by Max Barry

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DispatchMetaReference

by Red alert 2-transylvania. . 910 reads.

Societal, economic, fuel/resource, alcohol/food, misc, fantasy, cryo, and species traits

Societal Traits

Efficient Government: the apposite of Corrupt Government. Can still be used in conjunction with it to make a REALLY polar government. Essentially, your government is pretty efficient and your people don’t have much of a problem with it, lowering unrest and increasing government efficiency. Costs 2 points.

Utopian Society: your society is a beacon of civilization, being so wonderful and enjoyable to live in for vague purposes, that rebels and uprisings just get so much less support, and are harder to stop in the first place. Lowers civil unrest, especially with agriculture traits if an organic race, but less effective with religious tensions, famines, pollution, and corruption. Costs 3 points.

Creative Miracles: A creative miracle can be a lot of things, big or small. It CANNOT wipe out armies. In RP, creative miracles can only help your people achieve something that doesn't include killing the enemy en masse. Creative miracles are like a super weapon in that they have to be prepared, through prayer, careful character or asset placement, proper scheming,and they take a while to reoccur. Your people do not know when or if their prayers will be answered or if their plans will bear fruit so they have the disadvantage of being unpredictable. Costs 2 points.

Fertility specialty: your people are more fertile than the norm, making your population recover more quickly after mass devestation. Doesn't have the awkwardness of Breeds like Bunnies. Boosted by Societal Cloning tech. Costs 2 points.

Mating Season: once every IRL month or so, your people have a major mating season, which in turn means the next week your nation's population recovers almost entirely from depletion. Boosted by Fertility, Cloning, Medical technologies, and Breeds like Bunnies. Costs 2 points.

Breeds like bunnies: the population of your people tends to recover quickly, meaning they can be decimated by one war and by the next IRL week be almost done recovering for the next one. Tends to annoy, shock, or even disgust any conservative or religious nations. Boosted by Societal Cloning Tech. Costs 2 points.

Sexy Succubi: your people are, for some reason, highly attractive, and thus they are able to persuade corrupt officials, sway the minds of your enemies a tiny bit, earn 50 billion more income from performing concerts, and causing guilt and defection of occupying enemy forces. Costs 2 points.

Chef Gordon Ramsey: your nation has the culinary epicness that is Chef Ramsey, mildly lowering unrest and giving you 100 billion in income. In addition, if a nation with Kitchen Nightmares requests food from you and you accept, then they lose unrest beyond that from Kitchen Nightmares, and you gain even more influence among their people. Costs 1 point.

Thermal Energy Harmonizers: your nation has the Harmonizer, a device from Lost Planet that gathers thermal energy in order to heal and revive the user, as well as power weaponry. While it has no capability at fighting disease, it can heal the non-brain damage that diseases do, as well as function as a renewable and efficient source of fuel for vehicles and power for energy weaponry. Can be overloaded or underwhelmed in the constant heat of deserts. Costs 3 points.

Smart Pills: these use sensors that track medication use and also monitor heart rate and respiration and wirelessly transmit the data to a computer. Requires that you have some form of computers. Increases treatment efficiency against biological, cryo, pyro, sonic, electric, ballistic, radioactive, and chemical attacks. Costs 1 point.

Military Rations Pills (兵糧丸, Hyōrōgan) are special pills that replenish one's chakra and nourish the body. It is made up of powerful stimulants and nutrients, said to allow the user to keep fighting for three days and three nights without rest. This is from Naruto. These pills boost physical fitness, health, and martial arts abilities, and increase food ration efficiency. Costs 1 point.

Advanced medical technology: your nation has the some of the best medical technology in the world being more advanced than any other nation. This allows you to save more lives than iDisk after battles and raises morale of your soldiers. Costs 2 points.

Doctor house: your nation house('s) the best doctors in the world whether because of their education or just your nations culture you, for some reason, have superior doctors. Saves more lives after battles and more easily combats biological and chemical weapons. Massively increases when combined with advanced medical technology. Costs 1 point.

Hedonist: Your people are naturally loungers, very cultural, and quite possibly have the best tastes when it comes to entertainment. Your nation handles civil unrest well and by well I mean it is next to none, you are a culturally enriched people and as such you are naturally liked diplomatically, but because your people are, of course, Hedonists, your nation already loses half of its national income but receives double income when trading with a nation that has positive traits regarding alcohol, movie/music stars, or spice, and gains double income from trading traits like alcohol trader. Costs 1 point.

Rad-resistant: your people, though not their electronics, have a strong resistance to radiation, thanks to lots of exposure and evolution around sources of it. Costs 1 point. Users:

Ghoul-capable: your nation's population is capable of turning into ghouls when overloaded by radiation that would kill even rad-resistant people. Ghouls can live longer, don't need to eat or drink as much, and actually heal from radiation, making them excellent soldiers and pretty much an "upgrade" over ordinary humans. However, turning people into these ugly offshoots of humanity tends to lower their morale and cause civil unrest upon returning home, so you can face severe civil unrest if you do it to your own soldiers en masse. Costs 2 points. Users:

Movie making industry: Wanna be a movie star, kiddo? Cuz this is how you become a movie star. Movies sway public opinions, melting Cold Wars or igniting rebellions, all while bringing people to laugh or cry depending on how good [or bad] they are. Gives 200 billion in income and works as a combination of propaganda that can be used on other nations and a weaker version of freedom fighters. Costs 3 points. Users:

National Fitness Specialty: Run, you fools! Your people are fit as a fiddle, right as rain, each and every one of them an Olympian in the making! Your people are stronger, faster, more fit overall, giving infantry a huge boost, and putting to shame all weaker countries as they look with jealousy at your Ubermensch populace! Costs 1 point.

Sleep pills: your nation is more productive and efficient from manufacturing and distributing pills that literally replace sleep. Though it costs 10% of your national income from nation size without other traits or weaknesses to manufacture [5% if you have automated factories or slavery], it drastically lowers the cost of your vehicles, robots, and equipment, gives your troops a bonus in nighttime and in extended battles, and you can build factories for sleep pills in other nations to service them for 10-5% of their national non-trait and non-weakness income, and can charge them money for it as well! Costs 2 points. Users: Red house 7

Joy pills: there’s no denying it, this is a malicious way to brainwash your populace into compliance. Joy pills cost 10% of your national income from your nation size, disregarding other traits or weaknesses [5% with automated factories or slavery], but for this tradeoff, your citizenry are not only content and compliant, but also are able to recognize individuals who are not taking their joy pills, such as spies and terrorists, and can attack or police them very effectively. You can also build factories for joy pills in other countries, which will continually cost 10-5% of that countries income from size, and give them the same benefits, but some might consider joy pills to be a form of indoctrination, and thus immoral. Costs 2 points. Users:

Literary Wisdom: it might not seem immediately apparent, but your soldiers will be more well-educated and rounded in their capabilities, allowing them to perform more extraordinary feats in and outside of combat, ranging from peacefully dispersing rowdy riots with a joke or a good point instead of the butt of a gun [or the bullets from it], to applying healthcare better between battles, to scavenging better, and so forth. This boost in cleverness is most noticed in diplomats and spies, leading to epic intrigue games, usually followed by a victory for owners of this trait. However, also raises costs for each soldier. Costs 1 point. Users:

Mathematics Specialty: Turning the impossible possible, your nation's people enjoy math! Each one of them is an Einstein, Lovelace, and Pythagoras in the making! Besides confounding other nations with your superior brains, computing, engineering, and physics traits are vastly improved. Costs 1 point.

