Race

Each Player gets to choose a Race for their province. Many Kingdoms choose to make their Race and Personality choices as a team, and finding the right balance is important to successfully implement a Kingdom strategy.
Each race has different benefits, penalties, spellbooks, and unit strengths. These are independent of personality bonuses.
= Comparison (Age 107) =
Avian 	Dark Elf 	Dwarf
* -30% Attack Time
* +40% Birth Rate	
* -50% Spell Rune Cost (excluding Ritual)
* Guilds also produyce runes (50% rate of towers)
* Can Train Thieves with Specialist Credits	
* +30% Building Efficiency
* Free Construction
* -50% Construction time
* -25% Ritual cost
Greater Protection	Blizzard, Chastity, Guile, Invisibility, Mage's Fury	Miner's Mystique
* No Access to Stables and War Horses
* -10% Battle (Resource) Gains	
* Cannot build towers 	
* Cannot use accelerated construction
* +50% Food Consumption
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 13/4, 900gc, 6.5nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - n/a	
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 13/0, 5.2nw
* Defensive Specialist - 0/11, 5.5nw
* Elite Unit - 10/10, 1050gc, 7.5nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw	
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 13/6, 1000gc, 7.5nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw
Elf 	Faery 	Halfling
* +5% population
* +50% wizard generation
* -40% damage from assassinate wizards	
* +25% Self Spell Duration
* +25% Offensive Spell Duration
* +1 Mana recovery in war	
* +10% Population
* Thieves Dens also provide watchtower effects
* -10% Military Train Cost
Aggression, Mist, Pitfalls, Salvation, Wrath	All Racial Spells, Tree of Gold	Quick Feet, Town Watch, Vermin
 	
* -10% Population
* -10% income	
* Cannot build Watchtowers
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/12, 6.0nw
* Elite Unit - 12/5, 900gc, 6.5nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw	
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 4/13, 900gc, 7.25nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw	
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/11, 5.5nw
* Elite Unit - 11/5, 850gc, 6.25nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw
Human 	Orc 	Undead
* +10% Science Efficiency
* Land holds 7 prisoners per acres
* 2% of prisoners convert to elites each Utopian Day	
* +25% Combat (Resource) Gains
* +20% Enemy Military Casualties on Attacks	
* -30% Self Military Casualties
* Spreads and is Immune to the Plague
* No Food Needed
* Can train elites with specialist credits
Fountain of Knowledge	Bloodlust	Ghost Workers
* +20% Military wages
* Cannot build dungeons	
* +15% military casualties
* -30% magic effectiveness (WPA)
* -30% Thievery effectiveness (TPA)	
* +50% land lost from ambush (lose 75% instead of 50%)
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 13/5, 950gc, 7.0nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 3/0, 0.9nw	
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 10/0, 4.0nw
* Defensive Specialist - 0/10, 5.0nw
* Elite Unit - 15/3, 950gc, 6.75nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw	
* Soldier - 3/0, 0.75nw
* Offensive Specialist - 9/0, 3.6nw
* Defensive Specialist - 0/11, 5.5nw
* Elite Unit - 14/2, 850gc, 6nw
* Mercenary - 8/0, 0nw
* Prisoner - 8/0, 1.6nw
* War Horse - 2/0, 0.6nw
== History of races ==
The races available in utopia have changes over different ages and their benefits and penalties change each age. For more information on races and changes see race history or specific age details.