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Tromatalots

Tromatalots avoided participation in the thousand-year war called - The wars of verity. In the first centuries after the unification into intergalactic zero space, Tromatalots managed to become a very powerful nation thanks to the courage and farsightedness of its rulers. But the desire to become the Empire was doomed because of the inherent predisposition to the excessive risk. Tromatalots refused to accept their defeat and continued to hope for good luck, luck that usually accompanied them. Former greatness changed to the greatest national debt and financial collapse as a result of which most of inhabited planets have been sold, and the oceans and the air of remaining planets have been given as payment of debt.

Former prestige and influence were lost. To save their honor and rehabilitate in the eyes of intergalactic neighbors tromatalots, as a sign of their repentance, decided on a bold move. Tromatalots declared themselves a peaceful trading empire, does not pretend to dominion in the universe and change the appearance of their armor suits. To never forget about their genetic passion to gamble and risk, tromatalots stopped wearing clothes under their armor suits. Appearance always reminds them about the fall, preventing the repetition of mistakes.

Unprecedented transparency made former enemies to temper justice with mercy. Tromatalots managed to retain central chrono engine and they were not being expelled outside the joint zero space as a set of defeated races. The population of Tromatalots almost entirely live on space stations, which are rods of vital infrastructure for the tens of thousands of standardized individual capsules and spacecrafts. Tromatalots used to own only the most necessary, and often change their location traveling around the universe. Modular space fleet is the guarantor of the independence of the nation consisting of cosmic builders and tradesmen. Tromatalots created the greatest trading empire and entrenched as a new intergalactic influential force.

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