Ok. So continuing from my previous I'd like to give an example of a faction as I envision it. This is a faction that given the backstory I think just must be included in the game. Since the world was destroyed by a cataclysm caused by magic users trying to harness magic for their own advantage there should be a faction based on the ideal that magic is evil. Or at least using magic is evil. Essence is considered to be different, not so much magic as a sort of spiritual force from the channeler.
This would be based on idea 2 from my previous thread about factions where the channeler himself has an ideal that he brings with him and becomes a kind of prophet to the people. This faction would of course be very restrictive as the only magic that could be used or researched would be counter magic spells, also standard unit enchantments would not be allowed. However this faction would greatly excel in mundane technology, counter magic, and physical combat.
Their units would get a bonus in combat because of their zeal for their cause (saving earth against the evil magic users who would destroy it again) they also are nearly immune to war weariness and resistant to unrest because of the populaces dedication to the cause and elief in it's necessity. They would have a wider mundane tech tree than most other factions to make up for their lack of magic. Eventually as your mana pool builds up some of your people will become 'naturally' magical absorbing some of the free magic in the earth that is plentiful because you're not using it, giving them special abilities.
It's very important to note that for this and all religious type factions your bonus depends on how strong your people's faith is. Faith can be influenced positively by the presence of your channeler in population cities, the construction of religious schools and temples, and preforming certain actions in line with your faction philosophy. Or negatively by time if your people aren't being instructed and awed by your institution, or severely impacted by preforming forbidden actions (like researching and casting spells for this faction).
In addition as you play you can choose the path of your faction that will affect the options you have later in the game. The paths I see for this faction are such:
Guardians of the Planet: Your people moderate their beliefs. While still no magic is allowed your people view maigc as a natural part of nature and the planet that should be allowed to exist naturally not controlled by men. This path would give less of a bonus to combat but would GREATLY increase the likelihood of magical creatures joining your faction because they would feel safe from abuse/expirimentation they might fear from others. Your people are very accepting of magical creatures even given them reverence as near godlike beings.
Bringers of Judgement: Your people are built up to a frenzy of holy war. They believe all magic must be destoyed, including natural magical creatures. Your people's intense zeal gives them great bonuses on a war footing but you can no longer get magical creature to join your side and most mercenaries/heroes shy away from you.
Technologists: Your people believe that the worlds salvation lies in mundane technology. Convincing people that they do not need to use magic because the same results can be achieved through technology. This path opens up the highest mundane technologies as your people are far more creative in that way having to subsist without any magical assistance.
There could be other paths for this factions or hybrids between them.