Lots of comments, but just to respond to a few (and many other changes have been made to the original text based on your thoughts -- thanks!)
How do you balance -- and indeed encourage -- a war between villages without letting either side win?
Could this be just "a war"? "Villages" sounds kind of tiny and small scale, like I'm giving Bob the farmer a pitchfork to go stab Cletus on his donkey.
Well... this is a good point in some ways, but in other ways you've about got the right of it. Maybe "towns" instead of villages would give a better impression. This is not an all-out war on the scale of something like AI War, where there are vast armies going around. You are training professional military units, it's true, along with mythological creatures that do great harm. And it's also true that there are bandits that pop out to get you, etc. That said, this isn't army-on-army battle. It's about individual units running around and doing stuff for the short while that they survive, generally.
In other words, the combat is consistent and potentially intense, but the scale of the units never gets too huge (that would also get tedious). In some respects that makes this a bit like a tactics game, except you can't control the tactics and you're using strategy to make the tactics play out (most likely) how you want). But I've drifted off point: what I originally was trying to say that the combat tends to stay small-scale because guys don't live very long. They're all bloodthirsty, and you can't tell them not to fight, so only one of two things are going to happen: a) they are going to go ravage the other side's towns while you do nothing; b) you're going to help the other side raise a counter-force and thus that first bloodthirsty dude is going to die. And back and forth from there.
Anyhow, there's also a distinct town-on-town flavor here. You can build multiple towns per faction (and in longer games, will need to), and each town pretty much just wars (or tries for diplomacy) with its nearest neighbor. If one town falls then it flips allegiances, and the balance of power swings pretty heavily. That can be a good thing or a bad thing, depending on how you're going to wield your god powers. At any rate, it makes the town-on-town aspect pretty important.
For now I'm going to change that word to "towns," because I think it helps to set the tone properly without giving the Cletus vibe. All
that said, I really do see your point and remain unsure about this. Further thoughts welcome, especially now that I've given a bit more context as to why that word was in there to begin with.
How do you build larger towns while bandits and powerful artifacts are trying to tear them down?
The artifacts are trying to tear down my towns? Are they like, floating sentient swords or something? Like Excalibur floats up to my walls and starts trying to hack them down? That's kind of cool if it's true, but is that what this is trying to say?
Yeah, this really isn't worded right, and you're the first to point it out, but I already was feeling unhappy with that line. Yes, the bandits are trying to tear down your town, but the artifacts are not... well, not quite. In the game lingo there's not anything actually called "artifacts" in the first place. Let me explain how this actually works, briefly, so that perhaps folks can help me improve the wording here. These are the myriad of game mechanics I was trying to refer to with artifacts:
1.
Mythological Tokens (Global Effect): These are kind of like "global enchantments" in MTG. Basically, you place one of these for a faction (at a hefty specialized resource cost), and then something happens to all your dudes (or all the enemy dudes, or all buildings of a certain sort, or whatever) for X number of turns. Typically something substantial changes for 3-5 turns.
2.
Mythological Tokens (Unit Pickups): These are kind of like "enchant creatures" in MTG. You place one of these for a faction (again at a hefty specialized resource cost)... and then various units vie for it. Typically the first 5 units of either side (or bandits) to reach it will get whatever the bonus is. Some of them are limited to only ranged units or only mythological creatures or whatever, so everyone else ignores it. But these things confer a permanent status effect of some sort onto the units that pick them up, making them more powerful in some unique way.
3.
Ruins (Unit Pickups): Sometimes you can control these, a lot of times (depending on the map type) they just pop up themselves. These work basically like mythological tokens in that they give status bonuses to the first 5 dudes to reach them. Anybody but a god can go visit these, and will, of their own accord. There's a set list of more generic bonuses here, rather than the faction-specific stuff from the mythological tokens. But these upgrades can still swing the normal balance of power around in a moderate fashion for a short while.
Thus far, the first three things we've talked about are all "moderate effects" for the most part. These have a sizable effect on the game, but it's not nuclear-warhead levels of drastic.
4.
God Tokens: Each god has 3 of these, so there are 48 of them in all. There are a very small number of duplicates between gods (maybe 6-8 out of 48, I've not counted it up), but the gods themselves are all unique. These god tokens range from "very serious" in consequences to "cataclysmic." Holy moly are these OP. That's not exploitable, that's actually a problem for you since you're trying to maintain balance. But if you want to really do well, you need to use these things... and then figure out how to recover from what you just did to yourself.
The mechanic is that the god related to the token immediately seeks it out once you place it, and then when they reach it the effect immediately happens.
A few example god tokens:
Mjolnir (Thor): When he reaches Mjolnir, he immediately destroys the entire nearest enemy town, including the town center. This token cannot be placed on a building.
Reginnaglar (Njord): All allied buildings that currently exist get a permanent 100% bonus to their health based on their base health.
Skadi's Skis (Skadi): All allied units currently on the board gain the power to cross mountains at no movement penalty.
Gjallarhorn (Heimdall): All non-god units on the map, allied, enemy, and bandit -- all get killed at once, and his faction gets the destruction points for all of them. (This is the horn he blows at the start of the end of the world, in mythology).
Bow (Apollo): All allied archery range units on the board at the time become invulnerable for 10 turns. (Um... ow. Archery units are already really intense as it is, since they can attack from range without taking damage).
Necklace of Harmonia (Athena): Every unit on her faction is killed, however your resources are increased by 4x the number of resources required to create each unit.
Serpent (Ares): All bandits on the board join your faction.
And so on and so forth. So when it comes to "artifacts," I was referring to these various kinds of tokens. These aren't things that just come out of the woodwork to screw with you (ruins aside, and those don't have an enormous impact most of the time). They are things that you willingly, intentionally, do to yourself. "Bring me the whipping switch, boy." In order to meet the criteria of your edicts, or complete challenges, or just pursue a high score, these are things you have to inflict on yourself. And then once you've inflicted one thing on yourself, that kind of sets of a chain reaction of things you have to do in order to continuously try to maintain that balance of power.
Round 1 of the game is comparably tame because you don't have any gods or god tokens yet. It's all positioning and setting up your towns, and other moderate effects like the mythological creatures and mythological tokens. You can rack up a lot of success there, and it's an important part of the game, but you're not likely to completely blow your leg off by accident in that round. Once the gods come out... watch out.
All of that is actually way more interesting than just talking about "artifacts" threatening your towns, but I have no idea how to condense all that down!
* Choose from among 16 gods, each with unique passive abilities and active powers, to further your goals as the game develops over three rounds.
I second the guy who said "phases" instead of "rounds." I remember the first time I read that it was three rounds, I thought to myself "Wow that must be a really, really short game. I make a move on one side, then another, and repeat that twice and I'm done?" Took me a minute to figure out what you actually meant; for a while I thought it was going to be one of those microgames that you play over lunch break, like Weird Worlds: Return to Infinite Space.
Definitely not a micro-game in any sense, though it's not so long as AI War. I've just cut the wording about three rounds in general, as it added nothing substantial except this confusion.
Hope this helps a little. I know I personally have been really carefully reading the copy on Steam since Greenlight started, and Valve started putting up games that were unfinished or very low quality. Grammatical errors and unclear writing are my clue that the game's being made by a dude in his garage in Nigeria, and I should think before I plunk down the money for it.
It helps a lot, and I really appreciate it. I've noticed how Greenlight has affected people, too.