S3rgeus
Emperor
Yeah, I'd worry that it might be too complicated to have it scale based on who's in the game - either it's under the hood and a mystery to players, or it's all transparent and may appear to be a bit complicated and/or unpredictable.
Why again shouldn't we have it work like CSs for the low-level abilities? You've made the case generally speaking, but as far as the minor abilities/perks, what's the harm in making it a flat value? Then, we can have the good one(s) go to whoever has the most with the Ajah (above a certain value, that is). I dunno, just seems the simplest. If you have a more elegant solution, please share it, because it's looking like this has become too complicated for what is a rather small mechanic.
You make good points. I liked the idea that influence and bonuses with an Ajah were also dependent on the actions of other players, rather than just between a given civ and the Tower (more diplomatic that way) - and that the Tower would be less swingy. But it doesn't reduce down well for smaller numbers of players.
I was thinking that it would be a much more conceptual representation to the players, rather than raw numbers that we see in a lot of other places (quite like how the Ajahs' operations are opaque to external parties) - so that they see their % influence with the Ajahs and other players', but no exact figures of what the underlying values are that they need to change to make specific % differences. They can see changes in influence causing the %s to change, but can only make "gestures" in the direction they want to go, not calculate an exactly optimal approach. (Which is inherently different to how we've approached other systems. I think the diplo system is generally the least transparent part of CiV, but it might be telling then that it's one that receives the most criticism.)
So, flat values for bonuses! Do we want to do the simple CS ally/friend switch for each Ajah? I think it would be quite nice if it was a bit more complex than that, because the ally/friend is only really good for quite simple progressive bonuses, whereas the Ajahs give a variety of different things (abilities to units, separate yield bonuses (both science and culture for example)). We have several different "levels" of bonuses for each Ajah, right? So we could have separate flat values for each one, and have a maximum number of players at each level?
Example, Red Ajah has bonuses at 20/50/80/120 influence levels. (Civs can now see raw influence values - no %s like before) The maximum number of concurrent players with each bonus (in the same order) is: 10/5/3/1? So the person with the highest influence (that is > 120) gets the top bonus. The next two (that have > 80) also get the second-from-the-top bonus. (So that's 3 total with the bonus that requires 80 - the guy in first has it in addition to his 120 bonus, and the guys in second and third have it.) And so on? Does that sound good?
Flat values also mean we'll need decaying influence, as you mentioned earlier. Which is of course something we can have modifiers for - Oppression civs lose influence faster? And other similar bonuses/penalties.
Also, do we still want to represent an Ajah's relative power compared to other Ajahs by the sum of its influence then? The numbers will all tend to be closer together now since they decay, so it will be more swingy. I'm not sure how else we could represent it though - without tracking it separately as well and making the Ajahs' relative influence with each other determined by the total amount of influence ever contributed to each Ajah? It seems like we'd be fragmenting the system that way though, and it wouldn't be very clear to the player how that diverged from the current amounts of influence.
This has me thinking a bit more on the whole way the 'chan are different from the Westlands. First off, I was thinking that it could be a part of their UA - independence from tower policy - but then I figured we probably have cooler things to do with their UA, and also that then prevents them from being Pro-Tower if a player so decides.
But, what if this kind of thing was a factor in your Philosophy (i.e. Ideology)? Like, maybe refusal penalties effect Authority Players financially more than the other choices, but it keeps their diplomatic life intact. Maybe Oppression civs have less of an effect, but have huge diplo hits.... Eh... that's probably too weird. One thing could be that Oppression civs could trade with each other with a reduced penalty, or something? I dunno, maybe to complex, but I'm throwing it out there. In any case, trying to figure out a way to capture that big-picture difference between the seanchan and the tarabon example you mentioned.
Yeah, I think the key thing here is that they wouldn't hurt your internal sources of revenue. A Seanchan-type civ could essentially ignore them and use their trade routes as only internal things. I think the CS decay thing is fine, as well - could be Ogier as well (Loial was never eager to anger the Aes Sedai). But your scaling idea is fine - I think we don't want people refusing this most of the time, so refusing two or three should be a big deal, not for the faint of heart.
