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Nerdfish

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First thing first, I am not sure if there will be an expansion, and I am almost certain my idea will have no merit even if one goes into production. Here is the nth revision of my sub-faction idea I’d like to throw out for the dev to skim through just in the off chance there is something useful in here. It’s along the same rein as Alfryd’s hero redux. :rofl:

Sub-faction in general

A big problem with majesty is there is only one faction. Technically since some buildings are mutually excusive there are quite a bit of variety. However some of these choices are tactically far more sound then others. This suggestion is a development of that model, which allows different players to choose something that fit their play style and yet hopefully remain balanced.

Sub-factions are unlocked in the embassy at tech 2. Each sub-faction requires a technology to be researched (usually a Pledge Oath) before reaping the benefits of that faction. These benefits may include advanced classes for some heroes, advanced upgrades for buildings, unique buildings and bonuses.

Lore wise, it’s explained that most small fledging kingdoms pledge their fealty to some greater power that in term sponsor their developments.


List of factions off the top of my head


Valmorgan

Gameplay

Valmorgan’s strength is its heroes. The heroes of this faction are generally stronger then their counterparts in other factions. They also have access to the largest selection of advanced classes. The weakness of Valmorgan is that it has no other applicable strength.

Unique powers
Heroes of Valmorgan – Advancing to a prestige class is free for all heroes. They can advance as long as they have the experience and access to the perquisite building for the advancement,
Aura of Gallantry – Valmorgan heroes do not break unless their leader is broken. As long as its leader continues to fight, the entire party or raid will remain in the fight. Tactical retreat is, of course, still an option to individual heroes.
Grace and mercy – An enemy hero defeated by a Valmorgan hero have a chance, depending on loyalty to switch side on the spot. Monsters are not so fortunate.

Class advancements
Priests to monk/healer/cultists/priestess
Warrior to Barbarian/Adept/Solari/Paladin/WOD
Wizards to Battle mage
Rogue to Spy

Unique upgrades
Royal Banners – Guardhouses can be upgraded with banners and serve as both guardhouse and statue.
Coaching house – upgraded inn that rapidly restores hero within, as well as providing a small buff when they leave.
Guild headquarters - One guild of each type could be upgraded to headquarter. A headquarter receives taxable income each time money is deposited into a similar guild – friendly or otherwise.
Champion’s guild – An upgraded hall of champion that can recruit and house heroes as per embassy, but at even higher level.
Tournament field – this Upgraded fairground allows mounted contests.
Valmorgan Palace – Unique upgrade for the palace, this upgrade allow the player to keep sub faction bonus even if the embassy is lost. Increase hero loyalty of heroes.

Unique building
Monument of heroes
This structure gradually increases the loyalty of friendly heroes and decreases that of enemy heroes. This will eventually cause all enemy heroes to defect as soon as a fight begins. It’s possible to building multiple of these to speed up the process, but they are prohibitively expensive to build and can be even more expensive to defend.

Lore

The House of Valmor rules the largest collection of kingdoms and fiefdoms in Ardania. Unlike the Dwraves of the north they never considered themselves rulers of an empire, even if they technically are. Together with their close ally the kingdom of Sydrian, House Valmor rule vast majority of land south of the hellfires.

Uncommonly, the line of Valmor is passed down the maternal side – Usually to the oldest daughter. This practice is not without reason, the princes of Valmorgan are as gallant as the heroes they lead on the front, and more often then not, they return in a casket. Although in the recent times this has become infrequent due to the Agrela’s intervention, old habits die hard. Those who did not realize the queen is the true power in Valmorgan often find out the hard way at the hands of those heroes who would not hesitate to defend her reputation.

Perhaps by a stroke of luck, the capital city of Valmorgan itself became renowned for its heroes. So much so that practically everyone born there is expected to become a hero – services in the army or in the field just won’t do. Over time the entire society of Valmorgan and its vessels revolved around heroes – its writers wrote poems and songs and stories of great heroes of old, its artisans crafted magnificent structures dedicated to heroes who still lived, and its merchants would give stipends to sponsor aspiring heroes.

In return, the privileged position of its heroes give them all the reason to keep their reputation. Valmorgan heroes fight their enemies like creature processed but still show mercy to those who could not or no longer defend themselves.

Valmorgan’s neighbors are all in good terms with them. Sydrians has been a long time ally and free city of Lormidia have everything to gain from trades with the mighty kingdom.



Sydrian

Gameplay
Sydrian’s Mighty army is its greatest strength. It’s also capable of intelligence and defense.

Unique powers
Baptisms of fire – Soldiers and guards have an experience bar and can gain levels, once they hit level then they transform into a level 5 hero of corresponding class.
Master of diplomacy – Rival temple / guilds can be built with no ill effect
Defiant – Soldiers and guardsman have 2% critical strike chance against monsters, veteran guards / soldiers have 4%.

Class advancements
Priests to monk/healer cultists/priestess
Warrior to Barbarian/Paladin/WOD/Sydrian Knight
Rogue to shadow

Unique upgrades
Holdfast – Upgraded warrior guild that also act as a defense building and a barrack.
Garrison – Upgraded barrack that house more Soldiers then the generic counterpart, also fire arrows at enemies.
Sydrian Palace – Tier three fortified palace with a moat, increase solider loyalty, and maintain faction bonus in case something happens to the embassy.
Keep – outputs with increased defense, also act as a barrack.
Drill square – upgrade for the fairground that allows soldiers to be trained up to level 9. Drilling soldiers does not produce taxable income for the square.
Armory – upgraded blacksmith that provide equipments to soldiers and guards.

