What race is sid the science kid
Sid the Science Kid (Western Animation)
http://tvtropes.org/pmwiki/pmwiki.php/westernanimation/sidthesciencekid
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They're kind of like Muppets, but without the hand inside 'em. (Left to right: May, Gerald, Gabriela, Sid)
Sid the Science Kid is a CGI children's Science Show created and produced by The Jim Henson Company. The show follows young Sid and his friends, May, Gerald, and Gabriela, along with their teacher, Teacher Susie. Sid is a budding scientist who regularly asks why things happen, what causes what, and also sings songs about it.
The show debuted in September 2008, and concluded its run in March 2013 with the release of Sid the Science Kid: The Movie. Although the show itself is off the air, DVD releases are still easily found in stores and as of 2022, the program is still available to stream on the PBS Kids video app service. Books and other merchandise based on the series, such as puzzles and toys, also continue to be released in dollar stores as of 2023.
This show provides examples of:
- A.I. Is a Crapshoot: In the movie, Dr. Bonabodon builds a whole staff of seemingly sentient robots to maintain the museum. Among them is the tour guide Bobbybot, who goes rogue after a mishap in the electricity pavilion and starts causing assorted mischief by reprogramming all of the exhibits.
- All-CGI Cartoon: Using the Henson Company's proprietary digital puppetry system.
- Animal Motifs: For starters, Sid's pajamas are covered in bees.
- Amazing Technicolor Population: Just look at them.
- Ambiguously Brown: Zig-Zagged. Although the kids' actual skin tones are pastel colored, they are implied to be from real ethnic backgrounds; Gabriella is supposed to be Latina, May is described as being Asian (clarified as Chinese-American in the movie), and Sid is mixed-race since, according to the holiday episode, his mom is of African descent and his dad is Jewish as they both celebrate Kwanzaa and Hanukkah respectively.
- Archive Binge: invoked In "Must See TV," Sid decides that once he gets home from school, he wants to take a TV into his room, camp out, and go straight into a marathon all-weekend watch of his favorite television show, Firedog Brigade, about a team of dogs that seem like ordinary dogs until the bell in their fire station goes off and then they go out and do stuff like fighting crimes and saving the day. Being the show that this is, he learns that it's okay to watch television sometimes, but this sort of binge-watching isn't healthy for a growing young boy.
- Art Shift: Sid's "Super Duper Schmooper Big Ideas" are presented as animated kids' drawings.
- Beautiful Void: Sid's neighborhood and school is completely devoid of any people besides the main cast, as is the museum they visit on occasion in later episodes.
- Because I Said So: Averted. Every adult character, be they Teacher Susie or the parents, happily and straightforwardly answers whatever questions the kids may have.
- Big Entrance: Gerald usually does a weird entrance when he enters class.
- Birthday Episode: "I Want Cake" takes place on Sid's birthday and has him learn all about healthy eating when he decides he wants to eat nothing but cake all the time, only for his parents to tell him that having one's diet based entirely around cake wouldn't be very nutritious.
- Blind Without 'Em: May, apparently.
- Breaking the Fourth Wall:
- Sid greets the viewers as "fellow scientists," but none of the other characters seem to recognize the presence of an audience.
- In the unaired episode"Where Did I Come From?", Sid's parents tell him to walk into the kitchen counter in order to meet the animation team that created him.
- Camping Episode: Sid, Gerald, and Mort camp out in the backyard in "Sid's Backyard Campout."
- Changing Chorus: The song "The Journey of a Germ" has two lines, and one is always different but the other one is "_____ on my journey of a germ".
- Cheesy Moon: In "The Big Cheese," Sid and his mother find a website that says that the moon is made of glowing green cheese. From this, Sid eventually learns a lesson that you can't believe everything you read on the Internet.
- Child Prodigy: Niuniu and Yangyang in the movie; two students from China comprising the other winning team of the invention contest. They're only a few years older than Sid and Gabriella at most, and yet they built a fully functional extraplanetary rocket.
- Class Trip: In later episodes, the class goes to a science museum to learn about their topic.
- Cloudcuckoolander:
- Gerald. He always provides the most off-the-wall answer in each interview segment.
- In the movie, Bobbybot becomes this when Niuniu and Yangyang attempt to reprogram him after he's zapped by the lightning exhibit. He proceeds to sabotage all the exhibits in mischievous ways.
- Color-Coded for Your Convenience: The kids' science journals.
- Company Cross References:
- In the episode "Sid's Amazing Lungs", Gerald pretends to be a baby and says "I'm the baby, gotta love me!" This is one of the Catch Phrases of Baby Sinclair from Dinosaurs, another Jim Henson series.
- In the movie, the robotic tyrannosaurus dances along to a scatted version of "Dinosaurs A-Z" from Dinosaur Train (which was running on PBS Kids around the same time) after being reprogrammed.
- The animatronic dinos themselves also use more realistically retextured character models of Boris Tyrannosaurus and Morris Stegosaurus from the aforementioned series, although this is probably more a case of Recycled Animation than intentional homage.
- Constantly Curious & Curious as a Monkey: Sid both asks a lot of questions and does experiments to get to the bottom of things. Those are, after all, things that a good scientist does. Still, he could give the original Trope Namer for the latter a run for his money.
- Cool Old Lady: Sid's grandmother.
- Cool Teacher: Teacher Susie, who is shown to be a fun and engaging instructor all the kids love.
- Disease-Prevention Aesop: "Getting a Shot, You Can Do It" teaches the importance of, not only vaccines, but hand-washing as well.
- Disembodied Eyebrows: While not a normal component of the series, random animals seen in the animated portions of songs (which are an Art Shift using a more traditional animation look), such as the frogs in the "Getting Into the Habit" song.
- Dynamic Entry: Gerald is always the last to enter the classroom, and he's usually doing something related to the plot on the way in.
- Edutainment Show: It's intended to teach the viewers about science, if the name of the show being Sid the Science Kid didn't already clue you in.
- Exactly What It Says on the Tin: Guess Sid's favorite subject!
- Expository Theme Tune: The theme song has Sid singing about how he wants to learn about the world around him and how things work.
- Fantasy Helmet Enforcement: When any of the kids is shown leisurely pedaling around the playground on a tricycle, the kid is never without a helmet.
- Fiery Redhead: Gerald has a mohawk-like tuft of red hair, and is the loudest and most boisterous of the kids.
- First-Name Basis: Sid and his classmates call their teacher by her first name, but do at least address her as "Teacher Susie." Also, somewhat unusually for a show of this type, Sid's parents, Alice and Mort, address each other by first name when talking to each other.
- Formula-Breaking Episode: "No School Singalong Special" and "Sid's Backyard Campout" break formula by not having the kids in school and otherwise departing from the formula in many ways.
