A trip through the fantasy worlds I enjoy

 

Base Stats

Each race has different base stats.  Amarians (the race of Pariden) have the highest intelligence, Trogs (the race of Yithril) have the highest strength.  The stats are the starting point for the sovereign, champions and your armies.  It will be easier to use heavy armor and weapons if you have the strength bonuses the Trogs offer, likewise your units will have more hit points if they are Ironeers (the race of Gilden) rather than Amarians.

Unique Units

Each faction has ten pre-designed unit types.  These units automatically upgrade as new weapons become available.  There is, for example, one archer unit.  But that archer unit will use the best bow the player has.  Units that are already created can upgrade their weapons armor, though it isn't cheap.

Each faction has three unique pre-designed units.  Tarth has the Clan of the Crow instead of archers.  These unique units always have different equipment or traits and are usually better versions of that sort of unit, though they may take longer to train.

These unique units are our favorites for each of the factions, but you can create your own.  If you want a unit like Capitar's Silver Swordsmen for Yithril then you can create a Yithril unit with the same traits.  Or you can create a new mix of traits for your units.

Faction Traits

Each factions has two traits, one always grants them access to a tech so the factions have different starting techs (and therefor different starting improvements, etc) and the other trait affects the faction as a whole.  Gilden's trait halves the production cost of weapons and armor, Yithril's improvements the Strength and Constitution of their units, etc.

Players can create their own factions and pick from a large number of faction traits and add an additional trait if they select a faction weakness.

 

Sovereign

Each faction has a sovereign whose traits and weaknesses are as important as the faction itself.  Choose a powerful fighter like the Warlord Verga if you want to go battle monsters toe to toe.  Choose those that gives bonuses to their armies like General Carrodus if you want to improve the champions you find and soldiers you train.  Or choose one of the magic focused sovereigns like Procipinee or Ceresa if you want to rule with magic.

And as with all of the above, you can always make your own.

 

Kingdom of Altar

Altar is the ideal faction for questing and focusing on your champions.  Relias starts at 2nd level, making him less vulnerable in early exploration and his Natural Leader trait halves the cost when recruiting champions.  Altarians also get double the experience for completing quests.

Two of their unique units, the Redwatch and the Blades of Athica start with the Potential trait allowing them to gain experience faster than other armies and their Explorer cost more to train than other factions scout, but are much better in a fight.

 

Kingdom of Capitar

Capitar is made for trade and generating Gildar.  If you can protect your cities then they can afford to pay the wages for the largest armies in the game but you will need to do some work to get there.  Their caravans upgrade roads three times as fast as other factions and are immune to attack.

Carrodus gives bonuses to all other units in his army so even if he isn't a match for the strength of Verga or the spell casting ability of sovereigns like Ceresa, he is dangerous when leading large armies.

Kingdom of Gilden

Armor and weapons cost half the normal production for Gilden players allowing them to keep their armies outfitted in the best weapons and armor.  If Capitar's wealth comes from their cities and trade, Gilden's wealth comes from their sovereign.  Enil Markinn is well known for what he would call pragmatism and although he doesn't start with Carrodus's wealth, he does generate some Gildar each turn and pay less in unit wages than any other faction.

 

Kingdom of Pariden

The Amarians aren't as strong or hearty as other factions, but they are the most intelligent and therefor earn experience faster, make better spell casters and are more resistant to spells.  Their Destiny's Guard and Magebane unique units carry this protection even further and are the most adept against enemy spell casters.

But the true strength of the Amarian's is in a basic put powerful faction trait that gives them +10% to research, and in their leader, or more specifically in an item their leader carries.  It is Procipinee's Crown, and though Procipinee starts with it she is free to give it to any of her champions.  There aren't any maintenance costs on any spells cast on whoever wears the crown, allowing the player to load up all their enchantments on that unit for free (outside of the casting cost).  Procipinee may not be a powerhouse, but with Anointed by Fire, Nature's Cloak, Stoneskin, Courage, Mantle of Fire and other enchantments on her she becomes formidable.  The more spells Procipinee knows, the more powerful she becomes.

