<Eventual site of an introduction at some point>
This is a game in which each player will control a civilization of their own to lead to its glory or death upon a hex-grid map. There are five selectable races to choose from, each one rolled off of a set of charts I created awhile back. I should note, some of the stuff can become a little odd using those.
Note: There is a maximum of 7 players for the game. Not all races need to be chosen for the game to start. This will be "first application filled, first in", so no reserves.
Race:
Starting Technology:
Capital name:
Selectable RacesA feathered species the approximate size of a mouse, with eight legs and two arms. This species has one head, three tails, and live for one year. Among their population are many mages who wield constructive magics, but all of the mages are weak. Their intelligence is accelerated in comparison to the human mind, and they prefer to live in swamplands. Their societal structure is a series of coalition nations, all with the mindset of scientific progress.
Traits
Mouse size
Accelerated Intelligence: +1 research bonus, +1 to food upkeep per population unit
Scientific: +1 to research, -1 to industry
Coalition Nations: +1 to industry, -1 to combat
Totals:
+2 to research
+1 to food upkeep per population unit
+0 to industry
+0 to culture
-1 to combat
Magic
Few: 5% chance of units having ability
Constructive: +1 to defensive combat, +1 to industry
A chitin covered species the approximate size of an ant, with four legs and four arms. This species has two heads, leather wings, and are immortal unless slain through disease or battle. Among their population are few mages who wield unspecialized magics, and all of the mages are weak. Their intelligence is arranged in the style of a hive mind, and prefer to live upon islands. Their societal structure is a series of industrious coalitions.
Traits
Ant sized
+1 in combat for Hive Mind Intelligence
Industrialization: +1 to industry, -1 to culture
Coalition Nations: +1 to industry, -1 to combat
Totals
+2 to industry
+0 to combat
+0 to research
-1 to culture
Magic
Few: 5% chance of units having ability
Unspecified: <random>
A fur covered species the approximate size of a high school classroom, with eight arms. This species has one head, two tails, insectoid wings, and a one decade lifespan. There are few mages in their race, but all are powerful alchemical mages. It has a slower intelligence than humans, and prefers to live in tundras. Their societal structure is a multitude of empire building nations.
Traits
Room sized
Rudimentary Intelligence: -1 research bonus, -1 to food upkeep per population
Empire Building: +1 to combat, +1 to unrest per conquered area, -1 to relations with Liberator civilizations
Multitude of Nations: +1 to research and culture, -1 to relations with all civilizations
Totals
+1 to combat
+1 to culture
+1 to unrest per conquered area
+0 to research
-2 to relations with Liberator civilizations
-1 to food upkeep per population
-1 to relations with non Liberator civilizations
Magic
Few: 5% chance of units having ability
Transitive: +2 to research, +2 to culture
A hard scaled species the approximate size of an oak tree, with four legs and two arms. This species has two heads, leather wings, and lives for a decade. Its population is entirely composed of weak mages who wield mental magics. It has human level sentience and prefers to live in grassland areas. It has a societal structure of various tribes who enslave the forces they conquer.
Traits
Tree sized
Standard Intelligence: +1 to culture
Tribal: +1 to combat and culture, -1 to industry and research
Enslavement: +1 to industry, +1 to unrest per conquered area, -1 to relations with Liberator civilizations
Total
+2 to culture
+1 to combat
+1 to unrest per conquered area
+0 to industry
-1 to research
-1 to relations with Liberator civilizations
Magic
All: 100% chance of units having ability
Mental: +1 to culture, +1 to research
A fish scaled species the approximate size of a dog, with six legs and two arms, which split into four at the elbow. This species has one head, three tails, and feather wings. There are few mages in the population, but all are weak and wield life magic. It has human level intelligence and prefers to live in deserts. Its society is formed of empire building city states.
Traits
Dog sized
+1 to culture for Standard Intelligence
Empire Building: +1 to combat, +1 to unrest per conquered area, -1 to relations with Liberator civilizations
City-State: +1 to combat, -1 to research
Totals
+2 to combat
+1 to culture
+1 unrest per conquered area
+0 to industry
-1 to research
-1 to relations with Liberator civilizations
Magic
Few: 5% chance of units having ability
Life: health of armies regenerates each turn
(Note: Some traits have been left off due to only needed for description, or being self-explanatory.)
Size
+1 to combat with races with a smaller size per size smaller.
+1 to scouting against races with a larger size per size larger.
-1 to combat with races with a larger size per size larger.
-1 to scouting against races with a smaller size per size smaller.
Scale
Ant
Mouse
Dog
Horse
Room
Tree
Intelligence
Accelerated Intelligence: +1 research bonus, +1 to food upkeep
Rudimentary Intelligence: -1 research bonus, -1 to food upkeep
Hive Mind Intelligence: +1 in combat
Standard Intelligence: +1 to culture
Mindset
Barbarian: +1 to combat, -1 to research
Empire Building: +1 to combat, +1 to unrest per conquered area, -1 to relations with Liberator civilizations
Enslavement: +1 to industry, +1 to unrest per conquered area, -1 to relations with Liberator civilizations
Industrialization: +1 to industry, -1 to culture
Liberators: +1 to culture, +1 to food upkeep, -1 to relations with Enslavement and Empire building civilizations
Scientific: +1 to research, -1 to industry
Structure
Total Anarchy: +1 to unrest in border cities, +1 to unrest per city under your control
Tribal: +1 to combat and culture, -1 to industry and research
City-State: +1 to combat, -1 to research
Coalition Nations: +1 to industry, -1 to combat
Multitude of Nations: +1 to research and culture, -1 to relations with all civilizations
Single Nation: -2 to unrest in all cities, -1 to research and combat
Magic
Unspecified: <random>
Life: health of armies regenerates each turn
Destructive: +2 to offensive combat
Constructive: +1 to defensive combat, +1 to industry
Transitive: +1 to research, +1 to culture
-Specialty-
Mental: +1 to culture, +1 to research
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Few: 5% chance of units having ability
Many: 50% chance of units having ability
All: 100% chance of units having ability
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Weak: Regular Bonuses
Strong: Double Bonuses
Hunting
Fishing
Gathering
(Yes, not much, but the civilization needs to feed itself. The starting technology is the method by which they feed themselves. More tech becomes available over time.)