ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
Prepare for the wall of text ^^" (I suck at editing but I did my best to make it readable)
Short Description:
Viridiplantae hardly value individualism as they are sentient plants giving a new meaning to the living ecosystem. They are the Collective and sacrifice of millions is not unthinkable if it allows billions to live. They are one with nature yet they are not invincible; highly attuned to the their home planet they look, for the first time, fearfully into the future. The winter like nothing they have encountered has almost destroyed them last time and all signs point it will only get worse. They have to preserve as they have done before no matter what. They will absorb and adapt whatever they can find and discard the rest. And for that they will need gardeners. Whole army of them.
Lore:
No one really remembers how they came to be, there are no writings to consult as for a race of telepaths, living as one, the very concept is alien. They do retain connection with the past as some of them found the way to become living repositories of knowledge; those ancients trees forgo the little identity they have and as living memory vaults record “memory songs” of their kind. They are central to every Viridplantae city and no village can exist without them. They say the ancient capital of their species, Eternal Garden, had thousands of those giants living in its centre. The amount of knowledge lost when the winter severed their connection is unimaginable; every little plant yearns and dreams of finding their home again as they are less without it. The oldest songs the trees in their new home can recall are of dust, sweet and corrupting dust. Many suspect it was dust that gave their forefathers self-awareness yet it came with cost, they need other species to prosper yet not with every one of them symbiosis is possible to achieve. For some task big strong animals were required so Viridiplantae faced one of their hardest decisions; to willingly allow some of their brethren to be devoured or loose means of acquiring and defending their territory. It was one of the greatest tragedies they faced until young sapling saw some wild walkers planting and gathering grain. Collective decided that they will have to cultivate some of their silent brethren to lessen the cost of Collective lives spent ensuring protection of their borders. Now it is time again to use some of other races inventions to stave off threat of winter… or maybe even other races themselves?
Cities:
Only few humans saw Viridiplantae cities and those who did could argue for hours about what they saw as no city is the same. From winter cities where tall resilient trees make the core of Collective to desert cities desolate at first glance but erupting with vibrant colours with faintest sigh of rain, all they seemed to be able to agree on was all Viridiplantae Collectives were breathtakingly beautiful. With little need for streets and homes the plants themselves created very fabric of the city. The walls were made of bodies of thorns, roses and other plants which over ages evolved with ways to defend themselves. On top of them the various flytraps, pitcher plants or plants producing sticky substance lived, although some of those could easily have eaten elephant. But always in the centre were memory singers and around them city elders with borders reserved for newest settlers. Somewhere on the outskirts of the city where “stables” where plants kept their animalistic aids. Some of them helped them voluntarily for the reward like sweet nectar and for those Viridiplantae sacrificed some of their bodies and grew in to comfortable dwellings. But the other unruly species who otherwise would be a threat to the Collective needed to be controlled by spores and in some cases specialized members of the collective had to grow into them slowly taking over their nervous systems and establishing telepathic control.
Race characteristics:
Only newly spawned Viridiplantae are capable of autonomous movement and with age the need to settle and plant roots becomes unbearable to the point when there is only one choice die or spend rest of their life exactly in this spot. This presents Viridiplantae with a lot of difficulties and forced their collective into cast system where young are gardeners, scouts, caretakers and if needed live shield against invaders. Old turn in to researchers, leaders, healers, teachers and in rare occasions highly specialised laborers. It resulted in numbers of interesting customs resolving around “rooting”. Viridiplantae age is counted only after they settled and they spent their entire youth trying to prove themselves to gain right to “root”. For the best spots there always is fierce competition, and the unworthy ones are often refused the right and banished so they won’t weaken the collective. Some of their greatest cities were founded by those exiled who survived against all odds. Within them there is the highest difference between members among all sentient races as they can be both tall as trees and microscopic like plant who attracts ants with its nectar. They can have beautiful flowers or sharp thorns but they all are Viridiplantae and they all live to serve collective. Being a plant based life they viewed all animals as threats to be destroyed but with time and every symbiotic relation they formed their views changed, although they still are relentless expansionist they are now open to dialog. They can be the most peaceful neighbours interested in mutually beneficial agreements and deadliest enemies when provoked stopping at nothing but total enemy annihilation. Only way for them to communicate with other nontelepathic races is to form symbioses with one volunteer (usually by growing into volunteer nervous system) and using them as “translators”. In contrast to their enslavement of wild beasts volunteers retains full control of themselves and can even gain new abilities like night vision, improved reflexes or extended lifespan. The position of the “companion” as it is called among Viridiplantae is sought as it is not only highly respected but also gives one thing old ones long for: freedom of movement – provided you can convince your symbiotee to go where you want as this is sacred bond in Viridiplantae Collective and forcing or even influencing your partner is biggest dishonour anyone can commit.
Faction Traits:
Sentient Plants: Viridiplantae has no concept of industry, their cities, warriors, tools are all composed of living members of Collective as that they do not use production instead gain +1 food on every tile with 1 food. Their cities are highly specialised structures that grow with it members. As a consequence they don’t produce borough streets bug gain free ones when appropriate population is reached.
Living Buildings: Viridiplantae are their buildings, the new saplings morph together into specialised constructions when the city is ready to grow (each 5 population equals free building). Each city starts with 1 free building. They are unable to build extractors and watchtowers or rebuild villages in cities.
Plantae expansion: As Viridiplantae they don’t produce new units or building but grow them. As long as there is unit or building in production queue city stops it’s growth and all appropriate food goes towards its completion. They use their settlers to build extractors, rebuild villages and watchtowers. Food stockpiles are 25% more effective on their cities.
Dust metabolism: Dust is having strange effects on Viridiplantae. If consumed in huge amounts their growth becomes wild and uncontrolled. (Cost of dust buyout halved but at least 200 is consumed to initiate growth -> 50%x+200).
Symbiosis: Viridiplantae are masters at convincing others to join collective for greater good. They start with Native negotiations (EDIT:technology allowing negotiating with minor factions forgot the name) and every pacified village gives +10% food production in the region (to be adjusted as balance needs) and initial empire bonus for pacified race is doubled. They also can get additional minor race to join their collective at the beginning of second era. On the other hand the cost of mind controlling entire minor faction is too high for Viridiplantae to consider forceful assimilation profitable. Every time they assimilate faction they gain 2 food supplies.
Knowledge of home ecosystem: plantae are the ecosystem; when they take over the region the spread like fire through it making it their own. Every enemy on their land suffer -1 movement point and -10% penalty to every stat. Friendly units on their territory gain +1 movement ant +20% to every stat (or just attack and def).
Lush environment: Through years Viridiplantae made their home environment suit their needs perfectly, they start in food rich region with at least one anomaly within their city borders
Harsh winters: Viridiplantae are ill equipped to deal with winter and need outside help. During it their cities enter hibernation period where their population level remain stable (they neither grow nor shrink). Also they get -100% modifier to food production and -50% to science and dust. However with each assimilated faction those penalties lessens due to care provided by not native members of collective (+20% per faction on food and 10% per faction on science and dust).
Additionally there could be buildings like: Cold resistant plants (gives +2 food per pop during winter) and Glasshouse (+15% food in summer and +10% food production in winter)
Gardens of Memory: Those members of Collective forced to give their life for the cause are honoured by the Viridiplantae in the best way they know: They become fertilizer for the new generation giving them their strength and in some cases their memories. Every unit that dies in battle gives one counter for the city they were build (max 15 counters). Each 3 counters equals +1 level to every unit being produced. Every counter is valid for 20 turns and some building lengthen that time (or if impossible to implement every turn one counter is removed and some buildings lengthen the time between each “tick”)
Youth gives strength but with age comes wisdom: Due to Viridiplantae cast system young cities (5 and less pop) get +50% too food production but -50% to science and old cities (15+ pop) give +20% bonus to science and -20% to food production. (Optionally it can be doubled at 25 pop or if penalty is too big adjusted to only give +20% science).
Conclusion:
IMO Viridiplantae are interesting faction exploiting fun mechanism of not using one of core resources in the game. They have to choose to either grow their cities or build new building or produce new units. This is both a weakness and a strengths as it allows focus on only one resources but can be real disadvantage at the beginning I think it is somewhat balanced by free streets and free building at start and every 5 pop. As plants winter is horrible for them but by focusing on achieving symbioses with minor faction they can eventually overcome it. Considering that -100% penalty it is crucial to assimilate at least one minor faction asap which also should help with initial growth due to supplies. Fact that their cities don’t grow during winters is too avoid starvation which is bound to happen early in game and later can be countered by “growing” food stockpiles in winter. The fact that food supplies are 25% more effective is to counter their cities not growing during producing them in contrary to other races.
