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New Major Faction Brainstorm

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10 years ago
Feb 8, 2015, 5:41:23 AM
I love the idea of a hero faction with squires and companions as support. A lot of people have been asking for more and deeper roleplaying elements, and having a role-play faction would be a great bit of fun. This would be another option for a "quest-centered" faction, which relies on questing instead of map dominance. If it were me I would make the faction affinity this:



Merry Band: multiple heroes can be assigned to a single army. heroes in addition to the first take up 2 army slots (full stack of 8 in late game can hold 4+1 heroes). Hero units in the army slots contribute their passive boosting affinities at 1/2 strength and any skillpoint abilities apply only to themselves.

Bureaucratic nightmare: Dredgers cannot control enemy cities. the only build option available in conquered cities is "salt the earth" and no FIDS are generated in occupied cities.



TRAITS

A Quest for Knowledge: All heroes in party which completes a quest receive +20XP. For economic quests (ie. city must generate X resource for X turns), the governor of the city receives +20XP

Envy of Nations: capital of dredgers acts as a quest hub for other factions - give other players access to 1 quest which grants a piece of heroic armour or weaponry fashioned by the great Dredger artificers on completion of the quest. Dredger quest reward items can only be equipped once (are not available to multiple heroes) and are imbued with enchantments which prevent them from harming their builders (item is lost on declaration of war against Dredgers)

Adventurers' Bulletin: enemy factions can issue quests to the Dredger's Guild through diplomacy. This could be small things like pacifying a minor faction or exploring a distant land and sharing vision, but could also involve intrigue with other factions like bounties on other faction armies or sieging enemy cities. This makes the guild effectively a faction-for-hire.

Golden Roads: Roads would pave a path between the Guild's capital and all connecting regions to another players capital. They would only be visible by the guild and that player (So others wouldn't use it for capital sniping) and only grant a movement speed bonus for the Guild and the corresponding player.



This would make the questing functionality easier and give the Guild player a way to punish hostile actions by forbidding them access to their Golden Roads.



Then there is the questline:

1. pacify minor faction in your capital region - reward: standard random benefit

2. purchase a hero from the marketplace - reward: trinket which increases hero XP gain by 100%

3. branching -questlines and rewards are determined by the faction and class (ranged, support, etc) of the heroes you purchase, with 1 faction-dependent quest and 1 class-dependent quest available for each hero every time you purchase a new one

-the first quest you complete on hero gives a standard benefit (X of luxury resource, Y dust, etc), but the second quest gives a heroic item which can only be equipped by the hero whose questline you completed

4. unlocked after completing 3 heroic questlines - the quest is you must complete 5 quests offered to you by other factions - reward: Heroes' tavern, a unique building which gives +20 approval and +1 XP for garrison in cities with governor

5. a) bring a level 7 companion to explore a specific temple ruin - reward: companion is changed to a Dredger hero of equivalent level. New hero and possesses a unique +100% to all stats claymore which only (s)he can use

6. defeat a massive eldritch monstrosity which has been unleashed upon your lands. reward: wonder victory tech and companions which reach level 7 become companion heroes (but they don't possess the awesome claymore on conversion).



So in the end you would get a faction which has a strong incentive to keep other factions alive (dead factions give no quests and conquest is a pain in the butt). Instead the faction has a ton more faction quest opportunities and focuses on level progression. Everyone benefits from at least cordial relations with you at least until one faction pits you against another, but your allegiances can change just as easy.



You would control a band of merry adventurers and mercenaries which may be a tool at the disposal of other factions for their own ends, but you have goals of your own as well.
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10 years ago
Feb 3, 2015, 11:28:34 PM
2nd is Cataphract. It's a cavalry unit, but it's slow and defensive. Will wipe out any Ranged unit but is not a good choice against other cavalry or infantry units. No, no, no, no. Your description is of some odd defensive cavalry? Besides defensive most definitely not being a word used to describe cavalry, cataphracts are an lite heavy cavalry. They could take out infantry just as easily as ranged units. In the name of historical accuracy it only makes sense to either change the name of your unit, or make it better in offensive power. This is an image of a Cataphract:







They are most definitely offensively powerful. Utilizing both lances and swords they are just as effective as any other heavy cavalry.