Unique buildings
Marshaling hall – allows a massive assault flag to be placed on a building or creature. The massive assault command become available after the flag is placed. When the command is given, the hall summons one solider of random type for every 6 seconds between the flag’s placement and the issue of the command to attack the target of the flag, up to 200. Also, every guard and solider the player have will be mobilized against the target of massive assault.


Lore

They Sydrians are at least normally the rulers of all Ardania. The Sydrian king is, in name the high king of Ardania and lord of lords. In practice, the Sydrian house does not have the power or desire to enforce its rule over all of Ardania.

The Sydrian kings were legendary for their exploits and their benevolent rule. The common folk flock to the Sydrian, who organizes them into an army that thus far has yet to see defeat.

The modal Sydrian solider is disciplined, well trained, well armed, well lead and puts his duty before his life. In practice most among the rank of Sydrian army are not far from that ideal. Even the guards under that banner are known for their foolhardy charge against creatures they could not possibly defeat.

Even with such a mighty army, the house of Sydrian tend to keep to its boarders. The wise ruler of Sydrian kingdom understands the risk of being bogged down in an extended campaign in hostile land. It was speculated that even Fervusian enclave of the black forest or Barbarians of ravenwood would fall before the might of Sydrian legions, fortunately for both them, it was never attempted.

The Sydrian and Valmors are closer then relatives, the two houses have intermarried for generations and are blood relatives. The Sydrians often flex its diplomatic muscle for a Valmorgan cause, or sent its mighty army to assist Valmorgan campaigns. In return, the Valmorgan heroes often quest under banner of Sydrian crown to rid its land of pests and monsters that are too elusive for the massive Sydrian army to track down.



Tholaria

Gameplay
Tholaria relies on powerful sovereign spells. Its technology is also formidable – although many of them rather strange.

Unique powers
Persistent enchantments – Buffs and de-buffs are persistent until dispelled.
Automatic construction – Tholaria has no use for laborers, all buildings are constructed / Repaired by magic.
Arcane precision – Spell based attacks (anything that inflict damage and roll against resistance) have a chance of scrolling critical hits depending on caster level. Sovereign spell has caster level of the building, defense building’s caster level is the level of the building.
Civilized – Tholarians cannot worship Krolm! Temple of Krolm prevents disable the Tholarian sub-faction upgrade, and the upgrade disable temple of Krolm.

Class advancements
Priests to Healer/Priestess
Wizards to Archmage / Battle mage
Warriors to Battle mage
Rangers to Musketeers

Unique upgrades
Eyes of Tholar – guardhouses with sophisticated optics that allow it to fire a concentrated beam of light that sweeps across enemies and spot stealthy creatures.
University – Expanded library, offers even more spells for heroes and hires out spell casting henchmen for heroes who can afford it.
Tower of Andreyvl - are advanced wizard towers that can switch between generating an invisibility sphere ( cloak nearby creature and buildings) / Anti-magic field (prevent spell casting nearby) / and force field ( nullify some incoming ranged damage)
Great market – is a market with limited banking capability – Meant a hero could purchase an item, without paying for it right way. When the hero returns to her guild, the cost of item is then billed to her. The hero then pays for the item and the tax for the item to the tax collector, who collects it from the buyer instead of the market.
Magic exchange – Improved Magic Bazaar comes with more potions. Heroes can also sell magic items they found here if they no longer need them.
Consul chambers – Tholarian palace upgrade, keeps Tholarian advantages if embassy is destroyed. It also Increases gold income.

Unique building
Tholarian Hammer – It’s a massive piece of steam powered clockwork artillery with telescopic bore. It fires an enchanted glass shell that teleports over above the target at apex of fight and plunge down to inflict terrible damage. Require a constant expenditure of gold and Mana to fire. The range of the weapon covers the entire map – but it’s expensive.

Lore

Tholaria is a Victorian city state in renaissance and on the verge of industrialization. Being one of the more progressive powers in Ardania, Tholaria isn’t afraid to try new things, often to the dismay of its neighbors.

The term “Tholarian” often apply to cities allied to Tholaria as well. These cities started out as no more then refugee camps for magically inclined. In the ages past, arcane magic is distrusted and those who knew its secrets are prosecuted across the land. Tholaria became their sanctuary, and eventually, a center of trade and learning.

These cities ruled by a council of mages representing various schools and guilds. And all of them answer to the conclave – Archmages chosen to lead for their merit. Because they lack a singular ruler, the city states are remarkably indecisive in most matters.

That never stopped them from achieving their ambitions, however. The Tholarians pride themselves on their spells and their inventions. They also crave for ever greater wealth and power. Apparently controlling both land and sea trade routes west of the hellfires was not sufficient for them.

Their friction with, and near constant boarder skirmishes against their southern neighbor – the barbarians of ravenwoods, have taught them not to underestimate simpletons – the hard way. However, as Tholarians continues to develop and field new and outlandish spells and clockwork monstrosities, one wonders how long before the wildmen are driven out of their homes.

To the north, Dwarves of D’Tar Mordin watched the conflict with distant apathy and counted the coins they earned from their trade with the Tholarians.