 

Kingdom of Tarth

Tarth's sovereign Lady Irane starts with a bow, which is a considerable advantage on its own, but even more so because it's an enchanted bow that is +10 attack vs beasts (spiders, wolves, panthers, bears, etc).  She has the Quick trait, which increases her initiative and like everyone from Tarth she has the Enduring trait which gives her +10 to defense when she is under half of her hit points.

The Tarth archers, the Clan of the Crow, are very good and start with a +3 to Accuracy.  Even more if there is a Training Yard in the city you build them in.  While their soldier units, the Firebrands, gain a bonus when attacking higher level units and the Oak Guard start with Throwing Knives they can use to wear down their enemies before closing to melee range.

 

Empire of Kraxis

Kraxis is the most builder minded faction in Fallen Enchantress.  Their sovereign's Scholar trait gives a flat research amount each turn which early game will be more than the research bonus Pariden gets, but won't stay with Pariden later on.  Instead Kraxis becomes hard to drive out.  They get +10% per city level to city defender's Attack, Accuracy and Defense.  The Unfalling Legion gives a boost to the defense of their entire army, Karavox's Honorguard starts with the Ironskin trait and the Spikes of Krax are a group of highly mobile Spearmen.

They are the turtles of the world of Elemental.  But with the city defensive bonuses even their unguarded cities can't be easily taken (in Fallen Enchantress every city gets some free defenders, how many depends on the city level and improvements in that city).

 

Empire of Magnar

If Kraxis are the turtles, then Magnar are the cockroaches.  The start with the Slave Lord faction trait which allows them to feed more people from the same amount of grain, growing larger cities.  And when they raze cities half of that city's population is transferred to their capital.  Their unique units cost less than other factions, and tend to be a bit weaker as well.  The Dross Archer costs less but has less hit points and dodge.  The Scourge are decent mid-game melee units but have a lower accuracy and initiative.  Finally the Outcast unit is a cheaper version of a Pioneer.

Magnar III is their sovereign and a powerful spell caster.  He starts with the ability to use Fire and Death magic.  His Evoker trait increases his spell damage and his Attunement trait gives him free mana each turn.  He can cast Flame Dart from the beginning of the game and after a few levels (especially if he chooses the Path of the Mage) he can be throwing Fireball's that make it obvious why Magnar doesn't need elite troops.

 

Empire of Resoln

Resoln is led by their Sovereign Ceresa.  Like Procipinee and Magar, she starts with the Attunement trait that gives her free mana each turn.  Unlike the others she also starts with an item, the Staff of Souls, which gives her mana whenever she kills an enemy.

The Wraiths have the Death worship faction trait.  That gives them access to four unique spells if they have casters who are proficient enough in Death magic to cast them.  Infection spreads any negative spell effects on the unit to all other units in its army.  Corruption turns a shard into a Death shard.  Graveseal makes any attack against the infected unit a critical hit and the Dirge of Ceresa does damage to all enemy units and then follows with poison damage every turn.

Resoln's unique units are the Sentinel's of Hagudst, which get a bonus vs spells.  The Tide of Teeth, which are warg riders that get a  bonus against higher level units.  Lastly the Gravewardens have a trait that grants the player mana whenever they kill an enemy unit.  Not as much as Ceresa's staff, but enough to fuel their spells.

 

Empire of Umber

The most bestial of the factions Umber is able to build camps on defeated Naja, Ophidian, Drake and Forest Drake lairs and begin training these units for their armies.  Expect to face a hodgepodge of monsters and Urxen soliders when you go to battle against them.

But even their soldiers can't be considered civilized.  The Carrion Men are berserkers that get significant bonuses to their Strength and Dexterity when they are under half of their hit points.  The bloodthirsty Marrowguard are warg riders that get a bonus vs injured units and the Najaborn are spearmen that have taken to coating their weapons with poison.

Their Sovereign, Kul-al-Kulan, is well rounded with access to three types of magic and decent stats for melee.  Although he won't be able to beat Verga in melee, be a better spell caster than Procipinee, or give the army bonuses that Carrodus does he can fill any of those roles depending on the choices made as he is leveled up.