- Fourth Wall Greeting: This is how the closing segment is presented, in which Sid talks with the viewers in his room at night before going to bed and presents his "Super Duper Big Idea."
- Gender-Equal Ensemble: In Sid's class, there are 2 boys (Sid and Gerald) and 2 girls (Gabriela and May).
- Girlish Pigtails: Gabriela wears her hair like this.
- Good, Open Minded Parents: A large portion of what the parents do entails encouraging the children's curiosity, as well as guiding and assisting them in their exploration.
- Growling Gut: It happens to Sid two times in the beginning of the episode "Special Mom Day Meal". Also, happens to Sid, Gabriela and Gerald in the same episode when May tries to guess what they ate for lunch. Sid's Mom's stomach rumbled in almost to the end of the episode and the characters in "Sid's Big Idea". A Cat's stomach rumbled in the episode "Sid's Pet Project" when Sid's having one of his big ideas
- Halloween Episode: Each child is told of their costume's practical applications.
- Hiroshima as a Unit of Measure: In "The Whale Episode," the buzz-phrase of the day was "nonstandard measurement." It all got started because Sid wanted to know how someone could measure the length of a blue whale. Teacher Susie taught the kids about the idea of "nonstandard measurement" and also that there were certain rules - like that they could use objects lying around to measure things or even themselves, but the units all had to be the same within a particular measurement. Gerald had the idea that they could use him to measure things and they found out that their classroom was "14 Geralds" long.
- I Always Wanted to Say That: In "The Amazing Computer Science Tool," Sid's mother Alice asks to say and gets to say "Let's all go to the Super Fab Lab" after saying that she always wanted to say it.
- Imagine Spot: Sid and his classmates are five years old. They can be given a pass.
- Injection Plot: In the episode "Getting a Shot, You Can Do It!", Sid gets told that he will be getting a shot at school. He asks his friends if they've had shots, and they all say yes (May's cat has also had a shot). The episode as a whole talks about the importance of shots.
- Is This Thing On?: Prior to the opening theme, Sid starts the show by tapping his microphone and asking "Hey, is thing on?"
- It's Always Spring: Lampshaded in the Christmas Episode; Sid is about to visit a relative in Minnesota, and wonders why it's never cold and snowy where he lives.
- Kindhearted Cat Lover: May is the gentlest of the kids and loves her cat, Mooshu.
- Laser-Guided Amnesia: When Sid is horrified after discovering he is a CGI puppet character, his parents erase his memories Men in Black-style
- Laugh Track: Sid can produce one with his microphone, as well as applause.
- Limited Wardrobe: Only subverted when Sid goes to bed, but then it's the same pajamas every night. Other than that, he's seen wearing the same clothing every episode, as well as the rest of the cast. He does end up wearing his brown dress shoes in "My Shrinking Shoes" because he's grown too big for his old pair of shoes, but at the end of the episode, his mother brings him home a pair that looks exactly the same, but is one size up.
- Minimalist Cast: Barring The Movie, the cast is exclusively composed of Sid, his family, his friends, and Teacher Susie (and later Gabriela's mom, Dr. Cordova).
- The Movie: Released as an hour-long Made-for-TV Movie and overall Grand Finale to the show in 2013, Sid the Science Kid: The Movie follows Sid and Gabriela as they tour a theme park-like science museum as their prize for winning an invention contest. Things go off the rails when one of the robotic tour guides malfunctions, however, and it's up to the kids and their new friends to solve the fiasco. Christopher Lloyd also appears as an eccentric inventor with wild white hair named Dr. Bonabodon.
- Muppet: Technically, this is a Muppet production. (The phrase "Muppet" was sold to Disney before the series began.) The performers are voice actors in motion capture suits. The process is referred to as "digital puppetry."
- No Antagonist: It's a simple Science Show that doesn't really warrant a villain. The Movie averts this with Bobbybot going haywire after getting zapped, but even then he's not really a villain as his antagonistic behavior is not his fault.
- Only One Name: It's obvious that Sid, Alice, Mort, and Zeke are a family, but there's no last name given. Teacher Susie is commonly referred to as Susie.
- O.O.C. Is Serious Business: In "How Did My Dog Do That?", when Gerald doesn't make a weird entrance into the classroom, everyone is confused and Teacher Susie points out that he didn't do anything special. So he leaves the room and comes back in to make his special entrance.
- Paying for Air: In "Clean Air!", Sid pretends to be a slick-talking salesman offering bottles of clean air for one million dollars each. Gerald offers to buy one, Gabriela to buy two, but they are eventually lured away by May, who points out that they can just plant trees.
- Plot Allergy: In "The Reason Sid's Sneezin',"Sid learns about allergies after discovering that he's allergic to pollen like his father.
- Plucky Comic Relief: Gerald. He often embodies the more juvenile thoughts kids may have about the episode's subject, such as when they are taught about bodily functions.
- Pluto Is Expendable: When the show covers the planets, Pluto simply isn't mentioned - Teacher Susie teaches the kids about the eight planets, the four terrestrial planets and the four outer planets. Justified as the astronomical community renounced Pluto's classification as a planet not long before the show debuted, and it does its best to keep up with the latest scientific discoveries.
- Potty Dance: In "Hello Doggie!", Gerald does one while Gabriella is pretending to be a veterinarian and they think he's pretending to be a dog telling her that he needs to go to the bathroom, as they've been learning about animal communication. He's not pretending, though, he really does need to go to the bathroom.
- Primal Fear: Sid and his friends are all a bit afraid of the dark in "Discovering Darkness" and the book I'm Not Afraid of the Dark. They overcome their fear after doing some scientific experimentation and realizing that the things around them don't change simply because it's dark.
- Pun-Based Title:
- "Sid's Pet Project" - "pet project" is a term for a project pursued as a personal favorite, but the episode itself is about a literal pet - Sid learns about pets to better take care of his grandma's dog over the weekend.
- In "Seed the Science Kid," Sid learns about the importance of seeds after being bothered by the seeds in his apple at breakfast.
- Punny Name: Go ahead, guess.
- Recap Episode: "Sid's Healthy Day" is basically one giant recap of stuff about healthy habits seen in previous installments, complete with recycled footage.
- Recycled IN SPACE!: Bill Nye the Science Guy FOR YOUNG ELEMENTARY STUDENTS!
- Roger Rabbit Effect: This is used in the Internet-only short "Where Did I Come From?" to depict Sid meeting the folks involved in the show's production and getting at the technical processes which created him and the show.
- Running Gag: When Gabriela, Gerald and Sid play house, Gerald is the daddy, Gabriela is the mommy and Sid has to be the crying baby, though he always complains about it. Occasionally, though, they will let him take another role instead.
