ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
People, you can do in your signatures ALMOST anything you like, but if you keep spamming this thread on the topic of signatures, there will be a hail of infrictions on your heads.
Mordius wrote: If any of these plant factions win, I'm just letting you know right now.
In Quest Two, I'm making one of the units a cactus.
Lol Nice idea, but if it is mine that wins it has too be young cactus, old will have to root in something ^^. Or if you really want you can make cactus riding a boar ^^ as it would root into the boar and mind control it for the rest of it's sad life ^^
While I do appreciate espionage and shapeshifting or better said your thoughts about lore in general, with masks being the tribal replacement of an identity for people that can otherwise change it at a thought, there's the matter of gameplay. I do get your idea that they should be sneaky and stealing science, but how exactly this is put to use eludes me, at the moment. Just "researching" cadavers would make them more belligerent than sneaky, because they'd need to produce them. Or do you propose bringing into the game a cadaver-mechanic? Five turns til the remains rot away, until then you've got time to extract some research from them?
Their most interesting ability would be to be polymorphic, but you aren't using that very much, yet. If I were really evil, I'd allow them to mimic minor race-allies of other players and start wars in their very name. Unless they lose the battle, therefore revealing the identity by their own remains. Okay, I admit it, I am evil...
And that way, with a cadaver-mechanic, they would bring about battles everywhere to loot the remains, cleverly posing as units of different factions to remain undetected. That might work.
I'm definitely liking the concept of an intrigue and espionage-centered culture, which would make sense for a race that evolved with the natural ability of limited shapeshifting. The focus on personalized masks as identifiers is a nice touch. I might suggest that the more renowned a particular Maskari has, the more plain their mask is, as to deter unwanted attention. Also, for creatures able to change their form at will, it might make more sense for their natural form to be more on the lankier, lithe side, as to stick with a more roguish theme. The gameplay mechanics are a great fit so far, btw, so really great job on those! Further thought might be to have units that specialize in instigating dissent in opponents ranks that cause debuffs.
Nosferatiel wrote: Aggressive advertising battles are on!
That aside, I'm sure they will be capable of throwing out a few that didn't stick to the rules, then put everything else to the vote. They don't have to actually read it beyond two things: It has to be far enough away from any kind of other faction that's already set and it needs to be doable ingame. If it's not remotely realistic to put it into the game, they probably won't put it to a vote, either.
This is why mine isn't 3 years long and to the point. I followed the exact design system you usually see in the current factions, changed stats, purposely gimped their early game to make up for their complex alliance gameplay and tie it to the lore of the game.
I wanted to keep the intrigue and imaginations of the players by getting one of the most unique experiences in ES and bringing that experience in an even more unique way to
Please leave any feedback on my faction. Especially if you love the sowers from ES.
My faction is simple to understand, a little more complicated then the standard factions currently in game, streamlined to be place directly into the game via same format, and unique animations for their units changing with the era.
They were formed deep beneath Auriga's surface, forged from earth, fire, and stone. Close to the great core they clung, building a great empire cloaked in its warmth. But now Auriga is changing. The core is cooling and can no longer support Ignis. Faced with extinction, they fled bringing a small piece of the great core with them. The journey to the surface was long and many perished. Now the Ignis have been thrusted into a dangerous alien world at only a fraction of their former strength. They must adapt quickly for every day they grow colder, and the last piece of the great core is slowly fading.
Will the Ignis be able to shine brightly once more? Or will their flame flicker and die out.
Faction Traits
Feed the Flame
* Owning a minor faction village provides a steady stream of sacrificial captives.
*Meter builds up (speed depends on number of villages owned)
*Once full you can make an offering the the great core gaining FIDS bonus or approval bonus.
Living Fire
*enemies take more damage from counter attack
Cold Intolerant
*Greater penalties during the winter
*Penalty on snow or "cold" tiles
Appearance
I imagined them looking something like this:
These are just a few pictures I found on the internet, not really what I wanted but it helps me imagine them.
Very much WIP. I'm open to suggestions about backstory, lore, and how the faction should play. Thanks for reading
I would love some additional feedback for my submission, the Haustoria, a sentient parasitic plant race that uses spores to subjugate and improve the existing minor factions. Please see my signature.
I looked through the posts and many instances of increases the number of minor factions. So i decided to try the opposite direction, and this is what I came up with:
Empeers
Story:
Empeers are unable to communicate by sound. They can give of electrical discharge, and can sense electromagnetic waves. They can do so with enough sensitivity to read the signals flowing throughout a brain. They communicate with each by reading these brainwave, allowing them to read minds. But different species minds can differ somewhat in what their like, so it takes time to learn how to read a new species mind, similar to learning a new language, but far more challenging. As such, while they usually have people on hand to communicate with the major factions, they don't involve themselves with too many of the minor factions. They traditionally lived in water, but they breath air. Some of them have chosen to leave their homes in the sea due to the increasingly harsh winters. The possibility of becoming stuck beneath frozen ice became an increasing concern, and your tribe has chosen to try live on land.
