cool. The Trolloc Wars summary lives in the Last Battle summary. I've added the following text:
Looks good!
This finally makes sense. Yes, that's the missing piece.

That way, you could have zero sisters, and when granted this free one, you could build up, theoretically, to 6/5, assuming you never lost one.
W00t, yep! You've only got an extra Sister as long as none of them dies.
Whew, that took almost 4 hours. Good luck!
I've been thinking about how to work through this for the last two days (knowing today you'd be back and I'd need to post tonight!). I don't know if our process has just worked really well - the categorizing of abilities and classification of GPs and such - because I think you've pretty much got most of it where we want it. I'll go through and pick up some things I think we can discuss, but I'm a big fan of the general direction.
I don't want it to seem like I'm skipping over this section, because it was a very good framing mechanism for the discussion in your second post. But there are few things that I would comment on here that wouldn't then need to be duplicated when commenting on specific suggested GP types.
By and large, I agree with your classifications of which abilities we want and how much we want them. I'll call out a few below that I want to comment on directly, but everything I skip, I agree with, and some of these comments aren't that important in the context of the specific GP arrangements from the next post.
Start Golden Age
I like this one, and serves a role in-game, but it is not an *essential* role, it seems.
I'd put more value on this one due to its role in the Culture victory - Golden Ages cause you to produce a lot of extra Culture, and so can be useful in grabbing policies for Culture players, or for defending against Tourism for other players. It's included on a GP below though, so this distinction is pretty much moot.
Gold from CS (Trade Mission A)
I think *some* kind of gold dump is probably necessary - it doesn't have to come from a CS, though. This one notably also assists in all other victory conditions (Gold is like that, y'all).
Are there other good sources for us to use? I'd be all for changing this up from being sourced on CSes if we have a good alternative. We could let the GP be expended by cities you currently have an international trade route with? (Or at least X international trade routes with?)
CS Influence (Trade Mission B)
Necessary. Can be generalized to include Steddings and Tar Valon, if we wish. Doesn't need to be linked to Gold.
The separation from Gold makes this one quite interesting - is it still Tall/Wide balancing? Gold is already Tall/Wide balanced, which is the main way of accruing CS influence. CS quest complete-ability is somewhat affected by Tall/Wide (Wide players are more likely to control land near the CS, and therefore be able to complete quests more easily) but it's not that significant.
Regarding the Ogier and Tar Valon, this is very interesting, and I'll come back to it more in the next post about specific GP types. I wonder if it doesn't create room for a "Diplo GP" using the point generation methods we discussed higher up on this page (assuming this post is still on page 34). Related to that, below:
Plant Grove (Treesing)
I like the idea of this, but complicated in that we don't know how it could work. I suspect that it needs to be a CS-influence related thing. If that's the case, it probably shouldn't coexist with CS Influence (Trade Mission B) above.
Perhaps you plant groves in CS's territory (not just steddings) and get an influence boost with that CS... and perhaps a small boost with all steddings? Very similar to Trade Missions, but a slightly more flavorful mechanic (and without the gold), or maybe it combines with Stedding Vote.
I quite like your idea for this one in the next post - more detail on it then. I don't think this ability is necessarily mutually exclusive with Trade Mission B, if Trade Mission B doesn't work on Stedding and we have well targeted Stedding stuff, that might be helpful.
Stedding Vote (Stedding Influence)
This one seems cool enough, but might not have a chance to be squeezed in. Maybe combines with above in some way?
Or possibly on an Ogier GP. More on this later.
Extra Compact Vote
If we are doing Dreamwards-give-you-a-diplo vote, I now find this one largely unnecessary.
We're not doing Dreamwards-give-you-a-diplo-vote, so I think this one is more valuable. (Dreamwards stop CS influence decay.) It would also work well on a diplo GP, mentioned above, and will be covered in more detail later!
Increase Trade Route Cap (Many Roads)
I think this one is just not splashy enough for a GP ability. Also, kind of confusing to keep track of.
I'm fine leaving this off, but I don't think it would be confusing. We just change the maximum trade route count for the player and the number in the top left of the screen increases - showing them they have a spare trade route.
