These guys are trying to bring order to the galaxy in the name of religion. Like the Drath Legion or the Iconian Refuge, the Krynn Consulate make use of their racial advantages in espionage and diplomacy to get ahead in the game. Staunch Federalists, they usually have the cash to take advantage of whatever interspecies opportunities happen to come up. Better still, the Krynn begin the game with an espionage agent and the counter-espionage technology.
The Krynn Consulate specialize in influence. Their influence starbases require less modules to hit the maximum than that of other races. With their diplomatic bonuses, they can afford to place several influence starbases in foreign territory without angering their neighbors. As a result, an influence victory is a natural for anyone playing as the Krynn Consulate.
Race Info[]
- Official Name: Krynn Consulate
- Alignment: Neutral (50)
- Short Name: Krynn
- Leader: Ynrhed Eidden
- Homeworld: Kryseth - Class 10 (13 when fully terraformed)
- Adjacent Habitable Planet: Ghella - Class 4 (13 or 16 when fully terraformed in TA)
- Homestar: Alora
Starting Technologies[]
Dark Avatar[]
Twilight of the Arnor[]
Racial Bonuses[]
The Krynn Consulate is not available in Dread Lords.
Dark Avatar[]
- Economics: +10
- Defense: +50
- Morale: +50
- Diplomacy: +25
- Espionage: +50
- Loyalty: +25
- Logistics: +6
- Left over points for customization: 9
Twilight of the Arnor[]
- Influence: +10
- Morale: +50
- Espionage: +50
- Diplomacy: +25
- Logistics: +6
- Left over points for customization: 9
Note that, in both expansions, the Krynn receive only 9 customization points, as opposed to the usual 10.