I should clarify what I was imagining, regarding the way units are loaded and unloaded. I was not suggesting you should be able to pass an angreal from a saidar unit to a saidin unit. I'm merely suggesting that you could create an angreal generically, and decide which kind of unit it would go to on production. After that point, it would be a "male" or "female angreal." But from a production perspective, it would be much simpler. That way we wouldn't have to have 2 (or technically four) different "units" available. Also, you then only have to make a tactical decision once it's produced.
...
Also fine with men doing splash damage but less damage overall, or fewer strikes. Don't think the "unit" itself needs to be different, though.... (see below).
You say that differentiating the "units" by gender is useful to the defender. I don't see how that would matter. If a man holds the angreal, they would see that, or if a woman hold it, they would see that. Thus, they'd deal with each appropriately. How does it matter how the unit was produced?
OK, in terms of mechanics of what I'd actually propose.... Truthfully, I was originally figuring that an angreal would be "attached" to a specific unit forever. I still don't see that as that bad - it's not that different from the way nukes are currently.
But, if we want what you've described, but don't feel like we *need* gender differentiation, why not just allow the "change of hands" of an angreal only in special situations. Perhaps when adjacent to a friendly city, you can pass the angreal to an adjacent unit (of the same gender). That way you can't "dance around" while on the offensive, while your opponent is trying to kill the AngrealBearer. But it's also not limiting.
What would you think of that? If not, what's the mechanism?
Having to hand off the angreal near cities or only to directly adjacent channelers seems like a lot of complexity. Not from an understanding point of view, but from a mechanical capabilities point of view, it makes the angreal much less flexible than nukes (which can rebase at will to any valid rebase point in range each turn). It weakens them a lot because it forces the attacking player to keep them on just one unit, when being able to get that specific unit into range depends on a significant amount of luck in terms of how your and your enemy's unit placements end up intersecting.
My point about differentiating the units helping the defender was predicated on the system allowing the rebases related to what I mentioned above. Restricting the rebase to only units of the same gender solves the same part of the problem, but I don't think it's consistent with how CiV handles this kind of mechanic. Creating that restriction when the unit is first rebased effectively means we do have male and female angreal units, they're just not produced as such. I think that difference from other CiV units is unnecessary.
My overall proposal:
We have four total units: female
angreal, male
angreal, female
sa'angreal, and male
sa'angreal.
Each one can be rebased to a valid channeler (obvious restrictions based on male/female of the target unit, as well as the unit type restrictions we discussed before) within range of its current position once per turn. (Or possibly at the cost of some movement of the unit holding it.)
Above you also mention that Angreal on kin is more useful in certain situations than a sa'angreal on an AS, due to the Three oaths. I'm not sure if you're expressing that that is a problem. To me, it's not. That's what the flavor dictates.
That definitely lines up with the flavor here, but I do think it can present a mechanical problem. The
sa'angreal, as a technological upgrade of the
angreal that is more expensive to produce and consumes more resources (presumably? like the Bomb vs Missile is 1 vs 2 Uranium) should offer the player a more effective weapon. I'm hoping the changes below (next quote block) will make those situations much less common!
as far as the actual difference between the units, I'm fine with the one you preferred:
Angreal only damage units and cities, range of 6
Sa'angreal damage units, hexes (pillage), (population), have greater range (8), and create "fallout."
Cool, as mentioned above, I'm hoping this will make
sa'angreal the more powerful choice in most cases, since we're framing them that way mechanically.
See below for consideration of population). Ranges are tentative. Do they have the same number of strikes?
Good point, number of strikes is a good differentiating factor. Just picking some numbers, 4 and 6?
so are you proposing this "Fallout" is mechanically the same as bubbles of evil, just different flavor? (so, like Lawless vs Dragonsworn, False Dragons notwithstanding) So, can this be "cleaned up"? Also, what would you call it?
