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Faction Creation Competition

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11 years ago
May 3, 2014, 11:23:47 AM
PANCZASU wrote:
Also, a question - are we allowed to submit multiple faction ideas? Or is it only one submission per person?
I believe the implied process as per the attached legal document is that you only get one. The legal wording is pretty thick so might want to double check yourself as well.



Question for you: how do you get to associate the game with your account? the faq says I need to use the cd-key (why do we even call them that anymore? <.<) but I can't for the life of me find where exactly you would enter said key.
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11 years ago
May 3, 2014, 11:25:44 AM
PANCZASU wrote:
+1 on instant-runoff voting, a big fan of this type of vote <3



Also, a question - are we allowed to submit multiple faction ideas? Or is it only one submission per person?




Somewhere in the .pdf from the first post it is stated that every participate can only submit one idea. But I don´t find the excat part where it is written.





godman85 wrote:
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



Hope this explains my reasoning and design decisions




It does, at first I was just wondering why they have the same name.
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11 years ago
May 3, 2014, 11:27:50 AM
nightbasilisk wrote:
I believe the implied process as per the attached legal document is that you only get one. The legal wording is pretty thick so might want to double check yourself as well.



Question for you: how do you get to associate the game with your account? the faq says I need to use the cd-key (why do we even call them that anymore? <.<) but I can't for the life of me find where exactly you would enter said key.




If you brought them via steam you can right click at the games name in the libary and let steam show you the cd-keys.
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11 years ago
May 3, 2014, 11:31:33 AM
Teslaflux wrote:
If you brought them via steam you can right click at the games name in the libary and let steam show you the cd-keys.
I have no problem getting the key. The issue is: where do I put it in to activate the forum award? there's nothing in settings, g2g profile, etc
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11 years ago
May 3, 2014, 11:56:31 AM
nightbasilisk wrote:
I have no problem getting the key. The issue is: where do I put it in to activate the forum award? there's nothing in settings, g2g profile, etc




Ok, yeah that was a bit tricky. And I have misread your question, sorry.



Step 1:

Click on Amplitude at the top left. Or use this http://www.amplitude-studios.com

Step2:

At the top right you can login. After that your name is show therte and your G2G points. Click at your name.

Step3:

Now you should be at your User profile( that should be the name of the tab) http://www.amplitude-studios.com/user/edit

It shows your user name, your email and your G2G info.

And at the bottom there is: Redeem G2G Code: and a field with a button behind called "Redeem"
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11 years ago
May 3, 2014, 12:24:56 PM
Laquantus wrote:
@Shoreyo

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 smiley: biggrin




I noticed that, I thought orignally "as they have only their physical appearance in common (even then one matches a snow palette and the other mountain/caverns) while having drastically different armour and styles it should be ok" and honestly after thinking about it I wanted to emphasised this physical similarity (thought I could make it a pairing similar to the terran-humanoid pairing of the UE, pligrims and Sheredyn of Endless space) but if they want more variety I guess it could be easily changed from dragon to avian humanoid :P
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11 years ago
May 3, 2014, 1:11:50 PM
Teslaflux wrote:
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).




Although I do like the voting system, I have the simple problem that the forum doesn't provide this kind of voting infrastructure. -_-
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11 years ago
May 3, 2014, 1:16:19 PM
Nosferatiel wrote:
Although I do like the voting system, I have the simple problem that the forum doesn't provide this kind of voting infrastructure. -_-




Thats bad and it would be much more work if all post our votes in a single thread.
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11 years ago
May 3, 2014, 2:28:11 PM
Name: Reborn



History:

Once upon a time there was glorious city of Amber, it was a gem of Auguria, city of magic, wonders and harmony ruled by wise masters. But it fallen upon swords of barbarians lusting dust. Lords watched as city burnd and citizens died, and they could not accept their fate. So they stayed on earth trapped, lords without nation. But they ware not vengenful, all they want is peace, peace to end their torment, peace for all nations to their fate never be repeated. So they go to the barbarians to teach them, and bring them a eternal peace. Join all races in one nation, one will, one mind.



RPG tips:

So we a collective of hive mind of various species driven by dead spirits of ancient mages, who have this eternal quest to "bring peace to everyone even if that means down their throat". They are define themselves as good guys, so some things are not acceptable (like slavery). And they have some aversion to dust (since the lust cause all their problems). Maybe they are tieied somehow to Broken Lords (like was enemies).

Joining/Awekening: They are nation builded of all minor nations in joining. Which is collective mind, and share of though, or at least being them drive by Overlords. In their cities different races live together in peace. They can keep their bodies, but minds are joined, and as such without conflict. And of course would like to convince others to join them by peaceful means, but that is sometimes impossible.

They are spirits, so have have no bodies. However can speak as collective through willing joined if needed, such possesed often apears as pale human, often bald (monk style) with gentle faces, with psionic aura around them, like blue burning eyes or little kid with big ghosty overlord as a shadow. However no for floating robes or animated armors (we have that). More like enlightened monks. Alternativly they can apear as any minor race with flesh but in enlightened manier. Like urcas or bos in fancy pilgrim robes, reading books.



Twist: There could be s subtle suggestion here and there, that their real goal is not global peace but to collect enought minds to sacrifize them all at once and come back to flesh as gods. It will also be revealed that in fact they was cruel overlords forcing subcjects to worship them as goods, and was once killed by own people. But wish to return, and rule once more. This sneaky dudes are good at creating own legend. In storyline that could be represented by main hero having doubts about equality of collective, some minor choices betwean vengence and forgivness, both will bring ultimate peace but by different ways.



Gameplay basics:

They are wide faction, which means grab a lot of regions, but do not care much about population or city size (mostly per city bonuses).

They build cities as everyone, but they are not care much to developing them in tiles or levels. (many per city or per vilage bonuses)

The empire is wide but not consistent. Each region could be a little different depending what minor faction is there. So less bonuses for empire, but more in region.

They have afinity to influence.

They are powerfull psioncs beings, so have tools to fool others minds and defend their fallowers against that.



Sample features:

- More minor factions slots, on tier 6 could have them all if pacified. At each Age could research faction tech which unlocks one more slot above normal. At tier 6 they could research tech which unlocks (paccifies) all minors and turns off limits. Gonna grab them all. Still need influence to assimilate.

