Logo Platform
logo amplifiers simplified

Show off your created factions/races here!

Copied to clipboard!
13 years ago
Apr 20, 2012, 4:43:08 AM
This thread is for all people that makes a new faction or race based on the information on how to create a custom faction from here. All suggestions found around the boards will be moved into this one.

For discussion on the suggestions given then please take that to THIS THREAD OVER HERE.



Posts in this thread on how awesome and cool the factions/races are will be promptly deleted along with all other stuff that does not belong in here.
0Send private message
13 years ago
Apr 20, 2012, 5:06:05 AM
Re-post of Zormare's faction



Zormare wrote:
I and my English, did everything again misunderstood. Thought there is a faction competition and have supported me on it immediately. Have created a faction, the way I like it.



Well, I was just informed that because I have misunderstood something. smiley: frown



Now I don't want to throw my faction in the bin.



So I show it to you. The hope dies last. smiley: wink



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

My Faction



Race : Zor



Background:



The Zor's are a robot legacy of degenerate people, who could no longer reproduce themselves. The last 10,000 of their kind infiltrated their consciousness into a huge AI and they gained immortality. They multiplied rapidly in their knowledge of the combination of AI and expanded their empire. Only in certain cases, the AI leaves a consciousness in a robot to perform specific tasks in order. Therefore, all the robots have a biological neural system to be acquired by a consciousness. Therefore a consciousness jumps from robot to robot. It is the most important, for the Zor's to protect their kind. That’s why they build very robust spacecrafts. But they never had a lot of contact with "Dust" they even ignored it partially. This makes them very untalented in dealing with Dust.







Affinity: Robotic Life (need less food, only a small part need food)



Visual: Sorry, I can not draw. smiley: smile



Visual in Text: The Zor's form their bodies committed to function and practice. Therefore there is no typical Zor-look, but rather an equal number of variants: hover versions, versions moving on tentacles, legs or wheels, some very small or gigantic ones - the variations in appearance are almost unlimited. Equal to all Zor is the small amount of biologically living tissue they all contain.





Scientists Positive +30% Science per Star system (Points 45)

Builders Positive -30% Industry cost for System improvements and planetary infrastructures when being constructed (Points 24)

Big fleets Positive +2 CP max per fleet (Points 25)

Strong Alloys Positive +30% HP per ship (Points 20)

Busínessmen Negative -30% Dust per Star System (Points -24)

Power Masters Negative +50% Dust Cost for Hero Abilities (Points -4)

Heroic Medicine Negative +80% Dust cost for Hero healing (Points -6)

All Points 80
0Send private message
13 years ago
Apr 21, 2012, 3:25:11 PM
Wow, it took me a while to write this smiley: smile



I am so going to use this in the full game if possible smiley: smile



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

Race Name: The Mechaspawn



Description: The Mechaspawn are a race of crude cyborgs that originate from the Welaul system. Part cybernetic, part organic. Believed to have originally been a race of humanoids not all that different from the human race, the Mechaspawn are mindless, almost drone-like killing machines. The Mechaspawn do not seem have anything resembling a normal society, instead the majority of their civilization is made up of industrial and military complexes that are centrally planned and controlled by a handful of hive minds that are responsible for "distributing thoughts" to the rest of the Mechaspawn population. In this manner, the Mechaspawn organize their entire society.



Yet in spite of this, some individual members of the Mechaspawn still appear able to maintain some independent though very simple thought. This rarely makes a difference in Mechaspawn society, but there are cases of certain high intelligence Mechaspawn ceasing control of other lesser Mechaspawn in an attempt to take control them self's in case they feel that the central hive minds are not managing the empire in a manner that they deem acceptable. This however is rare, and typically only happens during times where the hive minds have been unable to solve some form of huge problem for a considerable amount of time.



