Races

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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:

More info

from XML game data, can be transferred to individual race pages when they are made.

<ln id="Politics_Explanation_Andor">There are six political parties in the Andor parliamentary system. Each party has its own agenda, and will only do deals related to its agenda. The deals thankfully overlap some between parties. Each party has a representative chosen from the members of that party who are currently a part of the 400-member body. Members change parties with... surprising frequency. Periodically there is an "Andor Election," which is actually a strange way of saying that a new ruling party is designated based on which party has the most members at the time. These robots may be nice, but there's something a bit wrong with their circuits... They will not accept bribes.</ln>

<ln id="Politics_Explanation_Boarine">Each planet belonging to the Boarines has a regent who runs it. The regent uses her best judgement to determine where priorities should lie; the current situation of her planet and her race are her sole concern when it comes to brokering political deals. Regents' priorities are based entirely around the environmental, medical, economic, and public order ratings for their planet. If you can improve those ratings, then you may put them in a position where they feel the best protection for themselves is solar unity. In such a circumstance, they become an extremely useful ally. Bribes increase your influence with their race.</ln>

<ln id="Politics_Explanation_Burlust">Your Credit is useless here. The Burlusts respond only to Bribes, Blackmail, and Duels. You can find bribe items by raiding pirate bases, and you can purchase blackmail goods from the spy-probe-happy Evucks -- but only if the Evucks sufficiently dislike the Burlusts, and like you. Both of these kinds of items help gain you Leverage over specific warlords. Each Burlust planet has a Prime Warlord and two Secondaries that are vying for power. Occasional internal intrigues lead to "accidents." The only thing that matters against Burlusts, ultimately, is Leverage. You can gain this on specific warlords through the aforementioned ways.</ln>

<ln id="Politics_Explanation_Evuck">The Evuck Council of Elders is a 7-member interplanetary body with membership that never changes unless one of the Elders dies. Given their extremely long life, this pretty much means assassination. Worse yet, the Evucks are extremely resistant to outside influence of even a positive sort; with every political deal you make, you increase their resentment against your "meddling." This in turn jacks up Credit costs with them. As time passes, their resistance fades back to nothing. However, if a specific council member's disposition is not to your liking, you can use bribes to change it. After the bribe rating on a member reaches 1000, a new disposition is rolled at random for that member.</ln>

<ln id="Politics_Explanation_Peltian">Each planet belonging to the Peltians has its own Collective, with a Spokespeltian that acts as an organizer only. Dealing with the Peltians is very unusual, however -- they have no interest in anything that your Credit can yield. The only thing that matters to them are their own Voting Proxies, which you can earn by doing friendly actions for them. Basically, every time you earn 1 influence with them, you also earn 1 voting proxy. Oh, and you can also bribe the spokespeltian to gain voting proxies, too. A little corruption never hurts.</ln>

<ln id="Politics_Explanation_Skylaxian">The Skylaxian Senate is a 40-member periodically-elected interplanetary body with non-partisan members who all vote their conscience. You can see the amount of support that each type of issue has from the current senators. The amount of support for each issue has a big effect on what deals the Skylaxians will do, and at what Credit costs. Skylaxians refer to bribes as "tribute," and dispense them as rewards to particularly "worthy" members of their populace. Anyway, bribing them gains you influence with the race as a whole.</ln>

<ln id="Politics_Explanation_Thoraxian">Each Thoraxian planet has its own hive queen, and she has her own mood based on her local circumstances as well as the Thoraxian situation in general. Dealing with one hive queen versus another, you may get a better or worse deal depending on their respective moods. Bribing a hive queen is interesting, as there isn't a whole lot she can't get for herself. But if you please her, your influence with her race goes up. The time to her next mood shift also goes down.</ln>

The Last Federation