 

Empire of Yithril

The Yithril sovereign Verga is the worst at spell casting starting as a meager Death and earth disciple.  But what he lacks in spell poser he makes up for in muscle.  The Trogs already have the highest strength, but their Powerful trait drives that even higher, giving them +3 to Strength and +2 to Constitution.  On top of that Verga starts with the Might trait which gives him +1 Attack per level, Hardy which gives him another +2 to Constitution and halves damage from poison and a set of enchanted gauntlets that improves his defense.

In playtesting so far Verga has been nerfed more than any other unit, faction, spell, etc.  And he is still a force to be reckoned with.  If he shows up at your gates in the early game, it's going to be a tough battle.  If he shows up with a few levels and a magical weapon, run.

The Trog soldiers take after their sovereign, preferring strength over subtley.  The Harbingers of War are late game melee untis that wield huge mauls and get additional Accuracy and Attack bonuses against anyone with a lower strength than them, and that’s most of the units in the game.  The Battleborn are reliable midgame melee units that start with a bonus to Accuracy to help put that Trog strength to work.  The Gray March are spearmen, but very large versions of them.

 

Or, you can create your own faction and sovereign.

 

 


Comments (Page 2)
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on Jan 15, 2012


If I understand correctly:

1. each pre-designed faction comes with unique pre-designed units.

2. however, you may create your own unique units (as in EWOM) as well for any of those factions

3. or you may create your own factions and create your own unique units for them.

If this is correct this is great.

Now let's talk about how non hero units change as they become more experienced......    How many levels are there (i.e. recruit, regular, veteren, elite, super-elite, etc)? What changes with each level?  How does this work?

on Jan 15, 2012

In WoM regular troops had 10 levels of experience. There has been no indication of any changes to that mechanic. Although as far as UI goes, a name instead of a number would be very pleasing. 

on Jan 15, 2012

Differentiated factions are teh win!

on Jan 15, 2012

WOW, I love it. I don't really need beta. Just more posts from Derek!

PS When I've read "Redwatch" I immediately thought of http://en.wikipedia.org/wiki/Redwatch. Not very fortunate association.

on Jan 15, 2012

Derek Paxton

If you want to talk about modding XML then lots of things can be done.  But currently the only example of this in game is that Umber has Poison Vials as a designable item that is only available to them.  So their Najaborn units are unique, you cant create a Mancer unit that poisons (without changing some xml).

 

That's interesting! I was thinking of modding opportunities here, and I am glad we'll be able to create truly unique units for custom factions.

I suppose Umber sort-of gets unique units too, from their unique monster lairs.

Speaking of modding, are there news about the python API? Is it still something we can expect in the (far) future?

 

Heavenfall, do you have plans for your faction mods? Magnar makes me think of a necromancer lord (cheap units, cities that become bigger when you kill others, sacrifice, tremendously powerful spellcasting)...

on Jan 15, 2012

Yes, I plan to bring ExpandedFactions over to FE. The details of what each race is good at will have to be ironed out once I get a look at the xml. But the goal will be the same - introduce high fantasy races to the game. Although I'm glad to hear that Derek has envisioned a more fantasy-filled game than E:wom, by the sounds of it.

on Jan 15, 2012

To be really honest, it feels like a lot of pointless extra work to me if I have to design new units with pre-designed stats that you have already made for faction X just because I am playing faction Y.

I would understand if all these special units had traits that only the faction could use (like the Umber Poison Vials example you gave), but if I can make the *exact* same special "unique" unit with Kraxis that Altar gets pre-created, I feel like what's the point of the special units in the first place?

If you want to keep it that way, at least give the factions that get the pre-designed units some kind of a discount when training them over the ones you have to design yourself. Shorter training time or cheaper price.

on Jan 15, 2012

Derek Paxton

A player could build exactly the same unit if they wanted.  I must admit as a designer I was really tempted to keep some special tweaks to myself to make these guys really unique.  But at the end of the day I think the game is better if all the tools are in the players hands.  If you want army swarm type Magnar units for Yithril (or for your custom faction), you can make them.  If you want to have every unique unit together in one faction (and as many more as you can think up) then you have that ability.