- Science Hero: Sid is a kindergarten version.
- Science Show: The show's title literally has the word "science" in it, after all.
- Screw This, I'm Outta Here: At the end of "Where Did I Come From?", Sid is so disturbed by learning the explanation of the creation of himself and the show Sid the Science Kid that he declares "Okay. Um, well, good luck with all that stuff you just said and, um, gotta be going now. Bye!" then darts away back home. He returns to his parents, panting in shock, and admits he never wants to think about what he just saw/heard again. They oblige by neuralyzing him.
- Shout-Out:
- In "Sid's Amazing Lungs," when Gerald pretends to a baby, he looks directly at the camera and says "I'm a baby, gotta love me" with the same tone and style as Baby Sinclair from Dinosaurs. Dinosaurs was an early 90s ABC comedy done in part by Jim Henson Productions, and this also counts as a Parental Bonus, since most of today's children would be entirely unfamiliar with the series.
- Also on the subject of references to Jim Henson shows that star prehistoric reptiles, the robotic dinosaurs in the movie are all retextured versions of various character models used in Dinosaur Train. The reprogrammed T-Rex even dances to a scatted version of "Dinosaurs A-Z".
- As mentioned above, Dr. Bonabodon is voiced by Christopher Lloyd and features Doc Brown's exact hairdo.
- At the end of "Where Did I Come From?", Sid's parents neuralyze him.
- Signing Off Catchphrase: Sid reminds viewers, "And remember, keep asking lots and lots of questions."
- Sick Episode: Sid's father gets a cold in the episode "Germs".
- Stock Footage: Stock footage sometimes appears in the show's song segments, which teach something about whatever the topic of the episode is, such as animals in nature.
- Strictly Formula: Sid proposes a hypothesis, has breakfast, and asks his mom or dad about his hypothesis. Then, Sid goes off to school. After that, he interviews his friends before school starts. Rug Time is where Sid tells his friends and teacher about his question before they run off to get their science notebooks and the actual learning takes place. During the Super Fab Lab, they conduct an experiment based on the question posed at the beginning. Next is playtime, where they either play Pretend (in which Gabriela is usually the mom), Good Laughternoon (a joke segment), or just having fun around on the playground. Finally, Teacher Susie sings a song about the topic and Sid goes home. At the end of the episode, Sid tells us his Super-Duper-Ooper-Schmooper Big Idea! and he's off to bed, ready to do it all again the next day.
- Almost every episode (except for specials) is part of a week-long unit related to a topic. Each Friday, Sid's class has a science lab session outside, and everyone reviews what they learned.
- The Talk: "Where Did I Come From?" subverts this. Sid asks this question of his parents, which would lead the viewer to expect this. Instead, they tell him to walk through a wall of his home. When he does, he meets the real-life staff of the show who created him.
- Talking Animal: When Sid's grandmother gets a dog, Sid begins to wonder if they can talk.
- Talking in Your Sleep: In "Sleep - Who Needs It?", Teacher Susie lets the kids have a nap to demonstrate the importance of sleep. After everyone has already woken up, Gerald continues to sleep and mutters "Hello, pony. I like applesauce too." They leave him too and later spend some time observing him. He eventually wakes up, but pretends to still be asleep and quacking in his sleep.
- Title, Please!: None of the episode titles are given on the episodes themselves; they're only available in listings.
- Title Theme Tune: "I'm Sid, the Science Kid!"
- Token White: Technically, Gerald could be considered this. As mentioned under Ambiguously Brown, Sid is supposed to be mixed race, and Gabriela and May are implied to be Latina and Asian respectively. This makes Gerald the only (presumably) white kid.
- Twofer Token Minority: Alice (Sid's mom) is supposed to be black, and Mort (Sid's dad) is Jewish. That makes Sid and Zeke both.
- Very Special Episode: "Getting a Shot: You Can Do It!" This episode is available for free, and is posted on YouTube as a public service.
- When I Was Your Age...: Sid's Grandma always tells Sid a story about her as a young girl with the topic that Sid learned about in school that day.
- You Remind Me of X: In "Sid Wings It!", Sid's Grandma tells him that he reminds her of his father Mort, that they like a lot of the same things.
- Youthful Freckles: Gerald has these.
Measuring in Geralds
In "The Whale Episode," Sid and his friends explore the concept of "non-standard measurement" and one of the ways they do so is by measuring things using their friend Gerald.
Example of:
Hiroshima as a Unit of Measure
The Big Sneeze
Just Take a Loo...
Sid the Science Kid TV Review
A Lot or a Little?
The parents' guide to what's in this TV show.
Stands out for and .
What Parents Need to Know
Parents need to know that Sid the Science Kid encourages preschoolers' curiosity about the world around them and promotes finding answers through hands-on exploration. Sid and his friends are always excited to learn new things and solve pint-size scientific mysteries like "Why are my shoes shrinking?" and "Why do bananas get mushy?" The show -- which is co-produced by The Jim Henson Company -- introduces kids to the basics of scientific study, but they'll be so busy enjoying the show's use of song, dance, and humor that they may not even realize they're learning.
Community Reviews
Brettamatheny Adult
December 4, 2021
age 3+
1 person found this helpful.
Benita Smith Adult
March 8, 2021
age 2+
Save/Keep Sip the Science Kid
Please don't delete or get rid of Sid the Science Kid from Netflix. This show is so educational and fun for all ages. I raised my kids off this show and now i am helping my niece raise her kids (age 5 months and one yrs old). It's an all day family thing for me.
This title has:
Great role models
1 person found this helpful.
What's the Story?
SID THE SCIENCE KID introduces kids to the basics of science through the eyes of a young boy named Sid (voiced by Drew Massey), whose insatiable curiosity about the world around him leads to discoveries of all kinds. Each day Sid and his friends tackle a new question that's sure to resonate with their young viewers; episodes have explored why snowmen melt, why leaves fall in autumn, why teeth are different shapes, and more. Under the guidance of his parents, grandmother, and caring teacher Miss Susie (Donna Kimball), Sid uses scientific techniques like observation, measurement, and data collection to discover answers to his many questions.
Is It Any Good?
This enjoyable educational series fills a gap in preschool programming, which has more often tended to focus on developing kids' readiness for reading and math. With Sid as their guide, kids will be inspired to ask question as a means of discovering new things, and they'll want to make observations and test their own scientific theories. The show's dual settings -- Sid's school and his home -- remind young viewers that the scientific world is all around us, waiting to be explored. With some encouragement from parents, there's no end to the educational opportunities that could be inspired by Sid's curiosity.
