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[Poll] Faction Creation Competition - Quest 1: the Biography

1. Cultists of the Eternal End: Religious, one holy city, minor faction-indoctrination, holy warfare - Nosferatiel
2. The Sowers: Cybernetic, teamplay, terraform, population evolution - godman85
3. The Church of the Creators: Religious, dust-baptism, terrain-bonuses - Teslaflux
4. Azi Dahaka: Dragonoid, high population disapproval, borough approval bonus - Shoreyo
5. Viridiplantae: Plantfolk, only food/no industry, free boroughs, living cities, minor faction bonus - Wredniak2003
6. Aveos: Birdpeople, defensive, counterattack - Hunter93
7. The Maskari: Shapeshifters, guilds, espionage, camouflage - Rudest
8. Wetkin: amphibian goblins, waterbound settling, unit looting, fodder/swarming - Polymathin
9. The Forgotten Ones: Humanoid, gathers Endless relics, uses up relics for buildings/instant techs - odeboy1
10. The Shadows of the Revenant: Spiritistic/shamanistic, necromancy, shrines - Xaeltos
11. The Azuku: Humanoid, minor faction recruitment, diplomatic - chaos_rick
12. The Peacebringers: Telepaths, slavery, converting villages to cities, no disapproval - Verdian
13. Ubnud Muezzi: Elementals, minor faction bonus, fortified cities, defensive, slow expansion - _theclamps_
14. The Drifters: elvish nomads, adventurous, shared teleportation, winter-immunity - Mordius
15. The Federation: Multicultural, minor faction bonus, diplomatic - RariShyZealot
16. Auriga Fakäd: Auriga's servants/itself, no cities/mobile extractors, special techtree, winter-worsening - VieuxChat
17. Londinium: Humanoid(?), big cities, one capital, special city placement - nightbasilisk
18. Reborn: Hivemind, special buildings per minor race, telepathic domination, inciting revolts - lynxlynx
19. The Waste: Elementals, no dust, no food, endless war - Lukestyler95
20. The Earthlings: Humanoid, seasonal gameplay, minor faction bonus - Lifescayper
21. The Auri Collective: Spirits, population consumption, minor faction army, terraforming, combo combat - Quell
22. Aetherin Shadows: Demonic, winter-strengthened, new city bonus, minor faction dependent units - TruFaulken
23. The Perennial Eclipse: Humanoid, religious, militaristic, high production, minor faction vassals - SlightlyQuarky
24. Star Dreamers: Celestial, floating mobile cities, militaristic, high power/high cost - Lynx_gnt
25. MESAIMA: Parasitic, minor faction infestation, low FIDSI, infested units sicken, minor faction dependent bonuses - PANCZASU
26. Solarians: Humanoid, religious, sacrifice mechanics, minor faction indoctrination - dreamwalker
27. The Haustoria: Parasites, plantfolk, only food/no industry, hivemind - DevildogFF
28. The Ichthyodre: Amphibian, waterbound, minor faction-dependent, no city production - Vulpeculus
29. The Cognition: Humanoid, resurrection, no minor factions, infiltration, scientific - Sixthdaemonfox
30. The Sorex: Reptilians, religious, arid bonus, harsh winters, high influence - Flybert
31. The Throng: Pigs, dirt bonuses, no minor factions, high production - Buzzkillington1990
32. The Dusteaters: Religious, dust-centric, minor faction bonus, defensive - Commdor
33. The Elementals: Elementals, magic, changing elemental nature - TheMassivMan
34. CIEVERS: Fishfolk, diplomatic, scientific, waterbound, cities built land but can expand on water tiles - Ottopoika
35. The Ignis: Elementals, sacrifice minor factions, counter attack, harsh winters - Zakk_Wylde
36. Empeers: Amphibians, telepaths, upgrading minor faction bonuses, buyout with influence - mindthirst
37. The Stargazers: Plantfolk, minor faction bonus, diplomatic, scientific - Trithemius
38. The Frebbit: Amphibians, harsh winters, high dust/food, fast movement, amphibious - ZumboPrime
39. The Flayers: Cannibals, militaristic, population tribute mechanic, loot - melkathi
40. The Voyagers: Reptilian, traders, diplomatic, waterbound - wilburton
