Earthforce went through the gate and found a crowded universe. These are the 14 civilizations you meet, fight and trade with in Cosmic Starship. Each has its own ships, colours, small craft and a trait that helps the fleet whenever you fly one of their warships.
Earthforce
Human star navy. Humanity’s defenders: gunmetal warships with spinning gravity drums, X-frame fighters and a Starlink constellation that links them all. Now they are going out through the gate.
Trait, Mission control: +15% energy regeneration. Warships: Starship, Falcon Heavy, Pathfinder, Bastion, Constellation.
Verdant Choir
Symbiotic collective. Their ships are living cities. A lost queen can turn a war into a migration.
Trait, Living hulls: Your escorts regrow 1% hull every second. Warships: Morrow Hive, Thorn Reaper, Bloomlight.
Iron Mandate
Machine-forged empire. Siege fleets built around armored reactors, spinal weapons and absolute obedience.
Trait, Forged plating: Your capital takes 10% less damage from fighters and small craft. Warships: Obsidian Crown, Vigilant, Magnetar.
Aurelian Concord
Crystalline navigators. They remember the builders of the gates—and the reason the gates were sealed.
Trait, Refraction lattice: Your capital’s shields recharge 1.5% faster every second. Warships: Aster Prism, Glass Oracle, Shardcrown, Mandala Wheel.
Veil Nomads
Scattered salvage clans. Their patchwork arks can bend distance. Their alliances are less predictable.
Trait, Drift engines: Boost recharges 30% faster. Warships: Night Pilgrim, Wayfarer Ark, Veilrunner.
Korrath Dominion
Warrior clans. Honour-bound raiders who ram, board and duel. They respect only those who stand and fight.
Trait, Blood debt: Every kill within 600 of your capital restores 3 energy. Warships: Warhulk, Bloodhammer, Grapplejaw.
Myrr Tidekin
Gas-giant singers. Kilometre-long living tide-ships that rise singing from gas giants. Humanity’s first friends, if humanity answers.
Trait, Tidal current: Your capital and escorts fly 8% faster. Warships: Tide Mother, Coralheart, Riptide Serpent, Nautilus.
Tessellate
Machine collective. Self-assembling tiles that remember everything they touch. Destroy one and two remember it.
Trait, Self-repair: After 5 s out of fire your capital rebuilds 0.5% hull every second. Warships: Monolith, Lattice Spire, Tesseract.
The Lumina
Beings of light. Coherent light riding solar sails. They speak in sunrise and fight with the sun itself.
Trait, Radiance: +10% main gun damage. Warships: Corona Throne, Dawnwatch, Heliostat, Lotus Throne.
The Hollow
Emptied hulls. Ships emptied by the thing beyond the Fracture. They do not talk, and they do not break.
Trait, Dread presence: Enemy small craft within 400 of your capital deal 15% less damage. Warships: Hollow Ark, Requiem, Eclipse.
Varenn Regency
Aristocratic star empire. An old empire of noble houses, gilded crescent warships and long memories. Their courtesy is a weapon; so are their mass drivers.
Trait, Noble houses: Your escort squads deal 10% more damage. Warships: Imperatrix, Stiletto, Sovereign.
Selene Covenant
Warrior-caste fleet. Pearl-hulled crescent cruisers that hide from sensors and strike with focused beams. They fought the thing behind the gate once before, and remember losing.
Trait, Stealth hulls: 12% of hostile fire aimed at your capital misses. Warships: Dawnblade, Lightwing, Moonreaver, Abyss Manta.
Gilded Throne
God-king dynasty. Parasite lords who rule a hundred worlds as gods from golden pyramid motherships. Their gliders darken the sky of every world that will not kneel.
Trait, Sarcophagus: Below 40% hull your capital rebuilds 1% hull every second. Warships: Sun Pyramid, Scarab, Sunkeeper.
Elder Conclave
Ancient guardian council. The last of a race older than the gates: grey motherships, beam transport and ion cannons. They watch the younger species and step in rarely.
Trait, Ancient shields: +25% capital shields. Warships: Sky Thane, Rune Warden, Halo Spire, Lorekeeper.