Spread Path to the Light/Eliminate Path to the Light
Most likely needed, but we could potentially get rid of this and rely on Missionaries to do this work. Unlikely, though.
I agree, I think we'll need to keep this one.
Naval Combat Bonus
Would probably be cool to merge this with above into one single ability. Of course, doing away with the GAd means Naval Dominance won't be as boolean - in CiV, if you're better at navy, you get more GAds, which makes you better at navy.... If we merge these, then a land conquerer (who has a bunch of GGens) would also be immediately much better at Navy because those Generals are useful on the water. Something to consider from a balance perspective.
This was probably Firaxis's intention, but I don't know if I've ever felt better at naval warfare due to Great Admirals. I think combining them (as you've done) is a good call, because it makes their strengths accessible through means most players are actually going to interact with, while also making the GP type itself useful in much more situations. (Both GG and GAd are, in my mind, the lesser GPs, particularly before GG got land steal, because they never had as much visible impact as any of the others.)
Land Steal (Create Citadel A)
Not sure it's needed. Probably Nice though
Damaging Fort (Create Citadel B)
Not bad, but IMO the lesser of the two citadel abilities.
These abilities are definitely separatable, and in fact they were previous separate in CiV. Pre-BNW (or possibly pre-G&K), land steal was "Culture Bomb" (like in Civ4) and was attached to the Great Artist. Adding it to the Citadel did dramatically increase the value of the Great General though.
Weigh Randomness (Dice in My Head)
I like this. It's very similar to Land Unit Combat Bonus above, but flavorfully nice. Might be a cool replacement. Not really worth having both, IMO.
I think we could have both this and the combat bonus. We talked at length about the combat bonus because it was the most confusing part of this ability, but this ability is much more broadly applicable than the combat bonus. We can apply it to any element of the game which contains an element of randomness, which makes it quite mechanically distinct.
Scholar
Hurry Science
Create Academy
Not much change here....
I think this name works fine... but are we using it elsewhere?
I know that Academy is also the BNW name, but... it fits perfectly. Though, we could decide to name universities Academies and come up with something else here.
I'm totally fine with having a Great Scientist equivalent - this seems good. The only thing here is the name Academy - I think we should change it from BNW. I know Academy is a WoT thing, but I don't think GS Academies are quite the same - they're available for most of history. I think we'll want to replace the role of the Research Lab building with the Academy.
As for what we could call this - we could go with library? Loial makes quite a few references to libraries being great sources of knowledge, as do Aes Sedai. Several noble characters talk about their families/relatives having libraries of their own, so it would make sense that they're available throughout history, and also that they might be decentralized outside cities on nobles' estates. The distance this provides us from BNW also helps - this is our clearest direct translation from BNW, so I think even these cosmetic changes make a big difference here.
Ogier Builder or Treesinger
Treesing/Plant a Grove (Increase CS/Stedding Influence, Grab Stedding Vote OR Manufactory
This one's weird. So, you plant a Grove. Where it is planted determines its effect. In a CS or Stedding you get a dump of Influence with that entity and +1 Stedding vote. If in your own territory, it's a manufactory (sung wood blah blah blah). I know, a bit of a stretch.
Related to the Diplo GP I'm going to suggest later, I really like this, but I think we can drop the CS influence part (non-Stedding CS). It's a bit weird though - Grab Stedding Vote + Stedding Influence doesn't seem like a Tall/Wide balancing ability? Manufactory is definitely Tall/Wide balancing. That makes generating this GP a bit of a problem.
Flavor wise, I could see Groves in your own territory generating Culture or Prestige, more than Production, but it could be made to work at a stretch, as you've said. Using either of those yields instead doesn't solve our Tall/Wide dilemma though.
Peddler or Merchant
Create Caravan (Customs House)
Sell Wares (Gold Dump to CS, stedding, or Tar Valon - no influence boost)
The name of this one would depend on what we call our normal caravans (we could choose to call them Peddlers, after all)
Since Sell Wares doesn't include an influence boost, perhaps it could be more gold?
