counterpoint
King
alas, I didn't get to yesterday either! Things are going to possibly be a little slower, as I'm traveling this week. I'll get some chances to post, but it won't always be easy to find time and a computer, so I might be a bit slower.Sorry I didn't get to post yesterday, I had a bunch of people over so didn't get time to sit down at my computer!
OK, cool. I'd say double projections is definitely a decent option, though I'd like to toss out another option or two as well, so we have more to work with when it comes to actually decision time.All good suggestions! I like the idea of double projections because it stands out to the player immediately as something that's quite powerful.
Also, down below we're looking for some way to ensure that the Aiel have a purposefully enhanced military presence. T'a'r's connection with the Domination victory could be a good way to do that. What if the Dreamwards made by Wise Ones were more difficult to destroy/affected a wider area? (Wider area is particularly powerful since I believe we chose the Dreamwards' size so you couldn't cover multiple cities with a single ward?) This would help them shore up Happiness while pushing for Domination, which is usually one of the limiting factors on an invasion. Combine that with their other uniques allowing them to make more units, and it seems like they'd be a military powerhouse.
Below, I'll present two other wise one abilities - deal more/take less damage from other projections, which I forgot about before, and harvest glimmers faster/shorter cooldown. I'm not saying I prefer these over double-projection, necessarily, but they come at t'a'r in somewhat different ways (the former improves their "dominance" within tar, , while the latter specifically aids the LP-generation side of thing, not dreamwards), and I think we should leave some other options on the table. Of course, different abilities could be combined into a single unit
Part of me feels like altering the dreamwards itself isn't quite the way to go. It's hard to pin down why I think that, but I do *feel* it. I don't see how we could make one dreamward harder to destroy than another, and make it not appear frustratingly surprising to other players. The wider area could work, but it's also sort of redundant to multiple projections - why not just drop a second projection? It'd be harder to remove.
I mostly understand, but that seems like a weird limitation that is somewhat arbitrary. We before suggested that we keep these abilities general, mechanically, at this stage, but then later amended that to "but if you have a specific idea, feel free to share it," which has been the case a few times. Why isn't this the same? We're not going out of our way to critique names and propose alternates - that will truly take a long time - but if we do happen to notice a problem now, shouldn't it be mentioned? Right now we're immersed in thinking about a civ, so it's possible that next time around we might not remember the particular conflict, or problem associated with a name.I agree to an extent. If a suggestion's flavor doesn't make sense, then I would be inclined to discuss that now. But given how we've reused flavor in multiple mechanics elsewhere, I wouldn't say that crossover with another system we've done would be something we'd want to consider renaming now, because it's assumed we're going to rename it later if it gets through. In this case, we wouldn't keep the plain name "Gai'shain" in the end, so the fact that that name is also a Custom doesn't seem like something we want to care about yet. (The fact that it's redundant, as you pointed out before, due to another suggestion that is basically the same, is totally what we want to discuss now, as we've done here.)
Mostly, it just seems weird to make that one small aspect be off-limits right now. I can't see who we're hurting to mention such things now
ok. Well, for now, I'm not sure I have a strong preference. so determine this one later, in any case!Up to us, that seems like a balancing decision we'd make based on how powerful this proves to be in game. (There might not be any yield penalties necessary, just the lack of any bonuses may be enough.)
ok! so if you think this is possible, code-wise, let's leave it at that for now!User interface-wise we could either add it to the city screen somehow or make it a separate "queue" screen that is its own entity you get sent to by the "choose production" notification. (The production queue on the left hand side of the city screen should be extractable and presentable by itself.)
oh, the feitoria doesn't work for others? hmm... well, I guess that makes sense, as that's really a different thing, in that it doesn't help the CS itself, but a foreign civ.True, I could either see it not working for other civs (sort of like the Feitoria if you capture a CS) or just letting other players have it.
that would be simplest, but I wonder if that'd be too easy to "break." If you're at war (especially with a human player), or even facing barb problems, it seems like it'd be really really easy to totally cripple this extra production by just rushing in the pillage every ten turns or so, so the unit could never be produced. Is that a fine tactical element, or do we want it to be more stable than that?I would say we keep it simple and just reset the improvement if it gets pillaged - start again as if it were a new one when it gets repaired.
oh, damn! There she is. OK, concern withdrawn.We do have The Fifth as a Custom (Double yield from international trade routes with civilizations that you have annexed a city from.), so the flavor isn't missed completely.
yeah, that ability dies a humiliating death, I'd say.Blarg, these are good points on both counts. The Dragon's availability will vary hugely between separate games, so it's difficult to create a sensible ability that depends on "when you control him" unless it actually changes something about the Dragon himself, rather than your civ.
