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Madacains

Madacains integrated into the united zero space a few centuries after the end of the wars of independence, and therefore on par with the other races that were restoring from centuries of oppression began to develop and engage in intergalactic relations. Many believe that the path chosen by Madacains was imposed by arcane community of expelled Briones returned from the depths of space and under the cloak of secrecy preparing a base for their own purposes. Madacains were forced to start their path in a well-studied and ancient space sector, where the majority of suitable for life planets belonged to other races. So the nation embarked on the use of safe and controlled mutations obtained in the course of studying the effect of technogenic pollution. This allowed to genetically enchant the society. Initially only colonists of unsuitable for life planets were subjected to mutagenesis, in consequence, with the development of genetic planning, all citizens become mutants.

With a huge number of positive aspects of genetic planning supernatural properties were associated with extra sensitivity that inevitably made many people hostages of pleasures. Together with a controlled market of mutagens evolved parallel market of extreme mutagens, with unknown and very hard to forecast negative consequences for the human psyche and health. For many centuries, the appearance of mutants has undergone a huge amount of cultural and fashionable trends. Primary national features erased from the genetic memory of the people transmitting inherited addictions to each other. Appearance of mutants depends on the conditions of their native planet or occupation.

The intellectual level is also very different and the overall level of technologies and production inferior to other races. However, the military abilities and certain properties allow Madacains to feel confident in intergalactic distribution of labor. Technologies are mainly adaptive in nature and allow to use the equipment of any faction in the construction of own spacecrafts and structures. The heirs of the pure genetic lines hold the power in society, trying to keep within the limits of harmless mutations and preserve the integrity of the nation and the superiority of their blood. Mutants are extremely tough and survivable warriors.

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.

Brions