C CIVS FROM CATEGORY 2
Arad Doman
Primary: Scientific/Diplomatic
Secondary: Scientific/Diplomatic/Cultural
Notes: Due to their merchant prowess and the presence of the Terhana Library, these two options both seem fitting for this civ. I am not sure which is more appropriate. The festivals may suggest a Cultural path as well.
Size: unspecified
Starting Bias Coast or Plains
Philosophy Tendency Authority
Flavor bits:
Symbol the Sword and Hand
King elected by Council of Merchants
most merchants are women excellent bargainers
men have famous tempers
frequent trade with the Sea Folk
autonomy of Katar and other cities far from Bandar Eban
port city on the Aryth ocean
Arandi Square (plaza in Bandar Eban)
Gull's Feast (dump dock)
Terhana Library one of the best in the world
mines in the Mountains of Mist
Disputes with Tarabon over Almoth Plain
seduction
Razor horses
very small military (to preserve balance of power between merchants and King)
standing navy the coast guards (controlled by Council, not king)
Festivals Feast of Freia, Festival of Lanterns, Chansein
White Ribbon symbol of Truce in Arad Doman
sursa (chopsticks)
Windborn merchants who rent shipping space on ships
first rulers Lord Jalaam Lazari, Ahran Nawaz, and Lady Bastine Almadar
glasswork (especially bowls), carpets
Arafel
Primary: Any
Secondary: Any
Notes: We know relatively little about Arafel. Since they are Borderlanders, they feature the same possibilities (and problems) with them being tooled towards Domination as Shienar.
Size: unspecified
Starting Bias Hills or Tundra or Blight (?)
Philosophy Tendency Authority
Flavor bits:
Symbol the Roses
Borderlander
fiery people
strange sense of honor seek punishment to restore honor
Shol Arbela, capital one of the few large cities not founded on Ogier-built city
City of Ten Thousand Bells (in people's hair)
rugged terrain
Warriors with two swords
Silverwall Keeps (on border between Arafel and Kandor in Firchon Pass)
Lamplighters
Sword Bearer
bellfoundries
shame (as motivator, though less than in Shienar)
can't hide your face in the city (true in all borderlands), though women could wear translucent veils in Arafel and Kandor
some matters of authority traditionally reserved for Queen (instead of king)
gemstones, especially firedrops, gold, silver, timber, and fur
Aridhol
Primary: Any
Secondary: Any
Notes: We don't have much to go on for Aridhol. Most of what we do know is concerned with its transformation into Shadar Logoth. What we do know doesn't suggest much regarding Victory Conditions.
Size: unspecified probably Tall
Starting Bias None or Forest
Philosophy Tendency Unknown
Flavor bits:
Symbol unknown
fought in Trolloc Wars
Mordeth gained access to King Balwen Mayel
Convinced him to become cruel evil grew to consume the capital
Shadar Logoth
Mordeth
Doreille Torghin Queen at time of Compact
Far Madding
Primary: Diplomatic or any (not Domination)
Secondary: any (not Domination)
Notes: Most of what we know of Far Madding concerns the Guardian. Since it is a trade hub and is relatively wealthy, it could make sense for Diplomatic victories.
Size: Tall Far Madding is a city-state, with a few satellite towns.
Starting Bias Plains
Philosophy Tendency Authority (possibly Oppression)
Flavor bits:
Symbol golden hand
The Guardian makes channeling impossible
Guardian detects male and female channeling, within certain range (larger for men)
Strangers' markets (where foreigners may trade) Nethvin, Amhara, and Avharin
weapons must be peace bonded (wrapped)
matriarchal society women run city's business and government
The Counsels (thirteen women) rule, presided over by First Counsel
Hall of the Counsels, in the Counsels' Plaza
island in the middle of a lake
Three bridges (Ajalon, Ikane, and Goim)
center of trade between illian, tear, and andor
former capital of nation of Maredo
Wall Guard military (commanders all women)
Street Guard police, only cudgels, sword-breakers, staves
Ghealdan
Primary: Domination (Prophet-centric) or not Domination (non-Prophet-centric)
Secondary: Any
Notes: Ghealdan is tricky because of the aforementioned decision to feature a Prophet-controlled Ghealdan, or a peaceful (and mostly insignificant) Ghealdan that existed for most of its history. A Prophet-centric Ghealdan suggests a Domination- (and Path-) oriented Barbarian civ. If we go with normal Ghealdan, we have relatively little to go off of not likely to be Domination, though, as their armies are traditionally small.
