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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 12, 2014, 10:22:47 AM
Nosferatiel wrote:
You can see the number of votes when looking at the same poll from the devblog.

The average number of votes/voter is 4.76, right now, so people take their time and vote for many factions. I voted for 10 factions, myself, yours included. smiley: stickouttongue
Thanks, you're sweet <3



Yeah, I like that the number of votes per voter are increasing. I'm pretty sure it was around 3.4 a few days ago, at least that's what someone posted. Looks like people are finally taking their time to read all the entries. Might be a bit late though smiley: sarcastic Still, better late then never and I surely won't complain!
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11 years ago
May 12, 2014, 10:24:05 AM
PANCZASU wrote:
Thanks, you're sweet <3



Yeah, I like that the number of votes per voter are increasing. I'm pretty sure it was around 3.4 a few days ago, at least that's what someone posted. Looks like people are finally taking their time to read all the entries. Might be a bit late though smiley: sarcastic Still, better late then never and I surely won't complain!




Actually, the 3.4 were due to a missing refresh of voter numbers on my side. It was 4.6, even then. So people were already voting for many options, at that time. I edited the wrong 3.x number, long ago. smiley: wink
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11 years ago
May 12, 2014, 11:17:57 AM
Lynx_gnt wrote:
My apologies, but looks like you haven't noticed the "Despising the other nations" trait.

It also affect the relationship between Dreamers and minor faction (sorry for not describing this part well enought). In such ways, as: you need to spend more money to bribe them, or you will get a more harder quest (two parts, instead of one) to pacify - because they simply not believe, that you come in peace.




Umm, just to ask since this is something I still don't get... How does that fit the minor faction theme if they in fact have harder time utilizing minor factions than other factions? <_< That sounds more like penalty or that its just better to wipe out minor factions.
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11 years ago
May 12, 2014, 11:35:44 AM
ResonanceMask wrote:
Umm, just to ask since this is something I still don't get... How does that fit the minor faction theme if they in fact have harder time utilizing minor factions than other factions? <_< That sounds more like penalty or that its just better to wipe out minor factions.




This is one of their two serious penalties (-1 food per hex and harder to establish peace/ pacify minor village). I just said, that Seekers of Knowledge not only one Dreamers feature, related to minor factions.

And yes, with those two penalties, it is "better" to destory and then rebuild villages, because you will have hard times with populations at the beginning.
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11 years ago
May 12, 2014, 11:41:04 AM
Lynx_gnt wrote:
This is one of their two serious penalties (-1 food per hex and harder to establish peace/ pacify minor village). I just said, that Seekers of Knowledge not only one Dreamers feature, related to minor factions.

And yes, with those two penalties, it is "better" to destory and then rebuild villages, because you will have hard times with populations at the beginning.




But how does that fit the theme? <_<
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11 years ago
May 12, 2014, 11:55:49 AM
ResonanceMask wrote:
But how does that fit the theme? <_<




You mean, what is the reason why this penalty exist? Well, the Dreamers just doesn't count all other races as equal to them ("And just like their islands towering above ground of Auriga, Dreamers believe that their race dominates over all other races living on the planet").
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11 years ago
May 12, 2014, 12:05:08 PM
Lynx_gnt wrote:
You mean, what is the reason why this penalty exist? Well, the Dreamers just doesn't count all other races as equal to them ("And just like their islands towering above ground of Auriga, Dreamers believe that their race dominates over all other races living on the planet").




No, I meant that theme of the faction in this competition is "Minor factions". If the dreamers should avoid dealing with them, then how do they fit the theme? That is what confuses me.
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11 years ago
May 12, 2014, 12:19:25 PM
ResonanceMask wrote:
No, I meant that theme of the faction in this competition is "Minor factions". If the dreamers should avoid dealing with them, then how do they fit the theme? That is what confuses me.




Oh, sorry for misunderstanding smiley: embarassement my bad. I just thought, that "Minor factions" theme should include not only bonuses for race/ new game aspects, but also penalties you have.
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11 years ago
May 12, 2014, 12:20:36 PM
Lynx_gnt wrote:
Oh, sorry for misunderstanding smiley: embarassement my bad. I just thought, that "Minor factions" theme should include not only bonuses for race/ new game aspects, but also penalties you have.




