recursal/Fanatic-Fandom huggingface dataset:
Dust Accumulator Facility

**Focus** |   Dust

The Dust Accumulator Facility increase the Dust  production of the Empire that controls it by 2% for every Fortress that Empire controls, and reduces the Dust production of other Empires by the same amount.

## Lore

*This special facility aids in accumulating Dust. Facilities are like platforms providing unpredictable bonuses and resource exploitation.*
Golem Camp

**Focus** |   Encampment

   **Resource** |  5 5

An Expansion exclusive to the Kapaku obtained from the Golem Camp technology in Era II. The Golem Camp can be placed anywhere in the city's region, and acts similarly to a freestanding district; bonuses applying to a district apply to the golem camp, and it will exploit the terrain on the six tiles around it. Additionally, building the Golem Camp provides an additional unit of population to the host city, and units can be garrisoned in the camp.

## Lore

*Populated by indefatigable golem workers, these camps enable cities to create boroughs entirely separated from their parent metropolis.*
Aurigan Archive (Technology)

**Focus** |   Science

An Era V technology exclusive to the Kapaku which unlocks the construction of the Aurigan Archive on cities. It is unlocked by completing Chapter 8 part 2 of the Kapaku faction quest.

## Lore

*No longer lost to the coming ice, all the Endless' ventures on Auriga will be catalogued an maintained for time immemorial. An oasis of knowledge for historians - and scientists.*
Garth of the Allayi

**Focus** |   District

   **Resource** |  10

An expansion that is obtained from the Garth of the Allayi Blessing. The Garth takes the place of the Borough Streets construction available to all other factions.

The production cost of the Garth increases by 150  Industry and 3  Pearls for each one after the first in a given city.

## Lore

*This garth, or sacred garden, is a center of work, study, and devotion, as well as a focal point for the power of the Pearls and the magics of Auriga.*

## Tips

The Garth of the Allayi is generally a better version of the Borough Streets construction that every faction aside from the Allayi has; it has double the  Dust,  Science, and  Influence production, comes with some  Industry production, takes less away from City  Approval, and even increases  Food production rather than decreasing it. Additionally, it only requires one new unit of  population to make a new Garth, rather than the two required for Borough Streets (though the benefit of this effect is somewhat mitigated for the Allayi due to their "We Chosen Few" trait, which doubles the amount of food needed to generate new population).

However, all of this comes at the increasing Pearl cost of each new Garth. When making a custom faction that uses Garths instead of Borough Streets, it is important to ensure that the faction will have access to enough pearls to sustain the cost of city development. The easiest way to do this is with the Allayi's Pearl Sensitive trait, since it will greatly increase the faction's income of Pearls. Another method would be to create a faction that doesn't require as much expansion; for example, The Cultists would be able to use the Garth without much trouble due to the fact that they have much less use for pearls than most other factions, as they can only build each City Improvement requiring pearls once, often resulting in the Cultists having a large stockpile of unused Pearls later in the game.
Generator Crystal

**Type** |   Insignia

The Generator Crystal is an Insignia, received for completing Chapter 4 of the epilogue quest. It must be equipped to a hero assigned to an army of 6 level 5 Settlers (or 6 level 5 Preachers, in the case of the Cultists) in order to complete Chapter 5 part 1 of the epilogue quest.

### Lore

*Incredibly dense and heavy, the recharged Crystal hums with a frightening sense of power. A relic of an unknown past, it is now the key to your success.*
Custodian Tua

**Range** |  1

Custodian Tua appears leading an army in Chapter 6 of the Kapaku faction quest, and cannot be obtained by normal means in-game. Tua and the army she is leading must be defeated to complete the quest. Tua appears at Level 3 with a full set of Tier 1 Iron Armor and wielding Tua's Hammer. Because Tua only appears as an enemy and therefore cannot have her equipment changed, her listed attributes and capacities include the bonuses gained from her equipment and level.

## Lore

Representative of the Haku Clan on the Magma Council, Custodian Tua remains among the Twelve despite the obliteration of most of her clansfolk in a calamity that marked the beginning of the war with the machines. A tireless, single-minded leader, before the disaster Custodian Tua was an isolated voice on the Council warning that the machines shouldn't be ignored. Sadly, Tua was ignored, and the Haku Clan paid a great price when the machines caused the great lava tributary that surrounded the Haku's citadel to flood its banks killing hundreds. Now carrying a deep sorrow tinged with an unmistakeable bitterness, Tua is nonetheless still a dogged, unfaltering presence on the Magma Council - and one who's voice is more readily heard. Out of all the Kapaku on Auriga, she also seems to be the one with the closest ties to the Endless' representative, Overseer Elohys.

## Equipment Slots

### Weapons

* Longspear
* Hammer
* Battle Hammer
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Defensive Wards

**Focus** |   Military

   **Upkeep** |  4  per turn

A city improvement obtained from the Citizen Armies technology in  Research Era II. Can only be built once in your empire, and cannot be rebuilt if destroyed. It should also be noted that, unlike other City Improvements that have a "per " effect, the city this improvement is constructed in will gain +30  per  no matter how they are assigned.

## Lore

*By dividing the city into a series of wards, with the citizens of each ward responsible for the upkeep and patrolling of the walls, city defense is greatly improved.*
Argbadh Bose Falhala

**Range** |  3

## Lore

Lost in the Arani Deserts after a prolonged sandstorm drove his small Clan far from familiar routs and oases, the Falhala Clan was presumed by the Saoshyant to be dead, scattered, or in open rebellion when they didn't appear at Table Mount for the annual Meeting of the Clans. None of these presumptions could have been further from the truth. Rallying the falhala Clan in an unprecedented show of strength and unity, Bose's inspirational leadership kept them going even as their numbers dwindled due to dehydration and starvation.

