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The six peoples

Each starts with different hands and different problems. None of them is the easy one; they are each easy at something and badly stuck at something else.

Caelari Conclave
Patient scholars in fragile bodies
Research +30%Sensor range +20%Production -15%Soldiers -20%
Kharaxi Brood
Diggers and builders, poor theorists
Mining +25%Production +25%Farming +25%Research -50%lifeSupportEnergy -10%
Sepharai Shoal
A people who never left the water
Population growth +50%casualtyResistance +10%groundDefence +10%
Varkesh Host
Slow to grow, very hard to kill
Soldiers +35%casualtyResistance +25%groundDefence +25%Population growth -40%foodConsumption +10%
Maketh Assembly
Machines that must build their own citizens
Research -25%
Nemora Bloom
Gardeners — calm, clever, defenceless
Farming +25%Mining -30%Production -20%Soldiers -55%groundDefence -40%casualtyResistance -30%

What the differences actually do

A people's traits are multipliers on what their workers produce, not bonuses handed out once. A Caelari laboratory and a Kharaxi laboratory are the same building; the Caelari simply get more out of the same scientist, and rather less out of the same factory.

Two of the six break the pattern rather than bending it. The Maketh Assembly are machines: they are not born, they are built in a construction queue, and they draw power instead of eating. The Sepharai Shoal live under water, which changes what ground means to them — dry land is the hostile place, and they have a building whose whole purpose is to drown it.