back for more! This time, lots of nitty-gritty! Again, a lot of this nitty-gritty flavor and nomenclature is probably best left for later. That said, we can wrap up these mini discussions below, and bring them back later. Of course, the super-early techs are quite relevant now!
Agreed, I think it's best if we leave the nitty-gritty flavor for later techs alone for now, since the ground is shifting under them with the earlier techs! I'll call that out on a few quote blocks and we can decide if we want to keep discussing.
re: fire.
see blurbs above. There is, after all, evidence that homo erectus weilded fire. Something tells me that the Breaking didn't knock civilization back *that* far.
I could see it doing it, but based on what we're discussing in the previous post, this is probably moot.
Hmmmm, I can't help but feel like the knowledge of the Pattern, and rebirth and stuff, is pretty advanced. I suppose it could work as an early tech if it's simply the notion that the knowledge has been passed down from the AoL. But it seems a bit more philosophical, to me. The kind of thing you start talking about only after you're not dying of starvation and such. I see a tech like "The One Power" or "The True Source" being a more fitting early tech - simply knowledge of its existence, and understanding that people can access it.
I wasn't thinking of knowledge quite that precise, none of the death/rebirth stuff. Just the notion that the world is a tapestry and everyone's lives are a part of it - a kind of founding sense that could lead to the deeper understanding you mention here later on.
I suppose I see the appeal of the dual meaning, though weaving (of baskets and such) is perhaps a bit too specific a "tech" for civ - it's not like we have "painting" and "glass work"... though there *is* pottery, so I suppose it's not that different!
Exactly, things like Pottery show us that the granularity for the techs is pretty malleable - BNW doesn't shy away from pulling very specific things (Pottery, Fertilizer, Dynamite) up alongside the very general (Physics, Education, Theology). So I think one of the important things for us with WoT is that we pick things that are very recognizable flavor.
I think this is probably one that I'm going to suggest we nix per my previous suggestion. Foraging has to be something well-known to civs during the breaking - otherwise they probably wouldn't have survived.
I can see an argument for a Foraging tech representing more than just the ability to go find food in a place, but this is mooted by the other tech discussion above anyway.
as stated above, I see "The One Power" or something like it making more sense very early in the tree. I think something that reflects the organization of channelers in spirit would be most appropriate for the WT-meet tech.
Yeah, that sounds like a good distinction. What would a first or second column Power tech do? What of our Power mechanics do we want to unlock almost straight away? I suppose this tech could give you some baseline Spark? But without unlocking Wilders, there's nothing to use that Spark on. (Unless we want to unlock Wilders this early?
Right, so I suppose the question is when this would occur - probably worth deciding now, since this may very well be one of our mechanically significant techs. So what would be the effect of this tech/the guild? I do recall us tossing around the idea that the guild allows you to build dragons. If so, then that's pretty late-game (especially if dragons aren't the industrial-age 3-range units, but the step beyond them). If not that, then what would it do, as (I presume) a national wonder? Is this something we need to decide now or is this simply a question of flavor?
I don't think this will necessary be a big deal tech from a mechanical point of view. I don't think we want to unlock Dragons with this - the Illuminators were around for a long time before anyone made Dragons. I was thinking that an Illuminators' Chapterhouse would be something of a GP building like the Writers' Guild, a National Wonder. That would place this tech somewhere in the era 3/4 area.
I'd say if we decide now that we don't want this to be the Dragons unlock point, then we can come back to this flavor later when we get to the part of the tech tree where we might otherwise insert it. I don't see it being something we'd want towards the beginning, which we're doing more detail on now.
I suppose it depends on what exactly it means to "research" these techs. Discovery *of* saidar/saidin? Or weaving of them? Might need to be clarified.
I suppose saidar could be an unlock point of wilders, which calls to mind - when should they become available? I assume not Turn 1, but are they an era 1 unlock? If so, are they tied to the first power-related tech, or is there some other power-related tech we'd have first (maybe the one that unlocks the Shrine equivalent or something?
As far as saidin, again, it somewhat depends on what it means to research saidin. Discovery of and understanding of saidin seems like it'd be much earlier than the things you've described - perhaps this is the unlock point for Gentling (which is probably pretty early on)? Does gentling have an unlock point? I'm guessingMC's themselves don't, as they're involuntary.