On the whole though the idea of a decaying empire sounds interesting, best of luck! smiley: approval
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10 years ago
Feb 4, 2015, 4:14:14 AM
Those are some neat traits you've come up with for the Decadent Court!

The whole crumbling empire theme is great.



I think I mostly want to see something Quest Victory based---if that type of victory is becoming a thing it only make sense!

A faction who's quest line has two optional rewards that define how you play, as outlined in my suggestion for exalting our Sisters of Mercy to major faction status!



Or something espionage focused like I mentioned above! hmmm. Maybe I'll sit down and really think about what that would mean in Endless Legend, rather than just my vague concepts.
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10 years ago
Feb 4, 2015, 6:41:12 AM
Adventurer_Blitz wrote:
They are most definitely offensively powerful. Utilizing both lances and swords they are just as effective as any other heavy cavalry.



On the whole though the idea of a decaying empire sounds interesting, best of luck! smiley: approval




The idea is those guys are lazy, corrupt, don't really want to fight. What you describe are those guys in some distant glory days. Now they still have armor and tactics but they don't really utilize it. They still defend themselves when they need to but don't see a point in offensive action.



I imagine that quests will give Decadent Court techs about relieving the past glory. Or perhaps they could use unique Era 5 techs "restoring" troops morale. But the idea is they'd better rely on minor factions till then.
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10 years ago
Feb 4, 2015, 7:50:26 AM
Rudest wrote:


I think I mostly want to see something Quest Victory based---if that type of victory is becoming a thing it only make sense!

A faction who's quest line has two optional rewards that define how you play, as outlined in my suggestion for exalting our Sisters of Mercy to major faction status!



I was wanting to revisit the sisters as well. I like the concept behind the quest based version, but I felt the defensive war faction had more going for it...and the quest version seemed lacking in diversity.

Is there a way they could be combined? Or is there a better way the quest idea could be done and further filling out for them both?
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10 years ago
Feb 4, 2015, 5:47:19 PM
I think combining them could work, since I didn't really touch down to much on traits, inherent native unit abilities, or techs too much!
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10 years ago
Feb 5, 2015, 7:44:42 PM
Alright, lemme take a shot at combining them...

If we are working on a faction that wins by some sort of quest victory, with actual choice in their quests to mix things up, should the rewards for the split encourage a sort of bipolar gameplay or should they be rigged to effectively split one faction into two similar but different factions? So, basically, One schizophrenic or a good and evil twin?



Bear in mind we are currently operating with the defensive war sisters of mercy as our broad blueprint and trying to specialize it further by adding in the split quest idea...



Ill take a crack at making a quest system that results in two different play styles...



(0) Aesthetic and loose lore worked into descriptions in other areas, plus what already exists for the sisters of mercy.

(1) Affinnity The sisterhood will start with 1 affinity, but through its quest will gain a second that further specializes it.

Main affinity:

The Sisterhood of Mercy:The sisters are unable to pacify Minor factions but are immune to attack from them because they saved them long ago. This, however is not true for other major factions.The Sisters do not believe in conquest for selfish gain. They believe that the only reason to fight is for a greater good. When the sisters conquer a city, the AI or Player is replaced with an AI that is permanantly allied to the sisters faction. There will be no expansion penalty and their new alliances will generate X amount of research and dust per turn. In other words, they pacify factions. They also are able to build that faction's units if they pacify their capital.







Starting Quest

The Road Less Traveled

The sisters have long devoted themselves to the protection of the peoples and creatures of Auriga, but recent signs and omens have shown that a great cataclysm is approaching. In order to survive it, the sisters will need to unite the peoples of Auriga under a common banner. With the end approaching, time is of the essence. The sisters must unite and decide which path they will take in order to save the ones they have sworn to protect.



