Project Thalassa It Is About People
Draft One minute readMy goal with Thalassa is to make managing people the central point of the gameplay.
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Each island starts with a neutral population
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Population growth is slow
- Population can increase either in the neutral camp or yours
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Your population increases by ‘recruitment’ not by birth
- Recruitment can be volutary, forced or special (mind control)
- Your population can be kept by different means (wellbeing, coercion, special…)
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Your followers can pop up on islands you don’t control
- Same for the other cults
- They can be overt or covert
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Genocide is frowned upon
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Morale - affects productivity and recruitment
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Loyalty - affects retention rate and spying
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Food, and health is global to island (archipelago)
- You can provide or hoard, to the benefit/detriment of the neutral population
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Neutral population can help defense or offense, depending on your standing
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Neutral population can be more or less suggestible (depending on the living conditions)