You know, I bought that game, but I just couldn't get into it yet really. If you want to do a write-up with the goal of things that you think might be useful for this game (aka, you don't have to tell me everything, but things that you think are relevant), then I definitely won't say no!
Ok ! I was asking because some dev / people don't like to look at the competition for information - they generally say they prefer to have their own ideas rather than to be tempted to copy things that already exist. About how they made factions unique...
I know you've played Civ 5 from the forum, so I'll start from there. Basically, the game is a civ-like, with a few twists:
- a region is controlled as soon as one city is in it (irrelevant to SBR).
- unit unique set by faction. I won't talk much about units as the implementation there is irrelevant to SBR, as far as I can tell.
- there are "minor village" which give extra worker to the city in their region, empire wide-bonuses, and provide (lower) quality of another type of specialized unit (support / infantry / cavalry / flying). This is very useful because your nation starts with one type of unit, and can get 2 more, but to fill the gap you need specialized units from minor factions.
- cities can "grow" by adding districts (this seems to be an SBR possibility), the number of district is dependant on population.
- diplomacy is "paid" with influence points. The lowest the reputation you have with a faction, the more the diplomatic options cost.
- research is a wheel. When you get 8-11 (forgot the numbers) out of the 12-16 lvl 1 research, you get access to lvl 2 researches. Research costs for a new research is a variation of (X* tech lvl) + (Y* number of possessed techs), more or less.
That's the main points, IMO.
What they did next is add multiple special powers, and (still irrelevant to SBR) unique units for all factions.
Ie :
- drakken have the ability to force peace and alliance treaty. Some of the anomalies give bonus ressources (more influence to get to a diplomatic victory), and they start with the position of the capital of all other players (enabling diplomacy from turn one). Basically it's the best nation for diplomatic victory (obtained when spent influence on diplomatic agreement overtakes widely what's spend by other nations).
- cultists can only have one city, but they can convert "neutral" villages from outside their region giving them the same benefits as other have... but with potentially 30 villages instead of the max 3 per region. The cost of "growing" their city is halved compared to others (so their "single" city is generally at least 3 times as large as the next biggest one on the map), and they gain bonus from razing cities too (and they can only raze city, never build another one). It's a good option for tech / expansion victory, as the main city basically is nearly impossible to take, and gets huge bonuses out of being larger than anything else.
- necrophage have a malus to food production, can't be at peace nor at alliance state, but they units can poison (basically a death sentence early game), then zombify others later, and they regenerate everywhere (other can regenerate in friendly territory, mostly). Zombified units can also be sold for a profit if need be. Also, for them, killing stuff gives food, and the more war they declared, the stronger they are (war by opposition of cold war). They also have technologies where they sacrifice their population to give happiness, coming in handy since expansion reduces happiness, and since they can make population with the above mentionned "killing stuff gives food". Obviously, it's one of the best nation for expansion victory.
- roving clan's cities can move, the market place (where you can buy units, pack of ressources and so on) gives 8% of what all players spend to them, and also "neutral" units bought by them from the market have double the HP of other units. Also, making peace with them comes with "free" option to make commercial and tech agreement (since diplomatic have been paid, it's a huge boon actually). It's good to get the economic victory. They also can make "privateer" armies ("neutral" armies to everyone) controlled by a player, made only of non-faction specific units, which can raze enemy cities even if the "controller" is not at war with them. Which makes them quite good at back-stabbing.
- broken lords... don't use food. Actually, can't even see food. They've got a bonus to money, which they use to build population, units, building and so on. A strong competitor for the economic victory.
- vaulters... can teleport. While others have to move to defend their cities, vaulters can move their units from friendly territory to wherever is needed in a single move. They also have a bonus to science. That makes them very good at surprise attacks, good at defence, and good at a science victory.
I've not tested the other ones yet. So can't really tell.
So, basically, they made the factions unique by giving them
multiple traits and different mechanics, not "just" a single bonus and one or two time-limited race-specific building or unit like done in Civ5 (apart Venice). I think the keys here are "multiple" and "massive" change from only a few rules.
As for what's relevant to SBR, I don't really know as I don't have a beta key. I'm in the list so I'll wait for when is needed (I'm in no hurry). I work a lot with comparison to what works in other games - I think it comes from reading too much, and overall lack of imagination. So I'll provide that kind of insight when I'll review the game later on.
Right, for sure. In other news, I tossed that idea to Blue like I mentioned, and she just pretty much freaked out with huge amounts of excitement. She is totally all over that idea and just chomping at the bit. There may be more time earlier in her schedule than I thought, based on her current work list and some of the things that she is currently having to wait on me for before she can move on to other elements. So that's something that's coming for sure!
That sounds great =).