Size: possibly Tall (described as relatively small)
Starting Bias Hills or Forest
Philosophy Tendency Oppression (possibly Liberation!)
Flavor bits:
Symbol the Silver Stars
Prophet of the Dragon (Masema Dagar) control, and Dragonsworn
Legion of the Wall (small military, dispersed by Masema and then reconstituted later)
Lancers (part of the Legion of the Dragon), with green armor
monarch advised by the Crown High Council
rocky, mountainous, or forested terrain
produces first-quality Alum in mines, but not a very rich nation
border problems with Children in Amadicia
destruction caused by Logain
founders Lord Kiran Almeyda, Lady Valera Prosnarin, Lord Cynric Talvaen, Lady Iona Ashmar
mostly stayed out of wars
First Captain
Jheda Palace in Jehannah
timber, gold, silver, and iron, furs
Hawkwing's Empire/Shandalle
Primary: Domination
Secondary: Diplomatic
Notes: Domination and Diplomacy both feel fitting for Hawkwing's empire. I suppose any of the others could work, as well, but these two stand out as the best options (though I can see Diplomatic being primary as well).
Obviously the name of this era is worth discussing. It doesn't appear to ever be named. However, Shandalle is the nation in which Hawkwing was born, and where he rose to power, so it could be said that it was that nation's empire that he founded.
Size: Wide (Shandalle is relatively small, but the empire is quite large)
Starting Bias None
Philosophy Tendency Authority (possibly Oppression Hawkwing's relationship with the Tower was strained)
Flavor bits:
Symbol golden hawk
Shandalle's territory present day western Cairhien
Rise to power after defeat of False Dragon Guaire Amalsan (War of the Second Dragon - defeated in Battle of Jolvaine Pass) and Black Fever epidemic
Hawkwing - speed of moving armies
Consolidation
High King
Unknown capital (possibly Shandalle) planned to build one in abandoned stedding in Caralain grass
Feud with Tar Valon and eventual Siege
Shandalle merged with Tova to form larger Province of Cairhien
Imperial Governors provinces, promoted by merit
Black Years (Years of Silent Rage) hawkwing's vengeful war against final free kingdom (Aldeshar) for allegedly killing Hawkwing's family.
Tamika, Amaline Paendrag Tagora (wives)
Luthair Paendrag Mondwin Seanchan
court system
Circuit Rovers militia
Civil Guard police forces
Failed invasion of Aiel Waste and of Shara
Jalwin Moerad (Ishamael), advisor urged him to war with Tar Valon
Death and collapse War of the Hundred Years
Justice (his sword)
Kandor
Primary: Any
Secondary: Any
Notes: Quite little is established about Kandor that sets it apart from the other Borderlander nations, so it has the same problematic relationship with Domination aims. The nation does seem to have a significant trade network, which could suggest a gold-funded Diplomatic victory.
Size: Tall (Chachin is described as large, and the country isn't particularly big)
Starting Bias Plains or Tundra or Blight (?)
Philosophy Tendency Authority
Flavor bits:
Symbol the Red Horse
Borderlander
Plain of Lances (used for military exercises)
Fur trade prized fox skins
Powerful merchants wear three silver chains on chest
Throne of the Clouds
Crown Council/Council of Twelve half were always commoners
Monarch's spouse Prince Consort or Princess Consort
Chachin, The Three Mountains - capital (towers and dry moat)
Chachin - the city of the clouds
Aesdaishar Palace (All Glory) - on mountain top in Chachin
Chachim is not ogier-built
Bridge of Sunrise leads to road to Canluum
The Deeps shady areas of Canluum
Stag's Stand, hill in Canluum
Slavic or Asian-inspired names
Silverwall Keeps structures in Firchon pass between Kandor and Arafel
King's Guard
Night Watch (in Canluum)
Three halls of trade
Swordbearer carried power-wrought Sword of Kirukan, always available for ruler
touchy reputation
mass duels
gems sapphires, emeralds, rubies (especially Canluum)
clocks, timber, fur
Malkier
Primary: Any
Secondary: Any
Notes: Malkier has the same challenges as any Borderlander nation. Domination could be a good choice because of the legendary prowess of its warriors... but it
was completely destroyed. Other than that, culture seems like it could be a possibility.
