While the TEC, Advent and Vasari are embroiled in their own struggles for survival a new threat has emerged, intent on spreading it's infectious plague throughout the universe. The sickening ruthlessness in which entire populations are infected or destroyed is alarming to the TEC, Advent and Vasari alike. If the Plague wasn't enough they were immediately followed yet another race calling themselves the Nephilim. The initial encounter with the "Nephilim" held promise they would unite in defeating the Plague. However, Initial attempts at diplomacy have failed as the Nephilim seem single purposed in their pursuit of the Plague.

JurisDocta says

9/10 - Agree Disagree

This is probably one of the best mods in the gaming world. I like the concept of the new races and their specific functions/strengths. I haven't played all of them yet but I am confident the experience will be satisfying. That said, I must dock 1 point for the following:

1. The game is incomplete. Not just in the sense that the Nephilim still aren't done but a number of models are black boxes including the Plague traders/refiners and the alien artifact fighters.

2. The research is a bit bugged. I've noticed some bugs in the Hypercorps, Plague, and Colonial Tech trees (haven't touched the Cylons yet) with this latest build.

3. The voices and some of the research models are carbon copies of the vanilla game but this is not too big a point.

4. The Diplomacy is a bit bugged. All of the new factions have racial penalties when some should be just faction penalties but again, a minor point.

Allinall, this is a great mod but needs to be polished a bit before it's worthy of a ten IMHO. IDK if you're just waiting for 1.85 but ZR if you're reading this PLEASE COME BAAAACK!