Exactly! Yeah, I'd say it can be cleaned up as well. Something like "Pattern Disruption" or "Unwound Threads" or something like that? I can't recall if a specific phrase was ever used to describe the unhappenings that occurred around balefire.
I'm willing to go with you on this, but I still don't quite buy it. This isn't "manning the defenses." This is *balefire raining down on the city*. There's only one realistic explanation of this. See:
natrin's barrow. Given that that's a pretty important moment of character development in the books that I'd prefer to not ignore.
I think this is quite different from Natrin's Barrow. I'd say Natrin's Barrow actually (quite nicely!) lines up better with the flavor/mechanics of our Dragon nuke balefire. That was Rand using an epic wall of balefire to destroy the entire city itself. I'd say the Aes Sedai's usage for our units is much more human-sized lances of balefire to destroy people who are attacking them from the city, along with its fortifications.
I don't think the mechanic gets used very often in BNW, but this could make us consider moving the "destroy city" functionality off the
sa'angreal (we haven't discussed it in the context of the new mechanics, but just based on the general assumption that the
sa'angreal replaces the Nuclear Missile) and make that solely the province of the Dragon nuke.
Also lines up a great achievement for destroying the city of Natrin's Barrow with the Dragon nuke!
Yeah I'm not sure where I specifically picked it up before, or what I meant here (a consequence of these posts getting so far apart...) I think whatever this was was fixed by flipping NvR with NvM in era 4.
I try to post faster, there's just so much other stuff!
Agreed, it looks like we fixed this as a part of the other naval reshuffle.
ok, we can go with that for now. I don't like that it's a "personality trait," though, and not really a tech or a development in society...
It's sort of an ability, right? Like Foretelling and such, which we figured would make good techs.
eh... I feel like Expertise then blurs too much with Profession! Sorry, still rooting for design.... The truth is, I like it because of its synonymity with "Engineering." Still open to change, though...
Hmmmm, I will find one! My main issue with Design is that while it
can have that synonymity with Engineering, it's a very broad word that I think a lot of players won't interpret that way straight away. And given its unlocks, it doesn't need to evoke an engineering-like flavor. What about
Tradesmen or
Discipline?
OK, I think let's tentatively decide a small combat bonus in other player's territory, then. Should that be added to the misc summary or something? or diplomacy, or what?
Sounds good. I've added it to the Diplo summary.
hmmm... I think I prefer sailcloth, if only because it sounds more mysterious and is less mundane seeming. Like, it conjures to mind something actually special, and doesn't conjure to mine ,"really, *that?*"
I see what you mean, yeah. Changed!
I think the most common application of wards is actually more traditionally "protective." As in barriers against shadowspawn and such. Keeping, though, is a kind of Ward, so I see what you're saying. Still, if we're considering Keeping as the main impetus for that flavor... why wouldn't it just be a food bonus? I don't really see gold as the primary aim, here. But to me the "defensive" application seems the most consistent usage in the books - thus the channeler upgrade being there.
That said, it's not terrible. I could be fine with Wards sitting on all that economic stuff...though it doesn't make tons of sense of the production building. Are we ok with Wards being the sole prereq into a tech called Invention? Is there no better solution?
I see what you mean here, when I think of Wards from the books, the protective stuff is the first thing that comes to mind for me as well. I wonder if we should go with the Keeping flavor then - it seems like we keep (heh) coming back around to it.
Alternatively, playing into something you mention elsewhere, what if we move the channeler upgrade up to Shared Belief? That's already a channeling-ish tech with its Spark upgrade and the wonders + Culture National Wonder could follow that flavor too.
That would mean that Wards doesn't serve quite the flavor purpose here any more and we could go with a more everyday thing. Given what we're doing with the techs that
were Wards briefly, perhaps we should drop this flavor until it becomes more directly relevant? So, for this tech, something like:
Ferries,
Milling,
Grindstones?
First off, I think we wanted the Chan upgrade to skip an era here, thus early 6 and not late 5. I'm fine with that.