Size: unknown (possibly Tall)
Starting Bias Tundra or Blight (?)
Philosophy Tendency Authority
Flavor bits:
Symbol the Golden Crane
Borderlander northernmost in the westlands
Hadori braided cord worn in hair
Ki'sain dot on forehead, indicating marital status (blue=unmarried, red=married, white=widowed)
Carneira first lover
Daori braid of hair, cut by Carneira
Swallowed by the Blight
Attempted coup against King al'Kir Mandragoran (last king)
Diademed Battle Lord / Dai Shan / True Blade of Malkier
Rallying the last Malkieri forces (Lan raising the Crane Banner)
Seven Towers now toppled
The Thousand Lakes (now poisonous)
Herot's Crossing site of final Malkieri stand
Open helmets with crests
Guestright
men extremely polite with women
musical instrument playing praised
poetry praised usually abstract
arranged marriages
Mayene
Primary: Diplomacy
Secondary: Any (not Domination)
Notes: The Diplomatic victory path is an obvious one because of both the City-State's wealth, as well as the legendary diplomatic prowess of its Firsts (Berelain and those before her). Either Culture or Science seem like viable second options, though there isn't clear flavor preference for one over the other.
Size: Tall (maybe one city or Venice-like)
Starting Bias Coast or Marsh or Jungle
Philosophy Tendency Authority
Flavor bits:
Symbol the Golden Hawk
City-State
Constant aggression/claim from Tear
Claim of direct line through Hawkwing's Grandson (Tyrn, First Lord of Mayene)
his Dauger, Miselle, First Lady of Mayenne
Surrounded by Drowned Lands and Bay of Remara
Wealthy port on the Sea of Storms
Monopoly on oilfish shoals
Winged Guards - lancers
Lord Captain, captain, lieutenant
required military training/brief service for every young man.
First of Mayene uncanny ruler, advised and trained by Aes Sedai, and against assassination
advised by council of Seconds
Second [Lord or Lady], several at a time, replaces notion of High Seat of House
Third of Mayene lower ranking nobles (informal)
Diadem of the First
shipbuilding
no mines, but good gold- and silver-work, gem polishing
best blown glass
Murandy
Primary: Any
Secondary: Any
Notes: Murandy is difficult because we know very little of it, and most of the characterization we do see does not paint it in a good light what exactly is it
good at? Wealth may inspire Diplomacy, but the ruler is frequently described as nearly powerless. Domination suffers for the same issue. Perhaps Culture and Science are the only options, due to process of elimination.
Size: unknown, perhaps Tall
Starting Bias Hills
Philosophy Tendency Authority
Flavor bits:
Symbol The Red Bull
history of border disputes with Andor
City/Lord identification of people, rather than national
King/Queen usually control little outside of the capital (Lugard)
Lugard has flourishing trade (regardless of chaos elsewhere in country)
Lugard full of travelers more inns and stables than homes and shops [note how is that possible?] this is according to wikis - also full of thieves
Lugard dirty city, walls in disrepair
Minor role in world politics
Silver Road south to Illian
Shilene Gate eastern side
founded by Lady Katrine do Catalan a'Coralle (assassinated after less than a year)
During war of 100 years, averaged a new ruler every two years even after that, average rule was only 8 years.
No permanent military formation
some gold and silver mining, good trade in wool, fine lace
King Roedran (current king)
Saldaea
Primary: Any
Secondary: Any
Notes: Saldaea prompts the same questions as all the Borderlander civs. Most of the attention paid the nation in the books is in characterization of its people (e.g. Faile), not its lands or institutions. Also mentioned are some luxuries they export. Neither of these suggest specific Victory paths particularly strongly.
Size: Any
Starting Bias Coast, Hills or Plains or Forest or Tundra or Blight (?)
avoid Desert/Jungle?