41. Squamata: Reptilian, Alliance instead of assimilation, one capital, hostile vs major factions, asymmetric warfare - ResonanceMask
42. Georifts: Elementals, winter-immune, militaristic - Worsham
43. The sons of winter: Undefined, minor faction bonus, winter bonus, low temperature tile bonus - Bibool
44. The Confederacy of Free Peoples: Multicultural, one capital, diplomatic, high influence, small outposts - Adventurer_Blitz
45. Lords from Under: Humanoid, FIS-transmutation by dust, isolationist, upgradeable units - hellstork
46. The Stasis Pirates: Multicultural, villages as watchtowers, minor faction bonuses, ocean bonuses - K__
47. Dustborns: Humanoid, dust-centric, dust-transcendence-victory, scientific, dissection of minor factions - Gnouman
48. The Elders: Demonic, slavery, minor faction sacrifice, village upgrades - EisenKreutzer
49. The Vanguard: Multicultural, settlement on villages, minor faction transformation, winter-loving - Stealth_Hawk
50. The Tluli Serenu - Elephants, delays winter, diplomatic, camouflage, minor faction bonus - Seek
51. Morphlings: Shapeshifters, high FIDS, minor faction (trade) bonus - Reagord
52. The Paunches: Parasites, limb replacement, winter-immune, population can be grown or bought - Ezumiyr
53. The Spirit Collective: Spirits, settlement on ruins, minor faction army, transcendence, science by trade/loot - Codename_Veers
54. Méèium: Elementals of dust, pop/science, F to IS conversion, I/unit, loss of S/dead unit - Marteau
55. The Ascending: Cybernetic, branched development, upgradeable units - Chr
56. The Blood Bound: Humanoid, upgradeable units, looting, minor faction bonus, militaristic - Maxfightmas7er
57. The Beckoning Pride: Canine/Feline, no village attacks, minor faction bonus, bribing villages with luxuries, luxury summon of temporary mercenaries - Larcent
58. The Covenant: Humanoid, minor faction bonus, settlement/pacification empire bonus, expansionists - iDrunk
59. The Néé Collective: Water elementals, waterbound at start, minor faction required to settle on land - todesbart
60. The Worm Cartel: Worms, enslave minor factions, slavemaster approval, slavemaster battlefield bonuses - wahnvorstellung
61. Cerberions: Werewolfs/hellhounds, free military units for military points (MP), MP for pacified villages/ sacrificed population - JusTaNooB
62. Sanjanemo: Humanoid, overtake/keep out neutral units, village pacification/revolt by influence - Wintersong
63. The Betrayed Ones: Demonic, underground cities, start bonus choice, bonus for allied/at war - Rave
64. The Hunters of Baog: Humanoid, enslave minor factions, use up minor factions for FID bonus/SI malus - T41
65. Helios: Rituals for minor faction champions/elite units, champions call for aid from villages, artifacts in ruins - uriak
66. The Nârigas: Ophidian humanoid, minor&major faction, bonus from their minor faction equivalent, can replace minor factions - Jaguar_Flemmard
67. The Lost: environmental adaptation, scientific, relies on minor faction units, placing new districts next to villages - Apathyman
68. Pheonica: traders, minor faction/mercenary military, naval bonuses - Echilon
69. Dark Ones: Telepaths, high cost per pop/unit/building, defensive, undiplomatic, ID-bonuses - warper555
70. The Faceless: Hivemind, shared FIDSI for all cities of the empire (weighted by pop), shared unit abilities in battle - katiari
71. The Woven: Amphibious shapeshifters, branching playstile/units determined by assimilated minor faction(s) - digitalcrack
72. Wisdom Singers: Multicultural, one city, region control by minor faction assimilation, empire plan affecs minor faction unit efficiency - MysteryOne
73. Tinkers: Goblinoid, industrial, replaced destroyed villages with factories, high cost/efficiency units - DesmondT.Fantabulous
74. The Shintaro: Multicultural, good/evil spirit choice, religious, upgrading minor factions - halofury36
75. The Hrrysbane: Elementals, winter-affinity, longer winters, harsh summers, village destruction bonus - CarlosDeMunyos
