Features
Fantasy 4x turn based strategy
- “Wego” simultaneous turns, ala Diplomacy
- Diplomacy
- Emphasis on reduced micromanagement
- Random Maps
Resource and Trade based production model
- Resources used as cards to build Sets for construction
- Longer Sets require trade, and allow more complex buildings and units
- Resources with distinct uses and special side effects
- Simultaneous trade subgame
- Variety of common buildings and unique wonders
- Non exponential growth
Tabletop Miniatures style Battles
- Simultaneous “wego” turns
- Historical unit roles and tactics
- Both heavy and light units are tactically useful
- Units grouped and moved in divisions, forming battle lines
- Maneuver and flanking
- Morale based melee results
- Meaningfull terrain and deployment
Faction Design
- Unfinished
- Thematic base factions
- Point based design
- Faction as CRPG character with experience
- Unique Civic and Military leaders
Victory
- Unfinished
- Player specific victory conditions
- War weariness to bring stalled conflict to a natural close
- Manageable end game
Episodic Scenarios
- Unfinished, might get cut
- New scenarios generated from the end state of old ones
- People and Places from old games can live on
- Manageable games that don’t drag on forever
- Players can add, drop, or switch roles
Magic and Research
- Unfinished, might get cut
- Tides of Magic, with scenarios varrying in the rules and power of magic
- puzzle based research mechanic, instead of shopping
Jasper Phillips