X-WarsResurrection
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Command · Factions

Commander races

Four factions from the old galaxy, rebuilt for Resurrection. Your race is chosen once per commander and shapes identity on the map - planned mechanics are listed honestly below.

Each race carries lore from the original X-Wars timeline and a clear playstyle lean: balanced empire-building, trade and misdirection, fortress espionage, or relentless offense.

Homeworld extraction is identical for every race today (fixed 1,200 raw per hour peak on the dominant vein). Race-specific mining or trade modifiers are design targets, not live multipliers yet.

Alpha honesty

Race choice is permanent for the commander and affects portraits, naming tone, and future systems. Numeric extraction, trade, camouflage, and combat modifiers by race are not applied in the economy or fleet code yet - the boni and mali below describe intended specialization, not current spreadsheet multipliers.

Balanced expansion

Terrans

Empire-builders from Old Earth doctrine - steady industry, flexible fleets, and room to pivot between trade and total war without locking into a single specialty.

Strengths (boni)

  • Flexible economy and research pacing
  • Adaptable fleet compositions
  • Forgiving early expansion curve

Weaknesses (mali)

  • No peak combat or stealth specialty
  • Average trade and camouflage bonuses (when live)
  • Relies on player skill to outmaneuver specialists

Trade and camouflage

Xianer

Merchants and ghosts of the lane - diplomats who excel at commerce, misdirection, and turning a rival's blind spot into profit.

Strengths (boni)

  • Strong trade and logistics leverage (roadmap)
  • Camouflage and misdirection focus (roadmap)
  • Excellent intel-driven openings

Weaknesses (mali)

  • Lighter direct fleet brawling
  • Slower brute-force conquest
  • Economy rewards patient positioning

Defense and espionage

Noberianer

Fortress minds and patient spymasters - they hold ground, gather intelligence, and strike only when the map finally tilts their way.

Strengths (boni)

  • Defensive constructions and holding power (roadmap)
  • Espionage and long-game intelligence (roadmap)
  • Hard to dislodge once entrenched

Weaknesses (mali)

  • Slower aggressive expansion
  • Front-loaded infrastructure costs
  • Rewards planners over rushers

Relentless offense

Bugserianer

Built to swarm - aggressive production, sharp teeth, and pressure that keeps neighboring systems awake at night.

Strengths (boni)

  • Offensive production and fleet pressure (roadmap)
  • Strong early intimidation factor
  • Component paths tuned for assault doctrine (roadmap)

Weaknesses (mali)

  • Weaker trade and stealth posture
  • Resource hunger during rapid expansion
  • Overextension punishes careless commanders

Where you land still matters

Race sets your command style; planet density tier and archetype set what you can extract. Scout both before you commit depots and mines.

Planet density tiers

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