A Hero's welcome wasn't awaiting when Bose finally brought them home, however. The Saoshyant, angered by the Clan's long disappearance and still suspicious, stripped Bose of all his titles and wealth and banished him from the nation.

## Equipment Slots

### Weapons

* Longscepter
* Magewand
* Quarterstaff

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Canal Locks

**Focus** |   Industry

   **Upkeep** |  4  per turn

A city improvement obtained from the Hydrology technology in  Research Era II. Can only be built once in your empire, and cannot be rebuilt if destroyed.

## Lore

*Though the engineering and construction is difficult, the creation of a series of locks for shipping improves transfer of goods via the canals, even if they must go uphill.*
Deep Generator

**Focus** |   Holy Resource

   **Resource** |  20

A city improvement exclusive to the Vaulters obtained from the Deep Generator tech in Research Era II.

## Lore

*Harnessing the mighty power of the timeless fires of the deep, Vaulter backup generators provide sustainable and reliable energy that is missing on the surface. All resources are boosted.*
Food Stockpile

A Stockpile which provides a given amount of Food to a selected city. The base amount of Food is 100 , but researching Unskilled Labor and Organized Labor will raise this amount by 500  and 1000  respectively.

A city can only experience the benefits of one Food Stockpile per turn; applying multiple Food Stockpiles to a city in one turn will result in the city receiving the benefit of a Food Stockpile for a number of turns equal to the number of stockpiles used.

The Broken Lords are unable to use Food Stockpiles.

## Lore

*This is a stockpile of various foodstuffs, to be used one time to boost a city's Food points.*
Garth of the Allayi (Blessing)

**Focus** |   District

A Blessing that is granted by the Allayi's "Garth of the Allayi" Faction trait, which allows for the construction of Garth of the Allayi on Cities in place of Borough Streets.

## Lore

*This garth, or sacred garden, is a center of work, study, and devotion, as well as a focal point for the power of the Pearls and the magics of Auriga.*

## Tips

The Garth of the Allayi is generally a better version of the Borough Streets construction that every faction aside from the Allayi has; it has double the  Dust,  Science, and  Influence production, comes with some  Industry production, takes less away from City  Approval, and even increases  Food production rather than decreasing it. Additionally, it only requires one new unit of  population to make a new Garth, rather than the two required for Borough Streets (though the benefit of this effect is somewhat mitigated for the Allayi due to their "We Chosen Few" trait, which doubles the amount of food needed to generate new population).

However, all of this comes at the increasing Pearl cost of each new Garth. When making a custom faction that uses Garths instead of Borough Streets, it is important to ensure that the faction will have access to enough pearls to sustain the cost of city development. The easiest way to do this is with the Allayi's Pearl Sensitive trait, since it will greatly increase the faction's income of Pearls. Another method would be to create a faction that doesn't require as much expansion; for example, The Cultists would be able to use the Garth without much trouble due to the fact that they have much less use for pearls than most other factions, as they can only build each City Improvement requiring pearls once, often resulting in the Cultists having a large stockpile of unused Pearls later in the game.
Arcana of Matter

**Focus** |   Arcana

An Era I technology exclusive to the Ardent Mages which unlocks two Arcana: The Pillar of Knowledge and the Incantation of Defense. Unlike most other starting technologies, Arcana of Matter can only be obtained by having it as a starting technology, and cannot be researched in-game.

## Lore

*Through crude pain experiments, Mages and Artificers blend their first insights into Dust, enabling the construction of pillars that boost science nearby, and spells that increase unit defense.*
Alchemy Workshop (Technology)

**Focus** |   Science

An Era II technology which unlocks the Alchemy Workshop construction on cities. Not available to the Forgotten.

## Lore

*Solid buildings are constructed where the curious can mix, match, and ignite various materials. Science advances, in spite of a noticeable increase in minor burns, temporary deafness, and smoky streets.*
Coordinated Tremors

**Focus** |   Military

An Urkan Training made available by controlling Kazar, Chaka, and Fakir. Requires 35 of a random Tier 3 Luxury Resource to unlock. Unlocks the "Tremors" Army Action for all Urkans, which allows them to deal large amounts of Fortification Damage  to a City from anywhere in the City's Region. Note that using Tremors doesn't put a siege on the affected City, and so doesn't reduce FIDSI, stop Trade Routes, or cause any of the other effects that occur during a Siege.

## Lore

*Careful training by skilled beast-masters allows the Urkans to coordinate earth-shattering 'blows' that superpose over each other, producing long-distance attacks on fortifications.*
Abbey of Anomalies

**Focus** |   District

   **Resource** |  10

An Expansion unlocked from the Abbey of Anomalies Blessing, available at the start of the 3rd Winter.

The Abbey of Anomalies is a special District that can only be built once per city and must be built on an Anomaly. Doing so will double the bonuses that Anomaly provides to  Food,  Industry,  Science,  Dust,  Influence, and  Approval. This effect also applies to any bonuses that don't come from the Anomaly itself, such as base terrain bonuses, City Improvement, Hero skills, or temporary world effects.

The Abbey also provides an additional +5  Food per level to the Anomaly it is placed on (which isn't doubled by the previous effect), as well as increasing the Food output of all other anomalies in the region by 3 .