And, learning aside, Sid the Science Kid is sure to be a hit with kids because it's got plenty of music, dance, and all-around good fun. Preschoolers will enjoy aspiring comedian Sid's silly antics and the jokes that he and his friends make up (they're always related to the episode's theme). It's so entertaining that parents might find themselves drawn to watch as well -- and those who do may well learn a few things, too.
Talk to Your Kids About ...
Families can talk about the kinds of things that kids like to learn about. Kids: Where do you get your information? What places can you visit to learn more? Which of the scientific methods that Sid learns about on Sid the Science Kid have you used? How do scientists use tools to help them discover things? What tools do you use?
Families can take the opportunity to check out local museums, zoos, and aquariums to inspire their kids' interest in the sciences.
How do the characters in Sid the Science Kid demonstrate curiosity and respectful communication? Why are these important character strengths?
TV Details
- Premiere date: September 1, 2008
- Cast: Alice Dinnean, Drew Massey, Julianne Buescher
- Network: PBS Kids
- Genre: Educational
- Topics: STEM, Friendship, Science and Nature
- Character Strengths: Communication, Curiosity
- TV rating: TV-Y
- Last updated: March 2, 2022
The strongest nations in Civilization 5
On September 21, Civilization V celebrates its anniversary - the turn-based strategy release from Firaxis Games took place ten years ago. We decided to recall one of the best parts of the series and discuss which nations are the strongest in it.
One of the most important criteria for a good game, especially in the strategy genre, is balance. Civilization has been looking for itself for many years: the Firaxis studio changed the rules, got rid of old mechanics, invented new ones, and eventually released the very part of the series that has been loved by players for ten years. In many ways, this became possible thanks to the competent balance of the nations represented in the "five", if not ideal.
The strength of nations in Civilization V is rather arbitrary: each leader has a peak of power by era, and random factors such as an unfortunate respawn location or the proximity of neighbors to the capital can affect everyone without exception. In addition, there are many development options in Civilization V, and a nation strong in military craft will certainly be inferior in science to players whose strategy is based on pumping scientists and specialists. If the war does not go according to plan, or if the opponents' diplomacy is at a higher level, even the most powerful army will die under the walls of an enemy city in battle with units of a later era.
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Civilization V splash screen
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Civilization V cover art
I'm sure that in most online matches it's not the choice of nation that decides, but the ability to play. At the same time, picking one of the leaders on my list will increase the chances of a comfortable start in FFA according to one of the strong strategies - each hero and player has his own. In solo games, you can choose absolutely any leader, especially if you do not set yourself the task of quickly defeating the AI.
The choice of a nation in Civilization V can also be affected by a feature of the game lobby: if familiar opponents have gathered in it and you understand that they will certainly not spare their neighbors and go to war with them already in antiquity, then the choice of a leader who likes to develop for a long time, can become fatal. I am a pacifist and love to “build houses”, so I often see chariots under my walls. All my friends are aware that my passion to go to the top branch of development, where mainly scientific technologies are collected, often overpowers logic - the need to learn several stages of the military craft is “forgotten”.
There are players who liked the bonus of one of the leaders - they consider it the best and even "bend over" everyone in online games only on it. Those same “Where is my favorite hero? Fu, the author of the bottom ... "in the comments. My rating is subjective, but it will help casual players who do not have the baggage of thousands of hours online to make a choice. For experienced users, I advise you to play randomly - it's more interesting.
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Civilization V 9 wallpaper0003
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Civilization V wallpaper
Sometimes in online games, especially if it's a tournament, players ban what they think are the strongest nations. This is one of the criteria by which I made the rating, because in the long run you can see which of the leaders are most often on the block list. I also took into account the opinion of experts - for example, I looked at the portal of the streamer Alexei Khaletsky, and also looked through thematic forums. And, of course, she herself has played enough in Civilization V to advise you on certain strong leaders.
Each civilization has a leader bonus, a unique building or units. The location of the nations is scripted, some cannot appear in the "unfavorable" climate - in the tundra or desert. Many spawn on rivers or near water, and some have very good abilities, so, on the contrary, they sacrifice territory with a lot of resources. I will pay more attention to the features that make certain nations stronger than others.
1. Babylon
- Leader: Nebuchadnezzar II.
- Bonus : after the discovery of writing, a great scientist is given, and after that they begin to appear 50% faster.
Babylon is the civilization that is strongest in the early game. The first scientist after the appearance of writing perfectly boosts scientific progress, and a passive bonus of 50% accelerated appearance of subsequent Nobel laureates allows you not to sag in the future. Usually, if a nation is focused on science, then in the early game it is easy to fight with it, but with Babylon it is not so easy. The unique units of this civilization replace the main firepower of antiquity - archers. Akkadian archers have 2 more defenses and attacks than ordinary fighters, so they always win battles.
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The leader of Babylon Nebuchadnezzar II in Civilization V
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The first city of Babylon in Civilization V Ishtar Gate. This unique building makes the process of defending even against powerful armies much easier, since its parameters are higher than those of ordinary walls - by 50 health and a defense point.
Many people know that it is Babylon that can rush one of the coolest wonders of the world in the early game - the Great Library, the fastest, and without much effort. The turn on which this miracle will be built depends on the place where the city was built and the cells in its starting border. On average, it is Nebuchadnezzar II who makes it faster than other leaders; only Egypt with a bonus to miracles or nations with a very good starting potential can compete with him. How not to let them do this if you chose Babylon?
The first technology to learn is pottery. The first inhabitant must occupy a space with the maximum possible amount of food, and the next one must sit on a space with production when they appear. If you are lucky enough to get a bonus Faith from a ruin or a nearby city state, it makes sense to take a pantheon for a bonus to building Wonders of the World. The first buildings are a monument and a barn, or a scout and a barn. The second option in multiplayer games is preferable, especially if you find a culture to study the bonus from the Tradition public institute. So you will not squander on the study of the territory, which in the future will help to correctly locate the city. Remember, rushing a wonder in FFA is a huge risk and most of the time it's not worth it. But if you really want to, then you can.
As soon as you learn writing, your first scholar will be born. His task is to establish an academy, and preferably on a tile with a forest area. Thus, he will give the capital not only a good cell with science, but also instantly bring production for cutting down trees. As soon as the construction of the Great Library begins in the capital, all residents must process production cells.
Babylon is strong in FFA and few people like to play against him. The difficulty of early game assault and the science bonus make Nebuchadnezzar II's civilization very strong...but only in the right hands.
2. Empire of the Huns
- Leader : Attila.
- Bonus : Cities are destroyed twice as fast. Names for cities are taken from other powers. At the beginning of the game there is a technology "Animal husbandry". Pastures give +1 production.
If you like to fight in antiquity, the Huns are the best choice. In defense and scientific discoveries, this nation lacks stars from the sky, but it can conquer neighbors and get their cities.
