Hierarchy

Midorians

Race Profile

The Midorians crossed the galactic rift four hundred years ago, driven from the Magellan galaxy by the collapse of their home cluster. They arrived with nothing but faith in their god Midori and psionic weapons capable of dissolving a mind at range. Their theological position is not complex: the universe is not yet their god's creation, but it can become so through sufficient application of effort. Every world they encounter receives a single choice — conversion, or silence. Their missionaries arrive before their fleets. Their fleets arrive shortly after. The Sovereignty has attempted diplomatic engagement seventeen times. The Sovereignty now handles Midorian matters through a different department.

Midorians — The Midorians crossed the galactic rift four hundred years ago, driven from the Magellan galaxy by the collapse of their home cluster

Control Model Bonuses

+25 Military +15 Spy -10 Research -20 Commerce -25 Diplomacy

Home Environment

Gravity
1.1 G
Temperature
330 K (~57°C)
Atmosphere
Cl₂/O₂/N₂/CH₄

Combat Modifiers

Morale +30
Berserk +40
Survival +10

Special Abilities

Racial Abilities

  • Psi
    Psionic aptitude — improves psionic weapon effectiveness and grants resistance to mental attacks.
  • Enhanced Psi Weaponry
    Militarized psionic systems — psionic weapons deal significantly increased damage against biological targets.
  • Fanatical Recruiting
    Fanatically loyal crews — reduces combat crew losses and sustains fleet morale even under heavy fire.
  • Cataclysm
    Unlocks a devastating siege weapon capable of causing catastrophic planetary damage.

Strategy Guide

Gameplay Style: Midorians

Midorians are a military-psionic race with extreme offensive potential. Enhanced Psi Weaponry makes your ships some of the most dangerous in direct combat at any tech tier — psionic damage bypasses many conventional armor types, and your +25 Military bonus compounds this. With +30 morale and +40 Berserk, your fleets become more lethal the more damage they take. Plan your combat around initiating engagements where your fleet will take moderate damage — Berserk triggers at a threshold that turns your already-strong fleet into something significantly more dangerous.

Your +15 Spy modifier supports a dual approach: preemptive intelligence operations against targets before committing fleets. Run RECON and DESTROY operations to weaken enemy defenses, then follow with a fleet assault timed for maximum efficiency. The -25 Diplomacy and 20 initial Sovereignty relation mean you will need a Syndicate's diplomatic cover — join one early, contribute PP to projects, and let allied players manage the political layer while you handle the military.

Cataclysm is a late-game option for heavily defended targets where siege costs would otherwise be prohibitive. Prioritize the Vital Sciences research category for psionic weapon tier unlocks, and the Imperial Doctrine category for military efficiency. Your moderate -10 Research penalty means you can maintain a 30% Void Nexus ratio without falling critically behind — you will not lead the tech race, but you will hit the combat thresholds that matter.

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