Of course all values are just rough ideas and could/should be adjusted for balance purposes.
EDIT: As for units I thought they all should have some distinctive flaw (like slooow movement but high health) so they are good for defense but for attack you need other minor factions. I wanted them as unique as I can get and that's why they for example can't assimilate by force (and not to make their +1 race too powerful). I feel like they should be focusing on defense for early/mid game to shine in late game.
EDIT2: For balance purposes if needed there could be a "slider" that could move food allocation to one of 5 positions:
All food used to grow cities
75% food used to grow cities, 25% to production (10% is lost due to lack of focus).
50% to city growth and 50% to production (20% is lost)
25% to city growth and 75% to production (10% is lost)
100% to production.
That would allow Viridiplantae to react to sudden changes more easily but imo should only be implemented if no city growth if anything is in production queue proved too much of disadvantage.
hmm....but there is a dragon like race " the drakken" , the extra hero for them was shown when they announced the founder pack for EL, oh well good luck anyway
@Wredniak2003
OMG, i thought about the same thing but with fungus Oo , the way they used the minor races for "physical help "(gardeners) .....since i decided that i'm not going to compete i was going to look for a plant like race or faction with similar ways for me to vote and you just nailed!, so you got MY VOTE when they start
OMG, i thought about the same thing but with fungus Oo , the way they used the minor races for "physical help "(gardeners) .....since i decided that i'm not going to compete i was going to look for a plant like race or faction with similar ways for me to vote and you just nailed!, so you got MY VOTE when they start
Thank you very much ^^ I always was fascinated with the idea of living plants. I felt that they would be totally unique from other fauna like factions. I think Endless Space and Endless Legend idea with some factions not using one FIDSI is just a great way to show that. Also when they said use minor factions I wanted to go all the way lol. It's not some minor +/- for them. They get completely shut down in winter on their own so you need that first faction asap (that's why you get 4 at max for them). So minor factions are essential and in the end game they are still competitive as 4 factions will give it only -20% penalty in food (which can be further mitigated by city buildings). As for units I thought they all should have some distinctive flaw (like slooow movement but high health) so they are good for defense but for attack you need other minor factions. I wanted them as unique as I can get and that's why they for example can't assimilate by force (and not to make their +1 race too powerful).
Oh I must stop now or i will try too add too much too it lol. The fact that someone likes my idea means a lot to me ^^
Background Story: Large, muscular, bird-like creatures that previously made their homes in the forests of Auriga, the Aveos found their way of life upended by Auriga's harsh winters. With the massive trees that made up their homes now nothing more than shattered ruins due to the cold and snow, the Aveos embarked on a pilgrimage not unlike that of the Vaulters, until they came upon an isolated mountain range. With their travels having been cursed with periodic raids by wild animals and attacks by other factions, the Aveos finally settled up in the mountains where they founded their first fortress-city: Evramis. An impenetrable collection of walls, towers, turrets, gates and other defenses, the Aveos have vowed to fight against any that would come to once again cast them out into the frozen wastes.
Basic Gameplay Idea: The Aveos have made their entire lives revolve around their homes: defense and maintenance go hand-in-hand with living. Even when they lived in the massive Archtrees of their old homeland the defenses were formidable, both to ward off the inhabitants of rival cities and the dangers that lurked within the forest. As such their armies focus more on defense than offense, though when pressed they will strike back with a vengeance.
The ever mysterious Maskari; a faction of shape-shifters, spies, and assassins.
The marshelands that the Maskari hail from are ripe with with gravitational abnormalities and dust exposure wrought from ancient ruins that are buried and entangled beneath the mossy vine ridden expanses. The result is that creatures native there are peculiar to say the least! The Maskari themselves evolved the Marsh’s equivalent to primates. They have the peculiar evolutionary adaptation of a yet-to-be-understood obsidian oil that pools on their surface of their skin which grants them the seemingly magical ability to change their appearance at will. ( A symbiosis with dust-driven bio-organic nanites, but considered to be magic) Tall, langthy, and featureless the Maskari religion centered around the mysterious statues left behind by an ancient civilization. These statues are often displayed wearing masks and robes, and are considered divinity due their proximity to “magic” and endless machinery. The Maskari themselves adorned masks representing these deities to create individualism that evolution failed to apply. Because these masks were the only way to distinguish one another the Maskari have a long history of civil war and internal espionage within their own faction.
Appearance:
The Maskari in their natural state are very tall, slender, bi-pedal mammal. The species' natural height is 7'+ on average. Densely packed muscle ensures that they are not a frail species, but rather very resilient, spry, and acrobatic. Their natural skin tone is very dark and the skin itself has a glossy tone to it not unlike that of a human burn victim but without the scarring, but black and contourless. The glossy tone is indicative of odd oil that their skin secretes that allows them to change appearance or even turn invisible! This makes the Maskari a race of shape shifters, assassins, and spies.
Their faces are smooth and featureless and their bodies are hairless. Their eye colors range from black, silver, pink, and red. It is impossible to tell Maskari apart by their faces alone. As a result to distinguish themselves from each other they wear masks. Maskari religion supports a pantheon of hundreds of gods, and each individual picks a god who suits their personality best a dawns a personalized version of that god’s mask.
Clothing is usually made up of darker colors, black robes are common, while the masks are contrastingly vibrant in color to draw attention to them—Often made of a bone white material painted in bright oranges, reds, yellows, and blues. The masks are white, akin to porcelain masks, and have etchings and face-paint to lend individualism to each and every mask. To the Maskari, these masks are highly expressive and as signature to a personal individuality as their name. To a human, the masks are relatively cold and creepy, but to a Maskari every painted dot and brush stroke expresses a different trait. Though the masks resemble a deity, the customization ensures no two Maskari wear the same looking mask, even if they chose the same deity.
Their soldiers wear light armor that plays that to their acrobatic strengths; the armor is as sleek and thin as their bodies. They prefer wrist mounted weaponry in the form of blades and close quarters arm mounted crossbows. The armor is black, the face-plate is white, and customized by the individual just like civilian attire. The faction Emblem is orange in stark contrast to the black armor, and is displayed on the shoulder/outer arm/upper bicep portion of the armor.
Leadership:
The Maskari faction is ruled by a group of loosely woven guilds of spys, merchants, mercenaries, and assassins who each govern everything from internal security to external espionage, economy, and more. Representatives from each guild sit on a council referred to colloquially as "The Consortium".
At the Consortium's head is a leader who ensures that no one guild's needs are put ahead of the others, though with varying and questionable results. This leader is a female, something of a spymaster and matriarch rolled into one. She is clad in light armor obscured beneath a robe with a black cowl. Her mask is a representation of the all seeing deity of protection. It is a white mask with slanted eye-slits, on the left cheek of the mask there are three orange dots that go down the side of her face, identical in proportion and spaced evenly apart as they descend down the side of her face. On the right side, is a red streak that trails from the bottom of the eye all the way down to the bottom of the mask like a painted stream of blood. Like the other females of her species, her bust size is relatively small and compact, yet her figure remains vaguely effeminate.
Cities:
Their cities will be fashioned in semblance to the architecture they emulate from the ancient ruins of their home marsh. Obsidian Gothic monoliths and obelisks with tall walls and a huge building in the center that represents that city's guild-hall. The buildings will be interwoven with bridges and halls like a knotted web. It will appear to be a busy treacherous place, just by the ambiance set by the architecture. Each city will be allowed to build one of three guilds:
*Guild of Merchants:Passive % increase/diplomacy bonus
*Guild of Assassins:Hero XP bonus/Weapon discounts/perhaps a balanced -%HP debuff for enemeis who fight within so many hexes of the city?
*Guild of Spies: Increased vision range/ bonus.
Basic Gameplay Idea:
((I'll edit more details here once I've thought about how to flesh it all out))
The Maskari are largely espionage driven in theme.
*Their racial attributes will ideally revolve around espionage, sabotage, and diplomacy
*Prefers to absorb minor factions for buffs and unrivaled military flexibility, as a race of shapeshifters they can appropriate passive buffs in battle as per the race absorbed.
*Each city is allowed to adopt one specialized guild that drastically impacts the role of the city.
*A driven faction, but prefers to steal it rather than research it.
*The key to thriving will be centered around building a vast spy network.
*Heroes will often be Guildmaster or Assassin themed
*Advanced units may capitalize on back-stab style flanking maneuvers and mobility.
*Military baseline theme will be fragile high-risk high-reward style with low hp, high mobility, high damage.
*Polymorphic:Maskari infantry receive additional passive bonuses when a minor faction is absorbed. Bonus is specific to the minor faction absorbed.
*Polyamarous:Discounts for purchasing minor-faction units
*Escalation: Converts enemy cadavers into by gaining valuable intel to develop counter-tactics and technology.