Basically, the sisters begin with that basic affinity and must, through their first quest, decide which affinity they want. This allows the player to get a the lay of the land down a bit before committing to a decision, thereby making the sisters a bit more adaptable.

In keeping with Rudest's suggestion, we'll have the choice rigged to whether the sisters "pacify" their first village through their quest or through destroying and rebuilding it. Since this faction is quest based, the quest the minor faction gives should be balanced somehow so it can be done easily enough.



second affinity option one

The Good is Greater

While recognizing the need to unite Auriga in the fastest manner possible, the sisters also see the need to ensure that they do not themselves become a cataclysm from which people must escape. As result, the sisters have dedicated themselves to uniting Auriga through cooperation. All neutral minor factions will continue to produce roving armies at slightly faster rates within sisters territory and all rebuilt minor factions will remain neutral. The sisters cannot attack neutral minor factions, and minor factions will support the sisters in battle. If someone declares war on the sisters, or the sisters declare war on someone, all minor factions within enemy territory produce 1 neutral roving army set to attack their cities and the civ also loses the assimilation of their factions (Which can be regained at 1/2 the cost if they choose the same minor factions.) When an enemy unit enters sister territory roving armies in the surrounding territories will leave their main bases to help aid the sisters.

While the sisters cannot control the movements of any roving armies, they can take direct command of all their battle sequences, regardless of where they are on the map, and roving armies can be added as support units in battle. Cities pacified by the sisters will provide influence to the sisters.



second affinity option two

For the Greater Good

The sisters recognize that, to unite Auriga before the cataclysm, they must resort to drastic measures. As result, the sisters have dedicated themselves to uniting Auriga through force. All units under sisters control do 25% more damage towards neutral minor faction units and 15% more damage to minor faction units controlled by other major factions. Sisters lose the ability to do do quests for minor factions but may still bribe them. The sisters gain the ability to pacify minor factions but are unable to assimilate them. Instead, they enslave the population, gaining 3 population for each minor faction base they destroy and rebuild. Minor factions are now deeply afraid of the sisters. Their roving armies will still avoid attacking the sisters themselves and anyone who declares war on the sisters will find that producing minor faction units costs 2x industry, that they have lost the population bonus from minor factions for the duration of the war, and that they must re-assimilate any minor faction the sisters have pacified within their own territory. Cities the sisters pacify will provide small amounts of global industry increase .



Traits

Begins game with: Meritocratic Promotion, Seed Storage and Language Square



The Champions of Auriga: All units trained by the sisters go through inoculation making them all immune to all debuffs except stuns and slows.



Noble Warriors: A random hero is generated every 30 turns. Unable to use the marketplace for mercenaries or heroes. Pacified Factions may gift heroes in exchange for influence



Units

Sister of Force: Known as the inquisitors of their people. These no nonsense women hold nothing back in battle to make sure this world lives in peace. This infantry unit has immunity to all forms of CC while being agile and gets a free counter.



Companion Cavalry: These men left civilization many years after the sisters in order to help them. After finding out they were doing great, they joined forces with the sisters but still must prove themselves worthy to bare the children of the sisters. This cavalry unit is heavily armored and demands attacks from adjacent units. Its armor increases by 25% per hit and is reset at the end of the turn.



Sister of Mercy: These women were the healers of all of Auriga and the best doctors on the planet. Their expertise in the field is amazing. These Support Units have an initiative of 0 but have a special ability which allows them to switch target to whomever is low in health or disabled and heals them to full HP. This ability has a 2 turn cool down but is a free move.









Ok, so I took some time trying to combine the two ideas. While I got how the faction works, I'm a tad unsure as to how the quests should play out if it is to be their preferred victory condition... and im not to sure if this is entirely balanced...
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10 years ago
Feb 6, 2015, 9:01:37 PM
smiley: approval Not bad.