76. The Legion: Cybernetic scorpions, units generate science, minor faction units generate bonus science, sacrifices for influence - Sovereign
77. Scavengers: Bipedal Hyenas (Gnolls), nomadic, fast unit movement, FIDS malus on cities, loot mechanics - lynxlynx
78. The Really Big Rats (RBR): Rats, settling adjacent to villages, fast pacification, warrens (+1 tile) instead of burroughs (up to +3 tiles), cheap settlers, cheap assimilations - P5ych
79. The Oligarchy: Multicultural, no attack on villages, powerful/cheap heroes, minor faction FIDSI bonus, fast faction discovery - TapperMaiaz
80. The Warmongers: Multicultural, settlement on villages only, prestige with minor factions mechanic, asymmetric warfare - Niateph
81. The Silhens: Humanoid, winter-bonus, loot-mechanic, underground movement, militaristic - LegionQC
82. The Lacertan Empire: Humanoid, raise undead during battles, population cannot be redistributed but produces more FIDS, minor faction enslavement - Faust
83. The Rebellion: Multicultural, FI upkeep for assimilated factions, pop bonus per x rounds and village to cities, pays I to instantly turn cities - Golodion
84. The Aelli: Birdpeople, settlement close to mountains, S for discovered villages, fast unit movement, trade bonuses - Doshaburi
85. The Descendans: Elementals, S bonus on diplomatic treaties, F&happiness bonus on ruins/anomalies, malus on war, dust bonus on different terrain types settled - MrPeacemaker
86. The Vyroken: Draconides, militaristic, slow population growth, winter-hardened, minor faction bonus, attack on pacified villages = declaration of war on Vyroken - FinalStrigon
87. The Founders: Multicultural, settlement on villages, cities generate quests for trust-mechanic, minor faction army - Strawberry
88. Court of Chaos: Shapeshifters, main unit transforms to minor faction unit of choice at start of battle, can spend units to pacify villages, combat bonus, army size malus - MANoob
89. The Adventurers: Gremlins, pacified villages generate quests, city relocation, increased quest rewards, fast unit movement - Hustred
90. The Gras: Symbiotic spirits, special near-immortal spirit unit, spirit promotes villages to cities, spirit merges minor factions (double bonus), can acquire roaming neutral units - indigav
91. The Awoken: Multicultural, (tech upgrade) villages act as districts, approval bonus per assimilated faction, approval malus per destroyed village in region - Ervayne
92. Xanarpia: Multicultural, special gem resource, gems used for unit upgrades, can use gems for FIDS - SombreToy
93. The Ryukiin: Lizardmen, village bonus, harsher winters, S bonus, double minor faction assimilation bonus - Thrifty
94. The Keepers: Cybernetic insectoids, transforms conquered cities to villages, region bonus dependent on village-type, can change village-type, multicultural army bonus - EcthelionHelm
95. Kyusho: Birdpeople, low S production, S bonus on searching ruins/ruins harvested, ruins act as districts with adjacent cities, battle victory bonus - jazzmiq
96. Mal ira Naata: Multicultural, religious, indoctrinate minor factions - Ljosapaldr
97. The Protectors of (some minor faction): Multicultural, religious, religion-choice determines hostile/friendly minor factions at start of game, minor faction bonuses - lo_fabre
98. The Sidhe: Spiritistic, dual types of village upgrades determining type of empire bonus, minor faction units construction without assimilation - The-Cat-o_nine-Tales
99. The Nereides: Amphibian amazons, settlement on land or water, enslavement choice for villages, pacified villages spawn militia, no extractor resources without pacified villages - Veronica
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11 years ago
May 11, 2014, 12:42:23 PM
Ok, I've made my vote but there's something that somewhat confounds me. How would the dev team support a faction like the following:



