I'm saying that using something like EXP feels much more like "a unit but better" than something that's tracked separately, from a player experience point of view. (It also requires us to use the numbers appropriate for EXP to represent this ability, but a separate honor tracker can take whatever values we want.) That said, even if we do use EXP from Shadowspawn, that would need to be represented to the player, which would lead to pretty much the same UI as having "honor" be its own thing.
For how it would be represented, that would depend on if it's a per unit thing (Honor Bound (military) or Topknot Guardian) or civ-wide (Honor Bound (LP)).
For per unit, I figure some kind of progress bar toward the next "upgrade point" (visible when the unit is selected). And some kind of visual at-a-glance representation of how many times a given unit has been upgraded by honor.
For civ-wide, a progress bar towards the next LP would be good.
OK, ok, ok. I'm fine with using Honor, then
Yeah, differing amounts for each seems good.
ok, I'm looking at this ability once again (imagine that!) and it doesn't seem like we *could* vary it. I mean, it's a trade route. What would we vary?
I'm not a big fan of giving players obsolete units, because that doesn't tend to be something CiV does. Once a unit is obsolete, there are no ways to make more and it's a process of turning the existing ones into the current ones.
That said, I think this could do fine, since it's a fixed Horse7/8 (whichever we choose) of always giving out Melee7/8. (I haven't checked if there are tech paths that still leads to that possibly giving the player an obsolete unit.)
Right, this one isn't a sliding scale like a UA is, which makesit less wonky, perhaps. I guess the weird thing is that the unit could be upgraded to a modern unit.
We also could conceivably make it produce a contemporary unit - just one that is necessarily less expensive (not sure which that would be), or at the very least, with 0 EXP. We could then make the horse unit itself no better than its Generic contemporary, and the deal here is basically a kind of 2-for-1. Would inspire some interesting dynamics with strategy, perhaps - battles with tactical shifts mid-way due to changed unit composition.
I... tried? This has actually been super difficult. For the things I've proposed removing:
The Black Hawk Soars just didn't strike me as particularly engaging for the player. Nothing wrong with it, but there's steep competition!
With Lamplight Vigil and Constant Vigil, I figure we can capture this with one of the UB or UI options, and given the competition for UA, that seems more likely to be how we want to do it.
For Last Embrace of the Mother, I find I prefer the other military options for UAs.
Unhooded Walls I didn't think stands up to the other UBs - most of the time it's just a combat bonus to the city.
By my count, if we do all of the above removals, we have 7 separate "focuses" available from our remaining UAs. (So, the two variants of Hard as Diamond, Cold as Iron both work toward the same focus.) Any more paring down and we'd need to drop certain approaches. Any we like less than others?
Yeah, I'm ok with your removals. I kind of liked the Black Hawk Soars, but only because it generated Golden Age points, which isn't something we've brought in much yet. That said, could easily do it with other civs. I also like Last Embrace, mechanically (the "sharing" of EXP is kind of cool), but I'm fine cutting it - we certainly need to.
OK, so let's line up those focii and see which ones are coolest, because yes, we need to cut more (still over 20 abilities remaining):
UA:
Ingathering of the Lances -
tundra,
defense
Nameday Sword -
units
Hard as Diamond (yields) - tundra, culture, yields
Hard as Diamond (quantity) - tundra, strategic, luxury
Every Man, Woman, and Child -
civilians, sight
Honor Bound (military) -
Honor,
shadowspawn, combat
Honor Bound (LP) - Honor, Shadowspawn, LP
Immune to Strife - stability
Network of Defense - trade, CS
UU:
Heavy Lancer - tundra, Shadowspawn, Faith
Borderlander - civilian, Faith
Sniffer - sight
Armed Folk - civilian
Topknot Guardian - Honor, Shadowspawn
Heavy Cavalry - movement/management
Guardian of the Pass - units
UB:
Gaslamp - Alignment
Raised Gate - Shadowspawn
Communal Baths - Culture, Faith
Separated Apartments - Golden Age, Culture
Civilian Training Barracks - units
UI:
Lamplight - tundra, defense, Shadowspawn, Yields
OK, I've bolded those above that seem to be the "major" features we're playing with here -
tundra, defense, civilians, honor, and shadowspawn. Now, truthfully, those last three are really just variations on the same thing - different ways to defend your lands.
In any case, there are other foci, but I think the rest are sort of marginal and more incidentally a part of this mix - not necessarily something to build a set around.
With all this in mind, time to take a pass through these and eliminate some that serve the same purpose. This is tough! For pretty much any of these, I could probably be persuaded to red the one I chose and black the one i didn't!
