Terran

 
The Terrans or Human race is a simple and balanced race. They are also capitalist, industrialist, explorers, warlike and a very curious race. This would allow the Terrans to base their economy on any factors, such as commercial, industry, agriculture and of course the general public pays taxes to the local government.

Thanks to the curiosity of the Terrans, they have explored and populated most parts of the galaxy, making it the most common race to be found. However due to their warlike manner, Terran colonies are almost always fighting with one another.

All players have to start off with the Terrans race first and is required to finish some of the initial missions prior to moving on to other races.
 
Advantage
+500% to mining Terran Metal Minerals
 
Empire death
Bankcrupcy - when unable to repay debt

Requirements to play this Race
None
 
Alien attributes
Difficulty Setting  Easy
Exploration  Normal
Enslave  Yes
Research  Yes
Missions  Yes
 
Race modifiers
Tax from population  - 20 %
Agriculture yield  + 40 %
Tax from Commercial  + 0 %
Industry efficiency 
(Industry efficiency) 
 + 80 %
Demand for goods  + 100 %
Infrastructure Maintenance  + 0 %
Mineral Generation  - 30 %


A.Miner

 
The Collective then found the Aspha Miners race, which specializes, in mineral extraction and large defensive weapons platforms (starbases). The Aspha Miners did not bow to the demands of being assimilated by the Collective thus the Aspha-Collective war broke out. The war was stalemate lasting for a hundred years. Eventually the Collective grows tiresome of the non-conclusive war and decided to moves on. Both races suffered great amount of losses with most their fleets and colonies destroyed.

The Aspha Miners race originates far from the Orion Star Systems. They seems to be a religious race with their original religious records dating back eons ago. Their race name was derived from the Asphalt Mineral, which is found in abundance in the Orion Star System and the fact that they are very skillful in mineral extractions, hence the word Miners. The Aspha Miners peaceful in nature, places more emphasis on defensive weapons platforms or starbases and also designing their fleet to be more defensive in nature.

This was to their advantage as they the Collective race soon came trying to invade and assimilate their entire Empire. Although the war ended in a stalemate, the Orion Star System was drained of resources having many colonies and planets devastated beyond recovery. The Aspha Miners fearing the return of the Collective race moved all their population into thousands of small colony convoys consisting of remanding fleet and fled from the Orion Star System looking for other Star Systems.

The Aspha Miners eventually settled in many parts of the galaxy being one of the common races to be found around.

Special ability
Bonus to mining activities
Empire death
Bankcrupcy - when unable to repay debt

Requirements to play this Race
Act 1 - Mission 10
 
Alien attributes
Difficulty Setting  Easy
Exploration  Normal
Enslave  Yes
Research  Yes
Missions  Yes
 
Race modifiers
Tax from population  + 20 %
Agriculture yield  - 40 %
Tax from Commercial  - 20 %
Industry efficiency 
(Industry efficiency) 
 + 100 %
Demand for goods  - 70 %
Infrastructure Maintenance  + 0 %
Mineral Generation  + 130 %


Marauder

 
Eons ago the Guardian and the Marauders were in a constant war, which almost bought about the total genocide of this two alien races. After hundreds of years of war, the Marauders were winning the war by almost conquering the galaxy, leaving the Guardians to a handful of colonies left. As the main Marauder's fleet together with Bastille, the center of command for the Marauders approaches, the Guardian race out of desperation used an untested Kal-Zul artifact thought to be a mass destruction weapon of some kind against the invaders. Upon activating the alien artifact the entire solar system was overwhelmed with an unknown sub-space energy burst. This resulted in the mutation of the Guardian race from an organic being to an energy-based entity. The entire fleet of the Marauders has been mutated to an unknown form and was teleported to a distant Dark Galaxy, by the artifact as well.
 
Having lost their leadership and main fleet, the Marauders soon lost the war. The new Terran race soon enslaved the Marauders during the Expansion Period of the Terran race, taking advantage of the situation. However, the Marauders being an aggressive race refused to be enslaved and launched a rebellion. They were crushed by the Terran fleets and forced to flee.
 