- Special buildings unlocked in regions with each minor race, only this region specific. And some extra bonuses for having villages, also this region only. (like FIDS)

- Empire expand easier (half hapiness cost of city number expand) so we can grab all this minors.

- Units build around suporting, buffing, debuffing, mind tricks (stun, slow, control?) .

- Parley as starting tech, no slavery. Cant attack minor vilages (but can bribe and parley) but can roaming armies.

- World map ability to hide your army. WIldwakers counter it hard. (using influence)

- Ability to revolt enemy vilage so they have rebelion behind their lines, or enemy village is destroyed but spawns for us army of minor faction merces.

- Gentle conquerors, conquered cities loose pilage unhappiness penalty twice as slow (if implemeted)

- Equality, collective is less willing to sacrifize each others, so each city suffers from -20% penalty to FIDS.





Samle special building idea:


Each building requies pacified minor in region. And affects only that region.

+2FIDS +1 influence per vilage

-30% that race unit production discount

Some major themed bonus. Like Urcas gives -30% building production reduction in that city.

And it is free of upkeep, and you have it from 1st Age.



Sample units:


United - melee unit, psionic monks with afinity to spears. A bit tanky. Special ability of inspiring defense in friends.

Pilgrims - support range, heals friends, stuns enemies. otherwise squishy and low dps.

Choosen - assasin unit, melee, with 2 soulknives (claws), they do not move, but teleport to target location each turn if needed. Their target is 'marked' decresing his defense for others.



Should i write more at this stage?
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11 years ago
May 3, 2014, 2:47:30 PM
Name: The Waste



I want to excuse for my bad english, and I hope You like my idea for a new faction.

Story Summary:

The Waste is the product of decades of littering by the Endless.

The Endless tried years to remove the Waste but they failed, so they experimented with great machines powered by Dust to remove the problem.

But there were some great accidents with the Machines and outstreaming Dust mixed with waste which came alive.

The Wast adopted the machines of the Endless and attacked them. The Endless had to flee from it, because it was to powerful.

So even the Endless couldn't stop the Waste, but they had a plan how they could stop it from rampaging.

So they build a gigantic undestructable shelter around the Waste that it could never escape.

But after the disappearance of the Endless nobody rebuilded the shelter, so time could work on it and it lost more and more stability.

One day the Waste broke free with a big Bang and every living being that heared this, knew that something broke free to destroy.

The freed Waste had just one simple goal from this moment on, to exterminate any other Civilization and let their rests come alive again in the Waste.



Basics of the Faction:



Cities: The Cities are the Heart of the Waste they are a big Clump of waste.



Units: Units are created by splitting of the big Clump of waste in the capital City.



Weapons: the Waste can adopt the weapons of defeated enemys or produce them.



Special Gameplay element: They need a special resource to build Units (normal Improvements

are still payed with industry), which is called Slunk.

Slunk replaces Dust and Food on this faction.

the Slunk production is based on fields a city is working on.

Slunk can also be gain by defeating enemy troops or destroy enemy cites.



Population: The population grows every turn based on the Slunk production



Diplomacy: They can't make any trades with other fractions. They can just declare war to other factions.



Faction Traits:



Waste it all - the Waste can't make trades with other factions.

it can only declare war to other factions.



Adapting Life - the Units of the Waste adopt the weapons of defeated enemies and gain +5% Attack or Defense on stolen Weapons from other factions and remove all negative stats from them.



Resurrection - Dead units can be reanimated after battle by spending some Slunk (the prize is based on the level of the Unit)



Children of the Endless Machines - the Waste gets +2 Industry per 1 Population



replaceable Body - Units of the Waste gain bonus defense based on their level



The growing Hate - after 10 turns in war with another faction the Waste gains a bonus damage buff against this faction.



critical collapse - if the units don't fight for 15 turns they lose a percentage of their health.

the timer is also set back when the units visit a city of the Waste



tactical Gameplay:

  • play offensive and attack as fast as you can to gain more weapons from enemy units
  • try to expand as fast as you can, so your troops can explore more of the world
  • declare enemy factions war as fast as possible to profit from the bonus damage after a few turns

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11 years ago
May 3, 2014, 3:09:04 PM
Hello everyone,



I want to apologize in advance for my English, since it is not my native tongue and this is my first attempt at describing a faction - therefore it might not be that well written.

I did not include detailed information about traits and bonuses since I only wanted to present the general theme/idea.



1. Name



Earthlings



2. Background Story



Many have tried to solve the riddles surrounding the earthlings, lifting another secret of life. Unlike other factions, the earthlings are still unknown to the world and require further studies. All that is known has been taken from reports, indicating many creatures each with its own appearance, yet the same. Not many have had a chance to observe them in their natural environment, even fewer can claim to have met one. Those who did, could not decide on whether they had actually seen the same thing or if in fact both had been deceived by their own eyes. One thing all agree on, is that no one really knows how the earthlings came to be and where their agenda towards the world and its inhabitants lies.



Notes from the last report of an professor from the imperial academy of science, found during an expedition, describe following observations:



They are vast creatures.

They are short creatures.

They are the same.

They are different.

They are many.

They are few.

They are.



3. Basic Gamplay Idea



When playing the earthlings timing is of the utmost importance, as you will need to take advantage of the different seasons and adapt your gameplay to them - if you wish to succeed. It is important to know when to strike your enemies and when to expand your land - though not to miss out on important progress in science or to administer your finances. One can combine tactics with seasons to overcome a much more powerful opponent, when in fact you are a lot weaker than him.



3.1. Winter



During winter the earthlings withdraw from expanding their land and cities, thus allowing them to spend more time to research new technologies and to administer finances. Due to these changes throughout the empire, construction and reproduction is diminished for a bonus in science and finances. When being attacked during such times, the fact that they are all withdrawn to confined areas improves their defense and grants a bonus to repel even the most vicious foes.



3.2. Summer



In summer the earthlings return with rested bodies and sharpened minds - eager to prove themselves - to expand their land, build new cities and use newly developed technology. During these days the lack in concern for science and finance is filled with a bonus in production and construction. When acquiring newly discovered resources, the earthlings will receive a small bonus, enabling them to utilize these resources in more efficient ways.