*Lurkers: Their basic infantry unit will remain invisible if it hasn't moved that turn, making them ideal for observation--visible if a unit an adjacent hex passes by.
Background story: Possibly the result of a rouge mad wizard or simply early along the evolutionary tree of sentience there branched off a genus that would develop into what we now know as the wetkin. A race of mischievous amphibious goblins. Making their home only in the wet regions of the planet the wetkin build mighty fortresses into sea cliffs and palatial dwellings of mud and reeds along rivers and lakes. No other race has developed so symbiotically with water and because of this they suffer without it. Appearance of a wetkin varies slightly from one individual to other but they share similar traits, amphibious in appearance with slit like nostrils and large unintelligent eyes, much like frogs. Clad in a wide range of various weaponry and armor (an effect of their thieving nature) wetkin units resemble armed mobs more than anything else. Masters of the sea and sail the wetkin navy is the most complicated social structure on the planet and very little is known on how it functions. Many sea side villages suffer from frequent attacks from wetkin raiders who attack like half-witted Vikings in search for valuable dust. The wetkin depend on water as much as they depend on each other. Averaging only 2.6 feet tall, an odd assortment of fins, claws and teeth a single wetkin would be considered merely a nuisance if one had ever been seen by itself. Wielding an assortment of weaponry a mob of sea goblins is not to be underestimated. The wetkin rely on swarm tactics that have been crafted over centuries of warfare revolving around the robbing of technology from more advanced races. Their obsession with technology and dust is so ingrained into wetkin culture it seems that their entire existence revolves around the acquisition of it. In fact social status of an individual wetkin can be deduced purely base on how much technology he has acquired. One would think that anarchy reigns supreme in wetkin politics and once it did however, over the last century or so the various tribes of wetkin have been able to unite themselves under a single banner. Possibly due to their success in robbing other races or due to the charismatic guidance of their priest king Fatell Clameater . Rumors have it that Clameater is instigating a holy war against the other factions of the planet in order to insure that he alone owns the most dust and technology. Wetkin ideology may seem haphazard and purposeless but out of this culture of chaos comes the desire to steal everything, thrive and evolve. The wetkin may have humble beginnings but with the help of dust and technology they strive to become something greater.
Basic Gameplay Idea:
The wetkin, bound by their physiology, are limited to building only near bodies of water. They can embark without having to build transport ships and get a movement buff when traveling close to or on water and a nerf to movement when not (winter would still effect them like other factions). In addition they get increased fids from water tiles and an increase heal rate to units near water. (wetkin Affinity)
For every unit destroyed in battle by the wetkin a bonus of research and dust fids is rewarded to the player (Greed Jihad).
Wetkin units are cheaper and slightly weaker than other faction however they have an increased army size cap. (Swarm Tactics)
For every minor faction settlement that the wetkins obtain they get an increase output of research fids (Technology Robbers)
Possible ideas to balance out their strengths would be to increase disapproval to cities founded due to goblins not being the best at management. They would also receive a nerf to their own research points as their proposed mechanic would revolve around stealing technology in battle and from minor races.
Concept artwork:
These are just ideas to go off of. I really want them to look unique to the endless universe.
So there are the basics. I purposely left some of it vague so you guys could work it into game better. If anyone has any other suggestion I would be happy to discuss them with you.
The Forgotten Ones are a native species to Auriga and one of the oldest one alive.Their species real name is Avikan . They were once the helpers of the Endless when they were testing in Auriga and they were also know as the Avikan Empire. The Endless gave them their advanced technology as their gratitude for their help. And this is caused the Avikans making Endless their gods. In the Endless civil war Auriga was heavily bombarded and every Avikan city was destroyd except one. One lone city in midle of mountains had survied. The people of that city started calling them self the Forgotten Ones because they thought that Gods had forgotten to destroy them in their anger. The Forgotton Ones stayed hidden from rest of the world for thousands of years. In those years the Endless thechnology they had lost most of its power. One day Vaulter explorers found the Forgotten One city. The explorers hurried back to their home city where they told the local ruler about the city. Vaulters dispatched diplomats to meet the Forgotten Ones. When they first met the Forgotten Ones were horrified but in few months the Vaulter had gained their trust and achieved to make them to send their scouts to see the rest of the world. When the scouts returned they told about the wonders of Auriga. The Forgotten Ones desided that it is time to come out of hiding. They moved back in to the fields of Auriga where the Vaulters helped them build their first city and that act forged a friendship between the two races. The Forgotten Ones had only few years time to live in peace until they realised that the Gods they once feared weren't angry any more but the another races were. Some of the Forgotten Ones wish that the peace they once had would be returned to them. But there are ones who wan't to reclaim their peoples ancient glory. Many of them wich to reach it by researching the endless technology and reactivateing it. Now the Forgotten ones have hard desision before them Isolation or reclaim their ancient glory with any means necessary.
RELIGION
The Forgotten Ones once believed that the Endless were gods. Now they see endless as a hyper advanced race. Many Forgotten Ones still fear that some day they will return and destroy them. (And that is why the Forgotten Ones arent religius fanatics like most of the factions wich have something to do with religion in their lore)
LEADERS.
The Forgotten Ones are led by the elder council. The elder council has 8 members who have spent their lifes studying the endless technology. Because almoust ewerything the Forgotten Ones have is based on the endless technology they are the best one to lead them. They also have the place for the Emperor open which will be filled when and if the Forgotten Ones achieve to reclaim their ancient power and glory.
GAMEPLAY.
The Forgotten Ones use dust in extremely low amounts them self, but they still have to earn dust. They use endless relics for everything including buyouts. When you build something You will need dust much as you need endless relics. For an exsample you need to build workshop you will need 2 endless relics and 2 dust. At the start of the game you would have 50 relics. Everything you build requires endless relics. To get more relics you will have to deal with minor factions. You can give them dust and they will go search relics for you (1-5 relics every turn). You will have to pay them certain amount of dust every turn. Minor factions prices will be between 5-10 per turn. Minor faction citys you use to gather endless relics for you need to be inside your borders. You can also destroy the village but it won't give you any relics for you. You can't trade endless relics to another factions and they can't sell you ones so you must mainly rely on minor factions. But if you become ally to another faction you can pay them dust and they will go search relics for you. The amount of relics they gather is 5-15. major factions prize is between 10-20 per turn. You will also have to protect minor faction citys because another faction might wan't to destroy that minor faction city you are using to gather your relics. You can also save 100 relics and instantly unlock technology from the science tier you are researching at the moment (this ability is avible to both gameplay styles).
The Forgotten ones have 2 gameplay styles wich will both have great use for the minor factions.
1.Isolation. In isolation you will cut all diplomatic ties and try to return the peace to your people they once had. You can build great walls around your provinces. These walls will help you greatly in the isolation victory. In isolation option you need to build forgotten one villages ower minor faction citys if you wish to achieve isolation victory .You can give them enough gold to get them leave or you can destroy the minor faction city. That village will produce or . It will also give you 2-10 relic every turn (you will get rid of the minor faction because you don't wan't another cultures to your empire). You will not gain minor faction unit if you do this.
2. Science-diplomatic. In science you will try to reclaim the ancient power and glory of the avikan empire with non violent ways by researching the ancient secrets of endless technology. In science when you have gained the trust of minor faction city you can build forgotten one village next to the minor faction city. The minor faction city and your village next to it will produce and 2-10 relics every turn. You will also get that minor factions unit and you will get your relics without any charges. Making allys is important when you play as science faction because . When you become ally to someone you can give them dust or luxuary resources and they will go search you endless relics (5-15 relics per turn). You can also save 100 relics and instantly unlock technology from the science tier you are researching at the moment.
USE FOR DUST AND HOW YOU WILL GET IT WHEN PLAYING AS THE FORGOTTEN ONES.
You will earn dust like any another faction but you will not use it like another factions. You will use dust to get minor faction and your allys to search endless artifacts for you. You will pay them every turn certain amount of dust. You will also use dust for buildings and units but the amount is extremely small because one 1 relic= 1 . In isolation option you can still gather dust but it will be useless. Because when you build Forgotten One villages over minor faction citys they will gather relics for you without any charges.
CITIES.
the cities of the Forgotten Ones will be designed to be elegant and artistic. The population will grow normaly. When building Basic buildings you will need 2 relics and 2 . And 3 relics and 3 when building new streets. Science buildings will cost you 3 relics and 3 . Also improvment upkeep cost will be 1 relic per turn for every building and 0 dust. You will earn dust from your citys like any another faction.
UNITS.
