S3rgeus
Emperor
Back on a computer! I couldn't convince myself that doing this post on an iPad was realistic. Between the switching between pages, looking up Shara, etc., it would have been a huge pain. The good thing about the wait is that it's giving me time to make some ideas!
Sounds good! Since I wasn't posting here yesterday, I did some coding for some of the stuff that's already been decided. Continuing on from the work I did (whenever that was!), I added support for a couple more things to Threads:
- Yield changes in capital cities
- Yield dumps of Culture
- Yield dumps of Prestige
As seen here:
Spoiler :
Spoiler :
There are 4 Threads that I've made work so far. (I didn't screenshot them all because they're functional variants of each other, just different yields.) The next "major" Thread feature is for Threads that target variable cities, rather than the whole player or a fixed city like the capital.
But now that you're back, I'll leave that until another design hiatus!
yeah, 4 at a time seems insane. In truth, though, we've gone into much more detail than I originally was picturing (for the better)!
Yeah, I'm quite happy with where we are with the civs we've finished now!
I think that "wrinkle" in Prestige is appropriate, as would be a tech gate. This one is tough because I think the limitation is appropriate, but the benefit itself I'm not quite sold on. I guess the whole culture-spread-through-trading thing just doesn't seem particularly fitting for Shara. I'm magenta'ing this, because I'm not sure I know what to do with it yet.
This ability doesn't have a limitation, exactly. Trade routes established by Shara would give Shara the bonus. The restriction (must have adjacent borders) is for other civs establishing trade routes with Shara. So Shara can trade with whoever they like, but only neighboring civs can trade with them. I think the Culture stuff fits, as well as any offense-based civilization mechanic can with Shara's isolationist flavor. People in the Westlands know Shara to be mysterious and valuable trading partners, and they know only the Aiel and the Tuatha'an (and formerly Cairhien) can trade with them, which are all precedents for this kind of influence.
yeah, this is an interesting example of a civ being an "LB" civ simply due to temporal circumstance. I'm not sure this is interesting enough to survive, but it's not a bad one.
Yeah, it's not particularly exciting.
I will take issue with the name, though, due to clash elsewhere. We have the Wyld stuff as a Path, and probably sort of need it to stay one (though it's not essential). We also might need aspects of the prophesy itself for our LWs.... I think there's a better way to frame this.
Do you have any other part of the Sharan flavor in mind as an alternative? Like we've done with the Gai'shain on the Aiel, I'd be inclined to leave this as it is until we know we're taking it forward and need to resolve the conflict. If we want to keep it, then we can always use different words to nod at the same flavor to avoid the conflict with Paths.
Hmm... not sure on this. I think this is fine to keep around for now, but I think this Spark-related mechanic will transform by the end of our discussion and this one will disappear, as is. It is somewhat too liberation-ey. Some kind of limitation or specificity to this is needed to keep it from just being a Wilder-fest. It's related to the breeding flavor your specified, but it's also sort of an oversimplification of that breeding. One of my suggestions below (a nutty one, partially inspired by perpetual government) may address this)
I've marked this as red because we just have way too many options and as this one isn't particularly exciting, it seems unlikely we'll go with it. The Spark boost will resurface if we like it elsewhere.
nutty! This one is interesting. I like keeping it around for now, though I think it could do with some tweaking.
What if it didn't literally eliminate happiness? What if you could still become unhappy, but that unhappiness was offset by some ratio by the Gold loss? For example, if, say, -10 Happiness translated into -60 gold and -2 happiness (using some complex calculation)? Or, perhaps, we capped unhappiness at -9 so you could never have rebellion...
As is, it might be too powerful, since happiness is one of the main limiters in civ - but that doesn't mean we can't adapt this into something more workable.