Appearance:
A long, snake-lie lower body, attached to an upper torso with to arms and a head. The arms split halfway down into two long tentacle fingers. They are invertebrates. Grey, dolphin like skin. Flat face with large, angled eyes. Hairless.
Gameplay:
Can only have one minor faction join them.
Upgrades to gain additional minor factions instead allow you to benefit from stronger versions of the empire bonuses by paying the same influence cost you would normally pay to gain additional factions. In addition, it adds a small ability unique to each minor faction to their unit.
Can use the chosen minor factions settlements as your own to build around, but it has an influence cost to do so. You still need a settler, you just tell it to settle on that minor faction settlement. This can allow for potentially more than 1 settlement in an area for yourself (still can settle there if someone else has).
Each of your settlements around a minor faction's settlement gains additional influence per turn (for the city, not per population).
These settlements have the option of buying out items in the queue with influence instead of dust (with a multiplier of course, something like 1 influence = 10 dust or whatever seems balanced).
Thanks for the feedback nos and clamps >.> Very useful feedback.
Nos your idea is vile, I like it <.<
That cadaver thing might be a touch too aggressive! The idea is that even if you choose to engage them in open battle, they will still walk away having learned something they shouldn't have about you. Even while you are fighting them, they are busy gathering intel and documenting tactics (And they'll put that knowledge to use by developing counter-strategies and/or counter-tech). The cadaver thing operates as a mirror to the food similar food mechanic that the Necrophage have, the corpses themselves aren't actually the important part but they are the best way to gauge the level of intel procured from a battle. At the end of the battle you get a % based bonus to your science resource.
It was thought of as kind of a counter-balance to the other minor-faction centric faction traits of the Maskari. This way, if there wasn't a particular minor faction you wanted to absorb you could still have something to gain from slash and burn tactics. It would offer two divergent playstyles! Sort of like choosing rather you want a capable flexible army early or would you rather jump right for some key-techs at the cost of a potential empire-wide passives. Though you are right, it has the potential to restrain the faction into a more aggressive playstyle and that certainly isn't part of my vision! Hmmm..I may think of something more shady to take it's place!
Debuffs will certainly be a theme if they make it to unit design!
And clampz, the general idea of their visage is kinda tall langthy lithe---sort of the thin and creepy vibe! The idea with the masks being less decorative to leader-types is a great idea, I will consider it!
They may seem a bit "ES Amoeba-like" perhaps but I had started thinking about something around elevation and smart lichens even before I spotted the "minor factions" theme - so I worked to combine the two ideas. I think that you could tweak the traditional FIDSI mechanics even more and make them more reliant on minor factions for production (a FIDSI malus that is reduced by assimilation of factions?) but that kind of tweaking is probably something to work through subsequently.
Enjoy!
Name
The Stargazers
Background Story
The Stargazers are society of idealistic astronomers that resemble sentient mobile lichens. Flourishing in regions of Auriga eschewed by other beings they arose to dust-granted sentience on the highest peaks. Always close to the stars, these creatures were fascinated by them and evolved both a complex mythology and a nascent science around their observations of these distant points of light. The heart of this mythology is that Auriga is far from alone in the cosmos and that sentient life is on a path to cooperative existence amongst the stars.
Stargazer mythology and their ethic of cooperation makes them optimistic collectivists. In their philosophy the first step towards a unity amongst the stars is a unity on Auriga. They are unusual imperialists; mostly avoiding the traditional techniques of military and economic domination of their neighbours - instead the focus on assimilation, shared strengths, and amity. Unlike their main rivals they are far most respectful of the variety of Aurigan life and their interactions with lesser states are less demanding.
The cynical may suggest that this cooperative spirit is born of necessity not morality; as the Stargazers are not physically intimidating and came late to the game of sentience; although the Stargazers themselves observe that this is merely a proof that different beings belong together as cooperative partners.
Basic Gameplay Idea
"Make friends with minors and benefit more, colonise highground for science (and influence), then leave Auriga to establish an ethical space-based political union in the endgame..."
Stargazers gain a tile FIDSI bonus to Science [andInfluencewithaspecificEraIV+researchitem] based on the elevation of the tile.
Stargazers gain the ability to extend city districts onto ridges (impassable mountains). (a factor of their religious desire for altitude and their physiological qualities)
Integrative Imperialists
"Together we bind; we are stronger together, happier together..."