While the Abbey of Anomalies is available to all factions, the Broken Lords do not receive any benefit from the  Food effects of the Abbey, and The Forgotten do not receive any benefit from the  Science effects of the Abbey.

## Lore

*It is a place rich in the powers of Dust and Auriga's Pearls, and sanctified by prayer. Diligent study and work at the Abbey enhance the ability to draw riches from Anomalies in the city.*

## Tips

Because the greatest benefit from the Abbey of Anomalies is to double the  FIDSI and  Approval from Anomalies, it is important to build it on an Anomaly that provides a high total output. In general it is best to build the Abbey on an Anomaly that provides a boost to Approval, not only to gain the extra benefit from the increased Approval, but also because anomalies that provide a bonus to Approval also have a higher total FIDSI output; Anomalies with no Approval bonus have a total FIDSI output of 6, while those with an Approval bonus of 10 have a total FIDSI output of 8, and the Golden Tree Anomaly - which has an Approval bonus of 20 - has a total FIDSI output of 10 (2, 8).

That said, it is also important to consider other factors, such as which factions you're playing as: for example, the Broken Lords would be better off placing the Abbey on the Ruby Cactus Fields Anomaly (2, 4) than they would from placing it on the Oasis Anomaly (6, 2, 10) since their inability to use Food reduces the otherwise superior Anomaly's FIDSI output from 8 to 2. The same reasoning applies to The Forgotten.

However, one of the benefits of the Abbey of Anomalies is that it is easy to plan its placement far in advance. Because all anomalies are revealed from the start of the game, you can pick an anomaly near your city to build towards and/or save for when you unlock the Abbey to build it there.
Commercial Espionage

**Focus** |   Trade Routes

An Era V technology exclusive to the Forgotten which unlocks the construction of Surreptitious Research and Remotuscope Factory on cities. Upon unlocking this technology, and previously-built Watchtowers or Lookout Towers will automatically be upgraded to the Remotuscope Factory for free. This technology takes the place of the Enlightened Trade technology available to all other factions.

## Lore

*Advanced techniques in espionage - dead drops, ciphers, tradecraft, clandestine cells - turn the caravans of Auriga into a firehose of useful information.*
Breaching Wave

**Focus** |   Influence

An Era I technology exclusive to the Morgawr which grants  Influence for every citadel and revealed facility on fortresses the empire controls.

## Lore

*By learning how to exploit the psionic powers of Dust, Morgawr can locally break the systems designed by their jailers to inhibit their mental powers.*
Exceptional Armor

**Focus** |   Armor

An Era V technology that unlocks Tier 3 Armor and Accessories made from Adamantian  or Palladian , and reduces the Adamantian  or Palladian  cost of items by 10%.

## Lore

*The labor is unhealthy and backbreaking, but advances in the smelting and fusion of Adamantian and Palladian has led to a level of perfection that is truly exceptional.*
Caudata Sanctuary

**Focus** |   Winter

An Era II technology exclusive to the Forgotten which decreases the margin of error for season predictability by 80%, makes infiltration free during winter, and reduces the cost of infiltration actions. This technology is partly meant to replace the Scientific Specialization and Statistical Methods technologies that aren't available to the Forgotten, since the Climatology Guild and Cryometric Monitors city improvements those technologies unlock respectively provide other empires with reductions to the margin of error for season predictability.

## Lore

*Transported in from the distant Targadian Mountains, winter-sensitive species like the Boreal Caudata have the uncanny ability to anticipate the turning of the seasons, thus greatly improving forecasts.*
Feeds on Bones

**Range** |  1

Feeds on Bones is the starting hero for the Necrophages.

## Lore

The lone survivor of the Vaulter massacre of the Necrophage nest known as The Dark Maze, Feeds on Bones gained his name as he gnawed on the remains of his dead comrades, too weak from the battle to forage elsewhere. Through his slow recuperation his rage burned brighter and brighter, until one day in its incandescence he struck out of his birthplace, seeking vengeance. Death would have been inevitable if not for the Dust infection that resulted from the Vaulter auto-defenses. With his newfound intelligence, Feeds on Bones backed away to live the life of a mercenary for hire.

## Equipment Slots

### Weapons

* Sword
* Claws
* Battle Axe
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Endless Lode Crystal

**Type** |   Insignia

The Endless Lode Crystal is an Insignia exclusive to the Broken Lords, received for completing Chapter 7 of their faction quest. The item is essential for the completion of Chapter 8 part 1, as it must be equipped on a Broken Lords hero governing a city along with the Quivering Circlet and Pendant of Judgement.

### Lore

*This beautifully shaped block of an unknown material or element, glowing in a deep red-gold color, is more than the crystal it appears to be. Certain markings indicate it was once part of some sort of great object.*
Benevolent Emperor

**Focus** |   Dust

A city improvement obtained by completing the "Glorious Father" Legendary Deed available in Era IV.

## Lore

*Showing as much interest in your people's health and well-being as in their productivity, your concern pays for itself many times over as they eagerly seek new sources of Dust for you.*
Cold Engineering

**Focus** |   Arcana

An Era III technology exclusive to the Ardent Mages obtained by completing Chapter 5, Part 1 of their faction quest. Upon unlocking this technology, all Pillars gain an extra bonus during winter which comes at no additional cost.

