counterpoint
King
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.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.
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.
noice.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!
Fierce Bargaining
+3 Gold for each city following this Path @settled
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 humanThis 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 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)
Home city is quite dull, but may be the simplest and safest choice. Let's put it in until we find something better.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.
ok, those three are all @settled, except for this wine thing.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?
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?
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.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
great.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!
cheersStudy with Ogier sounds good to me!
right.The same confusion as above strikes again! Yes, we already replaced this one and Just War with a combined version of both.
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?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
I'm struggling to come up with one, but I think we probably should try.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?
Any ideas? Any way we can use Oosquai in the flavor?
right.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
oh, right. Well, if this tech is relatively similar to the printing press, then we're probably good.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
=
yeah! that might be too good. Let's find out.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
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!
2021, baby!I need to get my posts in faster!
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.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
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).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!
Tolerance (Renewal)
Heralds convert adjacent Lawless and Dragonsworn units to this civilization @settled
oh, right - sealbearers don't really do much but help you relocate. great. like this.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
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?
yeah, agreed.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
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.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
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).
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?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! 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.And that is all! Have a Merry Christmas!
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!