counterpoint
King
yeah, not perfect, but much better, for sure!And just as I was going to sleep yesterday, I realized how we can get the flavor back to where it should be with this! Change proposed below. (Not everything that's highlighted in green is new, but I had to rephrase enough of it that it was easier to highlight the whole thing.)
I quite like this change because it's exactly the same functionality as last time, mechanically, but gives the player a much clearer idea of the flavor.
darn....I love this achievement, but unfortunately our mechanics don't really work that way. Once an Accepted becomes a Sister then we lose track of her, I believe. And we don't want to restrict the Amyrlin elections based on the players' use of Novices and the randomness that decided which Ajahs they joined. I figure flavor wise there are a ton more Sisters than the ones represented by our mechanics, so there's no reliable way to connect them to the Novices stuff.
OHHH, right, Sisters don't cause Spark. Right, that's why Lib grants you Spark, but Auth grants you quota, but not spark.But Sisters don't cost Spark. This discourages the use of Wilders, Kin, Male Channelers, and Asha'men, which I think all make a lot of sense for Fear. Tear would be free to use Aes Sedai like any other civ. I think that dichotomy meshes well with their flavor of Authority-but-distrustful.
Do we have other mechanics that manifest the Fear/Acceptance choice? It would be good to have more variety when designing mechanics to go with that flavor.
In any case, yeah, that makes sense.
The other thing we have noted as relying on Fear/Acceptance is False Dragon spawn rate. I'm not sure what else we'd use. I'm sure something else will pop up, when we do the policies. I'd say it's likely that there will be stuff that provides bonuses associated with your channeler use, or how you deal with MCs, and stuff, without necessarily providing or removing spark.
what would you say to combining some of the functionality of Housed in the Stone into the other UAs, like, say, Hard as Stone?[/quote]Yeah, other people having Diplomats in Tear (the city) doesn't help Tear without some other mechanic that gives them advantage for it.
I agree that Housed in Stone might not be strong enough alone, but I do like how it solves the Culture/Prestige game timing issue (can't let players have Prestige too early) with the presence of Diplomats, rather than needing a tech gate to do it.
andI don't think a new Specialist type needs to be a big deal here. I think it makes the building more interesting, even for players who autopilot their Specialists (I do this too). All of the existing Specialists explicitly contribute toward a certain LP type, so if we use a Builder or something we would be contributing to the Ogier Stonemason, rather than the Great Captain (we could have it do both, but that's quite strong and a bit weird). We could make that Builder Specialist not produce Ogier Stonemason points, but by that point we might as well make the new Specialist type.
The combo of a Specialist that produces GCs is that it's a Tall-favoring mechanic that encourages Domination, which plays well into Tear's flavor.
andYeah, that's good flavor for this Specialist. Would we be fine with that co-existing with a Defender UU, since Defenders were both guardsmen and military units in the canon?
In fact, I prefer your version of this, so I'll propose axing mine.
ok, I think I'm ok with it. I think the specialist is still a little weird, but it's not necessarily terrible.I don't think we'll have a problem with contributing to GCs from a city, rather than EXP. We discussed this a long time ago and found some other sources in BNW that already do this.
yeah, but I don't think we can pretend that the "feel" of this is "discourages building channelers." The "feel" of this is most definitely "profound bonus to building normal ol' units." It's true that, mechanically this discourages building channelers, but only in the sense that Game of Thrones being on TV discourages you from watching the local news (discounting DVR and netflix, etc.). The operative thing here is the awesomeness of GoT, not the relative lameness of local news. If my human UA was "can watch Game of Thrones a month before everybody else," nobody would come away feeling like I was the "anti-news guy".Funny, I was going to suggest this one for a set! I think it's a good strong, Tall encouraging UA that sets Tear's focus quite well. The roundabout-ness of the non-channeler bonus is also something that I particularly like about it. It, like the other UA discussed above, lets Tear use Aes Sedai as normal, but discourages them from producing their own channeler units, which fits very well with the type of gameplay encouraged by the Fear tree choice. It also doesn't make it a huge part of the mechanics, it just subtly pushes players away from training channelers, which is more in line with Tear's flavor of distrust, but not outright opposition.
In the same way, I don't feel like this really captures that flavor so well. It props up flavor that suggest that Tear is a big unit-producing machine. This isn't terribly out of line with Tear, but it's certainly not particularly *in*line with Tear either.
I've proposed a sort of composite that removes this aspect below, and replaces it with a more clear flavor-link, I think.
agreedI like this version, it gives them a lot of flexibility and also provides us with something we can easily tweak for balance. It's a bit of an arbitrary cap, but still works. I don't think we want to force them to go through all of the LP types they don't care about.
I've magenta'd one part you marked as Red "of the type of their choice". I think we still need that phrasing otherwise it's unclear that Tear does get to pick (as opposed to random or some other method), it's just the next sentence places a restriction on that choice.
cheersI think this is a good unit, but it accomplishes a similar goal to the Reaver Sail, which I now think is much better, so I'd go ahead with removing the Coastal Defender.
eh, I figured the +X movement was simpler, and the following thing was weirder. If you think the following thing works, let's keep it, since it's certainly more unique.I love it. This is awesome - refreshing their movement when they pillage a trade route should make using this unit a ton of fun, since it requires short term strategic thinking but without any of the busywork from before.