I think you made the right decision. Empowering unique stuff weakens the generic stuff comparatively. Make it less effort for the player to follow your suggestions, but there's no reason to restrict them to do so. The best consequence of all these predefined units is that the AI builds them and the world feels more diverse and distinctive.#

It's great to finally get to know the people we've been sharing a world with.

on Jan 15, 2012

What I meant is that there seems to be tools for some interesting faction, and that for instance Magnar's made me think of the typical "Tomb King" gameplay... except he has slaves instead of undeads .

To be really honest, it feels like a lot of pointless extra work to me if I have to design new units with pre-designed stats that you have already made for faction X just because I am playing faction Y.

Not pointless. Mechanically, it's of limited use, but it helps give a style, a personality, to the factions. Also, it helps new players understanding what the faction is good at by giving example of strong units for that faction.

on Jan 15, 2012

Colour me impressed.

 

on Jan 15, 2012

Making unique units better or cheaper would screw over people that prefer custom units. The way Derek has it now, your incentive to train them is that they will be better complimented by the faction's bonuses. But there should always be room for the player to make custom units to benefit from advantages that are gained during the game. 

on Jan 15, 2012

Werewindlefr
Not pointless. Mechanically, it's of limited use, but it helps give a style, a personality, to the factions. Also, it helps new players understanding what the faction is good at by giving example of strong units for that faction.

I guess you're right. Thing is I remember how boring it was in GalCiv2 to create my ships with the latest tech, and I don't want to go about doing it again in FE just because I'm playing the wrong faction.

seanw3
Making unique units better or cheaper would screw over people that prefer custom units. The way Derek has it now, your incentive to train them is that they will be better complimented by the faction's bonuses. But there should always be room for the player to make custom units to benefit from advantages that are gained during the game. 

You're right too. The discount was a bad idea. I need to play the game a bit to form my final thoughts about whether I'm annoyed by the supposedly unique units or not.

One additional point I want to make that's part of my dislike of these "unique" units: it seems like a cheap way of creating an illusion of more content. If these faction specific units do somehow complement the strengths of the faction so that you're actually inclined to use them instead of using another faction's "unique" unit design, then my point is moot. But if I find that Kraxis unique soldiers are always the best way to go, then I feel a little bit cheated.

But I admit, I was overly harsh on this stuff probably.

on Jan 15, 2012

Sir_Linque
To be really honest, it feels like a lot of pointless extra work to me if I have to design new units with pre-designed stats that you have already made for faction X just because I am playing faction Y.

I would understand if all these special units had traits that only the faction could use (like the Umber Poison Vials example you gave), but if I can make the *exact* same special "unique" unit with Kraxis that Altar gets pre-created, I feel like what's the point of the special units in the first place?

If you want to keep it that way, at least give the factions that get the pre-designed units some kind of a discount when training them over the ones you have to design yourself. Shorter training time or cheaper price.

The way I see it, if you're a player that enjoys creating custom units, you're never going to find yourself recreating another faction's unique units - you'll be coming up with custom units unlike the built-in ones for any faction, you may as well just ignore them. On the other hand if you're the kind of player that just doesn't want to do the extra work to design custom units, you shouldn't need to recreate another faction's unique units either, since the unique units you already have should be better suited to your faction anyway - you should do well enough just using them.

Edit: Note the key word is "should" - this depends on the unique units being well chosen for their respective factions, and the unit traits/equipment/etc being relatively well balanced (so you don't have this one unit that suits Capitar particularly well, but is so good everyone else ends up using it as well). All that remains to be seen, of course, although it sounds good so far.

on Jan 15, 2012

Wow! This is great news. The factions look distinct, interesting and fun to play.

 

Should really help with the replayability.

 

Love the look of the game as well.

 

 

 

 

on Jan 15, 2012

Austinvn
... you shouldn't need to recreate another faction's unique units either, since the unique units you already have should be better suited to your faction anyway - you should do well enough just using them.

I do agree with your thinking (in the rest of your post as well). If the unique units truly are better suited for the faction, then you're right and I am very happy with the situation. See post above yours for more of my ramblings. Basically, I admit being too harsh.

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