Bill Nye the Science Guy: increases medicine and health, synchronizes with medical and health, boosted by and boosts Neil Degrasse Tyson. Costs 2 points.

Neil Degrasse Tyson: increases the quality of spaceships[cosmos] and provides smaller identical health and medical benefits like Bill Nye. Boosts and is boosted by Bill Nye. Costs 2 points.

Information Policing: enemy spies are more easily and quickly captured, and unaffected parts of your nation receive no civil unrest from you losing battles or territory. Costs 2 points.

Digital Wall: slightly raises discontent, but boosts the capture of spies, increases resistance to cyberattacks, and reduces effectiveness and coordination from rebels and terrorists. Costs 1 points.

Propaganda Spam: pro-government propaganda is rampant in your nation, lowering civil unrest in your own country, as well as in conquered territory. Reduces the number and effectiveness of rebels but not terrorists. Costs 1 points.

Speaker Tower Network: your nation has wired speakers in every major facility, on a national level, allowing you to synergize with and blast Propaganda Spam, and also inform your citizens, police, militia, and overall populace of spies and impending attacks and super weapons, thus reducing casualties, and synergizing with Militia traits for added coordination. Also plays music to lower unrest slightly. However, can be commandeered by conquerors for similar benefits and uses, and is vulnerable to hijacking by your rebels as well as those of enemies. Costs 1 point. Users:

Containment Protocols:your nation has equipment, police/militia, and citizens who are well-drilled in how to resist and contain outbreaks of disease, biological weapons, and zombies, thus reducing their potency against your nation and its forces. Costs 2 points. Users: West slavic union

Right to bear arms: Increases defensive and offensive capabilities of your citizens, it raises civil unrest in areas that have small population and lowers civil unrest in areas that have higher population, lowers crime in general, increases offense and defense of rebels, increases damage that a terrorist can do. Costs 1 Point.

Gun Nuts: Requires Right to bear arms, boosts your militia for every gun company trait your nation has access to, gains you 5 billion income for each gun company trait you have. Costs 2 points.

Militia: your nation's citizens are capable of defending themselves, and thus can help your main forces fend off invasions of your cities, but cannot go on the offensive UNLESS it's to take back your former cities. Unlike a militia built by the military these units are free though unable to produce units beyond infantry. Costs 2 points.

Religious Militia: requires Spiritual Guidance, your people are capable of defending themselves with religious fervor, being an excellent and unyielding militia guided by their beliefs and very adept at driving away invaders. Functions identically to Militia but is more powerful, as the militia have more faith, fervor, and members. Costs 2 points.

Spiritual Guidance: Alternate name, Religious Guidance. Your military is guided by their beliefs, and thus your commanders, leaders, civilians, and soldiers are able to achieve inner peace and be more efficient gaining a minor bonus. Costs 1 point.

Missionary specialty: requires Religious Guidance. These cheerful, reasonable missionaries provide morale boosts and minor healthcare to anywhere you station them, spreading the faith and improving relations with just their presence and kind actions. Costs 1 point.

Dope Pope: OH FATHER SULLIVAN MCDONALD MALXOM RILEY O'SMITH EMANUEL JOHN XXXIII blessed be you, those before you, and those after you. Your nation's has the one(not only) the only POPE. This big man on campis with his big hat is a recognized member of your (blank) church and having the pope decreases unrest and any bad feels and can help your people "repent". Having a pope makes you more diplomatically likeable politically and for people who also follow your religion (most likely because you forced them too) like you even more. God(s) bless that white-hat b@stard. Costs 1 point.

Colossi: giant living bronze humanoids, tall, mighty, immortal,able to climb almost any obstacles, able to crush nearly any enemies, immune to mind control and bio-weapons, and loyal once they are trained. Their thick and dense armor makes them virtually immune to anti-infantry weapons, their inorganic nature gives them unlimited stamina (they only stop when their guide is tired), and if their guide is killed, they will continue killing enemies (at lower effectiveness). However, their dexterity and numbers are low, as is their intelligence. If their guide is killed, they will never stop killing enemies of the old guide until they are either killed or physically restrained and given a new guide. Counts as a mech for the sake of mech traits and weaknesses. More armored but less technological than mechs. Costs 1 points. Users: Bacsiin

Music Stars: your nation's music stars can tour other nations twice a week, gaining for the host country and yourself, as well as solidifying relations. They can also cause or remove civil unrest at where they perform, and increase the nation's relations with your own. Costs 2 points. Users:

Pop Culture Characters: your nation hosts a team or organization of heroes, anti-heroes, or villains from pop culture or your own imagination. The size and capability of the team/faction/character determines their point costs.

Chanters: Your nation is hosts Chantries, religious organizations which practice the Chant of Embers. Chanters increase the general happiness of your nation's people, improve social systems such as education and health care as well as increasing the morale and fervor of your nation's soldiers at the cost of increased rates of infighting and ethical divergence as people tend to disagree after being encouraged to to speak their minds and question everything. In addition, missionaries from your nation cause religious pressure in nations in with which you maintain friendly relations or frequent trade, causing citizens to adopt your religion as they are gradually converted to Chantry ideologies. Your people experience reduced civil unrest when they believe that your nation is acting for the greater good and increased civil unrest when committing acts that are categorically bad. Costs 3 points.

Namuku Productions: A religious talent organization dedicated to the training and presentation of Kyushan Idols in various media to the best of their ability. One cannot help but feel enlightened by their Idols, both hardcore fans and casual consumers alike, reducing Otakuist civil unrest by 3 and increasing Otakuist troop morale by 3. Their efforts, carried out with passion, also boost entertainment traits and help bring converts to the Otakuist ways, increasing the income of all music star performances by an additional 100 billion, and giving them the power to further boost morale and lower unrest when they perform at home. Costs 3 points. Users:

Deathstroke: Pop Culture Character, functions as an elite spec ops soldier, benefits from your relevant traits, and kicks absolute ass on his missions. Unfortunately, he cannot be in 2 places at once and thus can only bolster/perform one spec ops operation at a time. Costs 1 point.

