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I finally got around to spending an afternoon on this, and I think the basic concept of "evidence inevitably goes to universities, universities inevitably provide local specialized resistance, universities semi-preventably share information with each other" is cool and rad. Also does a very good job communicating a more industrial revolution style flavour, which I assume is what you're going for with stuff like the new portrait art and the depth charges. I also dig the specialized cult and custom plague approaches.

I've only played one game so far, but the profile and menace hits for evidence and the sheer number of messengers that bounce around the universities were kind of a feel bad, and I worry that linking world panic to evidence uncovered might have a perverse effect toward making players do fewer interesting things and more just feeding more resources into the things they've already done.

So I'd say it's an excellent high concept, I can't offer sophisticated advice on the exact form the evidence economy should take (plus some powers like Well of Shadows still don't seem to reflect their description), but I would encourage you to tinker with the evidence economy as you work.

aye, currently the game either rewards spamming so much evidence that they cannot keep up (EG blood magic) or to not make any evidence at all by only having a single cult in a large nation that you then can fully infiltrate and enshadow and thus spread said shadow everywhere without generating any additional evidence (note that cult of decadence does not make any, so you could literally go a no evidence game via going for the profitable acquisition and then going for a cult of decadence) and thus make humanity unable to create any kind of understanding by keeping hidden completely.


obv it is a prealpha rn, given it is just a way of showcasing a potential mechanic, but it will really need work in order to function the way it is intended to - because otherwise, it will create scenarios similar to the permaguarding due to a love for a character/their race or the magical arms race making lore heroes no longer care about lore tasks

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So yeah, currently I've got the "proper way to play" which I'm trying to work out, including roughly how many pieces of evidence should be produced during a winning gameplay run. After that I gotta figure out how to avoid any broken/exploit strategies. Clearly blood magic needs a lot of fixing and playtesting, but evidence spam in general should be something we can give heroes some way to counter. Maybe let them investigate many pieces of evidence at once if they're getting overwhelmed, if they can get the rulers to help them.

For the "no evidence" gameplay, I feel the best solution is going to be to have evidence created over time. Ideally "no evidence" should be a viable strategy, but slow, and shouldn't actually ever result in humanity never building any defences. My current thinking is that if you're spreading shadow effectively or infiltrating everywhere but producing absolutely no evidence the Chosen One and aware heroes should go and do investigations of their own and produce their own evidence. It's not perfect, but would have some gameplay options for how to delay it, and would avoid this strategy becoming too OP. I was also thinking on higher difficulties the Elder Tomb would produce evidence from time to time (maybe every time a seal breaks). I want to avoid this as much as possible, because I don't want a fixed schedule in the game, to keep it flexible, but we gotta make sure the correct strategy isn't to play extremely slowly and win the most boring game ever after 5000 turns.
Another strategy I've got a note to fix but haven't yet is "gather a million gold before making any cult at all, suddenly give it all to the orcs and steamroll everyone before they can react". I might just limit the amount of gold an agent can carry, to fix that one.