Marauders now live off the Terran by pillaging and plundering their colonies. Marauders are also known to be always on the move, keeping their colonies small in size, as not to attract unwanted attention.
 
Special ability
Ships have very low upkeep
Harder to get sabotaged
Starts with Titan System instead of Sol System
All system starts with additional +2 Defense, similar to have a System Defense II activated on all new systems

 
Empire death
Bankcrupcy - when unable to repay debt


Requirements to play this Race
Act 1 - Mission 10
 
Alien attributes
Difficulty Setting  Medium
Exploration  Hard
Enslave  No
Research  Yes
Missions  No
 
Race modifiers
Tax from population  - 70 %
Agriculture yield  + 30 %
Tax from Commercial  - 20 %
Industry efficiency 
(Industry efficiency) 
 + 50 %
Demand for goods  - 95 %
Infrastructure Maintenance  + 0 %
Mineral Generation  - 40 %


Viral

 
The Viral 106 species, as its name implies is a virus-like species, which survive solely on new hosts or victims, namely other races. Caused by the outbreak of a mysterious virus that erupted on the outer territories of the Terrans, it quickly assimilated technology into itself through a mysterious process still debated by various scientists all over the galaxy. Furthermore, the species can only multiply when there is a sufficient and steady income of hosts.
 
Specials
Infect ships in battle
Infect colonies/planets
Reverse engineer any ships (Terran, Aspha Miner and Marauder, limited to 3 per race)
Extra cost for building reversed engineered ships
 
Empire death
Bankcrupcy - when unable to repay debt


Requirements to play this Race
Act 1 - Mission 10
 
Alien attributes
Difficulty Setting  Hard
Exploration  Normal
Enslave  No
Research  Yes
Missions  No
 
Race modifiers
Tax from population  - 20 %
Agriculture yield  + 40 %
Tax from Commercial  - 10 %
Industry efficiency 
(Industry efficiency) 
 + 60 %
Demand for goods  + 100 %
Infrastructure Maintenance  + 0 %
Mineral Generation  + 0 %


Collective

 
The Collective race is a half organic species, half robotic cyborg made aeons created by an ancient race for their military purposes during their war era. However, but after the ancient race's wars era was over, the Collective tired of peace turned against their masters and assimilated them. During this rebellion, the Collective resorted to assimilating ships and planets to increase their strength. As time goes by, they eventually have specially built ships for assimilating purposes.

After the war the Collective began building an empire in the solitude of the Gamma Quadrant. Soon the Collective race started sending scouting expeditions venturing to the Orion Star Systems, out of the Gamma Quadrant for new targets to assimilate.

The Collective then found the Aspha Miners race, which specializes, in mineral extraction and large defensive weapons platforms (starbases). The Aspha Miners did not bow to the demands of being assimilated by the Collective thus the Aspha-Collective war broke out. The war was stalemate lasting for a hundred years. Eventually the Collective grows tiresome of the non-conclusive war and decided to moves on. Both races suffered great amount of losses with most their fleets and colonies destroyed.

 
Special ability
Assimilate ships in battle (only if you win the battle)
Harder to get sabotaged
Starts with Titan System instead of Sol System
Population grows to 2x maximum population allowed
 
Empire death
Bankcrupcy - when unable to repay debt


Requirements to play this Race
Act 1 - Mission 10
 
Alien attributes
Difficulty Setting  Hard
Exploration  Hard
Enslave  No
Research  Yes
Missions  No
 
Race modifiers
Tax from population  - 70 %
Agriculture yield  + 100 %
Tax from Commercial  - 10 %
Industry efficiency 
(Industry efficiency) 
 - 80 %
Demand for goods  - 18 %
Infrastructure Maintenance  + 0 %
Mineral Generation  - 40 %


