What are the differences between races in sovereign creation?

When I create a sovereign, I have a choice of races. But I see no difference between the Mancer and the Wraith or the Trog?

  • I would think that a Trog sovereign would be stronger? but it's not - its unmodified strength is 10 - the same as a human mancer.
  • I would think that only the Wraith would have access to the summoning spell book during character creation, but they don't. No one does.

Do a sovereign's race only affects its relation to fraction (Empire or Kingdom) or are there other differences that differentiate the Sovereigns of the different races? Such as unique talents - though I could find none.

Furthermore, the backstory for sovereigns of different races are the same. Shouldn't the backstory for a trog sovereign differ from that of a trog or wraith or a mancer?

5,382 views 12 replies
Reply #2 Top

Quoting Onionfighter, reply 1
I think the only mechanic that is actually effected is what armor they can wear.
End of Onionfighter's quote
Don't forget the clothes.

And faces. Hair styles, skins and eyes too.

Reply #3 Top

Quoting Wintersong, reply 2



Quoting Onionfighter,
reply 1
I think the only mechanic that is actually effected is what armor they can wear.
Don't forget the clothes.


And faces. Hair styles, skins and eyes too.
End of Wintersong's quote

In other words, another weakness of the game. NO differences between the races. NO personalility.

Reply #4 Top

Quoting Nabbar, reply 3


In other words, another weakness of the game. NO differences between the rases. NO personalility.
End of Nabbar's quote

Would this be easy to rectify?

  • The base stats of the non-human different races could be different (Trog: Strength +2, Intelligence -2)(Wraith: Constitution +2, Charisma -2)
  • A race could be given access to race specific talents
  • A race could have access to race specific spells
  • A race could have access to race specific spell books (i.e. Wraith: Undead Spell Book)
  • A race could be allowed to purchase "specific" additional spell books at creation at twice the normal cost
  • A different background paragraph could be written for each race
  • Sovereign has access to a race specific weapons
Reply #5 Top

Quoting Edwin99, reply 4



Quoting Nabbar,
reply 3


In other words, another weakness of the game. NO differences between the rases. NO personalility.



Would this be easy to rectify?


The base stats of the non-human different races could be different (Trog: Strength +2, Intelligence -2)(Wraith: Constitution +2, Charisma -2)
A race could be given access to race specific talents
A race could have access to race specific spells
A race could have access to race specific spell books (i.e. Wraith: Undead Spell Book)
A race could be allowed to purchase "specific" additional spell books at creation at twice the normal cost
A different background paragraph could be written for each race
Sovereign has access to a race specific weapons
End of Edwin99's quote

It would be a start. It would also be nice if each race had it's own personaility, it's own tendedency, it's own likes and dislikes.

Make one race warlike and aggresive. One race peaceful and friendly. One race that works on a strong economy or strong research or a very strong military, or strong diplomacy.

Anything to make each race unique and different, you know like GalCiv or Civ4

 

Reply #6 Top

The races are, it's the sovereigns who aren't. The problem with giving them "personality" is it both removes player agency and leads to issues like explaining just why your warlike Trog is leading a pacifistic human faction.

I'm not a big fan of just shuffling numbers around. I don't mind it being purely cosmetic myself. Although an easy and less intrusive way to differentiate would be to adjust the NPC's. Give each NPC a preferred race and sovereigns of that race a discount on recruiting them (which also gives a good excuse to add Fallen NPC's into the game, since they're currently conspicuously absent). Or you could adjust the whole breeding thing; maybe a Trog would find it harder to convince a human of the opposite gender to marry, or perhaps they'll have fewer or weaker children due to the differing genetics.

Reply #7 Top

i would like stat differentiation. so each of the races had +2 to one stat. but imho this is more important for the units you recruit than for sovereigns. so trogs troops have slightly hp, wraith units have more spell resistance. or whatever.

Reply #8 Top

I would like to see the racial choices at sovereign creation have a real effect on gameplay, such that playing the game as a Trog sovereign is really different from playing the game as a Wraith or a Mancer. These differences should be amplified by greater differences between each fraction, especially the empire fractions of the Fallen.

Example:

Wraith - a fallen race with strong ties to the undead, I presume as I don't see a written descripton of the Wraith race.

