Enigmatic

Vorath

Race Profile

The Vorath predate the current stellar formation period. Paleoxenologists have found evidence of Vorath feeding grounds in the ruins of star systems that collapsed two billion years ago, which is comfortably before the emergence of any known intelligent life, and which raises questions that most researchers prefer not to examine at length. Vorath are not aggressive in any meaningful sense. They are hungry in a way that has been operating on billion-year timescales and simply has not noticed your civilization yet. When they do notice, the encounter is recorded in the historical archive under the category 'natural disaster.' They do not negotiate. There is no mind present that negotiates.

Vorath — The Vorath predate the current stellar formation period

Control Model Bonuses

+40 Military +20 Growth +15 Environment -40 Research -40 Diplomacy -35 Commerce -15 Production

Home Environment

Gravity
0.3 G
Temperature
50 K (~-223°C)
Atmosphere
None (extreme cold vacuum)

Combat Modifiers

Morale +40
Berserk +60
Survival +50

Special Abilities

Racial Abilities

  • No Breath
    Does not require atmosphere — colonizes vacuum worlds without penalty.
  • Natural Stealth
    Inherent stealth signature — fleets are difficult to detect.
  • Stealthed Ambush
    Ambush capability — initiates combat from stealth with a first-strike advantage.
  • Cataclysm
    Devastating siege weapon — causes catastrophic planetary damage.
  • Fanatic Fleet
    Fleet-wide fanaticism — combat effectiveness increases dramatically as hull damage accumulates.

Strategy Guide

Gameplay Style: Vorath

Vorath is the hardest race to play and the most devastating at peak performance. With +40 Military, +60 Berserk, and +50 Survival — plus the Fanatic Fleet and Stealthed Ambush abilities — Vorath fleets become exponentially more dangerous as they take damage. A Vorath fleet at 30% hull integrity is more dangerous than most races' fleets at full strength. The entire strategy is built around initiating engagements you expect to be costly, then surviving through them to trigger Fanatic Fleet and Berserk.

Your extreme environment (3 G equivalent, near absolute zero, airless) means most available planets are initially unsuitable. No Breath lets you colonize vacuum worlds that biological races cannot use — focus Expedition missions on finding cold, low-gravity, airless worlds and expanding there. The -40 Research and -40 Diplomacy penalties are severe: you will not tech up significantly, and diplomatic solutions are unavailable. Accept this. Vorath does not negotiate; it overwhelms.

Natural Stealth and Stealthed Ambush make your fleets nearly invisible until they strike. Use this to bypass defensive preparations: enemies cannot garrison against a fleet they cannot see approaching. Cataclysm provides a siege option when raw MP cost would be prohibitive. The 5 initial Sovereignty relation means you will be in constant conflict with the galactic governing body — budget for tribute payments when absolutely necessary to avoid enforcer fleets, and otherwise operate as the existential threat you are.

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