I can see these changes making it easier to balance, but I think it makes the UA dramatically less useful. The main benefit to an at-least-0 Happiness level is that you don't suffer from the Food/Growth penalties associated with being Unhappy. (And therefore have all the assorted benefits of cities that grow more aggressively, though it would quickly exacerbate any Happiness deficit since cities would continue to grow at the normal rate, which is something of a balancing mechanism.) Avoiding rebellions at -10 and below are cool, but that's not nearly as useful in most cases. If the player has gotten down to -10 or below Unhappiness, then they were already doing pretty badly.
The main gain from this UA would be if we could find a way to keep Happiness positive even when Shara would normally be unhappy, that's really powerful and will change how players can play. We just don't want it to go too far, obviously, so that Unhappiness should be offset by some kind of shift somewhere else in the civ, but one that's less punishing than the Unhappiness itself (or can be intentionally compensated to be so), so that it's still a bonus.
Direct yields we can feed convert Unhappiness into:
- Gold - was my first choice and still seems pretty good. It's not immediately damaging to get a lot of negative Gold for a time, but it is damaging to keep it going permanently, since it will start to affect everything else.
- Science - possible, but would need a more forgiving conversion rate than Gold. Choosing Science could make this more "burst"-like, where Shara would accept Happiness deficits for a short time in order to win a war or something, but need to recoup it quickly. The risk here is that it will never be useful because the penalty would mean they always fall behind.
- Culture - Possible, but a bit risky. This just means they won't get many Policies/Tenets. While those are powerful, Shara could win most games before this deficit becomes a gamechanger.
- Prestige - Way too Culture-victory-specific, Shara would just ignore this.
- Food - A bit weird because this is a local yield. There isn't really much point in doing this one, since a Food reduction is one of the primary effects of Unhappiness that we're trying to avoid.
- Production - Local yield again. Possible, but probably not punishing enough.
- Faith - Like Prestige, Shara would just dump it in exchange for infinite Happiness.
- Alignment - Could be quite unusual, dampen or remove their Alignment somehow (tend it towards Neutral). Like Prestige and Faith though, it is liable to be dumped for Happiness.
Of those, Gold and Science seem to be the most appropriate. There are also more complex feedback mechanisms. Disbanding units every X turns (where X is determined by the Unhappiness they would have). Spawning more False Dragons near them (potentially a double dip though, since Shara can kill those FDs for yields).
Other mechanisms? I do think Gold could be made to work.
Yeah, something with madness might be appropriate. I won't make an amendment now, since I'm proposing a few alternate Freed's - we can tweak whichever ones survive the next round.
Sounds good.
First off, I definitely wouldn't want to do this AND the Freed proposed above - two UUs that are mechanically the same (in combat) in the same civ would likely feel quite boring, unless they interfaced with the other Uniques in a very special way.
Hmm... I think the idea of this is cool, but on the other hand, does it feel that impactful to have a UU that simply exists to surrender itself to make something you can otherwise do? It's a bit like the Conquistador in BNW, but in the Conq, having a combat unit be able to found acity is pretty awesome. Having a combat unit replace the functionality of an LP is sort of neat in that you'll be able to have many more of them, but it's not very splashy.
Also, why the Ta'veren? T'a'r vision and hampering dragonsworn doesn't seem super related. Not bad, but also not obviously related. I suppose the question we should ask is - which VC is this meant to aid?
No particular reason for the Ta'veren, more that I was trying to go for the most "leader-y" Governor type. As I mentioned in the block above this, the Dignitary may fit that flavor role better, but speaking of victory conditions, that targets Diplo, which isn't really on point for Shara. Domination is probably the best thing to target here.
I do agree that having the unit not really be much different than the Wilder/Kin could be underwhelming though. You don't actually have the UU itself for very long if you use its primary ability, at which point it becomes a generic thing again.
Lastly, on that note - and back to Shandalle for a minute - is it worth considering altering our UGov such that it's actually some kind of UU (GC or actual combat unit) that can then become the UGov?
I don't think we need to go back. There's a Great Captain replacement in our candidates for Shandalle, so the potential connection to the UG is covered there, I'd say.
Bao is nuts. Shame on you!
