Back at last, no Witcher-3-based excuses this time!
I assume it's really awesome, right? The game, not the excuses.
I wouldn't have made it without your advice! :O
ugh, did I really say "'your' welcome?"
Agreed on #1
I like #2 mechanically, but what would the flavor be for that? Spark's flavor as the kind of quasi-genetic tendency to have children that can channel doesn't translate well into the other strategics, which are mostly consumable resources that fuel/supply the units they are required for.
Could their Herald replacement cost 1 Spark but a lot less Faith? That would give a similar usefulness to any Spark they have left. The flavor for that could be that they're Questioning channelers and it intimidates more of their people to the cause of their Path.
For #3, we'd probably want it to be about 3 or 4 hexes? Certainly very calibratable.
Hmmm... very much not sure what to do with all this! I do see how #2 is kind of problematic...
The Herald thing could work, but then we have a situation where, despite epic faith output, a civ cannot build enough Heralds due to their low spark, or something... I suppose I wouldn't want a UA to be a hindrance very often. Also, are you talking about Questioners or Heralds? It seems like Heralds (they cost faith), but then you mention Questioning (they cost production).
ugh, don't know.
Not really sure about its long term prospects - cities killing units in the late game will happen more for us than it does in BNW because of the LB, but it's still a diminishing mechanic in the late game compared to the early game, and this building is only available late. I feel like it should do something much stronger given when it unlocks. I've suggested a change to make it Alignment-agnostic below though.
I think that change is fine. Still don't know if this should survive.......
Just to be clear on the % chance thing, this is how other buildings work already. There's a field on each building definition that defines its chance of surviving a city conquest. The wonders all have 100% chance of survival, but most of the other standard buildings have a 66% chance of surviving. Military buildings and national wonders have a 0% chance of surviving. So a % chance would keep the Alignment buildings consistent with other buildings.
That makes me think that the Alignment buildings would make sense the same as other buildings. And that one of their risks is that they might reveal your Alignment to another player if the city is captured - which is a more reasonable risk given how late in the game they unlock.
However, as you've said, looking at the buildings left in a city when you capture it isn't something players often do. (Though I believe selling all of the buildings and razing the city is something done often at higher difficulties.)
I think with the accusations, human players will start to use the information from surviving Alignment building, which, combined with the consistency with other buildings, leans me towards giving them a % chance of being destroyed.
OK, gun-to-my-head, I'd have said they were auto-destroyed, but I'm ok with this, I think.
I've updated the summary.
I'd say it should be a diplomatic tool, like denunciations. So there aren't any direct yield/unit/building/city consequences, just adjustments of various AI's opinions of you and each other.
stuff
Would something along the lines of "X thinks Y is being overzealous in their righteousness" (Children-of-the-Light-style flavor) work for an "accusation of Light"?
Mostly all very cool!
I'd say the EaE can't really tell you that "they're darkfriends," so much as report (probably vaguely) on the citizen composition of the city. This might be super meaningful, but might not be. I'd also consider tech-gating it or something.
Yeah, I think I'm down with the diplomatic "accusation" thing being a thing. Are you suggesting these are *separate* things - they tell you they think you are a <blank> and hate or, or they do so publicly? Or are they one and the same?
But yeah, in either case, I'd say it should be possible for both Alignments.
I will say, though, that I'd like this to be relatively minor, overall - I'd prefer Alignment to remain a mystery, for the most part.
Also put some of this stuff in the summary, provisionally.
Looks great! Not oversimplified, that's the actual core of our decision, so it's good to get it down succinctly in the summary!
in the summary
For the time thing, it would depend on how long a sabotage takes (value of Y). Swapping the spies around takes about 3 turns, so if a wonder usually takes 15-30 turns to construct (in cities that should bother to do it), there would be time for a range of values of Y to get in there before the wonder finishes.
right. noted.
I think both options should be available, otherwise there needs to be some mechanism to switch from one to the other if the player changes their strategy. Unless there's a simple way to switch back and forth between their availability that the player could control easily. ("Put to The Question" is actually probably a good process name if we've only got one!)
"Put to the Question" is great!
In any case, I'm not sure it *has* to have both options - AFter all, you don't have that with Questioners - they just pull you back towards Stability (right?). This is just a more efficient version of this, as you say. If you have the *choice*, it's most definitely *not* simply an efficient version of this, as it essentially lets you simply "buy" alignment points with production... quite different, mechanically.
And if we did *have* to have that, we could have it be "Put to the Question" and then just offer a choice of Alignment.