3.3 Minor Factions



Since the earthlings are experts in adapting to different environment and situations, they integrate newly conquered factions into their own society. Therefore are traits and bonuses of minor factions respectively enhanced or diminished during different seasons. Due to the fact that minor factions are being integrated by the earthlings, they are not limited to a certain number at any given time.
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11 years ago
May 3, 2014, 3:24:34 PM
Name: Auri Collective (Spirit of Auriga).



Background story:



The forming of Auriga being so closely tied with the material known as Dust was not without its consequences - wherever the land altering forces were at their most violent and mixed with the incomprehensible properties of Dust the very spirit of Auiriga was ripped from the land and given beautiful, deadly and awful physical form. Born from the cataclysmic forces and from the Dust were thousands of sprites that form the collective known as the Auri, and where these sprites gathered in significant number gave rise to the terrible and awe inspiring Auri Lords. The Auri lords are the very consciousness of the gathered sprites, and wield terrible power with incomprehensible motives. In the wake of the Auri Consciousness earth, water and fire is ripped apart and altered - reminisce of the forces that formed Auriga so long ago.



The power of the Auri consciousness is terrible to beyond, so it is therefore understandable why so many sentient beings of Aurigia would view these powerful spirits as the Gods of Auriga. Their devotion to the Auri collective only appears to empower their Auri lords - and perhaps a terrible secret lies in the source of the Auri's power, and perhaps a weakness?. What is apparent however is that the humours of the Auri collective - and by extension the lords that are their consciousness made physical - are incredibly fickle and diverse. When a collective of sprites gather and an Auri lord is formed the motives that lead their actions are as diverse as the land of Auriga. Whether malevolent or benevolent- they seek to increase their own power through the devotion of the minor races, either under the guise of unification or by crushing all opposition that may stand in their way. While powerful, they are far from godlike and their power relies on the devotion of the creatures of Auriga




When I think of sprites I think of minor spirits - these spirits have a unique and cool combat form though! smiley: smile



Basic gameplay idea





I'm not sure how extensive or specific this is supposed to be so I will try to keep it basic. Anything in italics are simply my own potential extension of these basic ideas



The spirit of Auriga



-For the Auri Collective population is an important and unique resource. The Auri will consume population as a resource.



-The Auri Collective only have two faction units - settlers and sprites. Sprites are relatively weaker than other faction starting units but perform support and utility roles for the Auri ( reason for limited faction units is explained later)



-Auri Collective cities are not traditional cities but where sprites gather (and collectives formed) and represent rifts that harness the power of Auriga.



-The Auri collect no food but produce population through a unique method. (perhaps population = number of sprites garrisoned + bonus pop from assimilated factions/built villages)



-Resource bonuses from certain terrain types. (Perhaps they can pick a terrain type similar to Vaulters Holy Resource to receive this bonus)



Terraforming



-At the cost of resources the Auri Consciousness can wield their power and can alter the land around their cities. Allowing Auri cities to specialize in a particular role no matter where they are placed. For the sake of balance these options are probably limited and perhaps only taking effect for a certain amount of turns (The power of terraforming is balanced by the cost and the limited population of cities- since population is a resource for the Auri)



Community Consciousness



-The Auri Consciousness (heroes) are very powerful. Their strength makes up for the relative weakness of sprites. (Killing off sprites in an army first would be a legitimate way to weaken an Auri Hero, although Auri heroes are NOT anywhere near un-killable regardless) (note than other factions can benefit greatly from Auri heroes too! But Auri heroes are strongest when used by the Auri)



-When an army or city contained sprites they empower any assigned hero, making them stronger or adding bonus effects that heroes have on cities.



-Increased minor faction bonus from assimilated minor factions.



-The low pop cap of cities makes Heroes essential as they give bonus resource per pop.



Devotion



-To make up for the lack of faction units the Auri Collective have +1/+2 minor faction assimilation slots. (This should mean that the Auri can have a number of different unit variations, and minor factions will be their primary combat units since sprites are so weak)



-The devotion of minor factions to their Auri Lords mean that completing minor faction quests have more bonuses.



-Diplomatic bonuses, the power and awe of the Auri!!



Overview



The Auri play-style is unique in that population is a uniquely consumed and generated resource. Globally any Auri Collective strategy will involve the assimilation of minor factions and the correct use of sprites (as population) and the bonuses their heroes provide. Combat-wise the Auri focus on powerful heroes empowered by weak sprites or backed up by minor faction units. The first Auri city will probably heavily favour production (at the very least to produce sprites) but further cities may focus on dust/influence and science. (Remembering Auri can potentially change the role of each city by periodically altering the terrain)



The Auri can focus on combat or can focus on winning the game via a different win-scenario. After-all, perhaps a more peaceful approach is needed to assimilate all the creatures of Auriga to the worship of the Auri?
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11 years ago
May 3, 2014, 3:29:49 PM
Seek wrote:
Er, Ship?smiley: wink




Isn't there supposed to be naval transportation, at least, in the final game? smiley: stickouttongue
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11 years ago
May 3, 2014, 3:37:06 PM
Faction Name: Aetherin Shadows

Faction Leader: Vorenus Black

Faction Legend:

The Aetherin Shadows are a plague, consumed by their desire of Dust. They were once prosperous, a people who survived time by relying on each other, reaching out to learn from other societies. That is however, before the Shadows laid their hands on the hearts of the Aetherin people.



This strange entity, unexplainable and dangerous craved the valuable Dust to be their salvation from their phantom existence. Forever roaming on Auriga as an illusion of shadow, they believed the Aetherin's new acquiescence with darkness would open a path of freedom, a path of physicality. Skin turned dark, eyes spilling bright red, and bringing a blanket of darkness wherever they go, the Aetherin Shadows seek tremendous power through Dust, with the sole ambition to be made endless.



The surface of Auriga is indeed a frightening place, especially now that this world will plunge into a time where shadows kill. The creatures borne through darkness, the Aetherin Shadows are a demonic presence, the like of which Auriga has never seen before.



Gameplay:

Faction Affinity:

Dark Possession - during winter, this faction gains strength, giving slight health regeneration in and out of battle. This faction also benefits from a constant -25% expansion disapproval.

Faction Traits:

Shadow's Reach - when founding a new city, the Aetherin Shadows begin with a boosted populace, having two population instead of one, and an increased vision range for all units.