Building new units will also cost you relics and . Building of basic units will cost you 1 relic and 1 and building of final unit will cost you 2 relics and 2 . Units don't have upkeep. This is because one citys improvment upkeep can easily drain 10 relics every turn. Sounds much but if you have all the minor faction citys that are inside your provinces gathering relics for you, you can easily manage. But if units healt drops under 50% you must use one relic to repair their armor. Even if they would have regenerated full healt they will apear grey untill you repair their armor. Retrofiting will also cost relics and if your units use armor made of special material you will have to use that special material too when retrofiting. The Forgotten One units will have beter default armor than another factions units but recruiting them will take more time.
RACIAL TRAITS.
1. Fear of the return of the Gods. -10 to every city. -5 when in industrial era ( if that tech will be in the game). -0 modern era ( if that tech will be in the game)
2. Need for Endless technology. The Forgotten Ones buildings and units require endless relics to be build. Your improvment upkeep costs will be one relic for every building per turn. You can also research technologys instantly with 100 relics.
3. Ancient Endless technology research labs. Unlockable in tier 3 tech science tree, giving a significant boost in output.
4. Trust of the Vaulters. You are at peace with the Vaulters as you meet them.
5. The great walls. These walls will help you greatly in the isolation victory. unlocked at tier 2 tech industrial section. All enemy units will have to stay one turn at the great wall when crossing it.The great walls allow you to build walls around your provinces.
6. symbiosis or capturing. These 2 options are ways to use minor faction citys. All of these 2 are designed for the 2 main gampley styles the Forgotten Ones have. All of these options Are techs you can research in tier 3. , Symbiosis is for science-diplomatic, And Capturing for isolation. You can only research one of these.
-Symbiosis. In symbiosis you can build Forgotten One village next to minor faction city. Your village and that minor faction city will produce and 2-10 relics every turn. To do this you will have to assimilate that minor faction to your empire. You will also get that minot factions unit.
-Capturing. In capture you can give them enough gold to get them leave or you can destroy the minor faction city. After that you can build Forgotten One village of it. That village will produce or . It will also give you 2-10 relics every turn. You will not get that minor factions unit.
8.Reactivation. Technology you can research in the final tech tier in science section. Reactivation will douple the effects of your buildings and give your citys nice glowy reskin
APPEARANCE.
The Avikans look almoust like humans. Their body is thinner than humans and they are more flexible than humans but weaker physically. Their heads doesn't have ears but small holes in the location where human ears are. Their eyes have only one color and their eyes also have small glow. Their hands have only four fingers but their hands remind human hands in every another aspect. Their legs are bended and their feet have four toes. Their skin color is purple and some of the Avikans have a bit more greener skin color.
IN SHORT.
-The Forgotten ones were once the Avikan Empire. Avikan Empire was destroyed in the Endless civil war. Their ruins can be found all around Auriga.
-They were once helpers of the Endless when they were testing in Auriga.
-They revered the Endless as their Gods.
-The Endless gave them advanced technology wich has only small amount of power left but they still use that technology to everything.
-The Forgotten ones wish to be left alone but some of them want to regain their ancient glory.
-Main gameplay types for the Forgotten Ones are isolation and science-diplomation.
-Unique resource called endless relics. Read more about it in the gameplay.
Description: This race exists in the darkest corners of the planet. Mostly consisted of the spirits of their dead the few living members of this race tend to the spiritual urns and creating obelisks to help bring more of their elder spirits into the world. They worship the dead and because of it can bring back their fallen as ghostly specters. Almost entirely forgotten since a war with the
Endless, the last ground quake disturbed on of their buried shrines and awoke the Revenant. Now awake on a new face of Auriga they strive again to restore power to its rightful owners, themselves.
GamePlay: This race will focus on raising spirits. Instead of assimilating minor factions they wipe them out and build a shrine in place of that city. This shrine will decrease the amount of production needed to build things in the region as well as producing a free unit every 5 turns. Being consisted of mostly spirit this race doesn't use dust but at the same time has increased production cost on everything (and cannot rush construction because of it). Also due to the spiritual substance of the main force of the Revenant requires more time to heal but less food to sustain.
I kinda see these guys being a mix of Aztec and Japanese cultures.
Backgroud: The Azuku do not remember much of their past, only that they were once great, but no longer. Whatever they were before now lies in ruins and long lost memories. All they have now are warnings passed down from long ago. Careful with their mastery of dust, for its power will surely break them as it did long ago. Now these wandering people search for a new home, a new place for them to settle and reclaim their glory after many years of wandering. Their honor and strength will see them rise once again with the help of those who wish to be more than simple footnotes in history. But they must be careful, or else they will follow their ancestors into the path of destruction.
History: The Azuku people were once a true empire, grand, endless, and destructive. Their mastery over dust saw them wield it like no one else had before. Their war priests would call down lightning strikes against opposing armies, their fallen enchanters twisting the minds of whole villages and turning them to slaves, their grand warlords lead enslaved armies with masterful stratagem. Their empire was large and mishandled; large temples were built for both their gods and emperors, lavish and expensive. From emperors who knew nothing but success, growing fat and uncaring, sending their armies to conquer and destroy so more slaves could be gathered to build their breathtaking monuments to themselves. Soon, their un-regulated use of dust magics would leave them vulnerable, their slaves growing mad from the constant meddling of their minds until one day it all went to hell.
The Azuku Empire had grown so mighty because of slaves and dark magic and for those same reasons it came crashing down. The fallen enchanters could no longer keep up with all the broken minds of their slaves and their cities we overrun with crazed and bloodthirsty husks. Some of those same enchanters went insane, too much dust intake breaking their minds and turning them into lunatics attacking friend or foe. The war to follow was a long and costly one since the Azuku army mostly consisted of slaves from different races being led by Azuku war mages. Though that was a long time ago, before all the wars and loses brought them to their knees and almost saw them wiped out from Augria.
Those few who were left banded together and became wanderers, a nomadic people who were plagued with a dark and terrible history. Slowly, over many decades they grew, forming a leadership with a central council led by a King who must know both war and mind to lead his people to prosperity. But they are short in numbers and they must lead those smaller than them to grow into a mighty empire. Even if the push back against their dark past they still have great egos, considering themselves leaders who will lead the smaller races into greatness.
Apperance: The Azuku resemble humans, except for some mutations that were caused by their ancestor’s use of dust. Their hands and feet glow a light blue, showing their affinity with dust. Those who practices in the dust magics have their eyes turn completely milky white and their upper facial area glow light blue as well. They are average height, strong and tan, from years of wandering the deserts of Augria.
Basic game play idea: The Azuku will revolve around recruiting smaller factions to their empire since they have low numbers and must use the labor of others to grow. They see themselves as great leaders and thinkers, so they will teach their new allies on how to grow food, build roads, and fight other armies, with them taking up leading and management roles. From military to agriculture and labor. So they would get benefits for bringing lesser faction into their fold and making them do the grunt work. Since they do not wish to go back to the monsters they used the be, they will get benefits for doing things peacefully and diplomatically, or through quick and precise attacks.
I’ve seen the sacrilege that the Necrophages commit upon the dead. But nothing unnerves me like the quiet of a Peacebringer’s city. Oh, the merchants will trade, and the people will say a polite greeting if pressed. But there are no children playing in the streets. No rowdy taverns or gossiping women. Their sailors don’t swear. There’s no laughter. Everyone goes about their day, working together, moving together, always with a smile. It is an idyllic society… and a horror unlike anything else I’ve ever seen.”
- Marcus Deolith, Vaulter Sea Captain
Lore
The ancient texts spoke of great beings, shinning with a divine light, bringing peace and justice to the people of Auriga. Long assigned a place of legend, when the great bombing ravaged the surface of the planet, these long lost legends arose from the ashes. These are the Peacebringers.
The "Peacebringers" are a small collective of immensely powerful, bodiless, telepathic entities that are manifested as gigantic pillars of light, reaching towards the sky. A single Peacebringer is present in every Peacebringer city, their silent, telepathic song reaching out to all of their people, bringing with it complete mental domination.
Kept within the deepest depths of Auriga for hundreds of thousands of years, they stayed alive by feeding on the Dust of the planet as they slept. And as they slept, they dreamed both horrors and wonders, unconsciously shaping the minds of Auriga’s native species and calling out across the stars to other sentient races.
During the bombings that wracked the surface of the planet, the Peacebringers were jolted into full awareness. Rising to the surface of the planet, they felt the subtle strands of thought that connected them to the other races of the planet. They were drawn to them.
What they found was infighting, death, inefficiency, and a powerful mix of emotions that displeased the Peacebringers. Easily able to sway these lesser creatures, the Peacebringers set out to bring order to the chaos. They quickly and completely dominated these primitive minds. Erasing all thought and free will from their new charges, they now direct them towards a greater good and a common goal.