Stargazers gain a bonus minor faction assimilation slot [orabonusslotandanextrabonussloteachtimetechgrantsanother?]
Stargazers gain a reduction in the Influence cost to assimilate minor factions
Stargazers armies and cities gain the ability to avoid provoking hostile responses from minor faction walker armies
Stargazers lose the ability to"pacify" minor faction villages by attacking them
Stargazers gain the ability to "bribe" minor faction villages with Influence instead of Dust
Stargazers gain an additional tier of assimilation called integration which counts
Stargazer cities as pacified villages for the purpose of minor faction empire bonus calculation. Integrated minor factions may not be reduced to assimilated or 'dropped' entirely.
Cooperative Colleagues
"The trope of Violence is an outmoded pattern of Discourse..."
Stargazers gain a reduction in the Influence cost of 'friendly' diplomatic actions (trade, peace, cooperation, alliance, etc)
Stargazers impose an increase in the Influence cost of 'unfriendly' diplomatic actions on major factions.
Celestial Communitarians
"Our wounded world is our birthplace but not our true home..."
Stargazers gain FIDSI bonuses to Industry and Science in order to achieve spaceship victory!
Bonus Preview Hero and Unit ideas
Hero: Treboxuia Shatranj
The inventor of a popular strategy game and an important Stargazer visionary (scientist/religious figure) - frequently employed as a diplomat and administrator.
Unit: Guardmoss
Strategically immobile [orreallyslow] Infantry-class unit for city defence. Speed on battlescreen not effected. Slow speed reflects less traditional expansionist urges.
Unit: Starspeaker
Support-class unit with motivational and healing buffs
Unit: no third unit!
A wider than normal range of minor faction units means that Stargazers get no third unit.
EDIT: My submission is very similar to one that Polymathin already submitted. Vote for the Wetkin!
[HR]Background: The Frebbit are the ones that attacked the Vaulters' ancestors after a quarrel over payment or a deal, leaving them to their doom as the ship crashed deep into Auriga's surface. In a twist of cosmic fate, a Frebbit ship is disabled over Auriga and crashes into the surface due to infighting.
Description: An amphibious, greedy and manipulative species, they prize wealth and shiny bits over all else and are mistrusting even of their own kind. Hard to get along with, but given the allure of enough available wealth, they can be a very loyal ally.
Features:
-All FIDS affected by winter due to amphibious nature (instead of just dust and food) until requisite nullifying tech researched and/or built
-Movement speed reduced to 1/3 in winter (instead of 1/2)
-Cities founded with -10 approval due to mistrusting nature
-+1 extra dust from all sources from greedy nature
-+1 extra food from all tiles with water features from amphibious nature, additional +1 if inside district walls and/or researched & built sheltered spawning area
-Double movement on all tiles with water features during summer
-Double army healing on water feature tiles during summer
-Can enter inland water & coast without tech due to amphibious nature
-Slightly reduced industry due to manipulative nature (competing for resources/sabotaging each other)
-Reduced science due to mistrusting nature (sabotaging each other)
Unit Types:
Hero: Can loot dust and from battles won. Adds dust to tiles if in a city.
Basic Infantry: Resemble frogmen. These guys use spears and bucklers, or long halberds. Fairly weak, but have high initiative and speed.
Ranged: Tier 1 research. Slightly larger frogmen that spew corrosive balls of acid.
Brood Mother: Tier 2 research, Titan unit. Slow movement and weak attack, but can spawn a basic infantry once every 4 turns. Possible upgrade to spawn ranged units instead.
Brood Guard: Extra unit because we need more than 3. High defense and HP, but slow.
Factions:
Selmendry: Giant salamanders that use spears & bucklers or pikes. Regenerate a certain amount of HP every battle phase. Give units small HP regen during battle.
Spawnlings: High attack and speed, but low defense. Improve city growth rate.[/HR]
ZumboPrime wrote: Time for a silly name - The Frebbit
Background: The Frebbit are the ones that attacked the Vaulters' ancestors after a quarrel over payment or a deal, leaving them to their doom as the ship crashed deep into Auriga's surface. In a twist of cosmic fate, a Frebbit ship is disabled over Auriga and crashes into the surface due to infighting.
Description: An amphibious, greedy and manipulative species, they prize wealth and shiny bits over all else and are mistrusting even of their own kind. Hard to get along with, but given the allure of enough available wealth, they can be a very loyal ally.
