'Ur-Quan Slave War: Masters Edition by DrSeptapus'Version 1.0
Inspired by the awesome universe that is the Star Control series. Take part as either the Alliance, a group of rebels who attempt the overthrow their slave lords. Or as the Hierarchy, lead by the Ur-Quan they seek to retain their hold over the Alliance.
Chmmr(Also has Chenjetsu and Mmrnmhrm ships)
Humans(Also has Arilou and Syreen ships)
Orz(Also has Androsynth chips)
Utwig(Also has Supok ships)
Zeep-Zeep(Rebel Yehat with Shofixti ships)
Solo Nations(should be played by A.I.)
Each nation here(except the Slylandro) has 1 Victory City at their capital. Either side will need 14 VCs to win.
Space: This is a faction I put in for the sake of getting that A.I. to actually expand, without the space faction the A.I. would only attack player owned tiles. I would suggest you set this faction to Does Nothing A.I.
This map does not work like other space maps in that every tile is a land tile and there are no naval units, all ships are simply land units (except 2 air units).
Some nations start with ships that they are not able to build again. The Ur-Quan start with a unit called the Sa-Matra, the Humas get the Vindicator, Vux get Admiral ZEX and Slylandro get Melnorme Traders. Use these units very wisely, they are quite strong.
A few nations are in a very rough spot and can be(almost expect to be) crippled or conquered early. These nations are the ZoqFotPik, Humans, Orz, Vux, Zeep-Zeep, and Veep-Neep. These nations are by no means useless and can become very strong with good expansions but they will take a but more skill than other nations.
As mentioned above the Kor-Ah, Druuge, and Slylandro are each on their own. This means they will attack anyone and everyone who comes near them. However the Kor-Ah and Druuge capitals are counted towards the 14 VCs you need for a win so consider conquering them if able.