Concept
The Peacebringers are a strong psychic, though physically weak, faction. As they lack a proper physical form and mobility, they build their cities on the backs of what they deem the lesser creatures of Auriga. When they wish to expand, they must "break off" a shard of light from one of their central pillars, and transfer it to a place (a minor faction or an enemy city) with sufficient minds to direct and feed off of.
Obsessed with order and efficiency, they completely control all aspects of their citizen’s lives, eliminating all free will. Every aspect of every citizen is completely controlled by a single Peacekeeper. They will occasionally elevate a faction, their Chosen, with their holy light to better take advantage of them and give them some autonomy. The concept is strongly influenced by IT from the novel "A Wrinkle in Time".
Abilities
Peacebringers can only build their cities on pre-existing minor faction buildings (or within the one tile radius). While this limits the location of their cities, it also potentially allows them to have multiple cities per region.
Peacebringer cities ignore the benefits or penalties from City Approval (but still must worry about Empire Approval).
The Peacebringers can change their Assimilated Factions without spending Prestige, every 5 turns.
The Peacebringers’ bonus from minor factions is doubled.
Teslaflux wrote: Both the Sowers(maybe you should change the name because of the Sowers from ES?) and the Cult seem to promise a interessting playstyle.
Yeah, that is quit annoying or if you want to edit it it is the same(sometimes)
Nice presentation of your faction by the way. And I like dragons.
It is the Sowers from ES.
I built their entire lore and gameplay around a time period when they were still of flesh. Over the eras, they give up their humanity to serve their ally. In lore, this ally was the endless. In the game, it is whoever the hell you wish to serve.
lolz.
That is why their early game is terrible. They are going through a religious cleansing to perfect themselves and serve the true emperor (their ally)
Btw, vaulters have the same name even though their lore had to be changed a bit to make sense on auriga.
The Ubnud Muezzi are considered one of—if not the—oldest races native to Auriga. Not born, but rather made by the generations that precede them, each of these hulking, golem-like juggernauts is crafted by the essence of nature itself; sharing the traits and characteristics unique to whatever environment from which they were molded from for them to better tend to it. Slow to change and slower to expand, this form of “geo-proliferation” initially takes some time when new lands are being settled, as the Ubnud Muezzi must first adapt themselves to suit their surroundings before they can populate anew.
However, this bond that transcends mere symbiosis was almost their end.
When Auriga began to experience its first sudden, global changes, it very nearly drove the once proud race to extinction. Unable as they were to react quickly enough to each new challenge of the ever shifting environs, the Ubnud Muezzi dwindled. Their nation, never particularly large, was forced to withdraw it boarders even closer for survival, until only a handful of their cities remained.
It wasn’t until their discovery of Dust that they were finally able to adapt themselves yet again.
By using this mysterious substance as a catalyst, it allowed the Ubnud Muezzi to expedite their own physiological changes to meet their needs. Each new generation was made at a faster rate and better suited to survive in their current environment, giving them a fighting chance against a dying world. Slowly, cautiously, they began to expand across Auriga again, working with those other races who share their value of things that grow to help them along the way. Perhaps it will be enough to return them to their former glory.
Leadership:
With their numbers reduced to a fraction of what it once was, the Ubnud Muezzi have rallied under The Conclave of the Eldest: a group of their five longest lived. Each member of The Conclave is a golem made from the five of the primary Lifebound Environments of earth: Grassland, Tundra, Desert, Forest, and Swamp. It is rumored that The Conclave may have knowledge of a method to reverse the gradual decay of Auriga, having lived since the time of “The Sculptors” but for now they simply encourage their remaining number to once again spread out and repopulate the land. They support relations with other races that celebrate life and its natural course (such as the Wind Walkers), and revile those that seek to pervert life in order to bend it to their will (such as the Broken Lords).
*Added for better clarification*
-SYMBIOTIC RELATIONS
-IMMOVABLE AND IMPLACABLE
-COMMUNE WITH NATURE
-ELEMENTAL EMPATHY
Appearance:
Ubnud Muezzi tend to be bulkier, bipedal humanoid in basic shape, with variations in aesthetics that reflect a given environment. At their core they have similar stony or earthy qualities, by the aesthetics change with the given environment. The Forest variety have more plantation and look more gnarled; Desert is more sandblasted and pillared; Tundra is more geometrical and frigid; Grassland is more scarecrow-like; Swamp has a more muddy or somewhat decayed look. These traits can also apply to their military units as to give them an individualized feel from one another.
Cities:
Ubnud Muezzi architecture has a much more natural feel to it than might otherwise be found, and seems to spring directly from the surrounding earth with next to no apparent tampering. Tall structures resemble craggy cliffs, smooth sided monoliths, or buttes that have thrust themselves up from the ground.
Gameplay:
Slow But Steady.
Expansion takes time—as does population growth—but roots are dug deep once a city has been properly established and it becomes extremely difficult to dislodge long standing settlements. Heavy use of Dust/FIDS when it comes to expanding to and settling within new territories that reduces the longer a city lasts. Scouts can come in the form of fast moving “Seedlings” that are pretty vulnerable—often relying on outside help to get where they need to go—and take a considerable time to mature once they settle down, but can adapt at a more rapid pace with more Dust invested into them. Territories with elements that are completely new and yet-to-be-explored take longer to expand into, while those that contain landscape that’s more familiar and longer experienced to the Ubnud Muezzi are more easily annexed. The former is far less popular than the latter, obviously. Expansion over large bodies of water often requires outside help, as seafaring vessels are unreliable and hard to come by at first.
Small, slow groups that can hit hard are the main name of the game when it comes to combat, and individual units tend to be much more on the tankier side—able to withstand a few more punches than otherwise. Weapons can utilize the landscape to their advantage, and different landscapes offer different advantages and disadvantages for combat situations. Lots of bolder hurling, explosive vegetation growth, earth tsunamis, that sort of thing.
For Technology, concentration on one particular branch yields better results in the long run, where as jumping from research to research areas tend to slow things down (maybe by taking perks away and adding negative effects, such as half production). These Tech Branches could be relative to each of the five home environments of Tundra, Grassland, Desert, Swamp, and Forest (I know there's four branches, but certain environs can overlap).
Interactions with other factions can be extremely beneficial in some cases and extremely hindering in others. Races that co-exist with Ubnud Muezzi (like Minor Factions adjacent to their cities) benefit from advanced crop production, terraforming, and protection, allowing for mutual growth. Those that are in opposition of Ubnud Muezzi values can expect a wall of obstinate immovability (diplomacy and trade become almost impossible on both sides, creating immediate friction and a decrease in production until the faction is moved or destroyed).
Faction Traits: (These are fluid and completely up for change to suit final product gameplay mechanics.)
Symbiosis - Friendly Minor Factions work and grow alongside the Ubnud Muezzi. Gain double their bonus, as well as an increase to FIDS.
From the Ground Up - Ubnud Muezzi cities are sculpted by the land of Auriga itself, creating natural defensive barriers that bar the movement of unwanted guests. Aggressive units without flying take movement penalties when attempting to pass through settled Ubnud Muezzi land.
Deep Roots - Long standing cities are the most structurally sound. Every 20 turns that a city stands it gains a permanent bonus 50% durability (HP/Defense/whatever makes the most sense). This buff applies to adjacent friendly Minor Faction settlements as well.
Change Brings Death - Whenever the season changes to winter, each unprepared Ubnud Muezzi city loses 1-2 Population. Dust can be paid to avert this, and the effect is negated withing cities with a good rapport with adjacent, well established Minor Factions who help them survive winter.
Seasonal Effect Disorder - Whenever the season changes to winter, all FIDS are reduced by and additional 50% for 5-10 turns (or whatever makes sense). The number of turns that this takes effect can be reduced by use of X amount of Dust and the presence of allied Minor Factions.
Sink Like a Stone - Ubnud Muezzi don't trust deep water for obvious reasons. Over caution makes traveling over seas take twice as long, unless aided my another faction. Seaside settlements with good rapport with adjacent seafaring Minor Factions can negate this.
Home Field Advantage - Cities settled on familiar biomes (tiles) take less time to grow to their full potential. New settlements on these start with +1 Population.
Despise the Unnatural - Alliances and trade between the Ubnud Muezzi and factions that have strayed too far from the natural order of things becomes impossible. (There could be a balance of 3 Major Factions that they get along with and 4 that they don't. This could also expand to their interactions with Minor Factions.)
