Collective

Vreth

Race Profile

The Vreth do not have a word for 'enough.' Exobiologists have confirmed this linguistically. Their earliest recorded cultural artifacts are star maps annotated with consumption status: depleted, active, pending. The Vreth were farming stellar clusters before the Sovereignty's founding species learned to smelt iron. They arrive in systems the way fire arrives in dry grass — without announcement, without negotiation, and without any particular malice. Malice implies a relationship. The Vreth have no relationship with what they consume. They have only appetites.

Vreth — The Vreth do not have a word for 'enough

Control Model Bonuses

+30 Military +15 Production +15 Growth -25 Research -35 Diplomacy -20 Commerce

Home Environment

Gravity
1.4 G
Temperature
380 K (~107°C)
Atmosphere
CO₂/CH₄

Combat Modifiers

Morale +25
Berserk +40
Survival +25

Special Abilities

Racial Abilities

  • Great Spawning Pool
    Accelerated population growth — planets fill faster and colonization pressure builds rapidly.
  • Hive Shipyard
    Organic shipyard integration — reduces ship construction time significantly.
  • Fanatical Recruiting
    Military crews are fanatically loyal — reduces crew loss during combat and improves morale resilience.
  • Cataclysm
    Unlocks a devastating siege weapon capable of causing catastrophic planetary damage.

Strategy Guide

Gameplay Style: Vreth

Vreth is an overwhelming aggression race. Your +30 Military, +15 Production, and +15 Growth mean that your economy and fleet scale faster than almost any other civilization in the early game. Hive Shipyard dramatically cuts build times — keep your War Citadel ratio high (60–70%) and build continuously from day one. The Great Spawning Pool ability means your population pressure will fill planets quickly, so prioritize Expedition missions to claim new systems before rivals.

Accept that your Sovereignty relation starts at 10 and will likely stay low. Plan your diplomacy accordingly: you will not have legal cover. Pick targets that are isolated or already at war with others, and strike before they consolidate. Fanatical Recruiting keeps your fleet operational even after costly engagements — push through where other races would need to retreat and rebuild.

Your -35 Diplomacy and -25 Research are real constraints. You will fall behind technologically unless you capture enemy research infrastructure or run spy operations to steal technology. Cataclysm is a late-game ace: use it on heavily fortified planets where sieging would be prohibitively costly in MP. Keep morale high — your +25 morale modifier and +40 berserk mean engaged fleets actually improve under fire.

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