Primary racial traits

From Stars!wiki
Revision as of 06:36, 10 November 2006 by Gible (talk | contribs)

Jump to: navigation, search

Claim Adjuster (CA)

Terraforming experts, they enjoy instant, free, alteration of any planet they acquire(instaforming), as well as having the ability to affect the quality of both friends and enemies planets through the use of specialised miners and bombs. Generally accepted to be the most powerful trait, economically.

War Monger (WM)

Very good at offensive warfare, though not so good at defenses. They can build specialised offensive equipment, and are the only race to have access to BattleCruisers and Dreadnoughts, but they can only build basic planetary defences, and have NO knowledge of mines. Also receives a bonus for invading troops. WMs favor the early-to-mid game, with most of their advantages disappearing in the late game.

Inner Strength (IS)

Very good at defensive warfare, and has a wide variety of equipment to enhance their ships such as combined shields and armour, cloak disruptors and miniature gatling lasers. They have access to the huge Super Freighter, and both standard and speed trap mines. Their colonists receive a defensive bonus, and can breed on board transport ships. Viewed as one of the weakest PRTs.

Packet Physics (PP)

Experts at launching "mass packets" using their advanced mass driver technology which can be used for scouting, as a weapon, or even a means of terraforming. Will often start with an extra 'outpost' colony. Viewed as one of the weakest PRTs, except Tiny games where small distances make packets into dangerous weapons.

Interstellar Traveller (IT)

Have unique advantages when it comes to building and using stargates. Stargates are cheaper and IT ships can carry cargo through them, as well as taking less damage for exceeding the gate limits. At high tech levels, gates can be built with no limits for distance or weight. Often starts with an extra 'outpost' colony.

Super Stealth (SS)

Experts at keeping hidden, all their ships have a base 75% cloak and can carry cargo without losing cloak effectivness, as well as being able to travel through minefields 1 warp faster than normal. Can build specialised stealth equipment with built-in cloaks (such as shields and scanners), and has access to the Rogue and Stealth Bomber ships. Also receives a research bonus based on the total galaxy-wide research spending.

Space Demolition (SD)

Masters of minefields, able to build all types of mines and use them as an early warning system. Able to plough through minefields 2 warps faster than normal and can remotely detonate its own standard minefields. Can build specialised minelaying ships which double mine production rates.

Alternate Reality (AR)

AR is a unique race, which plays quite differently to the other races. Can be vulnerable in the early stages of a game, but very powerful later on. They live in their starbases, and can eventually upgrade them to the huge Death Stars. Also has the ability to 'remote mine' its own planets for extra minerals.

Jack Of All Trades (JOAT)

While not having any unique advantages, they get built-in scanners on their Scouts, Frigates and Destroyers, as well as 20% higher maximum population per planet.

Hyper Expansion (HE)

One of the most feared races, and the first with which 'monster' status was achieved. Can build totally adaptable Metamorph ships, as well as super-efficient energy capacitors with which to enhance their weapons. They get double the listed growth rate for their colonies, but can only support half the number of colonists on them, making (as the name suggests) expansion a must for survival. Totally unable to construct stargates.