Starting with Metiocratic Promotion would certainly be interesting >.> Though in the case of custom-faction-devilry, throwing Big Armies ontop of that might be unbalanced!

>.> Perhaps just big armies instead?



Noble Warriors is epic. Love it. I would maybe call it Legendary Heroes? In homage to the Endless Space trait!
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10 years ago
Feb 7, 2015, 12:48:04 AM
the 2X industry on minor factions is steep. combined with the 15% dmg on minor factions it would become a slaughter for factions which are reliant on minor factions for rounding out their unit list (*cough* ardent mage/necrophage *cough*). starting with 3 starting techs, with one of them being 6-army stacks is also bonkers, but otherwise I like the idea of having a diverging questline, as well as a "puppet state" faction.



The puppet state AI would be tricky to balance because if you disable production from those cities then you put the faction at a disadvantage, but production of most buildings after tech 1 requires use of strategic resources which the AI should not be allowed to dip into. The only workaround i can think of is the AI auto-builds stockpiles of the appropriate tech level.
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10 years ago
Feb 7, 2015, 11:21:01 AM
How about a faction that focuses almost entirely on Hero Spam rather than regular troops?



-=Dredgers Guild=-



Lore:



Centuries ago a company of Vaulters were separated from their parent clans by a tragic and untimely tunnel collapse. During this exodus they met a clan of Delvers in a similar situation.

Delver and Vaulter shared some similar convictions; Fight Hard. Work Hard. Party Hard. It was through this Kinship the Dredgers Guild was formed! Beset on all sides from all manner of horrific subterranean creatures, the Guild was formed with the idea of protecting the highly industrious civilian population and their lucrative mines.



With the foreknowledge of the Vaulters and the unparallelled skill of the Delver artificers, the Guild would rise to the challenge of defending the weak with the power of the elite well equipped few--With Legendary heroes and heroines that continue to live on in tales to this very day. Society eventually shifted, growing infatuated with the guild and it's heroes. Great mead halls were constructed within Dredger Fortress cities. Organizations would provide squires and apprentices to the guild in exchange for prestige and recognition--or simply as adoration and tribute. To be a member of the guild, or to serve the guild, was every little boy and little girls dream.



During the times of the great quakes, they too, were forced to the surface!





Affinity: Dredgers Guild Affinity



50% Discount when purchasing Heroes.

15% Strategic Resource Discount when Equipping Heroes. (Cumulative with research discounts.)




=Traits=-



+ Starting Tech: Mercenary Market

+ Starting Tech: Military Science

+ Head Hunter: Additional Exclusive Hero in Market Rotation.

+ Veins of Auriga

+ Dust Archeology 2/2

+ Businessmen: 3/3

+ Meticulous Analysis 1/2



- Anarchists: 2/2

- Slow Movement: 1/2



Unique Tech:



Era II: Mead Hall: Era II City Improvement, Hero receives 40 xp when recruited per Mead hall.



Era III: Dredger Quarries:[/B] Empire Improvement, +5% Dust per strategic resource extractor on empire.



Era VI: Advanced Hospice Care:[/B] Empire Improvement: 75% Discount on hero recovery.



-=Units=-



Guild Units are there to buff the heroes, primarily, and are unique in that they only have one option for their weapon rather than the standard two.

This is to further infer that emphasis is on the heroes.



Spotter:



A scout, usually human, used as the eyes and ears of the guild. Spotters are trained to be both mobile and meticulous.



Default Unit.



*Weapon: Spear

*+1 Vision

*5/5 movement speed

*Immune to slow movement.

*Adjacent hero receives +20% Attack/Chance to hit in combat



Squire:



"Squires are usually young Dredge or Human Artificers eager to prove themselves by maintaining a Guild member's armor."



Era I Research Unit

*Weapon: Hammer + Shield

*Adjacent Hero receives +20% armor buff.



