counterpoint
King
I'm glad you understood what I was asking. For some reason, my previous post had a LOT of weird nonsense phrases...Cool, I've put in a placeholder post for that below.
Ah.... I think it's fine for stage one. We have a "sell walls" one at stage one, right? Since a market is more expensive and stuff than walls (right?), maybe make this one happen within 10 turns, and not 5.Generic 9
Flavor: The wealth from this place must be... redirected.
Objective: Sell a <market equivalent>
Restriction: Must have at least one <market equivalent>
Too harsh for stage 1? We could always go for a straight GPT cost, but I'm not sure what mechanism we'd use to allow the player to impose that on themselves.
Maybe there's an additional requirement that the civ must have net-positve gold flow?
hmm.... are we still ok with that bonus? +2 / turn seems pretty good, don't it?They do, they provide +2 of a yield to a Governor within 3 hexes of them. It could be relatively long term if the player camps out the Sister by/in a city with a Governor and leaves them there for the whole game. Helpfully, the Blue and Brown Ajah abilities are map-dependent, so there's an opportunity cost in camping them, in that you don't get to use their other abilities.
The White Ajah's other ability prevents enemies from stealing technologies, so it's actually camping encouraging too. Though given the frequency of technology-steals, an ability that makes technology stealing harder for your enemy would be really frustrating to combine with a second ability that constantly moves the Sister around.
dropped!WoT GPs as a source, dropped then?
ok, right.Sorry, I see now that my wording wasn't clear! Yes, advocating for the GP selection method. I agree, it's a more complex balancing task than population, but I think it makes the system much more enjoyable for the player. And as you've said, I think we can still keep it focused and within our ability to rein in!
Also totally agree on "soft enforcement" - more details on the specifics of these elsewhere, but it looks like we're in the same place on how we can stop Governors from becoming an every-city thing.
Well, the one thing about GP improvements is that they need to be worked by a citizen, whereas these don't. more than +3 might be fine, though. Hard to say definitively now.Definitely, balancing Governor against the other actions available to GPs definitely gives us a much more targeted design space to work within. The fact that they also provide unhappiness and should therefore be marginally better is also a very good one. I've been thinking primarily in the context of Alignment yields, but for the others (Culture, Gold, Science, Production, Food, Faith), we can probably afford to go a bit higher than +3 per turn for a specialized Governor, considering the corresponding GP improvement produces between +4 and +9 of their respective yield, and are available immediately.
This way of viewing this relative balance, I definitely like!That means that if the Governors start of worse than the improvement in terms of sheer yield, they'll need to (taking into account the bonus of the "special ability") be better than the improvements when fully upgraded, in order to be a comparable choice.
Good.I thought I built a lot of farms! I would expect a Wide empire's capital to cap out around 20 pop, if it even gets that far. Tall has more room to grow, but I am super impressed when I get a city up to 40 pop (I think 52 is my all time record).
This is all related to spawning Governors based on population though - based on our discussions below, I think we'll go for the GP-based approach. I like the concept, but I think if the minimum population requirement for spawning a Governor via GP changed with each spawn, it would be a bit confusing for the player.
15 sounds like a good population minimum.
As far as my city sizes... I may be totally misremembering. Maybe high 30s is the typical for my tall civs?
Right! that makes sense.Most buildings that produce happiness produce local happiness (bar a few wonders). Each of your cities generates X net happiness for your empire - each citizen produces +1 local Unhappiness from crowding (though that can change based on some policy choices and UAs). The maximum global happiness a city can contribute is equal to its population. So if you've got a 4 pop city producing 6 local happiness (it has a colosseum and a stadium or something), then it's only producing a total of 4 global happiness, because the city is capped.
I only really got a firm grasp of this after diving into the code to change it, it's a bit confusing - particularly since there are a few wonders that completely ignore it.
Of course.... why that wasn't explained in-game, I don't know.
Yeah, so.... you've convinced me.I'm not as sure anymore, but the source of my reluctance isn't really to do with Governors themselves - more with GPs in general. The God-King approach works well with upgrades for the Governors themselves - it allows the player to go through a specialization process and customize their Governor to target their city's needs. It also makes the upgrades more impactful.
However, it would allow players to repurpose arbitrary GPs into different game plans, which drastically alters the usages of those GPs. For example, when a Science player generates a Great Artist, they're likely to use it for a Golden Age or the GW (purely for the Culture on the defensive) since thei primary science gameplan isn't particularly affected by the GA's other abilities. However, now they could use the GA to create a God-King Governor and specialize that Governor into Science. This creates the strange situation where players don't want to use their "targeted" GPs for Governors, but instead the off-victory ones. (So Science players will never use their Great Scientists as Governors, because the Great Artists are just as good at it, but the Scientists are useful elsewhere - correspondingly with Great Merchants for Diplo, Great Generals with Domination, the three Culture types with Culture.)
I hadn't considered that previously, but I think that's a big problem with the God-King approach.
I see what you mean about not wanting "here's some more Culture because this a Culture GP" - but that's really what the system (GP system) is supposed to do. That this type of GP has been produced means it should contribute specifically toward a corresponding victory type (or overall strategy that tends toward that victory).
I was viewing things from the perspective of redundancy and how that's kind of annoying and I was putting aside the fact that that very redundancy is wholly core to the GP system. Disrupting that would be very bad, IMO.