Ravenwood

Gameplay
Ravenwood has some of the best assault units, as well as unparalleled mobility

Unique powers
Self-sufficient – Buildings are erected by heroes.
Mobility – If a guild hall is destroyed, its members will reelects it at another location for free
One with the land – heroes can rest anywhere. They don’t need inns or guild halls to provide them with food.

Class advancements
Warrior to Barbarian / WOD
Priest to Sharman / Druid / Geomancer
Ranger to Pathfinder

Unique upgrades
Stronghold – Palace upgrade for Ravenwood, it can be moved like a ranger camp.
Hall of trials – is an improvement over hall of champions, allows Barbarians to gain a free level on the first visits. It Grants ROK for successive visits.
Brawling grounds – is an “improvement” of fairgrounds, it permits many more participants and allow multiple contest to be held simultaneously. Participants can be injured, but never killed in it.
Tents – are improved version of houses/farms. If they are destroyed they will reelect elsewhere after a period of time, similar to gnome hovels.
Hall of ancestors – are improved version of mausoleum. One could choose to revive a hero, or permanently lay one to rest to transfer the experience to the next visitor.
Longhouse – are improved barracks, longhouses recruit braves rather then soldiers, and allow anyone with the coin to hire braves.

Unique building
Altar of Krolm – This building bestow ROK for free when it’s in play. If it’s destroyed it unleashes an avatar of Krolm at whatever destroyed it.


Lore:

Ravenwood had a long history with the wizards on their northern boarders. For a long time Tholar’s sacrifice ensured peace between his followers and those who live off the land. But over the long run, the wizards’ desire to control nature cannot be reconciled with barbarian’s desire to live with it. When the wizards realized they have the upper hand, hostility broke out. As the conflict escalated, foreign power intervened, and contained most of the fighting inside a relatively small boarder zone.

The barbarians are ruled by a chieftain who was selected, and ruled by the laws of steel. “Laws of steel” is probably not a good word as barbarians cannot produce steel, and the few steel weapons they had were purchased from the south. These people lived the way they had for thousands of years, wandering the central plains, the fertile planes to the south, and the dark forest to the west. They paid no heed when outlanders told then where they can and cannot go.

That is exactly what the wizards wanted. Pressing their advantage citing the barbarian’s breach of peace treaties, Tholarian mercenaries sailed south across inland sea without conclave’s order to strike at the settlement of ravenwood itself only to be driven back into the sea. And after many months of bloody stalemates, they conceded the battle and fled north.

Victory for the salvages are short lived, however, as more Tholarians returned with steam powered clockwork that reduced entire forests to burnt ruins. With their back against the wall and nowhere to hide, the Ravenwood barbarian drove forward with a fury the world has never seen.

When dust was settled, the Tholarians fled, while many warrior fell with each mechanical monstrosity, the conclave issued a stern warning against any further exhibition south, as well as an apologies to the chieftain. However it was not long before bravos on both sides ignore the warning of their authorities and reignite boarder skirmishes with axes and starves.

The barbarian did what they always did. Slid away from advancing enemies and stroke hard and fast where they least expected it.


D'Tar Mordin

Gameplay
Mordin rely heavily on fortification and item enchantments.

Unique powers
Dwarven Runes – Two enchantments instead of one can be placed per item level.
Stone Mending – Mordin buildings regenerate, and rather quickly so if not under fire.
Tunnels – Mordin buildings are all connected to a secret tunnel network, Mordin heroes can enter and exit any building via any other.
No gnomes! No elves! – As a Dwarven Nation, D’Tar Mordin does not tolerate elves or gnomes.

Class advancements
Warrior to Defender / Adept / Solari
Priest to Healer / Monk / Cultists / Priestess
Ranger to musketeer

Unique power
Citadel – D’Tar Mordin palace upgrade, preserve faction technology, add four ballista turrets and reinforced stonework.
Stone sentinel – are upgraded statue that attack nearby target and reduce their moral
Repeating ballista – are deadly clockwork ballista tower that fires quickly at enemies straying into their range.
Item forge – A dwraven smithy that supply hero with high quality items, it also have a random chance of producing a random artifact each time an item is purchased.
Clockwork forges – an improved barracks that produces clockwork golems instead of recruiting soldiers. Clockwork golems are nearly impervious to sword and arrow attacks.
Bastion – Reinforced guardhouses equipped with repeating crossbows. They are incredibly tough.

Unique buildings
Airship berth – is a fortified shipyard meant to the ultimate siege weapon – the clockwork airship (a.k.a deathblimp). The ship takes five minutes to construct. Upon completion, the player gives a general target for the blimp. The giant siege engine then takes off to go after the target. The blimp has the intelligence of a pigeon; after all it’s clockwork. It’d drift towards the target, and probably crash into it, or something nearby, ending in a huge explosion. It can be shot down, but it’s very, very tough and things tend to like to run away from it. Even if the clockwork airship is destroyed, it’d still crash and destroy whatever happens to be under it.


Lore

The Dwarves of D’Tar Mordin forged an empire that ruled most of the north. Many humans sided with them during their expansion and have earned themselves positions of power. The Mordin Empire is slow, forthright and unyielding – the only defeat they ever suffered was at hand of they Sydrian, and even then they have conceded in name only.

While not as aggressive in their pursuit of advancement as the Tholarians, the machines of the dwarves are never the less advanced and ingenious in their own, and far more reliable. None of them are powered by alchemy or magic, so they don’t explode like Tholarian inventions, and last a great deal longer.