I like this one. Peddler is probably more appropriate for the Caravan unit, because Peddlers are generally relatively run-of-the-mill folks. It is a very in universe term though. Are there any other famous markets/merchants' guilds or anything we could steal a name from?
Steward
Hurry Production
Advise a Governor
Naming this one is tricky.
Do you think Advising the Gov balances properly against Hurry production? Would anybody ever choose it?
This seems more like Steward in the Lord of the Rings sense than the Wheel of Time sense, on the name.
I don't think Advise a Governor balances well against Hurry Production. But I think we've basically run up against one of the GP balance aspects that Firaxis never really solved either: I don't think anything measures up to Hurry Science or Hurry Production. Those two abilities are most definitely the most powerful GP abilities in the game - and whatever we group them with is largely doomed to obscurity, useful only in the narrow edge cases where it's actually
comparable.
Hurry Science is effectively a free tech (and in fact used to be exactly that, until they nerfed it and it's still awesome), which is crazy good - sudden bursts that let you pull ahead faster than expected, or grab key abilities an opponent wasn't expecting. Or even just boost ahead incrementally, even if you don't have a key tech in researchable range right now.
Hurry Production is basically "free Wonder" which is super duper amazing. Not only does it give you the Wonder ability, which is usually pretty awesome (and can also give you more GPs... to do it again), it also
denies your opponents that ability. If you look up GP preferences online for which GP types players pick when prompted for a free GP, Great Engineer is the top choice, followed closely by Great Scientist, who both lead the pack by a million miles. (Dedicated Culture players sometimes pick Culture GPs, but even they pick GEs often because they snag Wonders, which are essential to the Culture victory.)
Do we think we can address that without unhinging the game? Is the solution to pump up all of the other GP abilities?
As for how this applies to the Steward GP, I'm not sure if we need him, but we'll see below, depending on what you think of my suggestions.
Tall/Wide Balance - Separate GP Generation
Master Artisan
Create Craft
Start Golden Age
This one seems rather unglamorous, but also seems necessary.
Gleeman
Create Legend
Perform (Prestige Dump)
This one is pretty straightforwardly analogous to BNW.
Totally fine with these.
Viewer or Doomseer
Create Prophesy
Interpret a Viewing (GP-point creation building)
This one is obviously different from what we have in BNW. (no culture dump)
I know the Viewing thing is supposed to be a Building in order to makeit one-per city (I think), but I have trouble with it being a building. How the heck does this flavor work? What would this building be called? I think we could consider instead that this just be a GP point dump. Or, else we could consider making it a GP improvement or something (and what would we call that)?
As far as name, Viewer is not a word that appears in-books. Doomseer is what the Seanchan call Min and people like min. I think that's the most flavorful name, but it is a little odd sounding.
Doomseer seems like the preferable name, given what you've outlined here.
I also completely agree that the building doesn't work. I was about to ask what you think we can do, but how about this:
Interpret Viewings
Expend this GP to create a Doomseer Specialist slot, in any other building that has a specialist slot
(or a specific building?) in an adjacent city, who produces
<GP type> GP points.
That works with the flavor, right? It's a person now, who's interpretting Viewings and therefore generating GP points.
Which GP type do they generate GP points for? The WoT GP types? (All of the GP types that don't have direct BNW analogues) Or does this specialist create GP points for the GP type that this city already creates the most GP points for? (If you produce +6 Artist and +2 Engineer, it generates Artist points, if +10 Scientist and +9 Merchant, it creates Scientist points.) This would also be Tall/Wide balancing, which is what we want.
Ogier Historian
Write History (Culture Dump)
Reclassify Relic (Change GW type 2x)
I'm unsure if the Reclassify ability is strong enough to not simply be ignored by most players. Then again, Concert Tour is probably ignored by many players.
I think Concert Tour is ignored by everyone except Culture-Victory-resisting players that are dealing with particularly Cultureful enemies. Which means most players ignore it for most of the game.
Related to Ogier and Diplo stuff I'll suggest below though, I'm not sure we need this GP type.