Heart's Rend - allows this faction to assimilate two minor factions at the same time, allowing them to build their unique units and take advantage of the empire-wide bonuses.

Hidden Fear - when this faction encounters a minor faction for the first time, it immediately spawns a unit in fear of being assimilated by darkness.

Crimson Eyes - having the face of death makes one drive away any chance of making peace with minor factions. This faction cannot research 'language square'. Thus the only way to assimilate is to lay waste upon them.

Shadow's Essence - being touched and enveloped in darkness has its effects on the land . The Aetherin are still partially human and must eat to live. -25% to food and -25% approval, however +15% to Dust.

Faction Technologies:

Aetherin Watchtower - an upgraded version of the tech 'watchtower', providing bonuses to extended vision range.

Abnormalities - an increase to the life attributes for each unit.





Summary: This faction focuses primarily on expansion, and using the minor factions, to fasten their rate of conquest. Quivering with fear, the minor factions will pose as a slight threat to their early expansion, so until they are pacified, Aetherin Shadows' units have a slight boost to health. Having also roamed the lands of Auriga through Summer and Winter, the possessed Aetherin also benefit from a slight health regeneration rate during the harsh winter. Having access to two unique minor faction units at one time improves the adversity of their military strength, given that they suffer decent negative effects to their food and approval. This can also harshly affect their Empire plan. The percentages and values are not set in stone, but rather reinforce the concept of being an expansive faction. I'm also not sure if they should have a bonus to science, as they want to follow in the footsteps of the Endless. They want power through Dust, to improve themselves, or more specifically, improve their newly found physical form. They have wandered for far too long, unnoticed in the shadows, and now finally they can make their own prominent mark on history.

Shedding some more light on what they look like, they are borderline demonic. Fully black, with red eyes that weep blood from time to time. They have this very distinguishable shadow-like aura, that seems to constantly follow them. Their armour is of a crimson hue, and they tend to like dual wielding, which could be a faction technology? Dual wielding crossbows/swords. Maybe they could also bare fangs, so they'd adopt a very vampiric look? Of course, this is all stuff for the next quest in this contest smiley: smile
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11 years ago
May 3, 2014, 3:40:20 PM
Keep in mind this is subject to change and I probably will edit/tweak a lot of this before the deadline, thanks.



The Perennial Eclipse



Faction History/Lore (I realize some aspects of this are similar to the overview, but I felt some had to be in both areas to make sense and contribute)

Originally part of the Vaulters, the Eclipse started off as some of the many who left the underground maze in order to seek the freedom of the surface. When they arrived, they were greeted with the full moon shining across the landscape. This is how the Eclipse began.



The Perennial Eclipse are a cult. Or, at least, that's what everyone said when the first few grouped together under the moonlight to admire and worship the moon and its night sky. They were unable to understand how those around them would worship the sun, and would stay in the shadows during the day, only coming out under the moonlight. They were shunned, spited, and pushed away for their beliefs.

They left their original settlement, several dozen strong, and started a new one.

They cared nothing for the titles, exploitation or useless bureaucracy which they had left behind. In their eyes, as long as they were under the moonlight, everyone was one and one was all. That means egalitarianism, socialism and a general goal for the populace. There are no leaders in the Eclipse, only a focus on their goal. The goal, is for the Eclipse to cover all of Auriga, no matter the cost.



They grew in size, many former Vaulters hearing about the allure of the Eclipse. Whilst many may not have understood their worship of the moon and night sky, they quickly became believers. A sizeable town with bustling industry and agriculture, the people were contributing to the greater good, but they were not satisfied that only their town was covered by the Eclipse. They needed more.



The Eclipse, though it is supposed to be egalitarian in all aspects, has a leaning towards females, particularly in a religious sense. Due to the relationship between the female body and the lunar cycle, the Eclipse sees this as women having a special bond with the moon. Whilst women are not worshipped, they are certainly the more visible in higher positions and respected more. Because of this, male-dominated empires and cultures are seen as heretics.



The Perennial Eclipse grew to cover the original settlement from which they left. Under the darkness of the winter, the moonlight swept through the town and silenced the light. Swift figures in slender armour, wielding cresent-shaped blades, moving through the town without a sound. When day broke the next day, the leadership of the town were nowhere to be seen. Instead, the Perennial Eclipse stood before all, calling upon the people waking to not only embrace the moonlight but to become part the eclipse which they stood for. All is one with the darkness and the moonlight can and will cover all. Like the cycle of the day, the night will always come. Whether the day besets the night is not a question asked by the Perennial Eclipse. What they ask, is whether they are able to make their eclipse last, for eternity. This is what they stand for.



Distinct leadership was avoided within the Eclipse, due to its egalitarian nature, but once the Eclipse started to cover large amounts of land, it was acknowledged that central planning was needed to avoid chaos. As such, the Moonlit Chamber was born, elected members from each and every area and section of the Eclipse coming together to discuss and reach conclusions in order to make decisions. Of this Moonlit Chamber, several members are then elected to form the Council of the Eclipse. This is the highest authority within the Eclipse. Its few members are experts in respective areas such as the military, the economy, religion, and so on, were resided over by the Cresent, the highest level of authority within the Eclipse. She is merely referred to as the Cresent, and her title may pass on, but she has remained the Cresent for over a decade now, and she is formidable and an apt head of the Eclipse.



For now, the Eclipse remains a large city, its capital. Luna. But, with it's strong military, industrial power and agricultural ability, it won't be long before the Eclipse tries to expand, to finally fulfill its goal of covering all of Auriga, and beyond.



Overview

The Perennial Eclipse are a egalitarian, socialist, and militaristic society. Agriculture blossoms due to their numerous fields, their sprawling factories churn out goods day and night, and their military might is strong with highly-trained citizens clad in black and silver armour with a pure-white crest symbolizing the crescent moon on their breastplates. Their ultimate goal is to unite Auriga under the Eclipse, and then push to the darkness of the night sky, if that is ever possible. They do not care by what means, be it military conquest, willing amalgamation, diplomacy or utter destruction. The Perennial Eclipse will have their way, or die trying.