Annoying little goblin shíts: your country is plagued by these little shíts, taking yer money and equipment, and occasionally killing people. Can be funded by outsiders. Reduces income by 300 billion and increases civil unrest. Also can interrupt and fuk up your RPs and diplomatic events. Gives 4 points. Victims:

Source: http://i.imgur.com/BsRA2W1.png
Gamde, The Throwing of Celery: a human wielding a celery stick, who can throw said celery stick like a boomerang at such high speeds that it can literally shatter lower bodies. He tends to use his celery stick in this manner alot. He mainly focuses on fighting off hostile goblins and stopping crime in his special, brutal method. While highly effective against infantry, his celery-focused might is weak against vehicles, mechs, and exosuits. Costs 1 point. User: Bacsiin

General Grievous: this iconic Star Wars prequel character comes with his own Magnaguard droids, and specializes in melee combat, His craftiness, military experience, mechanical enhancements, and ability to escape nearly any losing battle make him a persistent threat to those who would threaten your nation. Enhances your army's performance and tactics, particularly against light side force users. Costs 2 points. Users: Grekerland Seperatists united

Lord Business: a master at reducing civil unrest and, of course, business, he is able to boost national income by 25%, and can suppress rebellions and insurrection very easily thanks to his leet skillz. Also comes with a Will Ferrel bot. Costs 5 points. Users:

Good Cop/Bad Cop: an ace Lego police officer who can utilize martial arts, advanced interrogation techniques, and epic gunplay to suppress civil unrest, fight terrorists, and even take part in the front lines of battle if need be. Costs 2 points. Users:

Where are my pants guy: for Lego players only, gives a boost in stud income of 10%. Costs 1 point. Users:

Pride and Prejudice: your nation's citizens are more capable of identifying and capturing enemy spies and shrugging off foreign influence, and reduces the effect and likelihood of sabotage and spying in your country. Also makes your citizens more content in general. Costs 1 point. Users: The socialist union of the eastRussian glory Red house 7

Forged in Fire: Your nation came to be when a small group of people did battle against the odds and won. Drastically decreases civil unrest, but also decreases diplomatic ability just as much due to xenophobia. Decreases diversity, both genetic and national, meaning a weakness to bio-weapons. Cost 1 point. Users: Russian glory

Seismic Civilization: most of your infrastructure is underground, and you possess seismic technology for your military. Drastically increases the defensive capabilities and durability of your stationary forces, and includes Seismic Weaponry as well. gain a Massive resistance to your cities and bases from most superweapons and bombs in general. Costs 3 points. Users: Bacsiin

Brainwashing: your nation uses sedatives, hypnosis, and other dirty tactics to keep the population docile and under control, meaning less rebels and opposition to your rule reducing civil unrest by 1. Costs 1 point:

Eusocial Society: people in your nation are less emotional, being less angry when under bad conditions, and less happy when prospering. No matter what, they have mildly boosted production efficiency and are less easily influenced by outsider markets, culture, sabotage, and hacking. Costs 1 point. Users:

Spartan Effect: Every adult citizen has been through at least one combat role, and have been trained at birth. Increases combat effectiveness, and declaring your support for another nation in war removes some civil unrest from their nation, increases the patriotism of all citizens, and adds more resistance in your cities when they are invaded, but also leads to your people gaining a major bonus when acting as rebels against you, and being better armed and equipped. Costs 2 points.

Economic Traits

Evil Industry: you gain 5% more total income in your nation for each level of the Trashy weakness [both national and private sector-based] that you have in your main nation, and this effect is replicated in conquered nations. Costs 3 points.

Furniture industry specialty: your nation has a specialty in furniture, which gives you 130 billion in income and very slightly improves your structures and their efficiency. Costs 1 point.

Watch-making industry specialty: your nation produces snazzy watches, which gives you 120 billion in income and gives you wicked-cool spy gadgets for your spies to use, based on watches. Gains 30 billion in income for any Superior Engineering traits adopted. Costs 1 points.

Chateaus: Chateaus can be built at areas where economic traits are taking place, like at the mines where your mining trait is or at the pub/tavern where your alcohols are produced and sold, etcetera, either in your own territory or under subjugated/conquered nations and Nationstates. A chateau provides security for the location,as a powerful fortification, and also gives 10 billion in annual income from being a great way for your citizens to tour said area. Costs 1 point.

Feitoras: Requires that your nation does NOT have the Nationstate weakness on ANY level. These can only be constructed on foreign Nationstate nations and give the trait owner half of the income and 100% of the other effects of 1 economic/food trait from the nationstate [so alcohols or mining traits or something are allowed], strengthens relations between both nations, and officially puts the Nationstate nation under the trait owner's protection, though not necessarily under their dominion. The feitora provides a powerful base of defense for the Nationstate. Only 2 can be placed in each Nationstate. Costs 2 points.

Kasbahs: You can construct a single Kasbah in your land, and can construct one in any of your conquered lands, regardless of their environment. It functions as a combination of a fort, and an icon of culture, wealth, and influence. Building one costs 30 billion [less with certain traits], generates 20 billion in income per week, provides a powerful base of operations equivalent to 100 billion dollars, benefits from trait, and lowers civil unrest in the area. Costs 1 point.

Ziggurat: Requires Spiritual Guidance. You can build up to four of them in your nation as they are the center of each of your cities, but only one in conquered territory. They are the center place of worship in that city, and as such are heavily guarded with 50 billion dollars in defences. However Religious Militia gain a bonus in defending their city, along with reducing civil unrest in cities that also follow your religion. It also decreases the cost to repair a city when heavily damaged as its infrastructure is centred around it, and generates 15 billion in income from sacrifices by citizens. Costs 1 point)

Moais: Requires that you are on an island and not a main continent. Moai are artistic statues that can be constructed throughout your nation in order to lower civil unrest and give morale to the populace. You can offer to build them in coastal nations as well. Ones in foreign coastal nations provide the default effect but also give 30 billion in income from tourism. Costs 1 point.

Polders: your nation can build polders in your country and in conquered ones, allowing your people to resist sieges more easily thanks to the high food output of said polders, and also providing 100 billion in income, as well as slightly lowering unrest. Costs 1 point.

Terrace Farms: your people are masters of farming with [portals] terraces, and their advanced terrace farming technique allows them to always have food handy. Decreases civil unrest, decreases it again during sieges, and boosts the weekly income of your nation by 5 billion for each level of economic superpower if you have the Collective Farms trait. Costs 1 point.

Collective Farms: your nation domestically [but not in conquered nations] produces a flat amount of 10 billion each week, along with 5 billion extra income for each level of Economic Superpower, and gains approval from comrade Stalin, increasing his potency in the "Let Stalin Guide your shell" trait. Generates a surplus of food to lower unrest and help with surviving sieges. Costs 2 points.

Economic Superpower: your nation is overall more powerful than the average nation, either due to more land or more development, or from being a Union of multiple nations. You gain 100 billion in income per level, each level costs 1 point, and going to war against non-superpower nations or smaller superpower nations gives them even more civil unrest in their nations, so fearful they are of your might. Also increases the amount of time it takes for enemies to cross your nation, for it is so large!

Trade Centers: Your nation can construct trade centers, 1 per country, 1 at home, which produce more money for each country that is linked in to them. However, the host country can demand taxes and charge for the land that they are on, if they wish. Costs 4 points.

