I've been inspired by a few sources, mainly the #RRLite boys, but also the
Fantasy city Build Challenge. The problem I had with both of these sources is that they're drawing on tired, Tolkien-esque tropes that start with the decidedly tired (to me) Humans are the default by which all others are judged, no pros or cons. To me that's just yawn-worthy.
So I decided to draw on tropes that have been around for a far shorter timeframe. Mainly, the Bay12 game Dwarf Fortress. So here is my rough list of races for the Refugee to Regent Challenge. Each Race has a *main* race and a Sub-Race, which is generally the opposite alignment than the main race. The exception is the Goblins. Their Sub-Race is the Kobolds.
This list is just an initial brain fart, and is in no way finalized. I'd love some feedback.
The Rules as listed currently are the standard ruleset. All Races would change what/how many buildings they build based on the %s plus or minus from the standard ruleset.
In the case of a fraction/decimal in your math, round DOWN.
Humans
Humans: Greedy, Expansionistic, and Militaristic, they want to own or lay claim to every last Chunk on this Jeb-forsaken Cube. Their militaries tend to be 125% stronger than the average, and tend to have more Outliers than any other Race. Unfortunately, in their mad dash to have everything, they are very sloppy in their Agricultural techniques, and have to build 125% more Food Sources per population.
Humans have 125% more soldiers in their Military (Includes Watchmen)
Starting at Iron village, Humans build 2 Outliers every other Stage (Iron Village, Gold City, Lapis Lazuli, Diamond Capital).
Humans suck at farming. They need 125% more Food Sources per population than any other Race.
Human Sub-Race: Investment Bankers
Investment Bankers are the most hated creatures on the face of this Cube. These humans care only for themselves, and build massive, opulent Estates for themselves. They tax whatever poor workers happen to live in their towns, and keep them all in poverty.
Investment Bankers may not make Outliers
Investment Bankers quadruple the number of Nobles in a given Stage.
If there are no Nobles in a given Stage (from Wooden Settlement on), there must be at least 2-4 Baron/esses.
All Buildings in Investment Bankers towns must be built to Slum standards.
All Dwellings in Investment Bankers towns must be based on the "Settler's Shack" "Refugee Refugee Refuge" or "Settler's Shanty"
Testificates--Pacifist, Agricultural
Testificates are a quiet, hard-working people. They are always willing to lend a helping hand, and will gladly help anyone in need. They are by far the most skilled healers on this Cube, so they are at peace with nearly every single other Race out there. They are content to farm their land, and smelt what little ore they need for their tasks. Both their farming fields and Furnaces are free for all to use.
Testificates may not build any Military
Testificates may not build Walls
Testificates only need half as many Food Sources per population than the standard.
Up to 4 Testificates may live in any Dwelling (Max 2 per Bedroom)
Testificate Sub-Race: Witches
The Testificate Witches have gotten a bad rap since the Great Ending War. It is true that many fought with the Endermen and the Ender Dragon, but many forget that many Witches also fought against those self-same forces. They spend their days in Magical pursuits, and tend to try to hide their settlements. Nearly any Race that happens across the Witches attack them, so the Witches tend to make the first strike.
Witches may start Magic at the Wooden Settlement Stage.
Witches may be used to found a Capital.
The Maximum Population for a Witch Settlement is 75. Any more than that and other Races tend to come together and wipe them out. Once the Settlement Population Cap is reached, an Outlier must be founded to progress.
Witches may not have Nobles.
Witch Player Characters may not have Estates. Witches have to pool all their resources in order to survive.
Dwarves--Drunken, Surly Midgets (Industrial, Xenophobic)
Dwarves are a newer race to the Cube. Nobody knows quite when they appeared, but everyone agrees that they build the finest weapons around. They are most commonly spotted by their short height and voluminous amounts of body hair. 90% of a newborn Dwarf's body weight is hair, though that ratio tends to even out at about 50/50 when fully grown. Dwarves are very fond of alcohol, and can literally make alcohol out of anything. Grass, Wheat, Barley, Pebbles, Dirt, Stone, Clay. Anything. Dwarves are actually born drunk, and need alcohol to get through the working day. They are very protective of their Mountainhomes, and while they do not generally venture out much, they defend their Mountainhomes to the Death.
You must build 7 Hovels in the Dirt Hovel stage.
Dwarves may not build traditional Outliers.
Dwarven Outliers must be built to the Iron Village stage after a brief Hovel stage.
Dwarven Outliers may only be built in the Gold City, Emerald Megalopolis, and Diamond Capital stages.
Only 7 Dwarves are sent out to colonize each new Mountainhome. Migrants come by the Creeperload once it is successful, however.
The Dwarven Capital and Outliers are known as the "Mountainhomes."
Dwarves may start with Technology mods at the Wooden Settlement Stage.
Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
90% of all Dwarven Buildings must be underground.
All Entrances to Dwarf Fortresses should be thoroughly trapped against intruders.
Dwarves should have 125% more military than standard.
Dwarf Sub-race: Sober Dwarves
Every so often, the most horrible thing imaginable happens to Dwarves--they lose all alcohol from their bodies, and become sober. This is a most terrible affliction, and Sober Dwarves are instantly called "Boring" or "Squares" and cast out from the Mountainhomes. Sadly, once Sober, Dwarves are immune to the effects of alcohol. Sober Dwarves are far more friendly than standard Dwarves, though they maintain their Technological edge, and their ability to make superior tools.
7 Hovels are required in the Dirt Hovel stage.
Sober Dwarves build half the standard military
Sober Dwarves may start Technology at the Wooden Settlement Stage.
