Well, I won't go into the details of the story I've crafted and the plans I'm laboriously laying out for each race, but I'll give an overview of Atrea's Children, which is, as stated above, my new project. It seemed like a good idea to go here while it's still conceptual/alpha and go to Showcase when I go beta. I figure that one race completely modded will be good enough for a first beta, so it won't be all that long.
--No resource harvesting. That's right. None whatsoever. All mineral fields and geysers will be killed at the start of the game. Minerals are automatically generated as a function of how many of a certain building you have (approximately following the function 42*log(x)(x<=10)+42(x>10) [log base ten, that is,] in case you had any interest.
) Gas is combat experience and is used to upgrades, abilities, and a few units.
--Fewer units and higher supply overheads. Yeah, it'll be a bit like Warcraft in that massing won't work that well (it's hard to mass when your good units all cost at least 3 pop.) Each race will also only have about 7 units.
--Completely redesigned tech trees. But of course.
--Everything has an ability! Well, practically everything. Most of them, at any rate.
These are just the bare bones, and the actual stuff will be much more interesting than what's listed above. So wait eagerly while I write tech trees, draw graphics, and mod the living @#$%& out of SC.
PS: The three races are the Xel'Naga, the Atrean Imperium, and the Riven; Atrea is the name of the Imperium's home planet. The first person to correctly guess the significance of the name "Atrea(n)" gets 15 mins