Drug Money: your nation earns an extra 500 billion dollars worth of exotic drugs, and can sell them internationally for profit to both the reciever and yourself. They can be used for procreation to reduce domestic tension, and medicine, to provide health care to troops and reduce casualties, but the receiving nation is also receives 2 civil unrest due to crime rate increases by drug use. Also, other nations and international alliances can try to criminalize and impede your drug trade. Costs 3 points.

Print Money: every once in a while your nation can print extreme amounts of your money to make huge purchases of equipment, training, or foreign materials/products, which means you can temporarily boost the production of your military, the growth of your infrastructure, or the happiness of your citizens. Causes economic damage and diplomatic tension to the countries you purchase from, and damages your economy temporarily, but also damages theirs more. Purchasing from your own nation damages you own economy massively, increasing Civil Unrest, and reducing income by half for 2 weeks. You can print out one week of your income, including traits. Costs 2 points. Users: Teclad

Sky Cities: Arrgh, Matey! Exploiting the skies for settlement? Wot, the ground ain't gud nough` for yah? Yer nation capitalized air superiority to the point to where they have taken to the skies, no longer bound by land! Sky Cities can move anywhere they wish if given the time. However because they are in the sky and not on stable ground, if an area of the city gets destroyed it will take extremely long to fix, superweapons can knock them out of the sky depending on the type and how well fortified it is. Lowers the cost of air units since they are common for your people, requires some sort of other trait that you can explain will keep the cities afloat, such as hover or VTOL tech. Costs 1 point. Users: Glasyalabolas

Aqua Cities: A traditional pirate I see, yer nation has capitalized on naval superiority where cities have become sea-worthy to the point where a city can fully submerge themselves into the dark blue depths, away from all the ruckus and superweapon-blasting on land. As a naval nation you get better access to raw resources taken by Poseidon's piss, better access to oil wells within the big blue, and can submerge your cities underwater in fire circumstances (or just for fun). However naval cities are prone to being terrorized by the creatures of the deep as well as enemy submarines, and are vulnerable to sabotage and aquatic attacks. Costs 1 point, Users:

Labor camps: your country is able to construct labor camps to control dissidence and reduce public unrest. These initially cost money based on their capacity, but also don't cost maintenance because the prisoners inside pay for it. Labor camps can also increase temporarily increase mineral/oil income at the cost of prisoners, as they work the inmates to death in order to make income that goes beyond the maintenance cost. Taking non-rebel, non-foreign, loyal citizens as prisoners actually increases public unrest and rebelliousness, enemy spies can sabotage gulags in order to cause civil unrest and create/add rebel units. Costs 1 point. Users: The socialist union of the east

Nomadic Traders: your people can still make money while outside of their nation, and can still have an income when ousted from their homeland. However as such permanent cities cannot be built by Nomadic Societies, so producing Aircraft, Structures, Navies, and Vehicles cost much more. Income when out of cities is half of the standard national income from the nationstates weakness and economic superpower trait, and then other traits and weaknesses are then applied. Costs 2 points. Users:

Slavery: not based on race or religion you twit, but on nation and disobedience. Leads to vast increases in production, lower prices for units, a boost in production again when defeating enemy armies and taking some prisoner, and means your own armies are less dependent on supplies from their nation because slaves can scavenge for them. As a downside it causes 2 civil unrest and your own armies give citizens/money to the enemy when defeated because they free the slaves accompanying them. Countries that liberate your slaves lose civil unrest. Costs 2 points. Users: Ebril Newne Carriebean7 Teclad

Piracy: 100 billion extra of your income comes from piracy or privateering allowing you to offer your navy as an mercenary force. Because of this massive amount of money your civilians own and use pirate vessels which rely on small militia like groups taking hold of ships. At the end of each week you can either let them randomly select a nation to steal from or specifically target a nation. If a specific nation is chosen, they no longer be counted as a passive force instead being a part of your official navy, and thus the attack will be viewed as a declaration of war. However if your nation has above 2 trillion by the end of the week then these forces will turn on your nation robbing you of wealth in order to fund themselves. Costs 1 point. Users:

Iron Bank: Your nation can borrow twice your total weekly income, however in return this debt has a 100% interest rate unless you pay off this amount by 25% each week, and if your nation cannot keep up with said debt then the bank retracts its money, and your accounts are frozen until you can manage to pay off the amount they loaned you, preventing you from producing new military forces until then. Costs 3 points. Users:

Fuel/resource traits

Portelan Abundance: Your nation has a larger deposit of Portelan than usual, cheapening costs for Portelan Dolls, and boosting income by 140 billion. Costs 1 point.

Ironwood: don't let the name fool ya,it's stronger than steel, it doesn't require any ore deposits, it's process is simpler than that used in making steel, it's a heck of a lot lighter, and resonates and boosts the durability of biotech. However, it can't be reused, it may take as much as twice as long to make as steel, and is effected by bioweapons and chemical weapons like any organism, though it is less effected by chemicals. Lowers the cost of metal-intensive units such as vehicles and robots. Costs 2 points.

Synthetic Oil: a more efficient, eco-friendly, powerful, and reliable alternative than ordinary oil, but due to cost restraints you can only have a limited number of facilities producing it, and can only trade it away to one nation at a time. Gives a minor bonus to land and air vehicle strength and speed. Costs 2 points.

Independence from Oil : your nation has no use for oil in its military, using alternate means of fuel and power. Means enemies cannot target your oil fields to disrupt your economy or weaken your armored forces, and means since your own populace does not consume oil, they can sell more of it to other nations. If you have a non-oil energy source and don't have this trait, you require a mix of oil and the resource for your electronics to function, making them twice as supply-dependent. Costs 1 point.

Radioactive energy crystals: a volatile and dangerous fuel source to handle, radioactive energy crystals are a growable, improved energy source just like synthetic oil, but also are explosive and great targets for sabotage, and are less efficiently handled when a nation doesn't have resistance to radioactive elements. Boosts energy weapons, radiation weapons, and shielding capabilities. Can be grown and spread to other nations, and sold like synthetic oil. Costs 2 points.

Regular energy crystals: identical to their radioactive counter parts, but less volatile and with a smaller bonus to energy weapons and shielding, while easier to handle and less easy to sabotage. Costs 2 points.

Mineral Mining Industry: your nation has an abundance of metals and minerals and other earthly materials, all due to a strong mining industry. While said mines give 200 billion in income AND mineral abundance that can be traded to one country that lacks minerals, these mining operations are not eco-friendly, and tend to harm relations with environmentally friendly or Biotech nations. Costs 1 point.

Seismic Mineral Mining: Requires Seismic Civilization or Seismic Technology. Essentially the same as mineral mining, but it gives 220 billion and 2 copies of excess minerals for trade, but is also far more harmful to the environment, and thus more irritating to Major Biotech nations. Costs 1 point.

Scavenging: your country can recycle and scrap leftover enemy and friendly equipment on the battlefield for resources and cash. Costs 1 point.

