Race Generator Prefixes - Huw2k8/warsim GitHub Wiki

Here are all of Warsim's race generator prefixes split into Primary and Secondary. These prefixes effect gameplay and also can be stacked. The primary prefixes are used closest to the name of the race, for example (Secondary)(Primary)(Core race) would be something like Hermit Arch-Trolls, Reaving Fire Gnomes, Scaly Frost Orcs.

Explaining Prefixes

Each prefix is split into several bits of data as an example here is an actual prefix pulled from the file that contains them.

2.Paragon .0.15.1.3.1.2.1.0.21.its people are the paragon, the best of their kind

This is mostly numbers and some data but it's actually a complex breakdown of what makes this race prefix different to the others. The initial number '2' indicates that this is a secondary prefix which helps let the game know where to put it if a 2-prefix race is spawned.

Then of course is the name of the prefix followed by a space, then the 0 here is from an old irrelevant variable so this is often left blank. Then the next two numbers, in this case 15 and 1 are the battlescore modifiers, 15 and 1 mean that we are adding 15 to the total battlescore of the race, this is split with +15 battlescore to the middle tier unit, +7 Battlescore on the lower tier unit (half) and +30 Battlescore on the highest tier unit in their army (double).

The reason we can tell that the +15 is being added is by the number 1 that follows it, the number in this slot corresponds to a command, for battlescore we have the following:

  • 1 means add the previous number to the battlescore
  • 2 means take it away
  • 3 means divide battlescore by it
  • 4 means multiply battlescore by it
  • 5 means set battlescore to previous number

Following that we have '3' and '1', these two numbers represent the population level of the race, ie how numerous they are and how many troops they gain per turn, 100 is the standard for humans so this number can be modified slightly, Paragons as we see get a little bonus of +3 to the population level, The rules for modifying population level follow the same commands as the above 5 used for battlescore.

Next we have the '2' and '1', these are our civilization variables, this tells us that a Paragon race will have +2 Civilization level, meaning they will be more diplomatic and intelligent. As a standard anything below 3 civilization level will be too savage to speak to. The rules for setting civ level are a little different to the two above as there are no multiplication or division powers:

  • 1 means add to the civ level
  • 2 means minus from the civ level
  • 3 means set civ level to prev number

After this we have a number which in this case is '0' but can be either '1' or '2' indicating a set alignment, 1 being good and 2 being Evil. This just helps if the prefix would make the race evil, here we see Paragon has no real effect on alignment.

And finally the last variable is the bonus effect '21' in this case. There are many special race effects assigned to various numbers, 21 here means that this faction will have a higher concentration of elite level units and less of the lower tier ones, making their armies much stronger.

