Frogboy Frogboy

Fallen Enchantress - Faction Differentiation

Fallen Enchantress - Faction Differentiation

image

The Beta 2 series of Fallen Enchantress is where we begin to introduce the bread and butter differences between the different factions.  Beta 2-B, which, I’m sad to say, won’t be out until at least the 22nd, will reintroduce players to Magnar and Gilden.   We’ll be talking a lot about the differences in an upcoming journal.

Broadly speaking, each faction will receive unique equipment, weapons, armor, items, improvements and abilities.  While most of our focus will be on making each faction distinct in how you play, we will be working to make them visually different as well. A Wraith city will look different from a Trog city which will look different from a Krax city and so on.

In the meantime, let us know which faction you tend to play as the most and how you would like to see them differentiated from the others. What would make them feel special to you?

Vote here:

https://www.elementalgame.com/journals

711,526 views 175 replies
Reply #126 Top

Something I was thinking about in my previous post but didn't type out was something a little deeper with the mount system, but since a few people liked what I said here it is. I think all the creature lairs you can capture and all the horse and worg resources on the map should all be removed. Instead give a "creature" resource that changes depending on the faction looking at it. IE maybe Gilden would see horses while Kraxis sees spiders. Then take this resource and expand on it, so Kraxis could use their spider resource to train spider mounted troops, or spider units by themselves (with varying spider power levels costing more or less of the resource). Gilden on the other hand could maybe have different kinds of horses to equip troops with, like fast scout horses and heavy warhorses. Then most factions could have their own mounts/creatures (a few could share horses if it's difficult to come up with something else), maybe even a faction without mounts but can train more powerful creatures.

So rather than having all these somewhat boring and useless creatures anyone can train we limit each faction to one easily identifiable creature. You see an army with a bunch of spiders you know that's Kraxis without looking at their ownership, a bunch of worgs some other faction and so on.

Quoting Stupidity10, reply 121
Kraxis isn't really a "Spider Team" they just have a spider flag to symbolize their craftyness. I'd be down with them getting Spider mounts and monsters though they shouldn't be 1 dimensional "Spider People".

I'd give magnar some bonus fire spells and maybe fire resistance to bring out their fiery nature. But like the kraxis the Magnar are more than just fire people, most additions should reflect their romanesque empire. 

I think with the number of factions we have we really need to give each one a strong identity of some sort, even if that makes them "one dimensional." They really need to stand out and be exciting, and being "romanesque" isn't really (no offense). I'm not saying spread spider worship and idolization to every aspect of Kraxis culture, but being the only faction with a lot of spiders and poison abilities would make it stand out. Ditto for Magnar and lots of fire.

+1 Loading…
Reply #127 Top

Quoting Sarudak, reply 36
Frankly i would be happy if there was no option to create your own faction. If you want to make your own faction then learn some XML. 

OH HELL NO!!!!!  Keep the options to create factions/Races/Soverigns and other utilities so we won't have to go through and mess with XML manually. The more user friendly the custom utilities are the better.

Reply #128 Top

Quoting Bellack, reply 110



Quoting EviliroN,
reply 3
I only ever play a custom faction, therefore I will abstain from voting.



 

Please allow us to also customize the custome faction to make them different as well. Maybe take some elements from the normal factions such as city art from one faction but army look from another and tech tree from a third etc.

True. I also stick with custom faction and hand-made leader.

And I think having "Random Personalities" option would be useful. I use it in my every Civ or Civlike game.

Reply #129 Top

Unless they really make the factions each unique and awesome to play, I doubt that I would ever play this game without the ability to make my own faction.  

Reply #130 Top

I just prefer to have "me" and play with/against all the unique factions + added mods... so there can be great interplay among them, if they were truly unique.

Reply #131 Top

I really like the idea of different mounts and creating those as standalone creatures and especially spiders ! It's an idea I've been propposing for a long time... Nobody ever listen to me :/ nobody likes me ! 

Thats something that could be found in the custom faction creation too.

But ya, I complain a lot ! Can't seem to be happy with some stuff of the game that seems like they won't change ! Im excited and worried at the same time for the  game... Already wondering what the press will say about it too !

Reply #132 Top

Quoting Lord, reply 129
Unless they really make the factions each unique and awesome to play, I doubt that I would ever play this game without the ability to make my own faction.  

 

Second this!  If there was no way to make custom factions, I would lose 75% of my interest in the game!

Reply #133 Top

I wouldn't take the no custom factions thing seriously. At the very least, we would be talking about renaming it a custom race creator. No way we would lose what we already have. 

 

People also shouldn't take that D&D meme too seriously, but I guess no one wants to hear that...