I don't know about the automatic declaration of war. What I would say is that if you refuse, the Tower starts sending friendly civs Quests to do bad stuff to you. The more you refuse, the more they do it.
We could make the penalties more dependent on the strength of the Tower - refusing Edicts prevents you from trading with Authority civs? Via trade routes or diplomatic trades? That could be seriously disruptive - trading for luxuries is often a major source of happiness. But it's only relevant when civs have chosen Ideologies, and Edicts exist from a much earlier point in the game (when the Tower should arguably be more powerful, not less). But then we could phase in filters to these penalties? For the beginning of the game, they apply to everyone - your trade routes get worse, we cut you off from diplo trading with other civs, your CS relationships degrade faster. Then it starts to scale as Ideologies are adopted? The Tower can only stop you from trading with Authority civs?
I think the automatic war declaration thing is something that would happen by default. A diplo hit is clearly part of what we intend to be the consequences of refusing Edicts, right? So that diplo hit will sometimes send AI civs over the "declare war" threshold (they clearly didn't like the refuser behorehand anyway). I'm just wondering if we should hook that up and make it a visible consequence when it's going to happen? Or doe that make it too predictable - you know the AI won't declare war because it doesn't say so?
Cool! Glad many of these will work. For sure, let's scale their yeilds based on how common they'll be.
I think we want them all relatively equal yield-wise, I meant how we place them should be weighted. The Field of Merrilor will fit on any map, so to avoid it coming up every game, we'd want to try to place the other, more restrictive (in terms of terrain requirements) NWs first.
Eh, I don't think we should have people teleport with them or anything. They don't link up to other places on the map - they link up to other dimensions (which I don't think we want to tackle). I mean, we could have Grolm come out of them or something, but that's kind of cheesy. I think probably they might make the most sense only as flavor. Maybe natural wonders. Maybe one of the Ruins options (rebranding of a culture or tech boost or something).
You're right, I don't think we want to get involved with other dimensions here. The Aelfinn and the Eelfinn are in another dimension as well, right? Did the Portal Stones ever cross over with the Tower of Ghenjei and all of its weirdness?
I think Outlander Levies could be cool.
Awesome sauce.
Yeah, maybe the Golden Age is the majority of the perk. The "tax" is good, too, but that is offset by the fact that the other civs (most of them) get some kind of bonus as well.
Cool, that sounds good.
I hate to stifle what is a pretty neat idea, but I'm tempted to drop it and see if it is needed later.
Yeah, that makes sense to me too. We'll keep it in mind!
Yeah, the tree in general seems like it'll be kinda crazy to build... maybe will be a fun change of pace after all this "high level" stuff.
Yeah definitely, the tree is more like the Aes Sedai quests/Edicts than our other high level designs, because it's also specific gameplay mechanics. Good fun - I like lists of those!

Speaking of which, do we want to finish off the Tower quests now before moving over to work solely on the Science Victory or do we plan to come back to them later? I can come up with some new quests in my next post if we're going to run the two in parallel for a little while.
I think fundamentally how we do this should depend on how we want to gameplay to occur. Two scenarios:
1a) Andor is trying to take the Aiel capital. Andor gets a new sister and easily takes it (assuming the sister is attacked blah blah blah).
1b) Andor is trying to take the Aiel capital. Aiel get a new sister and successful defend and fight back the Andoran forces.
2) Andor is trying to take the Aiel capital (Aielville D.C.). Both civs get a new sister. They kill each other and its as if nothing happened.
Which versions of this is what we're looking for?
I think option 1 (cycling through the civs) is a little more swingy, in the sense that there will potentially be brief windows where one civ might have the upper hand. This could be a neat element, but we should acknowledge that it exists.
Option 2 (everybody at once) is a bit more boring but also more "fair" in that there isn't the possibility of weird opportunism due to when you get your AS.
