing enemy units would be fine as well though, seeing as that's what the Privateer does. There isn't much risk of him becoming too powerful since other units get too strong for him to kill later on in the game. I'd be a bit worried about him being too weak if he made Whitecloaks, because Whitecloaks will be an older unit, in tech terms, when this comes into effect. Still, they could be useful cannon fodder and the player doesn't need to train them.

right. all fixed.

Awesome, looks great!

Hmmm, comments on each of these:

Council: this one is tricky, and perhaps should be clarified. It's somewhat weird for you to be getting faith when othe rpeople following your path use Questioners. You're not really supposed to be knowing when that happens, right? Also weird for you to get Faith when opponents use their Questioners on you, right? Is there a way to clarify it so it's only paying off when YOU use Questioners? How about:

Council of the Anointed
+X Faith when you use a Questioner is used on a city following this Path.

Is the "you" kind of weird sounding? In any case, that way you gain benefit only when you're spreading/protecting alignment (whether in your cities or others'). Better, right?

As far as Enchancer vs. Founder, this one I can definitely see fitting well as an Enhancer. Thoughts?

I figured the thing that made this Custom useful and Founder-like was that it gave the founder a bonus whenever any city following this Path was interacted with via Questioner (encouraging the spread of it for the founder). A player shouldn't know when a specific Questioner is used in a specific place, but all this Custom would tell them is "a Questioner has been used on a city following this Path". It might be your own city, it might be a foreign city following this Path, and they have no information about who the Questioner belonged to or which Alignment that Questioner spread.

That all makes me think the original version would be more useful for most players and one of the more enticing "lump sum of yield when a unit does something" Customs.

I agree that it looks like it would fit well as an Enhancer Custom.

Council of the Anointed
+X Faith when a Questioner is used on a city following this Path.

Deference to Blood: This one feels like a Founder custom to me. Simple payoff-based-on-extensive-Path

Omens: This also feels like a Founder, and gives us a nice source of faith.

Sounds good.

Indoctrination: I like this one as a Founder, if only because dragonsworn may be more relevant and special in the first parts of the game. Thus making it an Enhancer is somewhat problematic. Also, 75% would be insane. for every unit you kill, you essentially always get a free herald? Wow.

But, keeping it as a founder, should this also include Lawless?

Keeping this as Founder sounds good then - and yes, including Lawless as well is a good call.

I'm not sure if I'd pick this one if the chance for the Herald is too low because it would be likely to pay out almost nothing for quite some time. As you've said, once the chance gets too high, it becomes pretty crazy. Anyway, this is something for us to work out when we can balance a playable build!

looking through.

Still unsure about End of Illusion. If we want to go with an offensive Custom, should we probably make it a Reformation custom? That way it can be a nifty mid-end game strategy, and feels ugly to me. As is, it feels like a Path you'd never want to spread around to your cities (your own). It's offensive to you as well as everybody else. But is that then is made much less problematic in the end game, where you've already probably done your own work. But is it less useful at this point, because mayb eyou've already spread it to other civs as well?

I think putting it into Reformation will isolate it so that not as many players try it out. And as you've mentioned, it's less mechanically useful when it's already spread to other places. I think it's a good sample for us to test out how offensive Customs feel and whether players respond well to them. If it's all very positive then we can look at adding more Customs like it in the future.

Also, it doesn't damage the civ that chose it, the effect is on foreign cities.

Still pretty unsure about Gai'shain's epic scalability.

This may be a problem, but I'd say we're best off seeing when/if it becomes a problem and to what extent, so we can know how to address it.

As far as the rest and being systematic, what would you suggest? Normally I'd think we could count up how many of each type (yield, effect, etc.) and check balance, but the truth is that we've included the vast majority of the BNW ones, so I feel like that works in an automatic kind of "balance." The extra ones we added don't seem like they'd throw things off too much.

Yeah, we know we don't have fewer than BNW in any category, so there definitely won't be a shortage.

I don't think I have anything else to suggest to change Paths in any big way, or any "kinds of thing" to look for in the Customs we've already got.

awesome. Yeah, it seems to me that the tech tree will have three phases:

1) come up with the tree itself, tentative flavor/titles for the techs,and placeholders for the actual things contained within those techs (e.g. Spearman 2 or "Aes Sedai upgrade")
2) Come up with the flavor and names for the things within each tech (e.g. Melee unit 4 becomes Blademaster and Science 3 becomes Academy)
3) Come up with stats and mechanics of buildings, units, etc.

I think we could get away with doing only phase 1 at this time. Whether we advance to 2 before doing the Uniques depends on whether we think doing so will help us with the uniques, or actually limit us during that process. Knowing we need Blademaster as a UU or Village Green as a UB might save time, for instance, later.

Sounds good - this phase 1 definitely feels like a good place to start. We'll probably want to do phase 2 before uniques, since uniques should be riffs on the existing framework of the base units/buildings.

Ther'es a sort of alpha phase before phase 1 that I'll kick off below this, where we establish the fundamentals of some of the game's progression and the flavor/mechanics of technology as a whole, which you've touched on in the next quote block.

Other than that, yeah, we need to figure out some big-picture things and fundamental questions, for sure. Whether we preserve the "era-defining techs" (ocean travel, artillery). How we deal with flight and submarines and the end game craziness in general. How we work in our new mechanics (Aes Sedai upgrades, etc.). I'm also really curious how you think we should proceed in actual procedure for developing this thing. I have no idea how to visually lay this all out in a way that is accessible for the forum, and lets us organize our thoughts properly. A list of items like we've been doing may not quite work.

Anyways, until then!

Needing a visual representation of this process is a very good point. Everything else that we've designed so far has been flat lists of stuff in categories, but the tech tree is a giant stack of dependencies that are almost impossible to accurately and succinctly represent in writing. It might be worth seeing if we can work with the Visual Tech Tree Editor, which I've been maintaining since lemmy101 and CaptainBinky stopped developing it. I can see how, in theory, we should be able to attach the saved contents of a modified tree to a post (or DropBox it or however we want to transfer the files) and then we could both make modifications in the Editor that represents everything correctly and both be kept updated with either's changes. So we'd have a visual representation of our new tree directly within that application, no need to deal with handwriting xml, deploying a mod for it, or having to endlessly relaunch CiV.

I'm sure we'd find new bugs in the Tech Tree Editor in the process, and me fixing those would make it better for everyone, which is a cool side effect.
 
Technologies

Technology is the backbone of CiV and its structure informs the progression of the entire game. I'm presenting a lot of the below as a fact of "how this system works" because it feels like there's a lot of mechanical implications to how and why it works. Everything is changeable, as long as we're willing to do the work to change it!

Science, the Structure

A few fundamental properties of the Tech Tree and the Science system in general that I imagine will remain relatively fixed, but are worth considering:

  • Civilizations generate Beakers from a variety of sources that contribute toward the Technology they are currently researching.
  • A single Technology requires a certain amount of Beakers in order to be researched, which grants its bonuses/abilities/units/improvements/buildings to the researcher.
  • Technologies become more expensive the more cities a player has and scale drastically in terms of the number of Beakers required for a single tech as one progresses along the tech tree.
  • Technology discoveries are shared between civilizations on a team.
  • A team progresses on to a new Era as soon as they finish researching at least one technology from it.

I figure that while we may rename Beakers, the fundamental underpinning of how the tech tree works and its role of gating the usage of new units/buildings/etc will remain the same.

Technology, as Progression

The discovery of technologies and the various things they unlocks are the driving force for "progression" through a single game of CiV. This intersects with a variety of other topics that we've already adapted to WoTMod.

The Purpose of an Era

A single era in CiV groups together techs that represent an era of real world history. Given the lack of detail about the specific progression of technology in the WoT universe, I imagine that our tech tree will be an adapted "slowed down" version of real world technological advancements, with the bulk of the WoT-specific techs being made up of Power-related/-inspired technologies.

A single era also has a mechanical objective, to permit the civilizations to interact with the world of the game in a new way. There are usually one or two key technologies that permit the player new actions or significantly alter the way the game works. A quick run through of the BNW eras and their usages:

  • Ancient - Unlock all essential Improvements, ranged combat, naval units
  • Classical - Embarkation and the first effective siege units
  • Medieval - Economic/Food expansion
  • Renaissance - Travel over oceans, Espionage
  • Industrial - Archaeology, range 3 siege units
  • Modern - Flight
  • Atomic - Nuclear Weapons
  • Information - Endgame technologies that spur each victory type

Accompanying each era's primary "purpose" is a general progression in all aspects of a civ towards better units, additional buildings, and new abilities.

Several of the BNW era functionalities are easily translatable into WoTMod (everything up to and including Industrial, and Information). Some will be different (range 3 siege units are available earlier?)

Progression for Ancillary Subsystems

There are also several subsystems whose progression is managed by progress through the tech tree:

Resources

  • Strategic resources only become visible when an appropriate technology is unlocked.
    • This seems like a sensible way of allowing players to discover these resources as they go along, becoming visible only when they're useful to the player for the units that consume it.
    • This is also a source of tile yield that becomes available throughout the game, since strategic resources usually generate yields (mostly hammers).
  • Luxury resources are all visible from the beginning of the game.
    • We could leave this the same, since luxuries are a primary decider in the selecting of sites for new cities.
    • We could make luxuries "become visible" via technologies, much like strategics do. This would likely be an early game feature, since players will want to know all of the luxuries relatively early.
  • Improvements are unlocked for Workers to build by researching their corresponding techs.
    • This also seems like a sensible progression for us to keep.
    • It's worth nothing that all non-unique Improvements (except Railroads) are available by the end of the Classical Era in BNW, so that civs aren't sitting on unimproved resources for a significant chunk of the game.

Units

  • Units of a specific unit type can only be purchased/trained once their corresponding technology has been researched.
  • Units belong to an upgrade path, where one unit type can be upgraded to another (at a cost of Gold) once the latter's technology has also been researched.
  • Not all unit upgrade paths run from the beginning to the end of the game, some start early and are dead-ends, others only start later on.
    • We could keep this property of the upgrade paths, it does generally mirror the advancement of warfare in Earth civilization.
    • A lot of players are frustrated by dead-end upgrade paths and we may choose to not have any, if we'd prefer it that way.

The BNW unit upgrade paths are:

  • Warrior -> Swordsman -> Longswordsman -> Musketman -> Rifleman -> Great War Infantry -> Infantry -> Mechanized Infantry
  • Scout -> Archer -> Composite Bowman -> Crossbowman -> Gatling Gun -> Machine Gun -> Bazooka
  • Spearman -> Pikeman -> Lancer -> Anti-Tank Gun -> Helicopter
  • Horseman -> Knight -> Cavalry -> Landship -> Tank -> Modern Armor -> Giant Death Robot
  • Trireme -> Caravel -> Ironclad -> Destroyer
  • Galleass -> Frigate -> Battleship
  • Chariot Archer -> (merges into Knight)
  • Catapult -> Trebuchet -> Cannon -> Artillery -> Rocket Artillery
  • Privateer -> (merges into Destroyer)
  • Anti-Aircraft Gun -> Mobile SAM
  • Great War Bomber -> Bomber -> Stealth Bomber
  • Triplane -> Fighter -> Jet Fighter
  • Aircraft Carrier
  • Submarine -> Nuclear Submarine
  • Paratrooper -> XCOM Squad
  • Atomic Bomb -> Nuclear Missile
  • Missile Cruiser
  • Marine
  • Guided Missile

There is a noticeable adversarial upgrade path starting at Spearman and Horseman. This leads to a slightly nonsensical upgrade from Lancer to Anti-Tank Gun, but means one set of units is always upgraded specifically to counter the other.

The two "primary" upgrade paths start at Warrior and Scout, which are available from the beginning of the game. They represent the obvious melee and ranged combat units of their time.

Buildings

  • Buildings don't have as many strict upgrade paths like units do, though some buildings do require others to already be present in the same city in order to be built.
  • Buildings can be built after an appropriate technology has been researched.

The buildings that do have an "upgrade path" in BNW are listed below:

  • Monument -> Amphitheater -> Opera House -> Museum -> Broadcast Tower
  • Shrine -> Temple
  • Barracks -> Armory -> Military Academy
  • Walls -> Castle -> Arsenal -> Military Base
  • Library -> University -> Public School -> Research Lab
  • Market -> Bank -> Stock Exchange
  • Harbor -> Seaport
  • Colosseum -> Zoo -> Stadium
  • Workshop -> Factory -> Spaceship Factory
  • Constabulary -> Police Station
  • Aqueduct -> Hospital -> Medical Lab

Wonders

  • Like buildings, Wonders become available to be built when a civilization researches the required technology.
  • Wonders do not have "progression" like the other buildables/trainables, and instead are just mechanically relevant to the section of the game in which they become available.

"Abilities"

  • A variety of bespoke effects become available on specific technologies, such as the ability to embark units, boosted yields in certain hexes, and increasing the number of international trade routes a civilization can have.

The full list of these abilities is below:

  • +1 Trade route on Animal Husbandry, Sailing, Engineering, Compass, Banking, Biology, Railroad, Penicillin
  • Embassies unlocked on Writing
  • Embarkation on Optics
  • Bridges over rivers on Engineering
  • +1 Food from Farms with fresh water on Civil Service
  • +1 Gold from Fishing boats and sea trade routes extend farther on Compass
  • Research Agreements on Education
  • Defensive Pacts on Chivalry
  • Faster movement on Roads on Machinery
  • Faster embarked movement and embarked movement over ocean on Astronomy
  • World Congress on Printing Press
  • Camp, Customs House, and Trading Post +1 Gold on Economics
  • Manufactory, Mine, and Quarry +1 Production on Chemistry
  • Academy +2 Science and Lumber Mill +1 Production on Scientific theory
  • Pasture, Plantation, and Farm with no fresh water +1 Food on Fertilizer
  • Faster embarked movement on Steam Power
  • Sea trade route range extended on Refrigeration
  • Land trade route range extended on Combustion
  • Academy +2 Science on Atomic Theory
  • Reveal the map on Satellites
  • Double Tourism output from The Internet
  • Get +1 Delegate in the World Congress for each Diplomat in a foreign capital on Globalization

Quite a few of these contribute to a general "progression" of the mechanics that exist within the game, making improvements generate more yield as the game goes on. Several provide entirely new abilities (Embarkation, Embassies, Research Agreements).

We are likely to need most if not all of these in some form, and of course we can introduce new ones that do anything we want.

I don't see a systematic way in which these abilities link together, they are generally structured to achieve the mechanical objectives of a given amount of progression through the game.

Options for us like this include "slowing down" the progress of embarkation and access to other continents, by moving Embarkation and Ocean Embarkation to later techs. Seafaring is not nearly as big a thing in WoT as it is/was on Earth, and we could slow down discovery of other continents to compensate. That may have significant mechanical knock-ons, but it's an example of a systematic kind of change we could make.

Anything else?

I've refrained from going into specific suggestions for new techs/units/buildings here so that we can first establish we like the way the tech system is laid out and come up with some plans for how we want to approach generating new techs systematically.

The BNW tech tree strikes me as something that is definitely a give-and-take merger between mechanical usefulness (Lancer upgrades into Anti-Tank Gun) and flavorful consistency (Optics unlocks Embarkation, Chivalry unlocks Defensive Pacts). I would suspect that Firaxis was only ever able to arrive at this version of the BNW tech tree through many, many iterations, rather than designed as is up front.

This makes me think that we want to isolate the systematic parts of the tech tree that we need, take pointers from the structure of the BNW tree, and "throw everything at the wall" in a general "this might work" kind of structure, in order to see where the issues crop up by playing.

Another useful thing to go through would be ideas from the books that inspire WoT-specific technologies.

Relevant to that, here's a list of techs that I put into the mod way back when I was working on this by myself. They're not all WoT-specific. I'm not suggesting we keep any of these, but their flavor may be useful:

Fire
The Pattern
Stone Tools
Fishing
Weaving
Foraging
Thatch
Patched Cloak
The One Power
Angreal
Ter'angreal
Sa'angreal
A'dam
Cuendillar
Traveling
Fireworks
Saidar
Saidin
Slate Roofs
Streith
Fancloth
Linking
Channeling Circles
Stasis Boxes
Glowbulbs
The Prophecy of the Dragon
The Legend of the Horn
Wells
Dreaming
Transcendence
Bronze Smithing
Iron Smithing
Quarrying
Hull Construction
Tactical Formations
Sextant
Chain of Command
Strategic theory
Military Logistics
Siege Mechanics
Legendary Artifacts
Cavalry Lines
Trading Policies
Sisterhood
Royal Decree
Fleet Logistics
Gentling
Political Theory
Exchange Rates
 
I think just Depository is good - added adjectives make it sound more like a National or World Wonder, which we have the 13th Depository for. (Also, good achievement idea: purchase 13 Depositories.) The buildings made by the Customs are all fairly run-of-the-mill so it's fine that it's quite normal.
brain wave! I had the same exact idea for an achievement an hour or so before reading this post.

also, is there a place we should dump achievement ideas? I do recall one or too other ones coming up before (that I've since forgotten)...

agreed: re: Suppository.

