This issue tracks the general idea of civilization perks and how they are used to shape each player's civilizations
Civilization perks are an option for the players to guide their Paddler's religion. At several stages in the game, the player will have to chose one of several offered perks. Each perk grants an ability or bonus.
They become available over the course of the game. The order in which they appear and against which others they are presented for selection depends on previous choices. For example, if a player takes many architecture specializations, more architecture perks will become available sooner. On the technical side, the story line progression determines how they become available.
Perks are displayed similar to a skill-tree with all locked and unlocked perks being displayed. But there is no obvious connection between them and players are oblivious on how to get the a specific perk. If a perk is not chosen once, it may or may not become available again later.
There are three general directions in which a civilization can develop. Perks should fall in one of these categories. Each of them incentivises a different play-style.
Architecture and village enhancements (City-builder, high follower numbers)
Humanism (Collaborative with other players, focused on high happiness of Paddlers in and out of the players town )
Individualism (A few highly productive Paddler heroes and additional workers)
This issue tracks the general idea of civilization perks and how they are used to shape each player's civilizations
Civilization perks are an option for the players to guide their Paddler's religion. At several stages in the game, the player will have to chose one of several offered perks. Each perk grants an ability or bonus. They become available over the course of the game. The order in which they appear and against which others they are presented for selection depends on previous choices. For example, if a player takes many architecture specializations, more architecture perks will become available sooner. On the technical side, the story line progression determines how they become available.
Perks are displayed similar to a skill-tree with all locked and unlocked perks being displayed. But there is no obvious connection between them and players are oblivious on how to get the a specific perk. If a perk is not chosen once, it may or may not become available again later.
There are three general directions in which a civilization can develop. Perks should fall in one of these categories. Each of them incentivises a different play-style.