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

Aggression     Max level: 10     Min level: -10     Cost: 1
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.

Agility     Max level: 10     Min level: -10     Cost: 1
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     Max level: 10     Min level: -10     Cost: 1
The arms of your people extend by 6cm, taken as a negative they become 6cm shorter.

Body size     Max level: 10     Min level: -10     Cost: 4
Your people grow 5% larger or smaller each level. With this comes a slight alteration to strength and toughness.

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

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

Extra arm     Max level: 10     Min level: 0     Cost: 10
Your race grow an extra arm. It is fully functional and doesn't impede the other limbs.

Extra leg     Max level: 10     Min level: 0     Cost: 10
Your race grows an extra leg. It does not impede the other limbs.

Height     Max level: 10     Min level: -10     Cost: 1
Your race are 5cm taller per level or 4cm shorter if as a negative. Levels of this will produce either tall and lanky people or short and squat ones.

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

Lung capacity     Max level: 10     Min level: -10     Cost: 1
The lung capacity of your people grows 5% per level.

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

Resistance to pain     Max level: 10     Min level: -10     Cost: 2
Your people become either 5% more resistant to pain or 15% more affected by it per level.

Strength     Max level: 10     Min level: -10     Cost: 1
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.

Tough skin     Max level: 10     Min level: 0     Cost: 1
The skin of your people becomes tougher, at level 10 it is tougher than leather armour.

Toughness     Max level: 10     Min level: -10     Cost: 1
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% less tough.

Mental

Intellect     Max level: 10     Min level: -10     Cost: 1
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     Max level: 10     Min level: -10     Cost: 2
The loyalty of your people increases or decreases by 5%, they are less likely to defect and become subverted.

Morale     Max level: 10     Min level: -10     Cost: 1
Each level causes the initial morale of your people in a given situation to be 10% higher or 5% 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     Max level: 10     Min level: -10     Cost: 1
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.

Religious fanatics     Max level: 10     Min level: 0     Cost: 2
A 30% increase to religious fevour, it is harder to sway them from the path of their patron deities.

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

Affinity

Affinity for Economics     Max level: 10     Min level: -10     Cost: 2
Material production rises or falls by 5% per level

Affinity for combat     Max level: 10     Min level: -10     Cost: 2
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 flight     Max level: 10     Min level: 0     Cost: 2
Your race become 10% better at sailing airships and riding flying mounts.

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

Affinity for the waves     Max level: 10     Min level: -10     Cost: 2
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     Max level: 10     Min level: -10     Cost: 2
The upkeep of your troops becomes 5% less per level or 10% more if taken as a negative.

Innately magical     Max level: 10     Min level: -10     Cost: 3
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 (Abjuration)     Max level: 10     Min level: 0     Cost: 2
All abjuration spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric.

Magical affinity (Daemonic)     Max level: 10     Min level: 0     Cost: 2
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 does not affect daemonic progression spells.

Magical affinity (Dark)     Max level: 10     Min level: 0     Cost: 2
All dark spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric.

Magical affinity (Destruction)     Max level: 10     Min level: 0     Cost: 2
All descruction spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric.

Magical affinity (General)     Max level: 10     Min level: -10     Cost: 2
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 (Light)     Max level: 10     Min level: 0     Cost: 2
All light spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric.

Magical affinity (Necromantic)     Max level: 10     Min level: 0     Cost: 2
All necromantic spells cast by your mages have a 10% greater payload per level, be that damage, fireballs per second or some other metric.

Natural riders     Max level: 10     Min level: 0     Cost: 2
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     Max level: 10     Min level: -10     Cost: 4
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 its effect and gives a 5% decrease.

Technological affinity     Max level: 10     Min level: -10     Cost: 2
Each level allows you to produce an extra 5% tech points or 5% fewer 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.