The thing that I really like is how distictive the player groups that follow each of the Powers is.
Their styles of organisation and heirachy and so on.
The Alliance is primarily a meritocracy and the groups tend to be interested in governance.
The only Alliance group I know that is serious about PvP is Independent Pilots Consortium - IPC.
That is very different to Empire groups like Achenar Immortals and The Imperial Inquisition which both have significant wings of PvP enthusiasts and friends among emergent content generators like SDC.
Although I have shared Sole Hunter's "Player Groups as Dungeons and Dragons Alignments" - I don't know that Empire CMDRs see themselves as 'Evil'. But there IS a definite tendency to heavy metal fonts, angry head avatars and cod latin.
Actually the Cod latin thing is worth investigating.
There is something to differentiate between the Cod Latin lovers of heirachy and aristocray - Role Play, PowerPlay and vast wealth.
with the other type of Empire player that just love to go weapons deployed on a hollow square.
The Feds are different. I think the Alliance used to feel quite an affinity with Winters and there was a treaty there for a long time that worked pretty well.
But in cycle 43 a Federation coordinated, covert merit snipe of unprecedented proportions caused the Alliance to tip into a turmoil in which stood to lose them a huge number of systems.
There was a monumental effort by the Alliance to fortify against the turmoil.
Later in cycle 56? there was a missed server cycle. As a consequence of this PowerPlay fell into dissarray, the existing Winters leadership disbanded, and powerPlay has become uh -even those who love it hate it kinda thing.
Meanwhile many groups have been working for years at the level of local government of systems. Of the 19,000 inhabited systems, the Feds and Empire have lost about 300 each and the Alliance have gained about 300 and the rest have gone to independent. But more than 40% of systems are no longer governed by their 'default' ruler as a direct result of CMDR intervention.
So the Rise To Power games were initiated to give groups that had been manipulating the BGS successfully the opportunity to become a Power.
One of the criteria that Frontier was looking for was a solid playerbase.
The manipulation of local government is a very different skill set t PowerPlay. BGS requires patience and record keeping and good organisation. PowerPlay requires weight of numbers. Sorry that's a disservice to the many highly organised leaders of the Powers, but a lot of PowerPlay is about how much raw work your team cn do. BGS manipulation, has very different opportunities and setbacks.
So Frontier - in trying to give a reward to the government changing groups, ended up running kind of a popularity contest. The Rise To Power games ended up being won by the Russian EG Pilots who were able to field some "50,000 boots on the ground" according to David Braben.
Unfortunately this seems to have lead to the defacto creation of yet another Empire Power as a credible treaty has been forged between the Imperial High Command (a player group of all Empire Powers) and Yuri Grom's new mob of Russians EG Piots. They also get a Op Sec bonus as their core playerbase is Russian, and uses Russian communications channels.
Then there groups like Cannon and Mobius and the Fuel Rats, who have only a small interest in governance and politics. They have other good reasons for existance.