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Animits

In its infancy nation of Animits was extremely successful in almost all their endeavors, a huge amount of resources and efforts of the people was directed at erection of huge city-factories, which helped Animits to won the race for economic supremacy in the intergalactic trade. However, in contrast to creators, descendants are affected by technological pollution. Attempt to once and for all by one colossal effort of the people to secure a bright future turned into a national nightmare. The unprecedented scale and concentration of production led to irreversible changes in the genome of the people - over time, people have practically stopped to reproduce healthy children and each new generation had more genetic abnormalities than the previous one. Nation started to degenerate.

The number of inadequate mutants expelled outside cities grown. Survivors were trying to keep society from complete disintegration struggling with mental and physical illnesses. The only way to save the nation was the creation of clones of the colony's founding father - his DNA was not subject to technogenic threat. Senescent and medicamentally retained in the mind the latest generation of the people adopted clone-infants created from the DNA of their forefather. Children were exposed to plastic face modification and despite the full identity of their bodies, different parents brought up new generation of citizens, so each clone had a unique personality.

Later, the society of clones has developed its own specific solutions for social and psychological challenges, most important of which was the absence of women. Due to the biological identity, technological progress has gone towards the creation of effective and optimal living conditions, transport, storage, supply and recovery of clones taking into account the organic interchangeability and customization of body parts. The identity for example, allows the clones to replace the damaged parts of the body by uninjured parts of fallen comrades directly in combat. As a result, military technologies and combat tactics optimized to the limit, making clones extremely survivable and dangerous opponents.

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.

Neutral