Ships immune to nebula and have access to special Hyperion improvements.
Ship Is Immune To Nebula
Starbase Is Immune To Nebula
Ability
ResourcefulAbility - Resourceful
Starts with some useful Resources.
Ability
Rich2 - Rich
Modifies how quickly credits are gained
+10% Colony Gross Income
Personality Trait
WatcherAbility - Watcher
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.
+5 Colony Sensor Range
+1 Ship Sensor Range
+1 Starbase Sensor Range
Ability
FertileAbility - Fertile
Start with 2 additional workers and population grows 25% faster.
+25% Colony Growth
Ability
ScoutingFleet - Scout Fleet
Begins with a colony ship and three probes.
Starting Ship
StartingIdeology_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.
Ideology
NocturnalAbility - 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.
Ability
WarriorsAbility - Warriors
Ignore 10% of all damage done to their ships. All weapons do 10% more damage.
+10% Ship Beam Attack
+10% Ship Kinetic Attack
+10% Ship Missile Attack
+0.1 Ship Beam Damage Reduction
+0.1 Ship Kinetic Damage Reduction
+0.1 Ship Missile Damage Reduction
Ability
GenocidalAbility - 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.
-1 Faction Diplomacy
-25% Colony Influence Per Turn
+0.15 Faction Soldiering
Ability
CraftsmanAbility - Craftsman
+50% Income from Trade Routes
+50% Faction Trade Route Income
Ability
ConstructorsStartingShip - Constructors
Start with two Constructors that start to quickly tap the galactic resources.
Starting Ship
CertainAbility - Certain
Believes their philosophy should be universal, increased (+2) influence, special planet improvements. 30 Research every time a Culture Trait is unlocked.
+2 Colony Influence Per Turn
Ability
ExperiencedAbility - Experienced
All Ships receive 25% more Experience Points from battles.
+0.25 Faction Exp Bonus
Ability
IntuitiveAbility - Intuitive
Starts with access to Xeno Anthropology technologies and a free Culture trait.
Ability
SlaversAbility - Slavers
Gain the ability to enslave your citizens, reducing their approval, production and food consumption. But they never protest. Gain access to Slaving Technologies.
Ability
Productive3 - Unproductive
Modifies how quickly improvements are built on your planets
-15% Colony Max Manufacturing
Personality Trait
ArchaeologistAbility - Archaeologist
Whenever artifact charges are earned an additional charge is gained.
+1 Faction Archivist Ability
Ability
Persuasive3 - Unconvincing
Modifies your chance to use Persuasion in events and diplomacy
-10 Faction Persuasion
Personality Trait
VigilantAbility - 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 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.
+1 Colony Mineral Conversion
+1 Colony Technology Conversion
+1 Colony Wealth Conversion
+1 Colony Fertility Conversion
Race Type
Persuasive4 - Unconvincing
Modifies your chance to use Persuasion in events and diplomacy
-25 Faction Persuasion
Personality Trait
Courageous2 - Courageous
Modifies the ability to resist Invasions
+20% Colony Planetary Defenses MaxHP
Personality Trait
Influential2 - Influential
Modifies how quickly borders are expanded
+10% Colony Influence Per Turn
Personality Trait
ScoutsStartingShip - Scouts
Start with three tiny Probes that quickly explore the galaxy.
Starting Ship
Productive2 - Productive
Modifies how quickly improvements are built on your planets
+10% Colony Max Manufacturing
Personality Trait
Fast1 - Fast
Modifies how far your ships can travel each turn
+2 Ship Moves Cap
Personality Trait
Fast2 - Fast
Modifies how far your ships can travel each turn
+1 Ship Moves Cap
Personality Trait
Intimidating3 - Meek
Modifies your chance to use Intimidation in events and diplomacy
-10 Faction Intimidation
Personality Trait
Clever2 - Clever
Modifies how quickly technologies are learned
+10% Colony Research
Personality Trait
RadiatedAbility - Radiated
Can colonize Radioactive Worlds. Gains the Abhorent Infection Executive Order after several months.Abhorent Infection raises the Pollution level on a target planet.
Ability
UnrelentingAbility - Unrelenting
+10 Control. Planets generate +1 more Influence per month.
+10 Faction Control
+1 Colony Influence Per Turn
Ability
Courageous1 - Courageous
Modifies the ability to resist Cultural Influence effects
+30% Colony Planetary Defenses MaxHP
Personality Trait
Explorer1 - Explorers
Modifies how far your ships can travel from your borders
+4 Ship Range
+4 Ship Sensor Range
Personality Trait
StartingIdeology_Nihilism - Nihilism
Believes in the rejection or denial of inherent meaning or value in life. Causing pain to others is a valid purpose.
Ideology
SurveyStartingShip - Flag Ship
Begin with a Flag Ship that explores the galaxy and investigates valuable Anomalies.
Starting Ship
PatrioticAbility - Bureaucrats
Starts with 50 Control and access to coordination technologies.