Agreed, I've moved that! More detail on where it ended up in the Era 6 stuff below.
Also, we wanted it to be lower on the tree, because it's military, so I like the pre-req of Profession. That said, if we *do* swap the place of the production one and the Fertilizer one, that most certainly achieves this - but is the Chan upgrade too low on the tech tree? Do we care? It does seem to simplify things a bit. I do agree with swapping their places here, though.
I don't think we need to worry about the channeler stuff being too high in this case. I've noticed that in general we've been hitting the "bottom of the tree is military" a lot harder than BNW does, so it would help for us to ease off a little on that.
Secondly, I don't think we need to worry too much about the whole "channeling leading into Fireworks" thing. That happens all the time in this tech tree, so we shouldn't panic here. Also, it's quite possible that Illuminators at least got the idea for fireworks from channelers. So this isn't problematic, IMO.
Cool, that seems good if we end up back with that kind of flavor intersection for the prereqs again then!
I previously considered Prospecting. It's just so very associated with the Gold Rush in these parts that it feels a little weird, flavorfully...
Earth Singing is kind of random and obscure, but it is flavor, certainly (hopefully people don't think it refers to the Ogier or anything). I could be fine with this - however, are we ok with the fact that it basically has no power-based prereqs? Maybe that's fine.
The Chan upgrade would still make sense here, which is nice.
I see what you mean about the Prospecting flavor, but I don't think that will be a big issue. It has a recognizable other meaning as well, and is suitably old-world-y while also helpfully working well with a production bonus.
Earth Singing is actual flavor, but I worry it's too obscure and that it looks like different flavor from what it is. (As you've noted, seems to be associated with the Ogier at first glance, or at worst like we made it up but made it try to sound WoT-y.) It makes me think Prospecting would work better here and we should put the channeler upgrade on something else (like Sophistication, or possibly way up on Bookbinding, alongside Sites of Power, which does make some flavor sense).
Reconsidered the above while writing this post, this being Earth Singing solves a lot of problems with the techs around it, so let's stick with that!
The other thing, while we're on it, is that we could consider swapping the names Profession and Tactics. They're close, but perhaps Profession+Earth Singing makes more sense as a prereq for Alloys. And There doesn't seem to be much lost in the swap. Thoughts?
I think either arrangement could work. Profession + Sword Forms also leads very well into Tactics, and I think Prospecting + Tactics leads well into Alloys. New Tongue + Formations seems to fit Profession a bit better than Tactics (Profession captures some of the less directly military flavor of New Tongue).
Well is Oil Well. Darn it, it seems you spun a lot of ideas off of that, so I regret that not being more clear.
Blarg! Woops, I'd forgotten that was around this part of the tree!
Definitely too early in the game to use Wells, IMO. That's a late game mechanic, if at all. We *could* use it here, but it seems quite random, considering what it unlocks. If anything, it should be the tech that gives you the ter'angreal cache. (or is it angreal cache?)
Agreed, Wells (as in WoT Wells) fit better later in the game.
The resource is angreal cache. So far, anyway!
I definitely think this one doesn't make a whole lot of sense as a channeling tech. True, the flavor is rather undefined, but each component (if we don't add Chan here... and I don't see a reason to do so) is quite "worldly."
...
I've tentatively called this "Herbal Concoctions," though I mostly hate the name. The word "potions" doesn't pop up in WoT, but searching for "Concoction" on the wiki brings up a whole lot of stuff. Does this make any sense so late in the tree? It's true that wisdoms are much earlier, but might there be a way to tweak this to justify it? I want to say something about Apothecaries or Pharmacology or chemistry, but don't know how to fit the flavor. just "Concoctions"?
I think Concoctions is better, but it's still a bit iffy. If we stick with this flavor, would we be better moving the trade route off this tech and onto Letter of Rights, above it? That fits the flavor better and both techs are still useful afterwards.