I've magenta'd adding the +X Movement and removal of the movement bonus when following trade routes. I think the latter was really interesting, and since the movement bonus doesn't overlap with the trade routes the unit can pillage, I don't think it causes a problem. Was there another reason you suggested swapping this out?
I think we should axe one, because they're achieving very similar goals both in the UB slot. I'm totally not sure which to remove though. I like HotS because it's a National Wonder and so plays well with Tall. I also really like the custom theming bonus in Great Holding.
We could go with your merge suggestion and combine those two elements into one UB? Is there another particular part of them you think is important?
Yeah, I try to combine them below. I think the most important element of HotS is the National Wonderness, while the GHolding has a nice effect with the custom theming bonus. Let me know how you like the combination.
I would be ok with that change, but if the UB is a clear loser, it's not worth it. I do think the fisherman flavor of things is kind of cool for Tear, though. I try the modification below, but we can certainly cut it.I prefer the latter approach, though I don't think I would pick either over our existing UB candidates. I do like that the "out of range" is implicitly Tall-favoring without making that too obvious, which is quite nice. The only difficulty here is we'd need to use "city ownership" of hexes (to deal with overlapping cities and define a maximum bound for the ability to take effect), which isn't exposed to players as it is. Are we ok with that?
I actually think we might want to keep this one around, because, while the UA competition is steep, the UB competition is far steeper, IMO. I know you're suggesting a UU replace it, not a UB, but the UU is only sort of a UU, in that its a trade unit. In other words, there's lots of competition for the 3 slots other than the UA.Some more removals to get us down closer to making some sets.
With the UA competition as it is, I've marked Port of Storms as red since we can use the Guarded Trader UU to fulfill that part of the Tairen flavor if we want.
agreedDespite Defenders being a lock, I've suggested removing Defenders (spy). I think Defenders (wonderful) is a much stronger candidate, and (spy) encourages a a playstyle that gives the player less agency (sit back with the unit garrisoned in your cities). With this removal we'd either need to take Defenders (wonderful) or use the Defender flavor on the Specialist in Defender's Fortress (or both). Or come up with a new UU. But I'm quite happy with Defenders (wonderful) as the frontrunner for that flavor.
Recap!
Tear (Era 5-9, Tall, Diplo/Dom/Culture)
UAs:
- Hard as Stone (non-channeling), Tear's capital city has double combat strength, an additional X HP (high, like 50), and produces non-channeling units twice as fast.
- Ambitions for Vassals, Tear gains influence with City-States when it intimidates them, instead of losing it. City-States that have a trade route established by Tear or are connected to the Tairen capital by Roads are intimidated more easily by Tear.
- Hoarding Artifacts (hidden artifacts), Tairen Historians have the "Hide Relic" mission, which causes them to be expended when used on Sites of Power in Tairen territory and instantly creates a Portal Stone. Foreign Historians take twice as long to explore Sites of Power in Tairen territory. Tairen Portal Stones produce an amount of Prestige equal to their Culture output.
- Port of Storms, Tairen naval trading vessels cannot be plundered. Naval trade units can trade with City-States X% further away. At the end of a Tairen naval trade unit's route with a major civilization's city, one other civilization's trade route to that city will be plundered, providing the typical Gold yield to Tear.
- Fear of Channeling (LP), whenever Tear would receive a Sister unit from the Tower, Tear can elect to instead receive a Legendary Person of the type of their choice. Tear may not select the same Legendary Person more than X times in the game.
[*]Housed in the Stone, Every foreign embassy in the Tairen capital provides +X Culture in the capital. Every foreign diplomat in the capital generates +Y Prestige in the capital. - Hard as Stone (embassies), Tear's capital city has an additional X HP (high, like 50), and all Tairen cities receive +Y combat strength for every one unused Spark. Every foreign embassy in the Tairen capital provides +Z culture (low) in the capital, and every foreign diplomat generates +W Prestige in the capital.
UUs:
- Defenders (wonderful), replaces era 5/6 melee unit. Higher combat strength and double fortification bonus. +X% combat strength when attacking into or out of cities that have any world wonders.
- Conscripted Peasants, replaces the Settler. Has the "Found Developed City" mission in addition to the Found mission. Developed Cities start with Y Population and Z additional hexes of territory. Tear can found only X Developed Cities in a single game.
- Guarded Trader, replaces Sea Trade Unit, Cannot be pillaged. Can trade with City-States X% further away. At the end of a Guarded Trader's route with a major civilization's city, one other civilization's trade route to that city will be plundered, providing the typical Gold yield to Tear.
- Reaver Sail, replaces the ExpShp or Naval Melee 4-5. +X Movement. Receives triple Gold when pillaging a sea trade route. +Y movement when following a non-enemy trade route. Has its full Movement restored when pillaging a sea trade route or killing a Lawless or Dragonsworn naval unit.
