cool! For some reason I'm really glad to be here! I didn't come into this civ having a bunch of ideas, specifically, but something about this civ feels satisfying to reach. Like we're normal now and in friendly territory. Andor should have felt that way, but it was also a tremendously large dump of so many flavor alternatives, much like the 'chan.
Agreed on Tallness!
Yes, same! Tear has quite focused but well defined flavor, which means we've got a very directed design space to work with and that restriction is quite liberating because it takes a lot of the big picture decision making out of our hands on this one!
I like how this is the Stone flavor without literally being the stone - which will likely be a Wonder, and causes so many flavor problems if your capital moves. So, the anti-channeler flavor is subtle, but the mechanic isn't. *double* production on any non-channeling unit? Doesn't that seem a bit epic? True, it only works for one city, but honestly, it's often reasonable to have only one city cranking out units anyways (maximize EXP and free-promotions and such). Maybe thisis fine, but it's really strong.
I think since the bonus only applies to one city, it needs to be epic to compete with civ-wide bonuses that other civs have. It means that the Tairen capital will often be producing units instead of buildings, so it may not have all of the yield buildings other capitals would. I agree that it's strong but I think we're best adjusting between double, 50%, and triple when we see how it plays out.
I'd say the anti-channeler flavor is fairly mechanically subtle. It doesn't penalize them for having channelers or reward them for not having channelers, it just encourages them to build other stuff aside from channelers. I think that will lead to a Tairen military that's quite channeler-light, which is pretty cool with how it lines up with flavor.
ok, I'm a little confused by this. You're saying:
Each *copy* of each regular luxury gives to Tear some new luxury (flavored after the original luxury) that provides no happiness to Tear, but can be traded. Correct?
This is like the Feitoria, right? (in that it's mostly for trade, right?)
Wait, so how is this not wide favoring, if it's per copy? (or even if it isn't, but its per luxury). Having a lot of different resource within your sphere would = having more byproduct resources.
Sorry, I guess I'm a little confused on some aspect of the mechanics. Can't really judge until clarified.
Right, I should have expanded on this more!
The idea is that as long as Tear has at least one of the base luxuries connected for your civ, then they also have one of the "extra" one that corresponds to that luxury. So it rewards resource diversity, rather than quantity.
I suppose this is Wide favoring, which is annoying. I don't think it's strongly so, because you can get those resources through trading as well, and an extra luxury will often translate into other trade deals aside from additional luxuries. (The AI does take the Dutch UA into account when evaluating the value of a final-quantity-luxury-giveaway trades, for example, so they would do something similar here - knowing that Tear doesn't benefit from the extra resource and so not valuing it more than duplicates of normal resources.)
I'm a big fan of this mechanic, but if we want Tear to be very deliberately Tall, it seems the mechanics don't fit.
Super hard for me to judge this one, as Tribute Demanding (like Pledging to Protect) is something I almost *never* do (by almost, I mean I've probably done it three times, maybe, ever - yes, that means I never go with Gunboat Diplomacy..; On that note, doesn't this sort of step on that tenet, if we wanted to have a version of it?).
What limits are there to how often you can intimidate? Why not just do it all the time and rack up the influence?
The final component of this UA is easily fine, though.
You can't do it all the time because CSes that become more resilient to being intimidated the more you do it. The way that swings, it effectively has a cooldown (already present in BNW), but also modified by several other factors (they're all on the
wiki page, specifically the "Demanding a Tribute" section).
I figure this will also come with all of the other normal, non-influence effects of demanding tribute from a CS, which also prevents players from just machine gunning it. So diplo penalties with civs that are allied with or protecting the CS, cancellation of Quests from that CS to the Tairen player, and progress towards the "all of these CSes hate me and are now locked into permanent war with me" state.
I don't think it steps on a Gunboat Diplomacy equivalent's toes - they seem to work together quite well. This ability makes CSes afraid more often, which helps Gunboat Diplomacy work even better. The demanding of tribute could be a cap off to gain an alliance, when using both in concert, or something like that.
Yeah, Illian *and* Mayene. I do think it's likely to foster a semi-wide style of play, with stupid 1-pop cities founded just to get this rather massive bonus. So I red.
Agreed, let's remove it.
Interesting. I have mixed opinions of this one.
First off, doesn't this step on the conception of the Brown Sister quite a bit? Like above with the Blue, I'd prefer to keep such things as separate as possible.
I was about to poopoo on most of this, but that last bit about the portal stones is pretty cool and kind of nuts. Tear doesn't *feel* like it should be a PS-civ (whatever that means), but if that's true, then that's true.
