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:
- 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||Description|
||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.|
|Devotees of Good||Order||
||Extra Support unit or Polearm unit||They share pure intentions, compassion and an unerring devotion to the cause of Good.|
||1 Throne City Population||Adept Settlers||They are focused on the glory of their empire and the development of their cities.|
||Extra tier I unit||They find their strength in fast population growth and overwhelming numbers.|
||The believe both in the spiritual power of life... and in the value of a good banquet.|
||2 Random Hero Items||They murder without remorse, more interested in loot and plunder than right or wrong.|
||They are warmongers and destroyers, choosing violence over diplomacy any time they can.|
|Ancient Wise Ones||Astral||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.|
||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.|
||Extra Magic Origin unit||They are attuned to the Astral Flows and support their armies by channeling arcane powers.|
||1 Throne City Population||Imperialists||They are pioneers and settlers, founding cities wherever they go.|
||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.|
||Extra Ranged unit||They are legendary hunters, excelling in ranged combat and exploration.|
||They form a society of builders and makers who take pride in the things they construct.|
||Extra Shield unit or Polearm unit||They are legendary smiths, weaving magic into their finely crafted creations through enchantments.|
||1 nearby Ancient Wonder cleared||They are inspired by unique constructions and the Ancient Wonders of the old.|
|Perfectionist Artisans||Materium||Extra Tier 3 unit||They demand perfection of their artisans, taking their time to build marvels like no other.|
||Extra Battle Mage unit or Support unit||They emanate raw power as they release an endless barrage of destruction upon all in their path.|
|Scions of Evil||Shadow||
||Extra Shield unit or Shock unit||They share a thirst for knowledge and power, thriving in their pursuit of Evil.|
||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.