Logic first:
UAs
Ingathering of the Lances - I'm unsure about this one. I think it fits what we're looking for here, but might not be as fun as the rest of these. red
Nameday Sword. I think I like thisone. Black.
Hard as Diamond (yields) vs (quantity) - I think (yields) is a little more interesting and less BNW-ish. I also like that it produces some culture. Redding quantity.
E M, W, + C deserves to stay around as an option. black
Honor Bount (military) vs (LP) are both quite cool, as is the UU counterpart. I could see either of these being useful to us. black for both.
Immune to Strife - I think this is an interesting ability, but I think this is also one of the most "off the beaten path" UAs, in that it doesn't seem to fit much with what we're trying to do here in general. Red.
Network of Defense- the same criticism could be put on this one, but I think this offers a trade/gold option, which might be helpful to leave around. black.
UUs:
Heavy Lancer - Somewhat like Ingathering, I'm tempted to red this one. However, I think it's a prett straightforwardly decent unit for anti-shadowspawn stuff, so I'm considering leaving it, especially since we don't have that many UUs. black, i guess. Possibly this unit could be tweaked to be made better
Borderlander vs Armed folk. These are two similar to both survive. I think I prefer the Borderlander, and it requires a little less micromanaging, and produces Faith (the latter could 100% be affixed to Armed Folk though) . redding AF
I think the Sniffer doesn't really deserve to be on the list. It's not as cool as most of the rest of these. I'm redding it, though if you think we need to keep it as an option for flavor reasons, I'm open to that.
Topknot Guardian - I like the honor thing and I think it should stick around.
Heavy Cavalry - I feel similarly here as I did for the Heavy Lancer - kind of a straightforward cool unit, but maybe not super exciting. Can keep around for now.
Guardian of the Pass - not sure about this one. I think it can survive because we don't have tons of UUs, and it's kind of a unique mechanic.
UBs:
Gaslamp, this one could be said to be off-the-beaten-path as well, but I think it's the kind of ability that might be fine on an island, and useful to Shienar. black for now.
Raised Gate - I like this ability as a mechanic. I'm concerned that it might not be broadly-useful enough, though. I'll red it, though with some sadness.
Communal Baths - I think this one is fine to keep around. encourages tall and rewards such with some culture
Separated apartments - same as above, though in a different way. I suppose these two could be similar enough such that we should remove them, but I'm keeping them both around.
Civilian Training Barracks - I think I'm fine with this one as well. I like that it rewards tallness (height?)
UIs:
Lamplight - looking at this ability, it does a heck of a lot. I'll keep it around.
OK, so if we do that kind of cruel genocide, we're left with 16 options:
Shienar (Era 5-9, Tall, Dom/LB)
UAs:
- Ingathering of the Lances, Shienaran mounted units consume half movement in Tundra and Snow. Enemy units entering Shienaran territory have -X% combat strength for the first turn in which they enter.
- Nameday Sword, Shienar begins the game with two Warriors. At the start of every era, a Melee, Ranged, Polearm, or Mounted unit (randomly determined) of the current era spawns adjacent to every city of at least X population. These units are given one free first-tier promotion. Y units are maintenance free
- Hard as Diamond, Cold as Iron (yields), strategic, luxury, and bonus resources on tundra produce extra yields depending on the improvement constructed. For mines, Food, for pastures, Gold, and for Camps, Production. Any city with at least X tundra, snow, or blight tiles within its radius generates +Y culture per turn.
[*]Hard as Diamond, Cold as Iron (quantity), strategic resources on Tundra provide double quantites. Luxury resources on Tundra provide two copies instead of one.
- Every Man, Woman, and Child, Shienaran civilian units have combat strength equal to the most powerful obsolete Melee unit Shienar has been capable of training. They have +X% (high) combat strength against Shadowspawn. Shienaran Legendary Person Improvements provide Y sight.
- Honor Bound (military), military units accumulate honor for each Shadowspawn they kill. Every X honor, that unit's relevant combat strength permanently increases by 1.
- Honor Bound (LP), Shienar gains honor when any of its units or cities kill Shadowspawn, or Shadowspawn units die in Shienaran territory. At increasing intervals of total honor accumulated, starting at X, Shienar spawns a free Legendary Person of Shienar's choice.
- Immune to Strife, Unhappiness only reduces Shienar's food output by 25% (instead of 75%) and does not decrease Production output, Gold output, or military unit strength. Shienaran cities cannot rebel due to Philosophical pressure. Shienaran rebels have -X% combat strength while in Shienaran territory. Shienar does not declare any wars and cannot be declared upon automatically at the end of the High King event.