It is currently unknown how the Mechaspawn became what they are. One theory is that they were once similar to humans, but were driven increasingly mad and corrupt by their desire for power and conquest, and that this caused them to take increasingly extreme means to accomplish this with the cybernetics being their attempts to improve them self's and make them ever more deadlier in war. Whatever the reason, the Mechspawn no longer have any concern for morality, ethics, or the well being of any individual people or races other then their own.



This massive focus on industry and military gives them large advantages over other races in terms of industry and weapons production, as well as the ability to maintain more people then would be considered normal on each planet to work in said complexes. However, their crude and barbaric nature coupled with their imperialistic ambitions means that they have no means, no desire, and no way of dealing with other races with anything but violence. As a result, they are locked in a endless war with all of civilization. A war which they don't seem to have any intentions of ending until they have either wiped out every other race or been wiped out them self's.



Their inability to engage in diplomacy also means that they have a somewhat harder time obtaining dust then other races.



Affinity: Industrial exploitation.

Effects: Tax rate increasing from 50% to 100% will give 0+% to 100+% industry.

10+XP per constructed ship.



Traits:



Good:



Builders: -30% cost of improvements and infrastructure.

Militarists: -30% cost for ships.

Masters of destruction: -50% cost for weapon mods.

Crowded planets: +1 an extra pop cap for planets.

Big fleets: +2 CP per fleet.



Bad:



Eternal war: Always at war, no diplomacy.

Business men: -20% dust.

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



What are your thoughts? Is this race any good?
0Send private message
13 years ago
Apr 25, 2012, 1:51:12 AM
Race Name: Deepkin



Description: The Deepkin are an exclusively aquatic race having developed at the bottom of continental shelves on their ocean world. They are highly adapted to combat underwater, and, valuing combat skills among all other, have never even considered altering their form through genetics, though through eliminating their dependance on a water environment would facilitate greater ease in colonization/ space exploration. The origins of this species are ancient. They were just emerging from tribalism around the time that the Endless were exploring much of the galaxy, and, feeling a sense of kinship between two species (one being formerly aquatic, and the other currently so), the explorers took pity on them, uplifting them to a level of space flight in an attempt to stave off the destruction of their home planet as the Endless had.



Unfortunately, the Endless did not realize the depth to which violence was a large part of the psyche of the Deepkin. Soon after the Endless left their planet, they quickly weaponized the tech given to them, and before any of the constructed colony ships left, they, along with most of the technology given to them, and most of the Deepkin race, were annihilated in a massive war. Just now have they recovered the technology of spaceflight (mostly from rediscovering lost Endless tech littered throughout their oceans from the war), and are about to make their way to the stars.



The Deepkin have not learned from their aggressive ways (and worse, claim the Endless are responsible for the hardships they faced redeveloping civilization). They are rigidly militaristic with status in society gained through glory from battle, though much of their aggression is now directed outwards to other races. Their governmental never progressed beyond a military junta, with occasional attempted coups, but only if it does not affect the overall integrity of their military strength.



Living and producing while underwater is not as efficient as on land, and it requires more work to transport anything produced into space for use. As such, any kind of good intended for space takes more production. They are generally not scientifically oriented, and as such should suffer a hit to tech research.



Affinity: (if this is possible) As an Aquatic race, any planet conquered by the Deepkin will have it's original population converted to slavery and housed on the dry land of the planet, while the majority of the deepkin colonize the oceans, causing a large (idk exactly how big) bonus to production on planets conquered. The flip-side of this is that producing ships designed to carry an aquatic species is more difficult so all self colonized planets (ie. without having conquered them) suffers from a deficit of production of ships (anything destined for space). The bonus through conquering should be enough to not only off-set, but give a greater than average production level.



Also, when enslavement through conquering takes place, the civilization that lost the planet should suffer a temporary hit to their approval (more so than usual, they enslaved your people!), but retaking it in a timely fashion gets them a temporary large boost to approval.



Visual: Very difficult to decide on one set appearance. Should be similar to many of the sea predators of our oceans, but also with some sort of arms/hands/tentacles (not entirely sure) for working with and developing tools/tech.



