THE ALIEN
RACES (CONT.)
Humans — While man may be physically weaker
than many of the other races, his talent for trading and generally
amiable nature has made him one of the best diplomats in the universe.
Humans receive an additional 25% profit when trading, double the
effect of good diplomatic actions, and add +5 diplomatic levels
when offering treaties and trade agreements, and in the High Council.
Since the Human’s advantage is gained from interaction,
human players should immediately begin making deals with other races.
Klackons — The Klackons are a large ant-like
race with an extremely ordered society. Each individual is born
to serve a single purpose, and does so without question. As a result,
the Klackons are mobilized into an industrious society where each
unit of population produces double the output of other races. The
Klackon’s bonus is cumulative with planetology bonuses. Klackons
excel in quickly making productive new colonies.
Meklars — For centuries the Meklars
have developed and worn powered exoskeletons to compensate
for their physical weakness. As a result, the Meklars are
the acknowledged masters of cybernetic interfaces and are
able to control two additional factories per population above
and beyond their normal technological limit. Also, Meklars
also do not need to pay to refit factories for Robotic Control.
Since Meklars can create powerful industries, Meklar players
do not need to expand as quickly as the other races.
Mrrshan — The Mrrshans are descendants
of very large hunting cats, and although they have in general
been able to curb their aggressive impulses, the Mrrshans
still retain a keen hunter nature. Their sheer ferocity and
natural instincts make Mrrshans the best gunners in the universe.
Mrrshan ships move first in most situations and add four levels
to their attack rolls. Mrrshan ships equipped with multiple
fire weapons can be particularly nasty.
Like the Alkari, Mrrshan players should begin the game in
an offensive posture and should attack their enemies almost
immediately.
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