OK, I think these example bonuses are in the right ball park. I do like the God-king bonus popping up at tier two or 3 or something.About sub-types being complex with upgrades, I don't think they have to be. They can follow a relatively universal formula for what their upgrades are. Say we went for threshold 2 being the "special ability" threshold, here are a general set of options:
Threshold 1: +1 Light, +1 Shadow, +X of relevant sub-type yield, +10% build rate for sub-type buildings
Threshold 2: Remove local happiness cap decrease, sub-type specific bonus, +50% city attack and defense
Threshold 3: +2 Light, +2 Shadow, +Y of relevant sub-type yield (Y > X), +Z GP points for relevant GP
So we only need one sub-type-unique mechanic for each, for the middle option on threshold 2. (I'm also not sure if there's something more interesting for the third option on threshold 2 - that one might be a bit Martial - but it demonstrates a "generally applicable" ability. Actually threshold 2 option 3 could be the "God-King" option: +1 of everything?) Players will also become relatively quickly accustomed to the value of most of the choices since they'll be able to experiment with the majority of them on any Governor, it's just threshold 2 option 2 that presents a serious wildcard.
God-King would end up presenting the player with more options, rather than less, since there are upgrade choices for every yield category.
The combat bonus thing at tier 2... maybe that's a good on for GCaptains?
As far as the specific subtypes, and the bonuses they'd provide, that SEEMS like a logical "next task," but I'm struck by the fact that we really shouldn't do any of that until we know what the GPs are. The reasons are twofold: 1) duh, we don't know what GPs we have, 2) we don't know what GP improvements or other similar things we need to balance against.
So, weird as it feels, once we get the big picture down (which we may actually have done already), we probably need to move on the GPs proper. Then we come back to these. Agreed?
Sure. I'm sold.I don't think we should eliminate Great Generals, because there are definitely useful effects in there and it would be strange to exclude one GP type and not others. Great Prophets are also generated differently (not through GP points), but I think we still want to include them.
yeah. I think this would be a cool way to get some in-universe terms in there and such, also. "Woolheaded Sheepherder" (+Food) and the like.Also I love the idea of adding descriptors to the Governor based on the chosen upgrades! (Regardless of what we decide in God-King vs sub-types) "Berelain the Smith of Terror" - that player-driven juxtaposition feels very CiV!
yep. NOW it's decided.Seems like the debate now is only really having sub-types at all or having God-King - so sub-type selection, if it does occur, is still determined by our choice of spawn mechanic, right? In this case, determined by the GP used, since GPs as the source seems decided above.
Well, GP improvements can be retaken, of course, but on the other hand, they can be used against you, which is bad if you have like 3 manufactories.Right, I think I agree here. Let's just go with Governors die when a city is captured. (Gives the player all the more reason to defend it!) This potential for permanent loss is worse than the GP improvements actually, which will stick around unless the conqueror is a terrible person.
Buy yeah, govs die when captured.
Are govs visible by other civs? How about their bonuses (sans alignment)?
Also, related - can you move govs to a different city? I'm thinking no, out of simplicity.
If a city's population falls too low to support a gov... the gov should still stay, right?
I think it makes sense to scale the yields the Governor is giving out based on how upgraded they are, and we can scale that per-yield. (So Gold and Science will scale up more aggressively than Culture or Prestige.)
The scale of the Alignment tiers means that a lot of little +1s add up quite quickly. While a late-game +1 won't matter too much, an early-game +1 will make a fairly hefty contribution. Whereas the overall target for Alignment is to make 7100 reachable but not automatic between all sources by the end of the game, Science, by comparison, requires 8800 beakers for each tech in the last column of the tree.
So I don't think the yields need to scale by era, we can let the scale-by-upgrade act as the mechanism that Governors remain relevant throughout the game. I figure with a sub-type approach we'd add +2 to the relevant yield per upgrade threshold, regardless of what option the player chose, just as a part of the general "progression" of that Governor.
Right. on board with this.
Yeah, that could work, but it's a little odd dealing with the whole "what if the city already has one" thing.One way to enable end-game Governors would be to have a building/wonder that did something along the lines of "Governors spawned in this city start at threshold 1".
truth be told, I don't feel strongly about this, either way. Also, it's hard to really know how it "feels" without seeing it in action.Interesting, I've always felt things that pop-up screens are something that exists in a new context - a new tech, new era, new CS, etc. - where the offside buttons are more about modifying existing entities. (Though even Firaxis doesn't really keep to either - Religion pops up a new screen when you Enhance it.) It occurs to me that it may be to best to address upgrading a Governor from the city overview screen anyway, where the player can normally see the Governor.
I still feel like we're using different calibration.Ends up with +3 total. So threshold 1 is worth +1, and threshold 3 provides an additional +2 (if you take it). I was thinking we would do the threshold Alignment upgrades instead of having an initial Alignment output - even with only +1 from the initial Nature, over the course of all of a player's Governors for the whole game, that produces a majority share (about ~800-ish) of the ~1200 we want.
You say "+3 total", but wouldn't it have a +1 at Governor creation? Or are you suggesting that "just born" governors have no alignment generation? I figured they would.
In terms of the actual number, though - whatever gets us to that ~1200 target!
Cool, though, again, I'm thinking the abilities discussion needs to wait a little.Awesome, sounds like the progression is good! I've given an example of a "abilities on threshold 2" above, so we'll probably continue that discussion up there.
Also totally agreed, policies and wonders can be decided in the context of their systems, rather than the Governor system.
Yeah, domination quote-block!I agree, I don't think we'll use Governors for the Domination victory, but it's worth keeping around in case something does come up when we're "finished".
OK, so that seemed... rather simple, really! Obviously we need to do the abilities and sub-types, but as stated above, I'd say we should at least figure out which GPs we have before then.
On that note, if I find the time tomorrow or Thursday, I may do an introductory post on GPs. I know we're trying to avoid two parallel quote-lines, but I'm thinking this one will wrap up rather shortly. I may not have the time anyways. We'll see.