Talkative Travelers sounds good!
sure. I kind of prefer Loose-Tongued to Talkative, since the alliteration feels a little silly, but it's not a problem.

Also, Travelers means two things in WoT: i.e. gateways and Jain Farstrider. Not a problem here, right?

I like this one, but I feel like we're avoiding the more obvious Follower version of this Custom:

Drink Before Battle (Follower)
+10 Gold and +10 Faith when this city attacks (+25 Gold and +25 Faith if the unit is on a tile with Zemai)

That version makes a bit more sense, but doesn't fill our military gap in Enhancers.
ok, agreed:

Drink Before Battle (Follower)
+10 Gold and +10 Faith when this city attacks (+25 Gold and +25 Faith if the unit is on a tile with Zemai) @settled)

I've also realized that I kind of steered us into "bonuses for doing military things" rather than "bonuses that make military better" in my last post, the latter of which is what we're replacing. We could still use a version of this Custom though!

What about something completely different?

Annotate Tactical Maps (Enhancer)
Units trained in this Path's Home City start with +1 EXP for each city following this Path.

We could also go with "Units trained in cities following this Path" to make it more useful for Wide civs.
First off, I think the flavor is a little clinical sounding and could be loosened up a bit.

Also, this one strikes me as a Founder custom. I don't think any of the enhancers are "get X for Y number of Cities following this path", and in general, they're more global rather than so city-based. For those reasons, I find this one problematic.

Also, I'm a bit wary of an experience bonus that stacks as hugely as this would, regardless if it's in the capitol only or not. See my previous whining when we were discussing Governors for the Why of this. So, I'm not in love with this one, and don't think we need it.

That said, we do need something, right! Thinking of experience, what if we did something like this:

Battle Lore (Enhancer)
Units gain +X EXP per kill near cities following this Path.

I think we could get away with X being rather small. And I know this one theoretically gets massive like the one above, but that is, at least, through player action and victories (and a civ can't just pump out level 5 units so easily, say).

What say you, atreyu?

According to page 428 of the Companion, it's Lords Captain!
Done, then!

Also, how is the Companion? I keep meaning to buy it, but I keep seeing a lot of negative reviews on it, so I'm hesitant. I'm mid-way through reading "A World of Ice and Fire," which I find great, so all the negative relative comparisons have me unsure if it's worth it. Part of me figures it would be, if only for the mod, but if it isn't well organized and as exhaustive as the wikis, it may not be. Thoughts?

I think it's ok if Whitecloaks are accessible via two Customs. It means that it's possible for more than one civ to have Whitecloaks in a single game, which makes flavorful sense given the way the Children are structured.

I think capturing enemy units would be fine as well though, seeing as that's what the Privateer does. There isn't much risk of him becoming too powerful since other units get too strong for him to kill later on in the game. I'd be a bit worried about him being too weak if he made Whitecloaks, because Whitecloaks will be an older unit, in tech terms, when this comes into effect. Still, they could be useful cannon fodder and the player doesn't need to train them.
This all makes me think we're better off making it capture units, like the Privy. We can always whitecloak it later, if we want.

I figured the thing that made this Custom useful and Founder-like was that it gave the founder a bonus whenever any city following this Path was interacted with via Questioner (encouraging the spread of it for the founder). A player shouldn't know when a specific Questioner is used in a specific place, but all this Custom would tell them is "a Questioner has been used on a city following this Path". It might be your own city, it might be a foreign city following this Path, and they have no information about who the Questioner belonged to or which Alignment that Questioner spread.

That all makes me think the original version would be more useful for most players and one of the more enticing "lump sum of yield when a unit does something" Customs.

I agree that it looks like it would fit well as an Enhancer Custom.

Council of the Anointed
+X Faith when a Questioner is used on a city following this Path.
Fine to making this Enhancer, surely.

OK, I'm willing to go with this referring to all Questioners, though I have some reservations. We'll have to test it and see how it goes.

Keeping this as Founder sounds good then - and yes, including Lawless as well is a good call.

I'm not sure if I'd pick this one if the chance for the Herald is too low because it would be likely to pay out almost nothing for quite some time. As you've said, once the chance gets too high, it becomes pretty crazy. Anyway, this is something for us to work out when we can balance a playable build!
all done and agreed.

I think putting it into Reformation will isolate it so that not as many players try it out. And as you've mentioned, it's less mechanically useful when it's already spread to other places. I think it's a good sample for us to test out how offensive Customs feel and whether players respond well to them. If it's all very positive then we can look at adding more Customs like it in the future.

Also, it doesn't damage the civ that chose it, the effect is on foreign cities.
Yeah, I'm sorry, but with the foreign-only aspect, I'm definitely not for the addition of this Custom.

It seems to me, especially with that aspect, that it "sticks out" in two very distinctive ways - 1) it's negative in its effect, and 2) it only applies to the Follower. That last one, in particular, doesn't seem to follow (pardon the pun) with the spirit of how Paths work, and, specifically, how Follower Customs work.

In general, follower customs don't seem to be the place you'd put something "offensive." The whole point of Follower customs seems to be to provide some benefit for that religion's existence in cities (when you aren't the founder). Also, the whole "when this path first spreads there" thing is not in keeping with how Follower customs work. That seems really unfair, as that's a mechanic tied to *founder* customs. Basically, all you have to do is use one missionary to spread this to each city one time, and they're screwed, even if the "defending city" produces a Visionary or Truthspeaker immediately to clean it up. Follower customs are all turn-by-turn things (not counting the faith buildings, once they're purchased, though their purchase is only *available* when the path is present in the city), not "one offs". Can you imagine a follower custom that was the opposite of this: "'defending' city gains 100 gold when a path first spreads there" - that would be quite weird.

An offensive custom, almost by mechanical definition, seems like it would need to be a Founder or Enhancer custom. But as those only affect the founder, they're offensive in the sense of making the founder better, not in the sense of making the follower worse. But even then, that's just a matter of perspective: a 20% combat bonus for a founder (Warrior's Cadin'sor) is equivalent to a -20% for the follower.

Regarding the second aspect I protest, if we want a negative effect custom, I think it would need to be something that affects you and your opponents - so you'd have to balance spreading the path to your own cities as a means to spread it elsewhere, against the negative effects. But since I don't think that feels fun and feels like something people would want to do, I also don't see it as something people will pick, and thus not something we need to put in the mod.

So, yeah, I currently vote no. You should too, I think.


Sounds good - this phase 1 definitely feels like a good place to start. We'll probably want to do phase 2 before uniques, since uniques should be riffs on the existing framework of the base units/buildings.
makes sense, for sure.

Ther'es a sort of alpha phase before phase 1 that I'll kick off below this, where we establish the fundamentals of some of the game's progression and the flavor/mechanics of technology as a whole, which you've touched on in the next quote block.
yeah, you're right!

Needing a visual representation of this process is a very good point. Everything else that we've designed so far has been flat lists of stuff in categories, but the tech tree is a giant stack of dependencies that are almost impossible to accurately and succinctly represent in writing. It might be worth seeing if we can work with the Visual Tech Tree Editor, which I've been maintaining since lemmy101 and CaptainBinky stopped developing it. I can see how, in theory, we should be able to attach the saved contents of a modified tree to a post (or DropBox it or however we want to transfer the files) and then we could both make modifications in the Editor that represents everything correctly and both be kept updated with either's changes. So we'd have a visual representation of our new tree directly within that application, no need to deal with handwriting xml, deploying a mod for it, or having to endlessly relaunch CiV.

I'm sure we'd find new bugs in the Tech Tree Editor in the process, and me fixing those would make it better for everyone, which is a cool side effect.
cool, well it should come as no surprise that I have no idea how any of this works. That said, since I'm developing a mod, I probably need to learn... I'm currently out of town, but will be able to install it and check it all out upon return - I'll leave it to you to assemble the first draft, though!
 
Cool! Thanks for doing this.

Science, the Structure

A few fundamental properties of the Tech Tree and the Science system in general that I imagine will remain relatively fixed, but are worth considering:

  • Civilizations generate Beakers from a variety of sources that contribute toward the Technology they are currently researching.
  • A single Technology requires a certain amount of Beakers in order to be researched, which grants its bonuses/abilities/units/improvements/buildings to the researcher.
  • Technologies become more expensive the more cities a player has and scale drastically in terms of the number of Beakers required for a single tech as one progresses along the tech tree.
  • Technology discoveries are shared between civilizations on a team.
  • A team progresses on to a new Era as soon as they finish researching at least one technology from it.

I figure that while we may rename Beakers, the fundamental underpinning of how the tech tree works and its role of gating the usage of new units/buildings/etc will remain the same.
Renaming Beakers probably goes hand-in-hand with renaming Science to Knowledge, which we have considered. However, is beakers actually ever used in-game, as a term? I suppose the more important consideration is whether we change the icon, which we don't need to worry about for now, I think.

In any case, yes, I enjoy how the tech system is in civ, and don't see a need to change it.

Technology, as Progression

The discovery of technologies and the various things they unlocks are the driving force for "progression" through a single game of CiV. This intersects with a variety of other topics that we've already adapted to WoTMod.

The Purpose of an Era

A single era in CiV groups together techs that represent an era of real world history. Given the lack of detail about the specific progression of technology in the WoT universe, I imagine that our tech tree will be an adapted "slowed down" version of real world technological advancements, with the bulk of the WoT-specific techs being made up of Power-related/-inspired technologies.

A single era also has a mechanical objective, to permit the civilizations to interact with the world of the game in a new way. There are usually one or two key technologies that permit the player new actions or significantly alter the way the game works. A quick run through of the BNW eras and their usages:

  • Ancient - Unlock all essential Improvements, ranged combat, naval units
  • Classical - Embarkation and the first effective siege units
  • Medieval - Economic/Food expansion
  • Renaissance - Travel over oceans, Espionage
  • Industrial - Archaeology, range 3 siege units
  • Modern - Flight
  • Atomic - Nuclear Weapons
  • Information - Endgame technologies that spur each victory type

Accompanying each era's primary "purpose" is a general progression in all aspects of a civ towards better units, additional buildings, and new abilities.

Several of the BNW era functionalities are easily translatable into WoTMod (everything up to and including Industrial, and Information). Some will be different (range 3 siege units are available earlier?)

I think most of these are pretty translatable. The problem, as you note, occurs when we are in the Modern-Atomic analogues. How we handle this will likely be a pretty big chunk of our discussion.

I'm sure this will come up below in more detail, but for now suffice it to say that I think we should be comfortable in treating each of these things independently and moving them if we need to (e.g. moving the timeline for 3-range siege units), but will probably need to do some sort of equal-and-opposite corresponding move to make the game still function predictably.

As to the Siege units in particular, which somewhat extrapolates on the issue above in general, I don't think moving them earlier is the right idea. For one, we will see a general lack of cool new things to add in the late game, since we won't have modern units and flight and such (or will we?), so moving them *later* might actually be the better option. Furthermore, the Dragon - a cannon or artillery - is a very late game tech, probably not available until the Modern era (equiv) at the earliest. The power of these things might be said to be analogous to the artillery, relatively speaking. From a flavor perspective, also, the Dragon is memorable, and makes sense occupying an "oh sweet, finally!" moment in the players' brain (which, say, Rocket Artillery, aren't really).

That said, we are under no obligation to be literal here - the 3-range unit could easily just be some kind of cool trebuchet or something, with the dragon being analogous to rocket artillery or something. In that case, we could still preserve the 3-siege functionality as being in the Industrial (equiv).

In the spirit of the things you listed below, the ones I think we should examine on an individual level are:

Improvement unlocks
Embarkation
Ocean Travel
Espionage
Archaeology
Range-3 Siege
Flight
Nuclear Weapons

The other things, to me, are easier to move around and such. Note that I'm not suggesting we actually move the unlock-era of these things - most of them we can probably keep. Also note that I think we should probably consider these things while we consider the whole bunch of other things ( the ancillary mechanics below, etc.). I'm just putting them in list form here for easier extraction.

Progression for Ancillary Subsystems

There are also several subsystems whose progression is managed by progress through the tech tree:

Resources

  • Strategic resources only become visible when an appropriate technology is unlocked.
    • This seems like a sensible way of allowing players to discover these resources as they go along, becoming visible only when they're useful to the player for the units that consume it.
    • This is also a source of tile yield that becomes available throughout the game, since strategic resources usually generate yields (mostly hammers).
  • Luxury resources are all visible from the beginning of the game.
    • We could leave this the same, since luxuries are a primary decider in the selecting of sites for new cities.
    • We could make luxuries "become visible" via technologies, much like strategics do. This would likely be an early game feature, since players will want to know all of the luxuries relatively early.
  • Improvements are unlocked for Workers to build by researching their corresponding techs.
    • This also seems like a sensible progression for us to keep.
    • It's worth nothing that all non-unique Improvements (except Railroads) are available by the end of the Classical Era in BNW, so that civs aren't sitting on unimproved resources for a significant chunk of the game.
Regarding strategics, I think we can feel comfortable in keeping this more or less the same, mechanically, though it's possible we might have to fudge a few things in order to make the flavor make sense. Our strategics can actually serve as a sort of guide for us in doing the tech tree in general - Iron as a resource unlocks later than it does in BNW (equivalent to Coal, I think?), which should inform the entire tech tree, at least to a certain extent.

Regarding luxuries, I think I'd probably be most in favor of also leaving this system alone. Not knowing good city-sites at the onset of the game greatly changes how the game works. While I suppose we could have them unlock pretty earlier (e.g. eras 1-2), I'm not sure that will work on a flavor sense - if Iron doesn't unlock until era 5, how would you unlock Alum before then?

That said, I could understand us unlocking some Bonus resources via tech tree, since we've added a couple. Not important or essential (or even necessarily good), though.

Regarding Improvements, I think on a mechanical perspective, I agree and we should keep them relatively early in their unlocks. If we elect for Unique Improvements (to be discussed later), they can of course operate differently, if need be.

However, we may find that we run into some flavor-issues in improvements. It appears that we'll be doing a fair bit of "tech stretching" to match the flavor, and make the overall tech-level of the world in its final phase be comparable to, say, the late renaissance or early industrial (at the very latest). This is exemplified by Iron appearing late, and Cannons appearing late.

This might prove a bit of a challenge with improvements. If we're adopting things like "Fire" and such as early game techs, it isn't really realistic for "Mining" or even the previously-researched "Agriculture" to be so early in the game.

Of course, we do have the option of "downgrading" the actual literal flavor of each improvement, so as to flavorsplain it. Like, a Mine isn't actually a mine, it's some more primitive version of a mine. Of course, that then means that we'd never have mines (though they could be buildings or something). Kind of strange.

Looking at the improvements one-by-one:

Farm - this one may be problematic.
Mine - similarly potentially problematic
Fort - probably not problematic
Lumber Mill - this one is probably flavorsplainable
Trading Post - probably also flavorsplainable
Roads - this one could be problematic
Railroads - no idea if this will make it into the game as it is in BNW
Fishing Boats - might need to be "downgraded" to something similar but more primitive
Camp - maybe downgradable, probably fine
Pasture - probably fine
Plantation - this one is probably flavorsplainable
Offshore Platform - tied to strategic resources - just adapt based on whatever the resource is
Oil Well - same as above
Quarry - problematic in the same sense as the Mine

Units

  • Units of a specific unit type can only be purchased/trained once their corresponding technology has been researched.
  • Units belong to an upgrade path, where one unit type can be upgraded to another (at a cost of Gold) once the latter's technology has also been researched.
  • Not all unit upgrade paths run from the beginning to the end of the game, some start early and are dead-ends, others only start later on.
    • We could keep this property of the upgrade paths, it does generally mirror the advancement of warfare in Earth civilization.
    • A lot of players are frustrated by dead-end upgrade paths and we may choose to not have any, if we'd prefer it that way.
I think these systems mostly work fine and can be preserved.

I think the truth is that the upgrade path dead ends may somewhat disappear, to some degree, in our mod, due to the fact that we don't have as many epic tech-leaps. If we wanted to eliminate them, it'd probably be pretty easy to do.

The BNW unit upgrade paths are:

  • Warrior -> Swordsman -> Longswordsman -> Musketman -> Rifleman -> Great War Infantry -> Infantry -> Mechanized Infantry
  • Scout -> Archer -> Composite Bowman -> Crossbowman -> Gatling Gun -> Machine Gun -> Bazooka
  • Spearman -> Pikeman -> Lancer -> Anti-Tank Gun -> Helicopter
  • Horseman -> Knight -> Cavalry -> Landship -> Tank -> Modern Armor -> Giant Death Robot
  • Trireme -> Caravel -> Ironclad -> Destroyer
  • Galleass -> Frigate -> Battleship
  • Chariot Archer -> (merges into Knight)
  • Catapult -> Trebuchet -> Cannon -> Artillery -> Rocket Artillery
  • Privateer -> (merges into Destroyer)
  • Anti-Aircraft Gun -> Mobile SAM
  • Great War Bomber -> Bomber -> Stealth Bomber
  • Triplane -> Fighter -> Jet Fighter
  • Aircraft Carrier
  • Submarine -> Nuclear Submarine
  • Paratrooper -> XCOM Squad
  • Atomic Bomb -> Nuclear Missile
  • Missile Cruiser
  • Marine
  • Guided Missile

There is a noticeable adversarial upgrade path starting at Spearman and Horseman. This leads to a slightly nonsensical upgrade from Lancer to Anti-Tank Gun, but means one set of units is always upgraded specifically to counter the other.

