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Faction Creation Competition

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11 years ago
May 7, 2014, 1:00:26 PM
Well, out of the pdf we know only two things:

There will be a preselection vote for gathering the three most interesting ideas in the forum.

Then there will be a g2g vote with those three ideas fighting each other.



Each will last for a week, according to the dates in the pdf. For the preselection vote, we do not know how exactly that will be organised and whether the devs will cut down the number of entries before the vote to get out all the entries that are unreasonable to include, too far away from their creative vision, too close to any of the three missing factions.
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11 years ago
May 7, 2014, 1:28:26 PM
Quest 1: The Biography



Name: The Faceless



Background Story:

It is unclear, now, what The Faceless were called before they became a collective eons ago. After attaining an unheard of level of scientific enlightenment The Faceless chose to intertwine their fates together, as one people and one mind. Believing this would lead to further advances in science and technology they chose to remove all personal identity, save for a group known as The Outside who were designed as impartial rulers. These rulers are technological constructs created specifically to deal with positions of power such as leading armies or ruling cities (as these roles are necessary, but create individualism). As one people and one mind they share all emotions, all pain, and all thought among the collective. It was once thought this melding led to the decline of The Faceless, but nobody truly knows as they do not speak of it.



Basic Gameplay Idea:

As they are one mind and one people the cities all share resources based on their population. If one city in another kingdom were to have 10 citizens and produce 80 crops and another were to have 5 citizens and produce 55 crops that would be acceptable elsewhere. However, The Faceless would have 10/90 and 5/45. Everything is equally distributed. Likewise, they would share (to a limited extent, given distance to other units) damage dealt to them. And, if not overpowered, they could synergistically share abilities among different unit types. For instance, if a ranged is next to a melee and the melee attacks it may gain a +1 to range if next to the ranged. However, The Faceless would gain no production, crop, or science bonuses otherwise given to other factions. Their only bonuses would be the sharing of city resources and damage. It puts a unique spin on the faction.



Quest 2: Hero, Units and City



Hero:



Going along with The Faceless faction theme above the heroes would not have names, but rather number designations starting with 000001 from the start of the Melding. As this happened eons ago the heroes would then have names like 037794 or 141782. There is no need for individual names in the collective. These technological constructs would have skills similar to the units listed below. They would give empire-wide bonuses rather then individual bonuses, but would be much weaker in nature, individually, then the other factions. The trade-off is that they affect EVERY city, not just the city they are assigned to. Where one hero of a different faction may give an overwhelming bonus to one city the hero of The Faceless would give a small bonus to all.



Units:

Overall The Faceless would be weaker (health-wise) as individual units, but would use the synergistic nature of their surrounding allies as a method for dispersing damage taken.

Ranged - A form of energy projection that is science based.

Melee - A barely visible "foot step"-like stomp of gravity/energy from above.

Cavalry - Short range teleportation ability that ignores rocks. (This could be dangerous to use as it leaves a unit by itself and much, much weaker without surrounding melee allies).



City:

The Faceless would dwell in a style of architecture closely related to their former glory, before The Melding. It would consist of more communal living, less buildings but larger in size. They would be more square in nature, black, with blue light coruscating throughout. The electricity allowed the structure to be made thinner, stronger, and resist the elements to a much greater level. As such The Faceless saw no need to change their design in the eons since.





Quest 3: Logo and Ship



Logo:

Although I have not drawn up a logo it would comprise of a grey background with a white mask with just the faintest mouth contour, no nose, and black eye holes with no face behind it. Likewise, the units would looks similar in design. Individuality is not necessary beyond the leadership.



Ship:

The ship would not float in the water, but on it. Separating the hydrogen from the oxygen it would use the H2 to support the vessel. This would allow it to move across the water, but not to leave its boundaries. It would have a design similar to the architecture of utilitarianism with blue coruscating light. There would be no need of sails as the vessel would be pushed forward by polarity.







I hope you've enjoyed my entry. Thank you!