Primary Prefixes

Prefix Name Strength Change Pop Change Civ Change Alignment Bonus Effect
Arch- x3 Battlescore +1 Civ Lvl
Albino -5 Battlescore White Skin
Action +12 Battlescore
Arctic +5 Battlescore Blue Skin
Autumn
Ash
Bog
Blood- x2 Battlescore Evil Leaders always Hostile personality & Dark Red Skin, will be slightly less likely to accept peace
Boulder +4 Battlescore
Bogland
Battle +35 Battlescore will be slightly less likely to accept peace
Bone +5 Battlescore Evil White Skin
Bush Half Battlescore Half Pop Tiny Faces
Bridge -2 Battlescore
Combat +34 Battlescore will be slightly less likely to accept peace
Chasm +12 Battlescore
Cliff +1 Battlescore
Cave +5 Battlescore
Cavern +10 Battlescore
Coast
Cove +3 Battlescore
Clan +12 Battlescore
Cloud +2 Battlescore
Crater +2 Battlescore
Clockwork +10 Battlescore INACTIVE CLOCKWORK CODE
Canyon
Chaos x2 Battlescore Evil Support the Demon Horde, will never accept peace offers
Deep +15 Battlescore
Dust
Desert +7 Battlescore -5 Population Level
Dune
Ditch -4 Battlescore
Day
Dark +4 Battlescore Evil Leaders always Hostile personality, will be slightly less likely to accept peace
Death +50 Battlescore Evil 50/50 chance of spawning as demon supporters, Will never accept peace offers
Dire +36 Battlescore
Dusk +2 Battlescore
Dawn +5 Battlescore
Earthen
Elder +15 Battlescore +1 Civ Lvl
Edge +2 Battlescore
Flame +12 Battlescore Red Skin
Fire +13 Battlescore Red Skin
Frost +5 Battlescore Blue Skin
Fog +3 Battlescore Light grey foggy background for character portraits
Forest
Fungus Dark Green
Greater +15 Battlescore
Grassland
Glacial Blue Skin
Gorge +13 Battlescore Half Population
Golden +20 Battlescore Yellow Skin
Garden 3/ Battlescore Half Population Green Coloured Smaller Faces
High +5 Battlescore +1 Civ Lvl
Hell +55 Battlescore Lowest Civ Lvl Evil 50/50 chance of spawning as demon supporters, Extremely unlikely to accept peace
Hill
Hive Tiny Faces
Hedge -5 Battlescore
Highland +3 Battlescore
Ice +5 Battlescore Blue Skin
Island
Jungle
Lesser -10 Battlescore Tiny Faces
Lava +19 Battlescore Light-Red Skin
Lagoon
Low -1 Civ Lvl
Lunar
Lightning +11 Battlescore Yellow Skin
Light Good Much more likely to accept peace if you have 35+ public opinion
Lake
Lowland
Mire
Mini -35 Battlescore +80 Population Level Tiny Faces
Marsh +3 Battlescore -2 Population Level
Mountain +12 Battlescore
Mine +2 Battlescore
Mud Brown Skin
Moon +19 Battlescore
Magma +19 Battlescore Red Skin
Mist -9 Battlescore
Minor +11 Battlescore
Metal Dark Grey Skin
Nocturnal +3 Battlescore
Night +14 Battlescore
Nightfall +14 Battlescore
Old
Ocean Blue Skin
Omega +22 Battlescore -5 Population Level
Plains
Plateau +5 Battlescore -1 Population Level
Pond -1 Battlescore
Pit +10 Battlescore -4 Population -1 Civ Lvl
Ravine
Rock Dark Grey Skin
Subterranian +12 Battlescore
Surface
Sun +20 Battlescore Yellow Skin
Sunset +16 Battlescore
Sunlight +10 Battlescore
Stout +3 Battlescore Half Population
Sand
Sea
Salt -1 Battlescore White Skin
Shell +10 Battlescore
Snow +6 Battlescore White Skin
Space +31 Battlescore +2 Civ Lvl Possible random event where the race gets in a ship and flies away forever, also gives them special leader name 'Stellar Captain' and for lords 'Sub Stellar Captain'
Star +30 Battlescore +2 Civ Lvl
Swamp +5 Battlescore -2 Civ Lvl
Shore
Slime Light Green Skin
Storm +10 Battlescore
Summer
Spring
Spark +6 Battlescore
Shadow +10 Battlescore Evil Hides in shadow
Shadow +25 Battlescore Evil Made of shadow
Solar
Stone +30 Battlescore Dark Grey Skin
Stoneland
Tundra
Taiga
Tunnel +10 Battlescore
Tropical
Trench
Tomb
Thunder +10 Battlescore
Tideland
Tree
Treetop
Underworld +15 Battlescore Evil will be much less likely to accept peace
Underground +2 Battlescore
Underpass
Volcanic +34 Battlescore Dark Red Skin
Valley +5 Battlescore
Void +100 Battlescore Pop Lvl Set to 5 Civ Lvl Set to 7 Evil Has chance to spawn with a void gate kingdom building, if built then chance of the Void Army faction being spawned into the game
Water Blue Skin
Wasteland +24 Battlescore Half Pop -1 Civ Lvl
Wood
Woodland
Wetland
Winter

