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Admars

Admars were born in a very harsh world. Their homeplanet was subjected only to the initial terraforming and is covered with colossal mountains and dry desert canyons. Life-supporting atmosphere is not completely coating the planet and constantly flows among mountain ranges, and Admars had to wander with it. The whole history of the Admars consists of endless battle for survival. Natural disasters and wild mutated nature are continuously holding Admars cities in vigilance. Sometimes entire cities are destroyed as a result of rock falls, and townspeople become food for wild beasts. Therefore, veterans got a great impact in a society. Veterans - resistant fighters with history full of bravery and courage manifested in numerous battles. Veterans are able to survive in unbearable conditions, and they are defenders of the people. Permanent presence in the danger defined Admars worldview.

Admars are not prone to wishful thinking and relaxation. sobriety state and readiness to act according to the surrounding circumstances the hallmark of all Admars. The principle - to live here and now - not only helped the whole nation to survive in extremely hostile conditions, but also to become a powerful force in the universe. Admars consider protection of borders of united zero space from intruders their national duty and sometimes send expeditions beyond.

Admars always been opposed to various deviations of human nature, and therefore overtly and covertly challenge enemies of mankind in various parts of the universe. Admars - one of the few races that had to face the most mysterious and dangerous threat in the universe - invasions of Synchrots whose existence is questionable from the point of view of most of the other factions. Battles with Synchrots taught Admars to be brave and gave them skills to cope with fear. Admars and their commanders are permanently in a state of readiness to repel any threat, and have an unshakable will and great combat capabilities.

Force
The ability of race to perform an effort to resist the circumstances and mobilize personal will. ±25%: order, vigilance, mobilization, restoration, sabotage, enforcement, power, speed
Fleet
A generalized state of space technologies of the race, the synergy within the fleet of spaceships, and the assessment of their multifunctionality
Vitality
The ability of race to survive, strive for creativity, self-improvement and development. ±25%: evasion, health, maintenance, improvement, usury, adaptation, renovation, cybernetics
Arms
The generalized state of the ground forces of the race, the power of weapons including installed on spaceships. Destructive potential of personal weapons of warriors and sophistication of their armored space suits
Mind
The ability of race to the intellectual thinking, rational understanding of the situation and finding the optimal behavior. ±25%: accuracy, hacking, mastery, commerce, leadership, control, construction, boarding
Economy
A generalized ability of the race to mass production, the efficiency of production processes, the presence of specific buildings and technologies to facilitate the production and extraction
Insight
The ability of race to a reasonable perception, formulation of wise goals, inspiration and creativity. ±25%: efficiency, command, morale, invention, overplus, takeover, compromise, adventurism
Policy
A generalized ability of the race to negotiate with other factions, to engage in diplomatic relations. The presence of special buildings and technologies conducive to the holding of domestic policy

Legality of apostates classes means that the player within the territory of his race can act without hiding his permitted apostate class. A player can not be pursued on the basis of his involvement in the activities of apostates and be the target of bounty hunters in the territory of his race
DNA template of perception - each race belongs to one of three levels of DNA template of perception, that will be outlined in the updates. Essentially the difference between the levels is, the higher the level, the more expensive technologies and higher quantitative characteristics of the final objects. Depending on conditions, each level can be as an advantage or a disadvantage.
Historically formed maximally used type of armored space suit. All races can use medium armor. Most races can use heavy armor, and a few races use superheavy Vanguard armor. The number in the icon indicates the average size of the representative of the race. Depends on the size, the probability to avoid ranged attacks and the cost of creating the costume.

War, Defence, Foreign policy, Domestic policy, Production, Mining - From the combination of all the parameters, each race can be assigned to one of six orientations. Orientation is the general thrust of all the processes occurring inside the fraction caused by historical heritage, technologies and objectives. Often orientation supported by unique technologies, buildings and abilities available to players.

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