So, putting that, and the Brown thing, aside, I feel like this flavor basis is good, but the application feels disjointed from that flavor. Yes, hoarding artifacts... should lead to artifacts, not *prevent* them. I understand that you aren't supposed to be showing them off, or whatever, but having them not exist doesn't feel right to me. Better, I'd say, to simply not provide prestige, or something.
I like the 2x speed for foreigners thing. I'm magentaing this, because it has some problems, but not redding it. I'm adding a second version that might address some of those problems.
I don't think this conflicts with Brown Sisters - I figure it can apply to them as well.
I see what you mean about the flavor, but I think the crux of the problem is the use of the phrasing "cannot find Artifacts of Power in them", which suggests an
absence, rather than a lack of display. I mostly said that because it's how I think the mechanics should work out, but we could flavor that differently. (Also worth noting this only applies to Sites of Power in Tairen territory, so the Tairens will still have Artifacts.) I'm not sure where to insert that "hide away the Artifact and get the Portal Stone instead" flavor in the flow of exploring the Site, but that's the actual flavor justification, and I think we could get that in somewhere to make it sensible to the player.
The reason I think that hoarding Artifacts (the concept, rather than the name of this UA)
shouldn't lead to a bunch of artifacts on the Culture screen, is because Artifacts on the Culture screen are specifically things that a civ is putting on display in order to influence others. That's why they generate Prestige at all. And Tear is very specifically not doing that by keeping its Artifacts hidden away in a vault somewhere. The flavor isn't that they don't exist - they're just not in the display cabinet that is the Culture screen.
I've also proposed tweaking the name for this one, since that name also played into the above flavor difference.
Interesting, would it be less mean to change it up a bit, so instead of only being able to build 3 units in a game, you can only build 3 CITIES in a game like this? That way, if the settler gets killed, or even the city gets razed (taken? probably razed), you could build another. So this would be a complete Settler replacement, meaning you COULD build more than 4 cities, just not with the special bonus, right?
Also, presumably this applies to the first settler, yes? That's a pretty darn good opening city, though....
Some changes below, though I'm not totally solid on all of it.
Yes, being able to found a fixed number of cities with them, rather than only train a fixed number of units, is much better!
Do you mean that this would
n't be a complete Settler replacement? That seems to be what you're saying in that sentence, given its structure!
I don't think we want a non-hero unit that does that kind of mixed partial-replacement of a base game unit. I'd be all for replacing Tairen Settlers wholesale, even the first one. It will give them a serious leg up at the beginning, but it does also rapidly diminish over the course of the game, since it only gives them an edge if they found those cities before other civs would have grown to that size anyway, which is all very early days.
yeah, I think that's kind of a deal killer, flavor-wise. But perhaps the flavor doesn't have to be *literally* the stone of tear.
Yeah, but I think it leans toward the Stone flavor, even if we make it not the actual Stone of Tear, which still feels like a flavor problem to me. I'm going to red it.
yeah, interesting. I know the ML is a more flavorfully apt LP, but given the mechanics of them versus the Amb., the Amb might make more sense. Why not both?
Yeah, let's go for both!
I've left the LP for upgrade 3 as the Merchant Lord, because I think the Merchant Lord is the closer fit of the two. Even though the Ambassador does CS stuff, all of the High Lord Governor's abilities are hinged on trade, which makes me think the Merchant Lord is better connected to those mechanics.
Hoarding Artifacts (no prestige) is the aforementioned version with less flavor weirdness. Maybe not strong enough, though. I considered adding slower-glimmer-harvesting-for-foreigners, but that seemed to random. Ideas?
I'm not a big fan of how two pieces of this UA compete with each other. Making Artifacts generate Faith (which makes them special), but then encouraging players to not generate Artifacts from their own Sites of Power plays against that.
I think Faith as a yield works flavorfully, but since this only becomes available once Historians and Brown Sisters can find Artifacts, it's quite late in the game for Faith generation, which I worry will mislead players a bit. Science could work mechanically, but it flies in the face of the Tairen flavor of hiding-and-not-using their Power artifacts. Same with Gold, Production, and Food, I feel like giving the artifacts yields doesn't play well with this flavor.
In terms of strength I'd say it's fine - the Portal Stone Prestige buff is strong enough to stand alone, I'd say. Portal Stones generate a decent amount of Culture, and generating that much Prestige as well is really strong for the Culture victory.
I'll mark this one as red.
Channeling Ban is a relatively straightforward application of straightforward flavor. Kind of weird, I know. The increase by 1 after W turns is to provide an incentive to channel very rarely.