Companion:



"Some Squires eventually arise to the status of Companion---a great honor, as it is one step below full fledged Guild Member."



*Weapon: Any two handed melee weapon equipable by heroes.

*Companions can equip any accessory equipable by heroes.

*Rather than having as special ability, the Compaion acts as a force multiplyer with his unique ability to equip hero-tagged gear.
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10 years ago
Feb 7, 2015, 8:17:20 PM
Oh boy, dredgers are an interesting idea.... and it plays nicely off the hero death mechanic where they only really die if the army is wiped out....hmmmmm..... interesting.
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10 years ago
Feb 3, 2015, 8:18:51 PM
Decadent Court



0. Loose lore, the idea behind faction.



Decadent Court is an old empire. It's near its fall. Everyone knows it, including the emperor. Everone calls it sick man of Auriga. Citizens do not pay taxes, nobles do not want to fight wars, no one cares about preserving the state. Yet it is still standing. Its riches have not yet completely vanished. Its walls have fallen in disrepair but still stand high. Its warriors are lazy and corrupted but they still remember old days of glory and sometimes they try to relieve those days. Will this sick man become fertile ground for new empires rise or will it be able to continue its miserable existance long past all others have long been lost?



So, gameplay idea is inspired by some scenarios in strategy games where there is an old, big and powerful empire near its fall while other young, small and fierce factions attack and plunder it. You may have seen it in Master of Orion 3 or Rome Total War: Barbarian Invasion. Historical analogues are late West and East Roman Empires, Russia, Ottoman Empire, China. In 4X where everyone starts in the same situation it may seem impossible, but bear with me.



1. Faction Affinity - Decadence.



Decadent Court suffers no Expansion Disapproval IF quantity of active luxury resources >= number of current Age. Decadent Court produces only half of FIDS in all cities without Founder's Memorial. Decadent Court's settlers cost half of the usual and do not affect population.



2. Traits.

Well Connected (same as Drakken) - gives knowledge of everybody's starting position.

Meticulous Analysis - +1 vision to units.

Offence Last - -20% to attack.

Language Square - allows Parley and Bribe.

Big Army - +1 size of army and garrison.



New ones:

High Walls - +30 to defence of the cities.

Understanding Governors - Decadent Court cities do not have approval penalty after they're conquered. (So if you conquer Decadent Court city it's immideately more profitable for you than for its previous owner).

Old Guard - +1 militia in every city.

High Towers - towers are 50% cheaper.

Freedom through Blood - minor faction troops are 25% cheaper.

Boredom - permanent -10 approval.

City of Light - +1FIDS per population in capital.

Local Collaborators - Assimilated minor faction bonuses work as if there are 2 more villages assimilated.



3. Army.

1st tier unit is Emissary. It's fast infantry unit with somewhat decent attack.

2nd is Cataphract. It's a cavalry unit, but it's slow and defensive. Will wipe out any Ranged unit but is not a good choice against other cavalry or infantry units.

3rd one is Battery. It's a ranged gunpowered armored unit with a big shield. Unlike other units it can be used for offensive actions.



All of those units have good defense. They're weak though and supposed to mostly support minor faction units.



4. Favored victory condition - Expansion.

Obvious early strategy for Decadent Court is rapid expansion. They see where had other factions spawned and can plan expansion accordingly. Cheap settlers do not harm capital production and can be spawned rapidly, especially with quick access to Luxury resources. In theory Decadent court can expand into huge territory without any problems (Lore explanation is that all those cities are city-states and do not produce much for the central government, therefore -50% FIDS) as long as they have steady supply of Luxury Resources. Their military is weak but they effectively use minor factions and defensive bonuses to sustain what they captured. Further expansion is problematic: enemy can capture Decadent Court cities and instantly establish more effective government - so those cities are more productive and don't suffer from approval penalty like other conquered cities. For this reason Decadent Court presents an interesting opportunity to other factions: they start out stronger and bigger than others with decent defense but they have problems with getting a decent military and city exploitation by the midgame. On the other hand, if they get into trade and build a big capital city they can pour dust into military and city upgrades and build effective military mostly consisting of minor faction troops.