The benefit is efficiency - these processes should be more citizens-converted-per-hammer than Questioners (and Questioners then used more on other players). This lets Amadicia commit more easily to an Alignment and much more easily deal with foreign Questioners messing with their Alignment. They switch a city over to Questioning for a few turns to undo a surge of Darkfriends in a given city, or use them liberally to almost completely wipe out the opposing Alignment citizen from their cities across the board, giving them more net Alignment from citizens over the course of the game.
yeah, that last element is very, very different from the Role questioners play. It's "make your own alignment with production" - do we like that as a mechanic?
It's intended for use against uneasy neighbors, rather than during a full scale war. Allows Amadicia to antagonize people without war/denunciations all over the place.
I don't think it compares unfavorably to the citadel. The citadel is an LP Improvement, whereas this one can be built by any worker. And the diplo penalty for stealing someone's resource would be less than that of permanently stealing some of their territory (they have to actually capture the nearest city from you to get it back). This Improvement's increased availability means to me that it shouldn't be as good as the citadel individually, otherwise it's probably too strong (and the citadel would then be largely pointless for Amadicia).
right. Well, does it have the opposite effect, then, by trivializing an LP improvement?
Three versions of Adherents to Scripture, which are all related to the mechanics of how Threads work. I realized we don't have any proposed uniques that interact with thread choices themselves, and figured Amadicia is quite a good candidate for having different Thread interactions. ("He pleads innocence" "Put him to the Question") For all of them, the choice rewards should provide Amadicia with ample opportunity to commit hard to one Alignment or the other and capitalize on their Children-related flavor.
mostly fine with this notion, though it is a little weird to me, somehow - this sort of seems like an aspect of Amadicia that is very Childreny, and not Amadician at all. Oh well.
Also, huge flavor problem regarding LPs and such below.
(option) will make their experience the most consistent with other civs, but requires us to provide Amadicia-specific options for at least most of the Threads in order for the UA to be worthwhile. This will be a permanent ongoing thing we need to keep doing if we add new Threads in the future.
Yeah, that's a little bit of a pain, probably. It makes tweaking this ability mean tweaking *everything*. Also, how would we keep it alignment-agnostic, without having to create *two* new ones every time? Or, would that be exactly what we'd have to do?
On the other hand, this is kind of a weird situation, in that Questioning is, by its very nature, pretty much a Shadow Action, as we've been framing them in the game. So I'm not sure how we'd pull off "Put him to the Question, +Major Light" or something like that...
Obviously, this'd mean removing any references to Questioning that might already live in the Threads.
(after) is a bit of a compromise on the above to allow us to provide some fixed bonuses instead of needing per-Thread choices for them, but the flavor for this approach may be nonsensical for some Threads.
Right. Can see it making sense in some cases, and none at all in others. That weakens it, IMO. But it is simpler!
Surprisingly (different) may be less work than (option), since we don't need as many Threads to serve only Amadicia, and not all civs across multiple games. There's also a lot of flavor for putting Amadicia, through the Children, into positions where they need to make morality decisions.
Yeah, this one is interesting. It's possible that it would be easier to balance than (option), though of course any tweak we make still needs to be made to every one. Hard to say how "good" it is, at this point, though. It is cool in that it'll make Ama feel very different from other civs, and might make it more replayable. But it's also a potential weakness, in that it won't be obviously apparent how much better they are - you don't really "see" a bonus as you're playing a game, since you never "see" the original options.
For all 3 (particularly (option) and (different)), I think this would change how Amadician players deal with Threads quite a bit. We could be very aggressive with their choices. "+X Faith and your Path spreads to <city>" "Spawns X Questioners near your capital" "+500 Shadow, -1 Population in <city owned by another player>" Bigger things than the existing Thread choices' rewards have, to make it actually a consistent benefit to them, even though it's highly random which Threads they'll actually see.
Yeah, it would definitely change how they'd deal with them.
However, one really weird thing about this is that it would cause the Dreamwalker or the Wolfbrother (can't remember which one) to become a big-deal LP for Amadicia, since it (whoever it is) has the ability to give them another thread immediately. These are both rather terrible flavor-wise (especially the WB!) for Amadicia, as is the general urge it might cause towards them doing things related to T'a'r, which again has nothing to do with Amadicia. In general, any benefit caused by Threads feedbacks to both these LPs *and* T'a'r, which...
ultimately makes this line of abilities sadly kind of a tough sell, for me.... Any what to get around this fact?