Inspiration:
The Idea for these came from a few different Golem pictures I saved on my HD, specifically this one:
"I took this project to heart; I spent time studying the game and the way it functions in order to create a faction that I felt would not only be coherent, but also balanced in all aspects of the game. It is my intent to avoid future unwanted revisions as much as possible from other parties, as I wish my work to stay as much as I envisioned it. I put a lot of love into this faction, and I hope the developers of Endless Legend enjoy the end result as much as I do." ~Mordius
The Drifters
Lore:
There exists in legend, a plane between worlds -- The Drift. It's people come and go throughout the night, traveling tremendous distances in fractions of time. Their technology rivaling that of the endless, but their biology echoing a past of elven blood; blood that has since been tainted by the chaotic ether of the drift. Their parties show of no leader, but their empire shows of a vast network, stretching across all of Auriga. They are nomads; Never sticking to one place. They are drifters. Endless adventurers seeking knowledge, wealth, and power. Their personalities come as varied as their numbers. Some seek companionship, others seek destruction. The answer to how these people manage to stay united, is that of a mystery. A mystery hidden somewhere beyond our understanding... Lost in time... Buried -- Within The Drift
Biography:
The Drifters were once a noble elven race, however the drift has taken it's toll on them over the centuries -- A price worth paying? Their sleek, gaunt faces have been seared back and molded. Their pointed ears have been holed and curved, almost goblin-like. Their noses have caved in and slimed down from their intense speeds of travel (Think Voldemort). Among the jagged edges of their faces linger scarce scabby scales, perhaps the start of some form of evolution. Their fine silk hair has since become dreaded and naught, worn through the dirt of adventure, and the tests of time. It is from this they have come to hide their faces through cloth veils and armored masks; perhaps more useful than simply keeping the sun and sand out of their faces.
Their architecture is much a mirror of their own complexion. Their steel is as sleek as obsidian, and as rustic as bronze. Their scattered cities look just as much as ruins as the dungeons they plunder. Whatever elves they may have been, their designs are that of a wasteland origin. Blended with sand. The desert is that of a cowl to their cities. Harsh and relentless conditions make for the greater defense in protecting their treasure and relics. Their technology, contrary to it's divine design, looks barbaric and gruesome. Those of the drifters that seek to destroy have created siege weapons that embrace every aspect of these remarks. Intense fire-based cores and sharp shredding blades are the funnels of destructive consumption in their destroyers. Do not be deterred by their appearances however, there are still those among the drifters who bare honor and nobility. Their weapons of destruction are just as much as tools for the greater good of Auriga. After all, nobody likes a necrophage.
Traits:
[X]Affinity Trait: Drift Dune (Devs go nuts)
--This fourth era technology allows The Drifters to create a Drift Dune on top of any watchtower tile on the MAP, instantly, but the tile must be made visible by a unit to begin construction. The Drift Dunes act like cities in the sense that the player is capable of garrisoning units in the Drift Dune, for up to 8 units, along with an assigned hero. When Units are garrisoned in the Drift Dune, they can then be deployed from any of the other Drift Dunes on the map, allowing them to travel great distances. In other words, All Drift Dunes share the same garrison space. Garrison a unit in 1 Drift Dune, you garrison it in ALL Drift Dunes. The Drift Dune itself, applies vision on the single tile it is placed to ALL players in the game. This is because The Drift flows both ways, and thus any faction can use the Drift Dune, once placed, NOT JUST THE DRIFTERS!, so place wisely. If units of a faction have garrisoned the Drift Dunes however, an enemy faction can not garrison into the Drift Dune until the current garrisoned units are attacked and killed (Enemy garrisoned units are not shown to the player until attacked, so attack at your own risk). The Drifters are also limited in how many Drift Dunes they can place, equal to the formula of Players in the game X 1. Thus if you are playing a 4 player game (including AI) then the Drifter is only allowed to place 4 Drift Dunes. Because the Drift is a singular place, If multiple Drifters are in a game, their Drift Dunes are also connected. Thus in a game of 4 players, if 2 players are Drifters, their total of 8! Drift Dunes, share the same Garrison space. Edit: Drift Dune now has a 15 turn cooldown.
[+]Faction Trait: Resilience
--Drifter units and structures are immune to the effects of winter, and any future negative seasonal or weather effects implemented into the game. (Sand storm?)
[+]Faction Trait: Rations (Second Era Technology)
--Ruin tiles, and the tiles around said Ruin tiles, provide resources in Drifter Territory. (As a City District might do)
[+]Faction Trait: Nomadic
--Drifters never stay in one place. Thus, city districts are Disabled.
[+]Faction Trait: Endless Adventure
--Drifter Quest objectives are twice as hard, and provide twice the award.
--Completing quests also provides approval to ALL Drifter cities.
[+]Faction Trait: Companionship
--Drifters get access to twice as many options for Heroes and Mercenary Units at a time, with a 25% discounted price.
[^]Researched Trait: Search Party
--Starting Technology
[^]Researched Trait: Rookery
--Starting Technology
Gameplay:
The Drifters are a faction centered around expansion, and large number of units. Because they can not expand their cities, they must claim multiple territories in order to gain resources from ruins littered across Auriga. When playing The Drifters early game, it is important to focus on searching ruins and completing quests. Because The Drifters start out with search party, and gain double the rewards from quest, early game gold is abundant, and should be used to fast purchase units from your starting city, and stock up on heroes from the benefit of starting with Rookery and the Companionship faction trait. Mid game, Drifters should have a reasonable amount of armies scattered across the land. This is necessary to defend territory, complete quests, and search ruins. If you plan to play an honorable drifter, you will find good use for your Drift Dunes to travel amongst your allies and help them when they are in need, and also provide quick trade routes (when implemented). If you are playing a destructive drifter, you will find your Drift Dunes to be your secret weapon in deploying flash flood raids on your enemies. Stock up your armies in a single location, Drop your Drift Dune near the enemy, Let the Seige commence. During End game, Drifters should focus their technologies towards upgrading their gear for their units and maintaining territory dominance. While a drifter can not add districts to their cities, Enemies still can. Use conquered enemy cities to your advantage when defending your territories.
Allying with the Vaulters:
Invade, Defend, Invade. That is the endless cycle they use, simultaneously, to bring an end to the war. With the technology of the Drift Dunes, the Vaulters can lay siege to entire nations within seconds without fear. Why? Because the Vaulters' own abilities allow them to teleport straight back to their own cities to defend against retaliation. Together, the Vaulters and Drifters have come to be known as the quantum duo. Existing in two places -- at the same time.
Allying with the Wild Walkers:
What in all of Auriga is more impenetrable than the defenses of the Wild Walkers? The defenses of the Wild Walkers, with the help of the Drifters at their doorstep, whenever they need it. A universal network of Drift Dunes, set up throughout all of their territory gives them the luxury of a 24/7 around the clock defense grid that won't hesitate to wipe your sorry excuse for an army off their finely cut lawns. If you are to ever face this stonewall combination, then prepare to get comfortable. You wont be winning with a domination victory anytime soon.
Allying with the Broken Lords:
The Drifters, a faction with few ways to gain food for expansion, but have access to an abundance of Dust through their quests and ruin searches.
The Broken Lords, a faction that has no use for food, and requires an abundance of Dust to stay alive.
Lets be honest. These two factions go together like white on rice.
Allying with the Necrophages:
Theoretically impossible since these S.O.B.s wont ally with anyone. If you ever need a break from the war, drop a Drift Dune in Necrophage territory and another Drift Dune in another enemy faction's territory.
Then proceed to grab your popcorn and wait for a victor. If you're into that kind of thing that is.
Edits:
-Drift Dune has been given a 15 turn cooldown after being placed
Extras:
I loved creating this faction so much that I couldn't simply stop without at least giving an idea of what the units would be like.
First Unit: Harvester
-Infantry
"Experience is their specialty. Whether it be in the depths of a dungeon, or on the fields of battle, you better believe they are coming home with a head in one hand and a sack of gold in the other."
Second Unit: Guardian
-Ranged
"Brothers and Sisters in battle, the Guardians are the back trotters of the group. You watch their back, and they'll watch yours."
Third Unit: Destroyer
-Support/Calvary
"Originally created to eradicate the Necrophages, this monstrosity of a machine will devour anything in its path. While they may be slow, they make full use of Drift Dunes."
+Provides bonuses to friendly units
+Bonuses are doubled if in a siege
A Drifter's Worst Enemy:
"To the Necrophages, We are food. We are an endless supply of hosts for their parasitic empire. But to us? They are game. They are beasts that prowl our wastelands. Beasts without brains, without hearts, without souls. Should they ever gain control of the drift, it will be the end of Auriga as we know it. It is our duty as guardians, to defend what is sacred to us. We must not forget our heritage brothers and sisters. For if we do. Then it is us, who are the beasts."
~???????, The First Drifter
Drifter Face Concepts:
Bare with me, I don't have photoshop, as much as I wish I did. I used paint to try to give some form of imaginary idea of what I envision the Drifters to look like.
