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Wizard Level 1

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May 18, 2019
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I would like to see the current minor factions become major factions, and for major factions to have minor faction equivalents to expand the available minor factions so that if a particular major faction doesn't show up in a game there would be a chance that it shows up as a minor faction.
 

Arilou

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I'd like to see Secret Techs expanded a bit. Currently they give you... 3 units per tech? Which feels a bit lacklustre.
 

RaNdOmKiLs666

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Feb 26, 2019
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1. 40k-esque Orcs, strong starting units. Excellent at fighting, but poor at research. Maybe they could of have some sort of tech steal mechanic to research stuff at a more reasonable rate.

2. A super smart humanoid alien race that relies on many different types of robots and autonomous machines to fight their battles as the aliens themselves are quite fragile and poor fighters. Their commanders are also completely robotic. Top tier units are huge walker mechs (think War of the Worlds tripods) piloted by the aliens themselves. Excellent researchers.
 

Elgareth

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Aug 27, 2019
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Might be problematic considering the gameplay effects, but I really like "Living Minerals" as non-Food race, that instead grows by production/energy (as they mine and imbue new Population instead of giving birth). They'd have Arc and Heat as damage channels obviously.

Also I'd love the sentient plants of the growth to become a Major faction. They technically would have biochemical and kinetic, but generally the tech-based mods don't really fit too well. Maybe that is because we have only humans and very humanlike factions...

Basically, the more "inhuman" a race, the better for me. Currently that's Dvar and Kir'Ko, but I'd like more.
The Psi-Fish as aquatic-based Major faction would be great as well, I love the design (like in the movie "The Abyss").

Amazons got the "tribal" type covered pretty well, though I could live with some Kind of high-tech shamans as well :D
Sort of Space Orks/Ogres would be fine as well, that usually roam around in wastelands. Though Spacers would have quite some overlap there I think.

Apart from that I'd like Cold to be added as another damage channel, everything from ice rays to localized Blizzards, debuff would slow, obviously. That would allow for a humanoid snow-Bison race. They could be the "shamanistic" faction as well (think the Banuk from Horizon Zero Dawn).

Also, an actual Hivemind faction is missing at the Moment IMHO, which again, the Growth would bring to the table. Apart from that Immunity to Morale (Positive and negative) and mind debuffs/Control, as no unit has any form of Motivation or a sense of self. Think W40k Tyranids.
 

Goblin-Cookie

First Lieutenant
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Dec 17, 2015
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1. 40k-esque Orcs, strong starting units. Excellent at fighting, but poor at research. Maybe they could of have some sort of tech steal mechanic to research stuff at a more reasonable rate.

2. A super smart humanoid alien race that relies on many different types of robots and autonomous machines to fight their battles as the aliens themselves are quite fragile and poor fighters. Their commanders are also completely robotic. Top tier units are huge walker mechs (think War of the Worlds tripods) piloted by the aliens themselves. Excellent researchers.

1. The spacers.

2. The assembly+autonom.