Machine civilisation optimised for energy grids, cold worlds, and exact planning.
Energy/deuterium efficiency, resilient machine hulls and strong robotic assault doctrine.
Fleet doctrine. Energy-efficient fleets, reliable logistics, slower biological population growth.
Every race pays for its bonuses somewhere — a race with only positive modifiers would be a strictly dominant pick, so each advantage below is balanced by a cost elsewhere in the table.
| Modifier | Multiplier | Change |
|---|---|---|
| Metal output | ×1 | — |
| Crystal output | ×1 | — |
| Deuterium output | ×1.06 | +6% |
| Energy output | ×1 | — |
| Food output | ×1 | — |
| Population growth | ×1 | — |
| Build speed | ×0.98 | -2% |
| Research speed | ×1.02 | +2% |
| Ship build speed | ×1.02 | +2% |
These multiply the base stats listed on every ship and defense page.
| Applies to | Stat | Multiplier | Change |
|---|---|---|---|
| Ships | Attack | ×1.02 | +2% |
| Ships | Shield | ×1.04 | +4% |
| Ships | Hull | ×1.08 | +8% |
| Ships | Speed | ×1.03 | +3% |
| Ships | Cargo | ×1.04 | +4% |
| Defenses | Attack | ×1 | — |
| Defenses | Shield | ×1.06 | +6% |
| Defenses | Hull | ×1.12 | +12% |
The same hulls every race can build, as this one names and renders them.
Compare all four races or return to the codex index.