Civilization Creator

Name:
(The civilizations name)

Creator:
(Player who created them, and is playng them)

Short Backstory:
(short description about what your race represents and its various goals)

Primary Perks:
(One Primary Civilization perk, the most influencing of all the perks)

Secondary Perks:
(Two Primary Perks, they have a large impact on the civilization)

Tertiary Perks:
(Three tertiary perks, small impacts that fine tune a players civilization style)

Unit List:
(List all units the civilization uses, see Unit Creator for template for Unit Stats)

Starship List:
(List all starships the civilization uses, see Starship Creator for template for Ship Stats)

Primary
Fragmented: 5 hostile micro-nations spawn outside of your homeworld, each of these is controlled by other players and are to only attack the Player with Fragmented. After conquering all micro-nations, this nation gets a 5%+ income bonus from all colonies and may get choose a new primary perk

Diverse Background: This nation gains 1 additional Secondary perk and two additonal Tertiary perks

Perks for consideration
Disputed origins: The Race starts with 2 homeworlds

Expert building techniques : Planets can hold +15% more buildings

Efficient logistical supply lines : Transport ships travel faster

Advanced Sensors : This perk allows a race to see the enemy forces being deployed in a battle before they deploy their own

Expert miners : Mines generate 8% more income

Administrative Bureaucracy: -5% income from taxes, but unit upkeep is reduced by 10%

Standardized Planetary Defense Force : Militia are unable to use anything other than standard rifles, but they have higher morale.

Subterranean Society : Planets cannot be targeted by orbital bombardment

Mercenary Military:The military of the race that takes this perk can only be composed of units from other races. They are unable to make their own. Unit upkeep is increased by 5% as well as a slight cost increase per unit.

Economic Empire: 10% more income from taxes. Trade ships cost less, +5% of for income generated from trade. Military units cost 5% more, and mines generate -5% resources.

Aggressive Society: Military unit costs are reduced by 10%, but the empire recieves -5% to tax and trade income.

Class System : Military units have a -5% reduction in cost and upkeep, but there is a higher chance of rebellion.

Lifelong military training : Military units get more perk points.

Infantry reliance : Infantry cost less, vehicles and starships cost more.

Vehicular Focus : Starships and infantry cost more, but vehicular units cost less.

Spacefaring Concentration : Space units cost less, while infantry and vehicles cost more (Space units do not include marines or any unit of the like)

Colonists : The race that takes this perk gets aid from their empire every so often in the form of credits or units.

Slave Labor: Income is increased/Buildings are constructed faster, but planets have higher unrest.

Melee Precept ':' Melee weapons cost less for soldiers to utilize, while ranged weapons cost more. Unlocks several special melee weapons.

Ranged Doctrine : Ranged weapons cost less, while Equipping soldiers with melee weapons cost more. Unlocks several special ranged weapons

Racial Psionic Affinity: Psionic units are cheaper

Secured Funding: Start the game with additional funds

Nationalism: Increased morale when defending planets. Grants the fearless perk free of charge to all units who are defending an empire's homeworld.

Passenger priority: The spaceships in this empire prioitize passengers over all else. The troop transports cannot fire weapons, but if they are destroyed, there is check. If the result is 5 or 6, then the passengers are jettisoned to land on the nearest friendly planet. If the die lands on a 1,2,3, or 4 then everyone is lost.