- Katiari
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11 years ago
May 7, 2014, 4:37:04 PM
THE WOVEN

(Summary: Amphibious hybrids that genetically "weave" traits into their physiology from assimilated minor factions.)

Originally an aquatic life-form, they found themselves on the verge of extinction. Their Frail forms were no match for the growing predators of Auriga’s oceans. In an attempt to stop the decimation of their species they moved out of the oceans and onto land where they quickly found themselves in a similar situation. They simply could not overcome the frailty of their bodies. With their population dwindling they had all but resigned themselves to extinction… Then suddenly they had begun noticing changes happening to their physiology at an alarming rate especially in their newborns. Their bodies began taking on characteristics of the wildlife around them strengthening their bodies providing them the means to survive, as if Auriga itself saw their potential for greatness and bestowed them the powers of it's inhabitants. Upon further experimentation they soon discovered that they could control, to a degree, these physiological changes in future generations by assimilating with other species. Genetically weaving the strengths of other species with their own. Thus The Woven were born.



Basic Gameplay:

The Woven’s play style and half its faction bonuses would depend on the minor faction(s) it chose to assimilate making it a very diverse and versatile play experience. So instead of researching new units, new units would have to be obtained through assimilation. For example say you assimilate centaurs (or any cavalry based minor faction) you would now have access to Woven cavalry (if they were haunts you would be granted access to a woven flying unit, ogres would grant a woven brute unit, etc...) because their populace's genetics were combined with yours to create a woven hybrid unit. So they would have a greater variety of faction specific units but they would never have access to minor faction units. Minor factions will be much more significant to The Woven since half their identity is determined by the minor faction that’s assimilated. Then since they are aquatic beings turned amphibious hybrids they would probably have some kind of water specific bonuses. For example: additional resources from water tiles/ability to build districts on water tiles and amphibious assault (ability for base troops to move and attack in water). Then two hybrid traits determined by minor faction(s) they have assimilated.



Appearance:

Really could be anything but what I had in my head was a mexican walking fish but humanoid with some other hybrid like features thrown in.



Mexican walking fish (would be my base for design due to their ethereal quality):







*an interesting side note, there is an actual aquatic life-from that exists that steals DNA in order to survive. It's called a Bdelloid.
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11 years ago
May 7, 2014, 5:31:00 PM
NAME/STORY



The Wisdom Singers is the council that was founded by the first age-old wisdom-singer known only as the Oracle, who gathered the elders chosen from males and females of local villages by their people, to form said council with him, which would in turn unite their people and to serve them as the wise-elders and chieftains as one. The Wisdom Singers seek to unite all scattered populace across Auriga, as well as liberating them from other major powers' dominion while restoring their villages from ruin, and the hub for the all united people, shall be located the region where the council was first gathered and then formed. Sometimes there's arguments, disputes and conflict, among the people of Auriga, even the council itself and is is then, when the Oracle's sole role as the head of the council, to solve and decide matters himself – for all the united people of Auriga, that are united under the council's banner.



GAMEPLAY



You can found only one city. You must assimilate minor factions to gain control of their region if it's not held by other faction. You can build improvements expansions on your city and same, but limited and unique ones on assimilated villages in other regions.

Your assimilated minor factions cannot be converted, bribed or otherwise be claimed by other factions unless forced by attack. Reclaiming them and rebuilding their villages increased approval rating for that minor faction type.



The more assimilated factions the food and dust is needed per turn to maintain their needs, but also increases industry gained by turn, and each type increased science gained per turn, while each additional village assimilated increased happiness overall.

Stockpile boosters have additional effects, based on minor factions - Food increases happiness for x turns, Industry reduces building/expansion maintenance costs for x turns, Dust reduces same for units' upkeep and Science grants additional Influence.



New Empire Plan has additional effects for minor factions and affects their units performances - these are different for each type of village and vary with pros and cons.

Spend influence to pacify and assimilate minor faction villages, convert villages pacified by other faction, convince them to give the bribe moneys to your faction or incite rebellion against the holders of the region.