We could go for
Herbalism, or is that too old for this part of the tree?
I think Compost is somewhat ridiculous - and much too close to BNW. I think Irrigation is actually much further from BNW. The problem with this one is the tech itself is super ancient. These people were probably irrigating a long time ago. like, early in the tree. Something like "Crop Rotation" is similar, in that it was invented forever ago but was perfected along the way.
What about something more technical? Right now I have Heavy Plow in version 3.5. There might be a better way to call it, but something like that. Just straight-up better farming. Doesn't lead into Fireworks so sexily, though (and actually leads into Alloys a little better!)... Something closer to that, though. Thoughts?
This sounds like a good direction to go in, though I'd like to get it a little closer to the Fireworks flavor. I think the swap of Prospecting and Fertilizer sounds like a good idea overall, so it'd be good to make it fit here.
Your suggestion about
Crop Rotation works well here. I've definitely seen that as a tech in some other games, but I can't remember which. It leads into Fireworks a bit better than Heavy Plow.
yeah, I say we move it into era 6. It's not like I build spy 2 all the time anyways. Certainly not instantly.
Moved! More detail below.
I'm ambivalent about keeping. Since it's a kind of Warding, it feels like we're already covered it.
Unless we axe Wards, as discussed above, in which case this could still fit here. I feel like we've come back around to Keeping several times because it has uniquely useful flavor for us.
Ugh... I don't know. I just don't know. I have changed nothing, as of now.
I can see what you're saying about the Lattice, but I wonder if the top of it becomes far too belinable if we remove both the prereqs on Sophistication and on Exchange (which is Steam power, I think, not economics, in terms of what it does. Economics is the gold one from era 5). This is made more extreme since these techs follow one another. If you want to remove some prereqs, I'd rather see us remove them from different paths, and not one path. So, I could imagine removing the one on sophistication but keeping the on on exchange. I don't know, I really don't. But is this actually very different from BNW, at the start of the era? It seems similar to me.
Good points, there are actually the same number of prereqs crossing the era boundary here as in BNW. Maybe the lattice appearance is just because of the vertical placement of the techs, with the 5 stacked directly together? I think it might be good to remove the prereq from Profession onto the Fertilizer equivalent (assuming we've swapped them, as discussed elsewhere, I've left this prereq removed in the Editor tree, so it's more clear which one I mean). This creates more clearly defined paths, while still pulling the techs back together going into the next era.
As far as Iron and Sulfer... are you sure we can't move one down? The "Best" option would be, for instance, to put Iron on Earth Singing (heavy plow makes sense, but that doesn't really help). But that's too far down, right? Also, we probably will Require Iron for Prod 2, so it should sit on that tech. Dang... is there any solution?
It may not be a problem, the two will have different appearance rates. It stood out to me, but given the problems moving them can create, I'd say we can leave it until we find it's causing a problem.
NOTE: Not "reading." NOTE: not "thoroughly." Scanning for things that look like not-character-names.
It's still been very useful!
ShBe is not WoT flavor. The Bittern is. I see what you mean about a building... but "bittern crafter" is a pretty lame building.
The truth is, this is exactly like Slate Roofing, IMO. Well, in fact, its more flavorful in that it's a made-up work.
So is "Bitterns" as a tech too weird? Weird proposals:
1) rename High Chant "Bitterns" (or something like it) and Shared Belief as "High Chant." Consider renaming Sophistication
or
2) rename "Shared Belief" "Bitterns" or something, and do something cool with Sophistication.
(googling tells me that this is also a kind of bird, which is weird...) Definitely not essential that we use this flavor, certainly.
I like option 1! And I think Sophistication can stay the same, at least for now.
But Snakes and Foxes existed far before the current era, I think. Actually, I'm starting to think of this one as a good Culture tech, for one that gives you Wonders. Could we call "Shared Belief" "Snakes and Foxes"?
