recursal/Fanatic-Fandom huggingface dataset:
Mission Flexibility

Mission Flexibility is a technology on the Economy and Trade technology tree. It unlocks one Behemoth Hull improvement in Enhanced Behemoths, and one support module in Regional Government Bureau.

"Improved communication and flexible space usage on Behemoth-class ships permit them to act as mobile government and system development centers.

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Pacifists

## Enhanced Behemoths (Hull Improvement)

* Unlocks additional support slots for Behemoths

## Regional Government Bureau (Support Module)

Special

* Bonuses on Systems orbited by Behemoth 10 FIDS
* Bonuses on Systems orbited by Behemoth 5% FIDS
* Behemoth only Module

Cost: 120 Industry
Food Fight

Template:TestInfoBox

## Description

*Nearly all sentient life in the galaxy depends on food. An empire that controls the flow of foodstuffs possesses more than just sustenance; it holds a decisive edge in matters of trade and politics. Claim this advantage for your empire, and reap the rewards.*

## Objective

Produce the most Food in the galaxy

In 10 turns, own the System producing the most Food in the galaxy.

Reward: X Dust and X quantity of a Luxury Resource.

### Success

Your System produces the most Food in the entire galaxy. The benefits are yours for the taking.

### Failure

Another empire owns the System that produces the most Food. Quest failed.
Hissho Faction Quest

## Chapter 1: The Blade and The Eagle - Part 1

Choose an Objective

STRENGTH:  Build 2 ships of at least [x] defensive power (Based on military power).

* Reward: **Random Technology**

FAITH:  Assimilate 1 new Minor Faction.

* Reward: **Random Technology**

### Part 2

MILITARIST:  Successfully invade 1 system.

* Reward: **Wrath of Tonatsi (Beam Weapon Module)** 19 DPS, 10% Crit Chance.

RELIGIOUS:  Reach [x] Keii in your empire

* Reward: **Gouge of Tonatsi (Behemoth Support Module)** 1 Mining Probe, 2.5 turn cooldown, 10 turn duration, 75% Deposit value modifier, 30% Planet stats modifier.

## Chapter 2: The Force of Conviction

Choose an Objective

GLORY:  Win 3 battles with fleets that include a Behemoth-size hull.

* Reward: **Civilian Emergency Centers**: +300 System Manpower capacity, +100 Manpower Deployment Limit, -50% probability to kill population.

POWER:  Produce 4 Strategic Resources per turn with a Behemoth for 10 turns.

* Reward: **Koimachi Academy**: +30 Influence on Devoted, +30 Influence on Loyal, +10 Influence.

## Chapter 3: Retrench or Reform - Part 1

Choose an Objective

ENLIST:  Reach [x] Manpower Capacity in your Empire.

* Reward: **Random Technology**

FLOURISH:  Produce [x] Influence per turn in your Empire.

* Reward: **Random Technology**

### - Part 2

Militarist: Destroy the Behemoth targeting the System [x].

* Reward: **Battle Tactic: Berserker:** All Flotillas in Short Range position, when there is only 1 ship in the flotilla it deals +25% damage.
* Go to  Militarist branch

Religious: Possess [x] Hot Planets in your Empire.

* Reward: **Battle Tactic: Endure:** All Flotillas in Long Range position, when there is only 1 ship in the flotilla it gains +50% Shield and Plating absorption.
* Go to  Religious branch

## Militarist branch

### Chapter 4: Written on the Blade

 Have at least 1 Obliterator.

* Reward: **Sykagoja Targeting System (Empire Improvement):**  +20% Damage on Fleets if Loyal, +50% Damage on Fleets if Devoted.

## Religious branch

### Chapter 4: The Eagle's Honor

 Have at least 1 Citadel.

* Reward: **Shrine of Eternal Sacrifice (Empire Improvement):** +50% Bonus Keii after Space and Ground Battle.
Basic System Development

Basic System Development is unlocked once an empire has reached Stage Three of the Economy and Trade technology tree.

## Basic System Development

* Unlock Level 2 Upgrade
* Unlock Spaceport Slot x2

 "*There is a complex web of money, time and effort required to evolve and develop individual nations or planets. Thanks to the unusual resources harvested from alien planets, entire star systems can evolve from simple planetary bases to viable, long-term settlements.*"
Antimatter Channeling

Antimatter Channeling is a technology on the Military technology tree. It unlocks three Battle Tactic's in Battlefield Analysis and one Defense Module in Advanced Transformative Shielding. It also unlocks a Support Module in Anti-Cloaking II, and unlocks the anti-cloaking probes at level 2.