The empire also prides itself for the crafts. The dwarven weapons and armor of D’Tar Mordin are peerless. For years, they watched with amusement as their troublemaking neighbors in Tholaria failed again and again to usurp them in enchantments and metallurgy. The Dwarves figured the relentless men will eventually figure it out, but it will make them broke and turned into a frog.

So there they are, deep under the ground blow the mighty mountains, watching the comings and goings of the world with a smug on their face and a mug in their hands.



Lormidia

Gameplay
Lormidia is the master of messing with the mind.

Unique power
Mirage – To unfriendly creature / sovereign Lormidian buildings/creatures appear to be somewhere else / something else until they attack / take damage or if a creature tried to walk through them. The mirage is restored if nothing remained in the area after it’s broken.
Mask of Illusion – Creature / building information are incorrect to hostile sovereigns / creatures. E.g. if a Lormidian hero take some damage, he might appear to walk around with no health left or is unhurt to an enemy or a fleeing Lormidian hero might have the action of “planting healing herbs” to an enemy sovereign.
Mental Focus- Sorcery spells do not have a long cool-down

Class progression
Warrior to Kensei
Priest to Healer / Monk / Priestess / Cultists
Rogue to Shinobi
Ranger to Pathfinder
Sorcerer to Mentalist

Unique upgrade
Sanctuary – Lormidia palace upgrade. It preserves Lormidian bonuses and is invisible. (Illusionary copies of it appear elsewhere)
Sorcery Focus – is an upgraded sorcerer’s abode that randomly cast spells at hostile creatures in range.
Enchanted garden – is a royal garden with an invisibility globe. Instead of seeing mirage of creatures and buildings around it, an enemy creature/ sovereign sees nothing at all.
Vine walls – are upgraded walls, or no wall at all. This structure is invisible until something tries to walk over in. the victim is then encased in vine until something rescues/captures it.
House of mirrors- An inn that’s invisible from the outside to hostile creatures, can be moved like ranger’s guild. – can be converted to house of vines, which appear exactly like a normal inn belonging to another sovereign, but any enemy trying to rest there will be eaten alive.
Ivy tower – an improved wizard tower that does not fire magic bolts at enemy, However poison plants grow near it, and damage anything that tires to pass by.

Unique building
Well of whispers – A magical well that slowly poisons underground water. After this structure is built, each time an enemy creature rest there is a chance he will be driven insane and behave in completely random manner until they are healed.


Lore:

Lormidia has long been known for its beauty. Yet whisper rumors speak of unspeakable terror that stark its shadows. It’s also said the city is never in the same place twice. Lormidians themselves never confirm or deny these rumors, which only add to the aura of mystique surround the city.

Being the gateway of east Lormidia has adopted many of its obscure customs. Chief among them is sorcery. Wizard can’t make any sense of its subtleties, but laugh at the amount of effort required to achieve its effect. Despite that, this form of magic could achieve breathtaking splendor if used on a large scale.

One of these achievements was the fickle and perpetual distortion of light and sound near Lormidia. It’s impossible for those foreign to the land to make sense of any of it without a guide, and many an enemy was driven mad to be forever lost in it.

Lomidia’s rulers are as elusive as the city. Nobody outside actually knew who runs it. Those who wish to negotiate with the magistrate are instead lead to warriors clad in white, who reassures that their word will be heard by their lords, whoever they may be.
 
Last edited:

Draxynnic

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I find it interesting that Sydrian doesn't have access to Solarii, given that the Solarii are described as having a belief that Helia is incarnated in the Sovereign (and the Sovereign is at least strongly implied to be of that line).

My inclination, keeping this in mind, would be for a Sydrian kingdom to have access to all the hero choices from the original. If Valmorgen's schtick is to have a wider range of possible prestige class options, that can be better represented by given them more new ones than restricting Sydrian's options.
 

unmerged(83127)

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I like this, but...

The Complete History of Ardania said:
[Good King Teevus, the First King of Valmorgen At this time the other great line of sovereigns, after your own, was initiated. Good King Teevus was the first of the Valmorgens. He, more than anyone, helped reduce the animosity between the old and new religions. He proudly proclaimed himself a follower of all deities, explaining that their various belief systems represented different aspects of a complete individual. While many followed Teevus's example, in practice they usually favored one god over the others.
QUOTE]

Yet Sydrian has the Master of Dimplomacy feature, which according to the above quote should be going to Valmorgan. This is further supported by the whole Sydrian Knights thing. In this way, Sydrian, who came before the religions of life, death, law, and chaos should indeed have the powerhouse troops that made him significant in history, whereas Valmorgan, who were originally unique because of the fact that they accepted everyone, would have the numbers. This could be along the same lines as to what benefits they provide, kind of like more quality (Sydrian) or more quantity (Valmorgan). This is not to say that Syd and Val sacrifice quantity and quality, respectfully. But rather, Sydrian would have very strong prestige class options for both heroes and henchmen whereas Valmorgan would have more selection options for heroes and more varied prestige classes.

Another possible sub-faction could also be the Elven Mayhew. The idea here being that the economy gets a ridicualous boost, with all the double-edged problems that come with them...
 

Flammifleure

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First, the idea of factions is very good. Second, although I disagree with most of Cooker's interpretations, I find I wouldn't care as long as I could play the Lormidians.
 