Philosophy Tendency Authority
Flavor bits:
Symbol the Silver Fish
Borderlander (westernmost, and largest)
Plain of Lances
Banikhan range ice peppers grow there, gems minded there
Rocky coast World's End no major port or good harbors
Maradon capital
Battle of Maradon (in LB, mostly destroyed)
Coramora Palace
Strong economy trade of furs, wood, and ice peppers
Saldaean women fierce strength and loyalty all Saldaeans carry at least a knife at all times
sa'sara seductive dance
war as a family affair families accompany officers
unmatched light cavalry with serpentine swords
Proska Flats
Language of Fans
Lastriders (in last battle)
largest borderlander nation
fishing actually not a major part of trade/life (despite symbol), no real ports
didn't really participate in Aiel War (some with Lan at Blood Snow)
Mazrim Taim sprang up there
spouses take each others names (e.g. Perrin t'Bashere Aybara)
Shame less a motivator here than in other borderlands
Council of Lords
timber, finished wood, fur, ice peppers, iron and steel, diamonds, silver
Shaido Aiel
Primary: Domination
Secondary: Culture (perhaps Science)
Notes: Most of the characteristics of the Aiel in general can apply to the Shaido. If we decide to include the Shaido as a specific civ, though, we are doing so in obvious representation of the Shaido of the very late Third Age. So the sneakiness and warmongering nature make something like Diplomacy a non-option. Culture seems like the likely secondary aim, if only due to process of elimination.
Size: Wide
Starting Bias Desert
Philosophy Tendency Liberation
Flavor bits:
Symbol (unknown)
Most traits associated with Aiel in general (see above)
Sneaky representation
Violations of Ji'e'toh taking wetlanders as Gai'shan
Couladin falsely marked Car'a'carn and illegitimate Clan Chief
The Brotherless and the Bleakness
Shaido War
Nar'baha (Traveling Boxes) gifted to Sevanna by Sammael - allows them to spread throughout Westlands
Septs Domai, Green Salts, Jonine, Jumai, Morai, Moshaine, White Cliff
after Couladin's death no chief, as nobody was permitted in rhuidean (thus, Sevannah)
Shara
Primary: Any (not Diplomatic)
Secondary: Any (not Diplomatic)
Notes: Shara is interesting because everything we know about it comes from interactions very late in the third age either in aMoL or in River of Souls. Domination could be a possible path, due to the presumed power of the country, but they are typically isolationists by design, which is somewhat contradictory to that aim. Culture and Science could be fine options. Diplomatic seems unlikely due to their lack of interaction with any other civilizations (I suppose the same could be true about Culture).
Size: Any (likely Wide)
Starting Bias None
Philosophy Tendency Liberation (possibly Oppression!)
Flavor bits:
Symbol (unknown)
Various names for the Land Shamara, Co'dansin, Tomaka, Kigali, Shibouya
Morenal Ocean
Cliffs of the Dawn and Great Rift separate it from the Aiel Waste
Shara Pass
Six trade posts on the Cliffs permit trade with Aiel and gleemen/peddlers from westlands residents are always veiled renowned liars
mountainous southern coast five known ports, open to traders
Immense walls block entry into Shara proper even extending across harbors
Claim of one government (with no political upheaval) since Breaking deny Trolloc Wars
Hawkwing's failed invasion of Shara with 300,000 troops (same as size he sent to Seanchan) Sharans deny it it ever happened
slaves viewed as animals
Rumors of anarchy and chaos in Shara before LB
Prophesies of The Wyld freeing the slaves, Dragon will destroy them, etc.
Bao the Wyld Demandred
The River of Souls (Angarai'la) stream flowing through valley (Abyrward). Trees with Silkworms
The Hearttomb (Rai'lair) cave, source of River of Souls. A Nym (and a jumara!) is in there protecting Sakamen/Djedt (Scepter sa'angreal)
Sh'boan (female) and Sh'botay (male) monarchs rule for 7 years, then die and their consort takes power (the Will of the Pattern, but actually likely the ayyad kill them)
Graendal's capture of Sh'boan Chiape and Sh'botay Shaofan creates power vacuum enables Demandred's rise to power
Ayyad secluded channelers, potentially the true power in Shara.
Male Ayyad kept only to breed later become the Freed
Slavery
Tattoos the more you have, the less authority you have
silk, ivory
Tuatha'an
Primary: Cultural/Diplomatic
Secondary: Diplomatic/Cultural
Notes: The most important consideration is that the Tuatha'an should absolutely not be steered towards a Domination Victory. Science could be possible, but their nomadic nature makes that seem unlikely. Cultural Victories seem the most in-tune with their flavor, but I can imagine an economically-driven Diplomatic Victory as well.
