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Factions
The fourteen playable factions in Microcosm are detailed below:
- Immune to poor harvest
- Generates 75% of the usual zeal
Using techniques passed down through the generations, the Agriculturists are able to sustain their populace through famine and indeed through feast. Some of this land's greatest delicacies are grown by these humble people, who insist that anyone could grow what they do, winking at one another as they say it. Without the spectre of hunger on the horizon, the Agriculturists lead the slow life, indulging in pleasures at their own pace.
- Immune to recession
- Satisfaction drops by double if below harvest boundary
The sky-high towers and luxurious dwellings found throughout their cities represent the Capitalists to the fullest. They value the clink of coins over anything else, and it has served them well so far. However, if you take a look around the corner, things are clearly not as the seem. And as the slums fill up, there better be enough food to go around, lest something... dangerous happens.
- Always finds something in investigations
- Generates 75% of the usual fortune
Due to a genetic trait, the Scrutineers have always had good eyesight and they use it to full effect. Nothing gets past them, from the temples of the outlands to the streets of their cities. But, as it goes, the devil is in the details, as the local clergy certainly aren't exempt from the all-seeing eye, with blessings being stymied as much as is humanly possible.
- Generates 125% of the usual wealth
- Blessings are 150% of the usual cost
Many eons ago, a subsection of the population of these lands began to question the effectiveness of their blessings after years of squalor and oppression. They shook free their bonds and formed their own community based around the one thing that proved valuable to all people: currency. However, despite shunning blessings at every opportunity, The Godless, as they became known, are wont to dabble in blessings in moments of weakness, and what's left of their clergy makes sure to sink the boot in.
- Generates 125% of the usual harvest
- Settlements are capped at level 5
Originating from a particular fertile part of these lands, The Ravenous have enjoyed bountiful harvests for centuries. No matter the skill of the farmer, or the quality of the seeds, a cultivation of significant size is always created after some months. But with such consistency, comes complacency. Those that have resided in settlements occupied by The Ravenous, over time, grow greedy. As populations increase, and more food is available, the existing residents seek to keep it all for themselves, as newcomers are given the unbearable choice of starving or leaving.
- Generates 125% of the usual zeal
- Construction buyouts are disabled
There's nothing quite like the clang of iron striking iron to truly ground a person in their surroundings. This is a fact that the Fundamentalists know well, as every child of a certain age is required to serve as an apprentice in a local forge or refinery. With such resources at their disposal, work is done quickly. And yet, suggestions that constructions should be made quicker, and in some cases instantaneous, through the use of empire funds are met with utter disgust by the people. For the Fundamentalists, everything must be done the right way.
- Generates 125% of the usual fortune
- Generates 75% of the usual wealth
Glory to the ancient ones, and glory to the passionate. The Orthodox look to those that came before them for guidance, and they are justly rewarded that, with enlightenment and discoveries occurring frequently. As the passionate tend to do, however, the clatter of coin in the palm is met with a stern decline. Content they are with their existence, The Orthodox rely on seeing what others cannot.
- Stronger settlements that grow
- Players are limited to a single settlement
For the unfamiliar, visiting the settlement of The Concentrated can be overwhelming. The sheer mass of people everywhere one looks along with the cloud-breaching towers can make one feel like they have been transported to some distant future. It is this intimidatory factor, in combination with the colossal ramparts surrounding the megapolis that have kept The Concentrated safe and sound for many years.
- New settlements begin on 75 satisfaction
- Once a settlement reaches level 5, only settler units can be constructed
Blink and you'll miss it; that's the story of the settlements of the Frontier. The Frontiersmen have a near obsession with the thrill of the frontier and making something of inhospitable terrain, in situations where others could not. Residing in a new settlement is considered to be the pinnacle of Frontier achievement, but the shine wears off quickly. After some time, the people become restless and seek to expand further. And thus the cycle repeats.
- Units have 150% of the usual power
- Settlements have 50% of the usual strength
The concept of raw power and strength has long been a core tenet of the self-dubbed Empire, with compulsory military service a cultural feature. Drilled into the populace for such an extensive period, the armed forces of the Imperials are a fearsome sight to behold. Those opposite gaze at one another, gauging whether it might be preferred to retreat. But this superiority leads to carelessness, as the Imperials assume that no one would dare attack one of their settlements for fear of retribution, and thus leave them relatively undefended.
- Units have 150% of the usual health
- Units have 75% of the usual power
Atop a mountain in the north of these lands, there is a people of a certain philosophical nature. Instilled in all from birth to death is the ideal of determination, and achieving one's goals no matter the cost, in time or in life. Aptly dubbed by others as The Persistent, these militaristic people often elect to wear others down through sieges and defensive manoeuvres. Of course, such strategies become ineffective against the well-prepared, but this does not bother The Persistent; they simply continue on.
- Units have 150% of the usual stamina
- Units have 75% of the usual health
Originating from an isolated part of the globe, the Explorers were first introduced to the wider world when a lost trader stumbled across their crude and underdeveloped settlement. Guiding the leaders of the settlement out to the nearest other settlement, and returning to explain to the masses was significant. Once the Explorers got a taste, they have not been able to stop. They look higher, run farther and dig deeper, at the expense of their energy levels. Unfortunately for the Explorers, the required rest during the journey makes them easy targets for Heathens.
- Are not attacked by heathens and share heathens' vision
- Are attacked on sight by other empires, regardless of circumstance (likelihood of winning)
Some say they were raised by Heathens, and some say that their DNA is actually closer to Heathen than human. Regardless of their biological makeup, if you approach someone on the street of any settlement and bring up the Infidels, you will be met with a look of disgust and the question 'you're not one of them, are you?'. Seen as sub-human, other empires engage in combat on sight with the Infidels, no matter the disguises they apply.
- Thrive at night (harvest/vision not reduced, player units are strengthened like heathens, also know how long until night)
- Units have 50% power/health/stamina during daytime
Long have The Nocturne worshipped the holy moons of this world, and through repeated attempts to modify their circadian rhythm, the strongest among them have developed genetic abilities. These abilities go further than simply making them nocturnal, no, they see farther and become stronger during the nighttime, and have perfected the art of predicting the sundown. As all things are, however, there is a trade-off. When the sun is out, those of The Nocturne are weakened, and largely huddle together waiting for their precious darkness to return.