That said, probably not a big difference, right? Unless we're talking one civ getting one now and the other waiting 30 turns, it shouldn't matter either way, I don't think. I'll will say I do like some degree of randomness to it, so people don't meta it too hard.
I think option 1 because it sounds like it will create fun gameplay scenarios (and sudden upsets). On average, you're right, it works out to about the same thing - it's just in those military situations where the few turns difference is crucial that it can change how things turn out.
Also, where do we want Sister units to appear for a given civ when they receive them? Near/in the capital? Or should the player choose which city they want them at? Closest city owned by the player to the Tower?
Yeah, yeah, this is tough. On the countdown, I could go either way, certainly. I like it being slightly unpredictable, but at the same time, you've made a pretty good case for transparency as a virtue in civ. Would be kinda lame to be 1 turn away from something big happening only being forced into a perpetual war the next turn - without knowing it's coming and planning accordingly.
Yeah, I think the lack of planning possibility makes it difficult to hide the countdown. Visible makes sense then, prevents players from being cut off when they could have done something better!
I don't like the idea of relying on a Neutral civ - I feel like neutral civs won't always even exist (it takes a particularly strong civ, and they won't really want to help somebody else in that regard will they?). I mean, having the neutral civ act as a transition is a fine mechanic - and will happen sometimes, the way civ works - but i don't want to hold it up as any real consistent aspect or strategy.
I will say that the problem I have with (essentially) permanent LB alliances is that it will mess up the WC (more than it already is) and make a diplo victory either nye impossible, or way too easy (if a Shadow civ, for instance, has a bunch of the CSs in their pocket at the start - remember Shadow civs need a second victory type in addition to the LB victory). Also, it takes away a whole aspect of the game - dealing with CSs and stuff - for a long time.
i know all of that already happens in regular CiV, but the difference here is that the LB is quite long, and mandatory. In regular games,f you're going for a diplo victory and can't negotiate with a CS because you are at war, well, you can always sue for peace, etc. Here, even if your civ needs a 10-turn breather to rebuild, there are no peace treaties, and thus no interval where alliances could change. I think this is a problem - sniping is a potential weakness in the diplo system, and this makes it even more powerful (even if it is slightly random).
I think it might be worth creating a slightly new mechanic for the LB allegiance of CSs. Some ideas:
- CSs could choose a side based on their own alignment - which is partially randomly determined, and partially determined by the civ's they've allied with historically. You were right to point out that this could suck if you'd worked really hard and finally nabbed that alliance - only to see the CS go to the other team as soon as the LB starts. Still, I think we could weight the decision in a way that appropriately deals with that.
- connecting to that, there should be a way to undermine and change a CSs alignment - at least partially - and alliances through other means: maybe using spies, Gray sisters, GP, etc. Non-standard diplomatic techniques.
- Maybe the spy-things above could work even if civs don't have alliances - maybe CSs choose sides based on current alliances (as originally envisioned) but there are ways civs can undermine those alliances and change the CS over to the opposing side through hard work and stuff.
thoughts?
I really like the idea of being able to undermine a CS's alignment even while you're on the other side of the Last Battle. (Can Neutral civs "undermine" a CS to become neutral?) But when happens when a CS chooses a different Alignment from its ally, from any of the avenues above?
Depending on the combinations of Alignments involved, they may or may not be at war instantly. Can a CS choose Neutral? If it does and its current ally is a Light civ, do they stay allies? (They're not at war after all.) The default behavior for a Light ally whose CS chooses Shadow would place them at war - (temporarily) lowering the once-ally civ to -60 influence with that CS. Then the civ with the next most influence > 60 would become its ally. But if they ever made peace, the Light civ would get its influence back - depending on the changes in influence of other players since then - potentially becoming its ally again immediately.
You've also got a very good point about Shadow civs - they're also at war with each other. So the only CSes that a Shadow civ can ever negotiate with directly are, strangely, the Neutral civ ones?
The existing approach of CSes always declaring war in line with their ally makes the Last Battle very confusing. We could fudge things a bit - CSes can't be at war with a major civ that they share an Alignment with? (Can they be at war with that civ's allied CSes?)
