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Traits
Peter Motschmann edited this page Jun 20, 2019
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11 revisions
Your race is more easily modified by gene therapy.
Genetic Mutations occur faster from gene tampering
Your race is quick to get angry when hungry.
When hungry you get hangry, low food penalty is more severe
Your race is naturally armored and thus less likely to be fatally wounded in battle.
Less soldiers die in combat
The inherent arrogance of your species often leads to you overpaying in negotiations.
Market prices are higher
Your species is asymmetrical. This gives you a more monstrous appearance making trade more difficult.
Trade selling prices are slightly worse then normal
Your race atrophies quicker when not well fed.
More prone to starvation
Your races keen senses help you detect the scent of prey.
Hunting improved when it's windy
Your race is able to carry away more loot when winning a military conflict.
Gains more loot during raids
Your race loves fighting and is easier to recruit for battle.
Recruitment costs are 1/2 price
Your species is carnivorous and does not engage in farming.
No agriculture tech tree path, however unemployed citizens now act as hunters.
Your race is less effective at combat when it is precipitating.
Rain reduces combat rating
Your species natural affinity for hiding has caused you to be more averse to having a standing army.
Barracks have less soldiers
Your race is more effective in combat.
Raises maximum bound for army score roll
Your species is sensitive to the outside temperature.
Weather affects productivity
Your race has a knack for crafting
3% bonus craft ratio
Your species natural creativity leads to faster development of super projects.
A.R.P.A. Projects are 5% cheaper
The diverse nature of your species makes working together as a cohesive military unit more difficult.
Training soldiers takes longer
Your race does not easily understand new concepts.
Knowledge costs increased by 5%
Your species gestates quickly, population thus raises faster then other species.
Greatly increases odds of population growth each cycle
Your race is frail and is more likely to die in combat.
More soldiers die in combat
Your species is always hungry and eats extra food.
Eats 10% more food
Your race is greedy and will not willingly part with money, reduces income from taxes.
Lowers income from taxes
Your species has poor hearing and thus lectures are less effective.
University science cap gain reduced by 5%
Your species does not eat meat.
No food is gained from hunting
Your species metabolizes food quickly, as a result you need more of it.
Food requirements increased by 5%
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.
Your species has light weight bones and requires less crafted materials to build structures.
Less Crafted Materials Needed
Your race loves to hoard money.
Banks can store 20% more money
Your species does not like rain.
None factory jobs are reduced by 25% when raining
Your race can never sit still and is always doing something.
The game moves at a 5% faster pace
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
Your species always leverages the latest advancements in science to it's full benefit.
Professors and Scientists add a global production bonus
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.
Your race is large and thus requires extra materials to build things.
Increases cost creep multipliers by 0.01
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
Your race has leathery skin which makes you more weather resistant.
Morale penalty from some weather conditions are reduced.
Your race can function while suffering from malnutrition better then most.
The rationing penalty is weaker
Your race has an innate gift for haggling.
Better commodity selling prices
Your species is nearsighted and requires bigger font sizes to read.
Libraries are less effective
Your race does not like direct sunlight, they are less productive when it's sunny.
Productivity is lost when it is sunny
Your race always tries to look for the best possible outcome.
Minor reduction to stress
Your race prefers to live in groups.
Cabins cost more, but cottages and apartments cost less.
Your species is adept at packing the most stuff into any storage space.
Storage space is increased
Your race is paranoid and doesn't trust banks.
Bank capacity reduced by 10%
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
Your race gets depressed easily.
Minor increase to stress
Your race produces part of its food requirements through photosynthesis with the sun.
Reduces food requirements dependent on sunshine.
Your race is less effective in combat.
Lowers minimum bound for army score roll
Your race is afraid of fire and smelters operate slower as a result.
Smelter productivity is reduced
Your race inherently heals quickly.
Wounded soldiers heal 4x as fast
Your species resourcefulness leads to less waste when crafting.
Crafting costs are reduced slightly
Your race has a stiff skeletal structure and crafts less efficiently.
Crafting production lowered slightly
Your species is protected by scales which act as a kind of natural armor.
Minor decrease of soldiers killed in combat
Your race prefers moonless nights.
Moon phase directly affects productivity, on average this is slightly negative
Your race is easily startled and may lose productivity when scared.
Thunderstorms lower all production
Your species is slow moving and rarely in a hurry to get anything done.
The game moves at a 10% slower pace
Your race digests food slowly and thus will not starve as easily.
Your race is more resilient to starvation
Your race is small and thus requires less materials to build things.
Reduces cost creep multipliers by 0.01
Your race more easily understands new concepts.
Knowledge costs reduced by 10%
Your race prefers to live alone rather then with others.
Cabins are cheaper however cottages cost more
Your species doesn't propagate when it's precipitating
Birthrate decreased when it's raining
Your species propagates quickly when it's windy
Birthrate increased when it's windy
Your race has great strength and can harvest the basics in greater quantity.
Increased manual resource gain
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
Your race is tough and can withstand the most grueling jobs without succumbing to weakness.
Mining output increased by 25%
Your species natural toxicity makes you resistant to toxic workplaces and thus are more productive in factories.
Factory type jobs are 25% more productive
Your race excels at tracking game, and thus produces more from hunting.
10% increased gains from hunting
Your species is naturally adept at digging tunnels which make mine shafts cheaper to produce.
Mines and Coal Mines are cheaper
Your race is ineffective at tough manual labor tasks.
Lumberjacks, miners, and quarry workers are 10% less effective
Your races dislike of foreigners reduces the number of trade routes you can operate.
Trade posts suffer a -1 penalty per post