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Peter Motschmann edited this page Jul 7, 2019 · 11 revisions

Adaptable

Your race is more easily modified by gene therapy.
Genetic Mutations occur faster from gene tampering

Angry

Your race is quick to get angry when hungry.
When hungry you get hangry, low food penalty is more severe

Apex Predator

You are a very dangerous predator. Hunting and combat effectiveness is increased but armor technology is unusable.
Army combat and hunting ratings are raised substantially, but you can not research armor upgrades

Armored

Your race is naturally armored and thus less likely to be fatally wounded in battle.
Less soldiers die in combat

Arrogant

The inherent arrogance of your species often leads to you overpaying in negotiations.
Market prices are higher

Asymmetrical

Your species is asymmetrical. This gives you a more monstrous appearance making trade more difficult.
Trade selling prices are slightly worse then normal

Atrophy

Your race atrophies quicker when not well fed.
More prone to starvation

Beast

Your races keen senses help you detect the scent of prey.
Hunting improved when it's windy

Beast of Burden

Your race is able to carry away more loot when winning a military conflict.
Gains more loot during raids

Brute

Your race loves fighting and is easier to recruit for battle.
Recruitment costs are 1/2 price

Carnivore

Your species is carnivorous and does not engage in farming.
No agriculture tech tree path, however unemployed citizens now act as hunters.

Cautious

Your race is less effective at combat when it is precipitating.
Rain reduces combat rating

Chameleon

Your species natural affinity for hiding has caused you to be more averse to having a standing army.
Barracks have less soldiers

Claws

Your race is more effective in combat.
Raises maximum bound for army score roll

Cold Blooded

Your species is sensitive to the outside temperature.
Weather affects productivity

Compact

You are very small, and thus do not need many materials to construct things.
You hardly take up any space at all

conniving

Your conniving ways get you the best deals in trade.
Better trade deals

Crafty

Your race has a knack for crafting
3% bonus craft ratio

Creative

Your species natural creativity leads to faster development of super projects.
A.R.P.A. Projects are 5% cheaper

Diverse

The diverse nature of your species makes working together as a cohesive military unit more difficult.
Training soldiers takes longer

Dumb

Your race does not easily understand new concepts.
Knowledge costs increased by 5%

Evil

Your race is pure evil.
You are pure evil

Fast Growth

Your species gestates quickly, population thus raises faster then other species.
Greatly increases odds of population growth each cycle

Fiery

Your skin burns with unholy fire making you one of the most feared opponents on the battlefield.
Major war bonus

Frail

Your race is frail and is more likely to die in combat.
More soldiers die in combat

Frenzy

The scent of blood sends your troops into a frenzy increasing your morale temporarily. You are also immune to the warmonger penalty.
Combat raises morale, but this effect decays over time. No warmonger penalty.

Gluttony

Your species is always hungry and eats extra food.
Eats 10% more food

Greedy

Your race is greedy and will not willingly part with money, reduces income from taxes.
Lowers income from taxes

Hard of Hearing

Your species has poor hearing and thus lectures are less effective.
University science cap gain reduced by 5%

Herbivore

Your species does not eat meat.
No food is gained from hunting

High Metabolism

Your species metabolizes food quickly, as a result you need more of it.
Food requirements increased by 5%

Hivemind

Your citizens are highly ineffectual when working as individuals but gain potency as they work in bigger groups.
Jobs with low citizen counts assigned to them have reduced output, but those with high numbers have increased output.

Hollow Bones

Your species has light weight bones and requires less crafted materials to build structures.
Less Crafted Materials Needed

Hoarder

Your race loves to hoard money.
Banks can store 20% more money

Hydrophilic

Your species does not like rain.
None factory jobs are reduced by 25% when raining

Hyper

Your race can never sit still and is always doing something.
The game moves at a 5% faster pace

Immoral

Your race is immoral and delights in conflict..
Warmonger is a bonus instead of a penalty

Infectious

Your race spreads by infecting other creatures and taking over the host body.
Attacking has a chance to infect other creatures and grow your population

Intelligent

Your species always leverages the latest advancements in science to it's full benefit.
Professors and Scientists add a global production bonus

Invertebrate

Your lack of a skeletal structure means you can't haul away as much loot from battle.
10% Reduced loot from combat victories.

Kindling Kindred

Your race is adverse to cutting down trees for lumber, all lumber costs are removed but other costs are increased.
Lumber is no longer a resource, however other costs are increased for anything that would have used lumber to compensate.