So many combinations! Argh! I'd say that we definitely want major civs to still be able to influence CSes that have chosen a different side (by whatever mechanic) in the Last Battle.
Cool. No, I'd say they don't consume spark, but I like the idea of a short project (like building a caravan or something) that takes some population and/or freezes growth.
Question: how repeatable is this? Can civs keep doing it from all their cities? How many times? Or is this only in response to a Quest asking for it?
Since it's limited by Spark, I'd say civs can do this whenever they've got Spark, population, and production to spare. They can have a number of active (non-Aes Sedai) Novices/Accepted at maximum equal to their total Spark (not just available Spark). It clearly can't be built in any city with population of 1 and I'd imagine it would be quite like Archeologists, where only larger cities can build them in reasonable amounts of time. (And those cities often have a lot of things to choose from about what to do, unless it's so good that it's ahead of the civ's tech progress.)
That also means most civs will have at least some Novices/Accepted on the go at all times, so Ajah influences in the Tower will always be changing (which is good). A Generic quest that asks for a Novice is similar to the CS quest in base CiV that asks for money - it's an action you can take anyway, but for a short time it's worth more than usual. (And since quests are given by Ajahs, that is a one-off reliable source of influence with that Ajah from the quest, whereas the Novices might give you influence with some random Ajah at a later point.)
That could work. I don't feel any strong feelings about this particular quest. Trusting your wisdom/inclinations here.
Cool, let's go with the Tower requesting a specific work type as a trade and we'll see how it goes.
OK, just wanted to throw out a couple idea's I'd had recently about the Science Victory.
I recall in the past you desired the Science Victory to be more interactive. This was a great reason to consider using the Seals as the science victory, but, of course, those got coopted into the LB victory. Fine.
Another thing that was thrown around was Rand's academies and such. Of course, Academies are likely to be in the game elsewhere - either as a GP improvement or national wonder or something - but nonetheless I find myself drawn to them for this purpose.
Of course, the Science Victory in Civ is absurd - how do you "win" with science" (much in the same way the cultural one is sort of silly). Why space? Why not Gunpowder? Computers? Any other important tech? The thing about the space race is it represents a kind of "way forward," the unknown. A paradigm shift.
There's something about Rand's efforts with the academies in the books that mirrors this, I think. He's trying to create a body of knowledge that can move the world into the 4th age. His legacy being these techs and stuff. That sounds kinda science victory-ish to me.
We've spoken (and debated!) some of the late-game techs (4th age techs, I guess), and whether they should be units and such. I'm thinking the science victory could be wrapped up in these. Also, I think this provides us with an opportunity for some interaction.
First off, according to the wikis, here are the techs being developed at the School of Cairhien:
- Giant Crossbow
- Lightning Jar (lamp, I guess?)
- Glider
- paddlewheel riverboat
- steam engine
- Telescope (crazy this didn't already exist)
So my idea right now has to do with developing these things, call them Innovations, let's say (maybe "Inventions"), and sharing them with some other civs/all other civs. That's the Science Victory.
Also, note that the Civ5 science victory has 7 parts that need to be constructed (4 different types, with 3 SS Bosters). They also come from 4 techs, I think. There are 6 things on the list above, so we could have it be 7, or eliminate some of them. They could be spread from 7 techs, or be only from 4 like in CiV.
Consider:
1) Andor discovers the 4th-age tech Steam Engine. This allows +1 movement on roads (let's say it's too late in the game to bring in actual railroad construction). Andor gets this benefit immediately.
2) Andor now has the option to build a "Showcase Steam Engine Innovation" project in any one of their cities.
3) Upon completion of the project, Andor selects one civ to share the tech with. That civ gets the use of the Steam Engine tech. I don't know if they just get the benefit of the +1 on Roads, or if they get the actual tech itself.
4) When Andor researches Lenses and can build telescopes (Science boost and +1 sight for naval units?), they can do this all again, but they must select a different civ to share with. Thus, to complete a science victory, you must share with your enemies/competitors!
