Let’s talk about the 11 starting factories and how they serve as an expansion of distinct factions in RTS.
Starcraft is the gold standard of RTS. It has 3 factions, Terran, Zerg, Protoss: T Z P. This adds variety to the game because the different matchups play significantly differently. Each player can experience 9 different matchups from their perspective. So if you play all 3 factions, you’ll need to know the optimal way to play 9 different matchups. If you only play 1 faction, you only need to know the optimal way to play 3 different matchups. This is a big reason why players end up dedicated mainly to a single faction that is their “Main”. It’s easier to practice 3 matchups than 6 or 9. So everyone can experience diversity of play if they want it, but having to only know 3 matchups, you will still fall into a routine of how to play your Main once you’ve identified the opponent faction. You’re Terran against a Protoss? You’ll need siege tanks to beat their dragoons.
Zero-K has only 1 faction, but 11 starting factories:
- Cloakbot Factory
- Shieldbot Factory
- Rover Assembly
- Hovercraft Platform
- Gunship Plant
- Airplane Plant
- Spider Factory
- Jumpbot Factory
- Tank Foundry
- Amphbot Factory
- Shipyard
You get 1 factory for free that constructs instantly at the start of a match. You don’t know what factory your opponent chose until you spot their first unit. They don’t know what you chose until they scout you or you reveal yourself. Each factory has about 11 or 10 units and plays about as differently as the Starcraft factions. 11 starting factory options for you and 11 possible factories for your opponent means there are 121 possible opening matchups. While not every factory is viable on every map, most of them are and the map pool makes it so that all starting factories are legitimately viable most of the time. Instead of mastering 3 matchups, Zero-K forces the player to accept that they can’t be prepared for what will happen, and must master versatility instead of specific matchups. Adapt to the current conditions or die.
This is the best of both worlds. Diversity of situations that’s baked into the core of the game. I’m still regularly confronted with situations I’ve never encountered before, and need to work out how to solve in real time. “No battle plan survives contact with the enemy” is a design philosophy here.
New factories are expensive enough that players can’t afford them until mid-game. You’ll be stuck with that opening decision for the first ~15 minutes of the game. Many 1v1 matches are over before a second factory is ever built. So you have to ask yourself some interesting questions before the match even starts. What factory best suits the terrain of this map? What factory will my opponent choose? How easily can my factory choice be countered by my opponent? How bad will it be if my opponent plops (building your first free factory) something completely unanticipated? As soon as the match loads, the possibilities are absolutely brimming. You never get a full grasp of how any fight is going to go, so the game stays thrilling and interesting as you try to always juggle more than you can handle.