Leaving this quote block here to clearly delineate categories 1 and 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
Good call on Science here. I could also see Domination here, given their ongoing fight with Tarabon over Almoth Plain. Diplo off of the mercantilism is a good one too though.
Arad Doman
Prominence: 3 - Not as much as some other modern, civs, but still very recognizable.
Flavor: 3 - Not too much unique about them, but as a modern civ we have more from the books' events.
Mechanics: 1 - I don't really see any unique mechanical things here.
Placement: 2 - Coast and plains (rather than the more generic grassland stuff everyone else in the Westlands is on) both help it a little.
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
Like Shienar, Arafel could be an LB focused civ. The main risk here would be that, if we introduce more Borderlander civs over time then we don't want them
all to be LB focused. Then again, they make very good LB-victory-focusing candidates, because it lines up really well with their flavor.
Arafel
Prominence: 2 - Very sparsely mentioned, despite being modern day.
Flavor: 2 - Not much to go on, but we do know a few characters from there.
Mechanics: 2 - Not much new, though lines up well with an LB focus.
Placement: 1 - There are other, better modern Borderlander civs.
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
I could see us having LB as one of Aridhol's focuses, but making it more about their generation of Alignment, and particularly during the TW. (Unlike modern Borderlander civs who have LB focuses that would probably be more centered around advantages in the LB itself.) This way we can wink and nod at the Shadar Logoth transformation in this civ's structure. It also provides us a unique civ in that it has a specific flavor connection to the Cleansing of Saidin, which none of the others do.
Aridhol
Prominence: 2 - Recognizable, but overshadowed by Shadar Logoth.
Flavor: 2 - Not much about them before the Logoth-ness, as you mention.
Mechanics: 4 - Potentially a lot if we take in some unique Alignment interactions and Cleansing interactions.
Placement: 4 - Like Manetheren, they're from long ago but still have a name fans will know.
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)
Interesting that I wouldn't have considered Far Madding for FLC-ness. Not that I don't like the idea, it just never really occurred to me. Probably partially because I think they were, like Mayene, technically a CS in the books, and if elevating a CS to a civ, I would go for Mayene first. Diplo seems like a good primary, but like some others, the flavor doesn't really force us towards and one condition. I could see us putting Science in as a secondary, given they exist without channeling, which probably affects non-magical progress.
Far Madding
Prominence: 3 - Known but not too much.
Flavor: 2 - With The Guardian's flavor tied up elsewhere (presumably), they don't have a lot left.
Mechanics: 2 - Not much, unless they have some kind of channeling connection.
Placement: 2 - Modern and generic terrain, but a different channeler outlook.
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!)
Interesting, definitely! I would like to, like Amadicia, try both a Prophet and non-Prophet approach. I mentioned this already, but it does seem quite a shame not to have Alliandre as a leader some day, given how much we see her in the books and she
is a queen.
Prophet Ghealdan
Prominence: 4 - A part of several character arcs in the books.
Flavor: 3 - We can make the Prophet uniqueness go a ways.
Mechanics: 4 - Like Amadicia, one of the only civs that the flavor tells us should focus on Paths. Also could uniquely interact with the "Barbarians" since they're Dragonsworn.
Placement: 1 - Nothing unusual here.
Non-Prophet Ghealdan
Prominence: 4 - Same as above, possibly even boosted by how much we know Alliandre.
Flavor: 2 - Not as much.
Mechanics: 2 - Not much new here, though we could nod to the Prophet-ness without it necessarily being led by Masema.
Placement: 1 - Same as above.
There's also something of an argument to eventually having both.
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)
Originally I didn't think this would work, but I've certainly come around since then. Hawkwing fills a lot of niches for us, so I like him as an FLC. I'd also go for Shandalle as the civ name, just to avoid naming it after the leader, which we don't seem to do anywhere else.
Shandalle
Prominence: 4 - Not modern, but very prominent for an older civ.
Flavor: 3 - A bit difficult to dig up structural flavor that's unique to them.
Mechanics: 5 - Very clear victory intentions, and as you mention elsewhere, uniquely placed to interact with the Governor system. And potentially the Tower too, given Hawkwing's siege of it.
Placement: 5 - A recognizable and effective civ in that massive hole in the middle of our timeline, where nothing seems to come from!
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
Basically everything I said for Arafel applies to Kandor, they're very much alike. In fact, I'll just give them the same scores for the same reasons.
Kandor
Prominence: 2
Flavor: 2
Mechanics: 2
Placement: 1
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
If we were to add a second Borderlander civ as an FLC, I'd say Malkier would be the way to go. They're very recognizable through Lan and are positioned
very well to focus on the LB victory. They could also potentially do Culture as a second, given how many of their people persisted with its customs elsewhere beyond the death of the kingdom itself.
Prominence: 4 - Very recognizable.
Flavor: 3 - Not
too much unique to them, but still some flavor.
Mechanics: 3 - Their death at the hands of the Shadow could make some great LB interactions.
Placement: 4 - Given that they're
not a modern civ since they die before the books start, even if shortly, this gives a
feel of filling the past in a bit more. Also great candidates for a Blight/Tundra start.