The Eclipse, though it is supposed to be egalitarian in all aspects, has a leaning towards females, particularly in a religious sense. Due to the relationship between the female body and the lunar cycle, the Eclipse sees this as women having a special bond with the moon. Whilst women are not worshipped, they are certainly the more visible in higher positions and respected more. Because of this, male-dominated empires and cultures are seen as heretics.



Distinct leadership was avoided within the Eclipse, due to its egalitarian nature, but once the Eclipse started to cover large amounts of land and cities, it was acknowledged that central planning was needed to avoid chaos. As such, the Moonlit Chamber was born, elected members from each and every area and section of the Eclipse coming together to discuss and reach conclusions in order to make decisions. Of course, this is much slower than a single decisive leader, but it escapes the possibility of a dangerous concentration of power. Of this Moonlit Chamber, several members are then elected to form the Council of the Eclipse. This is the highest authority within the Eclipse,members, experts in respective areas such as the military, the economy, religion, and so on, were resided over by the Cresent, the highest level of authority within the Eclipse. These members have fixed terms, and the Chamber reserves the right to force any member of the Chamber to step down if needs be. However, they still can be re-elected indefinitely and are widely considered to be the most powerful members of the Eclipse.



The Eclipse are not technologically advanced in the widest sense. Rather, they have shunned machinery and magic in favour of steel and metal, stone, anything worked on by its people is considered to be of worth. The Eclipse relies on the populace rather than machinery to carry out the duty of the Eclipse.



The military of the Eclipse itself is a formidable force. Though relatively small in size, its members are trained to the highest capability and have outstanding strength, stamina and tactical awareness. There is more of an emphasis on infantry over mounted or other types of units, and the military is heavily in favour of attack rather than defence, as the Eclipse never expects to be caught off-guard or to be on the defensive. Due to the traditional nature of the Eclipse, most units are melee, however due to their outstanding armourers and weaponsmiths, the Eclipse are nearly unstoppable as they approach.



As mighty as the Eclipse may be, any empire has its weaknesses, and the seemingly unstoppable Eclipse does too. Due to the nature of the Eclipse, what they stand for, and their objectives, they have reduced the role of Dust in every way, shape and form. It is not that they cut it out completely, they realize that to every empire, Dust is essential for the inner workings. What they cannot accept, however, is the seemingly corruptive nature of Dust. The use of a currency has little to no place within the Eclipse, monetary worth is meaningless, but the actual usefulness of Dust itself is what the Eclipse can utilize. Because of this, the Eclipse attempts to minimize the amount of Dust it uses, but the Dust it does use is utilized in the best and most effective way possible.



In terms of diplomacy, the Eclipse are cold and mostly unforgiving. They are not well inclined to trade (due to their economy and system) and the use of Dust in any sort of negotiations are seen as either an insult or act of war. They are willing to form temporary alliances, and are not afraid to declare war, because in the end, everyone will be under the Eclipse.



Gameplay Ideas (This is probably the most subject to change because of the early-access nature of Endless Legend right now)



Things in bold are general gameplay ideas, whilst things in italics are more in-depth things that would suit later development.



Based on a relatively idealistic view of socialism, the following FIDS ideas can be changed for balancing, but generally the idea would hopefully remain the same.



Food - High base values, which ideally would scale better than average with population.

Industry - Again, similar to food, high base values which would scale better than average.

Dust - This is the hard point in terms of balance. A low base rate which scales badly, with production getting worse the more that there is in reserve. However, all internal uses of Dust, like buyouts and the like should be under-average.

Science - Faction-specific technologies should be focused to the military, economic/industrial efficiency and religion. Otherwise, they would have a lower than average science production.




Because of their worship of the moon, the Eclipse would be stronger in the winter (where the nights are the longest) and weaker in the summer (where the nights are the shortest). This would produce an interesting take on dynamics and strategy, considering the military of Eclipse would be heavily attack-oriented. This buff/debuff could be empire-wide, which would make sense, however could just be limited to military.



Happiness can be an issue. Taxes would be high (as it is a socialist society and there is not much worth on currency in the traditional sense), and the populace may be unhappy in certain jobs. There would be a careful balance between authoritarian and religious sternness to ensure efficiency, and allowing everyone to be perfectly equal and relatively happy, which would decrease output. This could be a slider of sorts.

Happiness in general could be lower than normal, but this is debatable.




Military wise, as said in the overview, there is a heavy emphasis on infantry, melee, and the offence. Smaller in size than usual, but each member is trained to a very high standard. Their weapons and armour can be near-unstoppable on the offence, but the Eclipse would lose initiative on the defence.



Heroes would be members of the Council of the Eclipse, or the Moonlit Chamber. As they are likely to be experts in their field, there wouldn't particularly be any all-rounders, save for the Chair of the Council, who may be generally very strong in all aspects. However, they could be around for a fixed amount of terms only, where they would be replaced by a new member with potentially different stats. These would not be bought, but can be filtered into technology so that more heroes, up to a maximum, are 'earned'. Losing any would be a great blow, however.



In terms of the Minor Factions, the Eclipse would mostly focus on attempting to convert or force minor factions to join them. Any that would resist out of principle or general dislike of the Eclipse would be swiftly crushed, but any successful converts could be turned into fully controlled cities, or to a lesser extent more autonomous 'vassals' which are under your control but can do their own thing. Due to how the Eclipse is run and set up, it can be a very love/hate experience when it comes to meeting Minor Factions. But, due to their cult-nature they could have a special bonus in regards to amalgamating minor factions, particularly during winter turns where most are likely to be weaker.



As said with Diplomacy, the Eclipse would have most options on the table, barring the use of dust in negotiations, and either a reduced trade ability or no trading ability at all. They would ideally have most people join them willingly.