24. Star Dreamers: Celestial, floating mobile cities, militaristic, high power/high cost - Lynx_gnt



Floating mobile cities? I understand the idea. I just don't understand how that could be supported in the game? I read the .pdf and I didn't see any "guidelines" stating that cities should be ground-based or any other "rules".



Seeing as how the above submission is on the list, I'll assume that you guys can actually make cities fly? ;-) I suppose you can also make water-based cities? I would think this would be out of the realm of possibility due to the direction the game has already gone. All cities are on ground tiles.



I guess my question is, are flying or water cities even a possibility in this game? And, if so, how would combat work? smiley: confused
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11 years ago
May 11, 2014, 1:05:48 PM
I love the concept of a floating city, but hey, i think it's not really possible to implement this in game (cf combat system ground based)
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11 years ago
May 11, 2014, 1:26:39 PM
I fear that the devs might simply go around it by saying "hey, this city is flying, honest", adding some cloud-like textures and giving that city a defence bonus. Which, again, isn't exactly what the voters voted for smiley: alder Again, some clarification on the matter would be amazing.



I do trust Amplitude to do whatever they believe is best for the game. But, as much as I love them, I don't think they handled this competition terribly well smiley: sarcastic I guess noone expect that people would post so many entries.



Right now we probably just have to wait until this poll is over and the G2G vote starts. We'll see what the devs' final decision will be. If they promise to deliver flying cities and that doing so won't require too much time spent on coding - well, in that case, I'll regred not voting for them (for those asking, yes, the main reason I didn't vote for star dreamers is because I thought they're too difficult to implement). I still don't know how a rival faction could possibly siege flying cities but that's an entirely different matter ^_^



And if the devs state that flying cities are not achievable... well, then what? smiley: confused Redoing the whole poll feels wasteful, especially since the same situation could happen again with a different faction. On the other hand, implementing non-flying flying cities would be even worse because that's not what people asked for.





Alright, I seriously need to stop worrying about it and let smiley: amplitude do their job. They haven't disappointed me before so I should believe that they can make the right call. It's their game after all smiley: smile
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11 years ago
May 11, 2014, 1:55:13 PM
Out of the three that have the highest percentages this one seems the most interesting. Religious units just have no place in my opinion as a major faction. A minor sure, and seeing as there is already one in the form of the sisters, I would like to see this aquatic race win.
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11 years ago
May 11, 2014, 2:08:43 PM
caritog wrote:
Out of the three that have the highest percentages this one seems the most interesting.




That one's growing on me too. Plus the name fits the lore which is nice smiley: approval



But I think I like the Eternal End just as much if not more...
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11 years ago
May 11, 2014, 2:23:25 PM
SlightlyQuarky wrote:
Oh jeez, I didn't think the voting would start this quickly! I'm amazed that the staff have managed to sort all the submissions out this quickly! xD




If devs had actually read through all of them, list would be slightly shorter. For example, it has two ideas by same person which is against the rules.



caritog wrote:
Out of the three that have the highest percentages this one seems the most interesting. Religious units just have no place in my opinion as a major faction. A minor sure, and seeing as there is already one in the form of the sisters, I would like to see this aquatic race win.