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Leader of the Hun Empire Attila in Civilization V
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The first city of the Hun Empire in Civilization V
The main strength of the Huns is in units. They ride horses across the territory, not dividing it into “their own” and “alien”, because if the Huns' chariot passed somewhere, then this territory now belongs to Attila. Civ horse archers replace normal archers, have one more strength, and gain a 15% bonus to barrage in open areas. And besides, they do not require horses, although civilization can immediately process them.
Attila has no unique building. Instead, the second personal unit is the Ram. It helps not only to fight, but also to conquer enemy cities with lightning speed. The Taran, which replaces standard spearmen, has +300 strength to attack cities, but it cannot hit ordinary fighters.
Usually, nations that develop one-sidedly cannot show class in the distance. The Huns, however, due to almost always successful early aggression, compensate for the roughness that may arise in scientific development. After all, if you have two capitals, it becomes much easier to play.
3. Shoshone
- Leader : Pocatello.
- Bonus : Founded cities start with extra territory. Units receive a combat strength bonus when fighting in their own territory.
Shoshone is an ideal nation for beginners. In the game with friends, she forgives many mistakes, and it is not so easy to conquer her - thanks to the passive bonuses of the nation. In addition, Shoshone can choose any path of development - from religious to scientific - and generally feel great at any stage of the game.
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Shoshone leader Pocatello in Civilization V
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First Shoshone city in Civilization V
Once your city is set on a picturesque hill, build at least two scouts. If the map is large, you can consider four units of this type, since in the early game Pocatello's task is to give orders to search for ancient ruins. Unique rangers not only have 3 more strength than normal fighters of this type, but also know how to choose bonuses from ancient settlements that other civilizations receive randomly. Pulling an additional inhabitant out of the ruins and putting him on a juicy cell that is already attached to the capital due to the passive bonus is great.
Shoshone cavalry is 25 cheaper to produce than regular units and has a movement bonus. If you really want to, then the Shoshone army will reach the enemy's borders in a matter of seconds.
Shoshone's main advantage is flexibility. You can even develop along the cultural branch and immediately get a starting cultural bonus from the ruins. If you are very lucky, in the first rounds you will have both a free technology and a capital that is “fat” on several cultivated cells. Isn't this the key to success with straight arms and a bright head?
4. England
- Leader : Elizabeth.
- Bonus : +2 movement of all naval ships and an additional spy.
Queen of the seas Elizabeth will easily beat you on the map with the oceans. With fast movement and a predominantly maritime infrastructure that includes water trade routes, England is unrivaled in the middle of the game.
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England leader Elizabeth in Civilization V
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England's first city in Civilization V
Although it's not written anywhere, most often when playing as England, I appear somewhere on the edge of the map, where before the neighbors with a simple "Ay!" do not shout. Even on a tiny map, London manages to build up in such a way that it is difficult for an enemy army to approach it with ground forces, but on the water we are always ahead. There are also disadvantages - for example, the tundra or the desert, which is always somewhere nearby, if not in the city itself. Not Russia, of course, but not pleasant enough.
England is weak on land. The unique yeoman units that replace the crossbowmen can show something, but it is unlikely that anyone in their right mind would decide to attack Elizabeth during this period. Before or after, you can storm cities without much difficulty. I prefer to play as England so that the bonus spy is not used as an opportunity to steal valuable technology. It's all about being ahead of the map in learning the skill tree.
A unique ship of the line that replaces a regular frigate, very good. The sight radius of this ship is one more, and the production cost is less. At the same time, it has an increased long-range attack, and therefore even enemy fleets of the same number of units will fall under your fire faster. In general, if you want to play on the islands or archipelagos and bend everyone, then fight for England with other users. It is unlikely that you will be allowed to utter it without pretensions in the spirit of: “Yeah, I’m going to play imba!”.
5. Russia
- Leader : Catherine II.
- Bonus : Strategic resources give +1 production. The state receives horses, iron and uranium in double the amount.
I thought for a long time whether it was worth including Russia on this list intentionally, because the patriots would not forgive me for her absence in any case. However, the decisive factor was ... the strength of the nation. Russia really shows itself well in online games and has the potential to win.
Russia's main problem is appearing in the most unattractive places on the map. In the tundra, which usually borders on snow that does not give any bonuses. In general, the realization of the Siberian expanses and the harsh climate in most of the country of the Firaxis studio was a success. The bonus is also suitable - there are enough strategic resources in real Russia. And at the first reading, you wonder why such a strong bonus appeared in the game.
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Russian leader in Civilization V
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Russia's first city in Civilization V
With a lot of iron and horses, Russia can build more units, but maintaining an army is expensive. It is important for Catherine II not to sag in gold, because the leader cannot get it quickly. The strategic location of cities is also very important: in Civilization, giving Moscow to Napoleon is a bad idea.
Russian unique units, Cossacks, replace the cavalry. They deal 33% more damage to wounded enemies - a nice touch. Ostrog, a unique building that replaces the barracks, allows you to expand borders for money and culture 25% more efficiently. Wide is my native land...
Russia's strength peaks in the middle of the game, when the bonus from resources begins to accelerate production to unprecedented levels. If, at the same time, combat frigates are stationed in St. Petersburg, and freedom-loving Cossacks roam the borders, a rare enemy will risk attacking the subjects of Catherine II. After all, everyone knows the story.
…and other nations
There are no unplayable leaders in Civilization V. Even Portugal, Indonesia and Morocco, who are few people love in FFA, can become the leaders on the map and seal any of the possible victories. Not in the top five, but they can compete with the nations from my top 5:
- Korea is a cool bonus to science, but there are no ways to defend yourself at the start of the game.
- Poland - free public institutions allow you to develop faster than other countries.
- China - military power, which has no equal in the Middle Ages.
- Celts - good starts and flexible leveling, with a good location, a lot of religion points at the start of the game.
- Venice is the master of puppets.
- Carthage is my favorite nation, which, although inferior to others in exceptional power, allows me to enjoy the game. Free harbors and mountain travel rule.
The Awakening.
Tests and characteristics of characters. — Alexey Khaletsky's official websiteThea: The Awakening is filled with great variety in challenges, battles and character characteristics. Different situations can always be played in different ways, and challenges always have additional options for the development of events that depend on the characteristics of your characters. It is very difficult for a novice player to figure this out and this may not always work out, even after playing 2-3 games, completing all 3 story lines of tasks. For this reason, I offer you a description of all the tests, character characteristics, character classes and some subtleties that are not described in the game itself.
[su_heading size="20" align="left"]Character stats[/su_heading]
There are a large number of different character stats that affect their combat, resource gathering, work, and survivability. I will describe each of the characteristics, the possibility of improving it, as well as the significance.