Alfryd

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But over the long run, the wizards’ desire to control nature cannot be reconciled with barbarian’s desire to live with it.
Wizards of the Tholarian schools do NOT desire to control nature- only to study and understand it. Controlling nature is the province of the Teratogenitors, which are a common enemy of Tholar's disciples and the barbarians alike.
“Laws of steel” is probably not a good word as barbarians cannot produce steel...
Barbarians can produce steel, just in very small quantities, which puts the metal in roughly the same esteem as jade or gold would be in other cultures. So the name is perfectly appropriate, much as we would think of the term "Golden Rule," due to gold's rarity and value.
The Mordin Empire is slow, forthright and unyielding – the only defeat they ever suffered was at hand of they Sydrian, and even then they have conceded in name only.
I am curious as to what gives you this impression. To my knowledge, the dwarven cantons were united with Sydrian against a common enemy- the Witchking.
For years, they watched with amusement as their troublemaking neighbors in Tholaria failed again and again to usurp them in enchantments and metallurgy.
I tend to imagine that the expertise of Tholaria and D'tar Mordin was complementary, rather than competitive, and Volencia specialised in metallurgy more than Tholaria. The wizards are more adept at enchantment than the dwarves, who were shy of magic due to their difficulties practicing sorcery.

One of these achievements was the fickle and perpetual distortion of light and sound near Lormidia. It’s impossible for those foreign to the land to make sense of any of it without a guide, and many an enemy was driven mad to be forever lost in it.
This is an interesting angle to take on Lormidia, since it provides a magical counterpart to the formidable physical fortifications of the city, built in the wake of it's destruction by Andravus. It also fits nicely with the idea of the eastern provinces being relatively cut off from the rest of the world (at one point.)

However, it also raises a problem, since Lormidia is likely to be an important trading location. It doesn't do to have desert caravans becoming hopelessly lost before they can unload their goods within the city.

I'll try to give the ideas a more thorough inspection later.
 

unmerged(83127)

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I like really like this idea, though I too feel that it needs some tweaking. So here are my tweaks…

The Beginner’s Bane

The whole idea of factions seems pretty much geared towards advanced players. Therefore, all the factions have one element that will be what keeps newbies from randomly taking them. One must have a firm idea of what they are doing to properly use factions, thus it is the element of factions that keeps newbs from dabbling. I’ll explain with examples as I go on.

Sydrian

The main man sovereign of Maj1, this faction would make for a good beginners faction. We’ll say that picking a faction upgrades all current units and infrastructure and gives bonus upgrades. Well, picking Sydrian does just that, but not by much. No penalties, just straightforward simple upgrades. Example

Normal: Footman to warrior to Knight
Sydrian: Footman to warrior to Sydrian Knight (stronger version of knight)

Sydrian would be simple and efficient. Good for all purposes play style. Can’t go wrong with these guys. Also, being for beginners, the Sydrian faction does not have a beginner’s bane.

Valmorgan

Good King Teevus, the First King of Valmorgen
At this time the other great line of sovereigns, after your own, was initiated. Good King Teevus was the first of the Valmorgens. He, more than anyone, helped reduce the animosity between the old and new religions. He proudly proclaimed himself a follower of all deities, explaining that their various belief systems represented different aspects of a complete individual. While many followed Teevus's example, in practice they usually favored one god over the others.

This paragraph I feel explains the Valmorgans in a nutshell. They can host all religions and races simultaneously. They can do this because they are masters of diplomacy. They are masters of diplomacy because they are engaged in politics. Being a political science major, I can say that politics can get messy. And that would be their strengths and weakness. They can build any and all religions and races, but tensions within can get hot. Playing favorites can get some parties angry, and if the player creates an unfriendly atmosphere, then fights between heroes can break out as well. If the sovereign is astute and fair, then the bonuses would be reaped, but a tyrant would be unable to do so. Court politics would be Valmorgan’s beginners bane. The player must keep in mind the long reaching effects of all his/her policies, lest he/she inflame the inhabitants of the kingdom.

Tholaria

What I noticed here is that this interpretation of Tholaria (and to a smaller degree D’tar Mordin) is very reminiscent of a certain character from a certain series originally conceived (both character and series) by the starter of this thread, he he he… kinda funny I think on…

Otherwise they are the wizards, kind of self-explanatory really. Though I wouldn’t have them reject Krolm, nor would I have them so teched out so much…

Their beginner’s bane would be the whole glass tank concept of wizards. They do heavy damage but can’t take it. The player would have to use magic wisely and to properly protect these sources of magic with his/her not so efficient melee and ranged heroes/henchmen.

