Traits are bonuses applied to your race throughout the game, and reflect unique characteristics and qualities of your race. Traits are picked on the game setup screen before starting a game. Each race has pre-set default traits, but you may pick your own traits to customize the way you wish to play. Positive traits give you an advantage while negative traits apply a disadvantage. Each race starts with 8 points to spend on traits; picking positive traits costs points while picking negative traits give you extra points to spend on more positive traits.
Physical[]
Positive[]
Name | Description | Effect | Cost |
---|---|---|---|
Alluring | Alluring races gain a +20 (out of 100) starting relationship with other races due to their majestic and charismatic natures. | (+20) Diplomacy Modifier. |
3 |
Eagle-Eyed | Incredible eyesight gives pilots from this race a 20% gunnery bonus to damage inflicted from projectiles. | (+.20) Cannon Damage Modifier. |
2 |
Efficient Metabolism | Races with highly efficient metabolisms require 25% less food each turn. | (-.25) Consumption Modifier. |
3 |
Fertile | Promiscuous natures, short gestation periods, and large litter sizes increases a races reproduction significantly. Minimum population growth is 1% per turn. | (.01) Minimum Population Growth |
3 |
Reflexes | Ultra-fast reflexes grant fighter pilots from this race a 25% bonus chance to dodge projectiles that otherwise would be hits. | (+.25) Dodge Modifier. |
3 |
Savage | Savage races gain a +30% bonus in ground combat due to a ferocious temperament and various lethal physical characteristics. | (+.30) Ground Combat Modifier. |
2 |
Smart | Intelligent races gain a 35% bonus to research efforts. | (+.35) Research Modifier. |
3 |
Negative[]
Name | Description | Effect | Cost |
---|---|---|---|
Blind | Races that evolve weak optical sensory organs suffer a penalty in space combat, causing projectiles to miss 10% of the time | (-.20) Cannon Damage |
-3 |
Dumb | Dumb races suffer a 35% penalty to research efforts due to their slow grasp of complex ideas | (-.35) Research Modifier |
-3 |
Gluttonous | Gluttonous Races will gorge themselves at every opportunity, eating 25% more food every turn | (+.25) Consumption Modifer |
-3 |
Less Fertile | Longer gestation periods and smaller family sizes lead to lower reproduction rates |
(.02%) |
-3 |
Ponderous | Races with ponderous and deliberate natures make terrible fighter pilots. As a result, their fighters take 25% more damage then normal |
(-.25) |
-3 |
Repulsive | Offensive smells and revolting countenances earn repulsive races a -20 penalty (out of 100) to initial relationships with other races | (-20) Diplomacy Modifier |
-3 |
Timid | Timid races are instinctively terrified of combat and suffer a 30% penalty to ground combat | (-.30) Ground Combat Modifier |
-2 |
Sociological[]
Positive[]
Name | Description | Effect | Cost |
---|---|---|---|
Efficient | Efficent races earn a 25% reduction on ship and building maintenance costs due to their conservative and intelligent use of resources. | (-.25) Maintenance Modifier |
4 |
Industrious | Industrious races enjoy a 35% bonus to Production efforts due to their tireless and efficient natures. | (+.35) Production Modifier |
3 |
Mercantile | Mercantile races are natural traders, and gain .5 Credits for each unit of food or production moved via freighter within the empire. | (+.5) Mercantile |
3 |
Meticulous | Meticulous races honor actuarial professions, earning 25% bonus to tax income for their attention to details. | (+.25) Tax Modifier |
1 |
Skilled Engineers | Races with a natural engineering inclination build studier ship components, resulting in a 20% overall increase to module hit points. | (+.20) Module HP Modifier |
2 |
Negative[]
Name | Description | Effect | Cost |
---|---|---|---|
Corrupt | Races with strong tradition of political corruption have a 25% corruption penalty to tax income. | (-.25) Tax Modifier |
-1 |
Haphazard Engineers | Races who follow haphazard ships construction techniques have shoddier equipment overall, earning a 20% penalty to module hit points. | (-.20) HP Modifier |
-2 |
Lazy | Lazy races just dont like to work, and as a result suffer a 35% penalty to production efforts. | (-.35) Production Modifier |
-3 |
Wasteful | Wasteful races lead lives of excess and care little for concepts like recycling or austerity. Ship building maintenance cost 25% more. | (+.25) Maintenance Modifier |
-4 |
History and tradition[]
Positive[]
Name | Description | Effect | Cost |
---|---|---|---|
Astronomers |
Races that have extensively studied the stars start the game with the closest 20 star systems fully explored. But it can see planet's name & traits only. so you can't find drones without your ship. |
Begin Game With 20 Star Systems Explored | 2 |
Cybernetic | Cybernetic races have inorganic bodies and do not eat food, instead eating production. | Do Not Require Food | 8 |
Duplicitous | Duplicitous races are natural deceivers. | (+10) To All Agent Rolls. |
2 |
Huge Homeworld | The racial homeworld is much larger than the average planet, allowing 25% more population maximum | (+.25) Home World Max Population |
3 |
Manifest Destiny | Races possessing a pioneering spirit believe that their destiny lies out among the stars. As a result, your passenger transports carry three times as many colonists to new planets. | (x3) Colonist Freighters |
3 |
Militaristic | Races with strong military traditions are prepped and ready to meet alien threats. As a result, they begin the game with the Military Outpost and Corvette Hull technologies. | Begin game with: Military Outpost Armor Theory Corvette Hull |
4 |
Naval Tradition | Races with strong naval traditions gain a 35% reduction to ship building costs due to having well developed economic practices concerning ship construction. | (-.35) Ship Cost Modifier |
4 |
Pack Mentality | Races with a pack mentality receive a 25% damage penalty to all ship weapons. They receive a 5% bonus to damage, up to 50%, for each nearby ship. |
(.25) |
2 |
Prototype Flagship | Begin the game with an advanced prototype flagship equipped with technologies that otherwise would not be available at the game's start. | Begin Game With One Advanced Prototype Flagship | 1 |
Spiritual | Spiritual races are ritualistic and religious. They gain a 50% bonus to all effect received from artifacts. | (+.50) Artifact Effects |
2 |
Negative[]
Name | Description | Effect | Cost |
---|---|---|---|
Honest | Honest races do not understand the concept of secrets. | (-10) to all agent rolls. |
-2 |
Polluted Homeworld | Races that have been foolish enough to heavily pollute their own homeworld have a -.5 Fertility penalty on their homeworld, making quick colonization a top priority. | (-.5) Home World Fertility Modifier |
-2 |
Small Homeworld | The racial homeworld is much smaller than the average planet, allowing 25% less population maximum. | (-.25) Home World Max Population |
-3 |