This is interesting. It's certainly "all in" on the LB, and I'm not sure about that, though I don't hate it (it's not side-biased!) I definitely like the notion of the Wyld (Bao is a name, the Wyld apparently is the role, so that should probably change...)
I don't have many thoughts on the mechanics itself. I think increased range is a nice touch (I do recall the Ayyad artillery and such). Not sure what I think of the overall balance and feel of it, yet. More thought needed.
It's an "all in" unique in that it's only useful for the LB, but it doesn't commit all of Shara's uniques to being like that, which is quite good. It's also a good way to drop in quite an unexpected but still flavorful very late game UU.
Agreed on the title.
re: UBs for shara - well, we never go there in the books, or even hear stories (like Seanchan), so that isn't surprising...
Yeah, that does make sense!
I don't love this one. I'm redding it, but you could perhaps convince me. I guess the Palace replacements just don't feel like a UB. I mean, you don't really *build* it, it's automatic. Feels more like a UA. Unless I'm somehow now understanding the palace...
No, I agree, palace replacements aren't very exciting unless they give the civ very visible abilities. (Acting like a mini UA.) Then it's that ability that's the exciting part, not the building.
I think this is a pretty cool idea. It's serious business, that's for sure, but it's also pretty compelling. I like how it is a flavorful combination of both culture and isolation-related quasi-domination (building them fast mid-war would be a really cool way of securing a new city).
However, there are also some issues with it. The main one has to do with worked tiles. Presumably, these tiles need to be worked to generate culture- that's pretty much what everything we know about BNW points to. It seems likely to me that these tiles will very often be outside of the radius of a sharan city, especially if we position Shara as a "culture civ," whose borders will expand well past the three hexes of normal city work-range. What do we do about this? I don't think I love the idea of the tiles producing culture even when *not* being worked - imagine the Polynesian UI with that element!
Also what happens if the enemy borders or your borders *do* change? For instance, their city is razed, your city is razed, or one of you captures the others' city? Would the wall fall, or stand? In those cases, the wall would either be in the middle of no-man's-land, your territory, or theirs. This isn't a problem so much as something we need to clarify.
For the borders changing, I think we would demolish the improvement if the hex it was on was no longer the outer edge of Sharan territory. (We'd make that clear on our unit that has the culture bomb ability, when the Sharan player goes to it as well.) If an enemy city is razed and Sharan territory is left standing alone, I'd say the wall can remain as long as it borders no-man's-land. This would suggest allowing Shara to build it bordering no-man's-land in the first place, but it would be difficult to communicate to players not to do that early, otherwise it will disappear as the borders expand.
The worked tile is a good call. Perhaps it shouldn't have a Culture yield on a per-tile basis, but instead "work together" to create Culture. The idea is for the Sharan players to string them along their borders. So something like "Cities that work or own the tiles where X Immense Walls are built produce +Y Culture". That way we can make it a lower per-Improvement yield so it won't get out of control when it benefits the city from outside its work radius.
Alternatively, we could make a feature of the Improvement be that the tile can be worked regardless of how far it is from the city. It will still be bounded by population then.
I think I see what you're saying with the last point. You mean it serves the same purpose as whichever improvement normal civs will use to capture angreals. It's probably likely, though, that that improvement is one of the "regular" ones (camp, plantation, whatever), following in how BNW works - we wouldn't want to replace *all* mines into these, right?
I'm so-so on this improvement. OK, but not that exciting. Sort of straightforward, and not super strategically interesting.
Right, if the Angreal Cache is improved by an Improvement that is used elsewhere, then this one wouldn't replace that. It's a bit weird that we present the player with two options, one of which is strictly worse than the other, but still. This one's more of an enabling unique, that would make the channeling uniques that use Spark much more numerous.
Should this still be magenta?
Cycle of the Sh'boan is meant to represent the fact that the Ayyad assassinate (apparently) the monarch every 7 years. Sort of like the Mayan Long Calendar, but much more common. The yields presented could be anything, and could be made to cover whatever strategy we wanted (I'm not married to these specifics). Also considered making it so the turn before that 7th, you get some kind of *penalty*.