Hmm...*shrugs* I personally thought it meant that faction's playstyle should revolve around minor factions, but not many factions ultimately worked like that, so I dunno <_< Ah well, up to devs in the end.
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11 years ago
May 12, 2014, 1:12:26 PM
ResonanceMask wrote:
Hmm...*shrugs* I personally thought it meant that faction's playstyle should revolve around minor factions, but not many factions ultimately worked like that, so I dunno <_< Ah well, up to devs in the end.




The more I read the more I wonder just how much game-play is missing from the entries regarding the minor faction.

I don't know how anyone else designed their minor faction, for me it was to work from the ground up on minor faction use; their units; bonuses; and mechanics of resource management (influence/dust/food/etc)

Then I looked at what was possible and blended in a storyline giving little details but not fixing it.

Of course that means very little if like me the presentation didn't grab peoples interest, or wasn't shiny enough as I put it smiley: stickouttongue



Some of the entries here are great, creative, and possibly unworkable. A real shame but then only one is going to win anyway smiley: cool



Not to worry though - head off to this thread and comfort yourself if you have less than 80 votes - /#/endless-legend/forum/6-game-design/thread/2959-bump-ai-modding-above-other-features
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11 years ago
May 12, 2014, 1:20:00 PM
indigav wrote:
The more I read the more I wonder just how much game-play is missing from the entries regarding the minor faction.

I don't know how anyone else designed their minor faction, for me it was to work from the ground up on minor faction use; their units; bonuses; and mechanics of resource management (influence/dust/food/etc)

Then I looked at what was possible and blended in a storyline giving little details but not fixing it.
It was the same for me. After finding out about this competition I took a long, cold bath and thought about how I can center my faction entirely around minor factions. After finishing the bath, I already had most of the proposed gameplay ideas already designed and I knew that I want my faction to be parasites. Then I just added some extra gameplay-flavored elements that were less crucial but fitting for the theme of the competition and my faction, thought about the lore that could be written about such organisms, looked up a greek word for "parasite" and altered it slightly to form "Mesaima" and voila! Mesaima were born! smiley: redface



EDIT: The moral of this story? Bath/shower in cold water smiley: stickouttongue
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11 years ago
May 12, 2014, 1:33:47 PM
I also designed the faction around how they would use minor factions <_< In the end seems like it didn't pay off.
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11 years ago
May 12, 2014, 1:33:57 PM
PANCZASU wrote:
EDIT: The moral of this story? Bath/shower in cold water smiley: stickouttongue




I really loathe cold water. Rather I went brainstorming what would be an interesting idea and could be the ideal precursor of the Fal'Hadei. For the latter, I needed two powerful beings with rather severe restrictions on applying their powers.

Out of the restrictions and the settings, a one-city religious faction was the logical result that I fleshed out, more and more, fitting it to the ES/EL lore and into the gameplay, throwing in and out lots of ideas and permutations of traits, until I was satisfied that I had a different and valid gameplay that was reasonable also in lore-terms.



And I cannot say often enough: I hate cold water. smiley: wink
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11 years ago
May 12, 2014, 1:54:45 PM
PANCZASU wrote:




EDIT: The moral of this story? Bath/shower in cold water smiley: stickouttongue




Having lived in the UK for a number of years, I've learnt that having a cold shower is a reference to the general weather here lol



I've read some of the entries and they come across as what they would "do to" a minor faction rather than how they would "work with" a minor faction. Anyway we no longer need worry - the competition is what it is, the entries have been made, the public are voting, the game develops.