Guardian

 
Eons ago the Guardian and the Marauders were in a constant war, which almost bought about the total genocide of these two alien races. After hundreds of years of war, the Marauders were winning the war by almost conquering the galaxy, leaving the Guardians to a handful of colonies left. As the main Marauder's fleet together with Bastille, the center of command for the Marauders approaches, the Guardian race out of desperation used an untested Kal-Zul artifact thought to be a mass destruction weapon of some kind against the invaders. Upon activating the alien artifact the entire solar system was overwhelmed with an unknown sub-space energy burst. This resulted in the mutation of the Guardian race from an organic being to an energy-based entity. The entire fleet of the Marauders has been mutated to an unknown form and was teleported to a distant Dark Galaxy, by the artifact as well.
 
After the war many Guardians were unable to cope with the mutation and longed to turn back in to an organic being. The main government outlawed such experiments and a civil war broke up. The civil war finally ended after a great loss for the entire Guardian race. Countless colonies and technology was destroyed, as the race almost wiped itself out from existence. From then on the Guardians have made a solemn oath to protect the galaxy, and to ensure peace realms.
 
The Guardians being composed of energy do not consume food. They however excel in the field of energy research producing one of the best energy shields in the known galaxy. This advantage makes most energy-based weapons ineffective against them. Unable to attain the pleasures of consuming food, the Guardian race takes pleasure in collecting consumer goods from other races.
 
Special ability
Effective energy shield
Ships have large hull
Population consume only 85-90% less food
 
Empire death
Bankcrupcy - when unable to repay debt


Requirements to play this Race
Act 1 - Mission 10
 
Alien attributes
Difficulty Setting  Hard
Exploration  Normal
Enslave  No
Research  Yes
Missions  Yes
 
Race modifiers
Tax from population  - 70 %
Agriculture yield  - 60 %
Tax from Commercial  - 70 %
Industry efficiency 
(Industry efficiency) 
 - 60 %
Demand for goods  - 80 %
Infrastructure Maintenance  + 0 %
Mineral Generation  - 80 %


KalZul

 
The Kal-Zul is an ancient alien race thought to be extinct from the current galaxy. It is not entirely clear what happen to this ancient race. The Kal-Zul is known for their unique technology and artifacts, which is rumoured to be scattered around the known galaxy.
 
Special ability
Unique technology and arfiacts
Ultra-strong ships


Requirements to play this Race
Special
 
Alien attributes
Difficulty Setting  Hard
Exploration  Normal
Enslave  No
Research  Yes
Missions  No
 
Race modifiers
Tax from population  - 50 %
Agriculture yield  - 99 %
Tax from Commercial  - 99 %
Industry efficiency 
(Industry efficiency) 
 - 99 %
Demand for goods  - 99 %
Infrastructure Maintenance  + 0 %
Mineral Generation  - 99 %


D.Marauder

 
Eons ago the Guardian and the Marauders were in a constant war, which almost bought about the total genocide of this two alien races. After hundreds of years of war, the Marauders were winning the war by almost conquering the galaxy, leaving the Guardians to a handful of colonies left. As the main Marauder's fleet together with Bastille, the center of command for the Marauders approaches, the Guardian race out of desperation used an untested Kal-Zul artifact thought to be a mass destruction weapon of some kind against the invaders. Upon activating the alien artifact the entire solar system was overwhelmed with an unknown sub-space energy burst. This resulted in the mutation of the Guardian race from an organic being to an energy-based entity. The entire fleet of the Marauders has been mutated to an unknown form and was teleported to a distant Dark Galaxy, by the artifact as well.
 
Special ability
Unknown

Requirements to play this Race
Special
 
Alien attributes
Difficulty Setting  Hard
Exploration  Hard
Enslave  Yes
Research  Yes
Missions  No
 
Race modifiers
Tax from population  - 50 %
Agriculture yield  - 99 %
Tax from Commercial  - 99 %
Industry efficiency 
(Industry efficiency) 
 - 99 %
Demand for goods  - 99 %
Infrastructure Maintenance  + 0 %
Mineral Generation  - 99 %