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Noombars

Noombars civilization originates from the giant star system consisting of several dozens of planets with liquid-gaseous surfaces. As a result of terraforming, the planets were covered with fragile porous hydrochloric lumps grown by chemical reactions, which like icebergs, were moving by a viscous surface of the planet, sometimes colliding with one another. These islands were the places of construction and urban habitat of Noombars race. Only a tiny width a few hundred meters layer of the planet’s atmosphere, filled with air-like gas was suitable for human life and building of a sustainable society. Nation of Noombars eventually adapted and learned to use suitable climate zones for creation of numerous sities and communities, which were centers of scientific and technological development of the whole nation. However, a great disparity in welfare and overpopulation of citizens led to a political mode in which the poor citizens were expelled from the favorable climate zone - either rising above or descending below. Technological progress allowed to adapt to the hostile environment and settlements continued to grow beyond a favorable climatic zone.

People of lower and upper zones exchanged gathered resources and collected goods for equipment and weapons. Developed protection systems and weapons exterminated those who tried to return to a favorable climate zone. For the generation of rather peaceful development interrupted by periods of revolutions and rebellions was formed a special class of mid-residents. Median-residents grant to their heirs the privileged civilian status and elect governors from among themselves. Median-residents have the power to control technologies and hire the soldiers from the upper and lower zones, who hardened in endless struggle for survival, to protect their borders hoping to get into a zone of favorable microclimate as a reward for a lifetime military service. The ruling elite of mid-residents are quite coddled hedonists living in comfort divorced from reality while the inhabitants of the upper and lower zones are incredibly persistent and deadly warriors, acquiring glory to their motherland throughout the universe. The high command of the army consisting mainly of good-natured representatives of the unfavorable zones determine the actual policy of the nation although they are not formally mid-residents.

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.

Messiars