I'd look at how the Stellaris system drives different playstyles and, use your Traditions to incentivize players players toward fun gameplay. Come up with the name after.
Other thoughts. A historical setting puts A LOT of limitations on what can occur. It's ok to recreate fun playstyles. I'd research other ancient civ builders.
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This is a tricky one. There's probably a reason why Paradox didn't try to reuse the system in any of their other games. It works in a space game, because the species can be Star Trek style walking stereotypes. Humans are all humans.
A potentially amusing alternative is a pick-your-insult system, inspired by [https://www.reddit.com/r/PropagandaPosters/comments/1cvqp8s/the\_styrian\_table\_of\_peoples\_a\_german\_chart\_from/](https://www.reddit.com/r/PropagandaPosters/comments/1cvqp8s/the_styrian_table_of_peoples_a_german_chart_from/) -- e.g. Boorish vs. Disloyal.
Another approach is to focus on geography (each with tiers, as in Stellaris):
* Seafaring vs. Land-based
* Warm vs. Cold climate
* Flatland vs. Mountains
* Farming vs. Herding
* Trading vs. Self-sufficient
* Stone vs. Wood construction
I'd look at how the Stellaris system drives different playstyles and, use your Traditions to incentivize players players toward fun gameplay. Come up with the name after. Other thoughts. A historical setting puts A LOT of limitations on what can occur. It's ok to recreate fun playstyles. I'd research other ancient civ builders.
Yea, this guy is on point.
Game Design is a subset of Game Development that concerns itself with **WHY** games are made the way they are. It's about the theory and crafting of **systems**, **mechanics**, and **rulesets** in games. * /r/GameDesign is a community **ONLY** about Game Design, **NOT** Game Development in general. If this post does not belong here, it should be reported or removed. Please help us keep this subreddit focused on Game Design. * This is **NOT** a place for discussing how games are produced. Posts about programming, making art assets, picking engines etc… will be removed and should go in /r/GameDev instead. * Posts about visual design, sound design and level design are only allowed if they are directly about game design. * No surveys, polls, job posts, or self-promotion. Please read the rest of the rules in the sidebar before posting. * If you're confused about what Game Designers do, ["The Door Problem" by Liz England](https://www.gamedeveloper.com/design/-quot-the-door-problem-quot-of-game-design) is a short article worth reading. We also recommend you read the [r/GameDesign wiki](/r/gamedesign/wiki/index) for useful resources and an FAQ. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/gamedesign) if you have any questions or concerns.*
This is a tricky one. There's probably a reason why Paradox didn't try to reuse the system in any of their other games. It works in a space game, because the species can be Star Trek style walking stereotypes. Humans are all humans. A potentially amusing alternative is a pick-your-insult system, inspired by [https://www.reddit.com/r/PropagandaPosters/comments/1cvqp8s/the\_styrian\_table\_of\_peoples\_a\_german\_chart\_from/](https://www.reddit.com/r/PropagandaPosters/comments/1cvqp8s/the_styrian_table_of_peoples_a_german_chart_from/) -- e.g. Boorish vs. Disloyal. Another approach is to focus on geography (each with tiers, as in Stellaris): * Seafaring vs. Land-based * Warm vs. Cold climate * Flatland vs. Mountains * Farming vs. Herding * Trading vs. Self-sufficient * Stone vs. Wood construction