## Lore

*Being versed in the thermal properties of Dust under extreme cold conditions allows Ardent Mage pillars to become even more effective in winter.*
Cargo Docks

**Focus** |   District

An Expansion obtained from the Cargo Docks technology in  Research Era III, or Era II for the Morgawr. The Cargo Docks must be built on an exploited sea or lake tile, and only one copy can be built in the city, thought it is possible to build another should the original district or the city itself be destroyed. The cargo docks provides bonus to  Industry,  Food, and  Dust on itself, as well as an approval bonus, but probably the most significant bonus it provides is extra Industry on sea or lake tiles in the region.

Cargo Docks are also used for ocean trade routes, which can be made between any two cities that have Cargo Docks built in the same body of water. The cost for embarking and disembarking units is also reduced for units that do so on the Cargo Docks tile.

## Lore

*A centrally-organized port helps safeguard empire supply lines, and allows longer-term planning. Sea shanties still permitted.*

## Tips

One piece of advice for building the Cargo Docks is to try and build in in an inlet if possible; like other districts, it will upgrade to a level 2 version when surrounded by 4 other level 1 districts, and provides a significant boost to Industry when it does. However, since it is the only district that can be placed in water, if one wishes to eventually upgrade the Cargo Docks, it must be placed on a water tile surrounded by at least 4 land tiles, which can be difficult to find with certain terrain generation settings. This is especially important to consider when playing the Cultists, as they can potentially upgrade the Cargo Docks to level 3, resulting in a tile with an output of 5 , 5 , and a whopping 25  before any other bonuses.
Assassin

The Assassin is an infantry unit for the Forgotten. Two Assassins constitute the starting force for the Forgotten. They do not need to be researched and can be trained immediately after settling a city.

## Lore

*Though they are front line fighters, the Assassin excels in feints, stunts and quick knife work. It is said that they can get you in the dark and from behind, even under the desert's noonday sun.*

## Capacities

*Note: If you play with ELCP, Assassin got the "Minor Faction Slayer 2" capacity.*

In vanilla game version

With ELCP

## Equipment Slots

### Weapons

* Sword
* Axe
* Claws

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Center for Minerology

**Focus** |   Science

   **Upkeep** |  4  per turn

A city improvement obtained from the Topography technology in Research Era I. Can only be built once in your empire, and cannot be rebuilt if destroyed. Not available to the Forgotten.

## Lore

*This building, beautifully decorated with marble and crystals, encourages the alchemists of the empire to study and experiment upon the many minerals of Auriga.*
Burdeki

The Burdeki is a Cavalry unit for the Dorgeshi. They can be trained upon Assimilation of the minor faction or purchased from the Marketplace.

*Note: With ELCP the damage of Burdeki reduced to 14* . *Dorgeshi are one of the better Assimilations due to their good passive effect, and their cheap but highly effective unit. This change is intended to make the Burdeki more of a "support stunner" and less of a damage dealer.*

## Lore

*The riders of the great Burdemek lizards, the Burdeki are both the scouts and the primary weapon of the Dorgeshi armies. Heavy and heavily armored, their powerful charge and lack of fear makes them dangerous foes.*

## Equipment Slots

### Weapons

* Longspear
* Claymore

### Armor

* Helm
* Cuirass
* 1 Accessory Slot
Endurance Training

**Focus** |   Military

An Urkan Training made available by controlling Kazar and Fakir. Requires 25 of a random Tier 2 Luxury Resource to unlock. Has the same effect on the Urkans as the Cold Operator Hero Skill by negating all negative winter effects, but only applies to Kazar and Fakir, not Chaka.

## Lore

*Experiments on the lice strains living on Kazar and Fakir have led to a stunning discovery: Their mutual interaction produces natural defenses making Urkans resilient to winter's effects.*
Guardian of Dust

**Focus** |   Support

An Era III technology that unlocks Skoros for construction and increases the number of Guardians allowed on the empire by 1.

## Lore

*One of the five ancient spirits that once protected Auriga, this quick and dangerous Guardian of Dust was attuned to the planet's magical currents. Though it was imprisoned by the Endless, Skoros's chains have faded and it now lives again.*
April 05, 2019 Patch

*Release Version 1.7.5*

* Increased the value of "Urkan Politics" faction trait bonus (-30% instead of -20%).
* Sister of Mercy hero is removed from the heroes available for Mykara faction.
* Mykara's empire approval is not affected by Overgrown Cities anymore.
* Tweaked the number of turns required to build/destroy a Fungal Bloom, with the following base values in normal game speed:
	+ Extractor: 6/4
	+ Village, Ruins, Watchtower: 8/6
	+ Lookout Tower: 10/8
	+ Remotuscope Factory: 12/10

* Values of Mykara quest chapter 5 is now related to gamespeed.
* Improved the way info are displayed on the Fungal Bloom tooltip, in order to avoid confusion with Fortification value.
* Added Urkan tame cost to the Urkan label.
* Added the cost of luxuries it will cost to tame an Urkan to the Urkan Training screen.

### Fixes

#### Symbiosis

* Fixed an issue where queued techs on the Urkan Training screen will be unqueued when the screen is closed to avoid an error generated when loading a game that had a queued tech.
* Fixed an issue where custom factions with the "Overgrown Cities" faction trait were able to see Fungal Blooms when selecting an Overgrown City.
* Fixed an issue where non-Mykara custom factions with the "Overgrown Cities" faction trait got the extractors from an Overgrown City converted into Fungal Blooms.
* Fixed an issue where all Urkan technologies displayed their price with a Dust cost, instead of Luxuries, when playing with the Forgotten faction.
* Fixed an issue where destroying an Overgrown City removed the assimilated minor faction from that region if the player did not have another colonized region with that same minor faction.
* Fixed several issues where some battle notifications related to destroyed Empire could be displayed.
* Fixed an issue where the "Tame Urkan" army action remains displayed after the player captures an Urkan by battle.
Guardian of Air

**Focus** |   Flying

An Era V technology that unlocks Atmos for construction and increases the number of Guardians allowed on the empire by 1.

