Ships immune to nebula and have access to special Hyperion improvements.
IsImmuneToNebula
IsImmuneToNebula
Ability
ResourcefulAbility - Resourceful
Resourceful
Starts with some useful Resources.
OnStartTurn 1 HyperSilicates
OnStartTurn 1 Durantium
Ability
Rich2 - Rich
Modifies how quickly credits are gained
ColonyGrossIncome
WatcherAbility - Watcher
Watchful
Grants the Cosmic Eye Executive Order. The Cosmic Eye can reveal a part of the galaxy and grants additional research or a new technology when used on another player's planet.+5 Sensor Range for Planets.+1 Sensor Range for Ships and Starbases.
SensorRange
SensorRange
SensorRange
OnStartTurn 1 IdeologyTotalitarianism
OnStartTurn 1 Deception
Ability
FertileAbility - Fertile
Fertile
Start with 2 additional workers and population grows 25% faster.
Growth
OnPlayerSetup
Ability
ScoutingFleet - Scout Fleet
Scout Fleet
Begins with a colony ship and three probes.
OnInitialShips
OnInitialShips
OnInitialShips
OnInitialShips
Starting Ship
StartingIdeology_Individualism - Individualism
Individualism
Believes in the primacy of individual rights, personal freedom, and self-reliance, often over the needs and interests of the community or society.
OnStartTurn 1 IdeologyIndividualism
Ideology
NocturnalAbility - Nocturnal
Nocturnal
Developed to work in cycles, each lasting 15 months.Season of Waking: Manufacturing and Growth are boosted.Season of Dreaming: Research and Influence are boosted.
OnStartTurn 1 MaxManufacturing Crime Growth
OnStartTurn
OnStartTurn
OnStartTurn
OnStartTurn
Ability
WarriorsAbility - Warriors
Warriors
Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
BeamAttack
KineticAttack
MissileAttack
BeamDamageReduction
KineticDamageReduction
MissileDamageReduction
OnStartTurn 1 Intimidation
Ability
GenocidalAbility - Genocidal
Genocidal
Massive advantage in conquering planets due to not caring in the least about collateral damage. Can convert other species unfortunate enough to end up on their planets into living neural network batteries.
Diplomacy
InfluencePerTurn
Soldiering
OnStartTurn 1 IdeologyNihilism
OnStartTurn 1 Deception
OnStartTurn 1 Intimidation
OnStartTurn 1 Persuasion
Ability
CraftsmanAbility - Craftsman
Craftsman
+50% Income from Trade Routes
TradeRouteIncome
OnStartTurn 1 IdeologyEgalitarianism
OnStartTurn 1 IdeologyEgalitarianism
OnStartTurn 1 IdeologyNihilism
OnStartTurn 1 Persuasion
Ability
ConstructorsStartingShip - Constructors
Constructors
Start with two Constructors that start to quickly tap the galactic resources.
OnInitialShips
OnInitialShips
Starting Ship
CertainAbility - Certain
Certain
Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
InfluencePerTurn
OnCultureTraitUnlock
Ability
ExperiencedAbility - Experienced
Experienced
All Ships receive 25% more Experience Points from battles.
ExpBonus
Ability
IntuitiveAbility - Intuitive
Intuitive
Starts with access to Xeno Anthropology technologies and a free Culture trait.
OnStartTurn 1 Deception
OnStartTurn 1 CulturePoints
Ability
SlaversAbility - Slavers
Slavers
Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies.
OnStartTurn 1 IdeologyTotalitarianism
OnStartTurn 1 IdeologyNihilism
Ability
Productive3 - Unproductive
Modifies how quickly improvements are built on your planets
MaxManufacturing
ArchaeologistAbility - Archaeologist
Archaeologist
Whenever artifact charges are earned an additional charge is gained.
ArchivistAbility
Ability
Persuasive3 - Unconvincing
Modifies your chance to use Persuasion in events and diplomacy
Persuasion
VigilantAbility - Vigilant
Vigilant
Starbases have larger Areas of Effect. Enemy ships are slowed, and player ships gain an attack bonus, while in the area of any starbase. Makes available techs that increase movement speed.
Ability
AmphibiousAbility - Aquatic
Aquatic
Aquatic species live most of their lives deep in the oceans, giving them access to several unique Aquatic Techs. They can colonize Oceanic worlds with no penalty.