Ravenwood

The barbarians are the mobile guerrilla fighters. Pretty much what nerdfish said…

Their BB is that they are very heavily unit based and have little in the form of decent fortifications. The player will have to get used to the fact that his best defense is an absolute offense. If a large siege force is coming the way of the settlement, then the barbarian settlement will either have to meet them on the field, directly or indirectly, or pack up that settlement and leave. The player will need to place his buildings and reward/incentive flags in ways that will point the heroes towards the, preferably soft spots, of the enemy. This can be done through mobile buildings, though that would require heavy-duty tactics, which would lack in a beginner…

D'Tar Mordin

The dwarves, this faction reflects that race. Strong, technologically advanced, and adept at combat would be their strengths. Their weaknesses is that like the dwarves, they don’t do well moving long distances and are very sedentary. This though would not be their BB. Their beginner’s bane would be that an unwise spender would end up fiscally drained. Like in the original Majesty, without an economic juggernaut, building scores of ballista towers would be very difficult and building more than three settlements would carry a downright obscene price tag, even for an elven powered economy. This faction would have plenty of ways to spend money in the form of fortifications, buildings, upgrades, and research, but not so many ways to generate it. A basic non faction economy with basic non faction spending and play habits would not cut it with this faction (which is the whole point of the Beginners Bane and I guess factions as well)

Treldan Wood

The elven city. Strong economy, lots of culture, and thriving populations are the strengths of this faction type. With all the money and people, the amount of heroes would be abundant, citizens would flock over in groves, trade is abundant, and everyone is generally more affluent than the heroes of other factions, not to mention the multitude of very talented archers and high artifice heroes. The downside would be that the kingdom is not necissarilly in the hands of the player. As with Majesty 1, the elves bring with them buildings that pop up. Same here. When the people of a Treldan Wood faction kingdom are close to, or in groups wealthier than the sovereign than they will have a few more demands, and if they have little respect for the soveriegn, then they may either ignore his preferences or outright overthrow him. The trick here is that the sovereign must wisely use his large pool of resources to keep control over a kingdom that will be doing a lot of explicit activity behind closed doors, from underworld rivalries to alliances with Goblins and other monsters, a sovereign must always be on his toes or face being swept off his feet, obviously not for beginners…

Religious Factions

I don’t know whether or not it would be realistic for the six religions to have their own individual factions. There was a comment from Alfryd in the priestess section of his hero redux talking about how the play style of krypta player…

The Krypta player has the damaging ability to rob other players of their fallen heroes, before they have a chance to be raised or revived, while pre-emptively insuring his/her own heroes against future death. This encourages the Krypta player to focus on and nurture a select few valuable heroes, while leaving others largely to their own resources. Combined with the mausoleum and it's capacity for provisioning fearsome undead, weaker heroes may literally be more valuable to the Krypta player dead than alive. In summary, an effective Krypta player needs to be cunning, forward-thinking, paranoid, and ruthless.

If there is a focus on the sovereign spells why not make a faction for those players who do use this kind of focus. Besides, Alfryd practiacally stated in his hero redux that most of the religions are ways of governing more so than they are hero’s and soveriegn spells, why not work on it from there…

Lormidia

Unorthodox magic users, I really have nothing to say about these guys…

Transition

When somebody goes from basic to faction, the architechture of the player’s buildings also change, though not automatically. All new buildings would be in the style of the faction, old buildings would have to be refurbished for a price. This will bring to each building faction benefits and increase one’s standing with the faction in question, which may bring about economic discounts and benefits in the future. Refurbishing old buildings may or may not have an effect on the loyalty of the heroes.

Then there are the old heroes. Some of them may not like the sudden change in infrastructure that joining a faction brings about. But, no hero type is exclusively against a new faction (religion and race factions don’t count because then the opposing factions would not bea ble to be built). They would adjust or leave. For instance if the player goes with Ravenwood then elves, dwarves, and gnomes would have to become more rugged to adjust. Elves would have to rediscover their woodland heritage, dwarves would need to learn how to dig holes, and gnomes would need mobile hovels. Regardless, its all still doable. However, if said dwarves, elves, and gnomes were recruited at a time where other faction conditions were in place then they may be more inclined to leave the kingdom that so drastically changed. Once again, it is determinent on the upgrades in infrastructure that determines who stays and who leaves. Therefore, if a player wants to get certain faction benefits but cannot afford to lose certain high level heroes, then the player may not want to upgrade his kingdom too much in fear of losing the heroes.

Also notice my lack of lore, and in game-descriptions. This is a game, therefore the lore I feel should be based on the gameplay and expanded from there so it fits better. This is one thing I felt that did not connect with Nerdfish’s interpretation. It felt that the lore and gameplay descriptions were not fullr connected, not to say that they were disconnected, just not fully connected. Regardless, we’ll have to see how this idea further develops.
 

Alfryd

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I think Maverick has given an excellent overview of how the different factions would play out, and I am in more or less complete agreement on all the essential points touched upon.

My only addition would be that I think having to choose between factions, as well as guilds, temples and races within a single mission might be too much of a headache for the player. My reccomendation would be to chose a particular faction at the start of any multiplayer mission or a particula single-player campaign, with certain buildings/heroes differing in appearance and bonuses on that basis. (For instance, I would expect monks and paladins to appear differently for factions based within the eastern provinces, with cultists and priestesses having unique costumes in the frontiers or southern reaches. Peasant cottages could also vary in appearance, based on the immigrants' province of origin. Little touches like that could be very atmospheric.)
I don't think a slew of entirely new hero classes for each faction would be either neccesary or desirable, though various factions would be more enamoured of some classes than others. Hopefully, that'll make it possible to include a variety of factions without having to expand the demands of artwork or programming excessively.

Also notice my lack of lore, and in game-descriptions. This is a game, therefore the lore I feel should be based on the gameplay and expanded from there so it fits better.
I don't think it's entirely wise to start exclusively from either end and work backwards. Your writers/art department shouldn't be dictating game design, but at the same time designers should have a rough overview of the overall setting and backdrop to work from. I think the two can complement eachother if done well.
 

unmerged(83127)

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Aug 29, 2007
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well, one way to streamline factions and actual single player gameplay would be as follows... I will be speaking in terms of the original Majesty gameplay...