Ability
Likeable3 - Unlikeable
Modifies other players' attitude toward you
-1.5 Faction Diplomacy
Personality Trait
Intimidating4 - Meek
Modifies your chance to use Intimidation in events and diplomacy
-25 Faction Intimidation
Personality Trait
Influential1 - Influential
Modifies how quickly borders are expanded
+15% Colony Influence Per Turn
Personality Trait
ProliferationAbility - Proliferation
When a ship is constructed, two ships are constructed instead. But all ships have -25% Hit Points.
+1 Faction Redundant Assembly Ability
-25% Ship Hit Points Cap
-2 Unit Intelligence
-1 Unit Diligence
-1 Unit Resolve
Ability
Militant3 - Passive
Decreases your starting Control
-10 Faction Control
Personality Trait
Persuasive2 - Persuasive
Modifies your chance to use Persuasion in events and diplomacy
+30 Faction Persuasion
Personality Trait
Productive1 - Productive
Modifies how quickly improvements are built on your planets
+15% Colony Max Manufacturing
Personality Trait
Deceptive4 - Bad Liar
Modifies your chance to use Deception in events and diplomacy
-25 Faction Deception
Personality Trait
HopefulAbility - Hopeful
Believes any civilization capable of space travel must be a potential friend. Higher Approval on planets.
+0.1 Unit Approval
Ability
ColonyStartingShip - Colony Ship
Begins with a Colony Ship and probe to quickly find and colonize new worlds.
Starting Ship
InspiredAbility - Inspired
An additional Leader is available for recruitment and Leaders cost 25% less to recruit.
+1 Faction Leader Max Recruits
-0.25 Faction Leader Cost Modify
Ability
SiliconBasedAbility - Silicon Based
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.
+1 Colony Mineral Conversion
+1 Colony Technology Conversion
+1 Colony Wealth Conversion
+1 Colony Fertility Conversion
Race Type
HiveMindAbility - Hive Mind
Ships in your territory gain additional Hit Points per colony controlled.
+5 Faction BonusHP Max In Z O C
Ability
EngineersAbility - Engineers
Colony and asteroid production decays at half of the normal rate.
+0.5 Colony Sponsor Decay
-0.15 Colony Sponsor Decay Mod
Ability
TutorialStartingShips - Scout Fleet
Begins with a colony ship and three probes.
Starting Ship
Bureaucrat1 - Bureaucrats
Makes additional organizational technologies available
+1 Faction Control Per Turn
Personality Trait
Deceptive1 - Deceptive
Modifies your chance to use Deception in events and diplomacy
+25 Faction Deception
Personality Trait
PromethionBornAbility - Promethion Born
Ships have double the normal Hit Points but don't heal normally.
+100% Ship Hit Points Cap
+1 Ship Disable Repair
Ability
Urbanite1 - Urbanites
Has access to more advanced city building technologies
+25% Colony Population Cap
Personality Trait
TutorialTrackerAbility - Scout Fleet
Begins with a colony ship and three probes.
-100 Faction Control
Ability
AmmoniaBasedAbility - Ammonia Based
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.
+1 Colony Mineral Conversion
+1 Colony Technology Conversion
+1 Colony Wealth Conversion
+1 Colony Fertility Conversion
Race Type
Explorer2 - Explorers
Modifies how far your ships can travel from your borders
+2 Ship Range
+2 Ship Sensor Range
Personality Trait
WarFleet - Siege Fleet
Begins with Fighters and a Siege ship.
Starting Ship
ExplorersAbility - Voyagers
+2 Ship Sensor Range.+1 Ship Moves.
+2 Ship Sensor Range
+1 Ship Moves Cap
Ability
StarfaringAbility - Starfaring
+25% Ship Range. Starts with the ability to detect and travel on Subspace Streams.
+25% Faction Ship Range
Ability
EntrepreneursAbility - Traders
Starts with freighter, has a significant boost to Persuasion and receives 3 free trade licenses.
+3 Faction Trade Licenses Max
+1 Faction Entrepreneurs Ability
Ability
Courageous4 - Craven
Modifies the ability to resist Invasions
-0.3 Colony Resistance Bonus
Personality Trait
StartingIdeology_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.
Ideology
AncientAbility - Ancient
Gets Research from Precursor Artifacts and anomalies. Starts with an additional Policy slot.
+1 Faction Ancient Ability
+1 Faction Max Enacted Policies
Ability
CyberneticAbility - Cybernetic
Gives Access to more powerful technologies and Improvements for races who are not afraid to interface with superior technologies.
Ability
XenophobicAbility - Xenophobic
+50% Research, -75% Influence and -3 to Diplomacy.
+150% Colony Research
-75% Colony Influence Per Turn
-3 Faction Diplomacy
Ability
Explorer3 - Explorers
Modifies how far your ships can travel from your borders
-1 Ship Range
Personality Trait
DevoutAbility - Devout
Starts with a Cleric citizen and a Krynniac Temple on their homeworld. Culture grows every time they add to their ideology.