The two "primary" upgrade paths start at Warrior and Scout, which are available from the beginning of the game. They represent the obvious melee and ranged combat units of their time.

Interesting. I'll point out here that, as far as I know, the Scout isn't *really* in the ranged upgrade path. True, goodie huts will upgrade them to archers, but you can't actually manually spend gold in order to upgrade them. I recall a long time ago you vouching for the creation of a mid-game scout replacement, and I could be in favor of that. But working them into the actual Archer line, I'm not as much in favor of.

As far as the rest of it, I think it'll most be a matter of "Stretching" things so that, say, Musketman -> Infantry are still melee units, with only that last fancy one being likely to be a gun unit. The same is true with the other categories. Finding sufficient flavor for this might be a challenge, but I think it will be doable, especially if allow ourselves some stuff that isn't strictly from the books (e.g. "footman" "broadswordsman" and such stuff).

Of course, what we do with some of that late-game stuff (Aircraft carriers, the aircraft, subs, etc.) is another matter entirely.

Buildings

  • Buildings don't have as many strict upgrade paths like units do, though some buildings do require others to already be present in the same city in order to be built.
  • Buildings can be built after an appropriate technology has been researched.

The buildings that do have an "upgrade path" in BNW are listed below:

  • Monument -> Amphitheater -> Opera House -> Museum -> Broadcast Tower
  • Shrine -> Temple
  • Barracks -> Armory -> Military Academy
  • Walls -> Castle -> Arsenal -> Military Base
  • Library -> University -> Public School -> Research Lab
  • Market -> Bank -> Stock Exchange
  • Harbor -> Seaport
  • Colosseum -> Zoo -> Stadium
  • Workshop -> Factory -> Spaceship Factory
  • Constabulary -> Police Station
  • Aqueduct -> Hospital -> Medical Lab
I'm fine with the way things work with Buildings. We're definitely going to have to flavorstretch some of this, though, obviously. Actually, all of it. But, in the case of buildings, that shouldn't be so hard. An aqueduct could easily be a granary, and a granary could probably be something more primordial or abstract.

Wonders

  • Like buildings, Wonders become available to be built when a civilization researches the required technology.
  • Wonders do not have "progression" like the other buildables/trainables, and instead are just mechanically relevant to the section of the game in which they become available.
Fine with the wonder system to work similarly.

I have a feeling that in the first 2 phases of this tech tree, we're going to leave the wonders alone, and will probably do a fair amount of shuffling later. At some point, we'll need to tackle the overall distribution of wonders (BNW, for instance, has those places where the wonders sort of disappear, and those spots (Acoustics, Radio) where a bunch pop up) and see how much of that we want to preserve.

"Abilities"

  • A variety of bespoke effects become available on specific technologies, such as the ability to embark units, boosted yields in certain hexes, and increasing the number of international trade routes a civilization can have.

The full list of these abilities is below:

  • +1 Trade route on Animal Husbandry, Sailing, Engineering, Compass, Banking, Biology, Railroad, Penicillin
  • Embassies unlocked on Writing
  • Embarkation on Optics
  • Bridges over rivers on Engineering
  • +1 Food from Farms with fresh water on Civil Service
  • +1 Gold from Fishing boats and sea trade routes extend farther on Compass
  • Research Agreements on Education
  • Defensive Pacts on Chivalry
  • Faster movement on Roads on Machinery
  • Faster embarked movement and embarked movement over ocean on Astronomy
  • World Congress on Printing Press
  • Camp, Customs House, and Trading Post +1 Gold on Economics
  • Manufactory, Mine, and Quarry +1 Production on Chemistry
  • Academy +2 Science and Lumber Mill +1 Production on Scientific theory
  • Pasture, Plantation, and Farm with no fresh water +1 Food on Fertilizer
  • Faster embarked movement on Steam Power
  • Sea trade route range extended on Refrigeration
  • Land trade route range extended on Combustion
  • Academy +2 Science on Atomic Theory
  • Reveal the map on Satellites
  • Double Tourism output from The Internet
  • Get +1 Delegate in the World Congress for each Diplomat in a foreign capital on Globalization

Quite a few of these contribute to a general "progression" of the mechanics that exist within the game, making improvements generate more yield as the game goes on. Several provide entirely new abilities (Embarkation, Embassies, Research Agreements).

We are likely to need most if not all of these in some form, and of course we can introduce new ones that do anything we want.

I don't see a systematic way in which these abilities link together, they are generally structured to achieve the mechanical objectives of a given amount of progression through the game.

Options for us like this include "slowing down" the progress of embarkation and access to other continents, by moving Embarkation and Ocean Embarkation to later techs. Seafaring is not nearly as big a thing in WoT as it is/was on Earth, and we could slow down discovery of other continents to compensate. That may have significant mechanical knock-ons, but it's an example of a systematic kind of change we could make.

I think, in general, We'll probably be preserving the placement of these, citing the If It Aint Broke Law of modding. That said, again, we're going to need to do a fair amount of flavor stretching to make it work. But as most of these are highly abstract, it shouldn't be difficult to do (a +1 trade route could some from "mapmaking" or any number of things. Some specific comments:

  • Embassies - these may or may not work as named, based on whether we move writing to later (and whether we think writing is essential to the notion of an embassy)
  • Embarkation - I think this one serves a pretty important in-game function, and I'd feel pretty uncomfortable moving it much later. If we absolutely felt we had to, we could gimp its early game functionality (reduce movement rate or something), and then unlock normal embarkation later. I think the notion of Embarkation at all could be flavorsplained in many more primitive ways that just embarkation, though.
  • Bridges - not sure. This one might be somewhat flavor-problematic.
  • Ocean Travel - this one may be problematic, but the truth is I think we need it where it is. The obvious reason is for the game-mechanics need of it, but the other is for flavor: the Renaissance (when this unlocks) lines up in our game with the Era of Consolidation, which is when Luthair goes to Seanchan and conquers it. Thus, ocean travel. Now, again, we could gimp ocean travel (cut movement, etc.) until a later date, if we felt we needed to.
  • Research Agreements , Defensive Pacts, World Congress, map reveal, etc. - these ones all feel like they'd be pretty explainable via other flavor.

Anything else?

I've refrained from going into specific suggestions for new techs/units/buildings here so that we can first establish we like the way the tech system is laid out and come up with some plans for how we want to approach generating new techs systematically.

The BNW tech tree strikes me as something that is definitely a give-and-take merger between mechanical usefulness (Lancer upgrades into Anti-Tank Gun) and flavorful consistency (Optics unlocks Embarkation, Chivalry unlocks Defensive Pacts). I would suspect that Firaxis was only ever able to arrive at this version of the BNW tech tree through many, many iterations, rather than designed as is up front.

This makes me think that we want to isolate the systematic parts of the tech tree that we need, take pointers from the structure of the BNW tree, and "throw everything at the wall" in a general "this might work" kind of structure, in order to see where the issues crop up by playing.
agreed. That seems like a pretty good approach. I think our mod is going to require a lot of flavor stretching, so we aren't going to be able to make it very realistic - let's set up the game mechanics best we can, and then make the flavor work. (there may be some exceptions to this, though).

Another useful thing to go through would be ideas from the books that inspire WoT-specific technologies.

Relevant to that, here's a list of techs that I put into the mod way back when I was working on this by myself. They're not all WoT-specific. I'm not suggesting we keep any of these, but their flavor may be useful:

cool, my comments are below. In general, I think we need to decide "where" our civs start. Is this a stone-age kind of thing (Fire, etc.)? If so, then starting with Agriculture and Farms doesn't quite make sense. I think this isn't DURING the breaking (no rogue saidin users running amok), but AFTER it. Is civilization completely gone at that point? We're "settling" "cities," though, so there must be something there.

I figure we'll probably start a little bit before BNW, but not waaay before.

Fire - this one could work as a good first tech, but doesn't help us unlock farms, so might be too far back.
The Pattern - this is useful for any of our channeling-related abilities/upgrades/units. I figure this might not be super early, though
Stone Tools - similar issue to fire, but probably fine.
Fishing - probably great.
Weaving - do you mean "of baskets" or "of the power". The first is kind of a proto-pottery, the latter in the channeling chain.
Foraging - probably a workable early tech - perhaps a replacement for Agriculture (though doesn't explain farms). too early?
Thatch - could be good
Patched Cloak - kind of random
The One Power - right. of course
Angreal - good
Ter'angreal - good
Sa'angreal - good
A'dam - not sure about this one. Might not be a universal thing. If so, super late game.
Cuendillar - probably a late game tech
Traveling - definitely late game
Fireworks - is this what they call them? A good unlock for guild of illuminators
Saidar - interesting, may or may not make sense as a tech
Saidin - same as above
Slate Roofs - ok? no comment
Streith - googling... oh, hmmm... should this be a tech?
Fancloth - same as above
Linking - yes, if we choose to have this ability, it needs to be placed appropriately. If not, this can be a generic channeler-upgrade point.
Channeling Circles - seems sort of same as above.
Stasis Boxes - interesting. Didn't we put this flavor elsewhere? A Thread?
Glowbulbs - uber late game
The Prophecy of the Dragon - hmmm, probably fine.
The Legend of the Horn - interesting. As a tech?
Wells - well, if it unlocks Wells!
Dreaming - tied to unlocking of certain GP buildings, I suppose? or T'a'r abilities?
Transcendence - In this case, that refers to...?
Bronze Smithing - yes, definitely
Iron Smithing - yep
Quarrying - right
Hull Construction - ok
Tactical Formations - probably good
Sextant - yeah, a good idea, I think
Chain of Command - interesting. not bad
Strategic theory - some of these are somewhat similar
Military Logistics - same
Siege Mechanics - I think we'd probably rather have a "physical" or more general thing stand in here, e.g. the thing that literally lets you build the siege engines
Legendary Artifacts - perhaps too general
Cavalry Lines - interesting. Don't quite know what you refer to here
Trading Policies - ok
Sisterhood - like sisters or Sisters?
Royal Decree - maybe a better policy?
Fleet Logistics - kind of specific
Gentling - in some sense, yes, we'll need this
Political Theory - maybe another name is out there
Exchange Rates - probably a bit esoteric...

There's also:

New Mechanics

We need to figure out how our new mechanics interact with the tech tree. Some of these are obvious, but should be put down here. I'm quickly scanning the summaries for our tech unlocks. The following things should be considered.

Channeler Upgrade Paths
Aes Sedai Upgrade Paths
Warder Upgrade Paths
Mythic Sites unlock (seals and the horn)
Reveal Location of remaining seals (4th age)
Unlock of "test authenticity of seal" research
Gating of special Projects for Dragon Peace (light civs)
Alignment Buildings
Auto-meet of White Tower
Unlock of Black Tower (i.e. Asha'man)
Healing of Gentling (if available)
Unlock of Cleanse Saidin Project
Traveling
Linking (if not always available)
Unlock of Envoys and Innovations for Science Victory
Unlock of Sites of Power (Relics)
Unlock of Bloodknives
GP Buildings associated with new LPs
Unlocking of T'a'r Projections
Unlocking of Governors?
Specific timing of major in-game events (TW, High King, LB)

anything else?

The truth is, all of the above will go a long way towards "filling" the space required by stretching or techs so much.
 
brain wave! I had the same exact idea for an achievement an hour or so before reading this post.

Great minds think alike!

also, is there a place we should dump achievement ideas? I do recall one or too other ones coming up before (that I've since forgotten)...

Good point! I've created an achievement section in the Misc summary and recorded the ones I've found from the rest of the thread. (Searching for the word "achievement" in the backup file.)

I've marked some of them in red because they originate from discussions that predate the finalization of some of the systems they interact with, or I wasn't sure if they were possible anymore given the mechanics we've decided.

agreed: re: Suppository.

I don't have a good follow up joke aside from that this made me laugh! This may be an autocorrect thing if you're still typing on an iPad!

sure. I kind of prefer Loose-Tongued to Talkative, since the alliteration feels a little silly, but it's not a problem.

Also, Travelers means two things in WoT: i.e. gateways and Jain Farstrider. Not a problem here, right?

I quite like the alliteration, it makes it quite light-hearted.

Yeah, that similarity isn't a problem. I think most fans will gravitate toward Jain for this, since people who use gateways aren't usually called Travelers, it's just Traveling.

First off, I think the flavor is a little clinical sounding and could be loosened up a bit.

Also, this one strikes me as a Founder custom. I don't think any of the enhancers are "get X for Y number of Cities following this path", and in general, they're more global rather than so city-based. For those reasons, I find this one problematic.

Also, I'm a bit wary of an experience bonus that stacks as hugely as this would, regardless if it's in the capitol only or not. See my previous whining when we were discussing Governors for the Why of this. So, I'm not in love with this one, and don't think we need it.

That said, we do need something, right! Thinking of experience, what if we did something like this:

Battle Lore (Enhancer)
Units gain +X EXP per kill near cities following this Path.

I think we could get away with X being rather small. And I know this one theoretically gets massive like the one above, but that is, at least, through player action and victories (and a civ can't just pump out level 5 units so easily, say).

What say you, atreyu?

Sounds good!

Battle Lore (Enhancer)
Units gain +X EXP per kill near cities following this Path. @settled

Done, then!

Also, how is the Companion? I keep meaning to buy it, but I keep seeing a lot of negative reviews on it, so I'm hesitant. I'm mid-way through reading "A World of Ice and Fire," which I find great, so all the negative relative comparisons have me unsure if it's worth it. Part of me figures it would be, if only for the mod, but if it isn't well organized and as exhaustive as the wikis, it may not be. Thoughts?

The Companion has been quite useful for WoTMod, but it's not something I would ever read from beginning to end like a novel. It's structured like an encyclopedia, everything in an alphabetized list of entries containing varying amounts of information. Some of them are big (the Aiel family one is more than a page), but most are only a paragraph or so.

It does seem to have some unique information in it that isn't necessarily present in the books or World of the Wheel of Time and some of it is taken directly from Robert Jordan's notes (written by him, in his narrative voice), but it's definitely not a narrative overall, just a reference.

This all makes me think we're better off making it capture units, like the Privy. We can always whitecloak it later, if we want.

Sounds good!

Yeah, I'm sorry, but with the foreign-only aspect, I'm definitely not for the addition of this Custom.

It seems to me, especially with that aspect, that it "sticks out" in two very distinctive ways - 1) it's negative in its effect, and 2) it only applies to the Follower. That last one, in particular, doesn't seem to follow (pardon the pun) with the spirit of how Paths work, and, specifically, how Follower Customs work.

In general, follower customs don't seem to be the place you'd put something "offensive." The whole point of Follower customs seems to be to provide some benefit for that religion's existence in cities (when you aren't the founder). Also, the whole "when this path first spreads there" thing is not in keeping with how Follower customs work. That seems really unfair, as that's a mechanic tied to *founder* customs. Basically, all you have to do is use one missionary to spread this to each city one time, and they're screwed, even if the "defending city" produces a Visionary or Truthspeaker immediately to clean it up. Follower customs are all turn-by-turn things (not counting the faith buildings, once they're purchased, though their purchase is only *available* when the path is present in the city), not "one offs". Can you imagine a follower custom that was the opposite of this: "'defending' city gains 100 gold when a path first spreads there" - that would be quite weird.

An offensive custom, almost by mechanical definition, seems like it would need to be a Founder or Enhancer custom. But as those only affect the founder, they're offensive in the sense of making the founder better, not in the sense of making the follower worse. But even then, that's just a matter of perspective: a 20% combat bonus for a founder (Warrior's Cadin'sor) is equivalent to a -20% for the follower.

Regarding the second aspect I protest, if we want a negative effect custom, I think it would need to be something that affects you and your opponents - so you'd have to balance spreading the path to your own cities as a means to spread it elsewhere, against the negative effects. But since I don't think that feels fun and feels like something people would want to do, I also don't see it as something people will pick, and thus not something we need to put in the mod.

So, yeah, I currently vote no. You should too, I think.

But it is a Founder Custom (which is where our first-time-spread precedent of Initiation Rites comes from), so it doesn't deprive foreign cities of the bonus they would normally get from Follower Customs. It also means that the player who takes the Custom for their Path won't have a Founder bonus that helps them directly, so it's a tactical trade-off for them.

Regarding the second part, about affecting both yourself and your opponents, I agree that if it did affect the founding player as well then it's not something anyone would pick, which is why I suggested foreign cities originally.

I really think this is something that could be interesting to try. It's not a big system investment, it's just a single Custom that we can use to evaluate these kinds of offense-based Customs. It intersects well with the flavor it describes and would be super easy to remove if we don't like it. If it works well and players like using Customs this way, then we can add more, and have a unique variant of Customs that sets WoTMod's Paths apart from BNW's Religions.

cool, well it should come as no surprise that I have no idea how any of this works. That said, since I'm developing a mod, I probably need to learn... I'm currently out of town, but will be able to install it and check it all out upon return - I'll leave it to you to assemble the first draft, though!