Size: Wide
Starting Bias: None
Philosophy Tendency Authority (possibly Liberation)
Flavor bits:
Symbol (unknown)
Tinkers/Traveling People/ The Lost
Way of the Leaf Pacifism
Descendants of Jenn Aiel (and the Da'shain Aiel before them, servants of Aes Sedai)
Can pass through Aiel waste
The Song searching for for centuries
Nomadic nature often characterized as thieves by others, or for trying to convert children
Wagons
Pottery
Tiganza sensual dance
Shared origins cause the Bleakness in the Aiel
Mahdi (aka Seeker)
(
note, again, that civs from category 3 are not covered in detail here. They can be, if it is desired, on a case-by-case basis)
3 CIV CHARACTERISTICS: GENERAL
A INTRODUCTION
In order to help us find the appropriate balance in our civilization selection
, it may be worth taking a look at the civs in BNW and seeing the spread that exists in the base game. We can of course choose to go in a different direction than BNW, but for the purposes of this discussion I'm treating BNW as good from a design perspective, or at least neutral.
As this first section covers the selection of civilizations, I'll be starting with the following reference materials:
- a very rough outline of the Victory Conditions linked to each civ
- the start biases of each civ
We can choose to follow or abandon the model set by BNW, but if we do so, we should do so knowingly.
I originally wanted to also include a reference list of
Preferred Ideologies of BNW, to see if these were spread evenly between the three ideologies (which I suspect is true), so as to allow for a discussion as to whether we should strive for the same with philosophies (which would likely involve some lore-fudging, as Authority is likely to be the most common). However, I couldn't find an easy list, and I didn't want to have to click through every civ's wiki page only to see that two of them were 14 civs and one was 15, or some other unglamorous result. If you have this information, please share it. Otherwise, we can determine the importance of this issue without consulting BNW.
Later, after the introductory questions on Uniques, I will compile a similar reference list of each civ's uniques, and compare them in various ways.
In these sections, the Big Questions will be mostly worked into the prose (though at the end of each section), rather than as stand-alone questions.
B - VICTORY CONDITIONS
The following is totally subjective. Not being an expert on CiV strategy (and having not played all the civs yet), I have stolen these assessments from
Zigzagzigal's excellent guides on the Steam Community forums (for example:
http://steamcommunity.com/sharedfiles/filedetails/?id=326390646 ). In the guides, Zigzagzigal scores each VC for a civ on a scale from 1-10. Zigzagzigal doesn't specifically call out primary and secondary VCs for the purposes of this list, I'll be listing a civ's top VC only, unless Zigzagzigal marks their best as a tie, at which point I will put both (thus the final tally will include more than 43 total VCs). My oversimplification of Zigzagzigal's ratings is obviously an imperfect system. Apologies in advance to her/him.
These are of course subjective, but I have found these guides to be pretty smartly written, so I would say, at the very least, they are a useful jumping off point for our discussion.
Credit is of course due to Zigzagzigal.
America Domination
Arabia Diplomatic/Domination
Assyria Domination
Austria Domination
Aztecs Domination/Scientific
Babylon Scientific
Brazil Cultural
Byzantium Cultural/Domination
Carthage Diplomatic/Domination
Celts Cultural
China Domination
Denmark Domination
Egypt Cultural
England Domination
Ethiopia Cultural/Scientific
France Cultural
Germany Domination
Greece Diplomatic
Huns Domination
Inca Scientific
India Cultural
Indonesia Diplomatic/Domination
Iroquois Domination
Japan Domination
Korea Scientific
Mayans Scientific
Mongolia Domination
Morocco Diplomatic
Netherlands Diplomatic
Ottomans Domination
Persia Domination
Poland Domination
Polynesia Cultural
Portugal Diplomatic
Rome Domination
Russia Domination
Shoshone Domination
Siam Scientific
Songhai Domination
Spain Cultural/Domination
Sweden Diplomatic
Venice Diplomatic
Zulus Domination
Final Counts:
Domination 26
Diplomatic 8
Scientific 7
Scientific 8
The abundance of Domination, when counted out, is staggering. This is interesting because of the aforementioned bias in the books towards showing us a lot of military might that had left me inclined towards putting forth a large number of Domination-oriented civ designs above.