Secondary Prefixes

Prefix Name Strength Change Pop Change Civ Change Alignment Bonus Effect
Academic +4 Civ Lvl They will have a grand library location in their kingdoms locations menu
Abyssal x3 Battlescore /2 Pop Lvl -3 Civ Lvl Evil Leaders always Hostile personality, Extremely unlikely to accept peace
Advanced x2 Battlescore x2 Pop Lvl +1 Civ Lvl
Ancient x5 Battlescore /4 Pop Lvl
Ascended x2 Battlescore Civ Lvl set to 10 (Max) Good Leaders always Neutral personality
Aerial
Alpha x2 Battlescore +10 Pop Lvl Has slightly bigger head
Azure +1 Battlescore Blue Skin
Arcane +40 Battlescore Holds Arcane Powers
Arcane +60 Battlescore Holds Great Arcane Powers
Aquatic Blue Skin
Awoken +12 Battlescore /2 Pop Lvl 50/50 chance of spawning as demon supporters
Blind -3 Battlescore No Eyes on their faces
Banished -5 Battlescore /2 Pop Lvl
Breeding -10 Battlescore x5 Pop Lvl
Brooding -8 Battlescore x4 Pop Lvl
Beastly +10 Battlescore -2 Pop Lvl -2 Civ Lvl
Barbaric +9 Battlescore -2 Civ Lvl
Brutish +6 Battlescore -1 Civ Lvl Has slightly bigger head
Berserk +11 Battlescore Civ Lvl set to 2 will be slightly less likely to accept peace
Behemoth x12 Battlescore /15 Pop Lvl
Big-Eared +1 Battlescore
Baby /2 Battlescore -1 Civ Lvl Tiny Faces
Blighted -10 Battlescore Evil Date is set in the future where the civ will collapse and die completely leaving all their lands barren
Black +10 Battlescore
Blue Blue Skin
Brown Brown Skin
Bandit +5 Battlescore Evil Has ability to raid you like a bandit group
Bronze +9 Battlescore Bronze Skin
Colourful +3 Battlescore Skin colour changes at random to anything
Crying -10 Battlescore Before battle when attacked they will cry, displaying a unique screen for them
Chanting +4 Battlescore +1 Civ Lvl Before battle when attacked they will chant, displaying a unique screen for them
Cackling +5 Battlescore Before battle when attacked they will laugh, displayed a unique screen for them
Cretinous -10 Battlescore Evil
Corrupt +2 Battlescore Evil Leaders always Hostile personality, will be much less likely to accept peace
Crested
Cowardly -15 Battlescore Will be more likely to accept peace
Childlike Half Battlescore -1 Civ Lvl Tiny Faces
Cold +5 Battlescore Blue Skin
Common
Camouflage +20 Battlescore /2 Pop Character portraits are invisible (unless special artifact is found which can help see ghosts and the invisible)
Corsair +7 Battlescore Evil Has ability to raid you like a bandit group
Colossal 9x Battlescore /10 Pop Lvl
Cursed Quarter Battlescore Cursed to be weak, Date is set in the future where the civ will collapse and die completely leaving all their lands barren
Cursed Evil Cursed to be evil, Date is set in the future where the civ will collapse and die completely leaving all their lands barren
Cursed Civ Lvl set to 1 Cursed to be savage, Date is set in the future where the civ will collapse and die completely leaving all their lands barren
Cruel Evil Leaders always Hostile personality, will be slightly less likely to accept peace
Celibate +2 Battlescore /5 Pop Lvl
Chaotic 4x Battlescore -1 Civ Lvl Evil Every turn randomise relation with all factions, will be less likely to accept peace
Confused -3 Battlescore Every turn forget and randomise realtions with all factions
Conjoined +5 Battlescore Half Pop Has Two-Heads
Doomed Date is set in the future where the civ will collapse and die completely leaving all their lands barren