I really like this one, it feels very much like a UA, which I think some of our other Shara options don't as much. I don't think we need the penalty on the preceding turn just yet. What kinds of actions are we thinking? Making an LW, capturing a city, stuff like that? Would they all be empire-wide stuff (Happiness, Culture, Prestige, etc) or sometimes dig down to specific cities? (Create a building sometimes, provide Food somewhere, stuff like that?)
Beyond the Shroud is meant to represent the "hi, we're here too!" of Shara in the LB. It's a recycling of the failed Seanchan UA (the flavor was actually better for the seanchan!) I expect it to die here as well, though the competition might not be as steep with this civ.
I agree that this fit better on the Seanchan. I think rather than put it onto Shara, our previous idea of putting it on a wonder will work better. So I'll mark this as red.
The Freed (half mad) has the post-cleansing element. I'm not so sure of this, as it makes Shara seek the Cleansing - we could eliminate that if need be.
The Freed (less mad) is probably more splashy than its cousin. Of course, its worth noting that these UAs are flawed in that they encourage MC use of all kinds, which is unflavorful... Thought the mechanic was interesting, though....
I think encouraging them to chase the Cleansing is too much of a flavor break on the first one. It's also only applicable for a very short time for a UA.
The second one could be quite strong. It does turn the way our MC system works on its head because it doesn't end in going rogue. Would such a channeler still eventually disappear? It's a bit unflavorful that they're able to stave off the madness completely somehow. And there's the MC usage thing you mentioned.
I've marked this as red, but I could be convinced otherwise.
Insights of the Ayyad is based on the same advisor-ruler flavor you've highlighted. The yield could also be specific - X culture or something - instead of varying per Gov. Could also be "for every Ayyad used" or something more specific. The idea is that by *using* the Spark, you get a bonus. However, this promotes liberation, because it rewards high spark. It's possible that a better (but complex) system would be to give a bonus for the *ratio* of your unused spark (so if you had less spark, you could still get the bonus. However, then that rewards *avoiding* spark gains... oy. Promising, though.
I don't think rewarding high Spark is necessarily a problem. (Were we thinking that Shara wouldn't be Liberation normally?) I don't think it's something we should avoid in general, just because one way or the other favors a Philosophy, since it's one of our major new systems.
With that in mind, I'd be inclined to go for the simpler approach, of relating the bonus to each Spark being used. That will also be easier for the player to keep track of.
River of Souls is based on that same Angarai'la flavor - this one would probably need a second aspect, likely a combat one. Also, has kind of weird strategy implications - hunting river cities, etc.
You've got an interesting theme on this a few of the uniques of using LWs to generate Faith, which I think is pretty cool. It lets Shara pursue a Culture victory and excel at Paths through that process, which is quite different.
Breeding Power is meant to call to mind that same concentrated channeler you mentioned. Here it has a different mechanic, though . Instead of providing unlimited happiness, it provides "unlimited" Spark - breed away, but pay the price. I could see this tweaked variously, though.
This is an interesting one. One difficulty is that this means that Spark acts differently from other strategic resources for Shara in a somewhat confusing manner. Normally, if you end up with a negative strategic resource (you trade for it and the trade ends or you have some yourself and it gets pillaged) then everything that consumes that resource gets "worse". Units get lowered combat strength, buildings don't produce as much yield. Would this UA eliminate that penalty and replace it with the Unhappiness one only for Spark?
Also, side note, can Spark be traded? The flavor of trading "spark from angreal" makes some kind of sense, but not so much the natural Spark. The existence of a natural baseline also means disallowing trade doesn't lead to situations where some players are completely left without.
Freed (madness) is left ambiguous in that it could use either of the madness components described by my UAs above, so would need to be clarified. Could also incorporate some other factor (combat bonus, etc.). Not sure if it would be Asha'man only or could be MCs as well.
