Starcraft
The core of the overmind, once thought dead, but actually cut off from the hive network by a form of dimensional stasis, has reemerged on elysium. Waking from a millenia long slumber, it reestablishes its connection to the hive. The queen of blades, sensing the intrusion, blocks its attempts to exert control. Suffering from a desperate lack of vespene, the overmind struggles to establish a foothold using the latest zerg biotechnology, stolen from the zerg hive mind. Meanwhile Kerrigan, paralyzed by constant psionic conflict with the overmind, seeks the help of her terran and protoss allies. But the friend of your friend is not always your friend. The terrans and protoss have been in a state of constant on and off war for the past two centuries. Will this fractured alliance be able to stop the overmind once and for all? Or will factional infighting allow the overmind to grow too strong, and reestablish its control over Kerrigan?
The Zerg: An aggressive, expansionist race with powerful economic terraforming. But terraforming cuts both ways, and if you can’t defend your creep, your enemies will be the ones to benefit. To help you with that, you have a strong roster of zerg units powered by gold and vespene (technically its life force, but who’s counting) and a weaker but numerous roster of infested units bought with sacrifices (technically infested population, but sacrifices is as close as it gets)
The Terrans: A defensive, industrialist race, terrans are very good at sieging and securing fortified locations. By building networks of supply depots they can quickly ramp their economy, and their primary buildings are mobile, allowing them to easily relocate their production centers. They are heavily iron dependent, and moderately gem dependent, meaning securing and boosting mines is a must. They have strong mage support in the form of terran ghosts, and also feature a limited selection of hero units with unique rituals and playstyles who can be infinitely revived at cloning vats. (only one of each at a time though) Like the other races, they require vespene acquired from building refineries, and all units are produced through buildings rather than through recruitment.
The Protoss: Powerful but expensive, ethereal beings (ethereal as a replacement for shields) they are the epitome of quality over quantity. They also have a wide variety of casters, multiple different commander progressions (vanilla, tal’darim, purifier) and strong stationary defenses including stationary casters. While they can ramp their economy to offset some of the cost, they’re less proficient at it than the other starcraft races, and will need to rely on the innate power of their units as well as gem summons.
This is my first mod ever, so bear with me as I learn how all this works 🙂
If you have any suggestions for balance or new features, I have disscussion threads for those so please leave me a comment 🙂
Revisions:
Old revisions of this mod are available below. Click the link to download.