UBs:
- Heart of the Stone, replaces XP National Wonder, receives one Legendary Craft or Relic Slot. If the slot is filled, the artifact generates (instead of culture and prestige) +X of the yield type associated with the Governor currently stationed in the city, or, if no Governor is present, +Y (lower) Faith.
- Great Holding (building), replaces Culture 4, receives an extra Legendary Craft and Relic slot. Has a custom theming bonus: +X Faith (high) and +Y Gold (high) when filled with Relics from civilizations other than the city owner, and from Eras earlier than the Era of New Beginnings.
- Processing Workshop, replaces Gold National Wonder 1 or 2 or Trade National Wonder) each luxury resource worked by this city also produces a derived luxury resource that provides 50% happiness for Tear if kept, but can be traded as normal.
- Taxation Office, replaces Coastal2, international sea trade routes established by other civilizations that pass within X hexes of this city contribute Y% of their value to Tear in addition to what they give to the civilizations at either end of the route.
- Artifact Hoard, replaces Culture5, provides a number of Culture Specialist slots equal to Tear's unused Spark.[/COLOR]
- Defender's Fortress, replaces Defense3/4, provides city strength. Has a Specialist slot for a new Specialist type, the Defender, that provides X Happiness, and one additional city attack per turn. The Defender provides points towards generating Great Captains.
- Fishmonger's Wharf, replaces Food (Coastal), in addition to its normal benefits, produces +X Gold for each sea resource owned by this city but outside of the city radius. each sea bonus resource produces +X Gold (low) when worked, and each sea luxury resource produces +Y Culture (low) when worked.
- Great Holding (wonder), replaces Culture National Wonder, +50% culture in the city (original effect). Has three slots for Legendary Crafts (original) or Relics. In addition to normal yields, Legendary Works housed within the Great Holding produce +X of the yield type associated with the Governor currently stationed in the city, or, if no Governor is present, +X Faith. Has a custom theming bonus: +X Faith (high) and +Y Gold (high) when filled with Relics from civilizations other than the city owner, and from Eras earlier than the Era of New Beginnings.
UIs:
- Lords' Shipyard, can be constructed only on coastal flatland. Produces an amount of Production equal to the Population of the city working this tile.
UGs:
- High Lord, spawned by Merchant Lords and Ambassadors. Yield is Gold and City-State influence with City-States connected to this city by trade routes. Upgrade 2 ability is "City-States connected to this city by trade route do not have elections and cannot be the victim of coups. When an election would occur, instead Tear gains X influence with that City-State." Relevant LP is the Merchant Lord.
The new Hard as Stone is trying to be a catch-all - buff combat capital that directly encourages low channeler use, while doing the embassy thing. I could understand altering either the embassy or the diplomats to provide Gold instead of the culture-related yields, depending on what other Uniques we choose. Might all be too massive. The big flaw here is that it only is worth not using channelers during wartime - maybe we can shift the bonus so it's more worth it during peacetime as well.
rebranded Artifacts as Relics, which they are now called
Great Holding (Wonder) tries to merge the two cultureish buildings. I mostly like it. It's noteworthy in that it's not necessarily pro culture victory, in that it replaces the prestige/culture theming bonus with gold faith. I'm mostly ok with this.
The new Fishmonger's Wharf attempts to adapt the other method.
So, as far as sets... hmmm. Tough, especially given all the UB stuff. I'm definitely going for something that reinforces tallness, includes the Defender, and has something to do with Trade. Channeling is somewhat less important. strong defense is nice too, but both that and channeling are something I'm hoping we don't double dip into with too many uniques. I think, for example, it would be overkill to go with one of the Hard as Stones AND the Defender (wonderful), perhaps. (could create another Defender UU though)
OK, actually, I'm out of time for tonight! no sets for you!
EDIT
OK, so apparently I may have posted late enough yesterday that you didn't get a chance to respond, so, here are some sets!
UA: Hard as Stone (embassies)
UU: Defenders
UU: Reaver Sail
UB: Great Holding (Wonder)
What I don't love about this is that it's kind of a defensive overload. Not terrible, but I'm not sure the bonuses from the UA stack well with the Defender UU. Nonetheless, here it is. But this one covers most of the flavor and mechanical angles
UA: Port of Storms
UU: Defenders
UB: Processing Workshop
UB: Defender's Fortress OR UU: Conscripted Peasants
This one is a bit more clearly Trade+Defense. no channeling flavor really
UA: Hard as Stone (embassies)
UU: Guarded Trader
UB: Defender's Fortress
UB: Great Holding (wonder)
This one's tough, but I tried to capture all the flavor elements in some capacity.
UA: Fear of Channeling
UU: Defender
UB: Processing Workshop OR Taxation Office
UB: Great Holding (wonder) OR UU: Reaver Sail
Not much to say about this one. Seems a little scatter-shot
So, the moral of the story is that sets are hard with Tear!