- Health. The main characteristic of the character, which affects his survivability in many trials. The health indicator is located under the character's portrait - it shows the ratio of current health to maximum. Reducing the current health below 30% of the maximum imposes a serious wound status on the character. In this case, with a high probability, the character may die at the end of this turn. When the Carnage game setting is enabled, health indicators can become negative, in which case the character may die when taking damage in excess of his health. The health indicator can only be increased by obtaining a new level for the character, various events, as well as a temporary blessing by +5 units.
- Damage. The main indicator that determines the character's attack in a combat test. Depends on weapon damage and character strength. You can also upgrade with a dark wood artifact and steel rings.
- Armor. A character's defense value in a combat test. Stacks with health. Armor can be obtained by equipping any armor, shields, rings (Iron or Common wood main material) and artifacts (Regular wood main material).
- Defense. Defense indicator that allows you to block additional damage in a combat test, as well as support allies. Defense is added to the armor value when the card is put on the field, so it can be restored if the battle was not completed during the first two phases of the battle. Damage from double damage effects does not proc if that damage passes through the additional armor points given by defense. You can increase defense by using any swords and shields, some armor (mostly heavy and medium), artifacts (Iron or Mithril main material)
- Collection . An important skill that is used to collect resources and in the Hunt challenge. Each collection unit allows you to get 10 points when collecting resources, as a main gatherer, and 5 points, as a helper. If the character does not have the gathering skill, then he accumulates 5 points as a main gatherer and 2 points as a helper. The collection can be increased with the help of tools (At the initial stage it is better to use silk and vine tools), rings and artifacts (which include amber), as well as some events.
- Production. An important skill that allows you to create various items and build buildings. If a batch is produced, then the extra production points are used to create the next item. Construction points are accumulated in the same way as when collecting. You can increase production by using tools, an amber ring, or from a forge.
- Will. An important indicator that is used in most non-combat tests. You can get it by building the Assembly Hall using weapons and armor (which includes gold), as well as rings and amulets (which include diamonds, amber or ancient wood). A large number of events give a permanent or temporary increase in will.
- Intelligent A very important indicator for most non-combat tests. Tactical combat options and the use of Wits in various events become available at an intelligence level of 5-6 points for at least one character. You can get it by building the Assembly Hall and using an artifact from diamonds or elven wood, as well as by logically solving many events.
- Attention. An attribute of a character that is used as support in many challenges. A high level of this indicator for at least one member of the group opens up new options in the dialogues (notice a trap, danger, cache, etc.), allowing you to solve the situation in a completely different way. You can get it by equipping amulets (which include ordinary bones or mithril) and any mithril weapons and armor.
- Magic. An important indicator that is used in almost all non-combat trials and makes it possible to solve tasks and battles with the help of sorcery, having at least one character with a magic level above 4-5. Magic will help you find solutions in events in which you could get a curse or serious wounds in other ways, get a reward where it is not given for other methods, and also get new tasks with the help of witchcraft. Magic is enhanced by weapons and armor that include moonstone or enchanted bone and an ancient wood ring. The Totem building also increases the magic of the villagers. Solving events with magic increases this skill temporarily or permanently.
- Doctor. An important skill that is used in some trials, but the most important is that each skill level of one of the characters reduces the chance of dying from a serious injury for the whole group (At level 10, the chance of death is close to zero). A high level of this skill opens up new scenarios where you can heal someone (Most often a new character will join you after that). The skill is increased by rings (Includes a ruby) and artifacts (Includes a ruby or an ancient tree).
- Speech. The main parameter for diplomatic problem solving. A high speech parameter opens up options for communicating with any sentient beings and underlies the peaceful passage of the game. Increases by building the Assembly Hall, and using an artifact from the tree of dryads and a ring from elven wood. Most diplomatic decisions in events and battles increase the skill either permanently or temporarily.
- Attractiveness. A skill that is used only in diplomacy and communication. Unearths alternate events and alternate endings of normal events when additional characters can be attached (For example, a dwarf who shows us the location of the mine will join us if there is an attractive character in the village). Increased from dryadwood weapons and elvenwood armor, gold or diamond artefact. Diplomatic decisions of events can also increase the attractiveness of your characters permanently and temporarily.
- Strength. A very important characteristic for any character. Strength is used in Endurance Trials, increases the character's carry weight, allowing them to wear heavier armor, and increases Attack in the Combat Trial (stacks with Attack). Strength is increased by a dragon bone artifact or a ring of monster bones. Many stamina events increase the power of your characters.
- Stealth. The main indicator that allows you to conduct stealth tests, as well as use the First Action in a combat test. It is important to level up this skill, as the strongest opponents (giants at the time of writing) can alternatively be defeated by stealth alone. The skill can be increased by wearing an obsidian weapon, a silver ring, and a steel artifact. Stealth is increased by agility.
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- Agility. A skill that is used in Agility and Endurance tests. Increases stealth, making this skill a priority for stealth attacks. Increased by wearing leather armor, elven wood weapons, enchanted bone ring, and monster bone artifact. Some Endurance and Stealth tests can increase Agility.
- Tactics. A skill that is used by tactical cards in many challenges, but the skill itself does not affect any events. The skill is increased by passing tactical and intellectual tests and by wearing mithril rings and a silver artifact.
- Distance damage. A skill that is used only by tactical cards in combat trial and hunting to increase the attack of allies. Increased by any bows or crossbows, as well as rings based on gold and an artifact based on topaz.
- Customs. A highly specialized skill for tactical cards in spellcasting, intelligence, and communication trials. Obtained with a dark wood ring and an enchanted bone artifact. The skill is also increased by some events, however, its high levels do not have any effect.
- Understanding animals. A skill that is used in the Hunt challenge. In some events related to animals, it may open additional options for the development of events. Increased by building a menagerie (Which is useless, since the attack of animals on the village is a combat test, not a hunt) and an artifact from dryad wood.
- Traps. A skill that gives tactical abilities in combat, tactical challenge and hunting. Requires at least skill level 4 to hunt animals. Upgraded by a ring and a Malachite Artifact.
- Herbalism. A skill that is used in disease and spellcasting trials with tactical cards. Upgraded by an enchanted bone artifact.
- Damn. A highly specialized skill for Tactical Conjuring Challenge Cards. It does not increase in any way, except for the level of characters.
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[su_heading size="20" align="left"]Challenges[/su_heading]
by means of testing.
Most trials, other than combat, are alternatives that can solve the problem without spilling blood (blood of your people and nonhumans, mostly). Playing alternatives always requires additional conditions related to the characteristics of your characters, for example Animal hunting is available with the gathering and trapping skill at level 4 from at least one of the people in your squad.
