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Faction needs to be unique and make sense in the context of already existing secret techs.

We have Space Elves, Space Humans, Space Dwarfs, Zerg, Borg and I'm not sure where to place Syndicate.

We could get Space Orcs. I'm just hoping it is not Space Halflings.
 
I would love a space adaption of the Tigrans. Intelligent hunters with Lasers and Claws and Laserclaws! And Psionics! Psionic cuteness overload! Psionically levitating space cats with lasers! YES!!! :D

Very vulnerable units with evasion and jump-on-enemy abilities that make extra use of flanking.
 
I would love a space adaption of the Tigrans. Intelligent hunters with Lasers and Claws and Laserclaws! And Psionics! Psionic cuteness overload! Psionically levitating space cats with lasers! YES!!! :D

Very vulnerable units with evasion and jump-on-enemy abilities that make extra use of flanking.
Space lemurs would be more original and cute.
 
I have a feeling that one of the upcoming factions will be heavily tied to water/oceans, considering the amount of water sectors prevalent in most map modes. Personally I'd love that, currently water sectors feel like a nuisance, an obstacle to be overcome. This would give them more meaning and make games more interesting.

Maybe an amphibian race of space merfolk or reptiles?

Here's what I have in mind:
• You start as aquatic-only race with a colony in the middle of the ocean. Your units and heroes have great movement in the water, but can't go on land.
• Terramorphing option in the research tree that allows to flood coastal sectors and expand oceans. Instead of roads they use rivers/ocean currents.
• You can research "landwalking" the same way as other factions research ocean travel via ships, except your units and heroes gain the ability to go on land — either by foot or in giant portable watertanks (either mechanical or organic).
• Units consist of several core race "specialists" and various aquatic creatures, think marine biologists and their lovely pets.
• Weapon-wise they could use Biological/Arc (masters of sea storms) or Biological/Psionic (but then we already have Kir'ko with the same set). Not sure about this.

A couple examples that come to mind are the Naga from WoW (reptilian authoritarian faction led by glorious Queen Azshara, fairly xenophobic, strong ties to dark magic); the Morgawr from Endless Legend (manipulative psionic species who were ruthlessly experimented on but managed to escape); Merfolk and aquatic elves from D&D.

I completely support this! I think this could be an interesting addition to the game and could offer some interesting ays to play. Yes, they ould initially be hampered, especially on a planet ith little water, but that could change with the right tech. Couple that with the new secret tech which has already been speculated to be related to water manipulation and this could make for a very different game experience. I really hope we'll see something like this.

It will be interesting to see how this race is related to the Star Union, as every other playable race is connected to it in some way and I hope they'll preserve that for new additions.
 
I would love a space adaption of the Tigrans. Intelligent hunters with Lasers and Claws and Laserclaws! And Psionics! Psionic cuteness overload! Psionically levitating space cats with lasers! YES!!! :D

More or less Fragged Empire Remnant then :)

I think that an aquatic race would be better. In many games ocean is just a empty region through which you send things in ships. Even in AoW3 while you could get some structures and treasures, ocean was more a transition place while you send your units across it. An aquatic race could change that and make ocean something to take into account other than that. A water based races is something that some games have try to do with variable result, if Triumph can make a good aquatic race and gameplay it would be great. In any case is a good way to use a chunk of the map useless other wise. Also a race of aquatic eldritch things is something that many players would like to have if only to make hentai mods :p
 
So it is decided then!

We need an aquatic squidfolk race with tentacles and psionic laser space cats that hate water and are cute! You see the conflicts between them already, don't you!? No! I don't mean the hentai mods, perverts! :p Yet these two could be placed in a DLC like the last AoW3 DLC which had Tigrans vs Frostlings in a Fire vs Ice campaign. Here we could have... ocean vs jungles?

I just realized i need these two factions or something similar in this game! O please make it happen!

But what new secret technologies could be added to that? I guess the next, smaller expansion might add a water based superweapon that can do things to the map as one could in AoW1 if you played lizardmen with water magic. If thats not planned already, i want to have it! :D
 
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Here's what I have in mind:
• You start as aquatic-only race with a colony in the middle of the ocean. Your units and heroes have great movement in the water, but can't go on land.
• Terramorphing option in the research tree that allows to flood coastal sectors and expand oceans. Instead of roads they use rivers/ocean currents.
• You can research "landwalking" the same way as other factions research ocean travel via ships, except your units and heroes gain the ability to go on land — either by foot or in giant portable watertanks (either mechanical or organic).
• Units consist of several core race "specialists" and various aquatic creatures, think marine biologists and their lovely pets.
• Weapon-wise they could use Biological/Arc (masters of sea storms) or Biological/Psionic (but then we already have Kir'ko with the same set). Not sure about this.
I think Aquatics/Tidal is more likely to be a secret tech, for two reasons:
1) Oceans need some expansion to make more interesting in general. More hazards, more variation in biomes applications. Jungle islands, small mountains/oceans, maybe some more amphibious wildlife/maurader units. Doing all that just for one race to benefit seems extreme. As a Tech, all races get diver units, and you can get more piratical heroes and customization options across the board.
2) Flooding sectors and drowning planets just seems like quality doomsday tech material.

I guess it doesn't have to be one or the other, but I don't want an aquatic race with a tidal tech that is so synergistic as to cause other combos of them to be detrimental. And it might be weird to see watery sharkmen or Carcharozons or whatever with Promethean incineration tech.

Either way, I like the ocean start, but I'd make it coastal start, with tech progression allowing deep ocean settlement later. I like rivers as roads, but not rivers instead of roads.

As a race, having to research "Landwalking" seems like it might be a reasonably interesting mechanic, but it could also be very restrictive and annoying if the ocean doesn't get updated. I'd suggest that maybe armies don't regen on land, except wetlands and river lands, while arid and volcanic, and maybe arctic zones cause attrition or (additional) happiness penalties that could be researched away. As far as damage types go, Arc and Bio are arguably suited to an aquatic race. Large bodies of water and current might negatively affect the range firearms, lasers, electrical, and poison attacks, so if the race used them, they'd probably need to be a melee faction. Explosives only have one race using the tree, and are arguably more effective underwater than above it (concussive and depth charges), so I'd like to see the race have that branch. Psionics is likely unaffected by water, and we could see plenty of nautically themed psychic powers, but then we might be trampling psi-fish territory. (I just realized their appaerance is based on the xenos from The Abyss.)

As a Tech... Well, Promethean Plasma is it's own weapon-type, despite causing burning, and doesn't work well with most weapon mods. Tidal/Grav could be it's own type as well, although I admit I prefer more synergy between base weapons and secret tech.
 
I'm totally for more aliens. And also for more differentiated human factions. Not just knockoff elves/dwarves/undead. Look what Sid Meier's Alpha Centauri managed to do with human faction differentiation, back when. And just as important, more differentiated Secret Technologies. The technologies are the secret sauce of this game and it really needs two or three more at minimum.
 
I would love a space adaption of the Tigrans. Intelligent hunters with Lasers and Claws and Laserclaws! And Psionics! Psionic cuteness overload! Psionically levitating space cats with lasers! YES!!! :D

Very vulnerable units with evasion and jump-on-enemy abilities that make extra use of flanking.
I already posted an idea on this forum for intelligent house cats that drive mechs and rule over human slaves with super toxoplasmosis bacteria.