Reply #134 Top

I really don't see what the big deal is, besides possibly copyright infringement :)

Reply #135 Top

Quoting Frogboy, reply 97
Quoting Gammit10, reply 94
 

  Because I am such a visual person, I would most prefer to see the faction differentiation.  To alter the cities or surrounding land for each faction would be awesome.  While the kingdom versus empire land and building differences are already a start, I would ideally like to see some differentiation in the city's buildings.

 

You're going to get both. SEE and PLAY.

For...example...ONE of the faction gains population by defeating people on the battlefield. That is, non-champions who fall on the battlefield (who are sentient) become slaves and are added to their population.

Another faction can claim land via magic rather than having to build outposts.  

We''re not looking to pepper each faction with a hundred little things but rather have a handful of big obvious things. 

k6

That's pretty much what I was requesting in my post on page 1 of this thread. Awesome.

Reply #136 Top

Quoting Frogboy, reply 72



Quoting ten9,
reply 65

Quoting Heavenfall, reply 64
we will be working to make them visually different as well


This is the greatest news. Although I'm not expecting miracles, it is still a vital point that I feel fall in the background often when discussing faction differentiation.


I agree also. This is great news! I'm sure that visual distinctness will appeal to a lot of people. And Good/evil alignment, although cliche maybe, will also. I have never heard anyone complain about this for games like Master of Magic or Age of Wonders. If you have to change the lore a bit for it, so be it.

I think this direction will make sure the game will be interesting for a broader audience than just the hardcore turn-based strategy fans.

 


In game, there is no good/evil rating on factions. I just like that meme going around.  People are certainly capable of putting together their own subjective views on the relative virtues of each faction.

After all, in SWTOR, I play a Sith Lord. And from my point of view, the Jedi are evil...

I too play a Sith among other things. And the Jedi need to die....:)

Reply #137 Top

Quoting Das123, reply 91
I guess I've semi-accepted that due to its nature FE can never really have the depth of faction differentiation other games in the genre have. The problems are:

1. FE is based around a paper-doll unit design system and to have visually unique units for factions would be a hell of a lot of work creating art assets. Personally I would have preferred to drop the unit design system and just have a selection of units to choose from for each faction - but that aint about to happen now.

While I do agree that that this game lacks the depth of factions you see in other games current I do disagree with you on the unit design system. this is a great system. I usally scrap the generic units and create my own. This is one of the best concepts of FE as it was for Gal Civ 2. There is nothing stopping them for creating unique units for each faction as well as having this system. To tell you the truth if this system was not in then I probably would not play FE in it's current state.

 

Quoting Das123, reply 91


2. The world lore is not instinctively known. We all know how to play elves, orcs, werewolves, vampires, undead etc and we can immediately accept and empathise who and what they are without needing any other information. In FE the factions are really just different shades of the same race with the differences not part of our cultural heritage. This makes differentiation all the more difficult. I agree with Magog's comments above about adding known races but once again that isn't going to happen now unless modders like Heavenfall or Seanw3 mod them in.

Lore is something that games should not follow to closely. What I mean by this is that the game should not let lore get in the way. For me the Lore is a bit boring and I don't really get into it. Besides this is a 4x TBS game. Each game's "lore" is what you make it as with all games in this genra. But then I never play the campaigns  in these games just sandbox.

Quoting Das123, reply 91

3. The tech tree with its unit grouping levels and new armour and weapons makes underlying personalisation much more difficult and changing this would make balance exponentially difficult. By this I mean that the real personalisation in FE comes via the tech tree as specific items. Most other games have stock equipment and tech advances add to the stats for weapons and armour rather than adding new items. Once again, I'd have preferred a game where the tech tree was ditched or much simpler.

 

The Tech trees do need a lot of work. But I think the devs said they were going to work on this

Reply #138 Top

Quoting Frogboy, reply 97



Quoting Gammit10,
reply 94

 

  Because I am such a visual person, I would most prefer to see the faction differentiation.  To alter the cities or surrounding land for each faction would be awesome.  While the kingdom versus empire land and building differences are already a start, I would ideally like to see some differentiation in the city's buildings.


 

You're going to get both. SEE and PLAY.

For...example...ONE of the faction gains population by defeating people on the battlefield. That is, non-champions who fall on the battlefield (who are sentient) become slaves and are added to their population.

Another faction can claim land via magic rather than having to build outposts.  

We''re not looking to pepper each faction with a hundred little things but rather have a handful of big obvious things. 

 

I like this. Will these options be avaliable to chose when creating a custome faction?

Reply #139 Top

Quoting EviliroN, reply 125



Quoting Lord Xia,
reply 123
Gilden being both the owner of natural resources and greedy being seen as lawful good along with the World of Elemental being a world that has suffered a cataclysm in which only white people have survived is a true Republican fantasy world.


