Races

Contrary to popular belief, races are quite balanced. There is no single best race. When making your choice, do not look only at the racial CM modifiers and starting techs displayed in the Encyclopedia. You must also know what their racial traits do, and what their commanders are capable of. This page explains these things, yet still your choice may depend ie. on what function you want to perform in a council. Some races can get powerful weapons early, can build up fast, can have powerful battle abilities or a feature to counter such abilities of other races... All abilities are explained at the bottom of the page.

Name Society Environment CM Techs Abilities
Agerus Totalism
Gravity1.5G
Temperature370K
AtmosphereHydrogen 3
Nitrogen 2
Mil +4
Com -3
Dip -3
Genetic Engineering
Hydrocarbon Ecology
Bionic Chip
No Spy
Stealth
Asteroid Management
Bosalian Personalism
Gravity2.0G
Temperature370K
AtmosphereOxygen 1
Nitrogen 3
Water 1
Mil -2
Dip +4
Psionic Power PSI
Diplomat
Trained Mind
Pacifist
Buckaneer Personalism
Gravity0.7G
Temperature270K
AtmosphereChlorine 2
Nitrogen 3
Gro -1
Mil -2
Com +3
  Fast Maneuver
Stealth
Evintos Totalism
Gravity0.8G
Temperature300K
Atmosphere




Res -2
Pro +3
Eff +3
Dip -2
Chaos Algebra
Superconductor Computer
Planetary Network
Fusion Power
Plasma Mechanics
Ultralight Communication
Gravitation Physics
No Breath
Efficient Investment
Downloadable Commander Experience
Human Classism
Gravity1.0G
Temperature300K
AtmosphereOxygen 1
Nitrogen 4
Env -1
Gro +2
Eff -1
Gen +2
Religion
Planetary Economics
Symbolic Logic
Psychology
 
Targoid Totalism
Gravity1.2G
Temperature340K
AtmosphereCarbon dioxide 1
Nitrogen 3
Methane 1
Gro 2
Res -1
Pro +2
Fac +4
Genetic Engineering
Hydrocarbon Ecology
Bionic Chip
Genetic Engineering Specialist
Fragile Mind Structure
Great Spawning Pool
Tecanoid Classism
Gravity1.3G
Temperature240K
AtmosphereCarbon dioxide 2
Oxygen 1
Nitrogen 2
Env +2
Spy +2
Chaos Algebra
Superconductor Computer
Planetary Network
Scavenger
Information Network Specialist
Xeloss Totalism
Gravity2.0G
Temperature230K
AtmosphereChlorine 1
Carbon dioxide 1
Nitrogen 3
Mil +2
Dip -2
Psionic Power PSI
Fanatic Fleet
Xerusian Classism
Gravity1.4G
Temperature280K
AtmosphereChlorine 1
Nitrogen 4





Eff -2 Fusion Power
Plasma Mechanics
Ultralight Communication
Gravitation Physics
Cold Fusion
Advanced Metallurgy
Inertia Control
Molecular Manipulation
Unified Field Theory
High Morale
Xesperados Personalism
Gravity1.0G
Temperature300K
Atmosphere

Res +2
Spy -3
Gen +3
Fac -5
  No Breath

Racial Abilities Explained

Asteroid Management (Agerus)
Increased power of the Meteor Strike and Stellar Bombardment special ops.

Diplomat (Bosalian)
Better relations with the Empire (bribery, boons etc.).

Downloadable Commander Experience (Evintos)
When a commander dies, all other commanders receive 50 exp. points per dead one's level.

Efficient Investment (Evintos)
100% of PP invested into ship building is actually used (instead of 50%); Planet investment costs are halved; Maximum Research investment is doubled.

Enhanced PSI (Xeloss Ending)
Physical damage dealt with PSI weapons increased by 20%.

Fanatic Fleet (Xeloss)
Fleets never retreat nor rout.

Fast Maneuver (Buckaneer)
Fleets return 30% faster.

Fragile Mind Structure (Targoid)
Fleets get 25% more damage from PSI attacks, 50% if armada commander is dead or disabled.

Genetic Engineering Specialist (Targoid)
Increased effect of the Red Death special op - it additionally puts an Obstinate Microbe on the victim's planet.

Great Spawning Pool (Targoid)
Ships with Bio armor are 20% cheaper.

High Morale (Xerusians)
Base morale for all commanders is 25% higher.

Information Network Specialist (Tecanoid)
+5 Spy CM for Steal Technology special op.

No Breath (Evintos, Xesperados)
The atmosphere is excluded from calculating Environment CM, so terraforming is faster.

No Spy (Agerus)
Cannot use or be a target of special ops, except for Meteor Strike and Stellar Bombardment.

PSI (Bosalian, Xeloss)
Can use PSI weapons and devices.

Pacifist (Bosalian)
Cannot perform special ops marked as Atrocious and gets –3 to attack abilities in offensive battles.

Scavenger (Tecanoid)
Gets PP from destroyed enemy fleets.

Stealth (Agerus, Buckaneer)
The chance for being detected on Raid and Privateer missions is 25% lower.

Stealth Pirate (Buckaneer Ending)
The chance for being detected on Raid and Privateer missions is 25% lower (cumulative with Stealth).

Tactical Mastery (Xerusian)
+3 to attack abilities in offensive battles and +3 to defense abilities in defensive battles.

Trained Mind (Bosalian)
Fleets never go berserk.


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