"*Although high-risk in terms of handling the material (and several calamitous accidents have been catalogued over the years--look up the infamous Sophon scientist Gaalar Fazweem for one of the most extreme cases), antimatter channeling can be used to protect constructions from attack by nullifying incoming ordnance and then dispersing the resultant heat.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Militarists

## Battlefield Analysis

* Unlocks the following tactics:
	+ Evasive Maneuvers (Short / Short / Short ) : Improves enemy defense at long range; used to close with enemy
	+ Prudent Positions (Long/ Long / Long) : Reduces damage across flotillas to minimize ship loss
	+ En Passant (Medium / Short / Short) : Have a movement point after battle; use it to be able to travel after the battle

"*The technology required to do true battlefield analysis is mind-boggling, as it involves high-intensity scanning and analysis of vast quantities of data on particle vectors. The results, however, increase the flexibility and number options open to fleets as they better understand friendly and enemy fleets as well as the conditions in their theater of operations.*"

## Advanced Transformative Shielding (Defensive Module)

* Protection
	+ Health bonus (75)
	+ Shield capacity (900)
	+ Energy defense (286)
	+ Ship Evasion (4%)

Cost: 38 Industry, 2 Antimatter

## Anti Cloaker II (Support Module)

* Special
	+ Fleet Anti-Cloaking Level 2
	+ Anti-Cloaking Probes: 2
	+ Probe Cooldown: 1

Cost: 135 Industry, 10 Hyperium

## Enhanced Anti-Cloaking Probe

* Set detection probe invisibility detection Level to 2 on Empire

"*Upgraded with a full-suite of radiation-tracking technology, probes can now detect cloaked vessels and structures employing secondary-level cloaking tech."*
Adaptive Colonies

Adaptive Colonies is a technology in the Science and Exploration technology tree. It unlocks one System Improvement, Farsighted Crops.

"*Planetary anomalies can be caused by a great number of widely varying problems. As technologies and knowledge of xenobiology improves, a number of palliative mechanisms are developed to allow civilian populations to thrive regardless of local conditions (improved management of habitats and biospheres, cheaper and more reliable energy sources, more pragmatic processes to adapt to alien environments...).*"

* Political Impact:  Religious.

## Farsighted Crops

* +10  per Planet
* +10%
* Cost: 2240 , 25
* Political Impact:  Ecologists
* Upkeep: 32

"*With receptor technology introduced into agricultural staples, grains, tubers, rices and other crops, can be digitally fed future environmental conditions--thunderstorms, droughts, pest swarms etc.-- and then adapt accordingly. Yields increase.*"

## Adaptive Colonies (Ship Bound Affinity)

Unlocks an additional support module slot for Goaym-class hulls.

### Farsighted Crops

"*The Church faces a number of unique issues in its Ark-based society, and Adaptive Colonies are an umbrella term that allows the Vodyani to get the most out of their captive congregations.*"

## Adaptive Colonies (In The Shadows Affinity)

Unlocks an additional support module slot for Sonata-class hulls.

### Wraith Orchard

* +10  per Planet. Also applies for Planets on Sanctuary Systems.
* +10%
* Cost: 2240 , 25
* Political Impact:  Ecologists
* Upkeep: 32

*"An esoteric forest of natural dark matter 'trees', Umbral Choir wraiths can come here and gain sustenance from the ambient radiance."*

## Adaptive Colonies (Slave Drivers Affinity)

Unlocks an additional support module slot for Forager-class hulls.

## Adaptive Colonies (Metafolding Affinity)

Unlocks an additional support module slot for Dart-class hulls.

## Adaptive Colonies (Celestial Vines Affinity)

Unlocks an additional support module slot for Heart-class hulls.

## Adaptive Colonies (Gene Hunter Affinity)

Unlocks an additional support module slot for Coms-class hulls.

## Adaptive Colonies (Emperor's Will Affinity)

Unlocks an additional support module slot for Zolya-class hulls.

## Adaptive Colonies (Omniscience Affinity)

Unlocks an additional support module slot for Deci-class hulls.

## Adaptive Colonies (Planet Broker Affinity)

Unlocks an additional support module slot for Arrakyo-class hulls.

## Adaptive Colonies (Continuum Sculptors Affinity)

Unlocks an additional support module slot for Imaginary-class hulls.

## Adaptive Colonies (Honor Bound Affinity)

Unlocks an additional support module slot for Glide-class hulls.

