Jumping back briefly to the LB stuff, this is a good example of somewhere that the
flavor can take us to a side-specific bonus. The details of that are in my previous post
though.
It's also possible to make such a bonus (likely a UA) different on each side. If
you're on the Light side, it changes how you interact with the Dragon somehow, if on
the Shadow side, it has a different Dragon-related effect. Certainly a possibility.
Yeah, I think the key thing about the Aiel is that we really don't
need to make
them LB-focused - we have so, so much to go on with them. Besides, I'm guessing
some players will want to play as "Shadow Aiel" sometimes...
Also, I'll say I don't have a huge problem with having "both side" Uniques. Like, a UU
that has "+10% combat strength against Shadowspawn and +10% combat strength
when adjacent to an allied Shadowspawn," as one example. It leaves out Neutrality,
theoretically, but that sort of thing is far less awful than full-on sidedness, IMO.
Again, case-by-case (and in the case of the Aiel, I say it's unnecessary.
I like your approach of averaging our scores to get a final result that means both of our
assessments contribute. I don't feel like any of the differences are significant enough
to warrant discussing changing them up or down beyond what we've both given so far,
so rather than go through all of your individually, I'll just say I agree overall!
So I've just pulled out a few quote blocks that I think have useful discussions, but
otherwise I'll skip over everything that's just a simple agreement. And then on to the
leaderboard!
You trivializing bastard!
also, lol at "leaderboard"
Yeah, whether a TW bonus would actually end up contributing to the LB VC would
depend on the nature of that bonus. It's certainly a good way to capture flavor and
integrate the mod well into the game to use our new mechanics to fuel strategies for
the existing victory conditions!
re: Manetheren.
Yeah, case by case!
This is about the Seanchan.
My views on the LB stuff are above, but this stood out to me. Neutral is a side in the
LB, but only a side that's particularly useful to civs who are pursuing other victory
conditions. You can't win the LB victory by picking Neutral. So when I say the
"definition of Neutral" excludes them from being an LB pursuing civ, that's because if
we design them in line with this particular flavor, then they will specifically be
encouraged to pick the side that doesn't let them win the LB victory. Hence, they're
not an LB victory focused civ. That seems to be the point of the Neutral side, to me.
right. Agreed. Also, a neutral-oriented civ in the LB isn't likely to be all that
fun, honestly...
ever tried to play "true neutral" in old D&D...?
Like Traveling being used as a common flavor for a couple of different mechanics, I
don't see the existence of the Shadar Logoth mechanics as something that precludes us
from hinting at Aridhol's Logoth-ness in the lore as a part of an Aridhol civ. We would
want to avoid things that cause obvious paradoxes (allowing Aridhol to transform one
of its own cities into an "extra Shadar Logoth" or some such), but as long as there's no
redundancy in the way the ability/unique interacts with the Shadar Logoth system, then
it seems totally fine.
I would say we should be asking: "Why must it be Shadar Logoth if its uniques are
related to the Cleansing?"
Rough examples (not actual suggestions, just examples of how that non-conflict can be
achieved):
UA: Communed with Shadow
Contributions Aridhol makes to the anti-Cleansing project are doubled.
(LB side issues and the utility of such a UA notwithstanding, this clearly nods to
Aridhol being Shadar Logoth in the books, but has no in-game redundancy with the
Logoth system as we've designed it.)
UU: Ruby Dagger Thieves
Unit has double combat strength within 10 hexes of Shadar Logoth, but takes 5 damage
per turn every turn it spends more than 15 hexes away from Shadar Logoth.
UA: Where the Shadow Waits
Units controlled by Aridhol do double damage when attacking units that have the
"Cleanse Saidin" mission available.
UB: Channeling Focus
Contributions to either Cleansing project from this city are doubled. (+ some yield, for
normal building utility)
(crazy) UA: Where the Shadow Waits
When Shadar Logoth is destroyed, one of Aridhol's cities (of the player's choice)
becomes Shadar Logoth in its place and Aridhol gains control of Mashadar.
(also crazy) UA: Where the Shadow Waits
Aridhol may make peace and ally with the Shadar Logoth city state (which provides
some bizarre, flavorfully appropriate double-edged sword of a bonus of our choice).
ooh, those ARE crazy. The last one in particular is kind of fun...
In any case, we've talked the abstract-aspect of SL/Aridhol to death at this point. Not
much needs to be said. Case by case, is the way to go, IMO. It's not appropriate for me
to assert any blanket statements over the propriety of Ar's link to SL - if a proposed
unique works, it works. So, tackle it later.
It's Far Madding they look grim for, right?
Yeah, Mayene's sitting pretty.
That's the national motto, right?
I think between starting some civs' flavor a bit early
(Era of Nations civs) and having low tech stuff there (we'll likely want some things to
unlock very early for mechanical reasons for some civs as well) then we should be able
to cover Era 1 ok.
hopefully you're right.
I'm liking the list of 20! I do slightly worry about including Aramaelle and not
including Saldaea and Arad Doman. Still, considering how many civs we've gone
through, for that to be my only worry speaks highly of our process!