I like the flavor of this one, but I feel like the flavor pushes towards a more direct effect on the actual channeler units themselves.
I also think that given Tear's sort-of-Authority leaning in their channeler attitude, we should be less mechanically direct about rewarding non-channeling than we were with the Seanchan and Aes Sedai - where we directly rewarded them for not using Aes Sedai.
Not quite enough for me to propose removing it, but I'm not a big fan.
Despite my criticisms, I've proposed a related UA as well.
Port of Storms is a way to be a dick about trading. The CS boost is sort of a "in case there's nobody good to trade with" option. Otherwise, the idea is that your trading vessels plunder others - my application of the aggressive trading flavor.
I like this one! I love the plunder-when-finished mechanic, it creates a really nice, antagonistic trading environment. I do think that with the contention we have for UAs, the UU version is more likely to succeed, but I wouldn't propose removing this yet since it's nice to have the option on the UA level.
Class Divisions represents the lords-lording-over-everybody nastiness in tear. Not sure bout this nutty mechanic - more of an attempt at the general idea than anything I specifically like.
I feel like this one is way underpowered. I think we could drop the whole final clause of penalties, because Y and Z would need to be super high for the Unhappiness not to offset them by itself.
You mention this not being something you specifically like, so I've suggested an edit that changes it quite a bit.
Rule of Lords, is again, an attempt at grabbing some flavor. Meant to represent how Tear has no King, merely an oligarchy. The idea is each Lord/Lady is ruling for one turn, improving various things. Hard to make this lead to any real strategy, though.
Yeah, I feel like players will be frustrated by this UA because there's no way for them to direct it effectively toward their plan for the game. I'll mark it as red.
The Stone Stands (Dragon), based on the fact that the stone never fell til Rand. Really, this is another placeholder - perhaps this inspires an actual *useful* ability. This one is problematic in various ways, but there's also something kind of noble about it. Again, maybe it inspires something.
I think the biggest problem is that it makes enemy Domination victories impossible before the Dragon is born, which is very unfun to play against.
I like the flavor inspiration, it fits very well with the prophecies and such. I can't think of another way to do this kind of bonus though. Anything that cuts off when the Dragon is born seems very punishing to Tear in the late game, since it so suddenly removes a bonus they've had for so long.
The Riding Lord is based on the social inequality of Tear, and the fact that the horsemen are mostly nobles. Don't think this one will work, but again, maybe will inspire a unit that will. Right now the double edged sword is a little too sharp, though - way to make this worth it? I want to encourage unusual tactics, but this just encourages Carpet of Mounted Units, which isn't interesting.
We could encourage a mix of units by making it a bonus that inverts at a certain distance. I've suggested a change to do this.
I could see this one applying only to friendly units, otherwise the edge of that double edge is a bit sharp with this change.
The Guarded Trader is simply a UU version of the Port of Storms UA
Awesome, looks good!
The Coastal Defender is a rather hamfisted attempt at a naval unit that doesn't give them a good offensive navy, but gives them control over their territory - and this would be really really good control. Sort of a like a turtle ship that can enter oceans. Not sure if it's still too limited, though. I suspect that we should consider a few more naval options - I think Tear may be one of the only options for such we have. I know they have only a levied navy, but still...
I don't think we should feel pushed to consider naval military options for Tear. Given the flavor (which you've mentioned), I think that would push us away from it. There are plenty of coastal civs in the Westlands, and even if we don't include the more naval of them in the first batch we release, the Sea Folk give significant presence to a sea-based civ for launch already.
+ movement in Tairen territory doesn't really help much, because ships don't often move through large patches of owned waters, and it would lose that movement once it moved into unclaimed water, effectively not letting it use it most of the time. Range and sight as pretty strong and I like the flavor intersection of encouraging keeping them at home and pillaging trade routes (though that will usually require them to be sent abroad).
Heart of the Stone is a sort of weird way of looking at the flavor. Allows it to be a rather flexible bonus. Not sure exactly how it should work.
I think highest yield from citizens could work, but I think some yields are significantly under-represented in citizens (Faith, Prestige). And even then, given that yields have different relative values, a numerical comparison (which is what the player would understand well) doesn't make as much sense for this.
The Great Holding is another relatively literal use of flavor. Not sure how easy this would be to balance, given the stupid trade mechanics and such. Obviously encourages an aggressive Historian fest, though.
I like this one, it's a solid upgrade on the existing building. I don't think it creates much of a trading problem since it has the same kind of requirements as some of the base buildings (non-local nationality and certain eras).
Dragonwall Gate is a combination of the Tear-has-good-horses flavor and the fact htat it's a part of the Stone.