## Adaptive Colonies (The Last Empire Affinity)

Unlocks an additional support module slot for Salutation-class hulls.
Changelog: 1.2.4 - Hotfix

**[FIXES]**

* "Random tech" rewards from quests and events can no longer grant weapons using strategic resources
* Fixed an issue where The Core Cracker module was displayed as "available" in the Ship Design screen for level 1 and 2 Arks
* The Coordination Request panel in the end turn window now automatically shows when joining an alliance
* Fixed heroes gaining too many levels when received too much experience at once
* Fixed an issue where Military Stage IV unlock notification only shows 4 of its 6 unlocks
* Fixed an issue where the Ark image in the System Management screen control banner and fleet unit image does not display the upgraded hulls
* Fixed an issue where the fleet Action Point icon was not properly displayed
* Removed Counter-Offer button in the Diplomatic Interaction Notification when against AI
* Fixed an issue where Ark Improvements in the Constructed Improvement Panel were not displaying correct images
* Fixed heroes surviving a battle although they've been defeated if they were with a Vodyani Ark which was destroyed as well
* Fixed a situation where a fleet with 0 ships could appear on AI players
* Fixed a rare crash when exiting the game
* Fixed AI sometimes spamming other empires with Contextual diplomacy exchanges
* Fixed Chroma restrictions to be available and working only with recent Razer SDK versions: 2.7.5 and up. This fixed blocking errors about Message Box
* Fixed an issue where the Start Negotiation button in the Minor Faction notification was available even if the minor had been assimilated/killed
* Locus of swarm no longer bugs out if the player destroys the fleet and if the battle is considered a draw
* Fixed Civilians being able to turn into Privateers
* Fixed an issue with the value the Mysterious plague ship quest required for its first objectives

**[BALANCE]**

* Manpower production is now impacted by game speed
Modding

I've compiled a list of things I'd say are useful for new modders. If you need help, try asking on the Games2Gether Endless Space 2 Modding Subforum, or #modding on the Amplitude Discord.

### Resources

* Lilyophelia's Guide (Somewhat Outdated)
* Official Starter Pack (Very Outdated)
* List of Mod File Plugins (Up to Date)

### Examples

* Planet and Ship Reskin
* Faction Traits
* Balancing (Outdated)
* Technology
* Hero
* Planet
* Quests
* Major Faction (Note, there are actual example mods for both of these, but neither of them work)
* Minor Faction(Also an example on Population Collection Bonuses)
* Planetary Specializations
* Terraformation
* System Improvements
* Governments and Laws
* Translation
Changelog: 1.4.2 - Penumbra

[PENUMBRA DLC CONTENT]

* Invisibility and Detection
	+ Support modules that hide your ships from enemy sensors
	+ Combat specialized cloaking modules
	+ Support modules that detect hidden fleets
	+ Detection Probes
* Hacking
	+ Hack enemy systems through the scan view
	+ Trace enemy hacks to counter them
	+ Different outcomes for Pirate Lairs, Minor Faction Systems, and Major Faction Systems
	+ Offensive and Defensive programs
* New Minor Faction: The Kalmat
* The Umbral Choir
	+ New Affinity: In The Shadows
	+ New Ship Set
	+ Umbral Choir Main Quest
	+ New Technologies, Star System Improvements, and Empire Improvements
	+ New Heroes
	+ New Theme Music
	+ New Planet Types: Crescents

[FREE UPDATE CONTENT]

* Added game setting to disable superweapons (core crackers and Obliterators)
* Added the ability to sell heroes to the marketplace
* Added Enhanced Explorer Class unlock to Adaptive Colonies
* Added three new technologies in the final tier of the Science and Exploration quadrant
* Improved Scan View
	+ Reworked the way systems are presented; each empire now has its color system labels show planet circles
	+ Reworked trade info to display accurate information
	+ Reworked diplomatic information to be less cluttered

[FIX]

* Fixed crash caused by conflict between Lumeris population collection and Zelevas Incarnate
* Fixed Riftborn “Machine Embodiment” project cost reduction not sca;ing with game speed
* Fixed incorrect number of lodestones being generated for the Academy Quest
* Fixed ability to queue multiple copies of “once per empire” improvements
* Fixed issue with Vaulters colonization that lead to their early elimination
* Fixed a minor faction quest not granting the “Brainwashed” status for Vodyani
* Fixed debug text displayed on the Grim Recycling battle card
* Fixed wrongly displayed objective in “The Ugly Plague” Horatio population quest
* Fixed Pilgrims political traits
* Fixed some quest markers remaining after quest completion
* Fixed “Journey to the Stars” not displaying its bonus
* Fixed Vessels of the Heart making your deficit even worse
* Fixed Kinetic Enhancer affecting Energy Squadrons
* Fixed Explorer Hull showing twice on the Faction Selection Screen for Vodyani[BALANCE]

