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Perhaps the Hutt Cartel can be considered? I know you tried that in ICW and it didn't work out, but rather you may have looked at the Hutt's the wrong way. They aren't a full-on military force. They work by deception, trikery, and deceipt, which in-game could mean the manipulation of independent warlords, pirate gangs, and private military corporations to achieve their goals. See, the Hutts are not just like the NR, the Empire, or the Chiss, but aren't exactly a carbon copy of the Zann Consortium either.
With the hutts it would work better with this game instead of eaw with the diplomatic part of this game right?
Imperial Diplomacy is my favorite. You submit or die.
That's my preferred diplomacy...
They will bend the knee or I will destroy them.
I believe they'd been discussed for inclusion into ICW, but were ultimately rejected. The problem is just that they have so little to call their own. Even in canon, basically all they did was zerg rush a planet with ancient clone wars era ships. I could see a Restored Empire attack making a good random event though. In gameplay they'd probably be pitifully weak and have to rely solely on sheer numbers to overwhelm their opponents, and if we plan to include the Pentastar Alignment, they would basically have all the units the Restored Empire would plus a lot more modern ships to boot.
From what I've seen Corey say so far, there are no plans to have any IR factions in Ascendency (PA, Restored, Zsinj, etc) due to the fact that they're simply not unique enough. While in EaW there was the ground aspect so they were able to make the PA feel SIGNIFICANTLY different from the IR due to the difference in ground combat, with only space combat, there simply wouldn't be any massive difference between the IR and the various Imperial splinter factions.
Which is something of a pity. I'm rather fond of those megolmanical Warlords...
Again, the reason the Remnant isn't split into differently coded factions in Ascendancy is because there's no reason to. I've explained this several times, but here it goes again: The Imperial Remnant in Ascendancy represents not only the "main" Imperial Remnant, but also the Pentastar Alignment and other Warlords. They just don't need to be coded as more than one faction.
Again, the reason the Remnant isn't split into differently coded factions in Ascendancy is because there's no reason to. I've explained this several times, but here it goes again: The Imperial Remnant in Ascendancy represents not only the "main" Imperial Remnant, but also the Pentastar Alignment and other Warlords. They just don't need to be coded as more than one faction.What do you get out of coding more than one Imperial faction in Empire at War?1. You get to have more than one instance of the faction on the map.Sins does this by default. You don't NEED differently coded factions to have multiple instances of something. The Warlords in ICW have effectively the exact same unit list as the Remnant proper does, they're just in a different spot. 2. You get to give them a different name.Aggain, something Sins does by default. If you're playing as the Imperial Remnant in Ascendancy against 9 other Imperial Remnants, one of you will be called Admiral Daala, another Admiral Isard, another Executor Sedriss, another Warlord Zsinj, another Greater Maldrood, Eriadu Authority, Pentastar Alignment. They're all there.3. Different units and heroes.Heroes aren't a thing in Ascendancy (at least not yet, apart from flagship victory mode) so that's irrelevant. Unit wise, again, the Warlords in ICW are the exact same as the Imperial Remnant unless you want to make the argument that TIE Raptors are important enough to warrant a whole new faction, and that there should be a separate Remnant faction with half the units when you can already get the only important things (the name and location) using another instance of "Imperial Remnant"Maybe, and it's a tiny maybe, we'd eventually do the Pentastar Alignment as a version of the Empire that removes all the Superweapons and Dark Empire stuff, trades the Lancer out for the IPV, Dreadnaught for Venator, Altor for Lucrehulk, Vindicator for Enforcer, Carrack for Guardian and maybe if we feel generous the World Devastator gets replaced by something obscure, and we change the tech tree to be more economy focus and moderately less oppressive, but then you just end up with this bleh faction sitting in the middle of the Remnant, New Republic and Empire of the Hand. When we were discussing this internally, it sounded infinitely less interesting than the Hapans, Ssi-Ruuvi and Yuuzhan Vong who all have something unique to bring to the table.