A race of space merchants where everything revolves around profits and money. They have a big bonus to Approval which may be because wealth makes them happy. Dust is the most important element for this race. They use Dust instead of Influence points when they are negotiating with minor factions. They don't need colonizing ships. Instead of that they buy planets and place their outposts immediately. Thanks to that you can buy planets that are close to other factions and then sell them. Most system upgrades, that are based on getting Dust, are better and give more profits than normal upgrades of other races. The possibility of quick expansion and big profits makes this race perfect for achieving economic victory.
Special ability. They use Dust to buy outposts instead of using colonizing units. Lumeris can also sell or negotiate outposts with other empires.
Faction's traits. Their trade routes are not interrupted in systems of those empires with which you are at Cold War. Lumeris are a very happy race - they receive +20 to Approval in all systems. Their scout ships has an increased amount of probes by 1.
Race's traits. They have +1 to Dust per citizen and additional +3 if a planet is fruitful. Their most favorite ideology is the Pacifists one and events that regarding ecology also have an influence on that value system. Their least favorite ideology is the Militaristic one. By having 20 members of this race each system, even with only one representative, receives +15% bonus to Dust production.
Way of colonization. Almost a classic type: you can't build colonizing ships. Instead of that you simply buy outposts in the system that you want. Next, you take care of it like most of other races. The time that is required for receiving a colony status depends on the amount of Food on a planet and the distance between the outpost and your other systems. You can speed up this process by spending Dust to increase Food production and/or you can spend Influence points to speed up migration process.
Basic ships. No ships from colonizing class. Instead, you begin a game with two scout ships. Those units have 4 modules where 2 are for weapons. Most of the ships from higher levels does not stand out when compared to other races. Usually they are very balanced when it comes to module types but they don't have many slots where you can install different modules.