It's hard to speculate on more specific stuff for cultures, because we don't really even know much about the existing ones. I'd need to see the different research items the culture provides access to, as well as how units are spread among them. But I'll be happy to expand this ideas once we get more info on how the game works overall.This is very well thought out. Id say both Devs and Modders alike with capatilise on this.
I was trying to come up with something similar with a japan syled faction with ying and yang (Order and Dark), Knight Faction (Order and Astral) but seeing a chart and break down def makes my thought process easier.
Be curious if you had any additional unique units, spells, research, hero skills etc you had in mind
Really love what you did here with this chart, even if some of my interpretations would be different (like for instance Chaos - Materium being a culture of people living in massive trading caravans, nomadic, as Chaos aspect suggests they wouldn't be inclined to settle in place).After reading the other user's inspiring suggestions, I'd like to input my own speculation about each possible combination, having in mind that most probably, only a handful of new additions will ever be implemented. I think that some would be more interesting than others, benefiting from having a more different potential play style than the base game will offer. Also, there is plenty of room for interpretation on where a specific theme should fall in regard to its composing affinities. This is not a dogmatic, but a speculative chart. Some of this you will recognise form the previous suggestions, which I've shamelessly incorporated.
While I don't disagree with your vision of animistic/shamanistic people with that affinity, to me Astral - Nature brings strongly a recollection of the people of Tayledras (or Tale'edras aka Hawkbrothers as they do indeed tend to form bonds with animals, most commonly magical birds) from a series of fantasy novels by Mercedes Lackey (highly recommend!). They are a mystical, highly attuned to magic, secretive, if not isolationist people structured as a clan society, living in a land still suffering from an ancient magical cataclysm/war. They found their settlements in places with the most powerful magical nodes and use that power to help restore the natural state in the area, never claiming lordship over the people that might live there or the land itself, but always feel the responsibility to protect it all.
- Animist (Astral + Nature) - The culture with ancient totemic/spiritist values. They strive to please and coexist with the magical and natural elements of their environment. Focus on magic summoning and support. Could have an easier time requesting help from magically-inclined neutral parties on the map.
While I don't disagree with your vision of animistic/shamanistic people with that affinity, to me Astral - Nature brings strongly a recollection of the people of Tayledras (or Tale'edras aka Hawkbrothers as they do indeed tend to form bonds with animals, most commonly magical birds) from a series of fantasy novels by Mercedes Lackey (highly recommend!). They are a mystical, highly attuned to magic, secretive, if not isolationist people structured as a clan society, living in a land still suffering from an ancient magical cataclysm/war. They found their settlements in places with the most powerful magical nodes and use that power to help restore the natural state in the area, never claiming lordship over the people that might live there or the land itself, but always feel the responsibility to protect it all.
Never heard of that series but it seems interesting. Of course my idea was just a quick brainstorm, so a culture developed during a whole book would probably be more fun. Thanks for the recommendation.While I don't disagree with your vision of animistic/shamanistic people with that affinity, to me Astral - Nature brings strongly a recollection of the people of Tayledras (or Tale'edras aka Hawkbrothers as they do indeed tend to form bonds with animals, most commonly magical birds) from a series of fantasy novels by Mercedes Lackey (highly recommend!). They are a mystical, highly attuned to magic, secretive, if not isolationist people structured as a clan society, living in a land still suffering from an ancient magical cataclysm/war. They found their settlements in places with the most powerful magical nodes and use that power to help restore the natural state in the area, never claiming lordship over the people that might live there or the land itself, but always feel the responsibility to protect it all.
Heck now that I drew that connection I can't wait to get my hands on the game and roleplay that as closely as possible![]()
I think chaos/materium will be pirate themed.
Sky Pirates? Count me in.It'll be that or Science!!!
A culture of madboys and their various crimes against nature and engineering.
and consider ations as to the aesthetics of these groups?Sky Pirates? Count me in.
My proposition would also be:
Mystic+Order: Monastic Order, Exalted Society: A more monk and priest based society that focuses more on researching the magic within the laws and force it to obey them.
Very system-based and efficient
Strong unites would be potentially Warriorpriests and Knight Enchanters.
Would have issues with Barbarians and Shadowbased realms
Materium+Mystic: Technomancer Society. Tries to combine magic with science with various results. Are rather freespirited and put their researchs before everything.
Units that vary frome efficiency and can sometimes explode damaging all units around them
Can have Technomagical cannons and magically enhanced creatures and vehicles.
Would have problems with Order-base realms
Shadow+Order: Imperial (and with that I mean the less feudal and more like the Roman Empire in the 3rd Century AD) Highly drilled and trained with focus on
Units should have formation-bonuses as well as formation-uses
Strong heavy infantry and cavalry, a bit weaker in magic units.
Catapharacts and Legionaries are the powerbase.
Would have issues with Barbarians and any more free-spirited relms.
And as a crackpot
Nature+Materium: Natural Shapers (and not Nomadic, that would be difficult in a game like AoW). While they have a high focus on researching and building up their arsenal they are more inclined to use tools that won't harm their region and even restore damaged realms with forestation and cultivation programs. They also can use specific tomes to boost production like lightning-based tomes as a means of production. Extremely advanced but less coal and steam.
Units would be rather weak with a few extremely powerful exceptions
Special units can be the electric gunner and the solar glider.
Would have issues with anyone that damages their environment.
To make it easier I have added it on the original post of mine. Many thanks I forgot that.and consider ations as to the aesthetics of these groups?
I wonder what aesthetic mystic material would even be?Primeval culture coming via DLC confirmed. How that differs from Barbarians, not sure, but perhaps more Druidish with living buildings, more Celtic feeling, with fey elements. Mushroom castles and tree houses. Nature/Nature or Nature/Dark?
No metal weapons.
Also confirmed is a culture that combines magic and steel in a different way to Industrial Culture. Maybe Astral/Materium?
so we are going full stargate then?Astral + Materium culture's aesthetic could be an Egyptian-inspired dungeonpunk/magitech style, with magitech automatons modeled on the Egyptian gods and glowing magitech pyramids. Sorta like that playable clockwork Anubis character from Sacred II.