Features:
-All FIDS affected by winter due to amphibious nature (instead of just dust and food) until requisite nullifying tech researched and/or built
-Movement speed reduced to 1/3 in winter (instead of 1/2)
-Cities founded with -10 approval due to mistrusting nature
-+1 extra dust from all sources from greedy nature
-+1 extra food from all tiles with water features from amphibious nature, additional +1 if inside district walls and/or researched & built sheltered spawning area
-Double movement on all tiles with water features during summer
-Double army healing on water feature tiles during summer
-Can enter inland water & coast without tech due to amphibious nature
-Slightly reduced industry due to manipulative nature (competing for resources/sabotaging each other)
-Reduced science due to mistrusting nature (sabotaging each other)
Unit Types:
Hero: Can loot dust and from battles won. Adds dust to tiles if in a city.
Basic Infantry: Resemble frogmen. These guys use spears and bucklers, or long halberds. Fairly weak, but have high initiative and speed.
Ranged: Tier 1 research. Slightly larger frogmen that spew corrosive balls of acid.
Brood Mother: Tier 2 research, Titan unit. Slow movement and weak attack, but can spawn a basic infantry once every 4 turns. Possible upgrade to spawn ranged units instead.
Factions:
Brood Guard: High defense and HP, but slow. Improve defense and/or HP on city and units.
Spawnlings: High attack and speed, but low defense. Improve city growth rate.
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.
Some more home-brewed Faction feedback for those who've asked for it. Also, if you guys want, feel free to leave some feedback on the Ubnud Muezzi.
@godman85 in regards to The Sowers:
Really, really enjoy it when game companies have continuity and connectivity within their titles, and having a Faction that is based off of Endless Space would be excellent (especially since Augira is, itself, from ES). Having a race that depends on others to reach their fullest potential, too, makes for a unique gameplay experience, especially if the others can be more or less independent and self-sufficient. That being said, I think that there can be a little more interplay between The Sowers and Minor Factions. Maybe they believe that their true emperor will rise from obscurity, and they actively seek to interact with and absorb as many Minor Factions as possible, and thus have benefits for doing so. Also, this could help them overcome their population growth.
@Zakk_Wylde in regards to The Ignis:
Your's is a pretty interesting Faction idea, with the possibility of a very creative method of gameplay. I can definitely see The Ignis start off running out of the gate, and slowly fading in power and stagnating as their "Core Fragment" begins to burn out (I'm guessing that every member of the race shares a fundamental link with it). Their need to fuel this source could make them extremely aggressive in their mechanics and require a nearly continual and ever growing number of "sacrifices" in order to keep the Core alive. This being the case, maybe they advocate for capture rather than destroy method when they can, as to get the most out of those they overtake. (Also, def liking that first art piece you posted for appearance influence.)
@DevildogFF in regards to The Haustoria:
Love me some natural symbiosis (as evident by my own Faction submission). Think it's pretty cool that The Haustoria not only "convert" Minor Factions when they conquer them, but also change their looks and abilities in order to make them more useful for their own purposes. There may also be a weakness to other Major Factions that utilize less organic traits, and may have a difficult time interacting with or fighting against them. Your concept seems pretty solid, and I like the feast or famine characteristic with the change of seasons.
Let me start off by saying *ahem* "PRAISE THE SUN!" ;p
Now, moving on. You've obviously put a lot of thought into this Faction and really left nothing for easy critique. I like how the Sorex are so centered around their religious devotion to their Sun God that it defines everything that they create and interact with. It might be a possibility that they see other Factions as "heathens" that do not believe as they do, and they think it their holy duty to either convert the unbelieving or to cleanse Auriga of whatever "heretics" plague the land where the Sun touches. I might suggest, too, that they consider winter as a divine influence created by an opposite entity of their "true God" and that it is slowly gathering strength as the cold seasons lengthen. Any Factions that do moderately well in winter may be considered a servant to this opposite power and thus are mistrusted or despised by the Sorex, making negotiations untenable or impossible and conflict more likely.
_theclamps_ wrote: Some more home-brewed Faction feedback for those who've asked for it. Also, if you guys want, feel free to leave some feedback on the Ubnud Muezzi.
It's hard to criticize your faction, it's well-thought out and creative in its design, although maybe not as "omg so awsum!!1111" as some other submissions. Ubnud Muezzi don't have the most "visual" of mechanics and don't introduce any drastic changes. And while I personally really like them the way they are, I fear that during a vote, most people may vote on something more ridiculous instead. Regardless, your entry is solid, you covered all the important parts. If I were forced to criticize anything, it would be their look - I'm not a big fan of yet another bipedal species, especially when we already have so many of them in game :3 Secondly, I feel like their research could use just a flat penalty - if those guys are so ancient and it took them forever to find a way to restore their old glory (and they needed dust for it too!) then they probably aren't the best of scientists.
Either way, it's a really nice faction
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