* The Cravers hero skill "Endless Consumption" will now also grant +2 FIDS to planet FIDS base
* Increase Cravers hero skill "Endless Consumption" yields from +50% to +200% FIDS on undepleted planets
The Fae - Fae in the Rest of the World

While the existence of Fae in Haven is completely known and understood, it is not the same way in much of the rest of the world. The countries most open to Fae, besides Haven, are generally Scotland and Ireland, as Fae legends have been around for centuries. The rest of the world is very new to the discovery of supernatural species, and thus Fae are probably not welcome in much of the world, especially outside of Europe.

.

Fae had been nothing more than a legend for thousands of years, and most people would like to keep things that way. Therefore, when Fae do venture outside of Haven, they typically keep their glamours up so that no one sees them, or if people do see them, they only see the human form of the Fae.
Cultural Invertics

Cultural Invertics is a technology on the Empire Development technology tree. It unlocks one System Improvement in the Wellbeing Foundation and increases the number of systems that can be colonized before expansion disapproval with Culture Unshock. Autonomous Administration let's you build a system improvement to increase the number of systems by 1.

"*Originating from a messy but captivating collision of political science, crown heuristics, and cultural phase shifts, a knowledge of cultural invertics better places a society to both understand and, more importantly, provoke behavioral change on a massive scale.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Replace the description with the "non-faction specific" version of the text.
* Replace "Food" with food icon, etc. using Icons.
* Political Impact: Religious.

## Wellbeing Foundation

* +25 Approval.
* -32 Dust Upkeep
* Political Impact: Ecologists

Cost 1120 Industry, 25 Antimatter

"*Building on cultural invertics theory, the Wellbeing Foundation can raise population approval levels by organizing and promoting public events that will reflect well on the system leadership. This capacity to shape public opinion scales with the sophistication of the system, as cultural resonance effects between higher and lower order pursuits can be employed.*"

## Culture Unshock

* +1 Systems occupied before triggering expansion disapproval on Empire. On normal.
* Needs information on how this scales with Galaxy Size.

 "*Education--and propaganda--do wonders to help populations feel less homesick, lost, and alone.*"

## Autonomous Administration

* +1 System occupied before triggering expansion disapproval on Empire.
* Can only be built on a colony system level 4
Changelog: 1.5.48.2 - Hotfix

(Note: Due to a small error the main menu will still say 1.5.48; The version number here will be fixed when the main menu displays the correct number)

Patch 1.5.48

[Fixes]

* Nakalim ships should no longer use Sophon models or have their module slots displaced on the design screen

[Changes]

* Dark Matter is not correctly listed under "Add-ons" instead of "Expansions"
* The Pug Hero is now listed under "Add-ons" so you can disable her
* Extended timer for "Forged in Battle" Quest
Exa-Volt Beam Focus

Exa-Volt Beam Focus is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Distributed Energy.

"*Sophisticated microcircuit machinery enables high energy electromagnetic radiation to be corralled and focused for a range of uses.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Industrialists

## Distributed Energy

* +10% FIDSI
* -96 Dust Upkeep
* Political Impact: Ecologists

Cost 12480 Industry, 2 Orichalcix, 2 Quadrinix

"*Sufficient understanding and control of energy generation systems leads to small, independent sources that can generate billions .*"
Adamantian Electoplating

Adamantian Electroplating is a technology on the Military technology tree. It unlocks three Battle Tactic's in Agile Command, one Defense Module in Advanced Inert Plating and one Support Module in Cloaked Ambush.

"*Similar to research into titanium electroplating, adamantian electroplating goes one step further by using photon-pulsing technology to further bolster defensive fields.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Militarists

## Agile Command

* Unlocks the following tactics:
	+ Needs Of The Many (Short / Short / Short) : Sacrifice Manpower to get more power for this battle; use it if your ships have extra manpower to get bonus for this battle
	+ Barrage Fire (Medium / Long/ Long) : Increase damage based on the number of enemy ships; used against swarm attacks
	+ Full Reserves (Long / Medium/ Short) : Have an action point after battle, but reduced power; use it to be able to fight again with this fleet during this turn

"*It is not merely commanders, but also command systems, that must be agile for a wider set of battle orders to be used. More rapid computers and more tightly compacted data streams help in managing this complexity.*"