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
Another I wouldn't have considered as FLC, but totally a good one to consider. If we're going to elevate any CS, I'd say this is the one to do. (And Berelain is awesome. I've mentioned she's my favorite character, right?)
Prominence: 4 - Very prominent.
Flavor: 3 - A lot of good diplo flavor, but it kind of ends there?
Mechanics: 3 - Could definitely have some CS-relevant abilities, which I don't see us having elsewhere.
Placement: 2 - I don't think jungle start is as important for them, because Illian, Tear, and Altara are all on about the same latitude (Illian is actually further South on the map) and could have some jungle. Otherwise they're modern, etc.
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
Probably not a good FLC candidates for reasons we've both covered before. They've got some flavor, but not much.
Prominence: 2 - Surprisingly low for a modern civ.
Flavor: 2 - Not much beyond some passing references.
Mechanics: 1 - I don't see any specific mechanics they offer.
Placement: 1 - Modern, generic terrain, blah.
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
Like Arafel and Kandor before it, Saldaea is a bit general-Borderlander-y. It gains a bit of prominence from Faile and Davram Bashere, and Queen Tenobia, but otherwise has all the same issues. I'd go for Sheinar and Malkier first.
Prominence: 3 - Faile and Davram Bashere, and Queen Tenobia boost it a little over Kandor and Arafel.
Flavor: 2
Mechanics: 2
Placement: 1
Same reasons for the last 3.
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
This is one of the civs that falls into one of the phantom categories for me, in that I don't feel like the Shaido are a discrete civilization for long enough in WoT history to warrant omitting another major civ from launch. Not to say we wouldn't include the Shaido later, but it seems like an oversight to do so off the bat.
Anywho, holding that aside for a moment, their rankings:
Shaido Aiel
Prominence: 3 - Very prominent for a short time, but I'd say less so than other visible modern civs because of how short a time that is, by comparison.
Flavor: 2 - They overlap quite a bit with the general Aiel in this department.
Mechanics: 3 - This could be a uniquely Shadow-y civ, which could be interesting. Or possibly Dragon-related, nodding to Couladin.
Placement: 3 - Modern, but desert, like the Aiel. But they're only really separate from the rest of the Aiel when they're
outside the Waste in the books.
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!)
Like Hawkwing, I originally wasn't considering these guys, but they do fill a lot of niches for us! They could also have a cool, non-Borderlander relationship with the LB. And also potentially quite a Shadow-y one.
Shara
Prominence: 3 - Like the Shaido, we only really see them for a short time.
Flavor: 5 - They're very different from most other civs.
Mechanics: 4 - Like the Seanchan, a lot of opportunity to interact with the channeling system.
Placement: 3 - They've been around a long time (right?) so could be considered non-modern. We also don't really know much about their geography?
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)
For reasons I've mentioned already, I wouldn't be inclined to use the Tuatha'an as an FLC, but I do love the idea of having them as a civ eventually.
In terms of their victories, Culture definitely seems like a good primary. I would also sort of be inclined to go for Science as a secondary. Our innovations could be framed by them as "look at this cool stuff we brought from elsewhere" which would make a lot of sense.
Tuatha'an
Prominence: 4 - Very prominent
Flavor: 4 - Quite a bit of uniqueness to them.
Mechanics: 5 - The Tuatha'an could see us potentially invent a new way to actually play the game. That sounds a bit melodramatic, but a completely non-war civ would be a totally new experience in CiV, and if we did it right, a really, really freakin' cool one.
Placement: 2 - Modern and nothing particular about their location that makes them stand out, beyond the nomadic nature.
(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)
I think of all of the category 3 civs, the only one I'd like to promote into this discussion of possible FLC candidacy is
Aramaelle (note, it seems to end with an 'e' in the Companion:
Aramaelle
Primary: Diplomatic
Secondary: Any (Possibly LB)
Notes: As the creator of the Compact of Ten Nations, and given that flavor's importance in WoTMod, Aramaella can interface uniquely with that diplomacy process. They're also another Ten Nations Era civ, which gives us some more content toward the front of the tree. We also know that its capital is where Fal Dara is in the modern day Westlands, so it's close to the Blight, and could therefore be LB-ish.
Size: Probably Tall
Starting Bias: Tundra or Blight (possibly leaning Tundra, since the Blight wouldn't have been as big back then)
Flavor bits:
Some city names - Mafal Dadaranell, Rhahime Naille, Anolle'sanna, Cuebiyarsande
Creator of the Compact
Leader - Queen Mabriam en Shereed - was an Aes Sedai and a Queen, possibly
ta'veren
Mabriam's Day - feast possibly named after the above Queen that is observed in modern Westlands
I would avoid giving a ranking and explaining the civ in the same post, but I think the time we'd lose on this civ needing to go back and forth one more time (and taking it out of sync with the others) is more of an issue, so here are my rankings!
Aramaelle
Prominence: 1 - Who's this now?
Flavor: 2 - An Aes Sedai Queen and the Compact author gives us some flavor for this, but not as much for UB/UU/UI
Mechanics: 4 - My main reason for elevating for consideration - well positioned for unique interactions with the Compact itself. (A UA that changes votes or something.)