Damned -5 Battlescore Date is set in the future where the civ will collapse and die completely leaving all their lands barren
Dastardly +4 Battlescore Has ability to raid you like a bandit group
Dirty -2 Battlescore Dark Yellow Skin
Deformed -5 Battlescore Half Pop -1 Civ Lvl Faces missing a random part
Disfigured -10 Battlescore Faces missing a random part
Dreaded +35 Battlescore -1 Civ Lvl Evil
Divine +30 Battlescore Good
Deatheater +5 Battlescore Race gains +1 Battlescore per 100 kills in battle (this gets out of hand if left unchecked)
Demonic +60 Battlescore Supports the demon horde with troops each turn
Eldritch x5 Battlescore -5 Pop Lvl Civ Lvl set to 1 Evil Four sets of eyes and three mouths and purple skin, Extremely unlikely to accept peace
Elite +40 Battlescore Half Pop Most of their units are of the best of their troop tree
Ever-Young Half Battlescore -1 Civ Lvl Tiny Faces
Eyeless -12 Battlescore -10 Pop Lvl No eye part on their face
Eastern
Evil +6 Battlescore Evil Leaders always Hostile personality, will be less likely to accept peace
Free INACTIVE ANTI-SLAVERY CODE & Will only accept peace with slavers if they give up all slaves
Free +5 Battlescore INACTIVE ANTI-SLAVERY CODE & Will only accept peace with slavers if they give up all slaves
Faceless People of this race have completely blank faces
Feral +7 Battlescore Civ Lvl set to 1
Frozen -10 Battlescore Half Pop Head is frozen in ice in graphic
Fake 50/50 chance of spawning as demon supporters
Fertile 3x Pop Lvl
Four-Eyed +5 Battlescore Has an additional eye section on head
Freckled
Furious +15 Battlescore
Fragile Battlescore set to 5
Great +22 Battlescore
Grand +21 Battlescore
Glowing +5 Battlescore
Ghostly +10 Battlescore White Skin
Goliath 11x Battlescore /15 Pop Lvl
Gentle -10 Battlescore Will be more likely to accept peace
Grey Dark-Grey Skin
Green Light-Green Skin
Gold +12 Battlescore Yellow Skin
Grim +5 Battlescore Supports the demon horde with troops each turn
Hairless
Happy +5 Pop Lvl Good Leaders always Friendly personality, Much more likely to accept peace if you have 35+ public opinion
Horned +16 Battlescore Pair of horns
Horned +19 Battlescore Covered with horns
Horned +23 Battlescore Covered with large horns
Hulking +10 Battlescore Has slightly bigger head
Hermit -10 Battlescore Half as much yearly income
Harmless Half Battlescore Will be more likely to accept peace
Holy 2x Battlescore +1 Civ Lvl Good Much more likely to accept peace if you have 35+ public opinion
Hollow -10 Battlescore Civ Lvl set to 2 Evil Leaders always Hostile personality
Inbred Half Battlescore Double Pop -2 Civ Lvl Faces missing a random part
Invincible 9x Battlescore Quarter Pop
Immortal 10x Battlescore Quarter Pop
Infected Half Battlescore
Invisible +3 Battlescore Character portraits are invisible (unless special artifact is found which can help see ghosts and the invisible)
Ivory White Skin
Iron +10 Battlescore Light-Grey Skin
Imperial +8 Battlescore
Infernal +5 Battlescore Red Skin
Juggernaut x7 Battlescore Quarter Pop
Juvenile Half Battlescore -1 Civ Lvl Tiny Faces
Laughing +2 Battlescore Before battle when attacked they will laugh, displayed a unique screen for them
Loremaster +1 Battlescore +2 Civ Lvl They will have a grand library location in their kingdoms locations menu
Longneck Have an extra neck part
Longhead +2 Battlescore Has slightly bigger head