Yeah, out of current three winners, they are my favourite as well. I just hope they don't end up as sexy mermaids. The concept has a lot of horrifying(read cool :3) potential that I hope won't be missed for sake of fanservice...
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11 years ago
May 11, 2014, 2:24:37 PM
I really can't imagine a flying city being that hard to implement. Cities are already locked to regions, and if it's one tile at a time, it's just a city that can shift it's work tiles once a turn. Big deal.
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11 years ago
May 11, 2014, 2:32:28 PM
The flying city thing just doesn't work for me in the game. Love the concept but just don't see how it fits in EL game mechanics. Do see how a flying city can be sieged - Flying units. However that puts an emphasis that any other major faction would require a flying unit or to assimilate a flying minor faction to fight. That seems unfair and makes the game very predictable. Hence I don't see how it fits the game.



Similar with water based cities - unless we're talking of a floating city as there is mention of 'Boats' and continents for forth coming maps. I can then see a chance for the water based faction to work. But - how would a water based battle work? An army of 6 unload and magically float on the sea? If they can do that then what's the point of making the land and sea any different? smiley: biggrin



Now add the flying city to hovering over water and you can just forget the game making any sense at all smiley: stickouttongue
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11 years ago
May 11, 2014, 2:38:58 PM
JohnnySupernova wrote:
I really can't imagine a flying city being that hard to implement. Cities are already locked to regions, and if it's one tile at a time, it's just a city that can shift it's work tiles once a turn. Big deal.




Yeah flying citys are quite popular, i mean i loved the landscape of Pandora (flying rocks etc) and i loved the "The infernal City" novels of the Elder Scrolls series but i have to agree i also dont see a proper implementation in to the game right now.



Edit: but i think everything is somehow possible.
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11 years ago
May 11, 2014, 3:17:20 PM
My main worry about flying cities: What happens if you switch off/sabotage/destroy by attack whatever keeps the city afloat? Does it fall down, terraform the land into a collision crater and instantaneously die with all inhabitants? smiley: confused
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11 years ago
May 11, 2014, 3:21:05 PM
Adventurer_Blitz wrote:
as i understand it, nosferatiel kept track of and read all of the faction ideas, writing summaries, categorizing them, and then the staff just used his amazing list.




That's mainly it. I did not police any of the entries according to their compliance with the rules, as I'm participating in the contest, myself.

That'd have been unfair beyond measure, plain and simple. If anyone has a right to cull that list, it's the devs, not me.
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11 years ago
May 11, 2014, 3:22:38 PM
Stealth_Hawk wrote:
That one's growing on me too. Plus the name fits the lore which is nice smiley: approval



But I think I like the Eternal End just as much if not more...




Thanks for the support to you and all cultists, hidden in their covens all over the world. smiley: wink
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11 years ago
May 11, 2014, 3:43:49 PM
Sovereign wrote:
Yeah flying citys are quite popular, i mean i loved the landscape of Pandora (flying rocks etc) and i loved the "The infernal City" novels of the Elder Scrolls series but i have to agree i also dont see a proper implementation in to the game right now.



Edit: but i think everything is somehow possible.




As for the flying rocks of Pandora, that concept was originally "floated" smiley: biggrin back in the 1970's on the band YES's album covers drawn by artist Roger Dean long before Avatar. Check out some of Roger Dean's work.



https://www.google.com/search?q=roger+dean+artwork&source=lnms&tbm=isch&sa=X&ei=nZhvU8aKCcbIsATXuYLgBg&ved=0CAgQ_AUoAQ&biw=1297&bih=856
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11 years ago
May 11, 2014, 3:51:53 PM
Poor Star Dreamers. While the Celestial Fortresses have their own issues, one of the reasons as to why I didn't vote it was that Seeker of Knowledge is the only minor faction related trait to them. Minor Faction Theme...



Maybe instead of flying cities, they could have walking ones. smiley: stickouttongue You would still have issues of hving to code mobile cities but battles would require less worries.
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11 years ago
May 11, 2014, 4:03:16 PM
JohnnySupernova wrote:
I really can't imagine a flying city being that hard to implement. Cities are already locked to regions, and if it's one tile at a time, it's just a city that can shift it's work tiles once a turn. Big deal.