The Eclipse want to spread across the whole world, so they ideally would have a buff of sorts to expansion and settling new cities, either a reduction in the training time of settlers, or an initial buff to cities once they are first formed.









~~~

That's it for now, I'll still be fine-tuning it as I said, and half of this actually got deleted along the way so I may have missed out some of my original ideas which I may add if I can remember them. I'm open to any questions if anyone has any, thanks!
0Send private message
11 years ago
May 3, 2014, 3:55:22 PM
Ohh, i'm sorry for all my mistakes in the text smiley: embarassement



Star Dreamers

Lore:

Mysterious race, Auriga celestials, which lives on secret islands, soaring high above the ground and clouds. And just like their land, each Dreamer has the power of levitation, hovering above the ground so easily, just like the other inhabitants of the Auriga moves on their own feet. Being half ethereals, Dreamers lives significantly longer than any other species, but they are not immortals. Combining magic and technology, their nation is pretty advanced, so they can create more modern weapons (like cannons and fusils) and other machines.

And just like their islands towering above ground of Auriga, Dreamers believe that their race dominates over all other races living the planet. That’s why they consider themselves as the chosen ones to strive even higher, to reach billions of worlds. Above the moon, above the sun, to reach those small shiny dots on the horizon - the stars.

But without the idea how to reach their eternal goal, they went down to the surface of Auriga to find the knowledge that will help them. And when they arrived, they brought with them the knowledge, how to build impregnable citadels, soaring in skies like a birds. How to move for a long distances, regardless of any obstacles on the path. And how to create the lightest and strongest material, from which they make their weapons and armors. But they are not brought those to educate the minor races, but to show their power. And assert their authority over them.



“I’ve ordered to execute all these false prophets. I’ve spend enough time listening to their lies and fool words, and this is the end they deserve. They tell me nothing about that Messenger, the comet, which falls from the skies. I knew it from that day; this was the symbol, that I will be the king that leads my people to the new holy ground. I’ve lost so many years, and now I can feel the death breathing nearby. So we must do it right now. I’ll take everyone, who is still loyal to me, and we will go down, to the Auriga surface. If stars don’t tell us, how we must reach them, then we will find the Messenger. No matter, how far from the surface he lies deep underground. I’m sure, he has answers for all our questions. Let our final journey begins.”

King Unadarian the 3rd, the last king of the celestial islands.

King’s diary, last note taken before the great exodus.


*The Messenger, comet - the spaceship, that fall down on the planet in the beginning of DotE



Faction Traits:

Celestial fortress (cities are floating in the air, which gives them additional protection. Could be placed on water. Specific research give access to “Move city” option. Moves each tiles in one direction, requires few turns to recharge the ability)

Movement without borders (units can overcome obstacles and other units on their way)

Despising the other nations (much more difficult to establish peace with minor and major factions)

Enchanted metals (weapons and armors have better stats, but more expensive)

Seekers of knowledge (after pacifying the village they receive the temporal science buff. By taking control of enemy region you could steal one tech, that you haven’t research)

Inefficient cultivators (each hex with food gets -1 food point, down to 0)

Loyal people (reduced expansion disapproval)

Resource spenders (requires more holy/strategic resources to activate their special ability)

Rebuild ruins (You can spend some dust to rebuild ruin. Restored ruin will work as a main resource generator for city in this region smiley: fids including influence smiley: empirepoint )



Gameplay:

The Dreamers are very aggressive race. Their basic play style: science and war. Mostly their units are weaker in compare to other factions (they have 25% less health, movement ~2-3 and so for other stats), but after equipping a full armor set they become significantly stronger. The first turns are hardes for all their new towns, because of small amount of food. So first, they need to get enought population, by pacifyng villages or any other way. Also Dreamers suffers a lot from winter and Dark ages.



Units:

Basic units: Dreamers soldiers could be equipped with melee-medium range weapons – lances, halberds and twinbaldes. Rangers could take bows (medium range, medium damage) or fusils (long range, low damage). Their special units are genie-like mages, which could equip staves (cast spells, more attack options), or alchemic gear (more support options).

Heroes: all heroes of Dreamers factions belongs to king's family, and follows him in his final journey.



Faction main quest:

  • Everything begins with pacifying a minor race and building additional cities in neighbor regions.
  • Research an “advanced search parties” tech (faction specific)
  • Search few specific ruins for remains of spaceship





“A few scratches, remnats of the unknown race, covered in rust and ready to break each second. I cannot say much, but even those things shows everyone, how far behind we are. But we are on the right way. I was right. But now we need to work even harder, our victory never was so close.”

King Unadarian the 3rd, the last king of the celestial islands.

King’s diary, one of the notes taken during the expedition.


  • Find more strategic resources and specific artifacts.
  • Start a new research, which gives you access to a new spaceship unit
  • Create one spaceship (it requires a lot of all four resources)
  • Spaceship must “survive” for numbered amount of turns (it must be out of a city, every faction could see it through a fog of war, it cannot be in one party with other units)





“I can see it. I can see it with my own eyes. I can feel it with my own skin. That mystic place, that keeps together hundreds of words. I could never imagine that we will be so close to our dream, even if we are so far away. That endless ocean, without sounds… that… Endless Space… Dead and alive. So big and so small. So bright and so dark. I know, this is how it should end. And this is how it should begin, our final journey.”

King Unadarian the 3rd, the last king of the celestial islands.

King’s diary, the end.
0Send private message
11 years ago
May 3, 2014, 5:12:37 PM
Below is my submission. I decided to split it into two parts - a brief summary and a massive wall of text for those who liked the general principles behind my faction smiley: smile

Btw, the name comes from a combination of greek "μέσα" (inside) and "αίμα" (blood). I thought of this after learning that parasite comes from greek words for "beside" and "food".



MESAIMA




[HR][/HR]

Part 1 (brief summary):



Mesaima are small parasites, inherently weaker then other races living on Auriga. They rely on their ability to infect and control minor races. Their main storyline focuses on a dilemma they face as a race - should they maintain their genetic purity and live their own lives or should they infect all living organisms, lose themselves and turn all lifeforms on Auriga into one perfect being?



Gameplay ideas:
  • Mesaima are defined by the minor factions they assimilate. Their playstyle can differ significantly in multiple playthroughs
  • They suffer very harsh penalties to smiley: fidssmiley: empirepoint and are almost unable to achieve anything on their own.
  • Mesaima can only assimilate (infect) minor faction via conquest
  • (though unique assimilation quests are also an interesting option)*