It's also interesting to note that the other three VCs are very close to balanced in terms of their spread throughout the civs. There are several possible reasons for this dominance of domination (and in fact, it's likely that many of these are at work):
- This may be simply an intrinsic part of the Unique system. Because every civ has at least one UU, that means (in most cases, at least), every civ has a window of opportunity to gain a military advantage and steer themselves towards a domination victory. If this is true, then it's highly possible that many of those listed above were not designed as domination civs necessarily, but that those civs having one or two UUs turns them into such.
- It may be a conscious decision on Firaxis' part to make Domination Victories the most common.
- My oversimplification of Zigzagzigal's ratings may have biased these results towards domination victories
- Zigzagzigal's ratings themselves may be skewed more towards domination victories, whether due to subjectivity, or simply that the Domination Victory is in many ways objectively simpler than some others (and thus tends to score higher in the ratings).
So, if we choose to model ourselves after BNW's ratio, we should ask ourselves:
Do we want Domination to be the most common primary VC, or should we design our civs with true balance in mind, and be ok with some overflow that may occur into Domination?
In any case, balance between the other three conditions does seem to be a stable part of BNW.
Should we preserve that?
Ultimately,
how many of each victory specialization should exist in the mod?
C - START BIASES
In looking at the civs in BNW, an array of
Starting Biases can be found with the 43 civs. We could choose to model our civs after this ratio, or ignore it.
American none
Arabian desert
Assyrian desert
Austrian hills
Aztec jungle
Babylonian avoid tundra
Brazilian jungle
Byzantine coast
Carthaginian coast
Celtic forest
Chinese none
Danish coast
Duth grassland
Egyptian none
English coast
Ethiopian none
French none
German none
Greek coast
Hunnic none
Incan hills
Indian grassland
Indonesian coast
Iroquois forest
Japanese coast
Korean coast
Mayan none
Mongolian plains
Moroccan desert
Ottoman coast
Persian none
Polish plains
Polynesian coast
Portuguese coast
Roman none
Russian tundra
Shoshone none
Siamese none
Songhai none
Spanish coast
Swedish tundra
Venetian coast
Zulu avoid jungle
Final counts:
none 13 (30%)
desert 3 (7%)
hills 2 (5%)
jungle 2 (5%)
avoid tundra 1 (2%)
coast 13 (30%)
forest 2 (5%)
grassland 2 (5%)
plains 2 (5%)
tundra 2 (5%)
avoid jungle 1 (2%)
Obviously the main thing to note here is that none and coast are by far the most common. Most of the others occur in 2 civs, with desert being a curious exception, as well as the 2 avoid ones.
Probably, we should roughly maintain this ratio so start locations fit on most maps well, at least as well as they do in BNW. Of course, if we do that, we'd have to make sure each civ's uniques actually support that Bias.
Mathematically, it's not possible for us to have 2% of our civs be avoid jungle if we only have 14 civs, so the ratios above will be impossible. Still, it does seem to make somewhat of a case for
around 20 civs, so that we can have 1 of each bias type which hopefully won't require much fudging of the lore and 6 of both none and coast, preserving the ratios of BNW.
I should state that I don't necessarily grasp the
mechanical implications of Starting Biases, beyond the obvious sense. Also, I don't quite understand the significance of the avoid biases e.g., what makes avoid tundra worth choosing over near X instead (and why that would be more suitable for babylon, for instance, than a near desert or rivers or plains start bias). I also have no idea what happens to Starting Biases in weird map types (e.g. no coast, no desert, etc.)
Can we combine/stack them (e.g., start near coast and plains)? Is this a bad idea? This would obviously affect the ratios above.
Also, can we/should we be
adding our own (e.g. near blight, rivers, and marsh)? Again, would affect the ratios above.
I should mention that I don't think it's a good idea to solidly decide on Starting Biases until we've at least partial determined Uniques (a coastal bias would likely depend on a ship UU or a coastal-UA). However, in the first stage of this process, this data will be helpful if we want to use starting biases to help us balance/determine which civs make the cut.
So, in general
, how many of each starting bias should we have?