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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.

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, Commercial
  • 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