New Tech based on Minor factions that unlock minor faction exclusive gear, buildings and units. Such Forward Post improvement for a village, enables creating units from the city and other assimilated villages, at that village.

An example of a weapon is the Advanced Mail that only Urces can equip to sometimes cause shockwave effect on battlefield. A new unit can be simply different type of unit with a new model, etc.



----------------------

Thanks. I had a better story, but it wasn't save while relogging, so i lost it, but here is a simple gameplay idea added.
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11 years ago
May 7, 2014, 5:40:23 PM
MysteryOne wrote:
I see typos... but for some reason, i can't see any text when i go to advanced edit mode..




If you got a problem with the edit mode, using the "reply with quote"-function, clicking in the field, ctrl+A, ctrl+C, editing the old post in advanced mode, clicking in the empty field, ctrl+V and then removing the QUOTE-boxes solves the problem, even if it's complicated.
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11 years ago
May 7, 2014, 6:14:04 PM
are we meant to do one entry now of just gameplay, name and backstory?

everyone else's has just had a lot of stuff alongside
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11 years ago
May 7, 2014, 6:25:58 PM
DesmondT.Fantabulous wrote:
are we meant to do one entry now of just gameplay, name and backstory?

everyone else's has just had a lot of stuff alongside




Some people have added details on cities and units, but those aren't open for debate in this phase, really. It's just about a faction which, ideally, centers on using minor factions, has some name, lore and a well-thought out gameplay idea. smiley: wink
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11 years ago
May 7, 2014, 6:26:12 PM
DesmondT.Fantabulous wrote:
are we meant to do one entry now of just gameplay, name and backstory?

everyone else's has just had a lot of stuff alongside




I'm fairly certain that all you need for it to be acceptable is a name, some short description, and a general idea of how they play differently than other factions.



I think most people are just really excited about their ideas, and they put more in hoping to get everyone else excited as well, which does seem to be working.

However, there are soooooo many entries, each person will probably skip some of the longer ones due to people not having time to review 100 different essay-length ideas, while no-one's going to skip a 30 second read of the shorter ones.
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11 years ago
May 7, 2014, 6:44:39 PM
TINKERS "They once thought us weak. But we have the technology to show them just how wrong they are..."

background story

(briefly: goblin-like manufacturers with a love of big guns on bigger robots (preferable steampunk theme)) The tinkers used to live a fairly simple life. Living in their cities, they spent most of their time creating trinkets for their neighbours, or perfecting their machinery to do so. This was not a life filled with luxury, however, as many other forms of life merely viewed them as pathetic beings with fingers and tongues to nimble for their own good, resulting in rather commonplace pillaging of the land. As is the way of things, time resulted in worn patience, and worn patience resulted in heated tempers, and heated tempers resulted in a lust for revenge. Soon, the trade-orientated government was replaced with a more barbaric and war-hungry hierarchy made of the most brutal of their kind. But these new leaders were not stupid, and could easily tell that with their short statures there was nothing they could do by themselves. And so an order of law was passed. No more should their great factories produce jewellery and pocket watches, and no more shall others decide their fate. The greatest mind among them began to plan and produce, making prototypes of automatons, weaponry, tools of destruction few had imagined possible, yet alone achievable. However, these first creations were clunky and stupid, and they began to look for solutions. And they found them. Scraps of Endless technology was adapted and applied to their creations, dust sacrificed and used as a fuel, and they became faster, smarter, stronger. Better. From their onwards, two things have driven the Tinkers continuously. A desire for revenge, and an obsession over perfection

game-play

faction traits

resentment- Minor factions will be much more hostile to cities and units.

forced improvements- When taking a minor faction's settlement, a "factory outpost" will be constructible, as opposed to being able to rebuild the minor factions settlement. This factory will supply industry equal to the amount in the tiles under and around it, with the grand factories buff applied. After this, the factory can be ordered to construct "improved" units, which will vary depending on the settlement taken, without disrupting the construction of the city in that area (there's still production costs and the ability to buy out the units). The improved units will have increased offensive and defensive capabilities (the greater bonus given to whichever one the minor faction conquered had least of). The quality of the improvements will also vary depending on the era the player is in.