MineralConversion
TechnologyConversion
WealthConversion
FertilityConversion
OnInitialShips
OnInitialShips
Race Type
Persuasive4 - Unconvincing
Modifies your chance to use Persuasion in events and diplomacy
Persuasion
Courageous2 - Courageous
Modifies the ability to resist Invasions
PlanetaryDefensesMaxHP
Influential2 - Influential
Modifies how quickly borders are expanded
InfluencePerTurn
ScoutsStartingShip - Scouts
Scouts
Start with three tiny Probes that quickly explore the galaxy.
OnInitialShips
OnInitialShips
OnInitialShips
Starting Ship
Productive2 - Productive
Modifies how quickly improvements are built on your planets
MaxManufacturing
Fast1 - Fast
Modifies how far your ships can travel each turn
MovesCap
Fast2 - Fast
Modifies how far your ships can travel each turn
MovesCap
Intimidating3 - Meek
Modifies your chance to use Intimidation in events and diplomacy
Intimidation
Clever2 - Clever
Modifies how quickly technologies are learned
Research
RadiatedAbility - Radiated
Radiated
Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet.
OnStartTurn 1 IdeologyEgalitarianism
OnStartTurn 1 IdeologyProgressivism
OnStartTurn 1 IdeologyEgalitarianism
OnInitialShips
Ability
UnrelentingAbility - Unrelenting
Unrelenting
+10 Control. Planets generate +1 more Influence per month.
Control
InfluencePerTurn
Ability
Courageous1 - Courageous
Modifies the ability to resist Cultural Influence effects
PlanetaryDefensesMaxHP
Explorer1 - Explorers
Modifies how far your ships can travel from your borders
ShipRange
SensorRange
StartingIdeology_Nihilism - Nihilism
Nihilism
Believes in the rejection or denial of inherent meaning or value in life. Causing pain to others is a valid purpose.
OnStartTurn 1 IdeologyNihilism
Ideology
SurveyStartingShip - Flag Ship
Flag Ship
Begin with a Flag Ship that explores the galaxy and investigates valuable Anomalies.
OnInitialShips
Starting Ship
PatrioticAbility - Bureaucrats
Bureaucrats
Starts with 50 Control and access to coordination technologies.
OnStartTurn 1
Ability
Likeable3 - Unlikeable
Modifies other players' attitude toward you
Diplomacy
Intimidating4 - Meek
Modifies your chance to use Intimidation in events and diplomacy
Intimidation
Influential1 - Influential
Modifies how quickly borders are expanded
InfluencePerTurn
ProliferationAbility - Proliferation
Proliferation
When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
RedundantAssemblyAbility
HitPointsCap
Intelligence
Diligence
Resolve
Ability
Militant3 - Passive
Decreases your starting Control
Control
Persuasive2 - Persuasive
Modifies your chance to use Persuasion in events and diplomacy
Persuasion
Productive1 - Productive
Modifies how quickly improvements are built on your planets
MaxManufacturing
Deceptive4 - Bad Liar
Modifies your chance to use Deception in events and diplomacy
Deception
HopefulAbility - Hopeful
Hopeful
Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
Approval
OnStartTurn 1 Persuasion
Ability
ColonyStartingShip - Colony Ship
Colony Ship
Begins with a Colony Ship and probe to quickly find and colonize new worlds.
OnInitialShips
OnInitialShips
Starting Ship
InspiredAbility - Inspired
Inspired
An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
LeaderMaxRecruits
LeaderCostModify
OnStartTurn 1 Persuasion
Ability
SiliconBasedAbility - Silicon Based
Silicon
Silicon lifeforms are built from rocks and rare minerals. They have no need for food, though their Growth is slow unless they have access to plentiful amounts of Promethion.
MineralConversion
TechnologyConversion
WealthConversion
FertilityConversion
Race Type
HiveMindAbility - Hive Mind
Hive Mind
Ships in your territory gain additional Hit Points per colony controlled.
BonusHPMaxInZOC
Ability
EngineersAbility - Engineers
Engineers
Colony and asteroid production decays at half of the normal rate.
SponsorDecay
ColonySponsorDecayMod
Ability
TutorialStartingShips - Scout Fleet
Scout Fleet
Begins with a colony ship and three probes.
OnInitialShips
Starting Ship
Bureaucrat1 - Bureaucrats
Makes additional organizational technologies available
ControlPerTurn
Deceptive1 - Deceptive
Modifies your chance to use Deception in events and diplomacy
Deception
PromethionBornAbility - Promethion Born
Promethion Born
Ships have double the normal Hit Points but don't heal normally.