Regarding clarification, I actually think the techs are somewhere where we want to leave things much more open to interpretation of the player. While there are civilopedia entries, most players will only see a word/phrase and an icon that describes a tech, so we can afford to be very loose with the meanings and implications of "researching" these things. Saidar and Saidin are great examples - they're great flavor, things that need to be studied to be understood, and have a lot of connected flavor in our units and buildings. I don't think it needs to go much further than that - any deeper meaning is implied by the things that the tech unlocks.
Regarding Wilders, I'd forgotten you asked these questions here, and have re-asked them above! I'd say Wilders probably aren't something we want to be available immediately - they should be on a tech. And we want players to be able to accumulate some Spark before unlocking Wilders, otherwise it's just frustrating that they can't build these cool channeling units that they otherwise have access to.
I can definitely see the Power tech that unlocks Wilders giving civs some baseline Spark (maybe 1 or 2) to get them started, which makes me think it should be column 3 (first column in Classical) kind of area.
Saidin I think would come much later - the player voluntary Saidin mechanics aren't available in the early game. This could even go so far as being an unlock point for Asha'man and the Black Tower, toward the end of the Tree.
I've been thinking more about unlocking Gentling on a tech, and one difficulty of that is that the Red Ajah's ability doesn't do anything until the Sister has the Gentling ability. Might we be better leaving that as a default ability of Aes Sedai?
ok! I take your word for it. That said, it doesn't feel like a tech, so much as a thing that is the result of techs. This is flavor and can be decided later, but I'd prefer the tech to be more general somehow (something to do with working with rock or something).
This comes up a few times and I don't think we should try to go this way if we've got more recognizable WoT flavor in the "thing" rather than "making of the thing". Like I mentioned above, Pottery, Fertilizer, Dynamite, Radio, and many more BNW techs are "things" that have implications. I don't think we should try to shoehorn in WoT flavor that doesn't work with the things we need to mechanically unlock, but I think in general we have a lot more recognizable WoT flavor that are "things" rather than processes that make them. And BNW shows us that they can still make completely valid techs, so I figure leaning on that is a good plan in general.
I actually figured this Slate Roofs thing could be fairly early. It could unlock something like an Inn, which might be an early happiness building, or something to that effect. It could fill any mechanical role really - we'd just need to pick some everyday buildings that fulfill that role and have roofs.
My googling is simply because I couldn't remember it, regardless of Graendal's previous pleasures regarding it. I think streith, especially being something that isn't produced in the third age, probably makes sense as a material for Relics more than anything.
Yeah, good point, it doesn't ever get made during the Third Age, only some AoL remnants found, so it's not the best for a tech, even at the end of the tree.
I suppose fancloth is something that is created in the third age, not just a discovery? Sure, that sounds fine, though again, I'd prefer it be titled in a way that relates to that which enables its creation, not just the thing itself. Ex. the tech is "Imbuing" or something better, which unlocks some new ability for warders, for example.
I think this one is a prime example of the flavor stuff I mentioned above. While I understand wanting the tech to be a process that relates to its creation, I think we gain a lot more from the specifically WoT flavor. Imbuing doesn't particularly mean anything in WoT (I don't think?) but Fancloth is a known callout to the books.
Ah! I think they'd make good ancient ruins, and Angreal Cahces, as well. Probably best not to use it as a tech (it's never made in the Age, anyways).
Agreed!
looking at the misc summary, it appears we want the Horn project to become available in the Era of Enc. Blight, around when the Seals become visible. The Hunter unit becomes available in that same era, I'd assume. Should the Hunter unit be also a regularly viable combat unit? (perhaps too detailed for now)
We did place it there before, but given that it doesn't have any decided effects yet, I could definitely see us moving it to a different place as well. I could see the Hunt for the Horn project becoming available much earlier in the Tree than the actual discovery of the Horn, seeing as the Hunt happened many times before the Horn was actually found.
The absolute earliest I could see that happening would be the end of era 2 kind of time, but it would entirely depend on what the project did.
The Hunter could be a viable combat unit, but I think that will largely be determined by how close to the unlocking of visibility of the Horn the unlocking of the Hunter is.
OK, previously I'd been thinking that Wells were a strategic resource. Now I'm reminded that it's Angreal Cache instead. So, are Wells a thing in the game? Is this just a (late-game) Power upgrade?
It could be a late game channeler upgrade and an effect (much like bridges over rivers or revealing the map), something like "Your channelers can attack in
Stedding and near the Guardian".
Yeah, I gotcha, I guess I just think the term "siege mechanics" is kind of advanced sounding. Its simply a matter of flavor-clash, somewhat. "Siegecraft," or something like that might feel more natural. Alternatively, something like "Carpentry" or "Woodworking could work, though probably catapults are too late in the tech tree for an advance like that.