Visionary or Philosopher
Found Path to the Light
Enhance Path to the Light
Create Holy Site
I couldn't think of any edits worth making here. The name "Prophet" is obviously problematic, as that's Masema. Not a whole lot of flavor to draw from for the name.
Holy Site needs a better name.
Visionary sounds fine if we can't come up with an in-universe alternative. Totally agree we can't use Prophet.
Great Captain
Dice in My Head (Weigh Randomness)
Create Citadel (Land Steal and Damaging Fort)
Repair Ships
I toyed with splitting this guy into two units, which I think you prefer. I, for now, decided that that was too cluttered, that the Dice ability was functionally (if not mechanically) redundant to the GGe ability, and that the second ("Mat") unit would be a bit odd-seeming.
I gave this unit the Repair Ships ability as well, which only functions at sea.
Citadel probably needs a new name - and only functions on land.
Given the distinction I outlined above between the GG ability and the Dice ability, I think splitting this into two units makes more sense. I think having a more direct GG analogue, who is the Great Captain + Great Admiral, would be good, so like:
Great Captain
GG Aura
Create Citadel
Repair Ships
As for what we could call the Citadel, I was hoping that the Borderlanders would have some unifying name for the forts and fort-like cities constructed by the Blight, but I can't find anything on it online.
Wolfbrother
Enter the Wolf Dream
Run with Wolves
Destroy Dreamspike
Pull of the Pattern (Immediate Thread)
The second and third abilities are obviously included within the first.
I am unsure of the decision to use PotP as his second ability. Not very WBr-specific, however, it does make sense for Perrin, as a Ta'veren. Also, since it's sort of isolated system-wise, I couldn't think of a better way to make it happen.
I'm totally fine with this - Pull of the Pattern seems like a good fit, given Perrin's Ta'veren-ness and his position as primary inspiration for this GP.
Dreamer
Enter Tel'aran'rhiod
Plant Dreamspike
Discover a Weave (Gain Aes Sedai)
This GP is serving the role of the Great Channeler.
The first ability simply creates the Dreamer's projection, and thus the Dreamspike Ability. The projection itself is still a projection - no attack abilities - but probably with better movement and perhaps a longer turn limit. Any other changes?
I didn't love choosing Discover a Weave, but couldn't stray too far in terms of balancing aspects of these abilities.
One interesting collision of flavor is that it would of course make sense for Dreamers to be delivering prophesies - but it also makes sense for Mins, and for Foretellers. Had to choose something.
Interesting one. From the flavor, Dreamspikes are actually planted in reality, and then transport
themselves into T'a'r, so they don't necessarily need to be planted by a T'a'r layer GP.
Unaccounted-For Abilities
Ones I didn't use, that I sort of feel bad about:
EXP Growth Promotion
Hurry Eyes and Ears
couldn't really figure out a great way to work them in. Don't know that a GP-type simply including the two of them is worth having, really. This one could be a "Ta'veren" GP, but... didn't we decide to call them all Ta'veren, or did we decide that that name should be applied more narrowly?
Following on from my suggestion to make a more GG-like Great Captain, I think we can include the EXP bonus ability if we have a Mat-like GP type.
Related to Ta'veren, I think we decided Ta'veren would be applied more narrowly. Are we sticking with Great People then, though?
I'd be fine dropping the Rush EaE ability.
So, I've been discussing GP proposals in several places above. I think there's room for a Diplo GP in such a way that it could shift around some of our Ogier/production/Tall/Wide dilemma.
Ambassador
Gain a Compact Vote
Gain a Sister
CS Influence Boost
Previously,
Gain a Sister has been flavored as
Discover a Weave - but there's a great flavor argument for making this ability non-Power related. The Aes Sedai would certainly favor someone who showed them a new weave (after some consternation that the woman in question wasn't already an Aes Sedai). But equally, Aes Sedai were often dispatched to nations specifically to serve diplomatic purposes (Andoran Queen's advisor, for example), which would have been brokered by some political presence at the Tower. We could call the ability
Treat with Tar Valon or
Meet with the Amyrlin - when performed on Tar Valon lands (or on your lands?) gives you a Sister, via the mechanics we discussed before.