grand factories- +1 industry per tile with industry.

incompetent farmers --1 food on tile with food.

we need power -1 dust per square with dust.

wartime economy- +10% dust whilst Tinkers are at war.

trinkets galore- increased happiness when a factory outpost is within a city's region.

gold hoarders- increased buyout costs.

we abandoned it for a reason- negative happiness for some turns after trading (amount of turns depends on amount traded)



combat traits

Tinker units would be slower than other factions's, but would have high attack and defence to counter these facts. As is to be expected, the later era's will bring bigger, stronger robots, but the slowness would still be a problem. The main tactic with these guys would probably involve building massive armies and have a wall of units to attack with, due to the copious amounts of production, but the slight lack of dust means upkeep will be a problem.
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11 years ago
May 7, 2014, 7:35:52 PM
The Shintaro



There once was a tribe of creatures that saw the world around them with awe, and sometimes fear. Lightning would strike and they would wonder at it's power. The rain would put out dangerous fires and they saw mercy. Soon they started imagining creatures that caused these natural occurances. They gave them emotions and virtues. And in response, the dust awarded them with sentience.



These living thoughts then took on roles - protector, unifier, friend; but sometimes they took on darker roles - destroyer, separator, enemy. These forces grew and warred. Yet as the people witnessing this grew, they saw reason to support one over another. Some would side with the "good" and try to advocate peace, unity, civilization. Others pushed for war and conflict and saw the potential for victory.



The spirits bearing witness to this granted gifts accordingly, but this only caused more division, more strife.



Desperately needing more power to battle the other spirits, nearby tribes were then sought out. Each side did their best to recruit (through diplomacy or force) more followers to their cause. The race was on to channel more thought, more faith, more power into their spirit of choice. To grow a nation, and a religion.



The Gameplay

The general idea here is that the player is given a distinct choice - side with one of the spirits of the Shintaro. But the thing is, the player needs more followers in order to support their given side. This means that one aspect of the race gets weaker as the other grows stronger. And some choices are permanent. In order to grow in strength, this faction would require minor factions to believe in the Shintaro and in some fashion to submit to their rule.



This could be done by having special upgrades that when done, convert an already pacified faction into a zealous version. To enable the right power level, I suggest having the race itself be the spirits with minor factions as a potential pool to pull from. Possibly have the ability to have additional minor factions per age in addition to the normal ones every race gets. But, I could also see this being just a bonus based off pacified factions alone (still requiring some kind of racial research or conversion system) with spirits as units.



--

Thanks for reading,

halofury36
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11 years ago
May 7, 2014, 8:41:02 PM
The Hrrysbane



Background: (Brief Overview in case you don't want to read this: Mindless hulking masses of ice who were once normal citizens but were tricked into slavery by their goddess) The Skahl were simple folk, living ways of respect and intelligence. They were neither wealthy nor gifted beings, but instead practiced ways of virtue and pride. They believed in simple virtues, such as valour, and skill, rather than physical traits, such as strength, or speed. That is, until they were pushed too far. For though on the inside they were made of nothing but honour and valour, on the outside they were green skinned hags, with outgrowing bellies and stubby fingers preventing them from the delicate and intricate work that was needed for real progression in the industrial era that they resided in. And so they were mocked. And they handled it, or at least for a while. But not even the subtle magic of the Skahl could hold out against the abuse hurled in their direction. And before too long, they snapped.

Because while the Skahl weren't known to their physical prowess, their magic was matched by none. And they used this to their advantage. They used this to summon Kiana, their goddess of winter. And made a deal.

Kiana looked the Skahl representative up and down slowly, surveying him. "Oh yes," she purred "I can fix... that. But it will cost you."