yup.Sound sgood - that's something we can use when naming the uniques then, right?
gotcha.Woops, I should've specified that replacing Food (Wheat) wouldn't necessarily keep the requirement for Wheat. (Like our Sea Folk bank suggestion that requires the coast, we can also do the opposite and remove requirements from buildings we replace.) Totally agreed that if it still needed Wheat it wouldn't make sense.
ok, and this is what *i* mean above on this. "Sept" feels good, intuitively to us - because it truly is a thing in WoT, and it's a building in aSoIaF. It took me a few times reading it before I noticed the problem. It's quite possible, if I didn't mention it now, I'd forget to later. Why not mention it now? If there's multiple Uniques with the "Hold" name at this stage in the design process, that's much less problematic than something "wrong" that's hanging around.And agreed on the Temporary Hold.
Desert Sept vs Desert Hold is sort of what I mean above about names. I totally agree with your reasoning here and that Hold is better, and this is a flavor mistake since Septs aren't buildings (dang ASoIaF and their Sept buildings!). But we'll end up with two things called Hold here that we're trying to work together, so we could end up renaming one regardless. I would be fine with this one being called "Deserty building" at this point, and we can name it properly later, because it's more focused on using the mechanics of a building to capture the Aiel's more general city structure and placement flavor.
Think of it this way, if I spelled a prospective UU wrong ("to'rakun"), you'd correct it now, wouldn't you?
agreed.Totally agree, we're running into some difficulty here! It seems strange that the UA is the part that's ended up not being overcontended, but that's where we're at!
I agree that the Maidens and Wise Ones are largely mandatory. Your suggested workarounds could work, but I agree that they feel like cheating and wouldn't capture the flavor as players (and we!) want it to.
hmmm. This could work. It's not very exciting as a UA, though. Which is interesting, because it feels pretty darn good as a UBSo, the UB and the UI, converted into UAs, and the difficulties with that:
Desert Sept as a UA could be something like "Cities with population X or less founded on a Desert (not Flood Plains) tile have +Y Food and +Z Production from desert tiles". I feel like the population restriction is a way of compensating for the fact that it's no longer replacing a building, so it isn't a static bonus to Food/Production all the time. (Could possibly restrict just the Food bonus to lower pop cities, letting the Production bonus stand everywhere that has desert.)
yeah, agreed. It's also likely to be kind of confusing-seeming when framed as a global UA.Warriors' Hold as a UA could be something like "Cities founded on desert tiles can produce units at X% normal production rate at the same time as working on something else". This feels like it loses a lot of the oomph of the UI approach, but achieves a similar mechanical goal.
great idea! I like this, for sure! I think it also has the effect of making the Aiel feel very different, and very epic on a military scale, but not necessarily forcing their uniques to all be military-related. I guess we're sort of cheating, in a way similar to how we're likely to cheat with the Seanchan (damane/suldam will probably be "one" UU).However! I have an alternative plan. I totally agree that the Maidens are an essential unique, so what if we use the Algai'd'siswai UA and tweak it a little? One of the issues we're discussing with that one is that it would be difficult for another player (or even the Aiel player) to know how strong a given Algai'd'siswai unit is at a glance. We also think that the Aiel UU's lack of a presence in the endgame would be somewhat annoying, flavorfully.
So how about we grab the flavor of all the different warriors clans you mentioned (Stone Dogs, Red Shields, etc.) including the Maidens and replace the Aiel's sword units with them as their UA? Most could be straight up replacements with no inherent combat implications, beyond them being pole units rather than sword units, and then the Maidens could replace the last sword unit (or wherever we end up wanting to put them), and be marginally stronger. That way, each unit type has a known strength. Stone Dogs are always Swordsman equivalents, Red Shields always Sword Dancer (made up name) equivalents, Maidens always Blademaster equivalents, etc.
So the UA would be something like "Aversion to Swords, All sword units are replaced with Aiel warrior clan units using spears". This would also play into the flavor of the UI really well, allowing us to make the Warriors' Hold only able to produce warrior clan unit types. (Which solves our "conquered by other players" quandary, since they can't build those unit types, so the UI doesn't work for them.)
A few things, though:
I wouldn't want to commit to the Maidens being the last unit. Remember, we still want to keep the option open for the Aiel to be "mechanically active" early in the game, since we have potentially few other civs that will be. So, I'd say their heyday should either be something like eras 2-3 or, probably, 7-8 or something like that. Of course, we have zero idea exactly how many sword units we will have, so it's something absolutley to hold for later. I do suspect we'll go with the final one, though. This assumes that they are indeed stronger - if they aren't, then we can put them wherever (and I'd like the last one).
What about other units that happen to have swords? It's possible that, say, Gateway Skirmishers, or Asha'man will be depicted as using swords. Ignore this kind of thing?