Little -3 Battlescore Tiny Faces
Legendary 10x Battlescore Half Pop +4 Civ Lvl
Lost +6 Battlescore
Mad -5 Pop Lvl -1 Civ Lvl Every turn randomise relation with all factions
Majestic +1 Battlescore
Mighty Double Battlescore
Metal +10 Battlescore -5 Pop Lvl Dark-Grey Skin
Mutated -6 Battlescore Half Pop -1 Civ Lvl Faces missing a random part & Light-Green Skin
Magic +50 Battlescore +1 Civ Lvl INACTIVE POWERFUL MAGIC CODE
Magic +30 Battlescore +1 Civ Lvl INACTIVE MAGIC CODE
Mystic +20 Battlescore +1 Civ Lvl INACTIVE MAGIC CODE
Mouthless -8 Battlescore -1 Civ Lvl Mouth part of face is removed
Monstrous 3x Battlescore Half Pop Civ Lvl set to 1 Evil Four sets of eyes and three mouths, will be much less likely to accept peace
Marauding +8 Battlescore Evil Has ability to raid you like a bandit group
Marauder +8 Battlescore Evil Has ability to raid you like a bandit group
Mercantile +1 Civ Lvl Leaders always Mercantile personality
Masked +10 Battlescore Race wears randomly generated masks (for class division)
Masked +15 Battlescore Race wears randomly generated masks
Many-Eyed +7 Battlescore Has two additional eye sections on head
New
Nomadic +3 Battlescore
Noseless -3 Battlescore Nose part of face removed
Northwestern
Northeastern
Northern
Nightmare 4x Battlescore /3 Pop Lvl Civ Lvl set to 1 Evil Four sets of eyes and three mouths and red skin, Extremely unlikely to accept peace
Orange Orange Skin
Psychotic +21 Battlescore -1 Civ Lvl Evil Every turn randomise relation with all factions, will be much less likely to accept peace
Purple Purple Skin
Primal +10 Battlescore Civ Lvl set to 1
Primordial
Primitive Civ Lvl set to 1
Purging +3 Battlescore Evil
Pygmy -50 Battlescore +100 Pop Lvl Tiny Faces
Pirate +6 Battlescore Evil Has ability to raid you like a bandit group
Pillaging +5 Battlescore Evil Has ability to raid you like a bandit group
Paragon +15 Battlescore +3 Pop Lvl +2 Civ Lvl Most of their units are of the best of their troop tree
Pacifist -10 Battlescore Will never attack (will still defend), Will always accept peace offers
Pale White skin
Quiet -5 Battlescore
Red Red Skin
Resurrecting -10 Battlescore In battle their units can come back from the dead
Resurrected +4 Battlescore
Royal +21 Battlescore
Rainbow +3 Battlescore Skin colour changes at random to anything
Roving +1 Battlescore
Rotting -5 Battlescore Evil 50/50 chance of spawning as demon supporters
Ransacking +3 Battlescore Has ability to raid you like a bandit group
Rabid +4 Battlescore -3 Pop Lvl Civ Lvl set to 1
Raiding +6 Battlescore Has ability to raid you like a bandit group
Raider +6 Battlescore Has ability to raid you like a bandit group
Reaving +7 Battlescore Has ability to raid you like a bandit group
Reaver +7 Battlescore Has ability to raid you like a bandit group
Soul +8 Battlescore
Steel +15 Battlescore -6 Pop Lvl Light-Grey Skin (Made of Steel)
Steel +2 Battlescore Light-Grey Skin (extensive use of steel)
Silver +10 Battlescore Light-Grey Skin
Shrouded +25 Battlescore Dark-Grey smog around all character portraits of this race
Stupid -10 Battlescore Leaders always Stupid personality
Super 3x Battlescore Half Pop
Short -2 Battlescore Tiny Heads
Skeletal Half Battlescore Evil 50/50 chance of spawning as demon supporters
Sacred +15 Battlescore -20 Pop Lvl
Souleater +10 Battlescore Half Pop Evil Race gains +1 Battlescore per 100 kills in battle (this gets out of hand if left unchecked)