HitPointsCap
DisableRepair
OnStartTurn 1
OnStartTurn 1 Promethion
Ability
Urbanite1 - Urbanites
Has access to more advanced city building technologies
PopulationCap
TutorialTrackerAbility - Scout Fleet
Scout Fleet
Begins with a colony ship and three probes.
Control
Ability
AmmoniaBasedAbility - Ammonia Based
Ammonia
Ammonia lifeforms thrive on volatile gases and complex nitrogen compounds. While they do consume food, their growth rate significantly accelerates in environments rich in pollutants.
MineralConversion
TechnologyConversion
WealthConversion
FertilityConversion
Race Type
Explorer2 - Explorers
Modifies how far your ships can travel from your borders
ShipRange
SensorRange
WarFleet - Siege Fleet
Siege Fleet
Begins with Fighters and a Siege ship.
OnInitialShips
OnInitialShips
OnInitialShips
Starting Ship
ExplorersAbility - Voyagers
Voyagers
+2 Ship Sensor Range.+1 Ship Moves.
SensorRange
MovesCap
Ability
StarfaringAbility - Starfaring
Starfaring
+25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
ShipRange
OnStartTurn 1
OnStartTurn 1
OnStartTurn 1
Ability
EntrepreneursAbility - Traders
Traders
Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
TradeLicensesMax
EntrepreneursAbility
OnStartTurn 1 Persuasion
OnInitialShips
Ability
Courageous4 - Craven
Modifies the ability to resist Invasions
ResistanceBonus
StartingIdeology_Egalitarianism - Egalitarianism
Egalitarianism
Believes in the fundamental equality of all sentient beings, advocating for equal rights and opportunities regardless of species, origin planet, or other characteristics.
OnStartTurn 1 IdeologyEgalitarianism
Ideology
AncientAbility - Ancient
Ancient
Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
AncientAbility
MaxEnactedPolicies
OnArriveAtAnomaly
Ability
CyberneticAbility - Cybernetic
Cybernetic
Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies.
Ability
XenophobicAbility - Xenophobic
Xenophobic
+50% Research, -75% Influence and -3 to Diplomacy.
Research
InfluencePerTurn
Diplomacy
OnStartTurn 1 IdeologyTraditionalism
OnStartTurn 1 Deception
OnStartTurn 1 Intimidation
OnStartTurn 1 Persuasion
Ability
Explorer3 - Explorers
Modifies how far your ships can travel from your borders
ShipRange
DevoutAbility - Devout
Devout
Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology.
OnPlayerSetup
OnPlayerSetup
OnStartTurn 1
OnCultureTraitUnlock InfluencePerTurn
Ability
UnwaveringAbility - Unwavering
Unwavering
Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
RebellionPointsMax
OnStartTurn 1 Intimidation
OnStartTurn 1 Persuasion
Ability
AdaptableAbility - Adaptable
Adaptable
Can colonize extreme worlds.
OnInitialShips
Ability
RaidersAbility - Raiders
Raiders
-50% Manufacturing and -50% Income on all worlds. Gain +100 Credits and +20 Manufacturing for winning battles. Gain +500 Credits and +200 Manufacturing for conquering planets. Starts with the Armed Shuttles Tech.
MaxManufacturing
Military
ColonyGrossIncome
OnWinFleetBattle Credits
OnWinFleetBattle ManufacturingOverflow
OnWinFleetBattle ManufacturingOverflow
OnWinFleetBattle Approval
OnConquerPlanet Approval
OnConquerPlanet Credits
OnConquerPlanet ManufacturingOverflow
OnConquerPlanet ManufacturingOverflow
OnStartTurn 1 Intimidation
OnInitialShips
OnPlayerSetup
OnPlayerSetup
Ability
Persuasive1 - Persuasive
Modifies your chance to use Persuasion in events and diplomacy
Persuasion
EmpathyAbility - Empathy
Empathy
Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
Diplomacy
Crime
OnStartTurn 1 Persuasion
Ability
Brutal4 - Gentle
Modifies the success of Planetary Invasions
Soldiering
Clever4 - Foolish
Modifies how quickly technologies are learned
Research
DrenginTutorialStartingShips - Scout Fleet
Scout Fleet
Begins with a colony ship and three probes.
OnInitialShips
Starting Ship
LoyalAbility - Loyal
Loyal
Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship.
LeaderCostModify
Loyalty
OnStartTurn 1 Persuasion
Ability
CrimelordAbility - Crime Lord
Crime Lord
Starts allied with the Pirates. Also grants access to the 'Look the Other Way' Policy, improvements unlocked by increased Crime and Executive Orders to claim Pirate fleets and worlds.