This also grabs the CS influence boost I talked about before - separating it from the Stedding influence boost.
Whether or not we include "Gain a Compact Vote" is certainly up for debate - I think it fits well and the fact that these abilities are less powerful than ones like Hurry Production, the flexibility of 3 abilities could help to offset that.
Alternatively - do we think the gain a Sister and gain a Compact Vote abilities are too weak by themselves? What if we combine the essence of both?
Meet with the Amyrlin
Gain a Sister and Tar Valon puts
one of its votes in the next Compact in concert with your selection. (If you split your delegates, the Tower chooses which of the two you've voted on it will use that vote for. Or we could let the player pick? Seems less diplo-y that way though.)
This diplo GP could be generated via the Diplo-y methods we discussed previously, which we'd want to go into more detail on if we decide we like this. Neither of these abilities is Tall/Wide balancing, so it's a diplo system-specific GP type.
I also mentioned a Mat-like GP type. What if
this were the Ta'veren GP type?
Ta'veren
Dice in my Head
EXP Promotion burst
Should he have a second "active" ability, since
Dice in my Head is passive? There's some argument for the
Encounter a Thread ability to be on this GP type, but it works equally well on Wolfbrother, and I'm not sure what we'd swap it out for there. (Unfortunately can't really steal Perrin's blacksmithing stuff for Wolfbrother, freeing up the Thread ability for this GP type, because production-y stuff is mostly Tall/Wide balancing, whereas Wolfbrother is System-specific.)
He could grab the Rush EaE ability, if we wanted.
Could he have the
Create Dragonsworn ability somehow?
What generates a Ta'veren GP though? It seems system-specific in nature, so where should the points come from? We discussed Alignment-generated GPs before, which this makes some sense for - generated when you reach specific tiers?
EDIT: As you rightfully pointed out via Steam I've orphaned the Plant Dreamspike ability on the Dreamer GP. The Ta'veren GP type is one possible host for that ability, given the flavor I described above.
Another alternative would be to have a more Channeler-focused GP type, something along the lines of:
Great Channeler
Plant Dreamspike
Gentle a Foe (2x multi-use)
This could probably be a T'a'r GP type (generated by Glimmer-points, since neither of these abilities is Tall/Wide balancing). Otherwise I think Wolfbrother is the only T'a'r GP type (if we drop Dreamer), which is a bit weird.
Alternatively, we might be able to use Slayer after all!
Slayer (might need a different name)
Plant Dreamspike
Create Dragonsworn
Could also be a T'a'r GP type. Plant Dreamspike is obviously a flavor bullseye for Slayer. And the Create Dragonsworn ability actually does sort of line up with his role of interfering with the armies of the Light leading up to the LB. Mechanically we liked the ability, but it didn't fit into the other GP types - this would let us include it.
END EDIT
Finally, production stuff and Ogier. I like the idea of Groves doing different things in different places, but I think one desired effect of that (stedding influence + vote) is system-specific, and any yield bonus in your own territory is Tall/Wide balancing. Which is a bit of a problem. And continues to be a problem, now that I try to write this out. I'm looking at this pool of abilities:
Create Manufactory
Culture Dump
Hurry Production
Advise a Governor
Stedding Influence boost + vote
I think they can all be Ogier-ified, but only the last one is system-specific. Would we be fine having a system-specific ability on a Tall/Wide-driven GP? (That would give Tall players an advantage in the system the GP type enhances.) Are the Ogier somehow already favoring Wide players, which would make this a fair trade?
Another thing worth mentioning here is Governors. We decided on the GP -> Governor method of Governor generation, do we want to go through and decide what Governor types correspond to which GP types? (And what the Governor types are.) I'm assuming all GP types have a "Govern City" ability as well?
Also, aside to this whole discussion, Firaxis are releasing a
new expansion for Civ:BE. That article mentions some features from there that could be very cool. Cities at sea. Cities that can
move. Worth us keeping in mind when it comes to looking at UAs!