I've ended up marking both of those as Red. I do think some kind of madness connected UU could work though. Maybe the (less mad) variant should still allow roguing, but benefit the unit in some other way?
Freed (distance) is weird and is based on the notion that these guys are hated within Shara, but epic warriors. I could actually see some kind of reality where it was the opposite, though. I could also see this being adapted with the reverse mechanic (stronger when closer) and applied to the Ayyad instead.
My main worry with this one is that it would be quite hard for other players to know how strong a given Freed would be when they're fighting against it. Things like the map seam can make those distances quite hard to judge.
Ayyad (advisor) is nuts. Unfortunately duplicates some of our Ajah abilities, but I figured this one captures it in a different way. They can advise you if you're close, but it causes some problems because they are untrusted (this yield could also be science). If you're there, separate from society, you can still influence politics, but it makes the sharans happy. Weird?
Interesting, this one is pretty cool. I think that your suggestion below for an Ayyad Enclave UI would actually fit this mechanic much better though. Something that the player decides to build and its existence affects peoples' opinion. I've suggested that UI below.
I've also suggested that each bonus only be able to effect each city once, to avoid carpets of them at a certain distance out (which would apply for the unit as well). It does mean they can be combined at different distances to get both bonuses if they're fine with the Happiness penalty though!
Having a Happiness penalty on this UU/UI would also combo quite well with the Perpetual Government UA.
I've been thinking of weird stuff with the Freed and the Ayyad - we can also come back and consider simply combat-related bonuses if we prefer that.
Yeah, we should probably consider some "normal" uniques as well. Though I'm quite liking the weirdness overall. It should make all of the civs play quite differently.
Tattoo warrior is meant to call to mind the notion that the tattoos show the rank of the given warrior in Sharan society (are these guys slaves)? This notion is obviously highly abstracted here. I'm not sure if these are sword, spear, or other weaponed guys - later in the process, I'll probably dig out the specific Shara chapters in aMoL and see if that gives us a better idea. I could also see a Tattoo mechanic simply being a "better" unit, and not having a weird gimmick like this.
Yeah, this one would presumably replace a quite late game unit, so that Shara would have time to build up Prestige influence over other civs and activate its combat bonus.
Hearttomb (Nat) could get ridiculously powerful if it allows theming bonuses to apply to that total as well. It should probably be capped. Also, these yields are somewhat arbitrary - I went with Faith and culture, here. Note that the Hearttomb could also be a World Wonder. Could be called "River Tomb" or something.
The other Hearttombs are permutations of this same idea. Note that they provide the bonuses listed, but also promote culture in general by adding relic slots at all (these buildings don't normally have them)
Hearttomb (nat) looks like it could be quite powerful, but it's also the kind of yield dump stuff that players tend to avoid. I've marked it red, but I could be convinced otherwise.
I like Hearttomb (relics), though I think combining it with Hearttomb (river) would make a lot of sense. Production (river) becomes available quite early, and this as a way to generate Faith at that part of the game could be pretty cool. Will Shara have any Relics to put in these slots though? Do the corresponding LPs become available early enough? I've also suggested limiting the EXP bonus to channeling units, because it seems quite strong (presumably still has Production (river)'s normal yields?), since it will stack with the other EXP buildings.
Ayyad's enclave is pretty straightforward. As is the Freed's Enclave. could be made more interesting.
How would the Enclave of the Freed work? EXP is local to a unit being trained in a city, but the male channeler tracking is civ-wide. Would the amount of EXP given to the units trained in that city just keep building over time or does it expire somehow?
Ayyad's Enclave is straightforward, as you say. It's also worth mentioning that yield dumps when a unit is trained tend to encourage players to suicide those units (or even just disband them to keep a yield factory going).
Also, should note that that I also considering working in silk somehow, since that's where it comes from. Not sure how to do it, though - there aren't any buildings that use that resource in BNW.
I've suggested a use for the Silk flavor below!