No worries! We might need to do a bit of back and forth to get it launching for you since you're not set up for authoring mods already. You've probably seen that I've added a few new files to the WoTMod DropBox! I've created an uber simple tech tree sample in there for us to get started sharing changes.

So, setting up:

You'll need to install the CiV SDK from Steam (mostly the beginning of that post) and then run ModBuddy (part of the SDK, also described in that post). It will prompt you for your Civ V path (I think that's what it calls it), which you should fill in (path to your CiV install directory, usually: "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V" without the quotes). Then you can close ModBuddy.

Next run Nexus (also part of the SDK), which should ask you for an asset path. That's the Assets directory inside your Civ V directory, like so: "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\Assets" (without quotes again).

Once that's done you'll need to download the Tech Tree Editor. Extract that zip (to anywhere you'd like, though probably its own folder since there are several files in it) and run IndieStoneTechEditor.exe (no viruses, I compiled this myself!).

The Editor should pop up and load the base game info from your CiV install directory. (This might take a bit of time, maybe 30 seconds-ish.)

Then you should be greeted by the BNW tech tree! But that's not the tree we want. If you go to "File -> Load...", then you'll get a file picker. Navigate to the DropBox folder and load the WoTMod.ismod file.

And then bam! You should have a new tech tree with a grand total of 2 techs on it: Fire and Stone Tools. (To which I have assigned the Great Musician and Great Engineer respectively, just for kicks.) Stone Tools should depend on Fire.

Then you can make any changes in the Editor and when you're done (try something like adding a new tech by double clicking an empty slot, you can change the name by clicking on the name). When you want to save it, go to "File -> Export...", hit the "..." button and select the WoTMod.ismod again. It will ask you to confirm overwriting each of the xml files (say yes, don't worry about losing work for now, and DropBox does keep some history). It will ask about each file individually, I've realized I need to add a "Yes to all"!

And then DropBox should take care of getting the updated files back to me. :D

I'm sure it won't go all that swimmingly first time through, but that's the general workflow that looks like it should work. I figure we can refer back to it from our posts (or keep two copies, one for each of us, and update it with suggestions as we go, so either of us can refer to it). Or even just posting screenshots.

This is, of course, once we get to the actual creating of techs part, but that looks like it might be quick enough since we don't seem to be changing much about the mechanical underpinnings of how techs work.
 
sorry to cut in line, as I know you hadn't yet responded re: techs, but I had a few moments to close out this sub-thread!

Good point! I've created an achievement section in the Misc summary and recorded the ones I've found from the rest of the thread. (Searching for the word "achievement" in the backup file.)

I've marked some of them in red because they originate from discussions that predate the finalization of some of the systems they interact with, or I wasn't sure if they were possible anymore given the mechanics we've decided.
nice! Definitely a couple of these may not work anymore. But we can work on that later.

I don't have a good follow up joke aside from that this made me laugh! This may be an autocorrect thing if you're still typing on an iPad!
oh, yeah... it was.... autocorrect... that's right...

I quite like the alliteration, it makes it quite light-hearted.

Yeah, that similarity isn't a problem. I think most fans will gravitate toward Jain for this, since people who use gateways aren't usually called Travelers, it's just Traveling.
alright! all sounds good!

The Companion has been quite useful for WoTMod, but it's not something I would ever read from beginning to end like a novel. It's structured like an encyclopedia, everything in an alphabetized list of entries containing varying amounts of information. Some of them are big (the Aiel family one is more than a page), but most are only a paragraph or so.

It does seem to have some unique information in it that isn't necessarily present in the books or World of the Wheel of Time and some of it is taken directly from Robert Jordan's notes (written by him, in his narrative voice), but it's definitely not a narrative overall, just a reference.
ok! I should probably pick up a copy then!

But it is a Founder Custom (which is where our first-time-spread precedent of Initiation Rites comes from), so it doesn't deprive foreign cities of the bonus they would normally get from Follower Customs. It also means that the player who takes the Custom for their Path won't have a Founder bonus that helps them directly, so it's a tactical trade-off for them.

Regarding the second part, about affecting both yourself and your opponents, I agree that if it did affect the founding player as well then it's not something anyone would pick, which is why I suggested foreign cities originally.

I really think this is something that could be interesting to try. It's not a big system investment, it's just a single Custom that we can use to evaluate these kinds of offense-based Customs. It intersects well with the flavor it describes and would be super easy to remove if we don't like it. If it works well and players like using Customs this way, then we can add more, and have a unique variant of Customs that sets WoTMod's Paths apart from BNW's Religions.
ah, you're obviously right about the founder aspect. I guess I got turned around in thinking it was a follower because it affects the followers....

In any case, I concede! We'll try it. Still feels weird enough that it'd make more sense as an Enhancer to me, but again, we'll try it!

No worries! We might need to do a bit of back and forth to get it launching for you since you're not set up for authoring mods already. You've probably seen that I've added a few new files to the WoTMod DropBox! I've created an uber simple tech tree sample in there for us to get started sharing changes.

So, setting up:

You'll need to install the CiV SDK from Steam (mostly the beginning of that post) and then run ModBuddy (part of the SDK, also described in that post). It will prompt you for your Civ V path (I think that's what it calls it), which you should fill in (path to your CiV install directory, usually: "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V" without the quotes). Then you can close ModBuddy.

Next run Nexus (also part of the SDK), which should ask you for an asset path. That's the Assets directory inside your Civ V directory, like so: "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\Assets" (without quotes again).

Once that's done you'll need to download the Tech Tree Editor. Extract that zip (to anywhere you'd like, though probably its own folder since there are several files in it) and run IndieStoneTechEditor.exe (no viruses, I compiled this myself!).

The Editor should pop up and load the base game info from your CiV install directory. (This might take a bit of time, maybe 30 seconds-ish.)

Then you should be greeted by the BNW tech tree! But that's not the tree we want. If you go to "File -> Load...", then you'll get a file picker. Navigate to the DropBox folder and load the WoTMod.ismod file.

And then bam! You should have a new tech tree with a grand total of 2 techs on it: Fire and Stone Tools. (To which I have assigned the Great Musician and Great Engineer respectively, just for kicks.) Stone Tools should depend on Fire.

Then you can make any changes in the Editor and when you're done (try something like adding a new tech by double clicking an empty slot, you can change the name by clicking on the name). When you want to save it, go to "File -> Export...", hit the "..." button and select the WoTMod.ismod again. It will ask you to confirm overwriting each of the xml files (say yes, don't worry about losing work for now, and DropBox does keep some history). It will ask about each file individually, I've realized I need to add a "Yes to all"!

And then DropBox should take care of getting the updated files back to me. :D

I'm sure it won't go all that swimmingly first time through, but that's the general workflow that looks like it should work. I figure we can refer back to it from our posts (or keep two copies, one for each of us, and update it with suggestions as we go, so either of us can refer to it). Or even just posting screenshots.

This is, of course, once we get to the actual creating of techs part, but that looks like it might be quick enough since we don't seem to be changing much about the mechanical underpinnings of how techs work.
ok, great! Still out of town, but will try all this upon my return and re-quote if I have issues or have any specific comments.
 
sorry to cut in line, as I know you hadn't yet responded re: techs, but I had a few moments to close out this sub-thread!

No worries, it's good to finish up this part of the thread!

ah, you're obviously right about the founder aspect. I guess I got turned around in thinking it was a follower because it affects the followers....

In any case, I concede! We'll try it. Still feels weird enough that it'd make more sense as an Enhancer to me, but again, we'll try it!

Enhancer could work as well. That would be a good way of delaying it a bit if we found it was too punishing really early on but otherwise balanced.

ok, great! Still out of town, but will try all this upon my return and re-quote if I have issues or have any specific comments.

Sounds good!

Related to being away, I'm going to be away this weekend, so my next post will be on Monday.
 
Renaming Beakers probably goes hand-in-hand with renaming Science to Knowledge, which we have considered. However, is beakers actually ever used in-game, as a term? I suppose the more important consideration is whether we change the icon, which we don't need to worry about for now, I think.

I don't think Beakers is ever actually used in game, same with Hammers (always just called Production), I think it's only ever referred to as Research. Yeah, we can come back to the icon.

In any case, yes, I enjoy how the tech system is in civ, and don't see a need to change it.

This is a very good point and applies to a lot of what I put in my previous post. It's worth us clarifying these things, but it seems like we're generally quite happy with the mechanisms that underpin the tech system. We're going to swap out the techs and all the things they unlock, but the fundamental way players generate research, put it towards techs, and then unlock those techs for their effects will remain much the same. This lets us cruise through a whole design phase where we spent a ton of time on stuff like the LB where we needed to make all of the systematic decisions and then the actual content generation decisions (like making specific Ajah abilities and Customs).

Of course, the tech tree makes up for that gain by being stupendously complicated and of great importance to how CiV works!

I think most of these are pretty translatable. The problem, as you note, occurs when we are in the Modern-Atomic analogues. How we handle this will likely be a pretty big chunk of our discussion.

I'm sure this will come up below in more detail, but for now suffice it to say that I think we should be comfortable in treating each of these things independently and moving them if we need to (e.g. moving the timeline for 3-range siege units), but will probably need to do some sort of equal-and-opposite corresponding move to make the game still function predictably.

As to the Siege units in particular, which somewhat extrapolates on the issue above in general, I don't think moving them earlier is the right idea. For one, we will see a general lack of cool new things to add in the late game, since we won't have modern units and flight and such (or will we?), so moving them *later* might actually be the better option. Furthermore, the Dragon - a cannon or artillery - is a very late game tech, probably not available until the Modern era (equiv) at the earliest. The power of these things might be said to be analogous to the artillery, relatively speaking. From a flavor perspective, also, the Dragon is memorable, and makes sense occupying an "oh sweet, finally!" moment in the players' brain (which, say, Rocket Artillery, aren't really).

That said, we are under no obligation to be literal here - the 3-range unit could easily just be some kind of cool trebuchet or something, with the dragon being analogous to rocket artillery or something. In that case, we could still preserve the 3-siege functionality as being in the Industrial (equiv).

Totally agree - we want each era to have something that the player shoots for, that unlocking it changes how they are able to act within the game in a way that keeps things fresh, since games of CiV take so long!

Regarding flight, I think there's a specific discussion we could have about that which could affect our choices here. What do we think of making raken and their variants something that's available to everyone and having them take a similar-but-not-as-strong role as aircraft?

I see a few ups and downs to that approach. One is that we get to use the aircraft mechanics from CiV, which are a part of continuing the unit mechanical strength progression throughout the game. 3-range siege units is a major coup because they now outrange cities, which is usually what does a lot of damage to siege units. (We could separate range 3 and indirect fire to eke more progression out of the system though!) But delaying them to all the way at the end of the tree risks the player becoming bored with sieging being the same for 80% of the game. Aircraft provides another level of siege and offense/defense flexibility that allows the game to progress past that 3 range siege unit.

The downside is that raken are definitively Seanchan flavor, and nobody else. I can definitely see players feeling like we're cheapening that flavor and just twisting it because it semi fits into the CiV aircraft role that we wanted to fill, rather than coming up with a wholly different way of addressing that progression problem that's more consistent with WoT. I imagine there's probably some way to have channelers change mid-game so that they could fulfill that role somehow. (Something like a new ability on a specific tech could do it.)

Alternatively, it may be possible to make that flavor dissonance more palatable if we can source usage of raken-like creatures from Aviendha's visions of the future and any other post-LB warfare. If we make those creatures generally available, then the raken can be available for just the Seanchan, and at an earlier point in the tree. That makes the flavor situation more palatable, but I still feel like we could do something quite different here.

It's worth noting that a common complaint from players is that late game wars take forever because planes fly unspeakably slowly. You could say that this is a simple matter of speeding up those animations (though I quite enjoy the cinematic affect of the slowness), but we wouldn't necessarily be buried under negative feedback if we took out aircraft, as long as there's something appropriate to replace them.


There's a thought that I'm trying to find somewhere to put, but can't quite find the right quote block, so I'll just drop it here.

Firaxis have done an excellent job of ensuring that the flavor from their techs and the things they unlock are well matched up. I've been inspecting the tech tree a lot in the last few days and I'm continually impressed by how well they've combined mechanics and flavor. (I love that Calendar unlocks Stonehenge and Plantations.) However, there are definitely some associations that require one or two logical steps from the tech to make sense (Refrigeration gives you a new trade route - presumably because refrigerated goods can be transported farther more effectively), so we can afford to have those kinds of associations that aren't necessarily immediate "this makes this unlockable thing" relationships. There are also a few where Firaxis have clearly needed somewhere to put something (Pottery unlocks Shrines, Civil Service unlocks Pikeman, Replaceable Parts unlocks the Statue of Liberty, Biology reveals Oil). So at a last gasp, we can drop things into places that are tenuous or even unrelated, if we've exhausted our other options.

Also, quite a few techs make sense when considered with the things they unlock, but when compared to one another, we only distinguish them mechanically. What's the real difference between Construction, Engineering, and Architecture? They have different connotations, but do describe very similar things and are in vastly different places on the tech tree.

In the spirit of the things you listed below, the ones I think we should examine on an individual level are:

Improvement unlocks
Embarkation
Ocean Travel
Espionage
Archaeology
Range-3 Siege
Flight
Nuclear Weapons

The other things, to me, are easier to move around and such. Note that I'm not suggesting we actually move the unlock-era of these things - most of them we can probably keep. Also note that I think we should probably consider these things while we consider the whole bunch of other things ( the ancillary mechanics below, etc.). I'm just putting them in list form here for easier extraction.

Do you mean that we should make sure we address all of these Era-defining topics here or only as a part of our discussions below? I think I've sort of started the Flight discussion a few quote blocks above this one, but otherwise we could split out the rest from here.

Regarding strategics, I think we can feel comfortable in keeping this more or less the same, mechanically, though it's possible we might have to fudge a few things in order to make the flavor make sense. Our strategics can actually serve as a sort of guide for us in doing the tech tree in general - Iron as a resource unlocks later than it does in BNW (equivalent to Coal, I think?), which should inform the entire tech tree, at least to a certain extent.

Agreed, the mechanical way Strategics unlock seems sensible to keep to me too. I don't think the stretching will be too much of a problem - as long as everything flavorfully stretches appropriately but still fulfills the mechanical needs, we should be good.

Regarding luxuries, I think I'd probably be most in favor of also leaving this system alone. Not knowing good city-sites at the onset of the game greatly changes how the game works. While I suppose we could have them unlock pretty earlier (e.g. eras 1-2), I'm not sure that will work on a flavor sense - if Iron doesn't unlock until era 5, how would you unlock Alum before then?

Yeah, I'm thinking the same. While we could make the Luxuries unlockable like the Strategics, it has a lot of knock-ons and there's no particular reason to make that change - nothing from the WoT canon really suggests Luxuries should be that way.

I think the flavor dissonance still exists if we leave the system alone, mainly because it exists in BNW. I'm fairly sure humanity was aware of Iron and its uses before some of those Luxuries, but the mechanics required that be ignored. So I don't think that dissonance is really a problem, since players will accept it on account of it being a Luxury, rather than necessarily needing it to be accurate. However, you're right that moving it to an unlockable situation would make this dissonance much more noticeable.

That said, I could understand us unlocking some Bonus resources via tech tree, since we've added a couple. Not important or essential (or even necessarily good), though.

Similar to Luxuries, while we could do this, I think it would create complications. Bonus resources provide a base yield boost even before they're improved that help a lot of first cities, the absence of which could slow down the early game. And there's no specific WoT flavor that spurs us to make them unlockable, right?

Regarding Improvements, I think on a mechanical perspective, I agree and we should keep them relatively early in their unlocks. If we elect for Unique Improvements (to be discussed later), they can of course operate differently, if need be.

Sounds good. I made an error here last time though - the Trading Post is unlocked way up at Guilds, so they're not all era 1-2! (And there's the Oil Well, but that's for a specific Strategic, so it makes more sense.) This is likely because Trading Posts are often used to fill in open space where other Improvements can't be built, since they're buildable on more hexes.

However, we may find that we run into some flavor-issues in improvements. It appears that we'll be doing a fair bit of "tech stretching" to match the flavor, and make the overall tech-level of the world in its final phase be comparable to, say, the late renaissance or early industrial (at the very latest). This is exemplified by Iron appearing late, and Cannons appearing late.

This might prove a bit of a challenge with improvements. If we're adopting things like "Fire" and such as early game techs, it isn't really realistic for "Mining" or even the previously-researched "Agriculture" to be so early in the game.

Of course, we do have the option of "downgrading" the actual literal flavor of each improvement, so as to flavorsplain it. Like, a Mine isn't actually a mine, it's some more primitive version of a mine. Of course, that then means that we'd never have mines (though they could be buildings or something). Kind of strange.

Downgrading the flavor of the improvements could definitely work and was my gut reaction to this problem. Depending on what our replacements are, we might need new artwork, which is a bit challenging since new Improvements models are a rare thing. (They're possible - particularly reskins - but not many have been made.)