Sparse Quarter Pop
Silent
Spectral +10 Battlescore
Seafaring +1 Battlescore
Swarming -50 Battlescore +200 Pop lvl
Supernatural +28 Battlescore
Skinned
Strange +2 Battlescore Leaders always Strange personality
Scaly +2 Battlescore
Scrawny 1/3rd Battlescore Tiny Faces
Sightless -15 Battlescore -10 Pop Lvl No eye part on their face
Striped +3 Battlescore
Shamanist +5 Battlescore INACTIVE MAGIC CODE
Sentinel +26 Battlescore -5 Pop Lvl It's people protect a great and mighty artifact which you can capture if you destroy them yourself
Southeastern
Southwestern
Stretch-Head +5 Battlescore They have strange and stretched out heads with duplicate facial features making weird and long stretched out heads
Savage +3 Battlescore Civ lvl set to 1
Southern
Tusked +18 Battlescore
Tall +3 Battlescore Has slightly bigger head
Terestrial
Tormented -5 Battlescore
Translucent +1 Battlescore Character portraits are invisible (unless special artifact is found which can help see ghosts and the invisible)
Two-Headed +10 Battlescore Has Two-Heads
Two-Headed Masked +12 Battlescore Has Two-Heads with procedurally generated masks on them
Three-Headed +50 Battlescore Half Pop Has Three-Heads
Toothy +1 Battlescore Has a second tooth/mouth part in face generation
Three-Headed Masked +52 Battlescore Half Pop Has Three-Heads with procedurally generated masks on them
Tattooed +5 Battlescore -1 Civ Lvl (Tribal tattoos)
Tattooed +12 Battlescore -1 Civ Lvl (Ancient talismanic magical tattoos) INACTIVE MAGIC CODE
Twin +15 Battlescore Half Pop Has Two-Heads
Thoughtless -10 Battlescore -1 Civ Lvl Leaders always Stupid personality
Titan x10 Battlescore /10 Pop Lvl
Tribal +3 Battlescore Civ lvl set to 2
Three-Eyed +25 Battlescore
Ugly -2 Battlescore Half Pop Faces missing a random part
Unborn People of this race have completely blank faces
Ungovernable -1 Civ Lvl Every turn this race will get rid of its incumbent leader and replace them with a different leader who in turn will be removed the year following
Undead -10 Battlescore Civ lvl set to 1 Evil Extremely unlikely to accept peace
Unholy -5 Battlescore Evil
Vile +2 Battlescore -1 Civ Lvl Evil Leaders always Hostile personality, will be slightly less likely to accept peace
Violet Purple Skin
Vicious +29 Battlescore -1 Civ Lvl Evil
Warborn +18 Battlescore +5 Pop Lvl will be less likely to accept peace
Weeping -5 Battlescore Before battle when attacked they will cry, displaying a unique screen for them
White White Skin
Wasting -5 Battlescore -5 Pop Lvl Date is set in the future where the civ will collapse and die completely leaving all their lands barren & 1 in 3 chance of losing a territory per turn to a special wasting event, lost territory becomes barren and claimable by the player
Winged +15 Battlescore
Wandering +2 Battlescore
Warped Evil Every turn randomise relation with all factions, will be much less likely to accept peace
Warty Evil
Weak Half Battlescore Will be more likely to accept peace
Wise +2 Battlescore -2 Pop Lvl +3 Civ Lvl
Warrior +19 Battlescore will be less likely to accept peace
Wild Civ lvl set to 2
Western
Wretched +1 Battlescore -1 Civ Lvl Evil Leaders always Hostile personality, will be slightly less likely to accept peace
Wraith +25 Battlescore Evil Leaders always Hostile personality, Extremely unlikely to accept peace
Yellow Yellow Skin
Youthful Half Battlescore -1 Civ Lvl Tiny Faces