Superior Scavenging: an upgrade to scavenging, allows you to also salvage and adapt individual components like guns from a tank, although you cannot replicate them without another trait. Costs 3 points.

Barter Economy: your nation utilizes goods for barter and trade, and thus your economy cannot crash from foreign influence or be hacked through cyber attacks. Costs 2 points.

Practical economy [Robots]: An upgrade for Barter Economy, cannot be used in conjunction with it. As a logical, robotic civilization, your economy revolves around minerals, energy, and other essentials, and not entertainment or traditional currency. Gives you 50% more national income [before income added from traits and weaknesses besides Economic Superpower and Nationstate], but prevents you from being able to trade alcohol or other frivolities with other countries. Trade centers only give you 50% of their income, mineral mining traits give 100 billion more income, but you cannot adopt the traits Print Money or Iron Bank, and you do not benefit from the income gain of any farming traits but can still sell the excess food. Costs 3 points.

Practical economy [Organics]: An upgrade for Barter Economy, cannot be used in conjunction with it. As a practical civilization, your economy revolves around minerals, energy, and other essentials, and not entertainment or traditional currency. Gives you 40% more national income [before income added from traits and weaknesses besides Economic Superpower and Nationstate], but prevents you from being able to trade alcohol or other frivolities with other countries unless you adopt said commodities as your own traits. Being conquered by nations which have such frivolities and pass them onto you reduces civil unrest in your nation for your conqueror. Trade centers only give you 50% of their income, mineral mining traits give 80 billion more income, Farming traits give 20 billion more income, but you cannot adopt the traits Print Money or Iron Bank. Costs 3 points.

Alcohol, food, and beverage traits

Beyond Meat: your country produces quality, artificial meat, superior in every way from tofu, and made from plant proteins. and a powerful and healthy source of nutrition for your populace and revenue for your government. Gives 250 billion in income, increases the health of your populace, and increases relations with biotech and eco-conscious nations due to lack of animal cruelty. Costs 2 points.

Spice Trader: allows your nation to make exotic spices, gaining you 250 billion dollars in income at home, less than drug money but without the weakness of being illegal. Can be traded to other nations to lower civil unrest in the buyer's nation and strengthen relations, as well as give the seller 20 billion in income from the trade. Costs 3 points.

Sneak King: your nation has the Burger King brand, thus gaining 150 billion in income, and you can do special Sneak King missions with the King, delivering burgers to your haters to make them think better of your nation! Costs 1 point.

Vodka: your nation can produce wonderful vodka! It earns you 150 billion extra money and diplomacy bonus with all Vodka lovers and Soviet/Communist/Socialist countries! Costs 1 point.

Jack Daniels: your nation can produce Jack Daniels, earning you 150 billion in extra income and a diplomacy bonus with capitalists and democracies! Costs 1 point.

Tequila: your nation earns an additional 120 billion income from producing tequila. Also, whenever you are victorious in a war it reduces civil unrest by 1. Also slightly increases the civil unrest of invader nations , and increases the amount of rebels in your country when/if you are invaded. Costs 1 point.

Sake: your nation earns an additional 125 billion income from producing Sake. Also because your nations main drink can be mass produced your infantry gain a minor bonus in morale per battle. Costs 1 point.

Moonshine: your nation earns an addition 200 billion income from producing Moonshine. However because they produce moonshine your own nation automatically suffers from extra civil unrest at all times from drunken fools being fools. Costs 1 point.

Blueberry wine: you gain 120 billion in income, and the high antioxidants of this beverage help to mildly boost your people's resistance to bioweapons. Costs 1 point.

Perry/ Pear Cider: you gain 120 billion in income, and the high antioxidants of this beverage help to mildly boost your people's resistance to bioweapons. Costs 1 point.

Alcohol-based fuel: reduced efficiency from ordinary fuel, but plentiful and independent, and still drinkable for a good time and a morale boost! Costs 1 point.

Mead: You know what is so good about Mead? It is the oldest alcoholic drink, even predating wine! This type of beverage has gone through centuries of being perfected and now, you've entered the market. Mead is an alcoholic drink consisting of water and honey, not only will it leave a good taste in your mouth but it gives you some honeyed words as well, making your people more like because of how smooth and sweet their tones are. Mead however because it is such an old and loved drink tends to be consumed much more than water or other non-alcoholic drinks and as a result makes your people tend to get a bit carried away and increases stupid acts performed by your citizens. Gives 90 billion in income, and mildly lowers unrest. Costs 1 point.

Heineken: you can produce the famous brand lager beer, and gain 130 billion in doing so. It also removes civil unrest by a minor amount as well with it's delightfully fresh but bitter taste! Costs 1 point.

Grey Goose Vodka: a French vodka that is classier but otherwise identical to ordinary vodka. Gives 150 billion in income, and increases relations with French countries.

Hennessy: you can produce the french cognac Hennessy, which increases income by 140 billion, and provides a morale boost to troops in the field and at home. Costs 1 point.

Corellian Ale: raises your reputation with criminals and crime nations/characters. Also gives you a Star Wars feel. Gives 145 billion in income. Costs 1 point.

Corellian Spiced Ale: requires Corellian Ale. Gives 125 billion in income and gives a small morale boost and resistance to cold terrain. Costs 1 point.

Alcohol Crowd Control: Your nation's leaders can control the supply of alcohol and so can obtain complete control over your alcohol-dependent populous. Use of this effect will cause a major increase in the obedience of the population but continued use will cause rebellions and civil unrest. Must have the Alcohol Dependence weakness. Costs 1 point.

Fungus Beer: Requires Seismic Civilization. Fungus beer is unique for being the most easily produced alcoholic beverage, though also one of the most balanced. It is a specialty of orks, and sometimes dwarves. It produces 160 billion in income for being so easily manufactured, but otherwise has no other effects. Costs 1 point.

Alcohol Trader: your nation can offer to trade alcohol to other nations, giving the other nation 10 billion in income for each beverage, whether trait or weakness, and giving you 50 billion for each alcoholic beverage trait or weakness you have. If the offered nation has an alcohol that you don't, they can trade it to you for 50 billion income to them and 10 billion to you, for a beautiful, mutual benefit. However, when trading alcoholic beverages, both nations gain the weaknesses and benefits of them as well, without gaining or losing any points, which can be good, bad, or a mix of both! Costs 4 points.

Vitamin Additives: your beverages, alcoholic or not, have vitamin additives that improve the health of your citizens, as well as the health of people who you trade alcohol to if you have Alcohol Trader, as well as enemy nations that conquer you. Gives 1 point.

Bordeaux Wine: Gives 160 billion income, decreases civil unrest by 1, and the classy nature of this fine alcoholic beverage helps charm the RP leaders of other countries, especially Europeans. Costs 1 point.

