Civ name: Nazalam, because subtlety is for the weak.
Description: A human tribe that decided that more territory is good and fitting entire tribe under bogstandard cliches of proud-warrior-race, goblin-type-swarm, stupid-orc-race and so on is stupid.
Traits:
- Expansionistic (bonuses to conquering territory and growth) (let's say 2 points);
- Advanced healing magic in about 2-5% of the population (uh... 3?);
- Veteran soldiers: the more battles a given unit survived, the better its stats become (2?);
- Additional village (2);
- A rare metal from which high-quality weapons and armor can be made (I don't even know anymore);
- If horses are untamed by default, we have tamed them. Otherwise nothing;
- The remains go into technology.
-The first two seem alright
-What do you want to do with the third? Because Units improving after battles is part of the base game mechanics. (Increased rates?)
-Metal would probably cost 2 (iron), or 4-6 if you want to have a mythical metal
-Horse taming is in by default, but having a large pack of tamed horses would cost about 1 point.
Reserving a spot, writing up a civ later.
Edit - In progress civ:
Name Civilization: Ansyrtar
Description: Ansyrtar is a synoc culture, the synoc being rat-like humanoid creatures. It is a feudal theocratic monarchy, with the king acting as the highest priest of the dominant religion <tbd> as well. Ansyrtari culture prides itself on its architectural achievements - tall spires with winding bridges, tunnels, and paths, creating labyrinths that few other than synocs can navigate easily. Bright or patterned stone, like marble, is a preferred building material.
Traits (12-):
Different race [Synoc] (?) - Synoc are devious, deceptive, and well organized, but physically weak, making stealth or strength in numbers their favored tactics. They have a good memory for maps and place relations, allowing them to better navigate locations they have been to before or that they have studied beforehand. They tend to mature slightly faster than other sapient species. The typical synoc stands five feet tall, has gray or black fur, and brown eyes, though albinos are quite common. Unlike the rodents they resemble, synoc are omnivores like humans.
Exotic Knowledge [Labyrinthine Architecture] (?) - Ansyrtari masons build in a fashion that other species find baffling and disorienting, making it harder to navigate a properly-built settlement without a guide or a map.
Medieval Tech ( 8 )
Stats:
-1 Town (Syrta)
-3 villages
-For the race difference, a bonus to ambushes(Ie tactics) as opposed to a decrease of attack would cost nothing.
-The Labyrinthine architecture would cost 1 or 2 points.
Name Civilization: Slitherspine
Description: The nation of Slitherspine is a Gaunt civilization focusing on the creation and enhancement of living things. They see the refinement of their craft as of the upmost importance, and rely heavily on the fruits of their labor. Crafted or augmented servants make up large and important sections of the Slitherspine military and workforce, and Slitherspine is always on the lookout for more interesting things to experiment on or enslave.
Traits:
-Magic Users: [?] True Necromancy, the magic(s) of life and death. Nearly the entire population can perform at least one minor trick, such as light healing or withering of flesh under controlled circumstances. Professional grade mages in these fields (healing, raising the dead, jack of all trades concerning living things, etc) are reasonably common, though less than they might be, since many potential practitioners become Alchemists instead.
-Magic Users: [?] Alchemy. Slitherspine alchemy has a much different meaning than most other civilizations- this is their craft of creating and altering living things, combining more traditional alchemical principles with their affinity for life and death magic to warp living things in much stabler, subtler, more permanent ways than pure life, death, or even both magics together could achieve. This is a venerated craft within Slitherspine, and it allows them to create and augment living things the way lesser mages might craft golems or normal Gaunts might raise the dead. It forms a large and essential part of Slitherspine functionality.
-Different Race: [?] Gaunts look much like humans, and indeed can interbreed with them. The most noticeable physical differences are that Gaunts tend to be, well, fairly gaunt for a human, as well as having paler skin and solid, eerily glowing green eyes. Rarely a Gaunt may be born with eyes of a different color, and excessive practitioners of certain magics have been known to shift eye colors as well. Mentally Gaunts tend to be known for being somewhat more intellectual and less emotional than normal humans. Arguably the most interesting discrepancy, however, is that all Gaunts have some talent with True Necromancy- that is, the magic of Life and Death, commonly divided into Necromancy and Healing or similar distinctions by other races. Not all Gaunts refine this talent into anything useful, but both practitioners and dabblers in various magics of the body and soul tend to be much more common among Gaunts than most other races.
Stats:
-1 Town
-3 villages
-Necromancy cost would be around 4-6 points, which gives you a decent group of capable necromancers .
-The Alchemy would be considerably more costly, costing between 8-12. Depending on how much of the population can do it, how often and how usefull it is. ((Especially the upper end of the scale will give you the equivalent of medieval technology, but magicified.))
-The magical affinity would cost 1 point, or none at all.