And as the 98 also rans will kick the stuffing out of the winners faction in game, everyone is happy smiley: sarcastic (Did I say that out loud?)
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11 years ago
May 12, 2014, 2:22:07 PM
PANCZASU wrote:
It was the same for me. After finding out about this competition I took a long, cold bath and thought about how I can center my faction entirely around minor factions. After finishing the bath, I already had most of the proposed gameplay ideas already designed and I knew that I want my faction to be parasites. Then I just added some extra gameplay-flavored elements that were less crucial but fitting for the theme of the competition and my faction, thought about the lore that could be written about such organisms, looked up a greek word for "parasite" and altered it slightly to form "Mesaima" and voila! Mesaima were born! smiley: redface



EDIT: The moral of this story? Bath/shower in cold water smiley: stickouttongue




Shower and bath are usually the best places to get new ideas. Me? I've been planning my own sci-fi video game for a some time now. One of my dreams is to bring this game to life, so I have thought a lot of its lore. I mixed the concept of "fish-like" humanoids (Cievers), who are allied to a multi-cultural, but mostly human, alliance of planets. Because I had no name for these fish-people, I took the name "Cievers" from an another race that is at war with humans. The irony is that Cievers in this universe are mammals, and have sturdy legs (high gravity homeworld). I then took some historical greek concepts, like Athenian democracy and the idea of polises (minor factions), and mixed them together. The Maori-styled culture evolved as I was looking for names for sea-monsters, And I found the Taniwha. I then took major parts of Maori mythology and mixed them (like The Sky Father Rangino or viewing sea and land as different realms). The major concept of floating disctrics came when I thought that how to take advance of Cievers' aquatic form. I then added penalties regarding inland.



So, for me, most of the ideas I got came to me on fly. Even the name Cievers is an enigma to me. I recall thinking "sewers", since they have water in them, and then just made up a word that is pronounced almost the same way smiley: stickouttongue
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11 years ago
May 12, 2014, 2:23:56 PM
Lynx_gnt wrote:
Oh, sorry for misunderstanding smiley: embarassement my bad. I just thought, that "Minor factions" theme should include not only bonuses for race/ new game aspects, but also penalties you have.


I don't think that having a minor faction theme, prevents the faction from having some negative stuff about them too. Don't units possesed by Mesaima die in few turns?



indigav wrote:
I don't know how anyone else designed their minor faction, for me it was to work from the ground up on minor faction use; their units; bonuses; and mechanics of resource management (influence/dust/food/etc)

Then I looked at what was possible and blended in a storyline giving little details but not fixing it.


Thought about minor faction related stuff that I'd like to see in game and built up something that fitted it. Added some triclops flavor just because I could (and after discarding flavors like plantfolks or frost zombies).
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11 years ago
May 12, 2014, 2:56:44 PM
While I do like the Cutlists and the Nereides I have noticed people seem to just be voting for the ones at the top and bottom :P I mean just by being at the top mine has gained 30 odd votes and it's a terrible design! Whereas there are some great gems in the middle with less votesthan they deserve smiley: frown
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11 years ago
May 12, 2014, 3:18:26 PM
>.> Well see, I got a backup plan. If the Maskari don't make it, there is always the Replicants <.<
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11 years ago
May 12, 2014, 4:17:52 PM
When I came up with the rats I initially designed them around the idea of exceptionally high population growth and suicidal battlefield tactics. Then I went back and reread the contest criteria and realized that they had no special minor faction traits, and rewrote them completely.



In retrospect the weird way I had their cities work would probably have made them impossible to balance with the other factions, but it was still fun to think about.
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11 years ago
May 12, 2014, 4:56:07 PM
ResonanceMask wrote:
I also designed the faction around how they would use minor factions <_< In the end seems like it didn't pay off.
Don't blame yourself, you had a terrible spot. With #41 you're almost exactly in the middle of the poll - no way you were going to win that competition from that position I'm afraid. At least not without some hardcore advertising. As much as we want people to read through all of the entries, most of them probably don't. And it's the middle that usually has the least attention. It's possible to get to top 10, sure, just look at the Elders. But top3? I seriously doubt it.

If it makes you feel any better - you had my vote <3

Then again, the entry just above mine is 24 and it did get to #3 which ruins my whole argument <_< But it did suddenly gain 19 votes in less then 2 hours so maybe it had something to do with a distortion in space-time-continuum or something :3

Then again, I was #3 before that... but I did advertise a lot so that could explain some of my earlier success



Nosferatiel wrote:
And I cannot say often enough: I hate cold water. smiley: wink
But it's awesome! smiley: biggrin And good for your health smiley: cool
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