But, as well as being goddess of winter, Kiana is also goddess of trickery and havoc. So they payed for it. Horribly. Kiana had changed something mentally inside them, granting them a hatred for the world. And so much more. She sucked all the blood from their hearts, blue veins pitting their face, their now grey skin frosted over with a layer of fine ice. All the magic was sucked from their souls, and was replaced by an incredible physique matched by none. And so they became the Hyrrsbane, mindless slaves to Kiana, pillaging villages, building crude ice structures which they called home, ignorant to their own past and with no control over their own future. They had gone from being mocked to being feared, but at a great cost to themselves.



Gameplay:



Just quickly, as i'm not entirely sure about some of these abilities and think that some of them might need to be removed and so just want to say that in the unlikely event of me winning (i can hope though!) these can all be edited to make them reasonable



I wasn't exactly sure what to do for gameplay, because when some people just put down a load of buffs and such down, others just did a general overview of their faction so, I've decided to both and in the (unlikely) event of me winning Amplitude can decide what to do.



The Hyrrsbane are a very agressive faction, and so have very high attacking stats aren't too good with handling resources, which as just as good that they've got a goddess on their side or else they would die of starvation probably not knowing what starvation is. They are mindless slaves that know anger and nothing else, and so Kiana uses them as her tools. However, at one point i decided that having a goddess on their side would be a bit too OP and so I've tried to bring a down a rung or two in this. Basically, how I've worked it out is Kiana is a minor goddess who rebelled against the gods because of her greediness. Because of this, she can only devote so much attention to her army because she is constantly on the run from her gods, and so is a bit too busy trying not to be banished to some sort of hell to fully control her army. Second, because she is a minor goddess she only has so much power. Fairly simple. And third, she is very greedy and so occasionally a bit of dust might go missing and so on. i kinda hurrying and i'm sorry but I've got to go. But i think you get the gist of it.



Goddess' Blessing

Winter lasts 25% longer



Home Demain

No bad effects in winter and +3 damage



Summer's Thaw

Move -2 tiles in summer




Cold Fury

Does +2 damage after being hit in a battle, resets at end of battle



Blind Efficiency

High production during winter



A Runt's Duties

The lower damage a unit does, the further it moves



There Can Only Be One

+25 production when all Ice Wargs have been destroyed/pacified



Encouragement

All friendly units within 2 tiles of a friendly unit that gets a kill does +1 damage until the end of the battle



Freezing Cost

Armies cost +2 upkeep in summer




Unfriendly Terrain

No terrain bonuses



Pleasing The Queen

When destroying a minor faction has an option to not get the units and leave no trace of existence but increase movement, attack and defence of all units for 5 turns



Unlucky

Bad findings from ruins



Greed

Occasionally some dust or food or something of the sorts might go missing due to a certain minor goddess' greed



Bad Negotiation

Bad deals in trading
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11 years ago
May 7, 2014, 9:58:42 PM
THE LEGION






As you all know the limit of one post are 15.000 Characters, but my entire project would be about 70.000.



So i decided to create a table of content for you. This way u can see what i am offering to you and some can easily navigate to all the chapters of "The Legion". Every Chapter in the table of content which is not included in this post (everyhting beyond 5.2) will be easily reached with just one click on it ; )



Also heres some epic music to bring you into the right mood or just as background music while reading ; )



http://www.youtube.com/watch?v=EOrE2Qr1FMU [TwoStepsFromHell-Blackheart]

http://www.youtube.com/watch?v=PCPLY8n6u6c [Time-HansZimmer]

http://www.youtube.com/watch?v=S9SF4_Enp8A [TwoStepsFromHell-InfiniteLegends]



For faster navigation through the Project just click on the titles/links below

Table of Content:



0.0 For word



1.0 little Epic Intro



1.1 "Quick" Summary



1.2 Appearance



1.3 Gameplay



2.0 Faction Traits



3.0 War machinery



4.0 Medium summary



5.0 Leaders



5.1 Original Governmental system: (Pre Auriga)



5.2 Governmental system: (Auriga)



6.0 The Lost Chapters [(Auriga)clickthelinksbelow]



---6.1Two Biographie Chapters: For little knows my royal dame that „Primus“ is my name + Primus inter pares



