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Arams

Arams were led by humanistic ideals and reasonable political will before they met The Yellow Tribe. They, like many others, fell under the onslaught of the war machine of the Yellow Tribe. Aram’s economy was reoriented to satisfy the needs of the invaders and maintenance of Fate Bridges construction. Attempt to overthrow the yoke of the invaders failed due to betrayal of allied Kufrals race. As a punishment, the invaders almost totally destroyed the population of Arams and their cultural and historical heritage. Unlike many races are equally subjected to genocide they survived. Only a small group of Arams, including the ruling dynasty, managed to take cover on one of the abandoned planets. They were in a hopeless state on the verge of starving to death.

Attempt to survive in imminent danger of complete oblivion and extinction, in an incredible way affected the people, as a result the key to the central chrono core was passed from the heirs of power to all survivors. Will of the people affected chrono codes of central core which mutated, divided itself among all half-dead people, to ensure the survival, forever changing the nature of Arams by unfathomable for descendants way. Engine merged with the DNA structure of all survivors and provided them with an opportunity to inherit some access to chrono technologies directly by willpower. Using new features, Arams were able not only to survive, but also to rebuild civilization and become much stronger and more confident than their defeated ancestors. The Arams have passed the hard way, full of suffering and trials. They have created a harmonious and balanced society, while political ambitions were limited to the level necessary for society administration. Arams feel incredible blood kinship among each other, and inherited chrono abilities have an exceptionally technological origin and integrated with almost all Arams technologies.

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.

Kufrals