Factions Overview - "THE CRUMBLING EMPIRE"
🕑 Added 2022-09-28 05:35:44 +0000 UTC
In the north, covering a vast expanse of the continent in factories and rail lines, exists a confederation of powerful industrialists, aristocrats and military nobility. Though their territories are extensive, and their legions of armor and artillery a force to be reckoned with, and their concrete superfortresses and colossal vehicles a marvel of military engineering, their empire has been slowly eroded by the gnawing attacks of raiders, corrupt officials, dwindling resources and sabotage by rival powers. Unless a great leader can emerge to reverse their fortunes, they exist on borrowed time.
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The "Empire" faction will be mainly defensive in nature, with strong, concrete buildings and thickly-armored tanks (even their infantry are armored!). Though powerful, they exchange speed for armor, often moving much slower than equivalent units for the other factions. They also place a great emphasis on artillery, with many powerful long-range weapons, though similarly these are very slow and cumbersome.
To skirt this speed issue, the Empire can construct railway systems and trains. These include the engines that move them, armored transport cars for infantry, flatbeds for hauling tanks and resources, gun cars for offensive and defensive options, and railway cannons for heavy artillery for a major offensive. These trains are fast and thickly armored, but (of course) are bound to the railway, so the player must be very considerate when building rail infrastructure. Note that the Empire's HQ building, resource refinery, and trainyard will all be one building, for added convenience.
Also note that no gameplay footage of trains yet exists; currently this is in the purely conceptual stage, as train logic will need to be added later down the line, and even this logic is dependent on additional modifications to general unit pathfinding (so in other words, it's a ways off). I do have these cool 3D renders of some train assets that I've made to show you, though.



So far, the Empire's unit list includes:
- basic rifleman that can dig trenches and tunnels, and clear debris or gather surface resources
- infantry that throws grenades and has an SMG (useful for clearing buildings)
- combat engineer for constructing and maintaining buildings
- tesla tank with mediocre armor but a strong lightning attack that disables vehicles and fries infantry
- halftrack with a simple MG for defense, can transport infantry, tow vehicles, and can acquire a new weapon if a field gun or artillery is inserted into it
- a powerful heavy tank with multiple cannons, including a fixed frontal mortar, an MG turret on its front and rear, an anti-tank cannon on its rear turret and main turret, and a heavy howitzer on its main turret, as well as two side-mounted sponson machine guns
- a defenseless ICBM launcher with long range but slow movement and a wind-up time to attack. Must be reloaded at a service depot structure
- an extremely slow-moving experimental heavy vehicle with a short range radiation beam attack that obliterates almost anything in moments
- tank destroyer unit with heavy armor and a powerful anti-tank cannon, but is much less useful versus infantry or structures. Can be upgraded with a railgun.
- a heavy machine gun team that can fire while undeployed, while deploying it gives it an accuracy buff and the ability to fire on aircraft
- a mortar team for light artillery support. Can switch to chemical gas shells instead of high-explosive, as well as flares to expand vision range.
- a flak autocannon team for anti-light armor and anti-air use
- a heavy field gun for anti-tank and anti-aircraft use. Can be upgraded to fire a railgun.
- a destroyer for anti-submarine and anti-air use, as well as light shore bombardment
- submarine for anti-ship torpedoes, and light surface-to-surface missiles
- transport ship for transporting a large number of units, and for salvaging sea wrecks
- dreadnought for heavy naval artillery
- a transport helicopter for ferrying infantry units and towing light artillery
- zeppelin endgame unit for assault, equipped with a rocket barrage and AA autocannons for defense
- a heavy fighter for general purpose anti-air and airstrikes
- a tactical bomber for heavy airstrikes
- train engine
- infantry transport train car that doubles as a bunker
- train flatbed car for hauling large units and resources
- gun car for defense, equipped with multiple anti-tank cannons and an anti-aircraft cannon
- heavy mortar train car, for heavily mortaring the enemy
(note that since this game will feature aircraft that function more like airstrikes you can purchase (think Act of War or Act of Aggression, if you ever played those), aircraft won't control conventionally, and instead work more like a support power that can be purchased but can still be lost if shot down, and need to be re-purchased in the event they are lost)
This list is nowhere near exhaustive, and many units are subject to change (some may be merged to avoid bloating the overall number of units, others may be altered to make more interesting instead of just being a generic WWII unit).
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More information to come, and thank you for the support!
Comments
Rhys Lunn
Quite littrealy this was my main motivator to becoming a patron member. Imperium Aeternum!
Tyler Harris
These guys are already my favorite faction, and I just learned about the game not too long ago!