In regard to the overall gameplay style, as Rasmus said, I think it will evolve. The focus, in my opinion, should be on three major areas:
- Building (free form structures + crafting)
- Town buildings for crafting and refinement of resources
- Towers and walls for defense
- Siege weapons
- Weapon/armor/troop upgrades
- Random stuff the player just feels like creating (possible "Culture" bonus?)
- Resource Gathering and Mgt (including Questing)
- Harvesting raw materials to support building/crafting
- Enlisting minions to gather
- Enlisting minions to grow resources
- trees, crops, etc. would be replanted and have various rates of regeneration
- Questing for special items
- Personal items (improved sword, improved engineering tools, white scepter, etc.)
- Combat
- Knocking over your opponents structures
- EVERYTHING can be destroyed
- walls, towns, craft stations, resources themselves, opponents
- Tactical and personal combat
- direct troops on a large scale
- defend X point, attack X point
- posses individual troops or use the Adventurer to attack directly
Ideally, I'd like a degree of flexibility on HOW the player participates in those above areas, and the extent of participation necessary to win. For example:
- I like combat and kicking ass and knocking things down. I take direct control of my units and fight with them.
- This should give an edge over simply having units auto attack.
- Possessing units directly gives more precise control on how walls, towers, and other units are attacked; rather than AI instructions to "attack structure"
- Possessing units directly means you are NOT managing resources as directly, etc. so spending more time here means less time questing, gathering, upgrading. Attack fast, first, and hard, can be a strategy.
- I like building stuff
- This should give an edge to fortifications and crafted objects.
- Spending more time in the Engineer chair means walls/towers etc. will have bonuses. It should be much harder to destroy a structure that is improved.
- Weapons and siege engines can be improved over the defaults. Thus spending some time crafting means an ultimate edge in combat.
- Building unique, "cool" things should be rewarded. If a structure has a cool roof or tower or if the player builds "art" in some fashion - there should be a bonus applied in some form.
- I like exploration / questing / farming/growing
- This should give an edge to resources available for crafting and special bonus items
- Spending time on certain resources can improve them
- Improve the growing / regen rate of trees/crops
- Improve the spawn rate of improved/specialized ores
- Questing for specific materials or objects will provide various advantages depending on the nature of the quest or object.
- Found objects > swords, wands, etc
- Rare materials for crafting
- Undiscovered bonus units to aid the player in fighting
- Say a player has a quest that leads him to find a chess piece frozen in a block of ice by the opposing faction. Solving this puzzle and aiding the chess piece enables the use of that piece.
If one of these aspects is unappealing or less appealing to a player, they should be able to have minions do it for them. As an example, if I'm not into crafting, I can tell my Smith's shop to produce spears automatically - but perhaps they are of slightly less quality, than if I spent time adding a specific ore to the metal used in crafting it.
One thing I've been thinking about is whether to implement a "player" specific character in addition to our army units. This would sort of serve as the engineer (mentioned above), but also as an explorer / swashbuckler type who could quest and also participate in combat. This might add a nice personal touch and further invest the player in the game.
I don't known if any of you have caught the DaVinci's Demons show on Stars, but in this fictional universe, DaVinci sort of operates outside of the warring factions - even though he supports one of them. I like this concept as it opens up the possibility of exploration and questing beyond the overarching "war" of factions.
To further that idea, it might be neat to have a Lego approach to the look of the Adventurer character; where the player picks between some body types / head types / foot types to customize their chess avatar. I think ultimately though you would still have to pick a faction and be colored appropriately at the start of the game.