## Advanced Inert Plating (Defense Module)

* Protection
	+ Health bonus (456)
	+ Projectile defence (75)
	+ Crew defence (10%)

Cost 38 Industry and 2 Adamantian

## Cloaked Ambush (Support Module)

* Special
	+ Fleet Cloaking Level: 3
	+ Cloaked Flottilas will stay invisible and won't open fire until they reach their desired range (as designated by the Battle Tactics card)
	+ Can not be equipped on Juggernaut or Obliterator

Cost: 180 Industry, 20 Adamantian
Climate Engineering

Climate Engineering is a technology on the Science and Exploration technology tree. It unlocks one System Improvement in Punctured Evolution Foundation and one Planetary Specialization in Advanced Terraforming.

"*The technology to alter long-term weather systems at the planetary scale is an incredibly complicated process that marries insights into stochastic methods, cloud dynamics, solar modelling, and seeding swarms.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Political Impact:  Scientists.

## Punctuated Evolution Foundation

* +4  Science per  Population on  Fertile
* +2  Science per Population on  Cold
* -32  Dust Upkeep
* Political Impact:  Scientists

Cost: 2240  Industry

"*The ability to rapidly alter the long-term climate of a planet affords the opportunity to closely study evolutionary processes in the field. By crowdsourcing the energy of the inhabitants and getting them involved in data collection, scientific advances in this important discipline can be accelerated.*"

## Advanced Terraforming

* Permits  Terraforming into  Fertile planets.

"*While not enabling carte-blanche terraforming, the ability to construct robust structures that can adapt to changing conditions, allows planets to be altered into more benign versions of their essential type. For example, in the "hot" family, with this engineering knowledge, lava planets can become ash, which can become jungle, which can become Mediterranean.*"

## Climate Engineering (Continuum Sculptor (Riftborn) Affinity)

This faction-specific technology replaces Advanced Terraforming with Sterile Terraforming.

### Sterile Terraforming

* Planet  Terraforming into  Sterile planets

## Climate Engineering (Ship Bound Affinity)

This faction-specific technology replaces Advanced Terraforming with All Must Study III.

"*The Vodyani technology to alter long-term weather systems at the planetary scale is an incredibly complicated process that marries insights into stochastic methods, cloud dynamics, solar modelling, and seeding swarms.*"

### All Must Study III (Support Module)

* 25  Science from the Star System.
* 10%  Science from the Star System.

Cost: 60  Industry
Hero Skills

Each Hero recruited can spend skill points in three different areas:

* Generic (Universal) Skills
* Unique Class Skills
* Unique Racial Skills

Skills may provide bonuses depending on if the Hero is assigned to a Fleet, assigned to a System/Planet, or has been elected a leadership position in your empire's Senate.

Heroes also start with two innate skills - one related to a Fleet and the other to a System/Planet. These skills are usually unique to each individual hero (although there are some duplicates). They cannot be further leveled up. These sometimes mimic skills present on the core skill tree, allowing you to boost a certain stat in a way that's otherwise unavailable in the game (for example, the UC hero, Miredo Sharp, has an innate skill boosting "Free Movement" speed, equivalent to a single point invested in the "Enhanced Astronavigation" generic skill. If you put two points in Enhanced Astronavigation, the end result is a hero that effectively has 3 points in that skill, which allows ships to move very rapidly across open space - which is a very unique asset.

These unique skills are documented on the following page, which lists all of the heroes in the game: Heroes List

Many skills can have two points invested in them, which often doubles the bonus given by the skill. The value given by the upgraded version of the skill is listed in parentheses, after the value given by a single point. I.e: +1 (+2). These "second points" don't *always* strictly double the value, and sometimes they introduce entirely new bonuses, like the  Approval bonus given by "Clerical Corrections", which only exists on the second level of the skill.
Back to Basics

Winner, Winner, Craver Dinner

With this scenario, we want to celebrate Amplitude's 8th anniversary and the growth of our community, and welcome all the new fans who have joined us during Endless Day, the Lunar Sales, or by trying the Endless Space Collection they received for joining Games2Gether. For that reason, we're taking it easy and going back to basics this month, instead of going crazy with the settings. We're returning to some old favorites from Endless Space 1, and reduced the amount of strange places and resources in the galaxy, so our seasoned veterans may have to do with more basic tools than you are used to win as quickly as you can.