It's definitely possible for us to have some "next step" links between the earlier techs and Mines or Farms though. We could be super "these have something to do with each other" and put Farms on a Foraging tech, even though that sort of doesn't make sense.

Looking at the improvements one-by-one:

Farm - this one may be problematic.
Mine - similarly potentially problematic
Fort - probably not problematic
Lumber Mill - this one is probably flavorsplainable
Trading Post - probably also flavorsplainable
Roads - this one could be problematic
Railroads - no idea if this will make it into the game as it is in BNW
Fishing Boats - might need to be "downgraded" to something similar but more primitive
Camp - maybe downgradable, probably fine
Pasture - probably fine
Plantation - this one is probably flavorsplainable
Offshore Platform - tied to strategic resources - just adapt based on whatever the resource is
Oil Well - same as above
Quarry - problematic in the same sense as the Mine

Roads I think we can work with. Even if we downgrade Roads to Paths (no wait... Trails? Pathways? Tracks?) and Railroads to Roads (or Cobbles) - the WoT world definitely has dirt roads for traveling merchants and stone-laid roads within larger cities and such.

Farms and Mines could be downgraded, but the cool thing about those Improvements is that they continue to be relevant over time, even in Earth's Modern Era. Things like "Berry Gatherers" or such stop making sense even in WoT-verse by era 3 or 4.

I think these systems mostly work fine and can be preserved.

I think the truth is that the upgrade path dead ends may somewhat disappear, to some degree, in our mod, due to the fact that we don't have as many epic tech-leaps. If we wanted to eliminate them, it'd probably be pretty easy to do.

Agreed, the way units upgrade and such all looks good to me - we're just going to swap out the actual units.

Also agreed re eliminating dead ends, we have less fundamental shifts in warfare to deal with in WoT than humans did on Earth, so we don't have to join upgrade paths between mechanized units and their predecessors!

Interesting. I'll point out here that, as far as I know, the Scout isn't *really* in the ranged upgrade path. True, goodie huts will upgrade them to archers, but you can't actually manually spend gold in order to upgrade them. I recall a long time ago you vouching for the creation of a mid-game scout replacement, and I could be in favor of that. But working them into the actual Archer line, I'm not as much in favor of.

Originally I had the Scout separate and I thought about calling out that it couldn't be upgraded by Gold, but I figured it made the diagram simpler. I completely agree, having a separate Scout tree (doesn't have to be very long, maybe 2 or 3 units, including the Scout itself) makes a lot more sense. I get the sense that the Archer is there just so that the "ruins upgrade" had something to do when a Scout explored it.

As far as the rest of it, I think it'll most be a matter of "Stretching" things so that, say, Musketman -> Infantry are still melee units, with only that last fancy one being likely to be a gun unit. The same is true with the other categories. Finding sufficient flavor for this might be a challenge, but I think it will be doable, especially if allow ourselves some stuff that isn't strictly from the books (e.g. "footman" "broadswordsman" and such stuff).

Of course, what we do with some of that late-game stuff (Aircraft carriers, the aircraft, subs, etc.) is another matter entirely.

Totally agree, we're filling in all of the bland "normal" soldiers that existed in the WoT universe, so they may are unlikely to have been called out by name in the books. If some of the books' flavor lines up with specifics (Asha'man, Blademaster) then awesome, but Footman and the like will definitely have its place.

I'm fine with the way things work with Buildings. We're definitely going to have to flavorstretch some of this, though, obviously. Actually, all of it. But, in the case of buildings, that shouldn't be so hard. An aqueduct could easily be a granary, and a granary could probably be something more primordial or abstract.

Agreed, like the units, this is all of the bland, everyday stuff that wouldn't necessarily be called out by name in the books. The important part is that it feels like a part of the WoT canon for the flavor.

And agreed, the way buildings work sounds good to keep.

Fine with the wonder system to work similarly.

I have a feeling that in the first 2 phases of this tech tree, we're going to leave the wonders alone, and will probably do a fair amount of shuffling later. At some point, we'll need to tackle the overall distribution of wonders (BNW, for instance, has those places where the wonders sort of disappear, and those spots (Acoustics, Radio) where a bunch pop up) and see how much of that we want to preserve.

Agreed. Some of the Wonders will probably naturally slot with techs that we decide on elsewhere, others not as much.

I think, in general, We'll probably be preserving the placement of these, citing the If It Aint Broke Law of modding. That said, again, we're going to need to do a fair amount of flavor stretching to make it work. But as most of these are highly abstract, it shouldn't be difficult to do (a +1 trade route could some from "mapmaking" or any number of things. Some specific comments:

I think these are a bit more flexible than the units/buildings stuff because they're abstract mechanical effects, so anything that we can use to justify the effects will be fine, even if it's unrelated to the original flavor.

Embassies - these may or may not work as named, based on whether we move writing to later (and whether we think writing is essential to the notion of an embassy)

I've always thought that Embassy is a very modern term given how early in the game this unlocks.

Embarkation - I think this one serves a pretty important in-game function, and I'd feel pretty uncomfortable moving it much later. If we absolutely felt we had to, we could gimp its early game functionality (reduce movement rate or something), and then unlock normal embarkation later. I think the notion of Embarkation at all could be flavorsplained in many more primitive ways that just embarkation, though.

I think the effects of Embarkation will be fine in the same kind of place as it is in BNW. We'll probably just want to change the word Embark to something a bit more fantasy - "Set Sail" or something of the like.

Bridges - not sure. This one might be somewhat flavor-problematic.

We could have a ferry-like thing like Taren Ferry?

Ocean Travel - this one may be problematic, but the truth is I think we need it where it is. The obvious reason is for the game-mechanics need of it, but the other is for flavor: the Renaissance (when this unlocks) lines up in our game with the Era of Consolidation, which is when Luthair goes to Seanchan and conquers it. Thus, ocean travel. Now, again, we could gimp ocean travel (cut movement, etc.) until a later date, if we felt we needed to.

I think it's fine leaving Ocean Travel where it is, especially since it fits so well with the Luthair flavor. And otherwise we end up affecting when the Compact can be started (since that requires meeting all players, which means someone must cross the ocean, if the map has an ocean).

The more I think about the "stretching" above, the more I think the tech tree should have more defining the One Power techs for the period of time that maps to Modern-Atomic. We can have big, splashy, WoT-y mechanics at this point. However, it sort of conflicts with the flavor of channeling's deterioration in the time leading up to the books.

Research Agreements , Defensive Pacts, World Congress, map reveal, etc. - these ones all feel like they'd be pretty explainable via other flavor.

Agreed (map reveal is presumably on Traveling or some such?). We'll probably want to rename Research Agreements, since that's quite a modern term.

agreed. That seems like a pretty good approach. I think our mod is going to require a lot of flavor stretching, so we aren't going to be able to make it very realistic - let's set up the game mechanics best we can, and then make the flavor work. (there may be some exceptions to this, though).

Agreed!

cool, my comments are below. In general, I think we need to decide "where" our civs start. Is this a stone-age kind of thing (Fire, etc.)? If so, then starting with Agriculture and Farms doesn't quite make sense. I think this isn't DURING the breaking (no rogue saidin users running amok), but AFTER it. Is civilization completely gone at that point? We're "settling" "cities," though, so there must be something there.

I figure we'll probably start a little bit before BNW, but not waaay before.

It's worth briefly considering Pazyryk's Éa mod and its changes that meant players weren't founding cities at the beginning of the game. I haven't played it, but it's my understanding that players start off as sort of proto-civilizations and only after achieving certain things do they become a civ like we would recognize them from BNW, with abilities and such.

This has the potential to be relatively complicated, and I don't think we'd want the "evolve from proto-civilizations into full civs in-game" approach, but the idea that early game "cities" aren't actually cities could be interesting and would let us have a more primitive set up period.

In terms of where we are flavor-wise, I'd agree that we're shortly after the Breaking has ended. So there are no powerful mad channelers ripping continents apart anymore, but the Breaking has destroyed civilization and people need to relearn everything from the very basics.

Fire - this one could work as a good first tech, but doesn't help us unlock farms, so might be too far back.

I think it evokes a very nice image as a first tech - though that probably means most players won't see it! I couldn't tell you how long I'd been playing CiV before I realized Agriculture was on the tree.

The Pattern - this is useful for any of our channeling-related abilities/upgrades/units. I figure this might not be super early, though

I actually figured this would be fairly early, one of the first channeling-related anything since it's more about people's understanding of the world as a tapestry. Like second row in Ancient or first Classical kind of region. Maybe even the first row after the starter tech in Ancient. But it all depends on what it unlocks.

Weaving - do you mean "of baskets" or "of the power". The first is kind of a proto-pottery, the latter in the channeling chain.

This one is interesting - I thought it could be quite cool for the tech to mean both. It could be something economic/food related and the first channeler upgrade point, or possibly the unlock for the Wilder.

Foraging - probably a workable early tech - perhaps a replacement for Agriculture (though doesn't explain farms). too early?

It is quite early, like Fire, but you've caught exactly the right flavor. I figured this would be the first column food-related tech if Fire was the opener.

Patched Cloak - kind of random

This was back when I figured Gleemen would be normal units, so it probably isn't relevant anymore.

The One Power - right. of course

I figured this could be our "meet the Tower" point.

A'dam - not sure about this one. Might not be a universal thing. If so, super late game.

Agreed, late-game if it is at all a tech.

Cuendillar - probably a late game tech

This was also when I figured Cuendillar would be a strategic resource analogous to Uranium, so this would be the unlock tech for it. Still relevant as a tech for other purposes though!

Traveling - definitely late game

Very much so, aircraft kind of time.

Fireworks - is this what they call them? A good unlock for guild of illuminators

Yeah, that's what they're referred to as in the Companion in the Illuminators' entry. Totally agreed, that's exactly what I figured this tech would do.

Saidar - interesting, may or may not make sense as a tech
Saidin - same as above

Saidar could be an alternate entrypoint for the Wilder, or possibly a later tech that unlocks the Kin. I figured Saidin would be useful as an unlock point for a male channeling unit, so probably Asha'men and the Black Tower.

Slate Roofs - ok? no comment

There are lots of Slate Roofs in WoT! It's mentioned in passing very often during the books, which I figured was significant enough to warrant inclusion for somewhere close to the start of the game (Classical era kind of place).

Streith - googling... oh, hmmm... should this be a tech?
Fancloth - same as above

Possibly not for Streith, it's a bit Age of Legends-y, but I did think it was fairly recognizable. You mentioned having to Google it here, but Graendal specifically calls out being happy about finding some.

Fancloth is what Warders' cloaks are made out of, so it makes a good Warder upgrade point as well as some possible economic/military stuff (sneaky units that would benefit from such material).

Linking - yes, if we choose to have this ability, it needs to be placed appropriately. If not, this can be a generic channeler-upgrade point.

I think after we rethought Linking to be a one-time single-turn boost for the channelers involved, rather than a complex movement system, that it makes a lot of sense to include given how important it is in the books. And exactly as you've said, this was intended to be a point for that ability to be unlocked, as well as potentially other channeler upgrades.

Channeling Circles - seems sort of same as above.

Only in the same way as Construction, Architecture, and Engineering, I'd say. Linking is the process of making a connection between channelers, but this could be seen as the co-ordinating of several channelers into a cohesive Circle with more members. (Especially given the rules regarding how a Circle can add more channelers.) It could be an adjacent or even a bit later tech that acts as another channeler upgrade point.

Stasis Boxes - interesting. Didn't we put this flavor elsewhere? A Thread?

We did, I believe these replace Ancient Ruins! But I'm not sure if that detail is in a summary anywhere. We've also got a Stasis Box graphic called out in the Misc summary for the Angreal Cache resource. This probably shouldn't be a tech as well.

Glowbulbs - uber late game

Definitely, endgame stuff.

The Legend of the Horn - interesting. As a tech?

Yeah, I figured it could unlock the Hunter unit and the project associated with the Horn.

Wells - well, if it unlocks Wells!

Well, well, well, you've got it!

Dreaming - tied to unlocking of certain GP buildings, I suppose? or T'a'r abilities?

Or both!

Transcendence - In this case, that refers to...?

No idea. This is also a tech in SiegeMod, I may have just had that flavor in mind at the time.

Sextant - yeah, a good idea, I think

I figured this would be the embarking tech!

Chain of Command - interesting. not bad
Strategic theory - some of these are somewhat similar
Military Logistics - same

They definitely are, I think it lines up with general military stuff like Combined Arms and Military Science that describe generic military tactics, when we might not necessarily have specifics for them. Players will be able to distinguish them by the stuff (like units/buildings) that they unlock. One thing I found after my first pass before was that I didn't have many military-specific non-channeling techs to hang units off.
 
Siege Mechanics - I think we'd probably rather have a "physical" or more general thing stand in here, e.g. the thing that literally lets you build the siege engines

I think I know what you mean, what would the words be that describes it? Siege Workshops? I figured Mechanics described more about the general theory of how siege engines worked (Mechanics refers to the physics of it, not people). Most things that make siege engines are non-siege specific, right? Flavor-wise, like lumber mills for trebuchets, quarries for stones for catapults/trebuchets, and foundries for cannons.

Legendary Artifacts - perhaps too general

I remember adding this one because there was a kind of "culture hole" in era 2/3 that this slotted into.

Cavalry Lines - interesting. Don't quite know what you refer to here

Nothing in particular aside from needing something to hang mounted units off of!

Sisterhood - like sisters or Sisters?

The latter, this was when I thought Aes Sedai would be units on the Tree, but that's been long left behind. This could possibly unlock the "send Novices" stuff (which possibly shouldn't be available immediately upon meeting the Tower?) and some other Tower-related stuff.

Royal Decree - maybe a better policy?

Agreed.

Fleet Logistics - kind of specific

I found I needed some kind of upgrading tech that could explain more powerful ships in era 4/5.

Gentling - in some sense, yes, we'll need this

Given that all Sisters have this ability to start with (unless this unlocks it?) then it might not be as relevant. (When Aes Sedai were on the Tree, I figured they wouldn't be able to Gentle until the player researched this tech.)

Political Theory - maybe another name is out there

I don't remember what the intention was with this one!

Exchange Rates - probably a bit esoteric...

I figured it made a good economic tech, especially when the conversion rates between the various countries' currencies were called out a few times during the books, all to do with their relative weights and the metals they were minted from.

Related to all of my comments above, I've exported the tech tree that I worked on previously into the DropBox, which you should be able to load up in a similar way to my instructions from my last post. Just load "prototype.ismod" from the "Old Prototype Tree" folder instead of the "WoTMod.ismod" one in the folder above. Being able to see them all arrayed in visual helps with capturing the intent of what they do (some even have placeholder named buildings, and all of the icons are just placeholders taken from units/buildings in the base game - the names are what distinguish them, available via right click). A bunch of it is obsolete now - all of the resources are in the wrong places and Gleemen and Aes Sedai are on the Tree, for example. It's also super incomplete - it ends at Industrial - so needs some serious stretching!

In general, since I didn't have the era schedule that we've decided on now, I was going for a tech tree that was more dense (more techs per era) but shorter (fewer eras) in order to keep a similar-ish tech count to BNW without making as much technological progress. We're taking a different tack that will mean the positioning and usefulness of a lot of these techs will have changed a lot.

New Mechanics

We need to figure out how our new mechanics interact with the tech tree. Some of these are obvious, but should be put down here. I'm quickly scanning the summaries for our tech unlocks. The following things should be considered.

I'm commenting on some general strategies for these mechanics below, but did you want us to start suggesting specifics new techs that could link up with these mechanics at this stage?

Channeler Upgrade Paths
Aes Sedai Upgrade Paths
Warder Upgrade Paths

These upgrades are interesting. I can see a few approaches to this. We could have Aes Sedai and Warders get stronger automatically - some function of how many techs the player has researched or which era they're in. So as the game progresses they just "keep up" automatically.

Alternatively, we could have it called out specifically on certain techs (sort of like how trade routes get better as the game goes on). So "Aes Sedai get stronger" would be one of those sunburst icon things on several techs. (Along with others for Warders and other channelers) This would certainly give us room to make several more power-relevant techs and does feel like it fits in with the way CiV manages thing that improve over the course of the game. It also makes the improvement of these units something that's a tactical decision on the part of the player - they can beeline those technologies if they want to get those upgrades as fast as possible.

Mythic Sites unlock (seals and the horn)
Reveal Location of remaining seals (4th age)
Unlock of "test authenticity of seal" research

Should the authenticity research thing and the Mythic Sites unlock be on the same tech? We can force civs to have a time where they need to keep their Seals safe by making the former later on in the Tree, which could be interesting, provided there's enough time left in the game for that to work.

Revealing the remaining Seals should be on a last-column tech, I'd say (like The Internet or Globalization) since it's used to tip a player directly towards the LB victory.

Gating of special Projects for Dragon Peace (light civs)

We'll want to put these unlocks in the latter half of the Era of the Dragon (era 8) so that most civs will only just be getting to them when the LB starts.

Alignment Buildings

Yep, one or two of these scattered throughout the game would be good - the first one probably in the era 3/4 kind of time?