Drifter Ears are a warped elf-like kinda ears. They also bare holes, kinda like you would imagine a battle-worn ear to look like. (Bullet shot through it, bite taken out of it?)
Here I have what their noses kinda look like (voldemort), along with their skin color pallet on the left. They have a wasteland origin, so they have a Rusty, Bronze, and dirty hues to their skin colors. Browns, tans, and brown/reds. Their eyes are a gold/dust color and they look almost magical looking (swirling particles in their iris). This was caused by the drift over the centuries. Originally they probably had brownish greenish eyes, but no longer. The scales on the cheekbones are the "scarce scabby scales" I talked about. They are scarce in the sense that there are only a few on their faces. They aren't full on lizard mode. Although they are also scabby, so they are a kind of fleshy jagged piece of scale on their skin that have kind of warped over the centuries. They are usually found on the ridges of their gaunt faces. So for this example I put them on the cheekbone area, however they could also be found on eyebrow ridges, chins, and ear tips.
Edit: Yes, they have pupils.
Drifter Hair is "Dreaded and Naught" meaning "Dreads" or "Shaved". A woman's worst nightmare; there is no shampoo in the entire galaxy that is capable of restoring a Drifter's hair. Their silky threads have become a ruffled agitated mess that is best kept under wraps of metal coils (like predator) or simply shaved off and be done with the problem. Their hair is usually a black or dark brown color.
I built their entire lore and gameplay around a time period when they were still of flesh. Over the eras, they give up their humanity to serve their ally. In lore, this ally was the endless.
Btw, vaulters have the same name even though their lore had to be changed a bit to make sense on auriga.
Ok, but aren´t the Sowers not created by the Virtuals as robotic servants. But if I think about it this background doesn´t exclude that they were organic times ago. So it could make sense, somehow.
And how had the lore of the Vaulters changed? I´m curious about that.
I thought the lore of them was:
Ancestors crashed together with Opbot. (Dungeon of the Endless)
And those people became the Vaulters. Opbot is found by them. ( EL)
The Vaulters leave together with Opbot teier dying homeworld(after becoming the domiant race/faction?) (ESisharmony)
After a long time the Vaulters begin to search for Auriga to find their lost home. (ESisharmony)
Add Wredniak2003
At the moment you will get my vote too.
I really like the idea of sentient plants.
Are their archenemy the Necrophages? Plants vs Zomb... I mean Necrophages ^^
It would be very interesting if the Viridiplantae would become a faction of ES.
Imagine spacefaring plants fighting against living minerals or giant amoebas.
The Federation is a collection of three species who share a single culture and history.
First are the Zhigur, a human nation that does most of the diplomatic and political work in the federation.
Then there are the Chelan, a race of shelled reptiles, not unlike humanoid turtles. They are slow but strong, with an endurance and tolerance for pain that few can match.
Last to join, were the Istrelli, bat-like creatures that thrive in the sky, often serving as scouts, merchants and spies.
Long ago, the Human nation of Zhigur inhabited a desolate valley caught between two mountain ranges. Their life was difficult, but the lack of life in their region and their natural walls meant that there were few who would seek to invade.
Then they were visited by the Chelan. Their ancestral river-valley had dried up,forcing them to search for a new home. As the Chelan were desperate, the Zhigur shared with them the secret of their survival: A caldera deep in the wasteland that gathered up water. They allowed the Chelan to stay and build a home there in exchange for workers. The Chelan Clans agreed, and the Federation was formed.
These two species lived in harmony for some time, but soon another problem appeared. With two peoples sharing the valley, the food supplies slowly dwindled! In desperation, the Federation expanded into the mountains, growing mushrooms and other underground plants for sustenance.
But the mountains were populated by the Istrelli, who had built massive cities inside magically raised stalagmites. As luck would have it, the Istrelli were understanding of their plight, and gave them shelter, food and knowledge to survive in the harsh mountains and caves; going so far as to formally requesting to join the Federation.
When Auriga burned, the Federation survived in the caves by sheer luck even as thousands of their own fell to the flames in the valley below. Now as the Dark Times approach, they are certain of one thing: for the survival of all life on Auriga, all must join the Federation.
But all is not well. In the aftermath of the Catastrophe, food is once again scarce, and some are certain that their people would do better to secede from the Federation and strike out on their own...
Play style:
The Federation is meant to gather minor factions and allies, but do not mistake them for weaklings. The very survival of Auriga is at stake, so they will bring all to their banner, by peace, by bribe or by blade. With the Federation, I wanted to make a more "flexible" faction, but still having a focus on diplomacy and Minor Factions. They don't really get that many bonuses to their play style compared to others, but they gain bonuses if they follow a more peaceful path. This is to allow more choice, so that you can go militant and use said bonuses to beef up your empire. That said, they do work best in a diplomatic/point victory. This choice is also based on their lore, as the Federation is torn on how to proceed, each of the three peoples having their own ideas on how to bring peace.
Faction Traits:
• Equals Among Us – The Federation fully incorporates their charges into their lands. Gain double the Minor Faction Bonus
• United No More – There are whispers of secession on the streets. If a city’s approval falls too low, you will lose the ability to produce a random, non-minor faction unit until it rises.
• Trial By Fire – It is important to prove yourself to your future allies. Gain +approval when completing a quest for a Minor Faction.
• Open Immigration – Anyone from the villages can walk Federation streets without shame. Gain +population for every pacified village in region.
• Free Trade – The Federation is kind to its friends. You and your ally gain a bonus on FIDS for every alliance.
• The Power of Many – Peer pressure is a powerful thing, a good tool for the Federation. Gain +Influence per pacified village.
• Starting Tech: Language Square.
Architecture:
The Federation cities incorporate mostly Istrelli tower-homes and Zhigur square houses and stepped pyramids. Nowadays the designs are often combined, creating blocky, harsh towers rising into the skyline instead of the usual Istrelli stalacmites, and stepped pyramids carved from a single massive rock and pock-marked with passageways and rooms. The Chelan were mostly nomadic, but their legacy lives in extractors and watchtowers, where the simplistic yet enduring tents and forts make ideal and cheap buildings.
Images: (Each pair of pictures depicts typical appearance of each of the three peoples, and a sample building)
(And yes, they got a bit large...)
Author’s Comments:
-There was no mention of Faction Traits, so these were just suggestions to reinforce the play style.
-The name ‘The Federation’ can change. ‘The Alliance’, ‘The Council of Three’, or anything like that really will do.
-The Federation is geared towards peace, but an enemy killed is just one less requirement to victory…
-Yes, the Zhigur are loosely based on several Mesopotamian cultures and are named after the Ziqqurats.
-And yes, the idea was for the Zhigur, Chelan and Istrelli to have been minor factions before joining together as the Federation.
-The words Chelan, Istrelli and Zhigur are both plural and singular.
-If you like it, but find something unclear or would like to change/add something, please post a reply and I'll take your opinion into account. (This is supposed to be a community thing, after all)
Too long have I slept. Too long have the storms lasted.
I should contact my beloved children, the Liji, those that were here before the Dark Seasons.
But now, new kids, new Liji, are roaming on my surface.
Shall I be kind with them ? Or obliterate them ? Will I renew myself in a new Summer of my Life cycle ? Or will I punish those new guests ? They settle everywhere.
Time has come to awake my four consciences, my four Souls, my four Nefisi :
• Mereti, Nefisi of the soil.
My calm soul, that can gather the food needed for me to thrive and for my Heroyini to come to life. Mereti will be the soul that soothe and heal.
• Zäf, Nefisi of the trees.
My curious soul, that can create new things from what is left of my ancient body. Zäf will be the soul that will create an army for me.
• Marëät, Nefisi of the Dust.
My aggressive soul, that can change the very laws of Life and Death, the laws of Truth and Lie. Marëät will be the soul that change the balance of power of my Heroyini.
• Wooha, Nefisi of Water.
My thoughtful Soul, that knows each moment holds a shard of meaning of the whole circle of Life and Death. Wooha, reads in the flow of water what lies ahead, what was, what is and what could be : it will help each of my Nefisi to grow in Wisdom.
Together they will help me create New Heroes, new Heroyini. They will help me take contact with the old Liji. I need to map what I’ve become after all those years.
I’ll learn once again who I am. And choose who I’ll be.
Once my old Lijis will be united once again, I could try to evaluate what those new Liji could do for me. Or against me.
They’ll hear the Voice of Auriga once again.
But my whispers must be subtle. Or maybe I’ll just shout to them and wreak havoc between their alliances. They’ll soon know that Auriga is a power they must reckon with.
So be the Auriga Fakäd.
Basic Gameplay Idea
The Auriga Fakäd don’t have any kind of towns. Instead they have their 4 main units to collect FIDS : the 4 Nefisi. Each one of them can « collect » the tile it’s in and the surrounding tiles.