Each of the tests depends on certain skills of your people, but the structure of the battle itself always takes place according to the same principles:
- You have 2 parts of the deck in your hand, tactical and attacking. Your character cards are distributed evenly at the start of combat. Depending on the settings, you can swap cards in the combat and tactical hand for a fee or for free, but the cards will be shuffled randomly.
- Attack hand cards can attack in the first combat phase, while tactical hand cards affect your cards, your opponent's cards, or can be put on the table, but will only attack in the second combat phase.
- Players take turns exposing cards. Playing cards in turn creates an initiative queue. Most tactical abilities affect the last card in the initiative queue.
- Attacks the nearest left target (which has higher initiative), then the nearest right target (which has lower initiative).
- Deploying cards from a tactical hand makes them confusing. Also, the tactical ability Entangle applies this effect to cards from the attacking hand. Entangled targets can only attack during the second combat phase. You can only place a tactical card from your hand on the field if the character has at least 1 attack skill level for this test.
- There are 3 additional effects in any challenge: Penetrating Damage (Dealing half of the main damage when the card is exposed and placing it in front of the attacked target in the initiative queue), Double Damage (Dealing double damage to targets with less than full health), Siphon (Attack that deals additional damage and restores health by the level of siphon). In battle, there is also a fourth additional effect Blunt Weapon Damage , which allows you to deal excess damage to an additional target when killing the first attacked target.
- In non-combat battles, defense indicators (blocking) gives a skill that is responsible for the Ally's Defense action.
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Depending on your preferences, you can always choose equipment for the tests that you like best. Since there are many characteristics, I will describe each test and the parameters necessary for it.
Fight
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Stealth
[table "91” not found /]
Hunting
[table “93” not found /]
Communication
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Tactics
[table “89” not found /]
Wits
[table “92” not found /]
Sorcery
[table “94” not found /]
Disease
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Endurance
[table “96” not found /]
Attack and tactical card abilities:
- Assault. The damage the card deals when attacking. Special effects are added to the attack when attacking.
- Protection. The character's hit points in the challenge. Its exhaustion removes the card from combat.
- Blocking. Additional hit points added to the card each time it is played. In a combat trial, defense is responsible for this, and in all others, a skill is responsible that affects the Ally's Defense action.
- Entanglement. A tactical action that prevents the opponent's last attack card from being placed from attacking in the first phase of the battle.
- Counterattack. Draw a random attack card from your opponent's hand and put it into your deck. The level of the card must be equal to or lower than the skill level required for the action.
- Countertactics. Draw a random tactical card from your opponent's hand and put it into your deck. The level of the card must be equal to or lower than the skill level required for the action.
- Protecting an ally. A tactical action that adds blocking points to an ally who is last in the initiative queue.
- Support for an ally. A tactical action that adds an attack to an ally who is last in the initiative queue.
- First action. Moves the exposed card to the front of the initiative queue. The level of the card must be equal to or lower than the skill level required for the tactical action.
[su_heading size="20" align="left"]Additional attack effects[/su_heading]
Each trial has additional attack effects, as described in the tables above. All of these effects have similar mechanics, but require different artifacts and amulets to get them. Further, the effects will be divided into 4 groups:
1) Healing when dealing damage.
- Pull. Can be obtained by equipping weapons, amulets, artifacts and armor made from dragon skin and bones. Strigas, bats, giants, svarozhek, bull, goblin skirmishers have innate stretching.
- Distraction. Available when equipping amulets that contain iron, elven wood.
- Search for weaknesses. Available when equipping amulets that contain silver, dragon bone, steel.
- The sixth sense. Available when equipping amulets that contain enchanted bones, dryad wood.
- Perseverance. Available when equipping amulets that contain an ancient tree, an ordinary tree, a dragon bone.
2) Double damage. Wounded targets deal double damage with this effect. (Must be an armor wound, not a defense wound).
- Poison. Obtained by equipping Darkwood, Dryad Wood, and Ancient Wood weapons. Spiders, bees and snakes have innate poison.
- Stab in the back. Available when equipping amulets that contain animal bones, dryad wood.
- Fin. Available when equipping amulets that contain gold, dark wood.
- Prediction. Available when equipping amulets containing monster bones, silver.
- Adrenaline rush. Available when equipping amulets that contain an ancient tree.
3) Penetrating damage.
- Piercing damage. Obtained by equipping spears and staves. All elves and bees have innate piercing damage.
- Easy gait. Available when equipping amulets based on topaz.
- Clear mind. Available when equipping amulets based on ruby or diamond.
- Concentration. Available when equipping amulets based on amber or diamond.
- Fast response. Available when equipping amulets based on Malachite.
4) Blunt weapon damage. Only available in the Combat Challenge when equipped with hammers and clubs, and deals excess damage to one more target when the first one is killed. Giants and boars have this innate damage.
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It's also worth noting that when creating weapons and armor using gems as an additional material, you can randomly get the above effects. The strength of the effect depends on the level of the stone: for example, when using amber, you can get the first level of the Adrenaline Rush skill, and when using a diamond, the fourth.
[su_heading size="20" align="left"]Characters and how to get them[/su_heading]
There are a large number of characters, classes, races and so on in the casino game. Initially, we play a village in which only people live. They give birth to children (find them in cabbage), develop and are the most balanced in various classes and roles. However, during the game we can get other peoples, demons and animals living on Thea. They will be a great addition to your expedition and help you win, or become a burden that will only consume your food. Obtaining other peoples is possible when constructing buildings from certain resources, or by completing tasks.
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Depending on the chosen god, you can get an additional character at the beginning of the game that will be stronger than their usual counterparts, but I won’t describe them now, since there are already many patches in a row, Son of Dawn and Night Hunter are constantly changing. I will describe the main classes and types of characters, according to the English-language wiki for the game, with the addition of an additional description. Another cosmolot casino does it differently. Like PariMatch!
Humans
Humans have several character classes that differ in character and growth of various skills. There are three ways to get additional characters:
- Raise a new character from a child. Initially, you can choose a Gatherer, Artisan and Warrior. The remaining classes become available when the corresponding buildings are built. However, if certain resources are available, there may be a chance to initiate a child into a Healer, Sorcerer or Hunter without the required buildings.
- When constructing buildings using Silver, Mithril, Moonstone, Wheat (other products to a lesser extent), attraction to people is given. In this case, there is a chance that an additional character may join you at the beginning of the next turn. In this case, the character will have simple equipment with him.
- Playing various events. Usually, obtaining a character is possible by passing certain tests, which become available with certain skills. For example, the first event associated with the "Refugees" quest can be played through a communication challenge, and then 2-4 children and possibly one character will join you.
