Leader Traits
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.
Charismatic: Population growth is increased. Bonus towards annexing NPC towns of your same race.
Mage: Generates Magicka each turn, Magicka generation of all mages in your society is doubled
Fearsome: All soldiers fight better, particularly in melee combat.
Adventurer: Increases the likelihood of finding good stuff when your leader goes with a scavenging or exploration party
Engineer: Skilled with mechanics and equipment, and reduces the time it takes to research new equipment and non-magical devices
Lucky: Helps a little bit with everything.
Origins
The Origins section of creating your faction revolves around the type of people that your faction was created out of. They should be fairly self-explanatory.
Warriors: A group of regular soldiers who survived the war, barely, despite the masses of magic hurled at them. They possess more weapons at the start, and have dedicated soldiers to begin with. They lack any magic or farming abilities to begin with.
Townspeople: Regular townsfolk who somehow managed to be spared the devastation. They are good farmers and miners and have more starting resources than any others, but no magic and limited military equipment.
Merchants: Even wizards occasionally needed to buy things, even during the Mage Wars. A number of merchant families survived, only to find they were the only ones left. They have plenty of gold and some resources to start, but few weapons and no real skill at farming.
Mage Veterans: A group of magical survivors of the war, active participants in fact. They have a hard time recruiting new people due to a dislike for mages because of the war. On the other hand, they start with a goodly amount of magic users.
Elves: The forest-folk, or elves, were theoretically neutral in the war, but found themselves as victims of the mages in their lust for power and immortality. Very few survived the war, making any elf settlement a small one. Despite the small population, they typically start with a moderate amount of resources, and even skilled mages.
Dwarves: These underground diggers and miners were initially sheltered from the war due to their elusive strongholds and defenses. Eventually as the world was shattered and stricken by the conflict, they were thrown out of their homes and slaughtered. Still, a dwarf community possesses both a large number of weapons and resources.
Faction Traits
Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait.
Commercial: Building ships are half cost, towns produce double Gold from trade
Religious: Immigrants bring food and water supplies
Militaristic: Soldiers fight better in all battles
Industrious: Towns produce double Ore and Lumber
Agrarian: Towns produce double Food and Water
Friendly: Larger amount of immigrants per turn
Starting Community Types
Your starting community will be the place your nation is born from. While you may start as a humble settlement, the type of place you choose to begin from will indubitably shape the sort of nation you create. Unlike BOTWAWKI, there is no limitation on pairing Origins with Communities in faction creation. Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location.
Dwarf Fortress: An underground community built by the dwarves, which is able to be easily defended against attack, and hard to detect. It has bonuses towards mining, but is at a disadvantage when it comes to farming.
Elven Enclave: Elf magics had long concealed their towns and communities from human eyes. Stereotypically these are in wooded areas, but really they could be hidden anywhere, even in ruins. Enclaves are good for magic generation and concealment, but they lose their effectiveness the larger the population.
Town: Human villages and towns exist plentifully throughout the world. They are well suited for farming and agriculture, acting as the breadbasket for any young faction, but are the most difficult to defend.
Fort: These are traditional military outposts that used to mark the borders between nations. They are well situated and easily defended against attack. They have advantages towards both defense and resource collection, but are not particularly suitable places for the study of magic.
Mage Tower: These old towers were used by the most powerful mages during the Mage Wars. Most people give these places a wide berth, due to the notorious reputation and usual curses placed upon them. Immigration will be decreased, but mages will find their magicka generation increased and no raider attacks will be launched upon this sort of settlement, ever.
Camp: During the wars, some of the most successful refugees simply hid in makeshift tent towns throughout remote areas. With the end of the conflict, they now seek to find a new land to settle in. Camps are not good at resource production, but unlikely starting areas, they can move the whole faction to a new location each turn.
Dungeon: Dungeons used to be places that adventurers sought out fame and fortune, usually crawling with monsters. When the world outside went mad, even ordinary people realized that risking neck and limb with traditional monsters was less crazy than staying outside. This is a former lair of some evil that has been converted to a home for refugees. Good for both mining and magicka production, but not particularly great for anything else.