## Lore

*Adept at tracking the winds and scents of Auriga, Atmos is one of the ancient spirits that were imprisoned by the Endless. Now that those chains are gone, the tough and dangerous Guardian of Air is free to act as it will.*
Fotios

Fotios is a Guardian unlocked by the Guardian of Fire technology in  Research Era IV.

During construction, Fotios behaves similarly to a district; the Guardian must be placed on an open tile adjacent to the city while under construction that isn't occupied by any units, and progress on construction is halted by the city being under siege. Additionally, Fotios cannot be garrisoned and counts towards the number of Guardians allowed on empire.

## Lore

*Linked to the primeval force of fire, Fotios is a fast and deadly Guardian that was held in chains by the Endless. Now alive and aware, seeking a cause, it watches across the vast landscapes of Auriga.*
Artillery Ship

The Artillery Ship is a naval unit unlocked by the Artillery Ship technology in  Research Era III.

A city must have at least one exploited sea or lake tile where the Artillery Ship will spawn upon completion, which is normally designated by a movable Anchor icon in the city screen. If there is a naval army on that tile owned by the owner of the city with room for more units, the Artillery Ship will automatically be merged into that army upon completion. If the designated tile is occupied by an army with no more room, an enemy naval army, a transport ship, or a tile of ice shelf during winter, the Artillery Ship will spawn on the nearest available exploited sea or lake tile. If there are no available sea or lake tiles, construction of the Artillery Ship cannot be completed.

## Lore

*This unit is designed to fire explosive projectiles at enemy ships.*

## Equipment Slots

### Weapons

* Broadside
* Trebuchet

### Armor

* Plating
* Hydrofoils
* Prow
* 2 Accessory Slots
Arcane Armor

**Focus** |   Armor

An Era VI technology that unlocks Tier 3 Armor and Accessories made from Mithrite  or Hyperium , and reduces the Mithrite  or Hyperium  cost of items by 10%.

## Lore

*Attaining the highest standards of crafting and production, armors made from Mithrite and Hyperium are truly fit for kings and emperors.*
Boarding Vessel

The Boarding Vessel is a naval unit unlocked by the Boarding Vessel technology in  Research Era I. It is the fastest of the available naval units, making it a very effective scouting vessel.

A city must have at least one exploited sea or lake tile where the Boarding Vessel will spawn upon completion, which is normally designated by a movable Anchor icon in the city screen. If there is a naval army on that tile owned by the owner of the city with room for more units, the Boarding Vessel will automatically be merged into that army upon completion. If the designated tile is occupied by an army with no more room, an enemy naval army, a transport ship, or a tile of ice shelf during winter, the Boarding Vessel will spawn on the nearest available exploited sea or lake tile. If there are no available sea or lake tiles, construction of the Boarding Vessel cannot be completed.

## Lore

*This unit is designed to carry troops that attack enemy ships.*

## Equipment Slots

### Weapons

* Boarding Spikes
* Satchel Charges

### Armor

* Plating
* Hydrofoils
* 1 Accessory Slot
Advanced Harvester

**Focus** |   Exploitation

An Era IV technology that unlocks the Dust Orchid Extractor, Dustwater Extractor, Hydromiel Extractor, Pixie Blood Extractor, and Redsang Extractor for construction, or the Mykaran Luxury Resource Extractor on those resource deposits for the Mykara.

## Lore

*Encompassing a suite of sophisticated industrial processes, the advanced harvester allows some of the most recalcitrant resources to be gathered.*
Auriga Institute

**Focus** |   Approval

   **Upkeep** |  4  per turn

A city improvement exclusive to the Drakken obtained from the Auriga Institute technology which is unlocked by completing Chapter 8 Part 1 of the Drakken faction quest. Constructing the Auriga Institute in every city the Drakken control is required to complete Chapter 8 of the Drakken faction quest.

## Lore

*This academic center brings together thinkers and researchers from across the planet. Sages of all nations come together to study the history, trends, and possible futures of Auriga.*
Ahote Zaltana

Ahote Zaltana is given as a quest reward for completing chapter 5 of the Wild Walkers faction quest. He is at Level 3 when given, and his attributes reflect this, but do not include bonuses from capacities and equipment.

   **Range** |  3

## Lore

A merely average hunter, Zaltana was set for a lifetime of mediocrity until age 12 when they discovered that he was a genius with construction. Consumed by a whirlwind passion, Zaltana spent his day delving into everything from the aesthetic details of structure to the mechanical questions of stress and deformation. Frustrated by the Wild Walkers' lack of sophistication, Zaltana left home at age sixteen to seek knowledge. He criss-crossed Auriga, hunting the secrets of the ruins left by architecturally sophisticated predecessors. Infected by Dust in the depths of an ancient site, Zaltana had a mind-expanding experience and many of the hidden secrets he once sought became known to him. As his insights require tensor mathematics, however, it is difficult for him to share ideas and he is viewed as a somewhat unbalanced eccentric.

## Equipment Slots

### Weapons

* Crossbow
* Longbow
* Magewand
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
All Beings Are Siblings

**Focus** |   Military

An Era IV technology exclusive to the Cultists which provides additional experience to units, including those gained from converted Minor Faction villages. It is unlocked by completing Chapter 7 of the Cultists faction quest.

