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Races

There are 6 playable races in Galactic Conquest. Race choice determines your base income modifiers, shiplist, clustering mechanic, colony cap, and several unique mechanical rules. It is the most impactful decision a new player makes.

Three additional non-playable races exist in the game data — KalZul, Berserkers, and Dark Marauders. These are NPC-only and cannot be selected.

Race Modifiers

All economic modifiers are stored as percentages added to a 1.0× baseline. Convert to a multiplier with 1 + (value / 100) — e.g. +220% = 3.2× and −95% = 0.05×. These modifiers feed directly into the formulas on the Formulas page.

Race Tax (Pop) Agri Commercial Industry Goods Demand Maintenance Plunder Minerals
Terran +0% +20% +20% +220% +350% +0% −50% +0%
Aspha Miner +220% −50% −95% +350% +0% −20% −95% +2,900%
Guardian −85% −95% −99% −99% −90% −25% −99% −99%
Marauder −95% −50% −95% −50% +0% −95% +1,900% −95%
Viral +20% −20% −5% −50% +100% +0% −99% +0%
Collective −50% +50% −95% −90% −95% +0% +1,100% −50%
Column Formula variable Affects
Tax (Pop) race_tax_mod Per-population credit yield
Agri race_agriculture_mod Food + Raw Materials output
Commercial race_commercial_mod Empire commercial credits, Commercial CG output
Industry race_industry_mod Industry CG output
Goods Demand race_good_mod Population goods consumption (more consumed → more 5.5/good auto-conversion income)
Maintenance race_maintenance_mod Empire infrastructure upkeep cost
Plunder Bonus credits when plundering colonies (no income-cycle effect)
Minerals race_mineral_mod Minerals from mining

Goods Demand quirk: Counter-intuitively, higher goods demand is better for income. Population consumes goods, and each consumed good converts to 5.5 credits — so more demand means more goods sold to your population. Terran's +350% is the engine behind their tax-with-CGs power, not a penalty. (Surplus beyond demand is retained in your stockpile, not sold.)

Difficulty & Colony Caps

Race Difficulty Max Colonies Exploration Missions
Terran Easy 15 Yes Yes
Aspha Miner Easy 12 Yes Yes
Guardian Hard 10 Yes Yes
Marauder Medium 12 No No
Viral Hard 12 Yes No
Collective Hard 13 No No

Terran

  • Viable income: Agriculture, Commercial, Industry
  • Cannot lose their homeworld — the only race besides Aspha Miner with this protection
  • Standard clustering (C1/C2/C3)
  • A well-rounded race with strong market-based income options

Aspha Miner

  • Viable income: Tax, Mining, Industry
  • Cannot lose their homeworld — same protection as Terran
  • Standard clustering (C1/C2/C3)
  • Tax income is capable of producing more credits than any other race/income combination if Food and CGs are available on the market
  • Mining is the easiest low-effort income path — requires little active management

Guardian

  • Viable income: Tax only
  • Does not consume Food — population requires no food supply
  • Cannot raise Loyalty — an intentional nerf. Loyalty directly multiplies Tax income, so Guardians are permanently capped below their theoretical maximum
  • Can die if all planets are lost
  • Standard clustering (C1/C2/C3)
  • PR is determined by infrastructure and ships only, not population

Marauder

  • Viable income: Agriculture, Industry
  • Cannot explore — all land must be acquired through combat against NPCs or other players
  • Standard clustering (C1/C2/C3)
  • Can die if all planets are lost
  • D-class ships cannot be reverse engineered by Viral

Viral

  • Viable income: Tax, Commercial, Agriculture
  • Can die if all planets are lost
  • Uses infection instead of standard clustering
  • Cluster sizes use 4 planets per level instead of 5 (Tainted C1–C4)
  • Can also infect clusters taken from other races, retaining their original planet count
  • Cannot use U-class planets for income (infection required), but can dig on U.Spazial
  • Reverse engineering: Viral selects 3 ships from the Marauder, Terran, and Aspha Miner shiplists to add to its own. This selection can be changed approximately weekly. P-class, D-class, and G-class ships are excluded from selection
  • Viral's native shiplist is weak — flexibility via reverse engineering is their core identity and the tradeoff for their lower income ceiling

Collective

  • Viable income: Agriculture, Tax
  • Can die if all planets are lost
  • Uses assimilation instead of standard clustering
  • Cluster sizes use 4 planets per level (Similare C1–C5) — the only race with C5 (256 planets)
  • Cannot explore — all land must be acquired through combat against NPCs or other players
  • Can assimilate clusters taken from other races
  • Cannot use U-class planets for income, but can dig on U.Spazial
  • NPC farming is a viable and indefinite land source, making Collective's aggression requirement manageable even at low player counts