First off, I'll explain my idea right up.
I'm making an Elemental mod. This will include 4 starting factions, and at the moment, all of them will be based on how Tech works, combined with some ideas used in magic as well.
Each faction will have their own fighters, magic-users, and marksmen, along with 2 to 4 legendary creatures/people, and a high classed one-order only god-like.
The first four elements are Earth, Fire, Air and Water.
Currently, I'm beginning to gather materials, and am using pre-existing models for the first version.
V1 will probably be very minimal.
Also, each element is strong against another element, and weak to another element. I'm still working this out.
Lastly, each element will have a certain advantage.
Earth - Less wasted material(buildings require less materials), faster building time.
Upgrades for heightened defense.
Fire, fast gathering of elements, and somewhat faster rate of attack.
Upgrades for heightened speed of attack, and attack power.
Air, Generally fast movers, heightened sight, and heighten ranged
upgrades for speed, sight, and range.
Water, adept healers, decent regeneration, and flowing attacks. Flowing attacks are incredibly fast, but weak. This trade-off can be quite useful, though, leaving less wasted attacks to the ground.
Regeneration speeds, and speed and power of flow can be upgrades, as well.
Each element's beginning units are technically the same, a basic worker, fighter, magic-user, and marksman, which are augmented by their elemental strengths and weaknesses. Legendary creatures will be vastly different, however. All in all, how you chose your characters is important, as damage factors are large.
Now Suggestions. If there is a question, problem, suggestion, please post.
By the end of this tech-tree's cycle there may be 15 total elements, which will be explained as they are added. And yes, I've begun work on this.