Still Decadent Court can support huge empire built on trade and resource gathering and later potentially expand into other factions territory. Or be conquered by other more capable factions.



Decadent Court quest line should add the technology for lesser non-capital FIDS penalty (-30% instead of -50%) and possibly better luxury resources extraction (they need it).
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10 years ago
Feb 8, 2015, 9:14:48 AM
Merry Band is a good idea! That might be hard to do from a technical standpoint, I don't know, but under the assumption that it is maybe a passive mechanic that grants a higher reinforcement range or perhaps even infinite reinforcement range (considering your armies are tiny and you are depending utterly on hero units) I suggest that only as an alternative, as I really like your thinking with this!



Boon Companion Great Idea! Genius, even. Since one of the units are named companion, maybe we could call it "Bounty Board" or some such in instead? Accepting bounties from other empires would be unique, and feel like other players were issuing you quests from which they are contractually obligated to reward you.

Could even tally towards Quest Victories, somehow.



I thought an interesting strength/weakness might be that --since they are from underground-- they don't much care for the winter. So in the winter your cities are surrounded by domes, or the fortress archs over them and interlocks into a metal shell. They don't produce any FIDS, but they also can't be invaded. That's more of a flavor thing really, not sure if it fits anywhere into the gameplay or balance.



Maybe their affinity could also have an inerent trait "Golden Roads"



Golden Roads: Roads would pave a path between the Guild's capital and all connecting regions to another players capital. They would only be visible by the guild and that player (So others wouldn't use it for capital sniping) and only grant a movement speed bonus for the Guild and the corresponding player.



This would make the questing functionality easier and give the Guild player a way to punish hostile actions by forbidding them access to their Golden Roads. It would also be rather risky. I mean. You might end up with some kind of working relationship with the Necrophage's hive lord but there would be some serious risks with working with them like that >.> Same goes for the Cult, who's ultimate goal is to blow up everyone's capital!
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10 years ago
Feb 10, 2015, 9:55:11 PM
That Golden road trait sounds sick, and works really well with the racial backstory (Wish I had thought of it smiley: wink)



Yeah the Merry band thing would take some finagling, but I don't recon we would see any major faction updates unless Amplitude was going to do an expansion. In that case I think relatively few things would be off the table unless it would introduce too much complexity to the game. (feature creep is always a problem with expansions in 4x). The biggest problem I can see is that with the affinities stacking on heroes as well as their cumulative skillpoints, you would create absolute wrecking ball armies which nothing could touch.



Of course you would make it so identical affinities don't stack (army attack boost 1 and army attack boost 3 couldn't both be providing their benefits simultaneously), but you would have to disable army skillpoint stacking too. For instance, if all the heroes got no idle hands (+3xp/turn) they could passively power level to an insane degree. There is also "Iron taskmaster" (100 hp at lvl3) with a 6-stack of infantry heroes would be untouchable and "perfectly balanced" (+1 range on ranged) on a 4 stack of ranged heroes (7-range hero units, 8 if vaulters, *shiver*). Even that might not be enough. You want the hero army to be stronger than normal units, but you don't want it beyond godlike.



Perhaps the best fix would be to only have the "main" (assigned) hero skillpoints count towards army bonuses, and have all other hero bonuses (in the army stack) affect only the hero they are levelled on. Then make army-stack hero affinities work at 1/2 potency and non-cumulative. Even that might not be enough.
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10 years ago
Feb 10, 2015, 10:17:13 PM
Merry Band: multiple heroes can be assigned to a single army (heroes in addition to the first take up 1 army slot)
Well, that sounds impossible. Make the hero-only team, restorable after defeat? Way too awkward, needs heckload of balancing.