I was originally going to suggest something that just augments the current threads we have - something like +X to all yields from Threads, or +Y% to all *alignment yields* of all threads, but I won't add it right now, considering the big issue just raised above (though perhaps the alignment yields one isn't so bad). In the case that this all is salvageable, what do you think of these ideas? Less crazy and fun, yes, but way simpler and easy to wrap one's head around (player and designer)
Noble Sacrifice is about the death of the Children fighting the Shadow (and the Seanchan) in a few places in the canon. It avoids the usual trap of on-death abilities by making the bonus dependent on adjacent units, so Amadicia can't just send lone, useless units to die somewhere. It's only when they're fighting with several troops together that it helps them out.
Right. Interesting!
Followers' Treasure encourages Amadicia to play strong with their Path and use it to fuel a very military Culture strategy. This is based on the flavor of several paintings of great battles existing in the Fortress of the Light (I think it was there? the painting of the Children charging a barricade or some such?).
Yeah, I like this one!
Hand of the Light (path) lets Amadicia use its commitment to either Alignment to fuel spreading a Path (presumably theirs, most games) much faster than usual. I went with 500-ish for X to ballpark it significantly below Heralds since such units don't cost Faith and can't be seen by foreign civs. May need to be lower than 500.
yeah, good chance 500 is still too high. It's invisible, *and* it costs production instead of Faith. I like the idea though!
Spymaster's Agent can be used to divine a bit more information about the Alignment of the player you're affecting.
stuff
which may not line up with their overall Alignment since citizens aren't the majority source of Alignment yields.
Hmm.m.. Interesting. Has some coolness to it for sure. I'm not so sure it's super *useful*, though. It seems to me that it'd only necessarily tell you much about that civ's alignment if you repeatedly bombard them with Questioners, which might not be ultimately worth it, just for that slice of info (there's not *that much* you can do with this information, especially if you're "all in" on a side like Amadicia is likely to be). I'm not sure yet. Has potential, but my be a bit overly complex without much real benefit.
Garrison of the Light replaces a super late building, so I wanted its effects to be quite explosive. By "relevant type" I mean if Amadicia chooses Light, they'll get some modern units that they could produce, and if they choose Shadow, they'll get some Shadowspawn that, based on their Shadow tier, they could have produced. This will give them a strong LB presence. (I note that the LB isn't one of their marked victory types - should it be? It seems to go with their flavor, right?)
I think LB is sort of defacto one of their LB types. I don't think they necessarily need to be based on direct flavor, but given all the Alignment stuff we're doing (which *does* feel flavorful), I think it's technically true.
This is an interesting idea. It's kind of weird as a regular building, though. What would X be? Like 3 or 4 or something? I guess it's weird in that there is a *huge* range of how many units they'd get (between, say, 3 for one city, or 30 for 10 cities). Might be a problem. Also, what happens if they build it after the LB starts? They get no benefit? I don't love that.
A national wonder would mitigate some of those problems... but that's a Tall thing.
Dome of Truth (pressure) - another powerful late game building. Paths tend to wane in influence in the late game (provided our buffs haven't completely reversed that) and particularly which Paths control which places is much more entrenched. This could let Amadicia command a powerful Path spread toward the end of the game on continents they have cities on (very good on Pangaea, not so much on Archipelago), when other civs are stuck just defending what they control already.
Cool, I think I mostly like this.
Recap! With new stuff after a proper brainstorm!
Amadicia (Era 5-9, Wide, Dom/Cul/LB)
UAs:
- Dedicated Mission, +X (high, based on Population) Faith the first time Amadicia takes control of a foreign city, double when that city follows the majority Path of Amadicia.
- Dogmatic Domination, Amadician units receive +X combat strength against cities following Paths other than the majority Path in Amadicia.
- Spymaster's Network, Amadician units receive +X combat strength when attacking any city in which an Amadician Eyes and Ears is stationed. If a foreign Eyes and Ears is killed by Amadicia, all Amadician Eyes and Ears receive +Y% success rate for their next action.
- Channeling Ban, Amadicia cannot produce Female1 and Female2 units. Any channeling unit killed by Amadicia within Amadician territory spawns an Amadician Questioner. +X% combat strength against channeling units.
- Foreign Indoctrination, when Amadicia captures a city that follows the majority Path in Amadicia, none of the buildings in the city are destroyed and only X% (like 50) of the usual Population is lost. Captured cities stay in resistance for Y fewer turns.
- Spymaster's Misdirection, when an Amadician Eyes and Ears would be killed spying on an enemy civilization, instead Amadicia gains +X Science and that Eyes and Ears is returned to the Amadician capital.
