So been mostly thinking on the tactical combat game in my head (don't worry! working on developing revised stats for this, when at home). At the moment I've been working out units and what sort of build each playable faction would have. There would be three classes of units: Melee, Ranged, and Artillery. Melee has advantages in close-quarters combat, as they would ignore terrain cover bonuses when attacking. Ranged forces would, assuming they aren't moving, automatically fire upon units moving into their range. Artillery would have indirect fire and be able to reach almost anywhere on the map, but unless players are good at anticipating the movement of enemy units, artillery will be best against immobile targets, but devastating when blows land.
So, as for factions' unit makeups, these are my thoughts:
Transmississippian Confederation: Mostly melee focused, with powerful, up-close and personal style units. Melee units would have the best cost to power ratio in the game. No heavy ranged or artillery units, and artillery would be weakest in the game (Trebuchets).
Louisiana Reclamation District: The LRD is the "proficient in all, master of none" faction I'd use to balance the stats of all others around. They would have average stats across the board, and a diverse group, with the powerful Enclave Squad as the top of the line unit they could purchase.
Sunshine Kingdom: Due to the SK's recent "manpower deficiency" I envision the SK as having fewer, but powerful units. The Sons of Oscar guerrilla forces would make up the melee base, while their regulars would be ranged units. Their top end units would of course be the Astroknights as previously described, and overall, the SK would have the most powerful units, but they would also be the most pricey. Think of them as "Protoss" if the LRD are "Terran."
Florida Reclamation District: FRD would be the Zerg to the SK's Protoss. Cheap but weak clone units would make up the bulk of the army, supplemented by a sparse few powerful units at the end of the line (including Enclave Troopers).
Georgia Reclamation District: The GRD would have balanced and decent, but slightly below average melee and ranged forces, but would make it up for it with powerful artillery and of course Enclave forces backing them up. As the most powerful of the RDs, the GRD would have access to elite Enclave soldiers, even more powerful than the Troopers available to the other RDs.
Reclaimed Free Republic: The RFR would have the best cost for armor ratio, consisting of a lot of slow, heavy units, but that back a major punch. They would have the slowest movement of the listed factions, but when they do arrive at a location, they'll hammer it down to bits. Their weakness is that they lack decent melee forces, relying on ranged weapons. They would be the best defenders in the game.
Steelmen: Also acts the base for any NPC raider armies. They would be sort of a cross between the TC and FRD. They would have some cheap and weak melee units, with the heavy lifting done by a moderate amount of powerful attacking melee units, the most powerful melee forces in the game as a matter of fact. They would be weak in ranged combat, but have decent artillery. Their good melee units would be quite expensive, but worth it.
East Florida Trading Company: Thought about it, and the multiple "trading companies" that exist need a representative. The EFTC's units would focus on being highly mobile and with light armor, emphasizing speed and maneuver over fights of attrition. To that end, they would have extremely light artillery, but would be able to move the quickest around the battlefield, in terms of all their units.
Columbia: Columbia would be a grab-bag mess of various unit types and qualities. Due to the mix and match nature of the nation in general, consisting of different other factions, like Edgewood, Universe City, and the NGC, we're looking at a nation that would be average across the board, with maybe one powerful unit rather than multiple ones.
Jacksonia: Jacksonia would be extremely weak when it comes to melee units, but would have the most powerful ranged forces in the game. They would also have good artillery (but not the best), but as stated, the Jacksonians would be at a severe disadvantage in close-quarters combat.
So, as for factions' unit makeups, these are my thoughts:
Transmississippian Confederation: Mostly melee focused, with powerful, up-close and personal style units. Melee units would have the best cost to power ratio in the game. No heavy ranged or artillery units, and artillery would be weakest in the game (Trebuchets).
Louisiana Reclamation District: The LRD is the "proficient in all, master of none" faction I'd use to balance the stats of all others around. They would have average stats across the board, and a diverse group, with the powerful Enclave Squad as the top of the line unit they could purchase.
Sunshine Kingdom: Due to the SK's recent "manpower deficiency" I envision the SK as having fewer, but powerful units. The Sons of Oscar guerrilla forces would make up the melee base, while their regulars would be ranged units. Their top end units would of course be the Astroknights as previously described, and overall, the SK would have the most powerful units, but they would also be the most pricey. Think of them as "Protoss" if the LRD are "Terran."
Florida Reclamation District: FRD would be the Zerg to the SK's Protoss. Cheap but weak clone units would make up the bulk of the army, supplemented by a sparse few powerful units at the end of the line (including Enclave Troopers).
Georgia Reclamation District: The GRD would have balanced and decent, but slightly below average melee and ranged forces, but would make it up for it with powerful artillery and of course Enclave forces backing them up. As the most powerful of the RDs, the GRD would have access to elite Enclave soldiers, even more powerful than the Troopers available to the other RDs.
Reclaimed Free Republic: The RFR would have the best cost for armor ratio, consisting of a lot of slow, heavy units, but that back a major punch. They would have the slowest movement of the listed factions, but when they do arrive at a location, they'll hammer it down to bits. Their weakness is that they lack decent melee forces, relying on ranged weapons. They would be the best defenders in the game.
Steelmen: Also acts the base for any NPC raider armies. They would be sort of a cross between the TC and FRD. They would have some cheap and weak melee units, with the heavy lifting done by a moderate amount of powerful attacking melee units, the most powerful melee forces in the game as a matter of fact. They would be weak in ranged combat, but have decent artillery. Their good melee units would be quite expensive, but worth it.
East Florida Trading Company: Thought about it, and the multiple "trading companies" that exist need a representative. The EFTC's units would focus on being highly mobile and with light armor, emphasizing speed and maneuver over fights of attrition. To that end, they would have extremely light artillery, but would be able to move the quickest around the battlefield, in terms of all their units.
Columbia: Columbia would be a grab-bag mess of various unit types and qualities. Due to the mix and match nature of the nation in general, consisting of different other factions, like Edgewood, Universe City, and the NGC, we're looking at a nation that would be average across the board, with maybe one powerful unit rather than multiple ones.
Jacksonia: Jacksonia would be extremely weak when it comes to melee units, but would have the most powerful ranged forces in the game. They would also have good artillery (but not the best), but as stated, the Jacksonians would be at a severe disadvantage in close-quarters combat.