Traits:

Militarists: -30% cost of ships (-24)(to off-set what I previously said about production, the bonus should only be for military vessels, not other ones like colony ships or the like. Just couldn't not have this as a military civilization).

Big Fleets: +2 CP per fleet (-24)

Deadly weapons: +15% damage per weapon mod (-15)

Strong Alloys: +30% Ship HP (-20)

Scientists: -10% Tech (+8)

Merchants: -1 trade route per system (+3)(not everyone likes t do business with those who enslave others)

Optimistic: +10% approval (-6)(they like their chances at winning every fight)

(should have a surplus of 2 points from the original 80)



Hope its not too long. :P
0Send private message
0Send private message
13 years ago
Apr 25, 2012, 7:33:47 AM
Repost from competition thread.



Eaürlings



In the last days of Tor, as the planet’s agony was reaching its apex, the head of the corporation „To Share The Bounty“ realized that his name would forever be synonym of the death of the motherworld for all the Endless. For him and for most of his board, such a situation was unacceptable and the shame of it was unbearable, some very few chose to devote themselves to help others survive and hence were left behind as the CEO put his plan in motion. He spent a big portion of the corporations immense fortune to send a hollowed-out asteroid out of Prime, shielded from the best sensors. Inside the asteroid he went, with his family, members of the board, body servants, guards and their families as well as a very complete tech-base. The plan was quite simple… To go into deep sleep whilst their asteroid traveled through the void, probing endlessly till it found a planet suited to their needs. And then build anew, a fresh civilization where they could flourish away from the eyes of the others, away from the shame and, somehow, atone.



Icarael the visionary stumbled upon them a few centuries later, quite by accident, as he was leading his ragged fleet of Eaür survivors through the void, cajoling them out of despair and bringing them slowly back to life. Icarael, once he realized who the inhabitants of the asteroid were, understood almost at once that to reveal to the other Eaür their existence would spread death and discontent over the fleet and he also realized that the dream of the former CEO to atone in some way would never happen, as guilt would take its toll. Unsure of what to do he thought long and hard and let the asteroid continue its course through space after implementing some modifications to its initial programming and to the minds of its inhabitants. Thanks to Dust, Icarael was able to reshape the minds of the inhabitants of the asteroid as well as their bodies. He granted them oblivion, the blessed forgetfulness of their past deeds but also made them regress to a low technological level and adapted their bodies to a rather harsher environment. The asteroid - remodeled through the power of Dust - would function like an ark once a suitable planet found, would analyze the threats and promises and put together a societal base as well as implement false memories of life. It would also intervene to make sure that the fledgling colony would be able to survive. Hidden in the depth of the system, it would continue its watch endlessly till once more the Eaürlings rose from the water towards the stars. Its role complete, it would self-destruct and let the Eaürlings purse their own destiny, a sapling of the Endless tree, ignorant of its inheritance yet imbued of it.



The Eaürlings have a complex mindset: very curious, with an innate affinity to dust, a very strong wanderlust and a reluctance to violence, unless provoked, in which case they can become quite deadly. They make tremendous merchants but their military is usually underestimated.



Visual: similar to the original Eaür: only more muscled and fully amphibious. The Eaürlings are blue and brown in color, with gills as well as lungs and big eyes to offer them a very broad vision field. Their skin is about as thick as leather but quite supple and not as gooey as that of a fish.



Homeworld: Ocean planet

Affinity and traits:

Terraformed planet: A/B/C Total: 18 points

Fast Travelers: +2: Total 10 points

Businessmen: +20% Dust per Star system : 30 points

Merchants: +2 Trade routes per system : 12 points

Meticulous Information analysis : +1 : 3 points

Diplomats: 25% duration bonus : 6 points

Revenge : 25% bonus: 5 points

Hunger for battle: -10% : - 6points

Total: 18+10+30+12+3+6+5-6= 78 points
0Send private message
0Send private message
Comment

Characters : 0
No results
0Send private message