Auto-meet of White Tower

I figure this could be quite early - end of era 1 or in era 2. See my suggestion above as well.

Unlock of Black Tower (i.e. Asha'man)

Suitably late game, in era 7/8 probably.

Healing of Gentling (if available)

I can see this as something that's unlocked by a tech or it just being an ability on Sisters all the time. Do you have a preference?

Unlock of Cleanse Saidin Project

Flavor wise this should be era 8 (Era of the Dragon). It might make sense for us to shift it a bit earlier to era 6/7 though, so that civs have more time to actually go through the Cleansing process, since it's quite involved.

Traveling

I figure this will make a good name for a tech as well as the actual ability since it will have economic implications as well (could give you another trade route, among other things). Also unlocks the Traveling Grounds Improvement.

Linking (if not always available)

I think unlocking this on a tech sounds like a good idea since it lets us ease players into the new channeling mechanics and provides us with a way to make channelers stronger as the game goes on.

Unlock of Envoys and Innovations for Science Victory

Like the spaceship, an important part of this is that it's spread out across the end of the tech tree so that players going for the Science victory need to research more total techs than everyone else (otherwise everyone stumbles onto the Science victory on the way to the other ones).

Unlock of Sites of Power (Relics)

This will be our Archaeology, right?

Unlock of Bloodknives

Interesting, good idea! I hadn't considered unlocking these separately from spies. Were you thinking any specific timeframe for this, given spies first show up in Renaissance?

GP Buildings associated with new LPs

This is the Ambassador, Wolfbrother, and Dreamwalker, right? Do we need buildings for the WBr and DW? Since the Glimmers generate LP points for them, which is primarily what GP buildings (like Musician's Guild) are intended to do, we could leave them out, unless there are other effects these buildings could have?

Agreed on one for the Ambassador - probably toward the middle of the game?

Unlocking of T'a'r Projections

Yes, very good idea, unlocking this on a tech! This lets us introduce players to the mechanics progressively over the first bunch of turns, instead of dropping all of the new mechanics on their heads immediately. Plus, T'a'r units aren't that useful when most of the map is unexplored, and we want them to feel useful whenever they're available.

Unlocking of Governors?

Interesting! I hadn't thought of this - I figured it would be an ability always on GPs, but it could be unlockable. Is there something specific we want to achieve by restricting them from use in the early game? We'd need to ensure we didn't crowd them too far forward that the 150 turns for upgrading fully becomes a problem for players.

Specific timing of major in-game events (TW, High King, LB)

Do you mean specific techs that give advantages/relevant effects for these events? Since the events themselves are controlled by world eras, no specific tech will trigger any of them, though it's definitely a good idea to keep in mind where these events occur for placing techs in one era or another! (Any era 3 tech will trigger the TW for example, any 4th Age tech triggers the LB.)

anything else?

Not that I can think of!

The truth is, all of the above will go a long way towards "filling" the space required by stretching or techs so much.

Definitely, this provides us with a lot of great content!


All this talk about general "abilities" on techs makes me think that the tech Editor should probably support displaying them! Being able to add a generic one and associate a descriptive string with it would probably fit our purposes very well. But that wouldn't co-operate with an unmodded game... I shall consider!


Phew! It's been a while since I've had to split one of my posts due to the character limit.
 
Full responses to follow in the next day or so.

In the meantime, I've tried to set up the tech tree editor. Have run into some problems. I installed SDK and ran ModBuddy and Nexus as you indicated. Extracted the TechEditor.

When it boots, I get this:

"Unhandled exception has occurred in your application. If you click Continue, the application will ignore the error and attempt to continue. If you click Quit, the application will close immediately.

Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Resource\DX9'

Details:
Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Resource\DX9'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
at System.IO.Directory.GetFiles(String path)
at IndieStoneTools.PathManager.RemapDir(String path)
at IndieStoneTools.PathManager.AddCiv5ArtFiles()
at IndieStoneTechEditor.TechTree.FirstUpdate()
at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


To be clear. it's true that such a location does not exist. In fact, my "Assets" folder in the civ directory doesn't have a Resource folder at all (though it has a bunch of other stuff).

If i hit continue, no tech tree loads up. OK. So if I try to load your tech tree from the DBox:

"Unhandled exception has occurred in your application. If you click Continue, the application will ignore the error and attempt to continue. If you click Quit, the application will close immediately.

Object reference not set to an instance of an object.

Details:
Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IndieStoneTechEditor.TechTree.DoLoad(String[] FileNames)
at IndieStoneTechEditor.TechTree.Load()
at IndieStoneTechEditor.Form1.loadAlteredTechTreeToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTools.DLL
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hitting Continue there yields no success. Any suggestions?
 
I have some time tonight, though I think I'll need to finish much of this tomorrow.

Enhancer could work as well. That would be a good way of delaying it a bit if we found it was too punishing really early on but otherwise balanced.
This is about End of Illusion.

I'm not sure, does the mechanic "feel" like an Enhancer? I'm a bit unsure. I do feel like from a balance perspective it might work better that way - it is later in the game than a Founder, while at the same time doesn't feel as much like a "wasted custom" for the founder since Enhancers feel to me to be less splashy than Founders, at least in perception - but I do feel like the Enhancers all have some mechanical similarities that may not necessarily make this one a good fit. What do you think?

Totally agree - we want each era to have something that the player shoots for, that unlocking it changes how they are able to act within the game in a way that keeps things fresh, since games of CiV take so long!

Regarding flight, I think there's a specific discussion we could have about that which could affect our choices here. What do we think of making raken and their variants something that's available to everyone and having them take a similar-but-not-as-strong role as aircraft?

I see a few ups and downs to that approach. One is that we get to use the aircraft mechanics from CiV, which are a part of continuing the unit mechanical strength progression throughout the game. 3-range siege units is a major coup because they now outrange cities, which is usually what does a lot of damage to siege units. (We could separate range 3 and indirect fire to eke more progression out of the system though!) But delaying them to all the way at the end of the tree risks the player becoming bored with sieging being the same for 80% of the game. Aircraft provides another level of siege and offense/defense flexibility that allows the game to progress past that 3 range siege unit.

The downside is that raken are definitively Seanchan flavor, and nobody else. I can definitely see players feeling like we're cheapening that flavor and just twisting it because it semi fits into the CiV aircraft role that we wanted to fill, rather than coming up with a wholly different way of addressing that progression problem that's more consistent with WoT. I imagine there's probably some way to have channelers change mid-game so that they could fulfill that role somehow. (Something like a new ability on a specific tech could do it.)

Alternatively, it may be possible to make that flavor dissonance more palatable if we can source usage of raken-like creatures from Aviendha's visions of the future and any other post-LB warfare. If we make those creatures generally available, then the raken can be available for just the Seanchan, and at an earlier point in the tree. That makes the flavor situation more palatable, but I still feel like we could do something quite different here.

It's worth noting that a common complaint from players is that late game wars take forever because planes fly unspeakably slowly. You could say that this is a simple matter of speeding up those animations (though I quite enjoy the cinematic affect of the slowness), but we wouldn't necessarily be buried under negative feedback if we took out aircraft, as long as there's something appropriate to replace them.

ok, lots to talk about here. First of all, mechanics.

I can't comment on the flight animations because... about halfway through my first game of CiV I turned off combat animations, as I found them (and movement!) far too slow for my liking. So I may not be a great authority on that. That said, I do find late game warfare in CiV (and previous versions of civ) a bit too time-consuming.

However, I do think that we should probably include some kind of version of this mechanic, if only for the reason that it does serve to build on the boosts to seige warfare in the industrial era - in fact, in many ways flight is the first great counter to artillery. That said, I think I'd be in favor of a simplified version.

Flight seems to be rather unit-intensive, in a way that feels somewhat incongruous to WoT. There's fighters and bombers, of various levels, who can attack, intercept, and do air sweeps and such. Then there are also carriers. Then there are AA guns. I can't really imagine us creating "anti-raken" units, and such. It feels a bit much. I feel like the late-game channeling mechanics give us enough cool stuff to work with. So I could imagine doing without the "anti" stuff, perhaps reduce the numbers of upgrades on these units (or else eliminate them completely) and theoretically even doing without the discrepancy between fighters and bombers, or at least do away with some of the complexity of it.

Regarding eras and such, I think we can keep the same rough unlock era of range-3 siege tech (though we may not call it dragons or make it gunpowder related). I do like the idea of splitting the range-3 and indirect fire components, in order to, at least somewhat, slow the massacre. Flight, in its somewhat reduced capacity, could potentially unlock at a similar point to when it does in CiV.

As far as flavor, as you've noted, there are some challenges. It looks to me like we have a few options:

1) use raken for only the Seanchan, and use some other kind of flying creature/device for everybody else
2) use raken for everybody. If we need them for the Seanchan, use a different version of raken
3) use some completely distinct, non-flight mechanic to create the same gameplay effect.

regarding 1), I'm not sure what else this could be. You mention Aviendha's visions showing some non-raken flying creature. Are you sure? I don't recall that. Looking through a brief description on the wotwiki, I see the mention of raken, but not anything else. Care to remind me?
Otherwise, we could theoretically justify some sort of advanced tech, though it would be a bit of a flavor stretch. Jo-wings are probably out of the question, as they're super advanced, but there may be a kind of rickety flying machine that was being developed in the Academies or something that we could appropriate for these purposes. That said, we've previously decided that those kinds of techs are going to be the last-age techs, associated with Innovations and such, which doesn't really fit their appearance earlier in the game (I think it'd be in the Era of Encroaching Blight).

Regarding 2), the flavor of raken most certainly is associated with the 'chan essentially exclusively, and that is kind of yucky. However, it's possible that that is acceptable.

First of all, it may be that we don't need the raken for the Seanchan. Between the sul'dam (which I imagine would include damane), deathwatch guards, and theoretically any of the other exotics, we have plenty of options for UUs for the Seanchan. Heck, a "bug helmeted warrior" would be more iconic and inspired seeming that most of the UU's we'll find for the other civs.

That said, it's possible we'll "need" a Seanchan flyer UU because, essentially, they're the only civ that could have one. If we're trying for an even spread of Uniques across various unit types, modeled somewhat off of BNW, then a UU aircraft could be a part of that (a la the USA in BNW). I can't think of another civ that would have one. This issue (generalized) is addressed as a part of my Civs/Uniques framing post, that is waiting in the wings for when we finish this topic.

We don't need to get into this too much right now, though, aside from leaving open the possibility of a Seanchan unique flyer, and not sticking us into a problematic corner at this stage in the design phase.

Essentially, I think we could be ok using raken as a generic unit, because there is a rather large amount of Seanchan flavor to go around. We've already decided to go with this with s'redit and lopars as luxuries, despite those being linked only the the Seanchan in the books. They are simply animals that could exist in anybody's land (so the logic goes).

In any case, I can see us going a few ways with using raken as a more generic unit:

A) raken for the generic unit and to'raken as the UU
B) raken and to'raken as the generic units (either fighter and bomber, respectively, or else as the latter being an upgrade of the former) with morat'raken and morat'to'raken being the UUs
C) raken and to'raken as the generic units, with der'morat'raken and der'morat'to'raken as the UUs.

'A' is the simplest, and perhaps cleanest, but prevents us from using to'raken as a generic unit. I suppose we could use morat or der'morat for generic upgrades - though we'd have no bomber option.

'B' is clean enough, but doesn't make much sense, really. All morat means is "one who handles" - so, then, the non-Seanchan exotics are working without handlers? Nonetheless, the vocab is there!

'C' may make the most flavorful sense, as the der suffix implies a "master handler/trainer", which understandably the Seanchan might have. That said, it is, by far, the clunkiest sounding and most inelegant.

I'm going nuts with the italics here. I hope the people appreciate it.

Regarding option 3) above - the use of raken for the Seanchan only, and going in a totally different direction (non-flight-related) for everybody else, we have some options. Of course, it should be noted that we also have the option of doing any of these and excluding raken altogether (or else include them as minor flavor elsewhere) as a Seanchan UU (or unit at all).

A regular ol' channeler attack probably doesn't quite work, as we've previously decided that channelers cannot end their turns on cities (so as to prevent city defenses from getting too epic). And besides them, stacking them as planes are would be very, very bizarre. Other options?

Balefire: This could theoretically make some sense as a long-range missile. That said, I think we like it better as a kind of nuke, and I think it's best that way.

Flying: I don't think anybody really mastered that, did they? Certainly not by the eras we're imagining.

The Ways: not sure how exactly this would work, but theoretically you could assault another city via travel through its waygate

Traveling: this is perhaps the most flavorful and mechanically viable option, though it would, I think, require some changes to the air combat mechanics in CiV. We'ver previously imagined traveling as a map teleport - perhaps, combat wise, a kind of X-Com replacement is the most likely course. However, we could consider traveling as a kind of stand-in for air combat. If, say, a channeler is adjacent to a (friendly) city, they gain a "gateway assault" mission or something, and functions as a bombing run. These channelers also could theoretically work as AA in a similar manner.

This makes some decent flavor sense (in fact, having a Seanchan UU raken replace this functionality [which damane possibly wouldn't have] could be a decent flavor call-out to the assault on the Tower. Actually, raken could theoretically serve as well as "generic" fighters to the bomber functionality of the channelers).

That said, it does make things way, way more complex, in that it's yet another pile of abilities channelers get. Not to mention, it makes traveling a much more complex game concept.

And there are the knock-on effects of stacking of aircraft being non-existent (you'd be limited to how many can surround a city), which is both good and bad. It certainly makes flight more limited, especially considering the units themselves are vulnerable to attack in a much more direct way.

A big issue is also that this makes anti-channeling civs (i.e. Oppression) at a significant disadvantage in this form of combat (Seanchan excepted).

Also, I think we weren't going to have traveling become available until pretty far into the game - would the modern era equivalent (encroaching blight?) be sufficiently late? Perhaps we could unlock certain aspects of traveling at different times.

I'm not sure I can really think of other non-flight options, though. Maybe some sort of weird assault through T'a'r? Is there any way to make that work?

There's a thought that I'm trying to find somewhere to put, but can't quite find the right quote block, so I'll just drop it here.

Firaxis have done an excellent job of ensuring that the flavor from their techs and the things they unlock are well matched up. I've been inspecting the tech tree a lot in the last few days and I'm continually impressed by how well they've combined mechanics and flavor. (I love that Calendar unlocks Stonehenge and Plantations.) However, there are definitely some associations that require one or two logical steps from the tech to make sense (Refrigeration gives you a new trade route - presumably because refrigerated goods can be transported farther more effectively), so we can afford to have those kinds of associations that aren't necessarily immediate "this makes this unlockable thing" relationships. There are also a few where Firaxis have clearly needed somewhere to put something (Pottery unlocks Shrines, Civil Service unlocks Pikeman, Replaceable Parts unlocks the Statue of Liberty, Biology reveals Oil). So at a last gasp, we can drop things into places that are tenuous or even unrelated, if we've exhausted our other options.

Also, quite a few techs make sense when considered with the things they unlock, but when compared to one another, we only distinguish them mechanically. What's the real difference between Construction, Engineering, and Architecture? They have different connotations, but do describe very similar things and are in vastly different places on the tech tree.

All good points and I very much agree.

Do you mean that we should make sure we address all of these Era-defining topics here or only as a part of our discussions below? I think I've sort of started the Flight discussion a few quote blocks above this one, but otherwise we could split out the rest from here.
I simply meant that I was dumping a pile of concepts there to draw attention to them, but didn't need you to address them line-by-line or anything there.

Agreed, the mechanical way Strategics unlock seems sensible to keep to me too. I don't think the stretching will be too much of a problem - as long as everything flavorfully stretches appropriately but still fulfills the mechanical needs, we should be good.
great.

Yeah, I'm thinking the same. While we could make the Luxuries unlockable like the Strategics, it has a lot of knock-ons and there's no particular reason to make that change - nothing from the WoT canon really suggests Luxuries should be that way.

I think the flavor dissonance still exists if we leave the system alone, mainly because it exists in BNW. I'm fairly sure humanity was aware of Iron and its uses before some of those Luxuries, but the mechanics required that be ignored. So I don't think that dissonance is really a problem, since players will accept it on account of it being a Luxury, rather than necessarily needing it to be accurate. However, you're right that moving it to an unlockable situation would make this dissonance much more noticeable.
I say leave it, then!

Similar to Luxuries, while we could do this, I think it would create complications. Bonus resources provide a base yield boost even before they're improved that help a lot of first cities, the absence of which could slow down the early game. And there's no specific WoT flavor that spurs us to make them unlockable, right?
Yeah, I say leave it as is then. The only reason I presented Bonus resources as somehow more viable an option for reconsideration is, simply, because they are less important to the game overall (being mere yield bonuses), and thus might not ruin things as bad if we changed em a bunch. By no means is that a reason to change things, though!

Sounds good. I made an error here last time though - the Trading Post is unlocked way up at Guilds, so they're not all era 1-2! (And there's the Oil Well, but that's for a specific Strategic, so it makes more sense.) This is likely because Trading Posts are often used to fill in open space where other Improvements can't be built, since they're buildable on more hexes.
The larger point still stands, though - most Improvements are doled out early in the game.

