|  |  | Races! 
 Ever race has strengths and weakness. Try to pick one that matches how 
        you want to play. Some races are more difficult to play than others due 
        to their nature. Each race is not balanced for one on one games. Races that I would recommend to new players just learning the game are 
        Birdmen, Cyborg, Lizards, Solar Federation, and the Stormers. They are 
        great races that you don't have to master as much of the game to be effective 
        with.
 
             
              | Birdmen Stats 
                & Ships
 Race Guide
 | Sneaky types with the best cloakers around. 
                Did someone say Romulans? Especially good versus Borg.[more] |   
              | Colonies Of Man Stats & 
                Ships
 Race Guide
 
 | Big carriers, excellent fighters of which at 
                least one type is cheap, many marginal advantages, but weak bases. 
                Doesn't need a Home world. Starts with 1 of each type of ship. 
                The Virgo is one of the most powerfull ships in the game. |   
              | Crystals Stats & 
                Ships
 Race Guide
 
 
 | Appeal more to defensive / patient / builder 
                types. They are not a beginner's race and take a long time to 
                play every turn. The Crystals have strong shields and weak armor. 
                They have some unique strengths and weaknesses. Their ships are 
                weak in one-on-one combat, which is why they need to advance carefully 
                with minefields. But their mines are like glue, and they can stealing 
                ships that get stuck in them. I end up with so many colonist I 
                don't know what to do with them. |   
              | Cyborg Stats & 
                Ships
 Race Guide
 | One of the most feared and hated races. Every 
                game should have a Borg. Very powerful. Takes a while to build 
                up. Depends on tech 9/10 Hulls. Has some unique racial abilitys 
                like Assimulation. Resistance is futile. |   
              | Evil Empire Stats & 
                Ships
 Race Guide
 | Unfeasible vast ships emerge in surprise attacks 
                from hyperspace and disgorge teeming hordes of cheap fighters. 
                Enemies are crushed under their boots and herded into money making 
                prison camps. Very good at ground combat, Spying. Their ships 
                are expensive but they are generally good and every ship can hyperjump. 
                They have many weaknesses too i.e. they cannot move ships faster 
                than 30LY/turn with normal space drive, and must capture prisoners. 
                But great fun to play. Not a beginner race. |   
              | Lizards Stats & 
                Ships
 Race Guide
 | Big green scaly aggressive carnivores with combat 
                advantages. Love to land their rock-hard troops on enemy planets 
                from cloakers. The Lizard ship design plan is weak shields and 
                heavy armor. The Lizards are most likely the best race to use 
                to counter the Stormers. |   
              | PrivateersStats 
                  & Ships
 Race 
                  Guide
 | Parasites, can steal most everything and needs 
                too. Economy and warfare is dependent on natives/contra/stealing. 
                Very weak ships, and planets. Completely dependent on other races 
                for cleaning up mine fields. Can only build farms on very few 
                planets. Not a beginner race. [more] |   
              | Rebels Stats & 
                Ships
 Race Guide
 | Setup a lot like Evil Empire, but more as an 
                Anti-Evil Empire. Hyping ships, good fighter based ships. Can 
                gather natives fast, but economy depend on it. |   
              | Robots Stats & 
                Ships
 Race Guide
 | Big carriers, at least one cheap fighter type, 
                lots of minefields including the unique and deadly Nova mines. 
                If they are allowed to build up unmolested for too long, they 
                will probably win any game. |   
              | Solar Federation Stats & 
                Ships
 Race Guide
 | A straight forward race suitable for beginners. 
                Primarily weapons-based race with no cloakers, versatile fleets, 
                tend to destroy enemy bases from the safety of orbit because their 
                ground troops are complete pants. Feds have the Loki hull, which 
                makes them almost immune to Cloaking predators. |   
              | Stormers Stats & 
                Ships
 Race 
                Guide
 
 | Cloaking ships that can dish out more than they 
                can take. Based on the Klingons. Good at ground combat, and capturing 
                ships by boarding from cloaked vessels. Their apparently medium-looking 
                ships have huge attack bonuses which make them much harder than 
                they look, compensated by low levels of shield and armor so they 
                blow up as soon as hit. Good for aggressive players who don't 
                mind losing ships. Not good against Lizards. |  Third Party Races In Planets4 there are a lot of 3rd party races. While 
            the balance of these are aurguable, so are all the offical races. 
            But if you play in a game where 3rd party races are allowed, you might 
            as well have information on them. 
               
                | Centaurs Stats 
                  & Ships
 Race 
                  Guide
 | . |   
                | Holy Draconian Empire Stats 
                  & Ships
 Race Guide
 
 | . |   
                |  People's Army 
                    Stats 
                    & Ships
 Race 
                    Guide
 
 
 | Many interesting abilities but to compensate, 
                  not particularly strong at anything. Complex to play (40 different 
                  ship hulls!) |   
                | Reunited Coalition of 
                  Systems Stats 
                  & Ships
 Race 
                  Guide
 | . |   
                | Scavenger 
                  Tribes Stats 
                  & Ships
 Race 
                  Guide
 | The Tribes require a lot of care and thought 
                  to play. They have an inherently weak position but a number 
                  of ways to deal with the situation. While the Tribes do not 
                  have the strongest ships, economy, or troops but they do have 
                  numbers and a great deal of creativity. The Tribes must draw 
                  on their strengths to the ultimate to survive in the universe. |   
                | Solorian Unity Stats 
                  & Ships
 Race Guide
 | Different fuel rules, generate their own from 
                  stars; Their growth is also dominated by the heat of the star. 
                  They are a very mobile race, since they have base chunnel device 
                  and all their mainstream battleships have a hyperdrive. You 
                  could think of them as a race of wandering locusts. |   
                | United Enforcement 
                    AuthorityStats 
                    & Ships
 Race 
                    Guide
 | Fast raiders. Good vs. hyp-races and cloakers. 
                  Good beginners' race. |   
                | University Alliance Stats 
                  & Ships
 Race 
                  Guide
 | Great at growing and collecting materials 
                  and cash, but your ships are not as strong as some other races. 
                  Every ship in the list is designed to be used and built, they 
                  all fill a unique and needed roll. The Incident is great example 
                  of this. |   
                | Aczanny Stats 
                  & Ships
 Race 
                  Guide
 | An avian race with extremely good fighters. 
                  Their ships are fast and have high evasive bonuses, but very 
                  little armour or shields. |     |  |