To pick a faction, one must have an embassy, and certain requisites...

Sydrian - lvl 3 Palace

Valmorgan - No temples or races (they are available in full after the faction choice has been made), and decent citizen count/potential in either town or surrounding area

Tholaria - lvl 3 Wiz guild, lvl 2 library

Ravenwood - at least 1(maybe more) temple to Krolm and ranger's guild, no fortifications (walls and gates)

D'tar Modrin - 1 dwarven settlement, maybe ballista towers, lvl 3 blacksmith (no elves and gnomes obviously)

Treldan Wood - at least 1 Elven Bungalow, 1 lounge, and maybe 1 gambling hall, maybe even 1 Rogue's guild, 1 Marketplace, 1 inn, and decent citizen population or potential for (Paradox did reference this citizen thing in an interview for Maj2) because elves (except for the dastardly kidnapper types) wouldn't want to go to the middle of nowhere, and no dwarves and gnomes obviously

Religious Factions - appropriate temples and lack thereof

Lormidia - Magic Bazaar, Sorcerer's abode, and maybe even rogue's guild

Once the requisites have been met, which for the most part shouldn't be too hard to accomplish because the requisites pretty much represent play styles that show the player is already inclined to certain factions, then the player goes to his embassy and clicks the faction list. This is the list of the different factions available to the player. The player then clicks on whatever faction they want and a timer in the fashion of research bars would start up, and when it is done the initial transition is complete.

The building list to build new structures is now all faction buildings that have the benefits of the faction, as in they are either faction exclusive or have the architectural style of the faction. Existing buildings however, will not automatically change. That must be done manually with an appropriate pricetag, and it would be done in the style of upgrading buildings (i.e marketplaces, blacksmiths, temples, wizard guilds in the case of Tholaria). You don’t have to upgrade all existing buildings, but you can. There are times when it would be much more efficient to just pick a faction and ride it out from there without upgrading…

Ex)

Player is using the barbarian rush strategy. Since the player is obviously at level two palace, he already has an embassy and since he also is geared for barbarian rush he has the option of picking the ravenwood faction midgame and he does so. Since it is midgame, and since the focus is more on his heroes already hacking away at the enemy, he does not really need to upgrade all his buildings to Ravenwood style and to rather devote the money directly to his heroes. Therefore, he picks the faction, builds a few faction specific buildings to improve hero performance or whatnot, and lets his barbarians do their thing. Houses, blacksmiths, marketplaces, inns, and the like are left untouched because there really is no need to make the expenditures. Having the ravenwood faction automatically gives his heroes bonuses that are appropriate to the way they are playing regardless of what the buildings are doing. Thus, we have an example of a short to mid length game where factions can be used without being too much of a hassle…

And then there are times when it would be most advantageous to upgrade everything in the kingdom…

The map is large and has little movement space (i.e. small paths in the mountains) and is dominated by goblins (i.e. settings = goblin stronghold, goblin war parties, goblin attack * 2). The player will be in for the long haul, so factions can make a big difference. The two ideal choices would be Tholaria and D’tar Modrin. Tholaria will produce strong wizards, strong sovereign spells, and good cover and enhancements for both. D’tar Modrin is ideal for handling siege of any type. In this case Tholaria is more advantageous. Now, we’ll say that Tholaria buildings are all essentially smaller versions of wizard towers in that they generate a sovereign spell radius and may or may not be able to be enchanted (and that they all auto build just like wizard guilds/towers). Now, chances are this person will be in for the long run, and with hundreds of goblins coming at him he will have plenty of income (literally) coming to him. Therefore, it would be best to upgrade all of his buildings so he can take full advantage of his goblin frying potential. Thus, this would be a case where the entire kingdom is completely converted to a new faction, rather than a small portion.

The whole idea of factions is a strategy and is a way of setting to stone a player’s play style, for better or for worse. This can also be put to great use in the campaign…

You are taking the role of an Elven merchant prince/ss from Treldan Wood, and it is your job to go out into Ardania and aid with the complete converting of cities and towns into the Treldan Wood faction. The missions are done in the same style as Maj1, where you can pick them in any order and some must be unlocked. Granted they won’t be so numerous, and all will provide different complications, simple and full of potential…

Since Ravenwood faction buildings are all mobile, then it could work as follows. You are a barbarian chieftain, and the tribes on the whole are all under threat from some threat or another. It is up to you to counter these threats and gather a band of warriors to do so. You start out with onlya (ravenwood) palace, and from there you must build on. To each new mission you carry over the heroes and mobile buildings from previous quests, and they both progressively build up. The maps however all change, and building placement will not be the same. This brings in the element of carry-overs…

For D’tar Modrin it can be a singular city kind of thing. The city in question is in a valley and sits on top of a pass that is both an intersection to many trade routes and a target for armies of monsters. With omens of greater danger in the near future, the city has decided to convert to D’tar Modrin for the extra security benefits. It is the player’s job to convert the entire city over while at the same time withstanding attacks and securing trade routes to pay for the conversion and building. This could be one quest, a scenario map, or a campaign that is focused on the same city with the same map each time, but still brings about the idea of full carry overs of heroes, buildings, building placement, and map…