Large

Your race is large and thus requires extra materials to build things.
Increases cost creep multipliers by 0.01

Lazy

Your race loves nothing more then a lazy afternoon. Productivity is lost in warm weather as a result.
All production is lowered when the temperature is hot

Leathery

Your race has leathery skin which makes you more weather resistant.
Morale penalty from some weather conditions are reduced.

Low Light

Sunlight does not penetrate into the depths of the ocean easily and farming activities are less effective as a result.
Farm and farmer output reduced by 10%

Malnutrition

Your race can function while suffering from malnutrition better then most.
The rationing penalty is weaker

Merchant

Your race has an innate gift for haggling.
Better commodity selling prices

Nearsighted

Your species is nearsighted and requires bigger font sizes to read.
Libraries are less effective

Nyctophilia

Your race does not like direct sunlight, they are less productive when it's sunny.
Productivity is lost when it is sunny

Optimistic

Your race always tries to look for the best possible outcome.
Minor reduction to stress

Pack Mentality

Your race prefers to live in groups.
Cabins cost more, but cottages and apartments cost less.

Pack Rat

Your species is adept at packing the most stuff into any storage space.
Storage space is increased

Paranoid

Your race is paranoid and doesn't trust banks.
Bank capacity reduced by 10%

Parasite

Your species is a parasite and must infect host victims to grow.
You can only reproduce by infecting victims, spores sometimes find a victim when it's windy

Pathetic

You are pathetic in combat, the other demons view you as vermin.
You suck at combat

Pessimistic

Your race gets depressed easily.
Minor increase to stress

Photosynth

Your race produces part of its food requirements through photosynthesis with the sun.
Reduces food requirements dependent on sunshine.

Puny

Your race is less effective in combat.
Lowers minimum bound for army score roll

Pyrophobia

Your race is afraid of fire and smelters operate slower as a result.
Smelter productivity is reduced

Regenerative

Your race inherently heals quickly.
Wounded soldiers heal 4x as fast

Resourceful

Your species resourcefulness leads to less waste when crafting.
Crafting costs are reduced slightly

Rigid

Your race has a stiff skeletal structure and crafts less efficiently.
Crafting production lowered slightly

Scales

Your species is protected by scales which act as a kind of natural armor.
Minor decrease of soldiers killed in combat

Selenophobia

Your race prefers moonless nights.
Moon phase directly affects productivity, on average this is slightly negative

Skittish

Your race is easily startled and may lose productivity when scared.
Thunderstorms lower all production

Slow

Your species is slow moving and rarely in a hurry to get anything done.
The game moves at a 10% slower pace

Slow Digestion

Your race digests food slowly and thus will not starve as easily.
Your race is more resilient to starvation

Small

Your race is small and thus requires less materials to build things.
Reduces cost creep multipliers by 0.01

Smart

Your race more easily understands new concepts.
Knowledge costs reduced by 10%

Solitary

Your race prefers to live alone rather then with others.
Cabins are cheaper however cottages cost more

Spongy

Your species doesn't propagate when it's precipitating
Birthrate decreased when it's raining

Spores

Your species propagates quickly when it's windy
Birthrate increased when it's windy

Strong

Your race has great strength and can harvest the basics in greater quantity.
Increased manual resource gain

Studious

Your race is more focused when studying then average. Knowledge is gained faster as a result.
Professors generate an extra 0.25 Knowledge per second

Suction Grip

Your superior grip boosts all productivity.
8% productivity boost, one for each limb.

Submerged

Your species lives primarily underwater and is thus not affected by most weather.
Weather effects are ignored.

Terrifying

You are so terrifying that no one will trade with you.
No one will trade with you

Tough

Your race is tough and can withstand the most grueling jobs without succumbing to weakness.
Mining output increased by 25%

Toxic

Your species natural toxicity makes you resistant to toxic workplaces and thus are more productive in factories.
Factory type jobs are 25% more productive

Tracker

Your race excels at tracking game, and thus produces more from hunting.
10% increased gains from hunting

Tunneler

Your species is naturally adept at digging tunnels which make mine shafts cheaper to produce.
Mines and Coal Mines are cheaper

Weak

Your race is ineffective at tough manual labor tasks.
Lumberjacks, miners, and quarry workers are 10% less effective

Xenophobic

Your races dislike of foreigners reduces the number of trade routes you can operate.
Trade posts suffer a -1 penalty per post