 

Except for almost all of the Empires?

Yea the Empires are more Democrate like. Governments having all the power and race bating and such very Democrate like. The only real difference is that they would tax everyone where as the democrates only want to tax the so called "rich" and give food staps to everyone else no matter if they need it or not. :)

HA I now know what my 2 new custom factions will be, Democrates and Republicans. :)

Reply #140 Top

You could have a 3rd American Democrat where they say they want to tax the rich, but for some reason they are all rich and all have their money in Kraxis Banks. They would rely on the illusion of class warfare to sustain power, while their real goals are a status quo with a greener energy policy and a socialist system funded by anyone that is not rich enough to avoid taxation. 

Go Team!

Reply #141 Top

Quoting seanw3, reply 140
You could have a 3rd American Democrat where they say they want to tax the rich, but for some reason they are all rich and all have their money in Kraxis Banks. They would rely on the illusion of class warfare to sustain power, while their real goals are a status quo with a greener energy policy and a socialist system funded by anyone that is not rich enough to avoid taxation. 

Go Team!

 

this is getting very fun and completely off subject. we should probably avoid having them lock a dev thread lol :)

Reply #142 Top

Yea, my post was meant to be 100% joke.  If Brad was a well know Democrat, I would have found a way to make a democrat joke...I don't actually care much for politics, I just like teasing and making jokes. :sun:

Reply #143 Top

I always go for the "we are all evil bastards" jokes. No need to take too seriously. But it does show how much fun we have with custom factions.

Reply #144 Top

I too play a Sith among other things. And the Jedi need to die....

 

I am a pro sith too, Long live emperor Palpatine

Reply #146 Top

For me its about true difference betrween factions. Sure tweak the edges: stats, equipment blah de blah, but pick 2 or 3 major things, almost unbalancing things and stick them in - so if you are magic loving faction, pick some really nice big stuff to go down that path. In every other game (edit: actually fall from heaven 2 and master of mana came close) i've ever played there is so much concern over balance that really yuo can play all factions almost the same as any other... if you are willing to push the boundaries it could make each position a completely different playing experience.

Reply #147 Top

I agree that "nearly-game-breaking" is far superior to "perfectly-balanced"

Reply #148 Top

To me balance means that I can do a lot of things in different ways and still be successful.  Build mages or build warriors, use champions or monsters or soldiers, have a lot of cities or few cities, be diplomatic or warmongering. etc.  But, it should be "balanced" in a way that one strategy isn't far superior over another.  Right now deciding to stick with the civics path over the other two, will get you killed.  you have created a beautiful nation easily taken by others. 

Reply #149 Top

Quoting Frogboy, reply 97

Quoting Gammit10, reply 94
 

  Because I am such a visual person, I would most prefer to see the faction differentiation.  To alter the cities or surrounding land for each faction would be awesome.  While the kingdom versus empire land and building differences are already a start, I would ideally like to see some differentiation in the city's buildings.

 

You're going to get both. SEE and PLAY.

For...example...ONE of the faction gains population by defeating people on the battlefield. That is, non-champions who fall on the battlefield (who are sentient) become slaves and are added to their population.

Another faction can claim land via magic rather than having to build outposts.  

We''re not looking to pepper each faction with a hundred little things but rather have a handful of big obvious things. 

 

This is excellent news!

 

I agree with the "handful of big obvious things" approach. This will likely be easier for you to balance, and yet it will provide enough difference in playstyle to encourage experimenting with other factions.

 

I would like to second the "surrounding land" idea that Gammit10 put forward. One faction should spread the frost tileset, another the swamp tileset, yet another the dark forest tileset, etc. The spreading tilesets should also carry a benefit for the faction involved.

For example, one faction might get warg/wolf troops as a percentage chance based on the total area that they have covered with the frost tileset (much like the eco-hippie factions from Sid Meier's Alpha Centauri). The swamp faction should gain the ability to get increased movement in swamps (+1 movement across swamp tiles) making the swamp a type of "road" for that faction.

I really like the "population gained as a result of killing" idea. 

Perhaps a faction should gain a bonus based on the number of forests surrounding their city (ie. increased production per city, increased unit defense in forests and +1 mana for every forest tile traversed by a champion or sovereign (maximum "X" per turn to prevent spamming) as well as gain a faction specific spell: raise forest.

 

Reply #150 Top


I would get rid of global research bonuses to sovereigns (e.g. default Pariden gets a research bonus to whatever it researches) and ONLY give research bonuses to particular research trees or parts of trees (e.g. all research in "Civilization" is +20%); this would make a noticable difference in factions.