## Lore

*The Cult begins to grow, recruiting new tribes to its purpose. The first few conversions bring critical lessons in how to persuade and convince uneasy recruits.*
Drakkenling

The Drakkenling is an infantry unit for the Drakken. Two Drakkenlings constitute the starting force for the Drakken. They do not need to be researched and can be trained immediately after settling a city.

## Lore

*Though it does not fly, the Drakkenling's agility and sharp reflexes still make it a frightening melee opponent.*

## Equipment Slots

### Weapons

* Longspear
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 1 Accessory Slot
Growing Buildings

**Focus** |   Industry

An Era V technology exclusive to the Wild Walkers which decreases the  cost of buildings on cities by 25%. It is unlocked by completing Chapter 8 of the Wild Walkers faction quest.

## Lore

*Many things can be made to grow faster on Auriga; in some cases this applies also to the unliving.*
Civic Instruction

**Focus** |   Military

An Era IV technology which unlocks the Army Manual and National Military College constructions on cities.

## Lore

*A project long in the making, children of the city learn about the city's government and defenses from a young age and grow up understanding how they can contribute in times of military threats.*
Drider

The Drider is a Support unit for the Ceratan. They can be trained upon Assimilation of the minor faction or purchased from the Marketplace.

## Lore

*The sentries and police of this subterranean arachnid people, Driders are pacifist units that briefly immobilize friendly units with a healing web.*

## Equipment Slots

### Armor

* Helm
* Cuirass
* 1 Accessory Slot

## Tips

* Driders have the ability to heal via the "Cocoon" ability. Using Cocoon will stun an ally for the rest of the round, but the unit will be able to act as normal at the start of the next round. Since Driders have a low initiative score, they generally act last in combat, so the momentary stun doesn't have much impact.
Alchemical Alloys

**Focus** |   Weapon

An Era II technology that unlocks Tier 2 Weapons made from Titanium  or Glassteel , and reduces the Titanium  or Glassteel  cost of items by 10%. Upon unlocking this technology, the following items are unlocked:

## Lore

*As part of a sophisticated metallurgical process alchemy is introduced into the forging process. Using this technique, weapons fashioned from Titanium and Glassteel can be improved.*
Alchemy Workshop

**Focus** |   Science

   **Upkeep** |  4  per turn

A city improvement obtained from the Alchemy Workshop technology in  Research Era II. Not available to the Forgotten

## Lore

*Solid buildings are constructed where the curious can mix, match, and ignite various materials. Science advances, in spite of a noticeable increase in minor burns, temporary deafness, and smoky streets.*
Artillery Ship (Technology)

**Focus** |   Juggernaut

An Era III technology that unlocks the Artillery Ship for construction.

A city must have at least one exploited sea or lake tile where the Artillery Ship will spawn upon completion, which is normally designated by a movable Anchor icon in the city screen. If there is a naval army on that tile owned by the owner of the city with room for more units, the Artillery Ship will automatically be merged into that army upon completion. If the designated tile is occupied by an army with no more room, an enemy naval army, a transport ship, or a tile of ice shelf during winter, the Artillery Ship will spawn on the nearest available exploited sea or lake tile. If there are no available sea or lake tiles, construction of the Artillery Ship cannot be completed.

## Lore

*This unit is designed to fire explosive projectiles at enemy ships.*
Arla Sabor

Arla Sabor appears leading an army in Chapter 8 of the Forgotten faction quest, and cannot be obtained by normal means in-game. Arla and the army she is leading must be defeated to complete the quest. Arla appears at Level 7 with a full set of Tier 1 Hyperium Armor, a Tier 2 Hyperium Claymore, a Tier 1 Hyperium Ring, and a Tier 2 Iron Ring. Because Arla only appears as an enemy and therefore cannot have her equipment changed, her listed attributes and capacities *will* include the bonuses gained from her equipment and level.

   **Range** |  3

## Skill Tree

#### Forgotten Skill Tree

If you play with ELCP there is some changes:

* "Arboreal Dust Dowser" connects to "Sang Froid". While Forgotten Heroes will never make for premium governors, this change makes at least "Inspirational Leader" easier to reach.

## Equipment Slots

### Weapons

* Sword
* Claymore
* Axe
* Claws

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Consecrate Mawusi Boakye

**Range** |  3

## Lore

One of the Forgotten's deepest theological thinkers, Consecrate Boakye spent the majority of her years considering the nature of Dust, often leading pilgrimages to religious sites across Auriga. Mawusi became an inspiring leader to her people due to her powerful oratorical style allied with her deep knowledge of the intricacies - and subtle uses - of Dust. During a sabbatical year in which she roamed Auriga living a nomadic life, however, her deepest held beliefs about her own race transformed completely. Witnessing the terrible aftermath of Forgotten meddling, Mawusi decided to abandon her old life, and dedicate herself to other races who'd suffered at Forgotten hands.

## Skill Tree

#### Forgotten Skill Tree

If you play with ELCP there is some changes:

* "Arboreal Dust Dowser" connects to "Sang Froid". While Forgotten Heroes will never make for premium governors, this change makes at least "Inspirational Leader" easier to reach.

## Equipment Slots

### Weapons

* Sword
* Claymore
* Axe
* Claws

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Advanced Quarry

**Focus** |   Industry

   **Upkeep** |  10  per turn

A city improvement obtained from the Advanced Quarry technology in  Research Era V. Limited to one copy in your empire, but can be rebuilt if destroyed or the city containing it is lost.