This does present us with another alternative/complement to the previous quote block, "Snakes and Foxes" would play well with the tech-formerly-known-as-Shared-Belief taking a channeling upgrade, to go with its Spark upgrade. And then Sophistication could become High Chant?
ironmongers I think sell metal, perhaps also make it. It's a
real thing, though. Probably a production or gold building or something. (mahbe the factory)
Sounds good.
eh... that seems kind of random as a tech.
It's more about using Cemaros as a source of rain, much like the whole Monsoon Season thing, but that's monsoons rather than hurricanes, which aren't the same thing.
I see what you mean, but on the other hand, Circus maximus is exactly this, a single famous racetrack, and it's a national wonder.
Exactly, that and Oxford University stand out as poorly flavored National Wonders to me. It doesn't make sense to have many of those in the world. I'd prefer to avoid doing the same thing if we can.
I don't quite recognize any...
I mena, we could just rename Weather Sense "Constellations," but that's sort of like Astronomy..... well, more like astrology....
Constellations or Weather Sense?
I think we should stick with Weather Sense then. Constellations feels very "not Astronomy, but Astronomy".
cool. The last science building is in era 6.. is that where this should go, or should we use this for something else (our versions of one of the uber-late techs)?
Good call!
I've tentatively renamed "Exchange" "Letters of Rights". OK with this, or would you rather use this elsewhere?
Sounds good to me.
please, please do! I found fatigue hitting me big time in era 5. Kind of running out of ideas, here...
I know you probably won't do it on the excel sheet, but please do consult it for info on era 6-7. I've put in things that we've said we were going to put in those eras, for reference. (don't necessarily follow the vertical or horizontal placement, though)
Phew, so I've created a first pass at era 6! And of course used the excel sheet as reference! I wouldn't want to leave out any flavor that we've discussed already.
It seems like we added a lot of stuff for our mechanics in this era, more so than previous ones. I'm not sure if that's actually the case numerically (didn't bother counting things in all eras), but if it is, I would say it's likely because we're getting closer to the times of the books, where the flavor is more well defined.
So, stuff!
First, I picked out some obvious flavor that we knew we wanted to include:
Skimming and
Cobbles were pretty quick - as our replacements for Flight and Railroads flavor wise, they fit right in as techs. I knew we wanted something Bloodknife-y, which I've put in as Night's Shade right now, which was the name of the weave for creating Bloodknives in the Age of Legends.
Next up was
Rule of Medians, which we'd discussed directly above and fit quite well onto the tech that unlocked the next science building (equivalent to Plastics).
Then there wasn't any obvious tech flavor outstanding, so I filled in all of the BNW unlocks for this era. And then our new unlocks for this era, which include: a Warder upgrade, an Alignment building, the Kin unit, Bloodknives, and the Settler upgrade. (Plus we moved Spy 2 into this era.) I also found that Naval Melee 4 was unlocked in this era in BNW, but we've already unlocked that way back, so I ended up adding a Naval Melee 5.
With the addition of Naval Melee 5 and the presence of Naval Ranged 3 in this era (on Electronics)
and the Carrier, I figured there was room for a naval tech, which used the
Looking Glass flavor that we discussed above quite well. This does beg the question of whether or not we have a unit that will act like the Carrier does, though? Even if we don't, it still fits well and can stand up as a tech. I have noticed here that Naval Ranged 3 is much farther from Naval Ranged 2 than its corresponding Naval Melee counterparts. Do we want to address that back in era 4/5 and make this Naval Ranged 4?
So, between a Settler upgrade, the Happiness3 building, and an Alignment building, I saw the makings of a good expansion-centered WoT flavored tech. I grouped those together around where Replaceable Parts used to be.
Replaceable Parts used to have Melee 6 on it, but with our shuffling of Melee 5 up to Alloys, it needed to move. I moved it down to
Night's Shade, which was then feeling like a good candidate to be a spying/military tech.
