We have officially ended the faction differentiation part of the beta, and I must say although we got a lot of good stuff I am a little disappointed. While the official races are somewhat balanced they didn't really balance the faction creator. Many traits are much much better then others but worth the same amount of points. In particular the tech and weapon traits need to have secondary abilities in order to compete point wise. They have said that all traits should be OP but only the top few really are. Mostly each race got one OP ability and one UP one, with several unused traits being severely UP.
Strengths
Adepts: Unlocks Shard harvesting tech, + 40 mana.
Nice to see more then just a tech bonus buts it's not enough. Maybe add a % bonus to mana.
Archers: Unlocks improved bows.
Good but not exactly OP. Maybe include a small accuracy or initiative bonus.
Betrayers: Can hire all champions and buy cities using influence.
A good trait. Haven't tested the spell yet.
Binding: Spawns elementals from shards.
A strong early game ability that becomes much weaker mid-game. Should scale into late game better.
Civics: Unlocks Civics tech.
All the tech traits need boosting. Civics could make buildings build faster or decrease the cost of rushing.
Death Worship: Allows you to convert shards to death shards, unlocks tactical spells.
Very very powerful. Mid to late game you can nuke entire armies using Dirge + Corruption with ease. Nerf Dirge.
Defensive: +10 Accuracy dodge and defense per city level, unlocks bronze shields.
Alright but not on the same level as some other abilities. Maybe add a Siege Stores improvement that increases food.
Enchanters: Unlocks Sindran and Lethe staffs and allows you to create Arcane Monoliths.
Monoliths are great but the melee staff is kinda weak and without any lightning amulets or rings the lightning staff is worse then normal ones, it is also very very late game.
Flesh Bound Tome: Unlocks sacrifice spells, Candlecloak and Scarstones.
The sacrifice spells are bleh but Scarstones and Cadlecloak are good. Still not the best use of a point.
Great Axes: Unlocks improved two handed axes.
Also required for Juggernauts although it doesn't tell you this. Good but not exactly OP. Could also use a side ability.
Great hammers: Unlocks improved hammers.
Good but not exactly OP. Could renamed Forge Hammers and include a small Encumbrance or metal buff.
Guile: +50% diplo.
Remove.
Heroic: Doubles quest XP and grants 50 influence and 1 prestige for completing quests. Unlocks Henchmen, some improved swords and Athican Armor.
One of the best traits. The prestige bonus by itself is worth the point, Henchmen are also awesome. Also unlocks Quest Maps.
Legacy Of Serrene: Invincible caravans that create influence, and unlocks warhorses and Bazaars.
Why warhorses?
Lucky: +5 accuracy and dodge for units.
An alright ability, very far from the best however.
Masterscouts: Ignore rough terrain and monsters.
Again one of the best traits, maybe the best. Has threads dedicated to it so I won't go into detail.
Mastersmith: 50% off equipment production and upgrades. Unlock Golem shield.
A good ability. Should unlock Golems.
One Handed Spears: Exchanges spears for one handed version.
Could be made free, so that Kraxis doesn't spend more point then everyone else.
Quick: +1 initiative.
Bad, could be made +1 per level.
Scholars: Unlocks Knowledge tech and grants +10% research.
A good template for other tech abilities. Could unlock a unique research improvement.
Slavelords: Unlocks Slaves, conquered cities send a quarter of their lost population to capital, Killing a humanoid grants 1 pop in nearest city.
Again one of the best abilities. Fine as is.
Wanderlust: Unlocks Exploration tech.
Quest maps could be moved to this trait. Could also unlock special boots for champions that increase movement.
Warmachine: Start with Standing Army tech.
Could be combined with Warriorcaste.
Warriorcaste: Units +1 level.
See above.
Warriors:
Unlocks Training tech. Could be renamed to something like conscription and also decrease the wages of units.
Weaknesses
No Armor: Can't equip troops with chain or plate.
No Ranged: Can't use bows or magic staffs.
These two weaknesses are good, they are harsh but you can work around them.
Vulnerable to Magic: -20 spell resistance.
Seems a little easy to abuse since spell resistance doesn't do that much.
Uneducated: -10% research
Needs nerfed. Could prevent players from building some research improvements instead of a straight up penalty.
Neither
Light Plate: Replaces chainmail with light plate.
Master Chainmail: Replaces plate with master chainmail.
Not much to say, these are more stylistic then anything.
If you have tested out any of these abilities and have an opinion feel free to comment.