5) The Science victory is achieved when all of these Innovations are successfully showcased by one civ.
How much would this mess things up, being able to "gift" people techs out of order (if they hadn't yet researched the prereqs for Steam Engine, for example). Of course, the alternative is that by Showcasing an innovation, maybe its just a one time science boost for the civ (maybe even for both civs), and not the actual tech. Or maybe the receiving civ gets the tech's bonuses temporarily only? Or maybe, if they're units and such, it just gifts a few units or something. Or builds a railroad, creates a GW, etc. I do like the idea of a litle bit of sacrifice for the SV-seeking civ - hopefully they don't help their enemies get a science victory first!
Also, we could decide that the civ must share the tech with the whole world.
One big question that I haven't resolved is what happens to competitors also competing for a science victory. If you share Telescopes with them, do they still have to research it themselves, even if they already have the bonuses( just to go through the project and the act of sharing it with another civ)? Maybe there are more Innovation options than are required, so civs would be able to choose ones that had already been "taken" by other civs. That's a bit weird though.
In any case, this still has issues, but what I like about it is the flavor, the theme, as also the semi-interactiveness of it all.
Thoughts?
I'm a big fan of the flavor of this idea - it works really well in the WoT-verse, I think. It's also going the right way with interactivity - that should be one of our goals, to make it so that you need to "deal with" other civs to achieve a victory.
There are a few quandaries with giving away techs like this though. How do we deal with very small maps? If there is only one other player, you'll need to give them all to him/her. Also, how do wars interact with this? The Last Battle makes it particularly problematic, where you now have blocks of co-operating civilizations. (Shadow civs have very limited options for who to give techs to - Neutral civs only again.)
Having to share with the whole world is probably better than having to share with X civs. Otherwise the science victory actually gets easier for larger map sizes (inverse of Domination and Diplomacy, making it very unlikely that the largest maps would ever have Domination or Diplomacy wins, because in pursuing them you'd hit the science one first) since you can give the techs to the weakest players.
This also seems to be interacting with other civs primarily conceptually - through menus and trade talks? I think having those interactions take place actually on the map is quite important. My favorite science victory-related CiV story is a race I had against the AI in one game. We were both going for the science victory - both building spaceship parts. I won by the slimmest of margins and then, only because I attacked him a killed a *spaceship part* (the last one he needed) as he was moving it toward his capital. When Firaxis were spicing up the cultural victory for BNW they did a very similar thing - by making Antiquity Sites and Archeologists part of the map and visibly competing between civs (as well as the menu-driven stuff, tourism vs culture, also being a big improvement), it became a lot more interactive.
We don't necessarily want to do another "hunt for all of this stuff" on the map. It might be as simple as adding a "Scientist Envoy" unit that actually "gives" the "Innovation" technology away at a foreign capital (you might have to clear a path for the envoy through a warzone - very cool!).
Is there a way to invert the relationship with the technologies and "demonstrating" innovations - in that you make other civs come to you to get them? There are some cool mechanics in some other games where you can create a prisoner's dilemma for the other players. Anyone who sends an envoy to a civ can participate in a demonstration and receive the innovation tech for their home civ. But if everybody does it, the host civ gets closer to the scientific victory. But if the Sea Folk are the only ones who show up, the Sea Folk get a bonus that no one else does, and the host isn't overly helped by it?
The problem with that approach is that you can't win by virtue of your own success. Other players need to willingly take actions that can potentially make you win. It would also never work in multiplayer - humans would completely metagame around it and avoid causing any wins.
I'm also not sure about the overlapping part of the Innovations - where someone else has already demonstrated Lightning Jars - why is it beneficial for you to do so too? Do the demonstrations have different secondary bonuses for the non-host participants, so that the primary benefits aren't redundant when they reach the Lightning Jars tech themselves? Even then, why would anyone want/participate/be helped by being a non-host participant the second time around?
I do really like the flavor of this idea - there are just a lot of questions about making it interactive, fun, and fair!