  • Minor factions provide Mesaima with a different set of benefits then usual. These benefits are also much more significant.
  • Mesaima can assimilate 3 minor factions from the start of the game
  • (instead of researching appropriate technologies). However, they can never change their assimilated factions. Once they pick someone, that choice is irreversible.
  • Assimilating a minor faction gives you one food, industry and science booster to use.
  • 5 turns after production, minor faction's units controlled by Mesaima become sick. When sick, they lose 30% of max health per turn and eventually die. They cost 20% less smiley: industry/smiley: dustthen usual though.
  • Aside from tech requirements, Mesaima cannot create their own units without assimilating minor factions first. So in order to get access to tier 1 combat unit (same level as BL's stalwarts, Necrophages' foragers and so on) they must assimilate one minor faction first. In order to gain access to tier 2 units (level of dawn officers or ryders) they must assimilate 2 minor factions. In order to make tier 3 troops (era 2 units like the Dust Bishop) they must assimilate 3 minor factions. Settlers are always available.
  • Mesaima's settlers are much more powerful then normal settlers and form the backbone of Mesaima's army. Other Mesaima's combat units are only effective when backed by either the settlers or minor factions' units*





If you want to learn more about the lore of Mesaima or read about possible gameplay interactions with minor factions, head into part 2!



*[/B]

Since units are not part of this competition (yet), this is merely a suggestion
smiley: smile



*

Such quests could involve convincing minor factions that living as part of the Mesaima Republic is an honor or can improve the lives of the faction's children and so on, and so forth.




[HR][/HR]

Part 2 (wall o' text)



Let's start with possible cross-faction interactions and then move on to the lore smiley: smile

Since this competition only requires me to provide "basic" gameplay ideas, everything written after this point is only a suggestion. It is how I imagine this faction to work. Instead of using exact numbers (which would be suspect of balance) I rate everything as either a "low", "medium" or "high" bonus (or penalty in two cases)



Minor factions' new bonuses
(these overwrite the old ones!):
  • Kazanji - by infecting the Kazanji, Mesaima learn how to feed on fire - an important trait for species that are normally incapable of infesting (aka eating) a non-sapient and non-biological non-organism. Mesaima also adapt some of the Kazanji's beliefs as a sideeffect of infestation. +Medium food on all land tiles, +low influence in each city, +medium food in each city for each assimilated village.
  • Urces - these peaceful giants are easy to infect, provide Mesaimas' offspring with a valuable source of food and can be used as cheap laborers. Incorporating Urces into Mesaima empire results in widespread desire to live a nomadic life. +low% food on empire, +medium industry on each tile with industry, +medium movement in friendly territory, +medium industry in each city for each assimilated village.
  • Sisters of Mercy - assimilating this organization inspires compassion and love amongst Mesaima. This leads to creating a more civilized race which is less aggressive towards strangers. +medium science in each city hall and each district, +high approval on empire, +high influence in each city for each assimilated village.
  • Ettin - Integrating the ferocious nature of Ettins turns Mesaima into a force to be reckoned with. Living like savage beasts, Mesaima also learn the value independence and freedom. +low food on each tile with food, +high attack, initiative and critical bonus on all units, +high vision for each assimilated village.
  • Erycis - Adopting Erycis' complex body structure helps Mesaima overcome their own weaknesses. Merging with such comprehensive species increases resolve of Mesaima and helps them adapt to various situations. +low food on each tile without food, +low industry on each tile without industry, +low dust on each tile without dust, +low science on each tile without science, +low influence in each city for each assimilated village.
  • Silics – although infecting living crystal is no easy task, achieving success widens Mesaima's perspective, teaching them much about the nature of the world they live in. +high% science on empire, +high science on empire, -low dust on each tile with dust, +medium industry in each city for each assimilated village.
  • Delvers - through the act of infestation, Delvers' lust for treasure and dust is spread to Mesaima, affecting every individual within the republic. Greed, thievery and unauthorized mining become far more common. +low dust on each tile, +high% dust on empire, -low approval on empire, +medium industry in each city for each assimilated village.
  • Bos – the centaurs are strong and numerous but easy to trick and infect. With their help, Mesaima think faster and are less likely to stop when their current task becomes more difficult. +low industry on each tile, +low science and dust in every district, +medium speed of armies in all territories, +low industry in each city for each assimilated village.
  • Haunts – by becoming in-tune with the dead, Mesaima desire immortality more then ever. Their will to survive triples and they are unafraid to use drastic measures when survival is at stake. Ignore all winter penalties. +low food in each city for each assimilated village.
  • Ceratan – Complex society of the Ceratan can have a big impact on Mesaima. Infecting the arachnids lets them develop social studies to a new level and helps develop a more respected empire. +high influence in each city hall and district. +medium approval on empire. +high influence in each city for each assimilated village.







Now that this is over (grats to everyone who read this all, I love you! <3 ), let's continue with the lore of this faction. I decided to not write anything about the history of this race... that will be the task of every EL player who picks this faction in their playthrough! smiley: biggrin





Biology




Every Mesaima is an individual and self-aware organism. In their most natural of forms, their bodies are nearly indistinguishable from indigo-colored pebbles, roughly 0.5 to 4 millimeters in diameter. When infecting a different organism, Mesaima connect themselves with the host using tiny neural connections. Long-term exposure to Mesaima infestation results in drastic body alterations to both the host and Mesaima. However, the end result is always the same; the host dies and its grotesquely reformed body ~becomes~ Mesaima.



These parasites have three very unique features. Firstly, it only takes one Mesaima to successfully infect a different organism. Secondly, they can only infect one body and are bound to it for the rest of their life. Thirdly, even after taking over a new body, Mesaima can still give birth to pure Mesaima. However, if they decide to do this, the offspring can immediately transform into their parent's form without infecting anything. Alternatively, the offspring can simply look for a new organism to infect.



Mesaima reproduce asexually but they cannot create any offspring before growing into a new body. As such, Mesaima become "adults" only after they infest something. Or after they grow into their parent's form. On average, Mesaima develop the ability to infect when they are roughly four days old. In their pure form, Mesaima survive for up to three weeks but they can prolong their lives significantly by acquiring new bodies.





Personality




Before reaching adulthood, Mesaima are only concerned with acquiring a new body. In this state, they are entirely focused on finding a future host and never deviate from this task. When unable to infest a suitable organism for one to two weeks, they usually assume their parent's form.