Siegecraft sounds good to me for a tech that starts off the siege warfare line. Carpentry of Woodworking could work if we were including some other non-warfare effects on the same tech.
Yeah, I can see the value in keeping Gentling unavailable until some point in era 2 or so. What do you think?
I've ended up putting my thoughts on this above! Limiting it only until era 2 could work though - most civs won't receive their first Aes Sedai until that sort of time. It's early enough that if it really mattered to them, they could beeline that tech and unlock Gentling before/at the same time as getting their first Sister. (The tech that meets the Tower should probably be one of the upstream dependencies of the tech that unlocks Gentling.)
Yeah, this is all in the specific flavor. Exchange rate is a very modern term, to me. Maybe this is a good spot for the aforementioned "Appraisal"?
I could see both co-existing as techs, I was definitely short on economic-relevant stuff when I went through techs before. It doesn't seem very modern to me, it's obviously got a modern meaning, but it's something I see as recognized throughout history through the different ways that currency exchanges have worked. It would be a tech for near the end of the tree anyway, so something we can come back to.
I think I'm in favor of having specific power-related techs unlock the upgrades. It's more strategic and I think will be more satisfying to players.
With that in mind, we'd best get a little more detailed, at least so we can line up the right amount of upgrades. So, some linked questions:
1) How many upgrades do we want?
2) What exactly is being upgraded/unlocked
The specifics of 2) can be solved later, but we should probably at least figure out what each upgrade point does in general, so we can figure out the overall scope of channeler upgrades. As far as I can see, the following power-related things could be upgraded/unlocked via researched techs:
1) Combat stats of saidar users (perhaps increasing all stats in one go, or certain ones at certain points), perhaps separating Aes Sedai from more generic channelers
2) Combat stats of warders
3) combat stats of male channeling units (perhaps also including Asha'men)
4) specific abilities/missions of female channelers (healing, gentling, linking, traveling, healing of gentling)
5) specific abilities of warders (ignore terrain, shadow spawn detection, "bushido.")
6) upgrades to Spark
7) discovery of the White Tower
8) Projection into T'a'r
9) Sending of Novices to the WT
10) The Cleansing of Saidin
These things could be upgraded as a unit, or separately. I can imagine the channeler/warder/MC upgrades all happening as a part of one single unlock, and the other things (abilities, non-combat things) happening sometime alone, sometimes in conjunction with other upgrades, etc.
So, which ones should occur when? How many, overall, do we want? Are there certain parts of the game where the Power should get a big boost, and certain parts where it should fall somewhat behind regular tech (broadly speaking - the specifics can come later)?
Lots of stuff here! I think everything you've called out here make good unlockable things for techs, with a couple of exceptions on #4.
Healing, if referring to the targeted ability, should probably be always available since it's unique to the Yellows. The Healing aura each Sister has could be an unlocked thing though, if that's what you mean here.
I mentioned above that I think Gentling is probably best not tech gated because of the implications for the Red Ajah, but that isn't necessarily decided.
For the rest, all look good!
We're discussing projections, linking, discovery of the Tower, the Cleansing, and traveling unlocking elsewhere.
Sending Novices to the WT sounds like a good idea to gate on a tech. If meeting the Tower is a first column of era 2 tech, then I'd say this should be on the next column, dependent on the "meeting" tech. Another thing that Tower-focused civs can focus early, but this should have another dependency so that it forces them to diversify a bit more before going straight for it.
Making channelers fluctuate in relative power comapred to other units via the distribution of their upgrade points sounds like a very good idea. As you've said, something we can calibrate specifics of later.
I think we'll probably want 4 or 5 combat strength upgrade points for the two Saider user categories (Aes Sedai, non-Aes Sedai Saidar users). 2 or so combat strength upgrade points for Saidin users (including Asha'man units), since they skew more towards the end of the Tree. (Are there any other Saidin units aside from MCs and Asha'man?) And then maybe 2-4 combat strength upgrade points for Warders? Some of those combat strength techs would probably also have one of the Warder abilities on them as well.
Do we want the involuntary MC unit to follow this same upgrade path? I think it might actually be best if these scaled more like FDs, since they're partially adversarial for the player that controls them, due to the madness. (And they stop appearing once Saidin is Cleansed, right?) If they scale on specific techs, this could lead to players avoiding certain techs to underpower their MCs and make them easier to get rid of, which seems a bit bizarre and meta. (Not
too likely though, because techs have big impacts in general, and the civ is likely to need the tech or one that depends on it.)