## How to Participate

Start a new game with the settings described below, using any combination of Expansions and Add-ons you prefer, or use one of the save games provided in the blog. Once you achieve Victory, share your turn number and score (from the tooltip of the End Turn Button.)

## Details

### General

* **Player Faction:** United Empire
* **Enemy Factions: 3**
	+ Sophon
	+ Cravers
	+ Horatio
* **Required DLC:** Any
* **G2G Link**

### Gameplay

* **Difficulty:** Any
* **Game Speed:** Any
* **Pirates Difficulty:** Normal
* **Minor Civilizations:** Medium/Normal
* **Random Events:** Rare
* **Academy Quest:** No
* **Multiplayer Quests:** No
* **Victories:** All

### Galaxy

* **Shape:** Spiral-4
* **Constellations:** Many
* **Size:** Small
* **Density:** High
* **Age:** Normal
* **Connectivity:** High
* **Spawn Method:** Average
* **Home System Balance:** Average
* **Resources:** Few
* **Anomalies:** Few
* **Curiosity:** Few
* **Special Nodes:** Few
* **Seed:** 82617
Botanical Scanning

Botanical Scanning is a technology on the Empire Development technology tree. It unlocks two System Improvements in Epigenetic Crop Seeding and Intensive Cultivation Logistics.

"*Being relatively sedentary and slow-growing, plants are easier to scan and analyze than animals. Systems to tag and scan plant life on a large scale aid immeasurable in efforts to detoxify and colonize new planets and systems.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Replace "Food" with food icon, etc. using Icons.
* Political Affiliation of Technology.

## Epigenetic Crop Seeding

* +2 Food per Population per Planet
* -8 Dust Upkeep
* Political Impact: Ecologists

Cost 560 Industry

"*The ability to adapt plant DNA to its environment, and transfer those learned traits to successive generations, creates a boom in healthy, disease-resistant, long-lived crops.*"

## Intensive Cultivation Logistics

* +10 Food per Luxury Deposit
* +10% Food
* -8 Dust Upkeep
* Political Impact: Ecologists

Cost: 560 Industry

"*Improving techniques in fertilizing, crop rotation, genetics, storage, and transport all lead to very efficient and high-volume food production.*"

## Botanical Scanning (Sophon's Affinity)

This faction-specific technology replaces Epigenetic Crop Seeding with Ultra Greenhouses, and also unlocks Intensive Cultivation Logistics.

"*Being relatively sedentary and slow-growing, plants are easier to scan and analyze than animals who tend to misbehave in Sophon science experiments. Systems to tag and scan plant life on a large scale aid immeasurable in efforts to detoxify and colonize new planets and systems.*"

### Ultra Greenhouses

* +2 Food per Population per Planet
* +2 Food per Population on Cold
* -8 Dust Upkeep
* Political Impact: Ecologists

Cost 560 Industry

"*Hot or cold, planetary crop yields are significantly boosted with the construction of ultra greenhouses filled with all manner of Sophonic agricultural wizardry. The Sophon delicacy of hydromangoes are to die for!.*"

## Botanical Scanning (Horatio Affinity)

This faction-specific technology replaces Epigenetic Crop Seeding with Organic Purity.

"*Being relatively sedentary and slow-growing, plants are easier to scan and analyze than animals. Systems to tag and scan plant life on a large scale aid immeasurable in efforts to detoxify and colonize new planets and systems, greatly contributing to beautification efforts.*"

### Organic Purity

* +40 Planetary Manpower per Turn
* +2 Food per Population per Planet
* -8 Dust Upkeep
* Political Impact: Ecologists

Cost 560 Industry

"*It isn't only Horatio who must find his ideal manifestation. Now that plant life can be better analyzed, so too must the surrounding vegetation find its perfect form. All citizens work to rid the world of unwanted weeds and lesser species, boosting Food production and simultaneously increasing the rate at which military forces replenish.*"
Juggernaut Module Upgrade

Juggernaut Module Upgrade is a technology on the Military technology tree. It unlocks Enhanced Juggernauts.

*"The unique, energy-enhanced properties of Quadrinix are exploited to increase the number of module slots on Juggernauts hulls."*

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Militarists

## Enhanced Juggernauts

Unlocks additional quadrinix module slots for Juggernauts.
Hyperfolding

Hyperfolding is a technology on the Science and Exploration technology tree, available only to the Vaulters. It unlocks Hyperfold hulls.

"*Advanced knowledge of the folding techniques shows methods and engine designs that could improve the performance of ships using the Metafold drive.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Scientists.