Downgrading the flavor of the improvements could definitely work and was my gut reaction to this problem. Depending on what our replacements are, we might need new artwork, which is a bit challenging since new Improvements models are a rare thing. (They're possible - particularly reskins - but not many have been made.)

It's definitely possible for us to have some "next step" links between the earlier techs and Mines or Farms though. We could be super "these have something to do with each other" and put Farms on a Foraging tech, even though that sort of doesn't make sense.
For sure, the art will be a bit tricky. Hopefully it'll work out!

Actually don't 100% follow the last paragraph here, thouch it may end up moot.

Roads I think we can work with. Even if we downgrade Roads to Paths (no wait... Trails? Pathways? Tracks?) and Railroads to Roads (or Cobbles) - the WoT world definitely has dirt roads for traveling merchants and stone-laid roads within larger cities and such.
Agreed. I could see it being downgraded in that way. That said, even the dirt paths are still perhaps referred to as "roads" in the books... Perhaps a better way to do it is just have it be Roads which upgrades to Cobbled Roads or something. A Path linking a vast empire seems perhaps a bit too silly.

Farms and Mines could be downgraded, but the cool thing about those Improvements is that they continue to be relevant over time, even in Earth's Modern Era. Things like "Berry Gatherers" or such stop making sense even in WoT-verse by era 3 or 4.
Yeah, I agree. We could consider renaming them for flavor reasons (e.g. irrigation like old civ), but an actual downgrade is somewhat silly.

Agreed, the way units upgrade and such all looks good to me - we're just going to swap out the actual units.

Also agreed re eliminating dead ends, we have less fundamental shifts in warfare to deal with in WoT than humans did on Earth, so we don't have to join upgrade paths between mechanized units and their predecessors!
great.

Originally I had the Scout separate and I thought about calling out that it couldn't be upgraded by Gold, but I figured it made the diagram simpler. I completely agree, having a separate Scout tree (doesn't have to be very long, maybe 2 or 3 units, including the Scout itself) makes a lot more sense. I get the sense that the Archer is there just so that the "ruins upgrade" had something to do when a Scout explored it.
Right. I'd say, though, that the ruins upgrade would probably *still* upgrade a scout to an appropriate ranged unit, though. We certainly don't want an Ancient Scout upgrading four eras ahead to a super scout, and besides, turning your scout into a very mobile archer is super useful.

Totally agree, we're filling in all of the bland "normal" soldiers that existed in the WoT universe, so they may are unlikely to have been called out by name in the books. If some of the books' flavor lines up with specifics (Asha'man, Blademaster) then awesome, but Footman and the like will definitely have its place.
yeah. Doing all this will likely be a lot of fun mixed with a big pain in the rear. AKA I can't wait. That said, we will wait, as I think this is all "phase 3."

Agreed, like the units, this is all of the bland, everyday stuff that wouldn't necessarily be called out by name in the books. The important part is that it feels like a part of the WoT canon for the flavor.

And agreed, the way buildings work sounds good to keep.
agreed!

Agreed. Some of the Wonders will probably naturally slot with techs that we decide on elsewhere, others not as much.
right. I was just struck by how lame it's going to be when we're 80% done with the mod, and it's playable, but the graphics for the wonders will all be stand-ins from BNW, as in when you build the Toppless Towers, a Pyramids shows up next to your city...

I think these are a bit more flexible than the units/buildings stuff because they're abstract mechanical effects, so anything that we can use to justify the effects will be fine, even if it's unrelated to the original flavor.
totally.

I've always thought that Embassy is a very modern term given how early in the game this unlocks.
for sure. Let's consider a rename once we figure out the text.

I think the effects of Embarkation will be fine in the same kind of place as it is in BNW. We'll probably just want to change the word Embark to something a bit more fantasy - "Set Sail" or something of the like.
Yes, for sure. Once we settle the tech, we may have some better ideas for the specific term.

We could have a ferry-like thing like Taren Ferry?
a great idea! Then again, there's nothing to say that Bridges shouldn't exist in this world...

I think it's fine leaving Ocean Travel where it is, especially since it fits so well with the Luthair flavor. And otherwise we end up affecting when the Compact can be started (since that requires meeting all players, which means someone must cross the ocean, if the map has an ocean).
agreed!

The more I think about the "stretching" above, the more I think the tech tree should have more defining the One Power techs for the period of time that maps to Modern-Atomic. We can have big, splashy, WoT-y mechanics at this point. However, it sort of conflicts with the flavor of channeling's deterioration in the time leading up to the books.
Yeah, especially if Flight (and nukes) aren't as a big a part of it. There can/will be a lot of cool things that can occur in the late eras with regards to the Power.

As far as deterioration of the power, I don't think I agree that that's a problem. It's true that the power of channelers deteriorates over the course of the Age, but that is most definitely *not* the case in the final years of the Age. Tons of new things are rediscovered, to say nothing of the super powerful channelers that are born (I suppose this all starts with Cadsuane, who, I suppose, was born in the Era of Encroaching Blight).

Agreed (map reveal is presumably on Traveling or some such?). We'll probably want to rename Research Agreements, since that's quite a modern term.
perhaps yes to both. Probably can settle once the tech tree is more developed!

It's worth briefly considering Pazyryk's Éa mod and its changes that meant players weren't founding cities at the beginning of the game. I haven't played it, but it's my understanding that players start off as sort of proto-civilizations and only after achieving certain things do they become a civ like we would recognize them from BNW, with abilities and such.

This has the potential to be relatively complicated, and I don't think we'd want the "evolve from proto-civilizations into full civs in-game" approach, but the idea that early game "cities" aren't actually cities could be interesting and would let us have a more primitive set up period.

In terms of where we are flavor-wise, I'd agree that we're shortly after the Breaking has ended. So there are no powerful mad channelers ripping continents apart anymore, but the Breaking has destroyed civilization and people need to relearn everything from the very basics.
I do remember reading that about Ea. I haven't played it yet, but this makes me feel like I should. I've just read a bit about it, and yes, it sounds like you're right.

I don't think we need to do that, though. Not that it wouldn't make flavorful sense - in truth, it'd make flavorful sense for even base civ - but it's just simply a bit more "different" than we need to be for that portion of the game. That is to say, I don't see it being required by our flavor. It's also sort of Ea's "thing," and would be a bit lame to steal it, I think, especially for another fantasy mod.

This leads me to what will have to be my last points for the night (I'll take up the individual flavor comments next time):

First, on process: I think we don't want to dive too far into "random" flavor at this point. You ask later in your post if we should come up with flavor for the mid(and later)-game stuff at this point. I say no. I think the priority right now should be to stick the mechanics where they belong. Figure out where things unlock, and stick them there. Figure out the actual techs later. Of course, a big part of that, though, will involve detailed discussion on specific things (like flight, traveling, etc.) that may involve flavor. That's fine, but I think when I commended on your previous tech ideas (chain of command, etc.) I opened up a can of worms we probably should keep closed.

Then, once the mechanics are in place (at least mostly), I think I'd prefer to start at the beginning. Perhaps this is simply a matter of preference - when I write a piece of music, I often map out the whole thing, roughly, but when I actually start churning out music, I typically go from "left to right," i.e. write minute one, then minute two, etc. To me, the beginning often informs the end. So in this case, knowing what we called "Optics" will very much inform what we call "Compass." I feel like I could come up with a guess as to what tech would unlock traveling, but honestly I won't really have a good sense until we've arrived at that particular era. Thoughts?

Secondly, and lastly, I've been thinking about this whole "where do we start" thing (Agriculture vs. Fire) and I've begun to not like the idea of starting so stone-age. Simply, I don't think it really fits with our flavor.

Recall Rand's visions of the Aiel during the breaking. They're rolling around in wagons, trying not to die. People killing them presumably have "real" weapons. Presumably, these Aiel keep these wagons once the Breaking ends (and become the tinkers). My point is that these people didn't need to discover the Wheel. They didn't need to discover Fire. They didn't even really need to discover "Ironworking" in the same sense as Early Man did. They knew *about it*, they just didn't have the means to *do* it. I think, in general, mankind did not lose so much knowledge that they were essentially pre-historic. They just lost institutions and infrastructure.

So, I'm suggesting that instead of sending people back to the stone-age with our early techs, let's reframe the early techs as people rediscovering some lost aspects of their society. There's no flavor disconnect with Farms or "foraging" and such - they have already "discovered" farms, they just can't do them yet. So, techs more like:

Community
Working the Land
Division of Labor
Clanship
Bartering
Oral History

EDIT:
Another way to look at this that struck me, comes from character skills in role playing games, like D&D and such. I know those things are very individual-based, but still, they might work for this effect as "things your people are mastering," instead of truly things they are discovering for the first time. Things like:

Survival
Mountaineering
Tracking (perhaps a stand-in for Animal Husbandry... probably too close to trapping)
Orientation
Herbs (probably a bit better a little later)
History (a stand in for "writing" or something, if we assume that writing wasn't lost at all - though it could have been)
Appraisal (though that's perhaps better for Guilds or something a little later)
END EDIT

and so on. I could imagine some of those unlocking Farming, Mining, or trade routes. Of course, there's certainly room for some "technologies" as well - stoneworking, for instance - but these don't need to feel laughably primitive as Fire or Basketweaving might.

Then we can have the "real" CiV techs appear later and feel more natural. Mining (renamed?) could stand in for Bronze working or something, and Agriculture (which is, really, a pretty advanced concept) can appear later as well as a food upgrade.

What do you think?
 
back for more! This time, lots of nitty-gritty! Again, a lot of this nitty-gritty flavor and nomenclature is probably best left for later. That said, we can wrap up these mini discussions below, and bring them back later. Of course, the super-early techs are quite relevant now!

I think it evokes a very nice image as a first tech - though that probably means most players won't see it! I couldn't tell you how long I'd been playing CiV before I realized Agriculture was on the tree.
re: fire.
see blurbs above. There is, after all, evidence that homo erectus weilded fire. Something tells me that the Breaking didn't knock civilization back *that* far.

I actually figured this would be fairly early, one of the first channeling-related anything since it's more about people's understanding of the world as a tapestry. Like second row in Ancient or first Classical kind of region. Maybe even the first row after the starter tech in Ancient. But it all depends on what it unlocks.
Hmmmm, I can't help but feel like the knowledge of the Pattern, and rebirth and stuff, is pretty advanced. I suppose it could work as an early tech if it's simply the notion that the knowledge has been passed down from the AoL. But it seems a bit more philosophical, to me. The kind of thing you start talking about only after you're not dying of starvation and such. I see a tech like "The One Power" or "The True Source" being a more fitting early tech - simply knowledge of its existence, and understanding that people can access it.

This one is interesting - I thought it could be quite cool for the tech to mean both. It could be something economic/food related and the first channeler upgrade point, or possibly the unlock for the Wilder.
I suppose I see the appeal of the dual meaning, though weaving (of baskets and such) is perhaps a bit too specific a "tech" for civ - it's not like we have "painting" and "glass work"... though there *is* pottery, so I suppose it's not that different!

It is quite early, like Fire, but you've caught exactly the right flavor. I figured this would be the first column food-related tech if Fire was the opener.
I think this is probably one that I'm going to suggest we nix per my previous suggestion. Foraging has to be something well-known to civs during the breaking - otherwise they probably wouldn't have survived.

I figured this could be our "meet the Tower" point.
as stated above, I see "The One Power" or something like it making more sense very early in the tree. I think something that reflects the organization of channelers in spirit would be most appropriate for the WT-meet tech.

Yeah, that's what they're referred to as in the Companion in the Illuminators' entry. Totally agreed, that's exactly what I figured this tech would do.
Right, so I suppose the question is when this would occur - probably worth deciding now, since this may very well be one of our mechanically significant techs. So what would be the effect of this tech/the guild? I do recall us tossing around the idea that the guild allows you to build dragons. If so, then that's pretty late-game (especially if dragons aren't the industrial-age 3-range units, but the step beyond them). If not that, then what would it do, as (I presume) a national wonder? Is this something we need to decide now or is this simply a question of flavor?

Saidar could be an alternate entrypoint for the Wilder, or possibly a later tech that unlocks the Kin. I figured Saidin would be useful as an unlock point for a male channeling unit, so probably Asha'men and the Black Tower.
I suppose it depends on what exactly it means to "research" these techs. Discovery *of* saidar/saidin? Or weaving of them? Might need to be clarified.

I suppose saidar could be an unlock point of wilders, which calls to mind - when should they become available? I assume not Turn 1, but are they an era 1 unlock? If so, are they tied to the first power-related tech, or is there some other power-related tech we'd have first (maybe the one that unlocks the Shrine equivalent or something?

As far as saidin, again, it somewhat depends on what it means to research saidin. Discovery of and understanding of saidin seems like it'd be much earlier than the things you've described - perhaps this is the unlock point for Gentling (which is probably pretty early on)? Does gentling have an unlock point? I'm guessingMC's themselves don't, as they're involuntary.

There are lots of Slate Roofs in WoT! It's mentioned in passing very often during the books, which I figured was significant enough to warrant inclusion for somewhere close to the start of the game (Classical era kind of place).
ok! I take your word for it. That said, it doesn't feel like a tech, so much as a thing that is the result of techs. This is flavor and can be decided later, but I'd prefer the tech to be more general somehow (something to do with working with rock or something).

Possibly not for Streith, it's a bit Age of Legends-y, but I did think it was fairly recognizable. You mentioned having to Google it here, but Graendal specifically calls out being happy about finding some.

Fancloth is what Warders' cloaks are made out of, so it makes a good Warder upgrade point as well as some possible economic/military stuff (sneaky units that would benefit from such material).
My googling is simply because I couldn't remember it, regardless of Graendal's previous pleasures regarding it. I think streith, especially being something that isn't produced in the third age, probably makes sense as a material for Relics more than anything.

I suppose fancloth is something that is created in the third age, not just a discovery? Sure, that sounds fine, though again, I'd prefer it be titled in a way that relates to that which enables its creation, not just the thing itself. Ex. the tech is "Imbuing" or something better, which unlocks some new ability for warders, for example.

I think after we rethought Linking to be a one-time single-turn boost for the channelers involved, rather than a complex movement system, that it makes a lot of sense to include given how important it is in the books. And exactly as you've said, this was intended to be a point for that ability to be unlocked, as well as potentially other channeler upgrades.
great.

Only in the same way as Construction, Architecture, and Engineering, I'd say. Linking is the process of making a connection between channelers, but this could be seen as the co-ordinating of several channelers into a cohesive Circle with more members. (Especially given the rules regarding how a Circle can add more channelers.) It could be an adjacent or even a bit later tech that acts as another channeler upgrade point.
understood. We'll know better where/if it fits later on.

We did, I believe these replace Ancient Ruins! But I'm not sure if that detail is in a summary anywhere. We've also got a Stasis Box graphic called out in the Misc summary for the Angreal Cache resource. This probably shouldn't be a tech as well.
Ah! I think they'd make good ancient ruins, and Angreal Cahces, as well. Probably best not to use it as a tech (it's never made in the Age, anyways).

Yeah, I figured it could unlock the Hunter unit and the project associated with the Horn.
looking at the misc summary, it appears we want the Horn project to become available in the Era of Enc. Blight, around when the Seals become visible. The Hunter unit becomes available in that same era, I'd assume. Should the Hunter unit be also a regularly viable combat unit? (perhaps too detailed for now)

Well, well, well, you've got it!
OK, previously I'd been thinking that Wells were a strategic resource. Now I'm reminded that it's Angreal Cache instead. So, are Wells a thing in the game? Is this just a (late-game) Power upgrade?

No idea. This is also a tech in SiegeMod, I may have just had that flavor in mind at the time.
re: transcendence. OK, something to think about later, then!

They definitely are, I think it lines up with general military stuff like Combined Arms and Military Science that describe generic military tactics, when we might not necessarily have specifics for them. Players will be able to distinguish them by the stuff (like units/buildings) that they unlock. One thing I found after my first pass before was that I didn't have many military-specific non-channeling techs to hang units off.
cool, to determine later!

I think I know what you mean, what would the words be that describes it? Siege Workshops? I figured Mechanics described more about the general theory of how siege engines worked (Mechanics refers to the physics of it, not people). Most things that make siege engines are non-siege specific, right? Flavor-wise, like lumber mills for trebuchets, quarries for stones for catapults/trebuchets, and foundries for cannons.
Yeah, I gotcha, I guess I just think the term "siege mechanics" is kind of advanced sounding. Its simply a matter of flavor-clash, somewhat. "Siegecraft," or something like that might feel more natural. Alternatively, something like "Carpentry" or "Woodworking could work, though probably catapults are too late in the tech tree for an advance like that.

I remember adding this one because there was a kind of "culture hole" in era 2/3 that this slotted into.
yeah, we'll tackle that when we get to that era.

Nothing in particular aside from needing something to hang mounted units off of!
right. We'll figure this one out.

The latter, this was when I thought Aes Sedai would be units on the Tree, but that's been long left behind. This could possibly unlock the "send Novices" stuff (which possibly shouldn't be available immediately upon meeting the Tower?) and some other Tower-related stuff.
Yeah, any of those could work. I suppose we should line up exactly when we want each thing unlocked for the Power stuff (we'll start it below).