Upgrades to Spark is also a good one and I touched on this elsewhere. We probably don't want many of these though, since anti-channeling civs will also research these techs. Maybe three total, including one at the beginning-ish when we unlock the Wilder?
The other thing is "where" (not when) these Power-related things (or, truthfully, any of the stuff that concerns our new mechanics) should lie in the tree. In BNW, military techs tend to congregate towards the bottom, while exploration, religion, and science stuff tends to be on the upper paths. First off, are we preserving that dynamic? Secondly, where does the channeling stuff fit in with all of it?
This is definitely very important, because this structure is what causes civs with different focuses to actually act differently mechanically, because they traverse the tree differently. A key point is also that non-military civs can beeline non-military techs toward the end of the game, reaching the last column before Future Tech without researching Dynamite. And vice versa, military civs can beeline down their side, though that doesn't usually work as well - they need to dip the other way for Science techs to keep pace. It also allows non-Science civs to prioritize their own techs that favor their victory without having to get through too many irrelevant ones.
I think we'll want the Power-related stuff mostly in the "middle" of the tree, so the top edge of the military section. I think this is because we'll have some Power-y stuff that is military (channeling units that can attack people) and some stuff that's more Culture-y and Diplo-y (civ-wide bonuses and T'a'r; Tower relationship).
The truth is, the Mystic sites unlock is rather large - it will probably also unlock the Hunter unit, and of course, the search for the Horn. We can also unlock the authenticity thing, but I figure that's not going to be useful/appropriate until later in the game. If Mythic Sites unlock in the Era of Enc Bl, I'd guess the Seal Divination probably shouldn't be available untilt he Era of the Dragon, at the earliest, right? Or, do we want that Divination available, but the actual destruction not available yet? I'd figure the actual destruction and authentication make more sense on the same tech unlock - let the players search for them beforehand if they wish (before the've even chosen a side, theoretically).
This sounds like a good approach - unlocking the ability to find the Seals first and let players go and get them if they wish, even before they've chosen an side. Then unlock the Divination and Destruction abilities on the same tech in the Era of the Dragon.
sounds good. Do we want/need to figure those out now, or is it enough to just say there will be some of them and figure it out later?
I think it's enough to say we want them around there for now and will come to it when we get to that part of the tree.
Yeah, I think you budgeting ca. 500 alignment points from buildings on average per civ, which isn't very much. That either means these can't be massed produced (i.e. are a national wonder), or else occur late enough in the game that even if they are mass-produced , it won't matter. What do you think?
I think late enough in the game that even mass production still falls within the amount of Alignment we're aiming for. Alignment is more of a late game mechanic, like Tourism in BNW, so tilting it that way makes sense.
Yeah, I think I like early Era 2 or something, though this depends completely on when we want Aes Sedai unlocked, since that is what it would do for most civs.
Can civs who discover the WT before this tech use Aes Sedai, or are Aes Sedai at all unlocked with this? That would mean that civs that discover WT before can build influence and stuff, but can't really reap the rewards yet, which is probably fine.
First column of era 2 sounds good to me for this one. That way, civs can beeline it straight away if the Tower is a big part of their intended game plan and they can be a part of that process very early.
I think civs who meet the Tower the old fashioned way shouldn't be treated any different from usual. If the Tower chooses to give out Aes Sedai, it just looks at the civs it has met so far. The Sisters would be suitably weaker at this point, without most of the upgrading techs, and I imagine we'd have the Tower's decision system to assign them very small quotas (probably 1 at this stage), but there should be upside to being physically close to the Tower, much like there's upside to being physically close to other CSes and getting a head start on their quests (though obviously we don't want it as extreme with the Tower).
Yeah, maybe early in era 8? Though, we should keep in mind that the Black Tower has to actually be build, which means the actual production of the units would be a little after this.
This almost suggests era 7 since it can take 15-30 turns to build a Wonder, without a pre-cooked Great Engineer. I think we can decide on this when we get to that part of the tree though - unless this is our defining mechanic for one of these eras? In which case we should probably take it up above, maybe where the Balefire quote block is.
I suspect you are talking of Healing. I think that we could probably have Healing be always-available, though I could also imagine an early unlock.
However, I'm speaking here of Healing of Gentled Units, which is not the same (it turns a "Gentled Chaneller" back into a "Male Channeler". What do you think?