As I've touched on in my latest set of posts, I'm fine with designing all 20 in order to
help us pare it down to an FLC list of 14. (I also think that it's awesome that we've
got 31 civs to consider at this point, and there are still more that we're not using, even
if they would be a bit light on flavor!)
yeah, no kidding. 31 is a lot. A few
months back in one of the other threads here, someone was asking about any fantasy
mods out there. I chimed in that we were developing this. They discounted it as an idea
that couldn't work, because their weren't enough civs to choose from in WoT...
Related to these rankings, I like them (as mentioned above) but I think it's worth doing
a quick assessment of what the rankings look like if we give a weighting to
prominence. I did this in Excel (and saved it to the DropBox), and so reproduced the
original rankings as well since it was easy to do. I noticed that your rankings seem to
have the Sea Folk down at 12.5, even though it looks like they should be at 16.5?
cool!
Not sure what to say about the Sea folk... not sure what happened there.
Also, your final list of 20 appears to have Manetheren listed twice (so there are only 19
civs there). From the unweighted scores, that would mean Far Madding is now up for
consideration as #20. If we choose to DQ Far Madding so we don't have two CS-
flavor civs as FLCs, then Arad Doman or Saldaea comes in (both tied at 12).[/quote]
oy! how'd that happen?
Back to the weighting, for a rough estimate, I'll go with "prominence counts for
double":
<<INSERT LOGIC>>
Final list from that:
Seanchan
The Aiel
Shandalle
Sea Folk
Shara
Malkier
Manetheren
Shienar
Prophet Ghealdan
Mayene
Andor
Tear
Tarabon
Illian
Cairhien
Children Amadicia
Aridhol
Altara
Aramaelle
Far Madding
(P-C Seanchan)
Which was all a lot of work... to end up with the same list! Some of the order
changed, but none of them dropped off the end of the list.
In terms of DQing civs, I think P-C Seanchan is the main potential DQ to consider not
doing. I would be inclined to include them over Far Madding. What about you?
Does the Aldeshar campaign live on?
In terms of next steps for the process, I'll go into that below where you've put a
suggestion for a list of steps in your next post!
hmmm... I agree that PC Seanchan is the only fringe one that is worth considering. I
definitely can see the logic in at least trying the initial design of it before we kill it. I
think Far Madding is a fair one to abandon.
But then of course that means, as you say, that Saldaea, Arad Doman, and also Aldeshar
are cut.... Are these three civs worth keeping around for a little while, just so we cover
our bases (making our number, it seems, 23)? 20 is, after all, somewhat of an
arbitrarily-defined number. It seems like 23 may be the list we "feel good about." I
think part of the trickiness comes from some civs (Aramaelle) being included at the
expense of some that win the prominence war (e.g. Arad Doman).
Probably fine with not including Far Madding... but also fine with including it.
Finale here too! Also thanks for the patience! I hope
for shorter replies for us to get better turnaround times, but when we get to designing
the actual civs, this will likely explode out into a massive series of quote blocks again!
Yay! More on the speed of things below...
This seems like a good plan for moving forward. It looks like all of our rankings
posts for individual civs should collapse down shortly and we'll be left with the big
things (LB seems like it may be the most involved thing left, 3 uniques looks like it's
much more straightforward below).
Yeah, I'm hoping that even the LB isn't
*that* much more to hash out.
I think we've sort of already completed step #2, I'm happy with the list of 20 civs from
our posts above, and that seems to be what you're suggesting as well. (Barring
possible shuffling of one or two civs near the end - Far Madding, PreConsolidation
Seanchan, Arad Doman, Saldaea, and Aldeshar all competing for slot #20!)
Also, just to be sure, "civ traits" in step #3 doesn't refer to UAs, right? (CiV itself
often refers to UAs as traits, but given the context I don't think that's what you mean.)
By civ traits I mean "any of the things discussed above." That is to say, if we decide we
need more science ones in the mix, we tweak some (perhaps stretching the flavor) to
make them sciencey.
But yes, I'd say we're on step 3 now. So, how should we go about that? I suppose its
just an issue of regurgitating the list (of 20 or however many) and including the semi-
agreed-upon characteristics, e.g. something like this:
America (Era 4-6, Wide, Domination/Cultural, no bias)
Is that enough info? I didn't want to do the list now because there are some things still
in contention - namely, the LB stuff, which could conceivably affect this. What shall
we do about the civs that we didn't agree on (as far as VCs, etc.). We could bounce
back and forth, but this is general and vague enough that it might not be worth the time
- I suppose we're just looking to see that we do, in fact, have a "healthy spread" of
things. So, I'd be fine if things weren't nailed down in this stage.
From there, we consider the whole, and tweak as necessary. I'm guessing this will just
be one round of posts.
I would also say that after step #5 we may be able to eliminate some more civs from
FLC candidacy, since we'll have explored their options more by that point and have a
better idea of the big picture of our VC distribution and other inclusion factors.
(There seems to be an implicit elimination step between #6 and #7, where we pare
down to the final FLC count, which also sounds good to me!)
For sure there is an elimination step between 6 and 7, but yeah, we could conceivably
do so at 5, or 6.
