Race
Each empire starts with one race and can obtain additional races if it acquires a city populated by the said race.
The 10 possible physical forms for races:
Body traits[edit | edit source]
Each race will have a Body Trait, giving all units recruited from the race certain bonuses.
Sidenote: "Mount" traits have unwritten effect of giving "Cavalry" property to certain culture units for cultures that don't have mounted non-scout units (Tier 3 units for High, Mystic and Industrious cultures, Tier 2 archers for Barbarian culture).
Mind traits[edit | edit source]
Each race will have a Mind Trait, giving all units or cities of the race certain bonuses.
Cultures[edit | edit source]
Each race has a culture, which influences the following:
- Affinity
- Culture units
- Culture unit traits
- Culture unit enchantments extending culture unit traits to non-culture units
- Culture hero skills equivalent to culture unit traits
- Additional culture hero skill choices
- A T1 and a T2 city structure is replaced with a culture variant with modified yield
- Additional culture structures
- One unique province improvement
Society traits[edit | edit source]
Each race has two society traits.
Society trait | Affinity | Effects | Starting bonus | Excludes | ||
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Chosen Uniters | ![]() |
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Extra Shield unit or Polearm unit Diplomatic Focus Empire Skill |
The strive to build a realm based on cooperation, but will not hesitate to defend it. | |
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Devotees of Good | ![]() |
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Extra Support unit or Polearm unit | They share pure intentions, compassion and an unerring devotion to the cause of Good. | |
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Imperialists | ![]() |
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1 Throne City Population | ![]() |
They are focused on the glory of their empire and the development of their cities. |
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Prolific Swarmers | ![]() |
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Extra tier I unit | They find their strength in fast population growth and overwhelming numbers. | |
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Ritual Cannibals | ![]() |
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The believe both in the spiritual power of life... and in the value of a good banquet. | ||
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Ruthless Raiders | ![]() |
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2 Random Hero Items | They murder without remorse, more interested in loot and plunder than right or wrong. | |
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Chosen Destroyers ![]() |
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They are warmongers and destroyers, choosing violence over diplomacy any time they can. | ||
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Ancient Wise Ones | ![]() |
When a Tome is unlocked, a random skill from it costs 60% less | 1 Random Research Skill | They have been around since the start of history, homing their minds in the pursuit of arcane knowledge. | |
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Gifted Casters | ![]() |
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Extra Combat Spell unlocked | They are blessed with an innate talent for spellcasting, rarely encountering problems that can't be solved by an abundant use of magic. | |
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Mana Channelers | ![]() |
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Extra Magic Origin unit | They are attuned to the Astral Flows and support their armies by channeling arcane powers. | |
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Adept Settlers | ![]() |
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1 Throne City Population | ![]() |
They are pioneers and settlers, founding cities wherever they go. |
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Experienced Seafarers | ![]() |
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Basic Seafaring empire skill | With strong sea legs, they are unrivaled on the water and know how to dredge up extra value from its depths. | |
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Fabled Hunters | ![]() |
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Extra Ranged unit | They are legendary hunters, excelling in ranged combat and exploration. | |
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Great Builders | ![]() |
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They form a society of builders and makers who take pride in the things they construct. | |
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Runesmiths | ![]() |
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Extra Shield unit or Polearm unit | They are legendary smiths, weaving magic into their finely crafted creations through enchantments. | |
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Wonder Architects | ![]() |
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1 nearby Ancient Wonder cleared | They are inspired by unique constructions and the Ancient Wonders of the old. | |
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Perfectionist Artisans ![]() |
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Extra Tier 3 unit | They demand perfection of their artisans, taking their time to build marvels like no other. | ||
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Powerful Evokers | ![]() |
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Extra Battle Mage unit or Support unit | They emanate raw power as they release an endless barrage of destruction upon all in their path. | |
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Scions of Evil | ![]() |
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Extra Shield unit or Shock unit | They share a thirst for knowledge and power, thriving in their pursuit of Evil. | |
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Shadow Walkers | ![]() |
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They are talented spies, sneaking past enemy lines to gain precious information. |
Keeper[edit | edit source]
The Keeper of a race is the only empire that can apply Race Transformation spells to the race. There are three ways for an empire to become the Keeper of a race.
- If the race does not have a Keeper, the empire must control 40% of the race's
Population.
- If the race has a Keeper and no empire started with that race, the empire must control 5 more
Population from that race than the current Keeper.
- If the race is the starting race of another empire, the Keeper must be defeated first.
Race transformations[edit | edit source]
Race transformations can only be added to a race when its Keeper casts a Race Transformation spell. There are two types of race transformations: minor and major. A race can have multiple minor transformations but only one major transformation.
Minor Transformations[edit | edit source]
Major Transformations[edit | edit source]
Destiny trait[edit | edit source]
When fulfilling certain conditions you may get an event that gives the option of activating a destiny trait for your primary race. A race may have up to two destiny traits.