Well, new to me, and it says done on Sept 23.
" didn't get to see the game's real-time battle engine, which Wardell has described as "tactical, with X-COM being a major inspiration, but designed to be relatively short.""
Brad Wardell: Well the idea is that, in these games, it's pretty normal to have heroes, and you can recruit heroes in this game as well. But we wanted the player to have more diplomatic tools than the usual treaties or tribute or whatever. And instead, while you are immortal, you can get married, have children, grow old and die. And you can actually arrange marriages and that kind of thing, and they'll have offspring that are a genetic blend of the two.
As an example, lets say I'm playing as the Altar, and we have an AI player, and their daughter is married to my son. She becomes a part of my family; I can control her, she's a unit in the game. Royalty in the game are actual units that you just get. Well, now she's my unit. Alright, I have her in my capitol city, and [she] just has babies or something. Or what do you know, she gives a 25% morale boost to any army she's in. Maybe I'll send her off with the army. Uh oh, she died. Well guess what, the other player's going to declare war on me because I killed their daughter. "
"Or how about this. The AI player's sovereign gets killed. He's out of the game. What happens to his kingdom? Well, his daughter is in my family, but what if his son was married off to some other family? Now there's a civil war in his kingdom. Some of his cities join my side, some of the cities join the other side"
"There's also combat. There's quests in the game. There are NPC adventurer parties running around this world. Your army will be a guy; you'll see this little party of adventurers run into a dungeon. Something will go wrong, and pretty soon a giant dragon emerges from it chasing them off. And you're like, oh crap, now there's a dragon loose in my kingdom that I have to deal with. "