DVR Operation Defense Bulwark [Colony Upgrade]: Units get Morale Bonuis, Colonies get 2 Ops points

Fortification Tools [Unit Mod]: Strengthens Trenches to become fortified (only destoyed by siege weapons). Heal within trenches HP per combat turn. Unit gets extra armor.

Explosive Resistant Armor [Mod]: 8 Resistance against explosive attacks. Stagger Resistance. +1 Armor. Click to expand...

Tactical Nuclear Strike [Tactical Op]: Massive Impact in wide area. Every unit in combat has a chance to become blinded. Click to expand...

Native Displacement Act: A couple of unfortunates are not stading in the way of Dvar Progress. Influence cost to remove NPC armies is lowered.

Revised Safety Regulation: Structures built in sectors costs less energy and production

Fortification Efforts: Extra HP to Militia, Extra Armor for Turrets. Defensive Structures cheaper to make

Cosmite Collection Program: Boost income from Cosmite Nodes

Military Industrial Complex: Rushing Units is 25% Cheaper. Upkeep of Heavy Units is reduced by 50%. (Steamroll the enemy with tanks)

Chrysocracy: Colonists provide +1 prod and +1 engergy if they work in the respective slots. Commander and heroes gain 20% XP Click to expand...

[EDIT]We finally have a confirmed name for the "-sis" secret tech, yay! "Synthesis"[/EDIT]The even greater portion than usual of concept art and backstory is much appreciated. Also, the unit flavor texts are excellent, as always. I wonder if the Sapper is referring to an origin for the Amazon faction, if they're not a 'rogue' group of Star Union geneticists like first thought.The level of detail in the in-game unit art is a huge step up, and makes me extra glad I just upgraded my computer situation (or rather, will have the parts to build a new one coming in next week). My currently seven year old computer, with an eight year old graphics card is unhappy with me from time to time. Still works, but... yeah.- Does the first one specifically grant two extra points to use in defensive battles for that colony? I'm pretty sure that's how one would read it.- I read that the second one provides a general boost of being able to heal within trenches, but does the unit having it make trenches they happen to be in(made by a Trencher unit) more durable, or does a Trencher unit specifically need the mod to make stronger trenches(and do other units without the mod benefit then), in addition to the Trencher gaining the general healing effect?- I suppose this fulfills a role as a sort of lower tier version of their Smart Payloads mod, for the purpose of friendly fire, except defensively, and much less expensively. Also, useful against another Dvar, and potentially Vanguard(if their Missiles and Grenades count as Explosives).- Bold emphasis, mine. That's pretty neat, I must say, as an interesting trade off for a high end operation.- Useful for a peaceful expansionist early-game, I suppose. Saves risking your units.- Faster build up is always good, even if it's limited in utility by there still being things to build at any given time. I'm guessing it includes sector specialization production costs, too.- Easier to build defenses combined with stronger defenses, should make them a tough nut to crack.- So... easier to produce units with mods, and higher tier armies. Combined with:- Cheaper rushing, okay, but half upkeep Heavy units, hot DAMN. When combined with the previous one, it's easier to afford expensively modded and higher tier units, too. I realize this is almost certainly a Tier 9 Doctrine, but wow. Then again, Kir'ko have one that makes all of their Light(read: mostly low tier, aside from potentially Light Secret Tech T3 units?) units both have less upkeep and less production cost.- Useful, very useful, even, although I wonder that it's also Tier 9, since it seems less impactful as the previous Doctrine, at that stage of the game. It seems you listed all six Faction Doctrines(Tech tiers 1/5/9), though, so I guess it is. More experience gain is nice, though, in addition to the economic boost.So, the Earth Crusher:- Super durable, at a base of 70 health and 6 Armor.- 15 damage, is that single target? If so, you said the Bulwark had the most single target DPS(ignoring Unlimited Overwatch)! Sapper ties the Bulwark, too, although I'll let that one pass.If it's are damage, then Bulwark still maintains their supremacy for Dvar, despite being a T2 unit, hah.- Based on the flavor text, I imagine the Grinder trait is similar to Tree Crusher from AoW3's Juggernaut unit. Being able to make areas into Badlands is extra mean, too.- Altogether, I can definitely see how the unit is more of a 'Support' T4, but is still able to earn it's position in a party. The Tractor Beam alone is likely great combat utility. I can't recall if it has use restrictions, such as Light units, or non-Stagger-Immune units, off the top of my head, though.Altogether, I can definitely appreciate how they might feel conceptually familiar to players fond of the Dreadnought class in AoW3, but with a very different execution on the general aesthetic.More so than the Vanguard, certainly, who appear(to me) to have a slightly more Warlord aesthetic, with definite hints of Dreadnought. All the factions revealed so far have a bit of Warlord to them, though, with the Military half of the Doctrines, it seems. So that's a bit tricky to judge. While I know the Factions don't need to reference AoW3, most of them still do in a core concept method of analysis. Kir'ko are the main outliers in my mind, that lie somewhere between Rogue and Sorcerer, rather than leaning very heavily on Sorcerer, as the Syndicate lean heavily on Rogue(based on what tiny limited bit of information we have on them). Amazons having strong themes similar to Archdruids, seems apparent to me, and I've pegged Assembly as perhaps being Necromancer-like(with Cyborg being akin to the Ghoul/Undead trait).