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Design Philosophy Behind the Worldview & Cultures of Other Nations

A World of Competition

This reflects my core values as the creator. War is a significant catalyst for societal change. Note I say "catalyst," not "driving force." War—or more precisely, "competition"—has propelled much of human civilization's development. Note I say "development," not "progress."

Personally, I dislike war, yet it remains an objective factor in social evolution. Our goal is to "shape societies," which inherently involves change—thus competition must exist. The need for sustenance (food) and security (safe rest) necessitates empowering the strong. This concentrates labor, energy, attention, respect, and resources in the hands of the few (elites) or even individuals (heroes). Thereafter emerge class systems, patronage, exploitation, ownership, and rule. Hence the need for morality and laws to mediate class conflicts. Moreover, even these aren't exhaustive reasons. As development progresses, I'll selectively implement gameplay around impactful elements.

Resulting Gameplay

Without competition, the sense of purpose weakens—severely hindering strategic choices and gameplay expansion. Currently, you can experience:

  • Boosting fertility through fertility cults

  • Enhancing combat via warrior worship

  • Increasing productivity through slavery

  • Shaping influence by mythmaking These are foundational methods to "shape society," forming the implemented core gameplay.

We wholeheartedly welcome constructive critiques.

Playable Factions

Current factions center on ancient China. After framework refinement, global cultures will emerge. This is the primary purpose of the Culture Tree mechanic. We're considering Mycenae (proto-Greek), Babylon, and Egypt—undecided as yet. While Greek/Spartan culture and philosophy are renowned, Babylon's historical period aligns better with our setting—but our cultural understanding remains insufficient, requiring further research.

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