Miscellaneous traits

https://www.youtube.com/watch?v=2MsEaRbVuzs
Public Pissing Specialty: your nation's populace has been trained in discreet methods of pissing in public without people noticing, ensuring that you can give your undivided attention to others and not let certain bodily functions hinder your from mingling, slightly increasing diplomacy. If your people are psychically vulnerable, and this is performed around a psychic or Force user, it is less likely to go unnoticed. Costs 1 point.

https://www.youtube.com/watch?v=ZqGVU1sW8pg
Instructor zero: a quickdraw, special forces master, who trains 100 people per IRL week to become epic masters of quickdraws and gunplay, turning average Joes into super-elite spec ops mofos and turning spec ops forces into spec ops squared. Can be lent or rented to other countries, can be used to train militia, citizens, or military forces. Costs 1 point.

https://www.youtube.com/watch?v=Pezq4fojLT8
Glorious master Ken: a master of the art of Ameri-Do-Te, this martial arts trainer can be used to train 100 people per IRL week to be absolute martial arts masters, and can thus be used to boost your military, militia, or even foreign forces if you feel like renting or lending his aid to them. Costs 1 point.

Supreme Geographic Isolation: your nation is surrounded by either mountains, deserts, or other difficult terrain that make it difficult to conquer, if not impossible, leaving 3 or less entrances to your nation by land or sea. Costs 3 points.

Poisonous Terrain: your nation has a slow-acting, toxic atmosphere around it, making enemy armies have to slow down their conquest and pay extra for breathing apparatuses, or else slowly die off. Also reduces foreign influence and espionage. On the downside it reduces the trade value of your nation by half. Costs 2 points.

Volcanic Environment: The landscape in which your civilization was found upon is volcanic ranging in either many steam pockets or massive volcanoes that constantly fire ash into the air. Having a Volcanic environment and with access to the constant thermal pockets can convert this raging power into energy, many of the eruptions have upturned many rich deposits and resources, finally instead of receiving temperate conditions, yours could vary from extremely cold or extremely hot but most types of storms are replaced with ash-based properties giving you and your residents resistance to fire and denser air conditions while negatively affecting your enemies should they not have the same trait or equipment to handle such situations. Despite all these positives there are varying levels of volcanic severity your people can face, eruptions can happen out of the dime and are capable of destroying a wide variety of things, of course depending on the severity. Every week a moderator flips a coin and depending on the outcome you either gain 200 billion dollars [+20 billion for each farming and mining trait] or lose 300 billion dollars. Seismic weaponry used on your nation can also guarantee the bad outcome by forcing a harmful eruption.

Geographic Isolation: due to geographic constraints, your nation is somewhat cut off from others. This makes it resistant to foreign culture and economic attacks, but also reduces your nation's own cultural and economic impact on the outside world. gain a minor bonus to defending while in your own homeland. Costs 1 point.

Fantasy/mythical traits

Portelan Dolls: a product of necromancy, and an alternative to Automated Armies. Requires Raise Dead. On the plus side they feel little pain and lack emotions (unless their creator has certain mental issues). They are also inexpensive and relatively easy to make. Dolls take much less time to create than normal soldiers and do not require food or water. Dolls require an operator to function properly. They will sometimes revolt against their operators and become Vie. It is relatively rare for an experienced operator to have a rebellion among their dolls but when it happens it can be very disruptive among the ranks. Dolls tend to have terrible coordination even when they have professional operators. Operators are tend to be apt to strain from their dolls as well as being weaker in infantry-type combat than normal soldiers. Dolls can operate vehicles but these will sometimes cause issues with piloting that normal soldiers would never face. Dolls become cheaper as more Portelan deposits are conquered or obtained from other nations. Costs 2 points.

Witchers: mutant mercenaries that hunt down, exterminate, and suppress monsters and wild animals, and on some occasions, people. They are comparable to genetically-modified humans, heavily resistant to mind control, with some other advantages as well, and with their extensive knowledge of alchemy can obtain ingredients for more powerful and diverse potions and elixirs from non-human enemies to aid them in combat. They have a bonus against non-humans, and are also very resistant to chemical weapons and immune to disease. Costs 3 points.

Sentient dragons: your nation’s majority species also is blessed to have, among yourselves, sentient dragons. Their long lifespans, flight capabilities, ability to breath fire, melee abilities, and great wisdom allow them to fulfill many roles, such as commanders, aerial melee units, and gunship roles. They also prove to be a formidable rebel force should your nation ever conquered, as they require no fuel aside from food, and can grow their numbers back, unlike vehicles. However, they also can be vulnerable to biological weapons, chemical weapons, and bribery. Costs 2 points. Users: The dragon realms empire

Wyverns: considered to be “lesser dragons”, wyverns are less intelligent and cannot speak or command, although they also cannot be bribed. Otherwise, they function identically to dragons, still being able to breath fire, and be pests for your nation’s occupiers, though without human guidance they will be less coordinated. Costs 1 point. Users: The dragon realms empire

Dragon/Wyvern specialty: your nation’s dragons, or wyverns, are not exactly better, but are more varied in their capabilities, branching into the elemental route. Thus, you can have ice dragons or wyverns that are immune to cryo weaponry and breathe ice, or acidic ones with immunity to their respective element, and so on. Does NOT give your general populace or military access to elemental abilities, unless they are under possession. Costs 1 point.

Dragon possession: requires Sentient Dragons. Your nation’s leaders, as well as elite soldiers, can choose to be “possessed” by dragons, giving them immunity to psychic powers, humongous levels of bullet and energy resistance, and greater speed and strength, though the longer they remain in this form and the more damage they absorb, the more exhausted and drained they are from it, the dragon AND the possessed. Costs 1 point.

Wyvern possession: requires Wyverns. Your nation’s leaders, as well as elite soldiers, can choose to be “possessed” by wyverns, giving them immunity to psychic powers, humongous levels of bullet and energy resistance, and greater speed and strength, though in this form they lose sight or idea of any tactics as they enter a ferocious rage with little coordination that leaves the user drained. Costs 1 point.

Cryo Traits

Cryo-magnetics: Requires Cryo Technology and Magnetic Weaponry. Since substances become more magnetic as they become colder, the usage of cryo technology in a coordinated and controlled manner enables more powerful magnetic technology, and allow other substances that are not very magnetic at room temperature to become magnetic enough for military usage. Increases power and reduces cost of magnetic technology and weaponry. Costs 1 point.

Cryo Technology: your nation can utilize strange cryo-weapons and technology, allowing you to capture more enemy infantry and equipment in battles that you win. Thanks to the cooling nature of these weapons having a Cyro-Weapon equipped to a mechanical unit gives it a minor bonus. Also allows minor stealth system improvements, and some minor superweapons, which can be delivered through land bombs, or dropped by a plane. Costs 2 points.

Smart Cooling technology: requires Cryo tech, this allows your nation's doctors and researchers to pause chemical and biological processes in afflicted patients to diagnose what's wrong with them. Vastly increases the speed and effectiveness of treating biological and chemical attacks, allowing more survivors. Costs 1 point.

Cryo Construction: your nation is able to use cryo lasers to freeze, harden, soften, expand, or shrink materials or components during assembly, lowering overall costs and increasing manufacturing/engineering efficiency. Costs 1 point.