This is where I noticed that we're generally much more focused on "military at the bottom of the tree" than BNW is. From this era onwards, BNW's military unit unlocks seem to happen at all levels of the tree (Infantry and Marines are on the highest vertical techs in their columns). So in general I think we can also afford to allow units to float a bit higher than we have in eras before this. Despite that sentiment, Melee 6 on
Night's Shade does fulfill our other objective of making the unit upgrade paths require one another as they progress.
Also due to our earlier moving of units, and because our single Traveling Squad (teh name! (I know we have a name, but this is fun

)) made
Skimming much less unlock-ful than Flight was, I moved Range5 back onto
Skimming. (Bizarrely, the two "generics" visible on Flight in BNW are both enhancements to unique improvements of civs, which I have decided to leave out of consideration completely, since it doesn't really affect the balance of the tree and should be decided as a part of that civ's uniques.)
Wanting to make the tech-that-was-once-Replaceable-Parts into an expansionist WoT tech, I needed to find a new home for Defense 4, which seems like it can fit quite well with the flavor of Cobbles, and also means that it now ensures it requires the tech that lets the player construct Defense 3. (Whether or not this is actually different depends on what we decide for the prereqs onto Profession.) With this becoming military-ish, as techs go, it seemed like a good place to put Spy 2, which also led well into
Night's Shade having the Spy National Wonder.
With all this shuffling, some techs were now much more unlock heavy than others, mostly due to wonder distribution. I redistributed a lot of the wonders in the first column here to rebalance the techs. It's worth noting that there are three wonders in column 1 of Era 6 that are the "Ideology Wonders" in BNW (Prora, Statue of Liberty, and the Kremlin), and should probably unlock on different techs. I've kept them on different techs here.
Looking at the Radio equivalent, I saw that it was still a good Culture tech, but could also be a home for the Kin unit, which helped a bit with our making military stuff a bit more available to higher parts of the tree from this era onward. I pulled Prestige1 down off of Refrigeration and onto this Culture tech, since Culture and Prestige complement each other well. That led to another wonder moving up in exchange, since Refrigation had lost Happiness3 and Prestige1.
So now came some naming! Some of the tweaking changes above were interspersed with choosing names, and I also kept in mind what we've been discussing about making techs lead into each other well. I'm pretty happy with
Treatises and
Manifests. Both lead on well from Letters of Rights but still connote relevant flavor for their unlocks.
Manifests we discussed before as a possible naval-like tech, and as the Refrigation equivalent that unlocks the anti-naval naval unit it has a chance to do that here.
Both of those lead quite well into
Rule of Medians, the flavor of which is discussed above.
Then there's the one that I've currently labeled
Festivals. My main concern with this name is that it seems like something that would have become available earlier in history than this part of the tree. But New Era-specific festivals would have been cropping up at about this time. And a Herbalist-ish flavor + Fireworks is a pretty awesome lead in for
Festivals, flavor wise. It also fits well with the WoT flavored, expansionist nature of the unlocks on that tech.
Looking Glass's prereqs aren't as much of a direct flavor win though. Treatises makes some sense, but Festivals only vaguely so.
Going from
Cobbles to
Night's Shade also isn't very direct. Given that
Night's Shade, the weave, was never actually rediscovered in the books, it might be good to rename
Night's Shade, somehow keeping the link to the Bloodknives. It's otherwise a spy-ish/military tech, which is why I ended up moving the Warder upgrade onto here.
And finally, we have Unnamed Tech 6, which has AA1 and Horse 4 (stolen from Night's Shade, which now has plenty of unlocks, but replaces Combustion, where the Landship used to live). I couldn't really come up with a name for this one. AA1 being unlocked by the next tech along from
Skimming makes a lot of sense, but otherwise I wasn't sure what to call it.
Unnamed Tech 4 is off at the start of Era 7, just to show where I figured a good double-length prereq could go from the first column of this era.