The problem is that city in this game aren't really one tile tbh. You need districts to unlock cities full potential and that makes city at least 4 tiles which can take various forms. My biggest city so far I believe was city tile + 8 districts and by many standards it was small.
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11 years ago
May 11, 2014, 4:11:27 PM
Wintersong wrote:
Poor Star Dreamers. While the Celestial Fortresses have their own issues, one of the reasons as to why I didn't vote it was that Seeker of Knowledge is the only minor faction related trait to them. Minor Faction Theme...
At least they do have some sort of mechanic related to minor factions. There are plenty of entries that don't even have that smiley: alder



Maybe instead of flying cities, they could have walking ones. smiley: stickouttongue You would still have issues of hving to code mobile cities but battles would require less worries.


As amusing as that would be, it doesn't fit the faction and it's not what the people are voting for either smiley: stickouttongue



I really can't imagine a flying city being that hard to implement. Cities are already locked to regions, and if it's one tile at a time, it's just a city that can shift it's work tiles once a turn. Big deal.
Let's imagine that it's true for a second. But how will the game cope with districts floating above mountain tiles? Or other impassable terrain? How hard will it be for the game to determine if moving a city wouldn't move it outside of its region? How will the game handle the navigation process without making it horribly obnoxious? And how stable (bug-wise) will moving cities be, especially in multiplayer? Those are the sort of things that are worrying me.









BTW, Semi-off-topic - Soveregin wrote cool fanfic involving his and my entry. It's not really related to this competition per se but it's a nice read regardless and I'm amazed that he did this sort of thing smiley: surprise The link is in my signature
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11 years ago
May 11, 2014, 4:47:00 PM
PANCZASU wrote:
At least they do have some sort of mechanic related to minor factions. There are plenty of entries that don't even have that smiley: alder


If I remove the minor faction traits from your faction, it becomes unplayable. From that point of view, your faction is an example of good minor faction theme. IMHO, of course. My faction idea is inferior to yours because if you remove the minor faction stuff from it, it's still playable (quite vanilla though). In its defense, all the special traits are minor faction related which was the whole point of my entry.



As amusing as that would be, it doesn't fit the faction and it's not what the people are voting for either smiley: stickouttongue


The change would go with a proper change of lore, which is as much a subject of change as the gameplay elements. smiley: stickouttongue But I was joking. That kind of stuff would fall to the devs and the author of the entry, if the situation requires it. smiley: smile
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11 years ago
May 11, 2014, 4:53:02 PM
Wintersong wrote:
If I remove the minor faction traits from your faction, it becomes unplayable. From that point of view, your faction is an example of good minor faction theme. IMHO, of course. My faction idea is inferior to yours because if you remove the minor faction stuff from it, it's still playable (quite vanilla though). In its defense, all the special traits are minor faction related which was the whole point of my entry.




My faction also becomes unplayable without minor factions, which is why I bundled in an idea for a new minor faction already merged.



I doubt that's the defining criteria for the winning entry though smiley: wink



Shame, as it's the brief as posted - vague as it was.
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11 years ago
May 11, 2014, 4:56:00 PM
I dunno whether my idea is good example of theme or not... On one hand I did originally design the faction around the theme and idea is that you can't win with them without utilizing minor factions, but I might have missed the mark and just by buffing the units you could make a version of my faction with only guerrilla tactics aspect without minor factions <_<
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11 years ago
May 11, 2014, 5:10:55 PM
indigav wrote:
I doubt that's the defining criteria for the winning entry though smiley: wink


I'm sure of that. smiley: smile But we got the chance to define a faction of our liking that works around/with/"does-cool-stuff-with" minor factions. Cool, but not easy, theme. Of which some have done great stuff.smiley: biggrin (even if some didn't get my vote in the end)
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