They can assimilate up to 7 minor faction and don’t have units of their own. But they can research new kind of Heroyini (the heroes).
Their Heroyini can travel alone. (It’s a tech, that should be tradable)
FIDS have different meaning :
• Food is for creating new Heroyini (different kind of them can be researched) and healing units like the dust heals the Broken Lords.
• Industry will let minor faction pacified to spawn units designed by the player with allegiance to the Auriga Farkäd (I’ll speak about the resources after)
• Dust will be used by the Heroyini to activate special abilities on the main map : like forcing an enemy minor village to spawn units that are enemy to the faction that owns the village, or being able to scout ahead, abilities to become invisible, etc.
• Science will let the player research new techs.
• Food and industry would stack each turn (maybe put them in the empire screen like the stockpiles)
Influence : It would be earned through minor faction assimilated AND exploration. For instance, Auriga Farkäd would earn 1 point of influence for each 10 or 15 hexes discovered.
They would have more influence options in diplomacy. It’s a faction that like intrigue.
They can also spend influence to let minor faction do things for them : scouting revolting, hampering recolts, helping an ally, doing some researches for them. Think « guerilleros » here.
Auriga Farkäd is immune to the dark seasons. It can research tech that would make dark seasons harsher or softer.
Nefisi are considered heroes, so thay can’t be killed forever. But ! If the player has no Nefisi in play, the player immediatly loses.
The tech tree would have really different tech :
• The tech tree is still divided in eras and in 4 main parts.
• Each era will let the Auriga Farkäd armies have more units into them (they start the game with an army limit of 1 and each new era will add 2 to that number)
• Each tier of tech is divided in 4 parts : one for each of the Nefisi. Each nefisi can learn to harvest another resource (like Wooha, the one that harvest Science, could also harvest ind) and new tricks (Mereti, the Nefisi of the soil could learn to reduce enemy movement in a 5 hex radius, Zäf, Nefisi of the trees coul dbe invisible in a forest)
• The Nefisi can harvest the resources, no need for extractor, but they still need to research the tech to be able to harvest them.
• The tech can add 1 hexe to the radius of harvest, add +1 to the value of harvest.
• New techs for dialogue options with the minor factions.
• New dark seasons effects for other players. (Auriga Farkäd is immune, so they can try to help/hinder other players... think « intrigue » and « diplomacy » here)
The main quest of the Auriga Farkäd could be ended in two way. In the middle step of the main quest they hav eto make a choice : will it doom all life on the planet or try to replenish it ? Once that is chosen, the dark seasons will gradually change in the way chosen (more harder or softer. Auriga Farkäd can still change use the things learned through tech to change the dark season)
Last, but not least ! Each of their armies that DON’T HAVE an Heroyini to lead them will be seen as neutral by the other factions !
Your current proposed voting solution will (a) heavily favor organized minorities having their way (b) completely and utterly ignore the opinion of every one who is not in said (winning) organized minority. This can be as bad as the winner being "cool" to 10% and completely hated by the other 90% but winning because the other 90% was too divided in the other choices (ie. spoiler effect). Instant-runoff voting would make sure everyone's opinion counts up to the last vote! and make sure that the final winner is not in some way "annoying" to the majority of players. Video explanation: https://www.youtube.com/watch?v=3Y3jE3B8HsE
First some issues: I've read the attached doc and am still confused on a few things:
are we required to make artwork?
are faction bio, hero, etc seperate in the sense that once one wins bio everyone has to make hero for that bio? (I'm assuming they're separate for now)
(also sorry but I have no clue what the other factions are; links would have helped)
Londinium
Theme wise, gamplay inspired by history of Rome, lore inspired by the City of London (not to be confused with London, the capital of the UK). The name Londinium is the name of the original roman settlement that is believed to have resulted in the City of London, as it's know today... after history spun on it's head a few times.
Core Gameplay Concepts
SUPER BIG City faction! They are able to build region covering cities
Their first city is very important and can grow really really big (equivalent to "rome" as it were)
Only their main city (designated as the capital) can build units!
They do not use industry, food + dust = industry, they can NOT buyout anything
They only have 1 faction specific unit (the Black Knights), aside from settlers (everything else comes from minor factions)
They can absorb a lot of side-factions
Can only settle on a coast or river! (with the exception of first city; additional districts not affected by the rule)
Faction Traits
"All roads lead to Rome" - can not build units in a city not designated as the capital, 50% of unused industry is send to capital
"The way of Venice" - all cities except the first are required to be built with a water or river next to them
"We are Legion" - can assimilate one extra minor factions at the start of the game, assimilation costs 50% less
"We invented building" - expansions have no penalties, take 50% less resources to build and can be build for every one population
"Ave atque vale" - regardless of connection, can place districts on ruins (50% faster build time), and repaired minor faction cities (50% faster build time), may expand off of districts placed like this (watch towers do not count as ruins; districts become the quest hubs when they replace a ruin)
"We invented roads" - extra 50% movement when travelling inside territory
"Carpe Deim" - tiles/research have -100% industry (research ind% bonuses still apply), cannot buyout anything
"Pecunia non olet" - food + dust is added as industry, cities take 50% less food to grow
"Only barbarians wear pants" - starts with Language (bribes, parley)
Aesthetics
Camelot eque super gigantic castles (for the capital!)
very humble villages for all non-capital cities
fields show as giant fortifications (spikes, etc) and walls
lv1 districts = giant gardens
lv1 main district = super tall snaking tower
lv2 district = super crowded, narrow streets crowded-city castle-esque design
lv3 district = more rich looking design, wider streets
Black Knights show up as a squad of slightly different looking models
Biography
Londinum are the direct descendants of the "founder civilization" who brought tools, building and the like to the world of Auriga. They consider themselves not descendants but THE civilization in question; even though many of them exists as separate entities around Auriga. They are lead by the judgement of three independent councils (Guides, Justice, and Truth) and the will of the "The Right Honourable, The Lord General of Auriga." All are equal in the "Empire" and all are animals outside it. To their citizens they are the one and only civilization and need not refer to themselves by a name other then the designation empire, as all who are outside are pants wearing barbarians, to their enemies however they are known Londinum or Legion.
Lore
The laws and traditions of Londinum do not make sense most of the time, but in the empire they are taken as truth. As with many ancient civilizations the rules of the empire get it's power from Time Immemorial, ie. too long to remember where it all came from and why, it's just how it is. And if there's one thing Londinum is good at it's overly convoluted super unnecesarily complicated rituals and divisions and "stuff" for elections, day to day happening, and so on.
Your current proposed voting solution will (a) heavily favor organized minorities having their way (b) completely and utterly ignore the opinion of every one who is not in said (winning) organized minority. This can be as bad as the winner being "cool" to 10% and completely hated by the other 90% but winning because the other 90% was too divided in the other choices (ie. spoiler effect). Instant-runoff voting would make sure everyone's opinion counts up to the last vote! and make sure that the final winner is not in some way "annoying" to the majority of players. Video explanation: https://www.youtube.com/watch?v=3Y3jE3B8HsE
-
Now onto the faction suggestion,
First some issues: I've read the attached doc and am still confused on a few things:
are we required to make artwork?
are faction bio, hero, etc seperate in the sense that once one wins bio everyone has to make hero for that bio? (I'm assuming they're separate for now)
(also sorry but I have no clue what the other factions are; links would have helped)
The voting system you propose is indeed a very good idea.
And if I understand it right in the first round artwork is not required but I think it is useful.
And yes I think it is the way it works. After one faction has won we move to round 2 and plan heroes, units and cities for the winner faction of round 1.
And the other faction are Vaulters, Broken Lords, Wild Walkers, Necrophages and a faction called Roving Clans( a normad style faction is I understand it right).
This is why I made their gameplay reliant on one ally with massive buffs from them.
Historically, there have been many societies that were loyal to the death of a neighboring ally.
I felt the sowers had room in their lore to have been flesh once. How I decided this was to add
1) a religious conviction to serve the true emperor (whoever your ally is)
2) sowers gain industry from their allies trade routes and they give food to their ally which explains why their lore would say they were created by the endless.
3) Extremely harsh transition from flesh to metal, which can only be eased with the protection of the emperor.
4) using your population to assist the emperor.
5) Age 4 they become fully robotic and lose their free will by their own decisions. (they now have a holy mission to forge the world in their emperor's image)
6) they will be the only faction that can have a diplomatic victory from their ally winning the game. When the endless leave, they take their loyal servants with them to change the universe.
Then if we want to be technical, the sowers are effected by happiness in endless space. A truly robotic race would be more like the harmony. They, however, are sentient. They just are stupidly devoted sentient beings.
Hope this explains my reasoning and design decisions
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