I found I needed some kind of upgrading tech that could explain more powerful ships in era 4/5.
re Fleet Logistics. Yeah, we'll solve this later once we know where the tree is at this point.

Given that all Sisters have this ability to start with (unless this unlocks it?) then it might not be as relevant. (When Aes Sedai were on the Tree, I figured they wouldn't be able to Gentle until the player researched this tech.)
Yeah, I can see the value in keeping Gentling unavailable until some point in era 2 or so. What do you think?

I figured it made a good economic tech, especially when the conversion rates between the various countries' currencies were called out a few times during the books, all to do with their relative weights and the metals they were minted from.
Yeah, this is all in the specific flavor. Exchange rate is a very modern term, to me. Maybe this is a good spot for the aforementioned "Appraisal"?

Related to all of my comments above, I've exported the tech tree that I worked on previously into the DropBox, which you should be able to load up in a similar way to my instructions from my last post. Just load "prototype.ismod" from the "Old Prototype Tree" folder instead of the "WoTMod.ismod" one in the folder above. Being able to see them all arrayed in visual helps with capturing the intent of what they do (some even have placeholder named buildings, and all of the icons are just placeholders taken from units/buildings in the base game - the names are what distinguish them, available via right click). A bunch of it is obsolete now - all of the resources are in the wrong places and Gleemen and Aes Sedai are on the Tree, for example. It's also super incomplete - it ends at Industrial - so needs some serious stretching!

In general, since I didn't have the era schedule that we've decided on now, I was going for a tech tree that was more dense (more techs per era) but shorter (fewer eras) in order to keep a similar-ish tech count to BNW without making as much technological progress. We're taking a different tack that will mean the positioning and usefulness of a lot of these techs will have changed a lot.
cool. look forward to working on it once I get it all working properly!

I'm commenting on some general strategies for these mechanics below, but did you want us to start suggesting specifics new techs that could link up with these mechanics at this stage?
No, I don't think so. Let's get the mechanics/upgrades in place (at least roughly), and then paint the flavor after that - probably from the beginning of the game. Of course, if some obvious flavor jumps out, feel free to mention it.

These upgrades are interesting. I can see a few approaches to this. We could have Aes Sedai and Warders get stronger automatically - some function of how many techs the player has researched or which era they're in. So as the game progresses they just "keep up" automatically.

Alternatively, we could have it called out specifically on certain techs (sort of like how trade routes get better as the game goes on). So "Aes Sedai get stronger" would be one of those sunburst icon things on several techs. (Along with others for Warders and other channelers) This would certainly give us room to make several more power-relevant techs and does feel like it fits in with the way CiV manages thing that improve over the course of the game. It also makes the improvement of these units something that's a tactical decision on the part of the player - they can beeline those technologies if they want to get those upgrades as fast as possible.
I think I'm in favor of having specific power-related techs unlock the upgrades. It's more strategic and I think will be more satisfying to players.

With that in mind, we'd best get a little more detailed, at least so we can line up the right amount of upgrades. So, some linked questions:

1) How many upgrades do we want?
2) What exactly is being upgraded/unlocked

The specifics of 2) can be solved later, but we should probably at least figure out what each upgrade point does in general, so we can figure out the overall scope of channeler upgrades. As far as I can see, the following power-related things could be upgraded/unlocked via researched techs:

1) Combat stats of saidar users (perhaps increasing all stats in one go, or certain ones at certain points), perhaps separating Aes Sedai from more generic channelers
2) Combat stats of warders
3) combat stats of male channeling units (perhaps also including Asha'men)
4) specific abilities/missions of female channelers (healing, gentling, linking, traveling, healing of gentling)
5) specific abilities of warders (ignore terrain, shadow spawn detection, "bushido.")
6) upgrades to Spark
7) discovery of the White Tower
8) Projection into T'a'r
9) Sending of Novices to the WT
10) The Cleansing of Saidin

These things could be upgraded as a unit, or separately. I can imagine the channeler/warder/MC upgrades all happening as a part of one single unlock, and the other things (abilities, non-combat things) happening sometime alone, sometimes in conjunction with other upgrades, etc.

So, which ones should occur when? How many, overall, do we want? Are there certain parts of the game where the Power should get a big boost, and certain parts where it should fall somewhat behind regular tech (broadly speaking - the specifics can come later)?

The other thing is "where" (not when) these Power-related things (or, truthfully, any of the stuff that concerns our new mechanics) should lie in the tree. In BNW, military techs tend to congregate towards the bottom, while exploration, religion, and science stuff tends to be on the upper paths. First off, are we preserving that dynamic? Secondly, where does the channeling stuff fit in with all of it?

Should the authenticity research thing and the Mythic Sites unlock be on the same tech? We can force civs to have a time where they need to keep their Seals safe by making the former later on in the Tree, which could be interesting, provided there's enough time left in the game for that to work.
The truth is, the Mystic sites unlock is rather large - it will probably also unlock the Hunter unit, and of course, the search for the Horn. We can also unlock the authenticity thing, but I figure that's not going to be useful/appropriate until later in the game. If Mythic Sites unlock in the Era of Enc Bl, I'd guess the Seal Divination probably shouldn't be available untilt he Era of the Dragon, at the earliest, right? Or, do we want that Divination available, but the actual destruction not available yet? I'd figure the actual destruction and authentication make more sense on the same tech unlock - let the players search for them beforehand if they wish (before the've even chosen a side, theoretically).

Revealing the remaining Seals should be on a last-column tech, I'd say (like The Internet or Globalization) since it's used to tip a player directly towards the LB victory.
Agreed

We'll want to put these unlocks in the latter half of the Era of the Dragon (era 8) so that most civs will only just be getting to them when the LB starts.
sounds good. Do we want/need to figure those out now, or is it enough to just say there will be some of them and figure it out later?

Yep, one or two of these scattered throughout the game would be good - the first one probably in the era 3/4 kind of time?
Yeah, I think you budgeting ca. 500 alignment points from buildings on average per civ, which isn't very much. That either means these can't be massed produced (i.e. are a national wonder), or else occur late enough in the game that even if they are mass-produced , it won't matter. What do you think?

I figure this could be quite early - end of era 1 or in era 2. See my suggestion above as well.
Yeah, I think I like early Era 2 or something, though this depends completely on when we want Aes Sedai unlocked, since that is what it would do for most civs.

Can civs who discover the WT before this tech use Aes Sedai, or are Aes Sedai at all unlocked with this? That would mean that civs that discover WT before can build influence and stuff, but can't really reap the rewards yet, which is probably fine.

Suitably late game, in era 7/8 probably.
Yeah, maybe early in era 8? Though, we should keep in mind that the Black Tower has to actually be build, which means the actual production of the units would be a little after this.

I can see this as something that's unlocked by a tech or it just being an ability on Sisters all the time. Do you have a preference?
I suspect you are talking of Healing. I think that we could probably have Healing be always-available, though I could also imagine an early unlock.

However, I'm speaking here of Healing of Gentled Units, which is not the same (it turns a "Gentled Chaneller" back into a "Male Channeler". What do you think?

Similarly, does the Healing of Gentling of MCs interact at all with our Philosophies stuff? Does Liberation do this better or something? Or is everybody equal? The only reason I think of it is because the existence of this ability is yet another incentive to gentle and not kill or donate to the tower - you can get the units back [way] later. Thoughts?

Flavor wise this should be era 8 (Era of the Dragon). It might make sense for us to shift it a bit earlier to era 6/7 though, so that civs have more time to actually go through the Cleansing process, since it's quite involved.
Yeah, that's kind of tricky. I think 8 is fitting - the truth is, this may be happening on the eve of the LB (or during) anyways, right? I don't think that's necessarily bad.

I figure this will make a good name for a tech as well as the actual ability since it will have economic implications as well (could give you another trade route, among other things). Also unlocks the Traveling Grounds Improvement.
yeah, though I think maybe the tech could be called "Gateways."

I think unlocking this on a tech sounds like a good idea since it lets us ease players into the new channeling mechanics and provides us with a way to make channelers stronger as the game goes on.
agreed. see above re: when.

Like the spaceship, an important part of this is that it's spread out across the end of the tech tree so that players going for the Science victory need to research more total techs than everyone else (otherwise everyone stumbles onto the Science victory on the way to the other ones).
for sure, spread these out! The specifics can be divined later.

This will be our Archaeology, right?
yup. similar place in-game?

Interesting, good idea! I hadn't considered unlocking these separately from spies. Were you thinking any specific timeframe for this, given spies first show up in Renaissance?
yeah this was indicated in the misc summary, I think.

I'd say relatively late. Probably era 7 or something (though I bet they existed in seanchan earlier than that). They should be splashy, I think. Though, we do probably want them to feel distinct from Grey Men, so they should probably come first.

This is the Ambassador, Wolfbrother, and Dreamwalker, right? Do we need buildings for the WBr and DW? Since the Glimmers generate LP points for them, which is primarily what GP buildings (like Musician's Guild) are intended to do, we could leave them out, unless there are other effects these buildings could have?

Agreed on one for the Ambassador - probably toward the middle of the game?
right about the dream ones.

As far as the Amb, looking at the LP summary, it does look like they aren't produced by LP points, so we're off the hook!

Yes, very good idea, unlocking this on a tech! This lets us introduce players to the mechanics progressively over the first bunch of turns, instead of dropping all of the new mechanics on their heads immediately. Plus, T'a'r units aren't that useful when most of the map is unexplored, and we want them to feel useful whenever they're available.
ok. So which era are you thinking? Is this going to be on a "power-related" tech, or something else?

Interesting! I hadn't thought of this - I figured it would be an ability always on GPs, but it could be unlockable. Is there something specific we want to achieve by restricting them from use in the early game? We'd need to ensure we didn't crowd them too far forward that the 150 turns for upgrading fully becomes a problem for players.
I'm not sure what the benefit would be, really. Early-game LPs are pretty rare, after all. I suppose the question is whether we think the accumulation of a Gov bonus over time is somehow imbalanced versus the accumulation of, say, an LP improvement. I'm not sure it is.

Do you mean specific techs that give advantages/relevant effects for these events? Since the events themselves are controlled by world eras, no specific tech will trigger any of them, though it's definitely a good idea to keep in mind where these events occur for placing techs in one era or another! (Any era 3 tech will trigger the TW for example, any 4th Age tech triggers the LB.)
I meant the trigger techs. Now you've reminded me that those are world era based, so it doesn't apply. I don't think we'll be needing specific techs that provide advantages or anything. Though, of course, we could have certain military techs have shadowspawn relevency around the end of era 2, for example.

All this talk about general "abilities" on techs makes me think that the tech Editor should probably support displaying them! Being able to add a generic one and associate a descriptive string with it would probably fit our purposes very well. But that wouldn't co-operate with an unmodded game... I shall consider!
please do! I don't quite get the implications yet, as I haven't been able to use the editor, but I can see how seeing the abilities would be useful!

Phew! It's been a while since I've had to split one of my posts due to the character limit.
It's like the good old days (thread pages 10-30, probably)!
 
Full responses to follow in the next day or so.

In the meantime, I've tried to set up the tech tree editor. Have run into some problems. I installed SDK and ran ModBuddy and Nexus as you indicated. Extracted the TechEditor.

When it boots, I get this:

"Unhandled exception has occurred in your application. If you click Continue, the application will ignore the error and attempt to continue. If you click Quit, the application will close immediately.

Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Resource\DX9'

Details:
Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Resource\DX9'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileSystemEnumerableIterator`1.CommonInit()
at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
at System.IO.Directory.GetFiles(String path)
at IndieStoneTools.PathManager.RemapDir(String path)
at IndieStoneTools.PathManager.AddCiv5ArtFiles()
at IndieStoneTechEditor.TechTree.FirstUpdate()
at IndieStoneTechEditor.TechTree.panel1_Paint(Object sender, PaintEventArgs e)
at System.Windows.Forms.Control.OnPaint(PaintEventArgs e)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


To be clear. it's true that such a location does not exist. In fact, my "Assets" folder in the civ directory doesn't have a Resource folder at all (though it has a bunch of other stuff).

If i hit continue, no tech tree loads up. OK. So if I try to load your tech tree from the DBox:

"Unhandled exception has occurred in your application. If you click Continue, the application will ignore the error and attempt to continue. If you click Quit, the application will close immediately.

Object reference not set to an instance of an object.

Details:
Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at IndieStoneTechEditor.TechTree.DoLoad(String[] FileNames)
at IndieStoneTechEditor.TechTree.Load()
at IndieStoneTechEditor.Form1.loadAlteredTechTreeToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
IndieStoneTechEditor
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTechEditor.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
IndieStoneTools
Assembly Version: 0.0.0.0
Win32 Version: 0.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/Sid%20Meier's%20Civilization%20V/CiV%20Mods/Tech%20Editor/IndieStoneTools.DLL
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




hitting Continue there yields no success. Any suggestions?

It looks like my instructions had an error in them! Despite it being an "AssetPath", you don't want the Assets folder on the end. (The pain of processes that only need to be done once per PC is they are easy to forget.) Unfortunately neither ModBuddy nor Nexus let you change those paths through the UI, that I know of, so you'll need to edit the registry key it writes. Run "regedit" (from your start menu) and then go to this key:

HKEY_CURRENT_USER\SOFTWARE\Firaxis\Nexus\Viewer

And change the AssetPath value to remove the "\Assets" off the end. Then it should work!

This is far and away the main problem 90% of users have when trying to use the Editor, which makes me think the Editor should do more to try to address it.
 
It looks like my instructions had an error in them! Despite it being an "AssetPath", you don't want the Assets folder on the end. (The pain of processes that only need to be done once per PC is they are easy to forget.) Unfortunately neither ModBuddy nor Nexus let you change those paths through the UI, that I know of, so you'll need to edit the registry key it writes. Run "regedit" (from your start menu) and then go to this key:

HKEY_CURRENT_USER\SOFTWARE\Firaxis\Nexus\Viewer

And change the AssetPath value to remove the "\Assets" off the end. Then it should work!

This is far and away the main problem 90% of users have when trying to use the Editor, which makes me think the Editor should do more to try to address it.

Not at home now and able to test this, but I can say that I have a feeling that's not the issue, because I already had this problem and dealt with it. I originally tried it as you said, but it gave a (different) error message in Nexus. After some googling, I realized what you're indicating and changed it by rerunning nexus (not via regedit). It worked then, though of course the Editor didn't.

In any case, I'll go into regedit tonight and see if there's still something weird going on.
 
Not at home now and able to test this, but I can say that I have a feeling that's not the issue, because I already had this problem and dealt with it. I originally tried it as you said, but it gave a (different) error message in Nexus. After some googling, I realized what you're indicating and changed it by rerunning nexus (not via regedit). It worked then, though of course the Editor didn't.

In any case, I'll go into regedit tonight and see if there's still something weird going on.

Based on the exception message, it looks like something like this is the problem. It's looking for "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Resource\DX9" when the correct path (looking at my install dir) should be "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Resource\DX9".

There is another key with this path in it at "HKEY_CURRENT_USER\SOFTWARE\Firaxis\Tools\ToolAssetPath" and I don't remember which the Editor actually uses.

Nexus generating error messages isn't necessarily a problem - Nexus as shipped by Firaxis is broken in some ways I'm not 100% clear on, unfortunately. Most graphics modders use some older versions of Nexus from previous Mod SDKs because some functionality works correctly then and later stopped working.
 
Based on the exception message, it looks like something like this is the problem. It's looking for "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Assets\Resource\DX9" when the correct path (looking at my install dir) should be "C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization V\Resource\DX9".

There is another key with this path in it at "HKEY_CURRENT_USER\SOFTWARE\Firaxis\Tools\ToolAssetPath" and I don't remember which the Editor actually uses.

Nexus generating error messages isn't necessarily a problem - Nexus as shipped by Firaxis is broken in some ways I'm not 100% clear on, unfortunately. Most graphics modders use some older versions of Nexus from previous Mod SDKs because some functionality works correctly then and later stopped working.

aha! That last one did it (the Tools key). The first key you referenced was already correct, as I suspected. That second one was definitely not.

It all works! Should be able to play with it later. The BNW tree loads, as does your little one with 2 techs... The Old Prototype loads, but does give an error message as it does. It's the same "unhandled exception," but this time it says "The given key was not present in the dictionary."
Spoiler :
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at IndieStoneTechEditor.TechEditorGlobals.LoadNewRow(Civ5XmlGameDataRow row)
at IndieStoneTechEditor.TechEditorGlobals.DB_LoadedDatabase(Civ5XmlDatabase db)
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.OnLoadedDatabase()
at IndieStoneCiv5XMLTools.Civ5XmlDatabase.SetExternalLoad(Boolean bLoading)
at IndieStoneTechEditor.TechTree.DoLoad(String[] FileNames)
at IndieStoneTechEditor.TechTree.Load()
at IndieStoneTechEditor.Form1.loadAlteredTechTreeToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll


I don't know if this problem means much. What I can say is these techs aren't linked via "paths" (well, Fire and Stone Tools are). Not sure if that's corrector not.
 
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