What's more, I think that the hero should take that one place in army (from possible [inearlygame] 1 hero + 4 units make only 4 units OR 1 hero and 3 units). Heroes are expensive, but still are the most powerful ones...
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10 years ago
Feb 11, 2015, 12:45:48 AM
Garlic wrote:


What's more, I think that the hero should take that one place in army (from possible [inearlygame] 1 hero + 4 units make only 4 units OR 1 hero and 3 units). Heroes are expensive, but still are the most powerful ones...




Perhaps another balancing necessity would be to make heroes take 2 army slots each. 9 heroes in a stack by endgame would be retarded, despite the obvious, fantastic LotR reference (obvious choice for faction-specific steam achievement there: "The Fellowship")



Disabling the hero assignment functionality would make their mechanics just too alien, however. I feel that "main hero" assignment would need to at least function as it now does with other factions



I have edited my original post with Rudest's and your suggestions
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10 years ago
Feb 13, 2015, 8:04:39 PM
Golden Blight Trolls

Originally a forced evolution nanite created by the Endless. In it's experimental stages it developed a sentient personality, and escaped. It now survives a golden parasitic lichen Plaguing Auriga. The parasites have infected the last tribe of frost trolls called the Ymiri, augmenting them into superweapons of the tundra.



Faction abilities

Infectious Control

On death units spill nanites on the field that survive until the end of battle. If an enemy unit steps on the affected area there's an 80% chance they get taken over as hosts. Flying units are not affected.



Frozen Knowledge

Tapping into the knowledge of the Ymiri, they have the knowlege to thrive in the coldest of winters. Negate all negative winter effects.



Neural Improvements

ymiri died out because they had small brains. starting-50% science modifier every every winter they get a +20% permanent boost.



Limb Augments

-20% to industry to start because of inefficient limb anatomy. Every winter +8% permanent boosts.
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10 years ago
Feb 20, 2015, 6:27:28 AM
Rudest wrote:
Ahhh! A fellow MtG player. Woot woot. <3



A faction that thrives in winter has crossed my mind. But. That's usually a small percentage of time spent in the game.

I supposed they would want to stall the game out for the longer more frequent winters to come along.



Or.. Eventually develop tech that enables a structure that turns their territories into winter-like conditions/climate. Which could be interesting especially if your units don't have drawbacks in the winter.

It would make your territories easily defensible and a pain to invade.



I think thematically they need to be some sort of polarized/winterized creatures, machines, something like the Hurnas or even something akin to the Ended. Something that thrives on cold or has simply adapted to it. If it were something barbaric like the orcs, then perhaps they have tech-shamans that don't realize they are operating tech and instead believe it to be magic. A Virtual Endless sealed in some sort of idol might even be manipulating them into thinking it's a god. Your main quest could be centered around recovering the knowledge of how construct "weather control altars" to please your "god".. When you're really just rediscovering how to use weather machines or terraformation devices left behind by the Endless to fuffil that rogue Virtual's goal. >.>




I had similar ideas, but your techno-magic idea is great! I already made post here with all my ideas in it, but forum had logged me out, so almost all did go waste, but I did save the background story and post other stuff later. Here it is:



Children of Winter/Ice



As the winters of Auriga have become longer and colder, Dust and ancient technology of Endless has awaken race of primordial beasts that did reign last Ice Age. Barbaric and bestial in eyes of other races, huge sized Children have found modern landscape alien to them. Frozen tundras and taigas of old have been replaced with lush forests and plains and hot deserts and lands are rife small people, who seems to thrive in this landscape.



Thriving in cold winters that plague survival other races, Children have decided to endeavor that their loved winter will last forever.



To achieve their goal, shamans and spirit talkers of Children have fasting and meditated, until they did find answer from ancient ruins. Greater elder spirit has answered their plea, or thus they believed.



As their number rise, Children thrive to build effigy their new god, so the winter's everlasting grip will close over Auriga forever.




I image this race as large and bestial, moving mostly on fours, similar to Geldirus and also single model in unit. I draw sketches later.
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