Human Alliance
Faction Traits
Industrial = A strong work ethic results in bonus production
Skilled Engineers = Races with a natural engineering inclination build studier ship components, resulting in a 20% overall increase to module hit points.
Free Speech = This race’s people can speak its mind whenever it pleases causing an increase in happiness or unhappiness depending on the situation
Mercantile = Mercantile races are natural traders, and gain 1 Credit for each unit of goods moved within the empire.
Astronomers = Begins with nearby star systems explored
Manifest Destiny = Races possessing a pioneering spirit believe that their destiny lies out among the stars. As a result, your passenger transports carry three times as many colonists to new planets and 35% combat bonus against Xenos
Polluted Homeworld = Races that have been foolish enough to heavily pollute their own homeworld have a Fertility penalty on their homeworld
Naive = This race is not used to dealing with other races thus suffering a 20% diplomacy and counter espionage penalty and other cultures can spread to this race easier
Corruption = Corrupted races have disillusioned citizens making espionage one this race easier
Racism = This race has a social hierarchy or caste resulting in a problem with unification. -20% Public Order
Jack of all Trade = While Humans are able to fulfill any role however not as well as the specialized races. Humans can adapt to nearly any planet and fit nearly any combat role. However there is no magic amongst Humans. Nor do they understand it at all.
Skilled Engineers = Races with a natural engineering inclination build studier ship components, resulting in a 20% overall increase to module hit points.
Free Speech = This race’s people can speak its mind whenever it pleases causing an increase in happiness or unhappiness depending on the situation
Mercantile = Mercantile races are natural traders, and gain 1 Credit for each unit of goods moved within the empire.
Astronomers = Begins with nearby star systems explored
Manifest Destiny = Races possessing a pioneering spirit believe that their destiny lies out among the stars. As a result, your passenger transports carry three times as many colonists to new planets and 35% combat bonus against Xenos
Polluted Homeworld = Races that have been foolish enough to heavily pollute their own homeworld have a Fertility penalty on their homeworld
Naive = This race is not used to dealing with other races thus suffering a 20% diplomacy and counter espionage penalty and other cultures can spread to this race easier
Corruption = Corrupted races have disillusioned citizens making espionage one this race easier
Racism = This race has a social hierarchy or caste resulting in a problem with unification. -20% Public Order
Jack of all Trade = While Humans are able to fulfill any role however not as well as the specialized races. Humans can adapt to nearly any planet and fit nearly any combat role. However there is no magic amongst Humans. Nor do they understand it at all.