## Lore

*Better methods for mining, cutting and forging metals and minerals result in greater productivity and less waste, increasing the productivity of Strategic Resource sites.*
Amplitude Studios

Amplitude Studios is an independent gathering of self-proclaimed video game lovers and developers with a solitary goal - create the best strategy games. Based in Paris, their studio hosts an international team that has worked across the world and on a variety of games including Battlefield, Rayman, Tom Clancy's Ghost Recon, R.U.S.E., Call of Juarez, and Might & Magic. After working closely for years with players for the purpose of sharing, discussing, and comparing ideas, Amplitude wanted to take the idea of community one step further, creating GAMES2GETHER, a platform for all players to participate in the creation of games they play. Their first game, Endless Space, released on July 4, 2012 and ultimately received generally positive reviews.

## GAMES2GETHER

> "GAMES2GETHER is a brand new way for gamers around the world to participate in the creation of the first game from a new studio. If you have always dreamt of becoming a real member of a dev team without enduring code debugging, crunch time frenzy, and offices smelling of cold pizza, then you have come to the right place."
>
>

-Amplitude Studios, Endless Space GAMES2GETHER Promotional Trailer
GAMES2GETHER is the cornerstone project of Amplitude Studios, which created and used the system to produce its first game, Endless Space. The system involves its userbase as a primary group for creating game ideas while the studio produces those ideas in its games. Amplitude is currently using GAMES2GETHER to produce two new titles, Dungeon of the Endless, a Rogue-like Dungeon defense game and Endless Legend, a 4X Strategy game. All three games are considered part of the Endless universe.
Ceratan

The **Ceratan** are a Minor Faction.

## Lore

*The Ceratan are arachnoid centaurs; giant spider ticks with human torsos. They are a subterranean people, so tend to have white hair and pale skin. They prefer feed on anything warm-blooded, but can survive on cold-blooded beasts or even other insectoid.*

*Like other insectoid species, Ceratan reproduce by laying eggs in large cocoons. The protection and care of these cocoons caused villages to develop, when otherwise the Ceratan would be migratory foragers.*

## Assimilation Bonus

+5% Defense  per pacified and rebuilt Ceratan Village on Units

## Related Quests

 Summary
 In the aftermath of an earthquake the **Ceratan** are desperate; help them by bringing a unit that can improvise shelter and medicine.
 Reward
Adamantian Extractor

**Focus** |   Exploitation

An Expansion unlocked by the Smelting Station technology from Research Era III. Produces 1 Adamantian every turn when built on a Adamantian Deposit in the City's region. The Mykara instead use the Mykaran Strategic Resource Extractor.

## Lore

*Incredible temperatures are reached inside these towers, allowing adamantian to be freed from its captive ore.*
Battle Born

The Battle Born is an infantry unit that is created as a result of the Proliferator's "Parasitism" capacity. Battle Born are added to an army at the end of a battle if the Proliferator successfully affected an enemy unit with Parasitism, and that unit died in battle, or can be added to a city's garrison by using a Recycled Stockpile on that city during a Dust Eclipse. Battle Born always spawn at Level 1 equipped with the highest-tier Iron or Dust Claws, Helm, Cuirass, and Greaves available, and cannot be retrofit.

One of the unique properties of the Battle Born is that they ignore Army and Garrison size restrictions; even if your max army size is only 4, you can still have dozens of Battle Born units in the army, so long as Proliferators continue to kill units with Parasitism - Battle Born units must be "spawned" into armies to ignore the max, and cannot merge into armies that are over the maximum. However, having more units in an army than you are allowed comes with an exponentially increasing penalty added to the army's upkeep, with the penalty for having 2 units above max being 40  per turn, but having 12 units over max is about 500  per turn. As such, this property of the Battle Born should be used with restraint, or you should heavily invest in reducing the cost of Military upkeep, either by the Empire Plan, Hero Skills, the Reliquary of Auriga, or the Cannon Fodder Necrophage Technology.

## Lore

*Created from their fallen enemies on the field of battle, these soldiers of the hive do not feel pain, pity, or remorse.*

## Equipment

### Armor

* Helm
* Cuirass
* Greaves
Ateshi Zealot

The Ateshi Zealot is a ranged unit for the Ardent Mages. The Zealot can be researched in the first Technology Era.

## Lore

*It is said the very air in the vicinity cools as an Ateshi Zealot conjures a rain of fire to hurl onto the enemy's ranks, but this is preferable to being in the burning firing line.*

## Equipment Slots

### Weapons

* Quarterstaff
* Magewand

### Armor

* Helm
* Cuirass
* 1 Accessory Slot
Cetassa

**Range** |  3

## Lore

Cetassa is a towering emotional presence among the Morgawr even though, like all Morgawr, she is but one spirit in a vast shared mind. Larger than average and with a grave force of character, she seldom gives an opinion but when she does, it is heard and respected. Cetassa is an Original; one fo the Morgawr who awoke and broke out of their imprisonment years ago, forming the initial core of the society. The ordeal of the time spent in stasis gave her unusual strength as well as a depth of thought that brings instant obedience to her suggestions. All Heroes stand out from the mass, of course, but even among Heroes the presence of Cetassa in communal thought is like a great, silent shadow. This psychological power is echoed in the power of her mind, as she finds it both easy and entertaining to dominate lesser beings.