Let's move on to the description of the classes of characters of the human race, with their features and main characteristics:
- Warrior . Main combat class. The main distinguishing feature is the lack of slots for amulets and the ability to carry a two-handed sword and shield at the same time. The main stats are Strength, Health and Tactics. When building Barracks, initiated wars receive an additional 10 skill points.
- Collector. The main class for collecting resources and hunting. The main skills are Gathering, Health, Perception, Will and Strength. Building the Menagerie gives initiated gatherers an additional 10 skill points.
- Artisan. The main class for crafting, building, and testing communication and wit. The main skills are Production, Health, Speech, Attractiveness, Will, Intelligence and Dexterity. When building a Forge, new artisans receive an additional 10 skill points.
- Hunter. An additional class similar in characteristics to gatherers, but the additional skills are Animal Awareness, Agility, Stealth, and Traps. Available for training during the construction of the Shooting Range. When choosing a village at the start of the game, one hunter is given in the "Gatherers" item.
- Witch/Sage/Sage. An additional class whose main characteristics are Intelligence, Magic, Customs, Will, Medicine. Available for training after the construction of the Totem / Assembly Hall.
- Healer. An additional class whose main characteristics are Healer, Herbalism, Intelligence, Will and Magic. Available for training when building the Herbalist's Hut.
- Scientist. A rare class that can be trained with some chance after building the Assembly Hall. Has high Intelligence, Will, Speech and Customs.
- Inventor. A rare class that can be trained with some chance after building the Assembly Hall. Has high Production, Intelligence, Attractiveness, Speech and Will.
- Robber. A rare class that can join your village. According to its characteristics, it is similar to the Hunter and the Warrior.
- Scavenger. A rare class that can join your village. Possesses skills like a Gatherer, with a high chance of acquiring random skills. According to some users, Scavengers can find additional items, this information has not been confirmed by me.
Elves
People who are distinguished by high rates of Will and Magic. All elves have innate piercing damage, regardless of the weapon they carry (For this reason, swords and axes are the best option). You can get elves through certain events, or by using 30 units of Elven Wood in the construction to get 1 level of attractiveness.
- Elf druid. Possesses high rates of Will, Magic, Customs and Understanding of animals. Guaranteed to be given when completing the World Tree quest with a positive ending and the divine task of the goddess Lada.
- Elf Mage. Very high Magic, Speech and Will.
- Wood Elf. An analogue of the Hunter with lower strength indicators.
- Elf wanderer. A character with a high chance of getting random attributes. You can get it additionally during the event about the meeting of a lonely elf, when we can remove the curse from him.
Dwarves
A people with very high Health and Strength (For this reason, it is advantageous to use maces and spears). You can get it as a result of events (Especially easier to do this when playing as Lada), or by using 20 units of gold during construction.
- Dwarf warrior. Similar to a human warrior, but has slots for amulets and cannot carry a two-handed sword and shield at the same time.
- Dwarf blacksmith. Very high production figures.
- Rogue Dwarf. An analogue of a human rogue with higher strength indicators.
- Dwarf priest. Very rare class. No data is available for this class.
Orcs
People with high levels of strength. Can be hired using 20 steel during construction, as well as during some events.
- Lady of the orcs. Very high Will, Health and Speech scores. It is given during the passage of the quests Perun and the World Tree (Save the seed).
- Orc warrior. Analogue of a human warrior, with the ability to equip amulets, but cannot carry a two-handed sword with a shield. You can additionally get it when going through an event with joint excavations with orcs, if you agree to strengthen your friendship.
- Orc worker. An analogue of a human craftsman with higher strength indicators. You can additionally get it when going through an event with joint excavations with the orcs, if you do not agree to strengthen your friendship.
Goblins
People who are very similar to the human race in their skills and performance. Obtained by constructing buildings using 30 Darkwood or 12 Obsidian per attraction level.
- Boss. High Will and Strength.
- Goblin Shaman. High Willpower and Magic.
- Goblin warrior. Similar in characteristics to a human warrior, however, it has slots for amulets and cannot carry a two-handed sword and a shield at the same time.
- Boar Rider/Beastmaster. Very similar in characteristics to human hunters.
- Goblin Skirmisher. Random set of indicators.
Trolls
These creatures have high strength values, but cannot wear equipment. Obtaining is possible when completing the Divine task for the goddess Mokosh. I haven't found any other options yet.
Ghosts
Ghosts have different characteristics, but in general they are weak. Most of them cannot wear equipment, or only wear amulets. Ghosts include Gaetas, Lost Souls and Kikimoras, which were obtained from the quest (Most likely a flaw, since the rest of the Kikimoras are demons). All ghosts are obtained as a result of events. It is advisable to keep them in the squad, as they can help in some events.
Demons
Demons are various dark, cursed and demonic creatures. This race is very diverse, but most cannot wear equipment. You can get demons using 12 enchanted or dragon bones.
- Baba Yaga. Possesses high rates of Will, Magic and Speech.
- Mermaid . High indicators of Speech, Attractiveness, Will, average physical indicators. Can only wear amulets.
- Bully. Average stats, many of which are determined randomly. Has congenital stretching. Has no equipment slots.
- Strigoi. Average stats, but very high innate Draw and Magic. Has all slots for equipment. Additionally, you can get it by playing as Horse, as a result of a Divine task, or through events related to the Strigoi.
- Likho. Very high Health, Strength and Magic. Has no equipment slots.
- Svarozhek. High Health and Stretch.
- Vila. Average stats and innate Pull. (Enemy Pitchfork also has piercing attack)
- Werewolf. Very high Health, Strength, Will. Can only wear an artifact.
- Kikimora. Weak demon who wears no equipment.
- Serpent. High Magic, Speech, Intelligence. Innate poison attack.
There is also evidence of the possibility of obtaining Kmukh (Possibly an animal), Goblin and Spores. I did not come across them, so I do not give detailed information about them.
Animals
Animals are very diverse. Among them, you can meet useful companions who will help in combat and hunting, as well as animals that will have too bad characteristics. Can only wear amulets. You can get it by building buildings and using 12 animal or monster bones, as well as using sandstone in the amount of 20 pieces per attraction level 1.
- Wolf leader. High Strength, Traps, Tactics and Perception.
- Wolf/Hungry Wolf . Average indicators of Strength and Stealth.
- Blood/Mad Bee. Low stats, but has innate poison damage and piercing damage.
- Dragon Spider. Very high poison damage. High Health, Defense and Traps.
- Blood Spider . Weak stats, but has innate poison damage.
- Giant boar. Medium stats, but has innate blunt weapon damage.
- Bear. Medium stats, but has innate blunt weapon damage.
- Royal Raven. High Health and Stealth.
- smack. Average characteristics and congenital stretch.
- Other bats, rats, spiders. Very low performance.
Thea has a huge number of characters that are periodically added to the game by the developers.