Step 4 is the next big deal - more on that below.
This is definitely a big decision. And it seems strange that we don't really have
anything big swinging us one way or the other. If it's any indication, there is (or at
least was) a mod that adds an extra unique to all of the base game civs that was quite
popular, so at least some players are enthused by the idea.
I agree that it's cooler, and should make the civs feel more distinct from each other as
well. The difficulty mostly seems to be frontloaded on us - make the game still work
with more variables - players just get a more diverse experience.
I wouldn't be inclined to make one weaker than the others since most uniques are
replacements for stuff, so gimping one of them would feel like a penalty since they'd be
worse than the default unit/building being replaced. (If they weren't worse, then they
wouldn't be weaker than the other uniques, which often are similar-but-different to the
default units, not just better.)
I'd say let's go with 3 uniques!
I'm convinced that we don't need to gimp the
uniques.
Also, I agree - let's do 3 Uniques!
Could be, though I'd like to explore the UG route too! It's something for one of the
later steps now though.
case by case!
I was weighing the pros and cons of both approaches. Having "strange" (in BNW
terms) uniques be quite rare establishes a "normal" baseline for players and makes
those strange uniques stand out more. On the other hand, our players will be familiar
with CiV and its "normal" uniques. I wonder if having a larger proportion of our
uniques be strange ones would make the whole mod more engaging, because there's
always something very different to do.
wait for it...
wait for it...
wait...
case by case!
I think we just have to see where this leads us - I think there are benefits either way, so
it's hard to make a "policy" about it now.
Actually, though, as a
unit, I didn't really like using
the turtle ship that much... I guess I was just avoiding wars at all cost at that stage in
the game, so it felt wasted (lol, turtling!)
Agreed, we can only do what we can - there won't be nonstandard unique flavor for a
lot of the civs. We may find ways around that by being inventive with their
interpretations - still true to the flavor, just not the most direct conversion of
melee/horseback as the books might at first suggest. It will be a case by case thing
anyway.
Yeah, it's likely that we'll have to "force the issue" in a few cases, by using the dregs of
some flavor to at least get a few more non-standard UU forms.
Your turn again! And hopefully this will get a lot shorter (relatively briefly) before
exploding back out into a flavor-dive-athon on the civs listed above!
OK! So, yeah, next steps. Obviously the "spread" stuff described above, but then is step
#4, which involves more detailed flavor-dive (though most of the flavor has already
been dived, in my above long posts!) and brainstorming.
I suggest we actually
not let it get to really long post blocks and stuff. I think
things have slowed down to an almost painful pace in the past month, and I'm actually
concerned that if we keep that up, we'll be essentially killing this mod.
I feel like, while in some ways it's nice to sit and think about a post for days, and have
tons of time in between replies (which is what I've done here, written parts of this days
ago), I feel like we're at our most effective when we're hashing through things more
quickly. I know of course that this is my fault, as I launched a huge framing post, but at
this point we're at a different point in the conversation.
So, I'm wondering if the best thing to do is to break things up into small groups, maybe
four or five civs, grouped together either logically, randomly, or otherwise arbitrarily.
From there, one of us does an initial "pitch" on the civs, then we whack them back and
forth until we have at least something decent, and then we move on to the next group.
While I think this method might make it easy to miss the forest for the trees, and forget
the big picture of things, I think it'll go a long way towards keeping things moving, and
also, preventing fatigue. If I learned anything doing the tech tree madness from around
era 1-5, its that my ideas in era 5 were way worse than in the earlier eras. I'm worried
that if we did a pass through all the civs, and then whacked that back and forth, the last
5, 10, or 15 civs may not be our best material (also, the quote blocks would be huge,
as would be the wait times between posting). So, long story less long: shall we break
them into small groups?
As far as what those initial brainstorms could be, I'm thinking we keep it pretty simple.
You *can* suggest mechanics, but you don't need to (though for UAs, you may at least
have to somewhat suggest them) - certainly don't get to specific. Of course, if you *do*
have a cool specific idea (especially with UA's), share it - but don't waste too much
time on it. We're not looking for details here. So, something like this:
Mereen (Era 5-7, Tall, Diplomatic/Cultural, plains)
UAs:
something based on slavery or freedom from it (food, production, happiness?)
Way of the Harpy (cultural bonuses when at peace?)
For the Mhysa (culture or happiness when spreading a Path)
UUs:
Pitfighter (Melee 4-5)
Unsullied (Polearm 5-7)
Son of the Harpy (Melee 7)
Great Master (Merchant Lord)
Sellsword (Melee 5-7, can only be purchased)
UBs:
Fighting Pits (happiness and XP?)
Pyramid (?)
UIs:
Pyramid
Sellsword Camp
In any case, you get the idea. Does that seem like enough? I figure we'd bat each one
back and forth a few times, eliminate a few that we really don't like, perhaps add a few,
and leave each with a collection of a few good options for each category (3? 4?). So,
I'm not suggesting at this phase we necessarily actually *decide* on which one works
(though we could). That could be the next stage.
Thoughts on that process?
OK, I think that's where I end!