---6.2 Two Biographie Chapters: The War of the Voices + The Legion of Auriga



7.1 Biographie Chapter 1-3 (Pre Auriga)

7.1 Biographie Chapters 4-5 (Pre Auriga)



8.0 The Legion Collective in the forum






0.0 For word:



Hello Emperors and Empresses of the Endless Space and the Endless Legend



I would like to show you my project, I started it over a year ago and when I summ everything up I almost maybe even put one hundred hours work in it, containing overall about 11000 words.



it has one special goal of being different and exiting.



"The Legion" started as a custom Faction project which was planned to bea long-term project to create a unique faction which will maybe one day get the attention of the Devs most likely due to a Faction Creation Competition . And this time now has finally come.



After the last days spending in front of my monitor translating the new Chapters of this project from German into english and bring it into the right shape I am so glad that i now can share my fantasy,thoughts and mind with you all. So after I put so much work in it, I would highly appreciate it if the people also read all of it even when it's quite a bit ; ) also I would love it to get some feedback feel free to Join the Community Group of the Legion here in the forum [Link] or leave me a visitor message on my profile behind.

And if you are too lazy to read or have no time left then let it read for you with the awful and useless google translator(listening button in the right down corner...awfull but also kinda cool to hear the History of "The Legion" been spoken) PS: I have to remind you again that english isnt my mother tongue so pls no hate.



Okay now i proudly present you the overhaul and extended biography of

THE LEGION

I hope you enjoy






1.0 "Epic" Intro:



Our era has ended. "For as the Severance took place, we were condemned wander this planet, alone. Consigned to be separate from the comforting solace of the Legion, our thoughts now wander aimlessly and without purpose.



But we can still remember ... remember that we are THE LEGION.



And as long as we have our Brethren, our collective pain will only serve to fuel one another's resolve. We will establish a New Order, a Legend that shall never be forgotten among the peoples of this planet.



For the Legends of our world are Endless. But we shall make ours Eternal. We are the Legion. We will not be broken. We cannot be broken.



For we will never forget. The Origins of the Void are our home. And to that purpose, shall we return.





1.1 „Quick“ Summary:

Descendants from organic/cybernetic Giant Asteroid-living Space Scorpions/Mantises ,stranded on Auriga after a huge civil war among their kind and thrown back into their version of the stone age.For long just seen as wierd iron animals by the other races of Auriga and hunted at large derby events. They assimilate minor faction to enhance their neural network intelligence(Science) or influence to bring new birth to their dead „God“ who will bring them back to the stars. No conventional science gain, instead units especially assimilated ones will generate it to bring some real meaning to trying to keep your units alive.





Government: The Legion of Auriga is de jure a neural network but de facto just one individual

Diplomatic Alignment: Neutral to Evil

Gameplay:

-- To do so assimilate Minor Factions and building their specific Units is very important.

Because...

No traditional Science gain at all,

Science gain is only possibly through large minor unit numbers, later on extra influence and game scaling science gain is strong reliant on minor faction units under your control.

It might be a nice touch if units gave extra science when garrisoned but cost the legion upkeep.



Main Victory Type: Science OR military.





1.2 Appearance:

The „vessels“ or "legionnaires" are a hybrid race out of organic sentient being's with a chitin / metallic hybrid superstructure and a cybernetic nervous system and implants.

There appearance would remind us on Terran scorpions (bigger ones) and mantises (smaller ones).



Even a normal Worker of them appears as a scary creature with deadly iron stingtailes and claws.

The smaller legionaries are bipedal but the taller ones are big scary scorpion like „cyborgs“ with up to 6 legs (not including claws)







1.3 Gameplay:

The playstyle of the Legion should be (as I mentioned before) very unique. I want this to achieve through unit and a on minor faction reliant playstyle.