- Network of Defense, Shienar gains a free, one-time (cap-ignoring) land trade route from the capital with any City-State or Stedding Shienar defends from Dragonsworn, Lawless, or Shadowspawn (via Quest completion). This trade route cannot be pillaged by Dragonsworn, Lawless, or Shadowspawn +X resting influence with any City-State bordering the Blight or Shadowspawn territory.
UUs:
- Heavy Lancer, replaces era 7-9 Mounted unit, terrain bonuses are doubled while on Tundra. Shadowspawn units ending their turns adjacent to the Heavy Lancer suffer X damage. When gaining a level, generates X Faith.
- Borderlander, replaces the Worker, while in Shienaran territory, the Borderlander can attack and defend with the strength of the previous era's Melee unit. Any enemy unit killed by the Borderlander generates +X Faith.
- Sniffer, replaces Recon 2, +X defensive combat strength. Gains the custom mission "Sniff Violence," which consumes 1 Movement and reveals all enemy units within Y hexes until Shienar's next turn.
[*]Armed Folk, replaces the worker, can perform a custom "Take up Arms" mission to becomes a random current or previous era military unit for 3 turns.
- Topknot Guardian, replaces era 5/6 unit, gains honor when killing Shadowspawn and when being promoted. For each X honor gained, this unit's combat strength permanently increases by 1. (Persists when upgraded.)
- Heavy Cavalry, replaces Horse5/6, +X% (high) combat strength against non-mounted units ]and pushes them back into an adjacent unoccupied hex (if one exists) when attacking them. Enemy mounted units always retreat (if there is a valid retreat hex) when attacked by Heavy Cavalry.
- Guardian of the Pass, replaces era 7-8 Mounted, when killed, spawns the most recent era 7-8 melee unit
UBs:
- Gaslamp, replaces Alignment (Shadow or Light), any unit killed within this city's workable radius generates X alignment points (in the direction suggested by the building).
- Raised Gate, replaces Defense 2, provides a free attack per turn, Ranged 4, that can be aimed at Shadowspawn.
- Communal Baths, replaces Culture 2-3, adds one specialist slot. When filled, generates X Culture and Y Faith.
- Separated Apartments, replaces Food 2-3, when a new Citizen is born, provides X Golden Age points and Y Culture
- Unhooded Walls, replaces DefenseX, Myrddraal can't come within Y hexes of this city and provides an additional +Z combat strength to the city.
- Civilian Training Barracks, replaces EXP4, whenever this city's population increases, a random non-obsolete military unit appears adjacent to the city.
UIs:
- Lamplight, built on Tundra, exerts zone of control on adjacent hexes. Any Shadowspawn, Dragonsworn, or Lawless unit killed on or adjacent to the Lamplight provides a yield of +X Gold. Produces +Y Faith (low) and +Z Culture (low) when worked.
OK, as far as sets, given our "locks" are Cavalry and Tundra/Border stuff, I'll start with these sets (though there are many other possibilities):
Honor and Culture
UA: Honor Bound (military OR LP)
UU: Borderlander
UU: Heavy Lancer
UB: Communal Baths OR Separated Apartments.
Borderlander and Heavy Lancer reinforce the UA. Depending on which UA we go with, this could either be more Domey (but still sort of Tall) or more culturey.
Honor and War
UA: Nameday Sword
UU: Topknot Guardian
UU: Borderlander OR UI: Lamplight
UB: Separated Apartments or Gaslamp
Still has the Honor stuff, but more straightforwardly about sustaining and army and such for the LB, I'd say.
Lore of the Far North
UA: Hard as Diamond, Cold as Iron
UU: Topknot Guardian OR Heavy Lancer OR Heavy Cavalry
UU: Borderlander OR UI: Lamplight
UB: Separated Apartments OR Civilian Training Barracks
I know that's a lot of options, but they are sort of dependent on one another. ?You wouldn't go with too many Culture Options, nor would you need to go with multiple "movement management" or "borders defense" options. I could see either the Culture of the UA or Sep. Apart. being changed to Faith or something.
OK, thoughts? I think getting solid on clear sets is really tough for this civ.
So I assume you're going to drop Andor's opening upon us in the next few posts. I just wanted to remind you that I'm pretty sure there are some suggestions by extinct participants in the early days of the thread that should probably be rendered here in
orange, if only for the sake of honoring the fallen.