WTH? Factions? How?
Ok. Really. You're one guy who gathers some people from the desert. One guy and a bunch of non-descript refugees from who knows where is not a faction. They probably all came from different backgrounds anyway. There's no way it's logical for you to choose a faction at the start of the game. A race yes, but a faction no. You're just one man (or being whatever) a faction is a collection of people with a shared culture, knowledge and/or beliefs. So I have an alternate plan or a couple alternate plans I suppose.
1. Build a faction as you go - Remember the random events in GalCiv 2 that determined wether you were evil or good? Bring them back and make them a little less random. As you reach population thresholds you are forced to make decisions that will imact what kind of culture your faction will have. Will you choose to execute your first criminal, banish him, or try to correct him mercifully? An injured member of the opposing race stumbles into your city what do you do? Ect, ect. Each situation carefully crafted to extract the traits of you as the leader. And because you are the leader the people will take your actions to heart and a culture emerges slowly but surely.
2. You are a prophet - This could actually be combined with the first or third option. You have a 'religion' to spread. A system of beliefs that you hold dear and you choose at the beginning of the game. When people come to join your colony you teach them said beliefs. You must decide how much resources you want to commit to inculcating these beliefs in your citizens and your personal presence is a big factor also. The greater your people's faith the stronger faction/culture specific units you can build and the greater your faction specific bonuses apply. I really really like this idea especially for the faction I have in mind that I really hope gets included.
3. A way to play the traditional system - Your channeler carries with him a book at the beginning that holds in it all the collected knowledge and history of one of the pre-cataclysmic cultures. This book becomes a sacred relic over time and the center of your culture (determining your capital city) losing it would be a huge blow obviously. This option I honestly like least, but it could be merged with 2 above so you can have a book OR your own personal faith. And it could also be combined with choice 1 so that you have a kind of 'base' culture but then it could branch in several different directions based on your in-game choices as the game goes on.
Let me know what y'all think. ![]()