They are more unit reliable then any one which brings many possibilities with it but also great drawbacks with it. Playing the Legion shall be a tactical challenge bringing fun and a high replay potential. U have to think about...do u use your Units for Science or influence generations when and which minor faction are u going to assimilate? Will a war to pacify a villages maybe crush my own on Units based Economy?This would bring some real meaning to trying to keep your units alive. Using the accessory system, there could be equips that increase the amount of "science" that each unit generates.









2.0 Faction Traits :



-x0 science on all tiles for the Legion (like BL have for food) (We have no Scientists...we all are ONE Scientist...we are Unicus)



-The legion has racial technologies allowing to sacrifice minor faction units under your control to gain influence ."Sacrifice" them would include their memories completely in the neural network and as they are from other races this increases the understanding of those species (increasing your influence)



- but of course decreasing your science gain cause (which is considerable higher from minor faction units)

It does present a nice trade off since the minor units will obviously be weaker, but need to be protected because of their science boost and advanced gameplay possibilities.



-units gave extra science when garrisoned but cost the legion upkeep.



-Pacified villages don't completely stop spawning Units.



- no cap (or maybe just a higher cap) in the number of possibly assimilated Factions.



Optional Traits :

(not that important then the other traits and more like gimmicks)

Discipline: +15% combat bonus when attacking from a lower altitude (We stay together and we run together we are one! We are Unicus!)



+1 Food on tiles with Dust (they can still use dust as a supplement) ( Dust is part of their very DNA...infact Dust is the part of them which brings them consciousness ..it's an important part during the construction/breeding phase of any Legionnaire.)



+1 Industry on terrain without trees ( The Legion is originally a race which lived on Asteroids they are great at mining and prefer naturally more barren/rocky lands)



-A bit of an „Anti Terrfaorming“ feeling Instead of farm tiles, they might be able to have barren tiles (for example)



- Has acess to a very special late game unit. [justcompletelyoptionalandsomeideasofmineimaybewouldtakepartinround2withthemifenoughpeoplevoteforpoorSovereigninround1butiguesmydreamsnevercometrue]



During the time of Auriga the Legion will recognize the usefulness of building „genders“ into their DNA construction plan creating some very interesting and powerful units.



„The Praetorian“ (The Pretorian is able to consume (under the costs of Dust and influence) minor faction units under your control making him with enough feed to a very fearsome unit )

The Praetorian is a unbelievable aggressive male legionary with has the highest metabolism of the entire Legion and has an extreme ability of a cybernetic metamorphosis, through consuming off assimilated minor factions units under your control. Using the nutrition and Dust in them to grow new cybernetic implants advancing existing ones. The drawback is that he kills the consumed units permanently and lowering so additionally to its costs the overall science gain of the Collective.



3.0 war machinery:



The Legion was created as the ultimate weapon, improving itself through constant „cybernetic“ evolution. There were legionaries of the size of a mountain able to travel within the hyperspace able to destroy entire vales with natural „growing“ anti matter weapons.



But „Hyperspace“ and „Anti matter“ all of these things just reminded as „words“ for the Legion on Auriga. Words they are remembering but just like childs dont have an imaginations what they actually mean.



Back in the days of the Civil War every Legionnaire had access to the entire genetic archive of the Legion, making them able to construct/breed every Legionnaire they needed. But now almost all of those plans are lost. The remaining Legionnaires were in the majority just from the worker caste. „But „life“ always finds a way.“ In time the legion attempted fast to the needs of Auriga and new genetic plans were created making them able to breed new generations of predators within the Legion.



Their construction pool has a large variation from small two legged warriors which are outstanding for assassinations and melee tactics but also up to large the role of a tank fully filling hunters , several meters long with a weight up to 1000kg. Such „Tanks“ are born with a steel plate armor, metal-cutting claws and long cybernetic tails armed with „spike“ projectile weapons of all kinds.

Also there are rumors that there are even flying legionaries.







