Hello everybody ! Long time no post -I have been very busy with planetary traits, working hand-in-hand with Steve to make the planets of Imperia unique. But enough of database editing, back to the pen at last! In this thread I will share with you the design process that concerns the factions of Imperia. In the discussions we had the last few days with Steve, we talked a lot about factions. What are factions ? Well, factions are ideological groups/ families that exist across civilizations. They are made up of a basic tenant/ idea, then some secondary ideas -that might change/ evolve over time. In any case, the basic tenet of a faction will remain so (whether it is the fact it is based on faith, technology, military, capitalism, anarchy or other strong idea) -just like the picture. This way, we have factions with identity that also have the capability to change and adapt. Some factions will disappear or appear during the game, also ! So I attempt with the faction design to nail the basic idea behind the faction itself. Come have a look below: My guess (and hope) is that you can at a glance spot which factions are based on say technology, or faith. Some might be based on both ! Some factions are outright not human, but you will have understood that. This above is a partial view of the potential factions. Steve will delve into more detail in another post. The strength of the system we currently plan on using is that it will have both an identity that is useful for game purposes and the capability to be different every game and evolve over time. P.