Terran Commonwealth
Humans
Post-Scarcity Commonwealth
Green cities, frontier colonies, and creative answers to impossible problems
Species
Humans
Humans are an interstellar civilization out of Earth — long-lived, cybernetically enhanced, spread across major worlds, minor colonies, and outposts through robust colonization technology. Their cities are green and arcological; their society prizes self-discovery, shared knowledge, and freedom inside a post-scarcity framework. They are not naïve pacifists, and not natural conquerors either — but when war reaches them, humans adapt quickly.
Society & Technology
The Commonwealth
The Terran Commonwealth emerged after the old scarcity economies collapsed into artificial scarcity, concentrated power, and revolution. What followed is greener, freer, more technologically integrated, and more ethically constrained than what came before. Those who rejected that future became the Remnant — exiled humans turned pirates, black-market operators, and cybernetically enhanced rivals.
Ships
Fleets
Human ships are powerful, utilitarian, and built for flexible problem-solving. Not the fastest to mass-produce, not the most ornate — but they carry the Commonwealth's strengths: advanced technology, practical engineering, survivability, and specialized answers to changing threats.
In play
Across the eight aspects
These labels describe strategic tendencies, not hard limits. A “Weak” aspect can still become powerful through technology, alliances, player choices, and species-specific abilities; a “Very Strong” aspect may still come with costs, bottlenecks, or narrow specialization.
Population· Neutral
Healthy, long-lived, adaptable colonists and machines, but not the fastest-growing population in the galaxy.
Exploration· Strong
Excellent colonists and frontier developers, with strong adaptability and technical specialization.
Research· Strong
Open knowledge culture and advanced technical specialization, especially strong over time.
Military· Neutral
Slow to scale up military power, but advanced, specialized ships can outperform stronger-looking rivals when properly developed.
Culture· Strong
Diverse, durable, and influential; Human culture supports diplomacy, identity, and soft power.
Economy· Strong
Sustainable, specialized, and capable of supporting complex trade and resource networks.
Construction· Neutral
High-quality, practical, and beautiful, but construction times are not especially fast.
Diplomacy· Strong
Sophisticated, flexible, and alliance-capable, though sometimes slowed by internal complexity.
Exotic matter
Antigrav Fermions
Antigrav Fermions are the exotic matter associated with Human Alcubierre technology, enabling the Commonwealth's approach to practical warp travel.
FTL
Alcubierre Warp
Humans travel by Alcubierre-style warp, which makes them strong colonists and flexible route-builders. Their expansion is not only military — it is civic, infrastructural, and diplomatic, applying pressure through settlement, alliance, and sheer mobility.
Trade
Human trade follows their strengths as adaptable colonists and route-builders. Alcubierre travel lets them connect frontier worlds, allies, and developing colonies without relying on a single fixed gate network. Their trade tends to support settlement, diplomacy, research exchange, and long-term infrastructure rather than pure extraction.
Planetary preferences
Humans prefer Earth-class terrestrial worlds, garden worlds, temperate super-Earths, and habitable-zone planets with liquid surface water, stable magnetospheres, moderate axial tilt, and N₂/O₂-style atmospheres. They can also make productive use of desert worlds, ocean worlds, cool terrestrial worlds, Mars-like worlds, tidally locked terminator zones, and terraforming candidates. High-gravity super-Earths, airless rocks, snowball worlds, toxic atmospheres, and deep ocean worlds without land are far less desirable.
Stellar preferences
Humans favor stable Sun-like systems. G-type main-sequence stars are ideal, K-type orange dwarfs are highly acceptable, and late F stars are usable but somewhat harsher. Early M dwarfs can support settlement with shielding and engineering, though flare activity and tidal locking make them less desirable.
Special Win Conditions
Galactic Federation
Form alliances with 75% of all factions, establish the Galactic Senate, and ratify the Galactic Charter.
Reintegrate the Remnant
Track, negotiate, research, and fight as needed to bring the Remnant back into the Human fold.