Sober Dwarves may use tools, weapons, and armor that are one Stage higher than their current stage. (Wooden Tools in Hovel Stage, Stone Tools in Wooden Settlement, etc).
Sober Dwarves follow standard Outlier ruleset
Sober Dwarves build 1 extra Outlier in the Iron Village, Gold city Stages (from standard ruleset).
Sober Dwarves may build above or below the surface--up to you.
Elves--Frumpy, Hippy Tree-huggers
Elves are amongst the most stuck-up creatures that walk this cube, second only to Investment Bankers and Used Kar Kobolds. They are blessed with an extraordinarily long life, and for some reason have become overly attached to nature. Because they live so long, they learn skills far faster than the average person, and don't need as many people per Settlement. Also, they institute a tree-cutting quota to themselves and anyone they trade with.
Double the amount of nobles in any given Stage.
1 Baron/ess must move into the Wooden Settlement.
2 Barons/ess must move into the Stone Hamlet.
2 Baron/ess and a Count/ess move into the Iron Village.
2 Baron/ess and 2 Count/esses move in during the Redstone Discovery.
Elves need only half the Agricultural Resources per person than the standard ruleset.
only 1 Tree may be cut down in the Dirt Hovel stage.
Only 4 Trees may be cut down in the Wooden Settlement.
Only 10 Trees may be cut down in the Stone Hamlet
Only 15 Trees maybe cut down in the Iron Village.
Only 20 Trees may be cut down in the Redstone Discovery.
Only 25 Trees may be cut down in the Gold City.
Only 30 Trees may be cut down in the Glowstone Expansion.
Only 45 Trees may be cut down in any subsequent stage.
Elf Sub-race: Necrotic Elves
Another race left to suffer after the Great Ending War, the Necrotic Elves were ensorcelled by both sides to become masters of the Necromantic arts. Their skin was permanently stained black or grey, their lifespan shortened to that of a mere human, and were hunted nearly to extinction in the years since the Great Ending War. However, because of the powers granted to them as a direct tradeoff during the War, and the fact that Elves are not naturally peaceful like the Testificates, they have proven to be far more resilient than the Witches. Their magical powers are incredible, but as a result Technology tends to malfunction when Necrotic Elves are around. They were among the most powerful of the enchanted races in the Great Ending War, and remain to be a powerful, albeit rare, force to be reckoned with.
Necrotic Elves may begin Magic at the Dirt Hovel Stage.
Necrotic Elves may not begin Tech until the Gold City Stage.
Necrotic Elves build 150% more military than standard.
Necrotic Elves must build walls around everything they build in every stage.
Pigmen: Endangered Forerunners
The Pigmen race was nearly wiped out in the Great Ending War, but were among the first of the Races to walk the face of this Cube. both sides used their Magics on the Pigmen to make them stronger but different. There are only a few pockets of Pigmen left anywhere on this Cube. What few Pigmen remain are incredibly powerful in the Magical arts, and still remember the ancient Crafting secrets.
Pigmen may use Tools 2 Stages above their Current Stage.
Pigmen may use Magic starting at the Dirt Hovel Stage.
Pigmen may only build an Outlier during the Gold City and Diamond Capital Stages.
Pigmen build only 50% of standard constructions.
Pigmen may build only 25% of the standard Residences.
Pigmen Sub-Race: Zombie Pigmen
Out of all the races that were scarred by the Great Ending War, the Zombie Pigmen are actually the best off of them all. They still retain their mental faculties, are effectively immortal unless slain in battle, and retain much of the Magical potential they had as Pigmen. Though the fact that they are now Zombies does lessen their Magical Potential somewhat. Though they have been largely driven out of the Overworld because of their Zombie appearance, they are content to live in the Nether, and welcome all travelers. However, if attacked, the entire Zombie Pigmen community will attack the offending party. Never underestimate the fury of a Zombie Pigman.
Zombie Pigmen may only be used as an Outlier Race at or after Glowstone Expansion.
Zombie Pigmen build 150% magic than standard
Zombie Pigmen learn magic 150% faster than standard.
Zombie Pigmen build 125% more military than Standard.
Zombie Pigmen standard armament is Iron Armor with a Golden Helmet, enchanted Golden Sword.
Goblins: Pillaging Murder Machines
Goblins do not set down very many roots. They are motivated by only one thing: War. They love it. They crave it. They would do anything to have it. While they will attack nearby weak races, they prefer to fight people at or above their current strength level.
Goblins Must build 175% more Agriculture per population.
Goblins may only build Slums
Goblins may use Tools that are a Stage Higher than they are (Wood Tools in Dirt Hovel, Stone Tools in Wood Settlement, etc)
Goblins may not build walls.
Goblins build 150% more military than standard.
Goblin "Sub-race": Kobolds
While not technically the same race as Goblins, Kobolds are generally considered the same as Goblins--a nuisance. Kobolds are weak creatures that survive by stealing from stronger parties They are generally scared off by a show of force, but are quick to exploit any weaknesses they find.
Kobolds may not build Outliers
Kobolds have a population cap of 50.
Kobolds must build 200% more Agriculture than standard
Kobolds are generally found harassing trade routes between other race's Outliers.
Kobolds aren't really intended as a Player race.
Kobolds are intended to be used interchangeably with Bandits in the Crime section.
I want to make a Merfolk race eventually, based mainly on the Harry Potter Merfolk mixed with Mon Calamari/Quarren from Star Wars. I do not plan on making Orcs, though I do think Rock Trolls like from Terry Brooks' Shannara books would be interesting.