## Hyperfold Hulls

Portal use costs only 1 movement point (Note: Allied factions that have the Vaulters [Metafolding] affinity can share this bonus; other allies use the Portal without this effect).

*"Using advances in the metaverse folding technologies, both ships and colonies are outfitted with specialized warp fields that accelerate traversing metaverse folds. Ships can now move through folds using single movement points."*
N-Way Fusion

N-Way Fusion is a Tier 1 technology on the Military technology tree. It unlocks one System Improvement in Impervious Bunkers, and allows the conversion of Population to Manpower with Chain Gang Program.

Alternative version of this technology is Universal Conscription.

"*Previously thought a practical impossibility, recent advances in shielding technology permit more than two bodies to be involved in a fusion reaction. This opens up the door to enormous leaps in energy generation.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Political Impact:

## Impervious Bunkers

* +150  capacity
* Cost: 280
* Upkeep: 4
* Political Impact:

    "*By digging deep and using layers or armor that are by turns hardened, absorptive, and ablative, bunkers can be created that are considered to be almost uncrackable.*"

## Chain Gang Program

* Convert 1  into 300
* Cost: 1 Turn, 300

    "*The watching state is the empowered state. Citizens who are caught engaging in illicit activities are able to commute their sentences and avoid criminal records by immediately enlisting into the military. Unsurprisingly, most welcome the opportunity.*"

## N-Way Fusion (Ship Bound Affinity)

This faction-specific technology replaces Chain Gang Program with Military Penance.

"*Previously thought a practical impossibility, recent advances in shielding technology permit more than two bodies to be involved in a fusion reaction. This power fusion reaction, known as "Lighting the Beacon", brings advanced power to the Vodyani Arks.*"

### Military Penance

* Create 300

Cost: 1 Turn, 300

"*With abundant energy available, the Church is able to power an army of simple machines to watch over the flock. Since any wrongdoing by followers risks heavy punishment, many opt to forgo a Church trial and enroll direct into the Vodyani's crusading military.*"
Dust Collapse

Dust... The most powerful substance in the universe. Can your ever have enough of it? Too much, even? Certainly not.

Perhaps Dust will lose its value if we mass produce it, but that just means we have to produce even more. Who cares if other nations collapse because they can no longer meet their need for dust, as long as we can? In fact, even better, for the worse off they are compared to us, the more power we hold over them. They will crumble under the weight of their debt to us.

## How to Participate

Start a new game with the settings described below, using any combination of Expansions and Add-ons you prefer. At turn 100, write down your Dust/Turn income and the current inflation, and multiply them to calculate your scenario score. Share all three numbers when submitting your score, possibly with a screenshot, and feel free to discuss your strategies and experience.

## Details

### General

* **Player Faction:** Lumeris
* **Enemy Factions: 5**
	+ Lumeris
	+ Sophon
	+ Sophon
	+ United Empire
	+ United Empire
* **Required DLC:** Any
* **G2G Link**

### Gameplay

* **Difficulty:** Any
* **Game Speed:** Normal
* **Pirates Difficulty:** Normal
* **Minor Civilizations:** Normal/Medium
* **Random Events:** Normal
* **Academy Quest:** Yes
* **Multiplayer Quests:** Yes
* **Victories:** All

### Galaxy

* **Shape:** Spiral-6
* **Constellations:** Few
* **Size:** Medium
* **Density:** Normal
* **Age:** Normal
* **Connectivity:** Normal
* **Spawn Method:** Standard
* **Home System Balance:** Normal
* **Resources:** Normal
* **Anomalies:** Normal
* **Curiosity:** Normal
* **Special Nodes:** Normal
* **Seed:** 42272
Machine Bacteria

Machine Bacteria is a technology on the Science and Exploration technology tree. It unlocks two Support Modules in Titanium Probes and Hyperium Probes and allows the colonization of Steppes-type Planets.

> *Combining insights from extra-terrestrial bacteria and the nascent art of nano-machines, this new breed of mechanical organisms can provide assistance in more extreme conditions.*
>
>

## Titanium Probes (Support Module)

* Vision range (2)
* Probe Stock (2)
* Cooldown (1 turn)
* Can only be installed on Exploration and Hero ships.

Cost: 40 Industry, 1 Titanium

## Hyperium Probes (Support Module)

* Vision range (3)
* Probe Stock (3)
* Cooldown (2 turn)
* Can only be installed on Exploration and Hero ships.