This provides HP to the city, right? Looks good.
Lord's Corral tries to capture a bit of all of this flavor in one UI.
This doesn't completely replace the Pasture, which is good, but it does compete with it (well, outclass it) on the resources it works on, which I don't think is ideal for a UI. I do like the bonuses though, they work well with the flavor. I also like the idea of an Improvement that produces more yields while the city is producing something specific.
Decided to check... and found that kidshowbusiness had done a few things as well!
Thanks for doing this! I didn't remember these at all, so it's good that we're considering them again now!
His "The Stone Stands" is a good example of the "custom Uniques shoudl be super OP" school of thought...
All of the abilities. Yes, I think this one is a bit scattershot and too strong. The first part is also quite narrow and encourages weird gameplay for producing loads of Defenders before they go obsolete to station them in your cities for the rest of the game.
His "Defenders" are sort of similar to yours, with that "Elite Formation" promotion once again. The ranged attack is interesting, but I'm not sure the "point" of it.
The ranged attack ability is cool, but I think the difficulty with this one is it's only particularly useful if Tear is on the defensive (at least for the second part). Despite their flavor, I think we want to avoid that because it's not very fun to play. We've shown in a few places here that we can make defensive-useful bonuses that are also good for Tear in general, so I'd be inclined to stick with that approach.
I'm not a big fan of the adjacent-unit-of-same-type-is-stronger ability, because it encourages swarms rather than diverse tactics. That's cool for some flavor (a Zerg civ from Starcraft!), but not really this one.
Oil Press is a pretty straightforward yield UB. Interesting in that it goes in a very different direction than the source building - adding a bunch of gold to a production building.
Yeah, that's interesting. I feel like the flavor of it should connect to Olives somehow, but there are risks with connecting to specific luxuries without some mechanism for the civ to gain access to them reliably.
Hmm... I think we need another Defender option.
One new Defender option, coming right up!
Not sure I love most of these new ideas, anyway.
I seem to have ended up with a lot of red, which lines up with this sentiment.
Recap!
Tear (Era 5-9, Tall, Diplo/Dom/Culture)
UAs:
- Hard as Stone, Tear's capital city has double combat strength, an additional X HP (high, like 50), and produces non-channeling units twice as fast.
- Merchants' Rugs, Tear produces a set of additional luxury resources as a byproduct of the luxuries normally found on the map. These new luxuries do not produce Happiness for Tear, but do for other civilizations when traded to them.
- Ambitions for Vassals, Tear gains influence with City-States when it intimidates them, instead of losing it. City-States that have a trade route established by Tear or are connected to the Tairen capital by Roads are intimidated more easily by Tear.
- Hoarding Artifacts (hidden artifacts), Tairen Historians can explore Sites of Power in Tairen territory twice as fast as usual, but cannot find Artifacts of Power in them. Foreign Historians take twice as long to explore Sites of Power in Tairen territory. Tairen Portal Stones produce an amount of Prestige equal to their Culture output.
- Hoarding Artifacts (no prestige), Foreign Historians take twice as long to explore Sites of Power and Mythic Sites in Tairen territory. Tairen Portal Stones produce an amount of Prestige equal to their Cultural output. Artifacts housed in Tairen cities produce Faith instead of Prestige.
- Ban on Channeling (war), Tairen units have +X% defense against channeling attacks while in Tairen territory. Tear gains +Y Gold (low) and +Z Faith (low) at the end of every turn in which no Tairen channeling unit channels. When Tear is at war, every W turns without any Tairen channeling, these yields increase by 1, to a maximum of V.
- Port of Storms, Tairen naval trading vessels cannot be plundered. Naval trade units can trade with City-States X% further away. At the end of a Tairen naval trade unit's route with a major civilization's city, one other civilization's trade route to that city will be plundered, providing the typical Gold yield to Tear.
- Class Divisions, When a city gains a population point, Tear receives X Gold. Tairen cities can "Push the Populace," sacrificing 1 Population in order to rush the city's current construction by Y hammers (scaling) and produce Z Unhappiness (like 2) for W turns. (like 30)providing Y% bonus production and Z% bonus gold yields in that city, but also +W Unhappiness, for V turns. Tear's Happiness surplus does not contribute to Golden Ages, and We Love the King Days cannot occur.
- Rule of Lords, Each turn, Tairen cities gain X% bonus generation of a given, randomly-selected yield type (selecting from Gold, Production, Science, Faith, and Food)
- The Stone Stands (Dragon), Before the Dragon is born, the Tairen capital cannot be conquered or sacked.