Adult Mesaima usually "inherit" some of their host's personality. Because of that, it's difficult to find a single trait shared by all Mesaima. There's one exception to that rule, however; every Mesaima is in its heart a patriot and also tries to act in a way that is beneficial to the entire race. Mesaima can be good or evil, full of hate or filled with love but they will never risk endangering their entire species. And when in such danger, they will put their differences aside and face the common threat.





Government




Though it may be surprising, Mesaima are actually organized into a republic. Each adult Mesaima is considered a part of the government. They can all propose new local or empire-wide laws at their weekly local sessions or monthly national sessions. Every Mesaima has a right to vote on said laws.



However, they all have a different amount of votes available. Each Mesaima gets one vote per one offspring they made. When the offspring reaches adulthood, its parent loses the vote that the offspring was granting. It's also the same when offspring dies. As a result, most Mesaima try to produce as much offspring as possible but they often kill them before they reach adulthood – so that they wont have to compete with another Mesaima during sessions. This practice is generally accepted but not every Mesaima is this ruthless. Additionally, adults have no right to kill other adults or somebody else's offspring.



Because sometimes choices have to be made quickly, Mesaima elect local governors responsible for taking quick actions when necessary. During each session, a new governor can be elected to replace the old one. Only volounteers can be chosen as governors – it is considered a great honor to be selected for such responsible role. However, this comes at a price; ex-governors are no longer allowed to kill their offspring. This law is meant to stop individuals from amassing too much power.



[HR][/HR]

That's it! I'm really happy if you made it this far. I hope you can share my enthusiasm for this race, I think it would be a great addition to Endless Legend smiley: redface
0Send private message
11 years ago
May 3, 2014, 5:13:47 PM
Solarians






What faction is missing? A religious one! A holy empire of light built on human sacrifice.



So who are they?



Short version: A solar cult with god-kings, high civilization, and human sacrifice. Is able to sacrifice minor faction units for special bonuses and miracles. Has a roman/aztec/african style--think columned pyramids and desert-side villas.







Long version: From the deserts and sun-drenched plains come a union of clans, united by their faith in Sol Invictus, the almighty Sun, and his representative on Earth, the Sun King. Building sprawling cities of sandstone and marble and sun-baked brick, the Solarians have formed a nation welcoming all peoples, all races, with the single caveat that they accept Sol Invictus as their King and God. Of course, it didn't take long for the royal line to be become convoluted and disputed, and these days there are dozens of Sun Kings vying for dominance and divinity. Each Sun King is his own messiah, and by extension, all others are heretics and must be dealt with accordingly.



The Solarian faith has a few main tenants, including:

  • the love and furtherance of civilization
  • holy war against evil
  • loyalty to the Sun King
  • willingness to offer your up your life as sacrifice





Sacrifice is not just in a metaphorical sense. If asked of you, it is your loving duty as a Solarian to offer yourself up to the priests to be killed on the sun-drenched and blood-stained altar at the temple's top. Solarians believe in the power of prayer to work miracles, but even more so, in the power of sacrifice to work miracles. And while other nations are skeptical of what they deem superstitious fanatics, the miracles do seem to come true. That something is granting the Solarians' prayers, there is no doubt.



In game terms, a Solarian player has the option to sacrifice certain units in their cities, in order to gain benefits (typically instant or short term ones). The only core Solarian unit that can be sacrificed is the Blood, the base infantry unit; however all minor faction units can be sacrificed, and each minor faction gives a different effect when their unit is put on the altar.



All sacrifices have a small effect on the seasons, making summer last longer and winter end sooner. The strength of the miracles that are granted is somewhat random; miracles are not an exact science, after all.



Through their intrepid missionaries, Solarians are able to convert minor faction villages in other factions' territories, stealing the use of the village from the other nation. Of course, there will be diplomatic repercussions...





The units (work in progress):



-Settler (nothing special here)



-Blood: Infantry unit, armed with sword and shield, and dressed in leather armor and lion pelts. The Bloods are the holy warriors of the Houses, the noble clans; their descent from the original Solarians gives them their noble status and their noble blood. Ordinary human citizens are considered inadequate sacrifices in most cases, but the blood of the warrior Bloods is beloved of Sol.



-Diviner: Support unit, armed with their faith. Able to convert enemy units to the One True Faith of Sol Invictus, and to buff friendly units.



-Glass Chariot: Ranged unit, a large chariot carrying a mirror made of Dust-infused glass that is able to shoot burning sun beams at enemies. Glass Chariots are speedy glass cannons, able to move quickly around the battlefield, but take time to fire and are completely useless in melee.





The heroes (very work in progress):



-Alder Tenoch: Holy warrior and master tactician, unquestioningly loyal to the divine Sol Invictus--but unsure of which semi-divine Sun King he should serve.

-Ria Arius: A woman diviner is a rarity, but Ria is a prodigy. Her divinations always come true, and her prayers are always answered.

-Daesio: A young, wandering mystic born of a human father and an elven mother. A believer in the message of Sol but a cynic of the politicking of the Sun Kings, there is no greater miracle worker.





Some other lore-ish bits:



-The human clans that make up the bulk of the Solarians are desert-folk; their appearance would resemble real world africans and arabs, with some meso-american features and roman noses thrown in just for fun.



-The Sun Kings really are a touch divine, though it's not clear where their power comes from. They have longer lifespans than normal humans, have miraculous good-luck, and look as radiant as the sun; though that could just be from all the Dust-infused jewelry and face paint.



-The Solarians use Dust as a coating for treasures to make them shine like the sun, treating it as a precious metal. Solarian treasure-houses are often filled with Dust. Besides that, Dust is a vital ingredient in the deadly mirrors of the Glass Chariots.



-The Solarians welcome all other races, no matter how strange and inhuman, as long as they accept the faith of Sol. The Solarians, after all, aren't a race or really even a nation; they're a religion, and it's a religion that's always glad of converts.







(^faction symbol)



LUX INVICTA!
0Send private message
11 years ago
May 3, 2014, 5:51:20 PM
nightbasilisk wrote:
Readme: PLEASE consider using Instant-runoff voting!!



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




I'm all for this system of voting. Not only does it help with what you already stated about "the majority minority" problem, but it also settles divisions of personal opinion ("I really like x and y, but z is just slightly better, so I'm voting there"). Good point, especially for the fact that it looks like voting is already going to be a pretty hard run thing with the awesome quality of the home-brewed factions already being posted here!
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