Cry Computing Bonus: gives a huge boost to processing speed and reliability for your computers since your people have applied cryo tech to cool down processors and prevent overheating. Synergizes with Overclocking. This is merely an improvement over existing forms of computing and not a form of its own. Costs 1 point.

Listed Species

Arranu: a humanoid species that has a mildly different body chemistry, which makes them release pheromones during intercourse that are addictive to non-Arranu, as a method to gain approval and sway over other species. However, they are also more vulnerable to chemical weapons.

Combined Multicellular micro-animal organisms: your people are sentient combinations of microscopic organisms, bacteria or otherwise. You are highly adaptive to bioweapons, heavily resistant to chemical ones,and can tolerate extreme conditions such as the vacuum of space, blazing heat, radiation,and extreme cold, though doing so without appropriate protection will force your people into hibernation, making them easy to capture in battle . As a result of all this, your people are very hardy, but also diverse due to the variety of different microanimals and genetics within your society, making your people prone to outsider manipulation, especially when coupled with the fact that your intelligence is lower due to the chaotic and dysfunctional arrangement of your bodies.

Lego People: your nation is made up of sentient little humanoid plastic life forms. Legos. They don't benefit from farming traits, their currency, studs, is worth less than dollars on a ten-to-one basis, [though printing money gives you standard dollars], and their weaponry and vehicles tend to be so small as to be far less harmful. Upon being conquered, your people's small size gives their conqueror a boost in electronics efficiency as your people can be employed [or enslaved] to fix, maintain, and create compact electronics more easily than big, clumsy humanoids. On the bright side, only pyro, ballistic, laser, and chemical weapons can destroy you, biological superweapons don't, and your small size gives you a tremendous stealth advantage, plus your people don't have to eat to survive, so they can't be starved! Gives 6 points. Users:

[Halo] The Covenant: Your nation is composed of Halo’s Covenant, and all their species. As a result, you immediately gain a boost to the quality of your infantry due to the specialization of your armies, and a boost to the engineering of your vehicles and technology, thanks to the Engineers and Drones of your nation. In addition, this diversity means you take less damage from bioweapons. However, disadvantages also follow. Bioweapons can wipe out specific species of your nation to reduce the amount of them you field, and these species have to remain in separate, easy-to-target districts in order for them to not kill each other. Yes, you also have unrest and racial tensions, and so your species can fight one another or be manipulated to do so. In addition, each species is also limited and specialized, Elites fight with honor and thus can be deceived or cheated, Brutes can ruin diplomatic efforts and often eat other soldiers when rations run low, Grunts are cannon fodder that will ditch or rebel whenever they gain the confidence to do so [their outbursts often fail horrendously and inflict little damage besides the loss the Grunts themselves], Prophets can deceive and turn on each other for power and are physically frail, Jackals are scavengers that may trade with the enemy and oppress Grunts, Hunters are utterly incapable of battlefield communication with other units and are limited in small environments, Engineers have no loyalty to you and may even defect to human enemies, and Drones will often bully Engineers and reduce their numbers. Users:

Autobots/Decepticons: your nation's people are Transformers, metal behemoths, each of them a trained and equipped war machine. Severely reduces your population's amount, but also makes each citizen worth more than their equivalent in tiny fleshbags in terms of productivity and contribution to the war effort. Your entire civilization can scan and replicate vehicles of the enemy and blend in, though they only copy a portion of the traits being applied to said vehicle. Oh yeah, and consider melee combat to be a breeze considering you can pick up tanks and are almost immune to the flailing limbs of insects like mere humans. Increased weakness to EMP weaponry and cyberattacks though.

Sentient Vehicles: Your nation is composed of sentient vehicles, thus lacking the need for vulnerable pilots. Gives a bonus in piloting said vehicles, since they are literally your people's bodies, but also means subtlety is thrown out the window regarding combat, as vehicles are big targets, and infantry are FAR better suited to entering buildings.

Squirrel People: Your nation's people and infantry do better in close range combat in urban and wooded environments giving them a major bonus, [though this advantage does not extend to open ground, where conventional weaponry would render close-combat impractical under MOST circumstances], and have heightened senses, allowing you to detect enemy troops and spies easily. However, due to animalistic origins, your people are also more vulnerable and fearful of thermobaric, nuclear, sonic, and flame weaponry giving the enemy a minor bonus when fighting with these weapons. Users:

Orks: Your people, infantry, and mechs fight better in armies of 1 million or larger gaining a major bonus to combat, however when fighting in forces of less then 1 million your army gains a major weakness to combat. Your nations population only grows when in a war with another nation or group, and when in times of peace your population steadily decreases from in-fighting along with an increase of Civil Unrest at a rate of 50 billion people and 3 civil unrest per week spent without a war. Finally if your nation is fighting anouther Ork nation then if your nation surrenders or massively loses a battle from Morale then your nation will begin to automatically defect to the stronger side.

Fallen: A species of forerunner that exhibit the closest traits to humanity while having their own diversity among themselves, the fallen are tall, broad, duo-quad armed humanoids that have earned their name through the fact that they once had belonged to a proud and sprawling empire that was in a constant golden age, their tech and weaponry at a time was superior and they went on to dominate the galaxy, however as time went on, other space-faring nations rose and fought back against the fallen, not only that but an event had happened in which it had turned their empire back before the other nations had forced them to recede into scavenging clans on their home world who still reminisce of their once great empire. As a fallen your nation has much diversity in their genome, making them highly resistant against bioweapons. The fallen, most often gifted with quadarms, are extremely capable in close range combat. Since they wish to reclaim their former glory, the Fallen have low civil unrest when you fight wars of expansion or conquest. However, because the Fallen have become stagnant and are seeking to regain their glory they enter a period of unrest if they are left without expanding for too long or have not entered a war, and exhibit little to no unrest against conquerors due to their need to be a part of something greater. Because the genome of each Fallen is diverse medicines and aid become more costly to be suited to their specific needs. Users:

Cyborgs: Your people and infantry are integrated with technology either intertwining it with their bodies or replacing whole limbs. This means cybernetic traits can be used to process or improve these upgrades with greater efficiency. However because of this integration if the cybernetic limb is more then a simple prosthetic then it can be hacked to be turned on the user, and EMPs completely disable them unless expensive shielding if put into use. It gives a major bonus to your Mechs as they can be integrated with the armour itself, a minor bonus to Aircraft/Vehicles/Ships. However this in turn means that your nation requires both a high food supply to grow your population, the minerals of your area directly amplify your population, thus requiring both to maintain a regular population. Finally traits that effect machines also effect your nations people and infantry to a lesser degree. This species trait actually requires 2 points, for it is viewed as an "upgrade" of default humanity. Users:

Androids: Your people and soldiers are fully mechanic. Optimized and outfitted to be adjustable to any needs. As a result of being a machine you require only insane amounts of energy and minerals to produce more of your populace. Because you are an android you are completely immune to biological weaponry, and non-corrosive chemical weaponry. However in turn your nation also suffers from a massive weakness to hacking and EMP weapons. Allows infantry to use Electronic Stealth if you have the trait.