Oh, right! I missed this last time. Yes, I think this should definitely be gated on a tech and probably a very late game one, era 7/8.
Similarly, does the Healing of Gentling of MCs interact at all with our Philosophies stuff? Does Liberation do this better or something? Or is everybody equal? The only reason I think of it is because the existence of this ability is yet another incentive to gentle and not kill or donate to the tower - you can get the units back [way] later. Thoughts?
Blerg! Blerg is how it interacts with it!
More seriously, this is a very good point. We could give the Oppression bonus to killing Gentled MCs as well, though that would actually encourage civs who are planning to pick Oppression to be more Gentling-oriented for the first part of the game, which isn't quite intended.
We could disallow Oppression civs from using the ability, but that doesn't match up with the way Philosophies work.
We could introduce a chance of the channeler going rogue immediately upon being Healed, and increase that chance for Oppression, but then we're stacking another penalty onto them, which isn't great.
We could leave it be, since Oppression civs that are otherwise making use of their bonuses won't have many channelers
or Gentled MCs?
Any other options?
Yeah, that's kind of tricky. I think 8 is fitting - the truth is, this may be happening on the eve of the LB (or during) anyways, right? I don't think that's necessarily bad.
I think the Last Battle is too busy for the Cleansing to be happening at the same time, unless the Cleansing was left alone/delayed at the project stage, and is happening unusually late. Some civs will have to send units all the way across the world for the Cleansing, which isn't something they can afford to do during the LB.
yeah, though I think maybe the tech could be called "Gateways."
Yep, that would be cool too!
yup. similar place in-game?
This is about Archaeology. Yes, I think so!
yeah this was indicated in the misc summary, I think.
I'd say relatively late. Probably era 7 or something (though I bet they existed in seanchan earlier than that). They should be splashy, I think. Though, we do probably want them to feel distinct from Grey Men, so they should probably come first.
I think the next era after the one that unlocks the first Eyes and Ears sounds like a good idea. That would be era 6. Given their maximum lifespan (45 turns) we want players to have time to go through a couple, if they choose to, by the end of the game. Most players' biggest restricting factor will probably be generating level 2+ Eyes and Ears.
right about the dream ones.
As far as the Amb, looking at the LP summary, it does look like they aren't produced by LP points, so we're off the hook!
Agreed, it doesn't look like any of the Ambassador point gains are things that could be scaled reasonably by buildings. I could see a Wonder modifying your Ambassador point rate - something like an additional +1 per CS ally or something, but we can address that later.
ok. So which era are you thinking? Is this going to be on a "power-related" tech, or something else?
I think we can put this on a Power related tech, probably somewhere in era 3/4. Probably on the Culture-y vertical placement of Power techs (so somewhere in the top of the middle).
I'm not sure what the benefit would be, really. Early-game LPs are pretty rare, after all. I suppose the question is whether we think the accumulation of a Gov bonus over time is somehow imbalanced versus the accumulation of, say, an LP improvement. I'm not sure it is.
Yeah, I think we're fine leaving this as an ability LPs always have and we can look at this again if it becomes a problem.
I meant the trigger techs. Now you've reminded me that those are world era based, so it doesn't apply. I don't think we'll be needing specific techs that provide advantages or anything. Though, of course, we could have certain military techs have shadowspawn relevency around the end of era 2, for example.
Cool, sounds good. Yeah, a Shadowspawn-fighting tech around the end of era 2 sounds good.
please do! I don't quite get the implications yet, as I haven't been able to use the editor, but I can see how seeing the abilities would be useful!
The difficulty is mainly the way Firaxis have done all of those abilities. None of them actually have anything to do with each other, they just share an icon. So I'd need to hook up all of the different effects individually, even though a lot of them only happen once (embassies, bridges, defensive pacts, etc).
Hooking them up generically with some simple strings as descriptions would mean that it would rely on a new DB table that I could provide in a mod, but then the Editor wouldn't work with the unmodded game! And that's how most modders use it.
I'll come up with something! It would be possible to store those non-base-game descriptions in something specific to the Editor so it could be used as a modders' reference even though it doesn't do anything, which would mean it doesn't need an actual DB backing.
It's like the good old days (thread pages 10-30, probably)!
I don't know how we kept that pace up for so long!
We're coming up with a lot more specifics for some of the early game stuff, so I'll take a stab at creating a provisional update to the DropBox tree in the next few days and see how sharing that info visually goes!