OnStartTurn 1 IdeologyNihilism
OnStartTurn 1 Deception
OnStartTurn 1
Ability
Veteran3 - Veteran
Modifies how quickly your ships gain experience
ExpBonus
Militant4 - Passive
Decreases your starting Control
Control
Rich3 - Poor
Modifies how quickly credits are gained
ColonyGrossIncome
Clever1 - Clever
Modifies how quickly technologies are learned
Research
StartingIdeology_Pacifism - Pacifism
Pacifism
Believes in opposing war and violence, advocating for the resolution of conflicts through peaceful negotiations and mutual respect.
OnStartTurn 1 IdeologyPacifism
Ideology
ExterminatorsAbility - Exterminators
Exterminators
Transport ships are replaced with planet killing Spore Ships.
InfluencePerTurn
Intimidation
Ability
Intimidating1 - Intimidating
Modifies your chance to use Intimidation in events and diplomacy
Intimidation
SporesAbility - Spores
Spores
Starts with the ability to deploy spores to a dead world to restore life. Each time a new Culture Trait is gained another charge is earned.
OnStartTurn 1
OnCultureTraitUnlock
Ability
CartographerAbility - Cartographer
Cartographer
Starts knowing the location of other homeworlds. They also receive 3 charges of the Dimensional Mirror power which reveals a portion of space and they gain an additional charge each time a Culture Trait is earned.
OnStartTurn 1
OnStartTurn 1
OnCultureTraitUnlock
Ability
Deceptive2 - Deceptive
Modifies your chance to use Deception in events and diplomacy
Deception
Veteran1 - Veteran
Modifies how quickly your ships gain experience
ExpBonus
Productive4 - Unproductive
Modifies how quickly improvements are built on your planets
MaxManufacturing
CarbonBasedLife - Carbon Based
Carbon Based
Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow.
MineralConversion
TechnologyConversion
WealthConversion
FertilityConversion
Race Type
RavenousAbility - Ravenous
Ravenous
Receives 1,000 Credits and +10% Approval for 25 months after conquering a planet. It also grants the ability to consume aliens and spawn new Festron citizens.
OnConquerPlanet Credits
OnConquerPlanet Approval
Ability
StartingIdeology_Collectivism - Collectivism
Collectivism
Believes in prioritizing the group, community, or society over individual interests, often with a focus on shared responsibility and collective action.
OnStartTurn 1 IdeologyCollectivism
Ideology
Courageous3 - Craven
Modifies the ability to resist Invasions
ResistanceBonus
WarProfiteersAbility - War Profiteers
War Profiteers
Receives 200% bonus from trade routes established with warring races.
WarProfitMult
Ability
ParanoidAbility - Paranoid
Paranoid
Ships receive +25% Hit Points and Attack when they are within their borders.
HitPointsCap
MissileAttack
BeamAttack
KineticAttack
Ability
WealthyAbility - Wealthy
Wealthy
Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies.
OnInitialShips
OnStartTurn 1
OnStartTurn 1
OnStartTurn 1 Credits
Ability
Brutal1 - Brutal
Modifies the success of Planetary Invasions
Soldiering
Veteran2 - Veteran
Modifies how quickly your ships gain experience
ExpBonus
ColonyStartingFleet - Colony Fleet
Colony Fleet
Begins with two Colony Ships to quickly find and colonize new worlds.
OnInitialShips
OnInitialShips
Starting Ship
Likeable2 - Likeable
Modifies other players' attitude toward you
Diplomacy
Likeable1 - Likeable
Modifies other players' attitude toward you
Diplomacy
Deceptive3 - Bad Liar
Modifies your chance to use Deception in events and diplomacy
Deception
Intimidating2 - Intimidating
Modifies your chance to use Intimidation in events and diplomacy
Intimidation
StartingIdeology_Progressivism - Progressivism
Progressivism
Advocates for social reform and new ideas. Progressives are often open to change and seek to address social inequalities and injustices through innovation and reform.
OnStartTurn 1 IdeologyProgressivism
Ideology
StartingIdeology_Traditionalism - Traditionalism
Traditionalism
This philosophy values historical continuity and emphasizes the importance of customs, practices, and institutions that have endured over time. Traditionalists often resist rapid social change and maintain a deep reverence for cultural heritage.
OnStartTurn 1 IdeologyTraditionalism
Ideology
SyntheticLife - Synthetic
Synthetic
Synthetics are robotic lifeforms that do not require food to survive, and can operate in a variety of environments. Unlike squishy organic species, Synthetics fabricate their population and can grow virtually unfettered.