Mutants: Your people are wretched abominations made from mutated flesh, blood, and bone. They gain a Massive resistance to the fallout of atomic weapons and radiation weapons. Furthermore units that are Mutants gain a major bonus when fighting in irritated land or using Radiation Weaponry, but when in ordinary areas they gain a minor disadvantage to combat. When capturing enemy units if they are not Mutants or Androids, they can be exposed to radiation to turn them into mutants. Finally because they are horrifically mutated they cannot breed to produce more of their population unless genetic engineering is used, or they have cloning.

Asari: the species from Mass Effect which starts off with Biotics but has a lack of genetic diversity and a weakness when their infantry is operating in terrain that is different from that of their starting point, due to their “rigid” genetic nature. They can overcome this through "colonizing" other nations and having the offspring adapt to that kind of climate thanks to local genes.

Fungoids: Your people bare a striking genetic resemblance to fungi found around the world, and unlike the Orks posses more fungoid traits. The foremost of which is that your body rather then possessing a normal interstitial matrix instead are structures like the Hypha which means that your body is covered in Conidium sprouting in place of normal hairs. This means that when your people are in wet conditions either artificially or naturally they can reproduce normally, however in Dry conditions such as deserts they suffer a Major Weakness to combat as their bodies lock down to preserve moisture. Further more their lack or decreased white blood cells means that they suffer a massive weakness to biological weapons while gaining none of the advantages of a fungus. However the largest bonus to a Fungoid is that unless your infantry are killed by a Pyro or Chemical Weapon then each unit will release spores upon death which means that upon the next week those units respawn in a randomly selected area though if at war they cannot spawn inside the enemy nation. Further more because they are so incredibly hardy not to mention versatile units can sacrifice themselves to release spores into the water allowing the same process to occur anywhere that touches the water even enemy nations with a decreased respawn time of 3 days.

Slug People: your people are either slug-like or highly intelligent slugs. Because of this they can curl up into a ball when threatened increasing their total density though this gives them a major resistance to defence while doing so they cannot attack. Furthermore, because they rely off slime to help move they suffer from a Major weakness while in deserts however they also have a minor bonus when fighting in melee combat as their slimy squishy bodies reduces the effectiveness of melee weapons. Though they are comparable slower to other more human forms because they are man sized they can move faster then say regular slugs while still being able to climb vertical surfaces allowing them unique combat advantages. Users: Baltislavia

Wights: A race of pale folk who stand taller than human average from 6" to 8" average along with more traces of genes of white pigmentation in body/facial hair as well as red-ish or white eyes. This individual trace of human thrives off of the cold and gets a major bonus to combat and defense when fighting in lesser hot weather but have trouble when dealing in temperatures in the 90's onward. Wights make great navigators and pathfinders and are more adept on fighting in home or annexed territory. Strengths are that they can live off wintry lands and manage to have some form of agriculture even in the chill or arid climates and they are good hunters/marksman since they alternatively have to eat meet as agriculture isn't the most reliable sometimes. Weaknesses are that in some cases when exposed to heat they suffer sunburn and skin-related cancers easily and are weaker to pyro-weaponry and thermobaric weapons.

Dwarves: a smaller frame and hardier build makes dwarves better at both ranged and melee combat, especially in enclosed spaces, and especially underground, but geographic obstacles, especially of the vertical variety, put your troops at a serious disadvantage, and if you lose access to your supply lines, your troops lose morale and strength from lack of alcoholic goodness! Also, for what it's worth, dwarves can hold their alcohol better than any humans.

The Unholy Hordes: your nation's people are, for the most part, either sentient undead, or monsters of legend. Does not mean you HAVE to be evil, but it means other nations expect you to be, especially most religious ones. Boosts infantry capability significantly, because holy hell is that a werewolf beating my mate to death with his own arm? However, also means your multi-special society can be turned against one another more easily, and vehicle costs are increased as a result of the very diverse forms and beings they have to accomodate. Also gives a big resistance to bioweapons due to biodiversity.

Fantasy Multispecial Society:your civilization has a collection of different fantasy species, functioning identically to Unholy Hordes, though without the evil expectations, and with less of a boost to infantry. Still means racial manipulation is a factor, still means diverse capabilities, still increases vehicle costs, still boosts bioweapon resistance.

Burrows People: The borrows people refuse to fight with conventional weaponry and ONLY use biologically enhanced tribal weaponry. The borrows people have various animal attributes including wings and stuff. It differs from tribe to tribe though so it's not like it can be used real effectively en mass, though it means each soldier has their own set of major talents and animalistic advantage over standard humans.

Kaiju: your nation is comprised of kaiju (Japanese for "monster"), massive legendary beasts millions of years old and containing immense power. As they sustain themselves on radiation, highly radioactive superweapons such as nuclear bombs will do little to harm to them, only empower them, though a high enough yield may cause damage. Their size and strength with cause complete terror among citizens in whatever cities they appear in, and their added strength because of their size grants them near absolute domination in melee combat against non kaiju. Kaiju have major downsides too though. One is that most of them tend to rely on animalistic instincts, as they are essentially giant radioactively mutated beasts, so most of them can be easily tricked. For the most part they are slow when moving on land and combined with their large size, kaiju makes for easy targets. Most of them also tend to be independent or fight amount each other, thus limiting their ability to fight together, and their animal nature means they have literally no government, and thus no way to research cures or countermeasures to bioweapons or chemical weapons. They are not allowed any technology, companies, or income traits aside from natural resources and Economic Superpower, and every 200 billion in income allows one more Kaiju at a time.

Protheans: From Mass Effect. Due to their complex genetics and unique physiology, Protheans are more easily converted from Conversion traits, and their genetic potential after conversion is remarkable if their captors have Genetic Modification or make use of it from other nations, though taking advantage of it would turn the results into something not Prothean anymore an unacceptable to the Protheans themselves... They all have Mass Effect biotics, great discipline in their military, and the ability to transfer memories through touching other creatures, though this is an involuntary two-way transfer and thus can be used against you.

Vorcha:From Mass Effect. They have clusters of non-differentiated cells, similar to those found on the planarian worm of Earth. These cells allow the vorcha limited regenerative abilities, as well as the ability to adapt quickly to its environment, such as developing thicker skin after being burned or increased musculature to survive in high gravity. When a vorcha is injured or in distress, these cells move to the affected area and rapidly (~1 week) mature to specialized forms that will alleviate the issue.
A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely-breathable atmosphere will adapt to better use the gases there. And so on. Vorcha suffer an engineering and technology penalty but are highly adaptable and durable. Unfortunately these adaptations cannot be abused and accumulated since vorcha live very short lives, unless they receive gene therapy. Vorcha are very violent and brutal, having Brute Tactics by default, and receive a relations penalty because of their aggression towards all beings, especially non-vorcha.

Red alert 2-transylvania

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