Placement: 5 - Possibly the only "northern" civ we could place in non-Blight Tundra specifically. Also from an underserved time period.
3 CIV CHARACTERISTICS: GENERAL
A INTRODUCTION
...
We can choose to follow or abandon the model set by BNW, but if we do so, we should do so knowingly.
I think one of the core roles of the start biases is to capture the flavorful feel of the civilization in question, which I mentioned above. It's also something we can use to ensure that civs who are dependent on certain geographical features as a part of their uniques (buildings that can only be built near rivers or mountains, units that are good against Shadowspawn, which are found near the Blight, unique naval units which they need coastal cities to build, etc.) don't get stuck with part of their uniques unavailable due to randomness at the beginning of the game.
It's also worth calling out that if the game is unable to find a suitable start location (one with a few resources and favorable terrain yields) for a civ in its given start bias, then it will totally drop them elsewhere, and where that is will be random. This obviously happens 100% of the time if the selected map type doesn't provide for a given bias. (Coastal on Great Plains, for example.)
Victory conditions are totally on point. As I mentioned above, Ideology biases in BNW aren't really a separate thing, they're generally derived from victory biases and assessments of the world at the time.
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 ).
...
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.
I'll start with that Zigzagzigal's guide is
super impressive, that's a
ton of content! And also that the skew towards Domination is definitely very significant. I think there may be good reason for that though! More below!
It's also interesting to note that the other three VCs are very close to balanced in terms of their spread throughout the civs.
...
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?
I think your first point definitely plays a lot into it. I think another big reason for this is that Zigzagzigal's guide is a strategy guide, rather than a design guide. So he's going through all of the best ways for a human to utilize the civilizations. And, as we've mentioned before, the CiV tactical AI is terrible at actual turn-by-turn tactics, which means combat heavily favors the human player. I'd say this skews the results in favor of Domination, because even a single UU or relevant ability gives an already advantaged human player even more to tip them toward Domination. I'd say if the AI was better, or were this a multiplayer guide, then we'd see a better distribution as some of those Domination civs became relatively more effective at what is currently their secondary victory types.
Firaxis may have intended some of the civs that were selected as Domination to head towards other victory types (notably IMO, Arabia, Assyria, China, Germany, Persia, and Poland). Still, that does leave it Domination-heavy. And I think part of
that is that the remaining civs flavorfully do lean towards Domination. so I'd say allowing ourselves to be led appropriately by the flavor to a greater extent than we might have otherwise could be a good call here.
In any case, balance between the other three conditions does seem to be a stable part of BNW. Should we preserve that?
This seems like a good idea in general, we don't want a
lack of any certain victory type among the civs we have available.
Ultimately, how many of each victory specialization should exist in the mod?
This is very interesting to consider in an abstract way, and compare to the flavor and specific choices that we have above.
With 14 civs divided among 5 victory conditions, it would make some sense to have 3 of each for 4 VCs, and 2 for the last one. But I think there will be some civs that don't necessarily focus directly on one of the victory conditions, and their focus is more on specific mechanics of the game.
Civs in BNW I'd say are like this are: America, Austria, Byzantium, Celts, Inca, Mayans, Shoshone, Spain, and Sweden. While these civs have bonuses that do help them towards certain victory conditions, the main purpose of at least some portion of their uniques is to change the way the player interacts with a certain subsystem of the game, providing them with new opportunities to pursue a variety of strategies with them.
So that makes me think a simple 4 groups of 3 and 1 group of 2 for the victory conditions is not quite what we want. Something more like 5 groups of 2 and 4 mechanic-specific civs might be more appropriate? But again, I feel that as long as we avoid obvious imbalances, our civ selection can be driven quite significantly by flavor and "feel", because that's a big part of what players want and get out of a civilization's uniques.
As I mention above, I don't think start biases are necessarily as important as we're considering them here. I think their primary purpose is to make sure the player has an experience that "feels" like an individual civ. The main mechanical justification is probably, which I mention above, trying to make civs' uniques that are geographically sensitive useless less often.
As long as all of the civs don't have the same one (they're not all trying to be in the desert or tundra, when there will only be a few starting locations of that type on any given map), then we won't have many problems. And of course a start bias of none just means the civ will be placed wherever the game assesses is a good starting location after all of the "picky civs" with biases have been placed.
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.)
I think the "avoid" ones are there for civs that are notably flavorfully dissonant with such a start position, but don't have any other particular requirements. This lets them be placed in appropriate locations but makes it easier to use them to fill in the map after "pickier civs" have been placed already.
And of course, if no starting locations are available for a civ's bias on the generated map, that bias will be ignored. It just "tries the bias first."
Can we combine/stack them (e.g., start near coast and plains)? Is this a bad idea? This would obviously affect the ratios above.
I think stacking them in a logical "and" fashion would make them too restrictive and unlikely to be filled correctly in a lot of the randomly generated maps.
I believe there are fallback biases for some of the civs, when their primary starting bias is unavailable. I do seem to remember something about a bug making those not be considered, but it's certainly possible in the general case.