## Equipment Slots

### Weapons

* Quarterstaff
* Longscepter
* Magewand

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Exid the Chosen

**Range** |  1

## Lore

Lured from the safe haven of a well-explored ruin by rumors of the power of the Cult, Exid made an arduous journey across Auriga to visit the Cult's great city. Sensitive to Dust due to their time in the ruin, the Unspoken felt this capacity within his brain. With a thought like a lance piercing his body the Unspoken made Exid one of the Chosen -- a great honor that Exid barely survived.

Now a living weapon for his master, he lives only to execute tasks in the hope of receiving praise. While the orders that the Chosen receive are inexplicable to rational beings, they do not ask or challenge but merely execute the will of the Cult.

## Equipment Slots

### Weapons

* Claws
* Sword
* Shield

### Armor

* Helm
* Cuirass
* Greaves
* 2 Accessory Slots
Breakwall

**Type** |   Shield

Breakwall is a unique shield that is received as a reward for completing the side quest "A Relic of the Past". There is also a small chance to receive it as a reward for searching Unspoiled Ruins.

## Lore

*Strangely, this shield earned its name on an offensive maneuver. It was wielded by Lady Fidense Tulak of the Amber Fields when her unmounted charge broke the Necrophage defenses at the Siege of Gleancrag.*
Difference Engine

**Focus** |   Science

An Era VI technology that increases  Science output of cities by 100% (80% with ELCP). One of the six technologies that can be used to fulfill the Scientific Victory condition. Not available to the Forgotten.

## Lore

*An enormous mechanical calculator, the product of genius and extremely precise engineering, this machine will execute mathematical computations of unimaginable complexity. Mysteries of physics, alchemy, fluids, the climate, and time shall slowly be unraveled.*
Anaerobic Mycrobiology

**Focus** |   Food

An Era IV technology exclusive which unlocks the Tome of the Lithophage accessory and construction of the Wyrm Farm on cities. Not available to the Broken Lords.

## Lore

*An understanding of the smallest lifeforms that writhe deep in the ground underpins opportunities to extract even more sustenance from the earth.*
Baleshark's Tooth

**Type** |   Shield

The Baleshark's Tooth is a Shield that is received for completing the Naval Quests "Family Affair" or "Things from the Deep".

## Lore

*This fang from a giant baleshark is so large it serves as a shield. A work of Dust magic by a Morgawr magesmith, to carry and control it requires the strength and reflexes of a Hero.*
Difficulty

Changing the difficulty doesn't actually change the intelligence of the AI, it only changes the bonuses given to the player and computer controlled factions.

## Effects

### Newbie

* Player
	+ +5  on cities and districts
	+ -25% expansion disapproval
	+ -25% Hero Upkeep
	+ -50% Military Upkeep
	+ +20% Unit Health, Attack, and Defense
	+ +1 FIDSI per Population
	+ +2 Base City FIDS
	+ +20% City FIDSI Output
* AI
	+ +10  on cities and districts (no with ELCP)
	+ +25% expansion disapproval
	+ -10% growth, research, buyout, production, and empire plan cost reduction
	+ -1 FIDSI per population

### Easy

* Player
	+ +10% City FIDSI Output
	+ +1 Base City FIDS
	+ -25% Military Upkeep
	+ +10% Unit Health

* AI
	+ +10  on cities and districts (no with ELCP)

### Normal

* No Player bonuses

* No AI bonuses

### Hard

* No Player bonuses
* AI
	+ -20% upkeep costs
	+ +10  on cities and districts
	+ -20% expansion disapproval
	+ 15% research cost reduction
	+ 20% empire plan cost reduction
	+ 20% growth, building production, and buyout cost reduction
	+ 20% unit cost reduction
	+ +0.25 FIDSI per population
	+ +50% strategic resources

### Serious

* No Player bonuses
* AI
	+ -35% upkeep costs
	+ +10  on cities and districts (In ELCP bonuses to Approval have been reduced slightly)
	+ -35% expansion disapproval
	+ 20% research cost reduction
	+ 35% empire plan cost reduction
	+ 35% growth, building production, and buyout cost reduction
	+ 35% unit cost reduction
	+ +0.5 FIDSI per population
	+ +100% strategic resources

### Impossible

* No player bonuses
* AI
	+ -50% upkeep costs
	+ +10  on cities and districts (In ELCP bonuses to Approval have been reduced slightly)
	+ -50% expansion disapproval
	+ 25% research cost reduction
	+ 50% empire plan cost reduction
	+ 50% growth, building production, and buyout cost reduction
	+ 60% unit cost reduction
	+ +1 FIDSI per population
	+ +150% strategic resources
	+ +10 and +50% XP on unit creation
	+ +50% XP per turn

### Endless

* No player bonuses
* AI
	+ -70% upkeep costs
	+ +10  on cities and districts (In ELCP bonuses to Approval have been reduced slightly)
	+ -60% expansion disapproval
	+ 30% research cost reduction
	+ 60% empire plan cost reduction
	+ 60% growth, building production, and buyout cost reduction
	+ 70% unit cost reduction
	+ +2 FIDSI per population
	+ +200% strategic resources
	+ +10 and +100% XP on unit creation
	+ +100% XP per turn

Editor Notes: I verified all these values in the game code, though there are some values I didn't put up here that may need to be added.

* The AI At all levels has a 0% chance at getting quests from ruins, and a -40% ruins loot modifier
* Urkan Spawn rates change based off of difficulty
	+ Normal and Below: Default
	+ Hard: 30% Bonus
	+ Serious: 55% Bonus
	+ Impossible: 120% Bonus
	+ Endless: 175% Bonus