4.0 Medium summary:

[„medium“biographycontainsspoilersfromthe"Truefulllength„biography]






The Legion:

„We will never forget“




Originally the Legion was created several thousands years ago by the inter-dimensional empire of the Acteons an insectoid/Arachnid race as an unstoppable self reproducing Fleet of living ships able to breed constantly, evolving itself through synthetic implants making them able to reprogram everything not hardcoded in their DNA, and so being able to adapt by enormously rapid forced cybernetic evolution to any enemy. They became so powerful that they were even able to defeat a small enclave of the virtual Endless during their conquest campaigns. During the conflict with the Endless the Dust nanobots became part of their DNA and some virtual Endless part of their minds creating a strong telepathic hybrid race which is able to form together a neural network via superluminal communication of their minds and thoughts.



After they broke free from their masters through a surprising revolt they settled down in the „Prometheus Asteroid „belt only some light years away from the Auriga System. After ending their isolation which lasted for centuries and exploring Auriga, the Legion felt into a tremendous Civil war between the original neural network and a renegade splinter faction from it forged by a rogue Legionnaire which used the endless facility on Auriga to assimilate about 1/3 of the legion and injecting them his own minds and thoughts.



After the Original Collective barely defeated the separatists the Legion decided to isolate itself again for an entire era.



Reduced to a minimum in numbers the intelligence of the war surviving separatist legionnaires on Auriga was barely on a level with the indigent animals of the planet .For the next decades they appeared to the other races just as wierd but yet dangerous creatures, who lured their pray with their „enchanting music“during daytime and denying them sleep at night.
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11 years ago
May 7, 2014, 11:07:05 PM
Polymathin wrote:
Wow, we both came up with very similar ideas ZumboPrime. Check out my idea on page 2 there is a link to it in my signature.
Shit, you're right. I haven't had all that much time (see: 40 hour week by Wednesday) to read the existing ones so I never saw yours! To be entirely honest yours is fleshed out more and you had it first. Consider mine null and void and feel free to steal anything from it, which I doubt you'll need.
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11 years ago
May 7, 2014, 11:29:22 PM
ResonanceMask wrote:
Wow, amount of competitors is climbing still.. I'm starting to feel stressed xD I feel like I might have put too much effort into writing my original post and will be disappointed when it doesn't do well in the poll.




Told you, hundred by the end of the week ! I do concede feeling a bit drowned. We should have multiple turns for vote, just to prune a bit..
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11 years ago
May 7, 2014, 11:37:35 PM
Bibool wrote:
Told you, hundred by the end of the week ! I do concede feeling a bit drowned. We should have multiple turns for vote, just to prune a bit..




Or we could just throw them all into a pit and have them fight to the death! Bad jokes aside, multiple voting rounds may be the way to go.
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11 years ago
May 7, 2014, 11:46:14 PM


(not mine, but pictures gives votes!)



Name: Scavengers



Background: A bestiarry tribal nomadic hyenna-folks (gnolls?) driven out of their plains by eternal winter. In past was serving as mercenaries but betrayed by their masters now seek revenage. Are building up a grand horde to stand strong against lords, and conquere the evergreen plains - land of free people.



Gameplay: Expansionist (many regions), not city builders. Warlike. Explorational. Conquering/aliancing minor factions to form ultimate horde to find better land.



Sample features:

- Join us or die - can research racial tech to assimilate to horde more minors (and kill rest).

- Tribal camp - if region has village can build city camp for that race to get additional bonuses (and unit production discount)

- Nobody touches the Horde - the more minors assmilate the greater aproval for expansion.

- Call of plains - can sacrifize own population to hurry up unit production

- Nomadic - their units are generally fast moving.

- One night camp - not good at growing cities, but good in moving cities around (faster salting ground, or selling buildings)

- Migration - pick 1 region, all others get food production malus, but in this increase.

- We do not sow - have global penalty for city FIDS

- Scavengers - if won battle get some dust/materials from dead boddies.

- Pillagers - when pillaging enemy city/extractors are doing it more effective and profitable.

- Mercenarry past - discount for mercs and hero recruitment.



(just samples, all of it could be too much ;-) )
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