Difference between revisions of "Races"

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| [[Hydrals]]||Player race||
 
| [[Hydrals]]||Player race||
*Home planet was destroyed and race was wiped out by the Acutians and Evucks in retaliation for denying space-faring tech.
+
*You are the last of the Hydrals. The first to attain spaceflight, your long-lived race was responsible for centuries of oppression. Massive and deadly, a single Hydral is easily a match for a thousand troops of any other race. Unfortunately, you are outnumbered trillions to one. On the plus side, the lengthy solar occupation has left centuries' worth of inactive Hydral technology scattered about the solar system. Powerful technology that only you can activate
 
|-
 
|-
 
| [[Acutians]]||Capitalistic robots||
 
| [[Acutians]]||Capitalistic robots||
*Willing to do anything for profit
+
*Cold, robotic capitalists. One of the more dangerous races, as they are always looking to make new "acquisitions" and they are able to immediately have any citizens become soldiers
*Always looking out for their own best interest
 
 
|-
 
|-
 
| [[Andors]]||Utopian robotic society||
 
| [[Andors]]||Utopian robotic society||
*Facilitators and good guys
+
*A utopian society of robots. They are peaceable and benevolent, and will never try to take a planet from another race. They will fight, for a variety of reasons, but they can also be relied on to send aid where it is needed.
*Will never conquer another race's planet
 
 
*Parties randomly determined at game start
 
*Parties randomly determined at game start
 
|-
 
|-
 
| [[Boarines]]||Isolationist ice-beasts||
 
| [[Boarines]]||Isolationist ice-beasts||
*Avoid war except in cases of extreme overcrowding
+
*Solitary, beastly loners. Good in a fight, but their solitary nature leads to rather thin populations. Usually not one of the major players in the solar system, but if you can convince them of the virtues of a federation, they can be a good way to backdoor in other races.
 
*Have the power for Rage Momentum, the longer they are at war, the stronger they get
 
*Have the power for Rage Momentum, the longer they are at war, the stronger they get
 
|-
 
|-
 
| [[The Last Federation - Burlusts|Burlusts]]||Warmongering warlords||
 
| [[The Last Federation - Burlusts|Burlusts]]||Warmongering warlords||
*Society based on fighting and intimidation
+
*Warlike and volatile, ruled by an unstable hierarchy of warlords. Quick to fight, but also sometimes to a fault; predictable aggressiveness can be a form of weakness.
*Only respond to bribes and blackmail
+
*The only way to deal with them politically is through bribes, blackmail, and duels.
 
|-
 
|-
| [[Evucks]]||Paranoid ???||
+
| [[Evucks]]||Paranoid Kleptomaniacs||
*Spy on everyone and steal techs
+
*Quiet and studious, these are the most advanced beings in the solar system. Unfortunately, they are also amoral. They are not above unleashing horrible diseases on enemies, stealing every technology that isn't nailed down, or even blowing up their own planet if they think they have no hope of survival.
 
*Dislike interference
 
*Dislike interference
 
|-
 
|-
 
| [[Peltians]]||Communist agrarians||
 
| [[Peltians]]||Communist agrarians||
*Terrible at ground combat but good in space
+
*Weak, furry, and rather resembling barn owls. Usually very easy to sway to your wishes, but they are absolutely pathetic in ground combat, and not always the best in a space fight. They are quite good at suicidally bombing the heck out of enemy planets, though.
 
*Manipulated using voting proxies
 
*Manipulated using voting proxies
 +
|-
 +
| [[Skylaxians]]||Honorable Scientists||
 +
*Very scientifically advanced, very calm, and able to convince most any race of anything -- under the right circumstances. An excellent foundation upon which to build a federation -- but if they don't approve of your actions, you can find them a quick enemy, as well
 
|-
 
|-
 
| [[Thoraxians]]||Villainous insectoids||
 
| [[Thoraxians]]||Villainous insectoids||
*Each planet is ruled by a hive queen
+
*Monstrous nightmares. Each planet is ruled by a hive queen, who controls all the workers on her world. They are efficient killers, the most deadly force in the solar system now that the Hydrals are gone.
 +
*They aren't evil per se, but they have no concept of the value of others' lives. They can be a powerful ally if you manage it, but they are very hard to please
 
*Different moods determine what options are available
 
*Different moods determine what options are available
|-
 
| [[Skylaxians]]||Honorable Scientists||
 
*Take offense to dishonorable actions
 
*Useful for indirectly adding other races to the federation
 
 
|}
 
|}
 
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Revision as of 21:05, 7 May 2014

Races in The Last Federation refers to the nine sentient civilizations that populate the solar system. This includes the Hydrals(player race), Acutians, Andors, Boarines, Burlusts, Evucks, Peltians, Thoraxians, and Skylaxians. This article will summarize the important details comparing and contrasting the races, while the individual pages detail specific strategies to deal with each race.

Race Comparison

Race Name Description Key Details
Hydrals Player race
  • You are the last of the Hydrals. The first to attain spaceflight, your long-lived race was responsible for centuries of oppression. Massive and deadly, a single Hydral is easily a match for a thousand troops of any other race. Unfortunately, you are outnumbered trillions to one. On the plus side, the lengthy solar occupation has left centuries' worth of inactive Hydral technology scattered about the solar system. Powerful technology that only you can activate
Acutians Capitalistic robots
  • Cold, robotic capitalists. One of the more dangerous races, as they are always looking to make new "acquisitions" and they are able to immediately have any citizens become soldiers
Andors Utopian robotic society
  • A utopian society of robots. They are peaceable and benevolent, and will never try to take a planet from another race. They will fight, for a variety of reasons, but they can also be relied on to send aid where it is needed.
  • Parties randomly determined at game start
Boarines Isolationist ice-beasts
  • Solitary, beastly loners. Good in a fight, but their solitary nature leads to rather thin populations. Usually not one of the major players in the solar system, but if you can convince them of the virtues of a federation, they can be a good way to backdoor in other races.
  • Have the power for Rage Momentum, the longer they are at war, the stronger they get
Burlusts Warmongering warlords
  • Warlike and volatile, ruled by an unstable hierarchy of warlords. Quick to fight, but also sometimes to a fault; predictable aggressiveness can be a form of weakness.
  • The only way to deal with them politically is through bribes, blackmail, and duels.
Evucks Paranoid Kleptomaniacs
  • Quiet and studious, these are the most advanced beings in the solar system. Unfortunately, they are also amoral. They are not above unleashing horrible diseases on enemies, stealing every technology that isn't nailed down, or even blowing up their own planet if they think they have no hope of survival.
  • Dislike interference
Peltians Communist agrarians
  • Weak, furry, and rather resembling barn owls. Usually very easy to sway to your wishes, but they are absolutely pathetic in ground combat, and not always the best in a space fight. They are quite good at suicidally bombing the heck out of enemy planets, though.
  • Manipulated using voting proxies
Skylaxians Honorable Scientists
  • Very scientifically advanced, very calm, and able to convince most any race of anything -- under the right circumstances. An excellent foundation upon which to build a federation -- but if they don't approve of your actions, you can find them a quick enemy, as well
Thoraxians Villainous insectoids
  • Monstrous nightmares. Each planet is ruled by a hive queen, who controls all the workers on her world. They are efficient killers, the most deadly force in the solar system now that the Hydrals are gone.
  • They aren't evil per se, but they have no concept of the value of others' lives. They can be a powerful ally if you manage it, but they are very hard to please
  • Different moods determine what options are available

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Race Interactions

The various races can interact in a variety of ways:

The Last Federation