The Valmorgan, Tholaria, Lormidia factions are all based on cities. So why not make Valmorgan City, Tholaria City, and Lormidia City and combine it in a campaign mode similar to Age of Empires II, which is several different campaigns that are completely independent of each other. For instance…

You are the newly coronated King of Valmorgan (originally you were that Prince who got abducted and had to be rescued by the new upstart Sydrian sovereign), and this large city is the jewel of Ardania. All seven religions and races have their main extra large temples that house triple the amount of normal heroes, as well as hosting a constant flow of visiting heroes. There are many guilds all over, from strategically placed warrior and wizard guilds to rogue’s guilds in shady alleys as well as ranger guilds on the edge of the city. All in all it is obscenely large and has all possible classes as well a stable income. Just as throughout history Valmorgan is currently prospering, but is now in grave danger from external threats and internal plots. The missions all take place in one map (huge size like in Wild Expanse and Shadow’s Guardians) with the large city of Valmorgan in the center and various terrain types surrounding the city.

1) The first mission is based off of trade routes, where random disasters are occurring both within and without the city that are disrupting trade. While settling this problem, the sovereign realizes that there are forces at work within the city that are aiding the current problems, though he can’t pinpoint anything in particular. He only knows that something within the city was causing some of the disasters. The outcome of this quest will heavily determine how well the player’s economy does in the future, depending on how many caravans are saved then more routes will be open in the future.

2) The next quest is in the style of Fertile Plains, where massive periodic waves of enemies will assail the city. Once more, evidence is unearthed that the enemies are receiving aid from a power within Valmorgan, though now it is definite that the power is a wealthy and powerful human (or elf, dwarf, and maybe gnome) living within the city walls. The outcome of this quest will affect the state of the city walls and quality of the outer-rim of the city, and thus setting the stage for the effectiveness of later attacks.

3) Next would be a Wrath of the Liche Queen / Dark Forest type of quest where a singular external boss enemy has set up camp outside the city and this enemy must be defeated. Now the traitor within the city walls is revealed to be on of the four most powerful nobles of the city (merchant leader, head of the warrior’s league, head of the arcane league, kingpin of the underworld, ect.). The outcome of the previous quest will determine how many enemies get in the city, who would then cause all sorts of havok, demoralization, and other long reaching effects.

4) After this would be a rise of the ratman style quest where enemies pop up all over the city with one final big boss coming in at the end. At this point, the traitor is revealed. Through a randomizer each time the campaign is done a different noble is the traitor. It is up to the sovereign to predict which one is the traitor and solidify loyalties with those who would not be the traitor. The death of the monster boss triggers an earthquake that hits the entire city. Obviously this stage affects the infrastructure of the entire city; economically, structurally, and population wise.

5) The final mission takes place in the aftermath of the earthquake. The traitor incites mass riots in the city, claims that the current Valmorgan sovereign is an imposter, and his own puppet is the real sovereign. He begins a march towards the palace with his own forces, with his opposition being the city guard and heroes remain loyal to the player. Now, the outcome of this final quest depends on the behavior and success of the player in the previous quests.

With the resources and variety of heroes available to him the player should be able to get through the previous four quests no matter how badly he/she does. Each stage tries to undermine a different aspect of the player’s power, and it is in the last one that it all evens out and the true key to success with the Valmorgan faction is espoused. The point of the Valmorgan faction is that it is very complex, and the most strategic as opposed to tactical. In this case, strategic is in the sense of build up for the moment and tactics is in the sense of one’s actions during the moment. In this case, the players actions in the first four parts determines how much gold, buildings, citizens, henchmen, and loyal heroes will be available to him in the final quest.

That last one may have been a little complex, but I think I have gotten my point across that factions can be integrated into single player campaigns. For starters, converting to a faction during the game should not be all too hard, but even so, it shouldn’t be too unreasonable to be able to start out with a faction at the beginning of custom maps and multiplayer maps, granted certain other balancing factors are taken into consideration.

Alfryd said:
For instance, I would expect monks and paladins to appear differently for factions based within the eastern provinces, with cultists and priestesses having unique costumes in the frontiers or southern reaches. Peasant cottages could also vary in appearance, based on the immigrants' province of origin. Little touches like that could be very atmospheric.)
I don't think a slew of entirely new hero classes for each faction would be either neccesary or desirable, though various factions would be more enamoured of some classes than others. Hopefully, that'll make it possible to include a variety of factions without having to expand the demands of artwork or programming excessively.

One way to work off that point is to have faction as one thing, and then origin as another. In essence, you are initially a Sovereign from (fill in the blank) who is striking out on your own. Your initial architectural and citizen scheme depends both on where you are from and where you are located (you could be a sovereign from the southern provinces trying to start something up i nthe upper north). We'll say architectural style depends on where the sovereign is from while current location determines how his heroes/citizens will look like... or something along those lines. Factions are like annexing your kingdom into a larger empire. Things within the kingdom, both buildings and units, change because you have now joined the Roman empire, and Roman culture will now influence your domain...

I agree with Alfryd that there need not be a ton of new hero classes that are all faction specific. A couple new classes maybe, and perhaps different presitge classes for each faction, but nothing to significant. From what I have writen about Valmorgan, I wouldn't say they really need any extra classes at all being that they have access to all of them to begin with. At the same time it would also be absolutely criminal to not make the faction exclusive Sydrian Knight class in some form. Once again see ideas develop and work from there...