- The Stone Stands (misc), Tairen cities that are garrisoned by a Defender of the Stone receive 50% bonuses to HP, combat strength, healing per turn, and ranged attack. Horses yield double the normal amount, and provide +1 culture and +1 gold. Olives provide +1 production and +2 gold when worked. (kidshowbusiness)
- Ban on Channeling (channelers), channeling units have -X% combat strength in Tairen territory. Tear generates Culture equal to the Population of its capital minus the number of channelers in its territory, all multiplied by X. And half that in Prestige after <tech>.
- Ban on Channeling (LP), whenever Tear would receive a Sister unit from the Tower, instead Tear receives a Legendary Person of the type of their choice.
UUs:
- Defenders (wonderful), replaces era 5/6 melee unit. Higher combat strength and double fortification bonus. +X% combat strength when attacking into or out of cities that have any world wonders.
- Conscripted Peasants, replaces the Settler. Has the "Found Developed City" mission instead of the Found mission. Developed Cities start with Y Population and Z additional hexes of territory. Only X Developed Cities may exist in the world at any one time. The Tairen capital cannot be founded as a Developed City.
- Riding Lord, receives +X% bonus to combat strength for every friendly mounted unit in an adjacent tile. All melee and polearm units in adjacent tiles (friendly or enemy) receive -Y% combat strength, and melee and polearm units (friendly or enemy) 2-4 tiles away receive +Z% combat strength.
- Guarded Trader, replaces Sea Trade Unit, Cannot be pillaged. Can trade with City-States X% further away. At the end of a Guarded Trader's route with a major civilization's city, one other civilization's trade route to that city will be plundered, providing the typical Gold yield to Tear.
- Coastal Defender, replaces Naval Melee 4-5 or Naval Ranged 3-4. While in Tairen territory, receives +X movement, +Y Sight, and +Z Range. Pillaging foreign trade routes produces +W extra Gold.
- Defender of the Stone, replaces a melee or polearm unit. If adjacent to another Defender, receives +X% combat strength. If garrisoned in a city, receives a 25% bonus to combat strength, and a ranged attack of one hex (kidshowbusiness).
- Defenders (spy), replaces era 5/6 unit. Has higher combat strength and has an X% chance of finding and killing foreign Eyes and Ears stationed in the city it is garrisoned in every Y turns.
UBs:
- The Stone, replaces the Palace. This city has double combat strength, an additional X HP (high, like 50), and produces non-channeling units twice as fast.
- Heart of the Stone, replaces XP National Wonder, receives one Legendary Craft or Artifact Slot. If the slot is filled, The Heart of the Stone generates +X of whatever yield the city is currently dedicating the most citizens towards producing (on tiles or in specialist buildings)
- Great Holding, replaces Culture 4, receives an extra Legendary Craft and Artifact slot. Has a custom theming bonus: +X Faith (high) and +Y Gold (high) when filled with Artifacts from civilizations other than the city owner, and from Eras earlier than the Era of New Beginnings.
- Dragonwall Gate, replaces Production (Pasture), +X% XP for all Mounted units build in the city. This city gets +Y Hit Points for every Pasture.
- Oil Press, replaces Production 1, Provides an addition +X Gold and Y% Gold production in the city. (kidshowbusiness)
UIs:
- Lord's Corral, built on Horses, Lopar, and S'redit. In addition to providing the resource, provides +X Gold and +Y% production when building Mounted units and Defensive buildings.
UGs:
- High Lord, spawned by Merchant Lords and Ambassadors. Yield is Gold and City-State influence with City-States connected to this city by trade routes. Upgrade 2 ability is "City-States connected to this city by trade route do not have elections and cannot be the victim of coups. When an election would occur, instead Tear gains X influence with that City-State." Relevant LP is the Merchant Lord.
Ban on Channeling (channelers) tries to make the absence of channelers into a yield. X as a multiplier is adjustable for balance. Not sure I like this one, for the same reasons I mentioned on the other Ban on Channeling UA.
Ban on Channeling (LP) is potentially way powerful, since choosing LP types that often is super strong for rushing wonders and stuff. We might want to make it select-them-all-in-sequence like the Mayan Long Count. I find I like this better from a flavor perspective, compared to the other two, because it completely changes Tear's relationship with Sisters. I don't know if it will be problematic that Tear wouldn't have access to any Sister units though.
Defenders (spy) seems like a defensive ability on a unit that would always be quite useful. If we wanted, we could make it throw the Eyes and Ears out, instead of killing them, and elevate it to a chance every turn, instead of every Y turns. We could work out something for them to interact with Diplomats as well?