Hello there! I would like to present to you idea for new faction, as these always come to my head while playing games.

(Also, I will add a comment between paranthesis to explain 'how', 'why"...)



I tried to add as much new stuff as I can, though the idea need some polishing, I will try add more things later (I'm pretty much busy, being an adult SSSSUUUUUUUUUCKS).



Also I have to mention them, this thread and this wiki, helped me in the topic, these are good ones.



So ok, let's read this... have fun! smiley: biggrin



Major faction: Humsters (the combo of 'human' and 'hamster'; just humanoid hamsters, half man, half hamster).



0. Unique aesthetic and art style, loose lore: as stated above, these are humanoid hamsters. Balanced between natural magic and, more or less toxic, alchemy. They like to brawl and party, also are pretty much tolerant.



0.1. Relations to other factions (this might be important for the lore, quests):

- Wild Walkers - rather friendly, though they had few diffrences, as the Humsters went too away from the nature, thus their paths are not always the same.

- Roving Clans - possibly could be best friends, though the handlers sometimes are too much in handling.

- Faulters - one could say they have much in common as living under ground, which is not the truth at all, as Humsters' burrows aren't that deep.

- Broken Lords - neutral, possibly cold. Maybe before their scary transformation they could have better relations.

- The Cult - Humsters are not interested in having fun with the emos, sorry.

- Drakkens - rather good, though sometimes they are too careful about anything, especially others.

- Necrophages - as they both have in common in reproducing, Humsters simply don't like them for obvious reasons.

- Ardent Mages - concidered to be masochistic, hamster people are not into disturbing their kind of fun; simply neutral.



1. Unique Affinity: Aroma.

Acts as aura that affects cities and units in/around them. It uses 10% of food production to be sustained (20% for three first turns after the activation). Effectiveness depends on that 10% cost. While ally units leave the aromated city, the units keep the aroma for few turns (increased with actual era).

In overall, each aroma increases one regular source (fids) and units stat.



2. Traits

2.1. ...that play off of the affinity:

Aroma/traits:

- increased movement speed and Science smiley: science ; starter

- increased attack and Industry smiley: industry ; era 2

- increased passive healing and Influence smiley: empirepoint ; era 3

- increased initiative and Dust smiley: dust ; era 4

- increased damage and Luxury Resource; era 5



2.2. Other traits:

- Good Homies - allied minor faction' village grants an additional X Industry smiley: industry and Food smiley: food . The amount depends on each district next to them (imo this one is cool, as it makes new strategy at building the city)

-1 industry/hex (fits them as impatient brawlers)

- Endless Warehouse - checked ruins grant additional 3 food production smiley: food and 5 happiness smiley: approval .

- Happy Recruitment - allows to use population smiley: stickouttongueopulation: to increase the rate of units production; can be used once per unit.

- Nerdgasm - these people seriously love news...

When new tech is achieved, Industrysmiley: industry and Population growthsmiley: food is increased by 10% for 2 turns.



2.3. Tech unlocked

tech1 - Search Party - greater searching in ruins (btw, this one needs some sort of buff...)

tech1 - Humsters' Language Square - parley or bribe with minor factions; also allows to get an additional quest from minors.



3. General outline of their military units

Art-style: instead of keeping their weapons in hands, these are pounded to ground while they are not doing anything.



- Settler (duh...)

... each unit would have six (?) of them instead of three.



- Drinker - the support, starter unit

"Someone between shaman and alchemist... and alcoholic." (btw, do you know, that hamsters are very resilent to alcohol? have not checked this, I just believe to wat i heard...)

Armed with staff (the slowing one).

buff: minor healing for actual and next round

debuff: posion on target for actual and next round



- Brawler - the infantry, first era unit

"Fearless, ready to combat with enemy no matter what."

Armed with Claws, 2H Sword (Claymore) or 2H Axe (Battle Axe)



- Cleverbutt - the ranged (short range), second era unit

"Freakin smartass, individual known as "never alone"."

Armed with crossbow/shield or crossbow/hammer (deal more damage in melee; mainly ordering may still work as ranged unit)

Before the fight starts, Engineer can set a Guard, turret-like unit, that shoots enemy each round. Cannot counter-attack or move. Cannot be set, if there is not enough place. Will explode on death, dealing damage to all enemies around.

(the turret system might be too hardcore, might be changed)



- HERO - Cavarly unit

Tech tree/class

- increased movement speed/hero

- armor

- free counter

- sweeping strike

- increased self-healing

Tech tree/faction

- increased food income

- set the Guard

- increased damage on melee units

- jumper -



4. Favored victory condition: I guess that would be expansion, thanks to their additional food production... Other factions should be careful, otherwise they will be out-populated (wat).





... aaaand that all folks, thanks for reading (or just scrolling to the end of the thread, dunno). I would be thankful for criticism.