Evolution list

If there's an evo that you want but it is not listed here, do not give up hope! Simply tell me about it and if it's suitable, I will add it.


Physical

Agility (Min level: -10, Max level: 10) - 1 point per level
Each level of this evolution causes your people to become 10% more agile. Agility refers to the flexibility and speed of the body. Taken as a negative it will cause them to become 8% less agile.

Arm length (Min level: -10, Max level: 10) - 1 point per level
The arms of your people extend by 6cm, taken as a negative they become 6cm shorter.

Body size (Min level: -10, Max level: 10) - 4 points per level
Your people grow 5% larger or shrink by 5% per level. With this comes a slight alteration to strength and toughness.

Charisma (Min level: -10, Max level: 10) - 1 point per level
Your people become 10% better at talking and bluffing per level. Taken as a negative and they become 10% worse. At level -10 they

Endurance (Min level: -10, Max level: 10) - 1 point per level
The stamina of your people grows or shrinks 5% per level.

Extra arm (Min level: -6, Max level: 6) - 10 points per level
Your race grow an extra arm. It is fully functional and doesn't impede the other limbs.

Extra leg (Min level: -6, Max level: 6) - 10 points per level
Your race grows an extra leg. It does not impede the other limbs.

Leg length (Min level: -10, Max level: 10) - 1 point per level
The legs of your people extend by 6cm, taken as a negative they become 6cm shorter.

Lung capacity (Min level: 0, Max level: 10) - 1 point per level
The lung capacity of your people grows 5% per level.

Metabolic Efficiency (Min level: -10, Max level: 10) - 3 points per level
5% less food is consumed by your people per level. 10% more is consumed should you take this as a negative.

Strength (Min level: -10, Max level: 10) - 1 point per level
Each level of this evolution causes your people to become 10% stronger. Strength refers to the muscular power of the body. Taken as a negative it will cause them to become 8% weaker.

Toughness (Min level: -10, Max level: 10) - 1 point per level
Each level of this evolution causes your people to become 10% tougher. Toughness refers to the robustness of the flesh and organs of the body. Taken as a negative it will cause them to become 8% weaker.


Mental

Aggression (Min level: -10, Max level: 10) - 1 point per level
Each level of this evolution causes your people to be able to control their anger and aggression better, to use it when it is needed yet to restrain it at other times. Taking this as a negative causes them to lash out in an unrestrained manner much more easily.

Intellect (Min level: -10, Max level: 10) - 1 point per level
Each level of this evolution causes your people to become 10% smarter and more intelligent. Intelligence allows your people to act better without your direct control. Taken as a negative it will cause them to become 8% stupider.

Loyalty (Min level: -10, Max level: 10) - 2 points per level
The loyalty of your people increases or decreases by 5%, they are less likely to defect and become subverted.

Morale (Min level: -10, Max level: 10) - 1 point per level
Each level causes the initial morale of your people in a given situation to be 10% higher or 10% lower if taken as a negative. It does not alter the rate at which morale rises and falls, just how much you have to start with.

Perception (Min level: -10, Max level: 10) - 1 point per level
This causes your people to be 15% better at observing and noticing things. Taken as a negative they become 10% worse. This applies mostly to situations involving subterfuge.

Willpower (Min level: -10, Max level: 10) - 1 point per level
Your people become stronger willed, 5% more willpower per level or 5% less per level if taken as a negative.


Affinities

Affinity for combat (Min level: -10, Max level: 10) - 2 points per level
Your race become better at hitting people, well, there is a bit more to it than that but that is essentially it. Each level makes them 10% better at both melee combat and ranged combat. Taken as a negative they become 5% worse at it per level.

Affinity for Economics (Min level: -10, Max level: 10) - 2 points per level
Material production rises or falls by 5% per level

Affinity for flight (Min level: 0, Max level: 10) - 2 points per level
Your race become 10% better at sailing airships and riding flying mounts. This cannot be taken as a negative.

Affinity for the land (Min level: -10, Max level: 10) - 2 points per level
Your race are able to grow 5% more food per level or 5% less food if taken as a negative.

Affinity for the waves (Min level: -10, Max level: 10) - 2 points per level
Your race become 10% better at sailing ships and existing on the seas, taken as a negative it will lower this ability. A level 10 negative in this will mean that they will die if they take even a short voyage.

Affinity for war (Min level: -10, Max level: 10) - 2 points per level
The upkeep of your troops becomes 5% less per level or 10% more if taken as a negative.

Innately magical (Min level: 0, Max level: 10) - 3 points per level
Each level lowers the cost of mages by 0.01, this applies to all three tiers. At level 10 your low tier mages are priced only at 0.05 materials each.

Magical affinity (Cognitive) (Min level: 0, Max level: 10) - 2 points per level
All cognitive spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (Conjuration) (Min level: 0, Max level: 10) - 2 points per level
All conjuration spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (Corruption) (Min level: 0, Max level: 10) - 2 points per level
All corruption spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (Creation) (Min level: 0, Max level: 10) - 2 points per level
All creation spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (Daemonic) (Min level: 0, Max level: 10) - 2 points per level
All daemonic spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (Destruction) (Min level: 0, Max level: 10) - 2 points per level
All destruction spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (Enhancement) (Min level: 0, Max level: 10) - 2 points per level
All enhancement spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (General) (Min level: 0, Max level: 10) - 2 points per level
All spells cast by your mages have a 3% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Magical affinity (Necromantic) (Min level: 0, Max level: 10) - 2 points per level
All necromantic spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric. This ability does not carry over to enchantments.

Natural riders (Min level: 0, Max level: 10) - 2 points per level
The proficiency of the race in riding any beast is increased by 10%, this causes them to have more control over their mounts and to be able to breed them to a higher standard.

Population growth (Min level: -10, Max level: 10) - 4 points per level
Your population growth rate rises by 5% per level, that is the increase you normally have is made 5% bigger per level. Taken as a negative it reverses it's effect and gives a 5% decrease.

Technological affinity (Min level: -10, Max level: 10) - 2 points per level
Each level makes all research come with a 5% discount or 10% price increase if taken as a negative.


Radical

Radical evolutions are not listed because they are simply so varied. Some examples of what you can do with a Radical evolution are: Grow wings, Regeneration, Night-vision, Change species and Breathe underwater. Radical evolutions require them to be thematically appropriate to your nation. A nation that has very little in the way of a navy will probably not be allowed to evolve Breathing underwater.