Do you think we have to add the pole "functionality" (bonus vs horse) to these units? I feel like we could probably get away with just leaving them as regular old melee units. I feel like it's a little weird, as it'd make the Aiel have tons of pole units, and change the usefulness of the actual pole units (because they won't always be the best pole unit available), which is kind of weird. I'd say we'd probably be able to get away with not doing this - they are spearmen, of course, but they don't use Pikes or other ones that are obvious anti-cavalry weapons. thoughts?
also, do you think we can get away with the Maidens being more of a "true UU" despite them being created and described via a UA? How would we make that work? Alternatively, we could make all the Warrior Clan units have extra movement in desert, or +X% strength in desert, or something, and then it doesn't feel much like we've given one unit a specific bonus (thus, more UA-like than UU-like). If you have a way of making it not feel like cheating, I'd be happy with it.
yeah, that could be coolThen the whole line up could be:
UA - Aversion to Swords
UU - Wise One
UB - Desert Sept
UI - Warriors' Hold
With all that in mind, recapping the Aiel!
yupI still haven't come up with any way for Clanship to actually work, so I figure we can axe it. If I do come up with something for it, I'll suggest it again.
Yeah, though I'm going to leave the Maidens in an an option. It's true that we won't select them if we go with Algai'd'siswai. But if we don't go with that, we'll want to consider the Maidens as a stand-alone UU.I've suggested culling a lot of options here. Partially because several of them combine into the Aversion to Swords UA (Algai'd'siswai, warrior clans, and Maidens).
axedAlso it looks like neither of us are big fans of the Car'a'carn ability? I would be happy to keep developing that if we think there's more though!
yuupI figure The Fifth UA is quite underwhelming.
absolutely, if not more than one of them alive!The Brotherless, Water Oath, and Hold I've left standing separate. I like the overall synergy of the four uniques I outlined before the recap, but there's room for us to keep a parallel proposal for the civ alive as well, right?
ugh... that's kind of tediously complex. I'm tempted to go with the suggestion you just made.One thing I notice about Hold is that it encourages a lot of player micromanaging. It gives a bonus based on which tiles are worked when a unit is completed. So the optimal way to do that would be to get as close as possible to finishing the unit on one turn, then reassign all citizens to have as many worked improvement-less desert tiles as possible on the turn that the unit completes. We could go straight for "each unimproved desert tile near this city" (where "near" is technically defined by tiles that are owned due to this city's culture) to avoid that.
Yeah, I think that could work. I don't think it needs to be an actual promotion (since it'd be removed when you leave desert - can we do tha?), but the healing nonetheless.You mentioned that the Brotherless UU probably wants a supporting UA. Water Oath also needs a bit more due to its niche-ness. It'll have to be quite a punchy effect though, to keep the UA succinct and understandable. It could be very straightforward (and very powerful) by giving all units the March promotion (while they're on desert tiles)? Healing every turn would allow a unit to stand alone against several enemies for much longer, when they otherwise would've been worn down by attrition.
Any ideas for a UU or other Unique that synergizes well with Water Oalt as well?
recap!
The Aiel (Era 2-9, Wide, Dom/Cul/LB)
UAs:
- Water Oath, Production or Happiness bonuses when multiple cities work flood plains on the same river (includes international and CSs)
- Aversion to Swords, replace all sword units with an equivalent Aiel warrior clan spear unit.
- People of the Waste, Units heal on desert tiles, even when performing an action, double normal healing rate when taking no action on desert tiles.
UUs:
- Maidens of the Spear, replaces an era 2/3 spear unit, is stronger and has a movement bonus on Desert
- Wise Ones, replaces the Kin, Dreaming unit that create stronger Dreamwardscan project into T'a'r twice
[*]Wise Ones, replaces the Kin, Dreaming unit that harvests glimmers faster/has shorter projection cool-down
[*]Wise Ones, replaces the Kin, Dreaming unit whose projections deal triple damage to projects/take half damage while in T'a'r - Brotherless, replaces an era 8 spear unit, significant combat bonuses when only adjacent to X or fewer friendly units
UBs:
- Hold, replaces XP 1 or XP 2 - +X XP to every melee unit produced in this city for every unimproved desert tile near this city.
- Desert Hold, replaces Food1, Food (Wheat), or Food (Production), +Food in city and +X (very low number) Production from Desert tiles worked by this city
UIs:
- Warriors' Hold, buildable on Desert tiles, can produce (warrior clan) units at a rate equal to X% (low, like 20-ish) of the production rate of the city working this tile.
ok, getting to be pretty much done with the Aiel, I think! when we finish, this should go into some kind of summary/master list, right? (obviously not really a summary, since it's not actually done)