- Spymaster's Sabotage, In addition to normal Eyes and Ears, in the Era of Consolidation Amadicia receives a Spymaster. The Spymaster functions as a normal Eyes and Ears, but has X% chance to sabotage the production in a city (modified by the Spymaster's level as well as Eyes and Ears and buildings present in that city) every Y turns. Successfully sabotaging production lowers accumulated production by W and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
- Adherents to Scripture (option), Threads encountered by Amadicia have additional response options to do with putting some participants in that Thread to the Question, providing different outcomes from the existing choices.
- Adherents to Scripture (after), Amadicia may choose to (or to not) put some participants of a Thread's storyline to the Question after the Thread is resolved, earning them a bonus set of yields related to their choice.
- Adherents to Scripture (different), Amadicia encounters different Threads of the Pattern to other players, with newer, more lucrative response options available.
- Noble Sacrifice, when an Amadician unit dies, Amadicia receives +X Faith for each unit it controls adjacent to the hex that it died in.
- Followers' Treasure, when Amadicia captures a city that follows the same Path as the majority of Amadicia's cities, a new Craft Legendary Work is created and placed in a free slot (if one exists) in one of Amadicia's cities.
UUs:
- Hundredman, replaces Era 5-9 Melee unit, +X% combat strength. Each attack against cities generates +Y Path pressure of the majority Path of Amadicia in that city. This Pressure increases to +Z if the Hundredman captures the city.
- Bannerman, replaces anti-channeler, All channeling units within two hexes of the Bannerman suffer -X% to their ranged combat strength.
- Hand of the Light (culture), replaces the Questioner, +X Culture when affecting alignment in a foreign city. After <tech> +Y Prestige when affecting alignment in a foreign city that follows the majority Path in Amadicia.
- Guardians of the Gate (spawn), replaces Era 5-8 Melee, Ranged, Mounted, or Polearm unit, +X% combat strength. Z% to spawn a Herald when killing Shadowspawn in Amadician territory. Z% chance to spawn a Questioner when killing an enemy channeling unit.
- Guardians of the Gate (counter), replaces Era 5-8 Ranged, when attacked with a melee attack while within Amadician territory or the territory of a civilization bordering Amadicia, the Guardians make a ranged attack on the attacking unit before the melee attack takes place.
- Lord Captain's Battery, replaces era 5-8 siege unit, Receives +X% combat strength against cities following the majority Path of Amadicia.
- Hundredman's Battery, replaces era 5-8 siege unit, +X% defense against Ranged attacks. When attacking enemy cities, generates +Y Path pressure of the majority Path of Amadicia in that city.
- Hand of the Light (path), replaces the Questioner. Also spreads the Path of the city it was spawned in, with a strength of X (like 500), when it influences the Alignment of a city.
- Spymaster's Agent, replaces the Questioner. Informs Amadicia whether the city, after its Alignment has been affected by the Questioner, is more neutral or more extreme than other cities in the same civilization.
UBs:
- Fortress of the Light, replaces Defense 3, +X% city defense against channelers. +Y% ranged combat strength against Shadowspawn and channelers.
- Dome of Truth (Kills), replaces Alignment, +X Alignment and +Y Faith whenever this city destroys an enemy unit where X is equal to Z times the net Alignment output of this city's citizens.
- Spymaster's Quarters, replaces Spy2, Stationing Eyes and Ears in this city reduces Unhappiness in this city by X% and causes citizens to produce W times their usual Alignment yield. Enemy Eyes and Ears caught in this city generate +Y Faith and +Z Prestige for Amadicia.
- Hundredman's Garrison, replaces EXP3, +X additional Experience for units produced in this City for every Alignment Tier away from neutral Amadicia occupies.
- Questioner's Quarters, replaces Alignment, this city can "Produce Righteousness", which switches 1 citizen from Darkfriend to Light citizen every X production or "Instigate Corruption", which switches 1 citizen from Light citizen to Darkfriend every Y production.
- Garrison of the Light, replaces Exp4. When Amadicia chooses a side for the Last Battle, X units of a relevant type appear adjacent to this city based on their choice. (Triggers immediately upon construction if built after Amadicia has chosen a side.)
- Dome of Truth (pressure), replaces Culture4, +X Faith. This building's theming bonus exerts Path pressure on all other cities on the same continent as this city.
UIs:
- Disputed Border Encampment, can only be built on Luxury resources that are adjacent to an Amadician hex and are in another civilization's territory. Amadicia gains access to the Luxury as though it had improved it. Pillaging or destroying the Encampment is an act of war against Amadicia.
