Faction Details

Started by Jubal, December 24, 2011, 12:30:13 PM

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Jubal

Okay, here are some more preview details of the factions for everyone.  :)

Marauders
Flavour: Wild, aggressive tribes of the North
Philosophy: Independent tribes welded together by religious devotion to the Witch.
Strengths: Berserk troops, cheap fighters, strong aggressive force
Weaknesses: Unpredictable armies, weak starting position and infertile lands
Selected unit: Talking wolves, huge mass of berserk light cavalry that can sweep across a battlefield.
Harfang
Flavour: Flamboyant man-eating Giants
Philosophy: Absolute Monarchy
Strengths: All units are giants.
Weaknesses: Expensive units, only average morale, poor starting position
Selected unit: Giant Noble, single huge armoured giant with a hit strength commonly seen on artillery.
Dwarfs
Flavour: Tough, independent hill-Dwarfs: mistrustful of humans and outsiders in general.
Philosophy: Elective for-life Senate rules over scattered towns and villages
Strengths: High morale, good starting territories
Weaknesses: Expensive troops, long training times for armies, aggressive neighbours
Selected unit: Dwarf War Mammoth, huge beast capable of taking on Giants with a crew of deadly accurate Dwarf archers.

Narnia
Flavour: Huge range of mythical beasts and humans in wild but productive country
Philosophy: Absolute, Imperialist monarchy, very benevolent though with extreme monotheistic religious overtones
Strengths: Huge unit selection, true combined arms force; access to several unique units
Weaknesses: Start surrounded by Telmarine Narnians with only two provinces rebelling with Caspian
Selected unit: Centaur Archers, deadly and fast-moving light cavalry force providing excellent skirmishing capability
Archenland
Flavour: Mountainous realm of knights & castles, on Narnia's southern border.
Philosophy: Feudalism, King as first among Equals with his nobility.
Strengths: Powerful knights and good defensive territories
Weaknesses: Few possibilities for profitable expansion without getting drawn into major wars in Narnia: likelihood of clashes with Calormenes
Selected unit: Knights of Archenland, deadly heavy cavalry troops
Kingdom of Terebinthia
Flavour: Seafaring island Kingdom with benevolent monarchy and professional army
Philosophy: "Philosopher Kings" Plato-style
Strengths: Powerful knights and good defensive territories
Weaknesses: Few possibilities for profitable expansion without getting drawn into major wars in Narnia: likelihood of clashes with Calormenes
Selected unit: Terebinthian Sharpshooters, incredibly hard-hitting archery troops.
Lone Islanders
Flavour: Mercenaries and pirates in breakaway, abandoned Narnian colony
Philosophy: Untrammelled libertarian capitalism, rules are for other people
Strengths: Excellent early naval forces, cheap troops
Weaknesses: Powerful opposition makes expansion difficult; poor unit selection
Selected unit: Lone Island Caravel, powerful and cheap early warship to dominate early-game naval warfare

Calormen
Flavour: Huge orientalist Empire
Philosophy: Semi-divine Emperor with the strong war-cult of Tash prevalent.
Strengths: Powerful professional army, very wealthy territories
Weaknesses: Poor at naval warfare; potential enemies on all sides.
Selected unit: Calormene Chariots, deadly unit capable of disrupting enemy formations and doing catastrophic damage.
Lands of Munesh
Flavour: Peaceful farming towns, in alliance.
Philosophy: Polytheistically religious priesthood from whom representatives of the states are elected.
Strengths: Rich territories, good starting location
Weaknesses: Poor unit selection, aggressive enemies with more professional forces
Selected unit: Faceless Ones, religiously inspired warriors with incredibly high morale

Tribes of Surval
Flavour: Zulus riding Zebras
Philosophy: Traditional tribalism, with alliances against major threats.
Strengths: Good starting location and unit choice, most units can do shamanic chants to boost nearby friends
Weaknesses: Few truly elite troop types and unruly forces
Selected unit: Zloranti, masses of cursed shambling slaves under the ritual control of a shaman.
Erinese Confederation
Flavour: Scimitars, lots of scimitars.
Philosophy: Tribal Elders wield full control over increasingly linked alliance of tribes
Strengths: Decent unit selection, easily defensible start location
Weaknesses: Mostly infantry with few exceptional unit types
Selected unit: Tarlahad Infantry, tough hill-spearmen as the backbone of an army

Telmarine Narnians
Flavour: Professional army, strong "civilising" ideals
Philosophy: Strong hereditary monarchy recently usurped by Miraz
Strengths: Rich territories, strong professional army
Weaknesses: Narnians occupy central Narnia, with outer provinces weak and exposed. Possibility of several early wars.
Selected unit: Telmarine Pikemen, disciplined heavy pike lines forming a strong infantry backbone to the army
Old Telmar
Flavour: Feudalistic state with very weak monarchical control
Philosophy: Baronial feudalism with retinues relied upon for war
Strengths: Few nearby foes in early game, good cavalry forces
Weaknesses: Starting territories not wealthy, units not the strongest in the game.
Selected unit: Telmarine Knights, deadly feudal cavalry force.
Kingdom of Koraly
Flavour: Expansionist, disciplined state with extremely tight central control
Philosophy: Authoritarian "Kings" usually dictators by survival of the fittest.
Strengths: Good starting location, very professional military
Weaknesses: Few easy early opportunities to expand.
Selected unit: Falx Guards, armed with war scythes to cut down enemies with ease.
The duke, the wanderer, the philosopher, the mariner, the warrior, the strategist, the storyteller, the wizard, the wayfarer...

comrade_general

Excellent info collection there! Nice work.