okay since i'm making an Elf Faction, i thought i might make an Goblin Faction aswell to counter the Elves, and while the elves are bent to the magic side with a few elements from tech, the Goblins will be leaning towards tech with a few magic elements, i have not yet made a diagram, because i need some more ideas, so please contribute.
Note: this will also be adapted for GAE, so the lines in the brackets are feature available in GAE only.
heres what i got so far:
Resources: Gold, Stone, Wood and Flesh.
Let me elaborate on the Goblins Weaknesses and Strengths.
All goblins have armour because, they like dwarves like metal and other shiny things, but unlike the dwarves who make many ornament for decorations, the goblins are more practical and ugly yet have effective armoury and weaponry. Due to living underground their eyes have grown big, so bright light hurts them. Their buildings are ugly things made for covinience and so have low HP and can be destroyed easily. They bodies which were twisted by the Dark Lord have turned weak but they make up for this weakness by their attacks which are not strong by themselves but seeing the rate at which they attack they can stack to a huge amount, and though they are weak in many ways, their love for battle and their vast numbers (for goblins reproduce quickly) have them ready for a fight in no time.
Armour: Almost all units have armour accept the Slave, infantry and cavalry have a decent armour with exception of the Troll who has a high armour, the machines also have a high armour, the Shaman a Slaver have a low armour.
Attacks: Many attacks have an area effect, meaning more damge to enemy units each strike, but due to that their attacks are more on the weak side.
LOS: Due to their prolonged underground life, the goblins have weak eyesight in the daylight, if Daniel implements Night Bonus in GAE 0.3, then they would have an icreased eyesight during the night.
HP: Goblins have green pale skin which are sensitive to the sun's rays therefore their HP is low, and if Night Bonus is implemented then it would increase in the night.
Buildings: Goblins buildings build pretty fast and at the price they come its a good advantage. However, the buildings are very weak and can be wiped out easily.
Miltary: Goblins military are mostly fast, weak, decently armoured units (except for the Troll), their infantry which train at an icredible speed make up for their weak attacks, their cavalry, on the other hand train at normal speed and are quite strong, their best units, the machines, are very very expensive and are very heavily armoured.
Speed: very fast.
Summary: Units 13, Buildings 7, Upgrades 7.
Worker - Goblin - collects all resources faster than the normal worker, but is more expensive.
Worker - Slave - collects resource slower than the worker, but builds faster, also is a source of flesh but it needs to be killed.
Infantry:
Marauder - basic infantry unit
Discker - a short ranged unit that fires discs at enemy with a splash radius.
Berserker - a morph from Marauder, this is unit is a strong unit who wields two goblin scimitars which deals an attack with a splash radius, Needs War Mongering.
Any more suggestions?
Cavalry:
Warg Rider - a goblin atop a warg, who attacks with a mighty Mace.
Spiderling - a giant spider with the ability to fling balls of web (that immobilize or slow down the affected unit) also can act as an anti air. Has a secondary melee attack that kills a unit instantly ( the affected unit loses HP at a slow rate).
Siege and Machines:
Smasher - this unit, which is relative to the medieval ram, moves at a slow pace but deals huge amounts of damage to buildings.
Gore Machine - cuts infantry like grass, but loses energy overtime, very vulnerable to magic attack since it has flammable materials,must be built by a Worker Goblin, Needs Machanics.
Troll - heavy attack unit, has a area effect attack good against infantry and buildings, Needs Moutain Expedition.
Flying Unit:
Acerodon - flying bat unit, shoots poison at enemies, Needs Shaman's Call.
Arcane or otherwise Unique units:
Slaver - trains slaves and has a low attack but can heal.
Shaman - good against other magic units has a long range, calls Acerodon.
Buildings:
Cave - the autonomus unit of the faction, it spawns Goblins.
Goblin Pit - Baracks - Trains infantry units.
War Hut - Trains Warg Riders and Trolls.
Slavery - Trains Slavers who in turn train Slaves.
Shaman's Hut - Trains Shaman and upgrades HP of units, and Shaman's Call.
Dark Cave - Provides many upgrades and trains Smashers.
Spiderling Lair - Defense, Anti-Air Unit - Shoots web balls at enemies also trains Spiderlings.
Upgrades:
Goblin Pit - War Mongering - Enables Berserker and War Hut, Needs Shaman's Hut.
Slavery - Blood Sacrifice - Now Slaves when killed, provide more Flesh.
Mountain Expedition - Enables Trolls.
Shaman's Hut - Shaman's Chant - Shaman can now summon the Acerodon.
Daylight Training - Now units are stronger.
Dark Cave - Mechanics - enables Machines.
Spiderling Treaty - Enables Spiderling Lair.
gAMeboy.