Ability
UnwaveringAbility - Unwavering
Colonies are much harder to Culture flip, and access to the Unbroken Spirit technologies.
+200 Faction Rebellion Points Max
Ability
AdaptableAbility - Adaptable
Can colonize extreme worlds.
Ability
RaidersAbility - 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.
-50% Colony Max Manufacturing
-50% Shipyard Military
-50% Colony Gross Income
Ability
Persuasive1 - Persuasive
Modifies your chance to use Persuasion in events and diplomacy
+50 Faction Persuasion
Personality Trait
EmpathyAbility - Empathy
Increases Diplomacy by +1, Persuasion by +15%, Reduces Crime by 10%.
+1 Faction Diplomacy
-0.1 Faction Crime
Ability
Brutal4 - Gentle
Modifies the success of Planetary Invasions
-0.3 Faction Soldiering
Personality Trait
Clever4 - Foolish
Modifies how quickly technologies are learned
-30% Colony Research
Personality Trait
DrenginTutorialStartingShips - Scout Fleet
Begins with a colony ship and three probes.
Starting Ship
LoyalAbility - Loyal
Leaders all have +10 Loyalty and cost 25% less to recruit. +1 Cultural Point when a Leader is assigned to a Command Ship.
-0.25 Faction Leader Cost Modify
+10 Unit Loyalty
Ability
CrimelordAbility - 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.
Ability
Veteran3 - Veteran
Modifies how quickly your ships gain experience
-0.2 Faction Exp Bonus
Personality Trait
Militant4 - Passive
Decreases your starting Control
-20 Faction Control
Personality Trait
Rich3 - Poor
Modifies how quickly credits are gained
-15% Colony Gross Income
Personality Trait
Clever1 - Clever
Modifies how quickly technologies are learned
+15% Colony Research
Personality Trait
StartingIdeology_Pacifism - Pacifism
Believes in opposing war and violence, advocating for the resolution of conflicts through peaceful negotiations and mutual respect.
Ideology
ExterminatorsAbility - Exterminators
Transport ships are replaced with planet killing Spore Ships.
-3 Colony Influence Per Turn
+15 Faction Intimidation
Ability
Intimidating1 - Intimidating
Modifies your chance to use Intimidation in events and diplomacy
+50 Faction Intimidation
Personality Trait
SporesAbility - 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.
Ability
CartographerAbility - 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.
Ability
Deceptive2 - Deceptive
Modifies your chance to use Deception in events and diplomacy
+10 Faction Deception
Personality Trait
Veteran1 - Veteran
Modifies how quickly your ships gain experience
+1.0 Faction Exp Bonus
Personality Trait
Productive4 - Unproductive
Modifies how quickly improvements are built on your planets
-30% Colony Max Manufacturing
Personality Trait
CarbonBasedLife - Carbon Based
Carbon-based species use water and hydrocarbons as the basis of their chemistry. Their populations require food in order to grow.
+1 Colony Mineral Conversion
+1 Colony Technology Conversion
+1 Colony Wealth Conversion
+1 Colony Fertility Conversion
Race Type
RavenousAbility - 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.
Ability
StartingIdeology_Collectivism - Collectivism
Believes in prioritizing the group, community, or society over individual interests, often with a focus on shared responsibility and collective action.
Ideology
Courageous3 - Craven
Modifies the ability to resist Invasions
-0.15 Colony Resistance Bonus
Personality Trait
WarProfiteersAbility - War Profiteers
Receives 200% bonus from trade routes established with warring races.
+1 Trade Route War Profit Mult
Ability
ParanoidAbility - Paranoid
Ships receive +25% Hit Points and Attack when they are within their borders.
+25% Ship Hit Points Cap
+25% Ship Missile Attack
+25% Ship Beam Attack
+25% Ship Kinetic Attack
Ability
WealthyAbility - Wealthy
Starts with 2000 more credits and the Universal Translator technology. Receives access to Interstellar Banking technologies.
Ability
Brutal1 - Brutal
Modifies the success of Planetary Invasions
+0.4 Faction Soldiering
Personality Trait
Veteran2 - Veteran
Modifies how quickly your ships gain experience
+0.75 Faction Exp Bonus
Personality Trait
ColonyStartingFleet - Colony Fleet
Begins with two Colony Ships to quickly find and colonize new worlds.
Starting Ship
Likeable2 - Likeable
Modifies other players' attitude toward you
+2 Faction Diplomacy
Personality Trait
Likeable1 - Likeable
Modifies other players' attitude toward you
+3 Faction Diplomacy
Personality Trait
Deceptive3 - Bad Liar
Modifies your chance to use Deception in events and diplomacy
-10 Faction Deception
Personality Trait
Intimidating2 - Intimidating
Modifies your chance to use Intimidation in events and diplomacy
+30 Faction Intimidation
Personality Trait
StartingIdeology_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.
Ideology
StartingIdeology_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.
Ideology
SyntheticLife - 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.