Team Nature:
- Werewolves (strong, but weakness to silver, can heal/transform, no armor/weapons)
- Naga (poisonous snake people, amphibious)
- Elementalmen (natural armor, maybe a few interactions like rock-lobbing, no weapons)
- Centaur (wooden weapons only, mostly ranged combat, no armor)
Thats my idea at least. Each team has four members:
Team Civilized:
- Dwarves
- Gnomes
- Humans
- Elves
Team Warmongers (I would be so grateful for a better name)
- Goblins
- Orcs
- Drow
- ... maybe trolls/ogres/cyclops/minotauri/beastmen (?)
Team Evil
- Automatons
- Frost Giants
- Warlocks
- Succubi
(Fake Team Skulking - No real civs)
- Kobolds
- Shades
- Nightcreatures
(Fake Team Cavern - No real civs)
- Ratmen
- Blind Troglodytes (some form of blind cavern creature)
- Antmen
Somewhere I also have to fit an insect civ aboveground. Probably Team Nature again, so I have to kick someone else out. And the Antmen from the caverns get replaced by something else, if I do an aboveground insect race. No sense in having two.
Maybe put Elementalmen to the Caverns, replacing the Antmen. Then add Werewolves to the Skulking civs (sending single units to your fort), which leaves 2 spots free in Team Nature: Ents and Insect-race. That might work. That would mean 4 civs in each team, except the caverns.
Is it possible to overcome Team differences with similar enough ethics? Maybe they'll never trade, but could they co-exist?
No.