UEaEs:
- Spymaster (sabotage), One Amadician Eyes and Ears becomes the Spymaster. When stationed in a city of a major civilization, the Spymaster has X% chance to sabotage the production of that city (modified by the Spymaster's level as well as Eyes and Ears and buildings present in that city) every Y turns. Successfully sabotaging production lowers accumulated production by W and provides +Z production (high) in the Amadician capital. If the Spymaster is killed, he is reborn at level one.
OK, there's a LOT of magenta up there! There are a great many unanswered questions still hanging around all this stuff, obviously...
I don't have any new ideas for the time being though. Once we clarify all this pink, we'll have some culling to do!
Right, I've done some digging! Candidate replacements for female channelers, that we've added to the design list already:
- Aiel - Wise Ones - replaces the Kin
- Atha'an Miere - Windfinder - replaces the Wilder or Kin
- Seanchan - Sul'dam/Damane - replaces both
- Shara - Ayyad - replaces Wilder or Kin
- PC Seanchan - Matriarch - replaces the Wilder
- Altara - Knitting Circle Elder - replaces the Kin
We have one (PC Seanchan's Matriarch) that definitely replaces the Wilder. Two, the Sharan Ayyad and Sea Folk Windfinder, are marked as working for either. Two more, Aiel Wise Ones and Altaran Knitting Circle Elder, are marked as replacements for the Kin. Seanchan Sul'dam/Damane already replace both.
First off, thanks for doing this digging! Secondly, I'd contend that, realistically, the Sharan and Sea Folk units probably make the most sense as either only the end-game stuff, or both. I know those civs are nicely flexible in era, but those particular units don't really make sense as *not* existing in the back half of the game, especially given their distinctive flavor. I could be open to them being all-game, but *only* early-game seems a bit iffy.
So only the Aiel and Altara deviate from their currently listed replacement if we remove Female2 and just stick with a single upgrading unit. I'm totally fine with the Wise Ones replacing the Wilder and existing over the whole timeline. The upgrade from Matriarch to Kin (and potentially Ayyad or Windfinder to Kin) would also be a bizarre one, which is another point in favor of eliminating Female2.
All of these UUs will go from being available for roughly half of the game to roughly the whole game. Are we ok with the balance of that? It would make them perpetually relevant.
mostly agreed with your first set of comments.
As far as making them All-game. I think the right answer is probably to tech-lock the abilities/bonuses of the units - something that already happens for channelers (e.g. Linking, Traveling, T'a'r, etc.) such that the units only really "become" the unit at certain points in the game. There might be other, mostly trivial differences, but the meat would be era locked. This could work such that the Matriarch's ability ceases to be active at a certain point (whatever it was...)
It seems to me that with any of these units, the Kin being part of their upgrade path would be weird. Wilder before some of them does make some sense (time for their civ to actually establish itself and "become" its flavor). Ironically, it's probably the Knitting Circle Elder/UU Kin unlocking right away where the Wilder unlocks that will be the most flavorfully unusual if we eliminate Female2. The others are all civs that have existed in some form for most of the timeline and their unique channeler is a part of the identity that makes them different from the "normal" Westlands civs. (Weirdly, Matriarch upgrading into Sul'dam actually makes some flavorful sense, but that's obviously impossible based on how we've split the civs.)
crazy, re: Matriarch->suldam upgrade. Truly, *all* female channelers could "upgrade" to sul'dam, flavor-wise! (and certainly *damane!*)
Yeah, I don't see the upgrade logic or lack thereof for most of these being *that* different, honestly. It's not like an Aes Sedai upgrading to Wise One or something. I see your point, but I also assert that this kind of thing will be the case with a very many of our units (and is definitely the case in BNW, probably worse so).
There's always the "part way through unique" idea that you mentioned before - we can have the UU for the civ upgrade from the Wilder become available at a later tech, so we could do that for any of these units that we wanted to exist only later on in the game.
yeah, that's pretty clunky, I'd say. I'm fine with having abilities turn off and on, but that seems a little unintuitive, to me.
Overall, I think I'm up for eliminating the Female2 unit and just sticking with upgrading the Wilder. We can make the uniques slot in as appropriate.
Yeah, I'm actually pretty much with you too! I think I'd feel differently if we actually had a very compelling
upgrade that was actually taking place when the Wilder becomes the Kin! As is, it's just "some upgrade," of which we have many, which makes it easy to just make it just another one of those upgrades, without a new unit designation.
So.... just Wilder, and all (most) of the Altaran UU's become the Kinswoman? I'd say the Knitting Circle flavor should survive in the UBs and stuff, then, yes?
And if we do this, I'd say the Kin *definitely* becomes a lock for Altara.