Sovereign - Racial Effects

  1. A Wraith Sovereign can purchase the Spell Book of the Undead at Creation for 5 points, sovereign's of other races cannot purchase this book during the creation phase - as it must be researched.
  2. A Wraith Sovereign has a starting Charisma of 8, instead of 10, this can be raised by expending points on this skill.
  3. Talent - Repel Undead. A undead unit attempting to attack a wraith sovereign unit must roll d20 that exceeds the intelligence unit of the wraith unit. If this roll fails the undead unit does not attack the Wraith sovereign.
  4. Wraith Specific Quests - Lich Tomb, Mummy's Tomb - completion of these quests allows the Wraith Sovereign to recruit a Lich (powerful magic user), or a Mummy (powerful attack creature) . Completion of these quests by non-wraiths result in the destruction of the Lich or Mummy.

Wraith Empire Effects

- Unique Building: Cemetary - Allows Wraith Empire to recruit Zombies, Skeletons, Ghoul units without affecting the base population. You can summon 1 undead unit for every cemetary building you have. Example: If you constructed 3 cemetaries you can summon 3 undead units. 10 cemetaries = 10 undead units. You can build 1 cemetary for every enemy unit slain in a battle where you; the Wraith Sovereign, were victorious.

- Unique Building: Sacrifical Altar - Increases hit points of summoned undead units by 50%. (limit 1 per city). Structure focuses dark energy

- Unique Building: Sacrificial Ziggurat - Increases hit points of summoned undead units by 100%. (limit 1 per city). A massive structure that focuses massive amounts of dark energy.

Spell Book of the Undead

  1. Spell - Darkness - Dark fog envelopes battlefield, reducing sight range to 2 for all units.
  2. Spell - Summon Skeletons - Vulnerable to blunt weapons (maces, clubs), slashing weapons (swords) and piercing weapons (spears and arrows) do half damage. Maint - 1mana per turn - you can have several summoned skeleton units active at the same time, limited by the number of cemerary buildings that you have.
  3. Spell - Summon Zombies - Slow moving, Vulnerable to slashing weapons (swords), Blunt weapons (maces, clubs) and piercing weapons (spears, arrows) do half damage. Maint - 1 mana per turn - you can have several summoned skeleton units active at the same time.
  4. Spell - Summon Ghouls - Maint - 3 mana per turn - you can have several summoned Ghoul units active at a time. Unit slain by a ghoul unit arises as a ghoul unit in 2 turns.
  5. Spell - Dark World (Level 7) - World is enveloped by darkness that hides the strength of armies. No longer will you know if that army approaching you has a strength of 100 points or 800 points. 3 Mana per turn.
  6. Spell - Summon Dragon Skeleton (level 8) - Requires Sacrificial Zigguarat and slaying of a dragon. Summons a powerful skeletal dragon that is largely immune to non-magical slashing and piercing weapons. - Maint is 5 mana per turn.
Reply #9 Top

Ummmm, isn't their a faction creator? Pretty sure the sovereign creator is for sovereigns.......

Reply #10 Top

The racial differences should also be applied to soldiers. In the above example of wraiths having +2 constitution, the soldiers should also reflect this bonus. I"m not sure how charisma could affect the troops (maybe make recruitment cost more for less charismatic soldiers (dunno).

Reply #11 Top

Quoting Edwin99, reply 4

The base stats of the non-human different races could be different (Trog: Strength +2, Intelligence -2)(Wraith: Constitution +2, Charisma -2)
A race could be given access to race specific talents
A race could have access to race specific spells
A race could have access to race specific spell books (i.e. Wraith: Undead Spell Book)
A race could be allowed to purchase "specific" additional spell books at creation at twice the normal cost
A different background paragraph could be written for each race
Sovereign has access to a race specific weapons
End of Edwin99's quote

Base stat differences to Sovereigns is fairly ineffective as a bonus, since there is absolutely nothing stopping people from lowering that stat anyway to put it in another. There is no increase in points cost to further increase stats as they get higher.

If Sovereigns gained a trait for free based on their race, it would probably be enough to differentiate them appropriately without requiring quite heavy balance considerations.

Reply #12 Top

I would think Wraiths were not undead, as they can reproduce... or so I'd assume from population growth. Unless you're saying that they're necromancers. THAT I'd like to see.