>>16510129
>Endless legends a good time
Yes, actually. Just finished a wild walkers game all in one day of play today, possible thanks to their absurd production. MY personal race tier list for FUN:
>Broken Lords (Money ghosts)
They spend money to make new people and thus don't need food. They can also spend money to heal. They're made OUT of money (magical dust). Likes honor, and stuff. Usually wins by expansion since they aren't limited by food. Great aesthetic.
>Roving Clans (Money Jews)
They can move their towns around. They can also ban or unban anybody from the market of the game, which is pretty strong lategame as it can cockblock people from rushing the resources they need to get something, especially the wonder victory (for reference, I only won the game in one day because I was able to buy from the market all the things I needed, after which point I just had a hero with max production talents in the city producing it). The AI's of this faction are really easy to bribe to get a ban removed though, they unsurprisingly like gold. People can actually remove market bans by themselves but it costs a shitload of influence.
>Necrophages (Chinese)
A bunch of bugmen that can sacrifice city pops for bonuses and also eat the dead. Their gameplay loop revolves around war, and they are the one true counter to Drakken because they physically cannot enter into peace or alliance with any race, the friendliest it can get with them is cold war (default state). They also spread lots of disease in battles.
>Wild Walkers (Pantyhose Elves)
I guess they're like elves? except they have pantyhose growing out of their heads. Unlike your usual tree huggers, these guys specialize in production and building. They also get free radar on enemy armies outside of vision but inside their territory. The most vanilla of all the races to play, probably.
>Drakken (Political Jews)
(((Political meddlers))) that can literally force people into peace or alliances with them. They're supposed to hate war but thanks to being able to force alliances you can jew people into going to war with their neighbors by declaring war on their neighbors. Also start the game knowing the location of everyone's capital city so they can jew up the political scene from turn one.
>Ardent Mages (Masochists)
They flagellate themselves to shoot off better loads. The leader is a female, so of course their society is a shitheap that relies on self-harm and worship of superstition and the arcane. They can build pillars and stuff for big bonuses, I guess they're alright.
>Cultists (Fantasy Borg)
They're NOT allowed to build cities, but their gimmick is that instead of just pacifying neutral camp villages, they can actively control them which gives their empire vision, exploits nearby tiles just like cities, and gives them units periodically, all for free. On paper this sounds great but realistically you spend a lot of time just collecting your shitheap units into armies to toss them into a grinder, but I believe for the ones you have assimilated (something all races can do) you can retrofit those units with better gear, I have not tested it out. Automatically razes any enemy town they take over.
>Vaulters (Shit)
Feminist trash fanfiction because lorewise they're a matriarchy but also the defacto "science" race, which is complete bullshit that breaks immersion. If you can ignore that, then they're like military ice vikings or something, and they do science.
I haven't bothered to pirate any DLC so I won't rank the DLC races, but I've heard the ocean one (Morgawr) is just straight up overpowered since nobody else has any real naval power and they DO (everything they do is in the ocean), and that was the first one they came out with so you might just stick to vanilla like me.
>>16510765
You can also just delete the hum.5-4 lines in the species txt file to delete niggers and their ilk from the game, from what I hear. They have no place being in a futuristic game anyway.