I was wondering when a thread like this would come up...and I prepared.
Story: the AI just made significant improvements to warp drive technology. It was relatively easy for the humans to capture some. Using this new drive, both the player and the AI can access parts of the galaxy untouched by the AI War...
Terrain: the most supported mantis issue.Major Factions are also up there.The central idea is solid, though I would like there to be more factions, and more interaction than trade/protect (you get missions, some mutually exclusive, from each faction).
Also a set of faction ideas, all solid.
[shameless plug]AI types:
Dual Processor: has two HWs.
The Cloud: some number of core guard post on its core worlds also provide invincibility.
Neinzul Hive Mind: similar to the Hive mind major faction.
AI plots: Subcommanders, defence fleets.[/shameless plug]
I would also like the Hybrids to be given a new round of buffs and dirty tricks.
Major Factions:
General:generic take_planet, don't_take_these_planets, attack_faction, defend_me missions are availible from any faction. They affect your standing.
Standing affects trading availibility/prices, and of course how willing it is to attack the AI or player.
Of course, not all of your enemies are open about it...
The AI has faction_AIP against each enemy major faction, and attacks each of them (and the humans) according to that number.
The Hive Mind: a Neinzul faction. Enemy to all.
Uses huge swarms of younglings, but destroy their command/control ship, and they all die. Has mobile and tough stationary versions. Killing their HW (extra huge swarm) prevents them from building more command ships.
Intensity controls the spawn rate of new c/c ships, colonization rate, and swarm strength.
You can't trade with or receive missions from this faction.
Zenith Sentinels: aloof, a valuable ally, or a dangerous enemy. Sentinels trade in information.
Has a strong homeworld, but will not colonize beyond it.
Protecting them from AI, and helping them set up surveillence outposts (in the face of a hacking-like response) earns favor with these. Or you can just bribe them with k. They also like it if you kill tachyon posts/eyes.
Items availible: permacloaked cloaker starship, one-time use planetary cloaker, scouts IV, and the Watchtower (if you don't have complete visibility, now you do).
If they are your enemy, they send permacloaked starships after you (revealed only by firing or tachyon warheads). If the AI conquers their HW and captures its tech, bad things (loss of k, additional (mobile) planetary cloakers, and highly effective tachyon techs) happen.
The Old Fleet: the human fleet without advanced AI, that somehow escaped destruction in the first AI war (and being turned into museums).
Lacking advanced AI, they do not have fleetships, only starships. They are quite friendly, but the AIs are working on hacking their systems. Succeed in saving them from this threat, as well as direct attacks from the AI (and others) and they give you many starship techs, cumulating in the advanced starship factory. Hacked portions of the old fleet act as AI-ally. They use human-style command-stations/defences.
Zenith Galactic Masters: Specialize in galaxy-wide effects.
Depending on their disposition, can give you or the AI galactic buffs (slight).
Zenith Warp Technicians: Love warp gates/wormholes.
Has access to more advanced warp technology than you or the AI. Increases/decreases the number of waves.
Many of the nebula factions could have a major component as well:
The Citadel Ascendant is building their own dyson sphere/Ravenous Shadow.
The Astids are trying to make a third AI (far weaker than the other two).
The Sorrows Fang loves metal/crystal.
The Shattered pillar are restoring derelict golems.
The Mourners maintain their main prison complexes (you hope).
The Grey Spire are benevolent, but both mercurial and vulnerable.
The dark spire/ human resistance are already represented, and the EER is presented as nebula-only.