Cost: 60 Industry, 1 Hyperium

Colonize Steppes

 Planetary Colonization

Crops. It's all about the crops on Steppes-type planets. Or, rather the lack of crops. The grasses may look innocuous, but over the ages they have strangled each and every challenger. Colonist's crops don't stand a chance, unless time and money is invested into adapting and engineering new forms of agriculture.

Cost:

320

## Machine Bacteria (Continuum Sculptors Affinity)

This faction-specific technology has no changes beyond flavor text.

> *Combining insights from extra-terrestrial bacteria and the deep Riftborn art of nano-machines, this new breed of mechanical organisms can provide assistance in more extreme conditions.*
>
>

## Machine Bacteria (Unfallen Affinity)

This faction-specific technology changes Colonize Steppes to give it a cost of 3 Turns to colonize the system, after it has been vined by a Vine Ship.

> *Combining insights from extra-terrestrial bacteria and the nascent art of nano-machines, this new breed of mechanical organisms integrate with Unfallen roots and vines to provide new applications.*
>
>
Emperor's Shadow

Emperor's Shadow is a technology on the Empire Development technology tree. It unlocks one System Improvement in Zelevas Incarnate.

"*Empire scientists have managed to amplify deep-space signals to the extent that even on the edge of the Empire's territory, patriots are intimately aware of the Emperor's gaze and feelings.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Replace "Food" with food icon, etc. using Icons.
* Political Affiliation of Technology.
* Political Impact: Ecologists

## Zelevas Incarnate

* +0.3 Dust per Influence
* +0.3 Industry per Influence
* -32 Dust Upkeep
* Political Impact: Industrialists
* (Can only be built once per empire)

Cost 6240 Industry, 25 Adamantian, 25 Antimatter

"*In reality, a massive server farm complex housing both immense computing power and the engineers required to run such a site, for the citizens of the system, the experience is very different. Combing augmented-reality and mood capture tech, each patriot can enjoy a daily visit from a breathtakingly lifelike facsimile of Emperor Zelevas himself that captures his current, usually unsatisfied, feelings. Productivity rockets.*"
Liquid Composites

Liquid Composites is a technology on the Empire Development technology tree. It unlocks the Large Carrier-class ship, the largest and generally strongest ship for that faction. It also unlocks Behemoth Maximization.

"*A breakthrough in composite materials, the addition of the "liquid" aspect allows for objects build from these substances to maintain their basic structural integrity while being able to "reinforce" parts under greater duress. Handy for racket-based sports players with anger management issues.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Replace the description with the "non-faction specific" version of the text.
* Replace "Food" with food icon, etc. using Icons.
* Political Affiliation of Technology.

## Behemoth Maximization

* +14000 Health on unspecialized Behemoths
* Set the Module multiplier to 8x on Behemoths

"With advances in understanding of the Endless technology underlying the Behemoths, module slots can be maxmized and hull survivability improved.

## Large Carrier-class Hull

* Add notes regarding which races get a unique version of this technology.
	+ This page should contain links to the relevant ships for each faction, by potentially providing a table for faction/ships.
* Costs 5 Titanium addition to its Industry cost
Behemoth Weaponization

Behemoth Weaponization is a Tier 3 technology on the Military technology tree. It unlocks Enhanced Behemoth Hull, and one module in Tractor Beam.

*"This research improves Behemoth-class warships by perfecting the technology needed to equip heavier weapons and more robust defenses."*

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Political Impact:

## Enhanced Behemoth Hull

* +14000 Health on unspecialized Behemoths
* Unlocks a Large Weapon slot and additional small slots for Military Behemoths

## Tractor Beam (Support Module)

* Behemoth, Carrier and Juggernaut only Module
* Prevents enemy retreat in Space Battle. Only one Tractor Beam module required per Fleet.
* Cost: 150 , 2
Battle Tactics

Battle Tactics are Tactic Cards used during the combat set up screen to determine the bonuses that your fleet will get or the range that each flotilla will attempt to reach. This page details the various information regarding Tactic Cards.

At the beginning, each player will only have at maximum 3 slots of Tactic Cards available. This can be further increased by 1 both with Universal Aerodynamics and Quantum Communications, making the ultimate amount of slots available 5.

* By default, every player will have 5 Tactic Cards, these consist of: **Turtle**, **Power to Shields**, **Take Trophies**, **Gravity Distortion** and **Plasma Distortion**.
* 3rd Military Stage Technology Titanium Electroplating unlocks a Battle Tactics Set that contains **Get Lucky**, **The Fewer The Proud** and **Post-OP Analysis**.
* 3rd Military Stage Technology Fleet Shielding unlocks a Battle Tactics Set that contains **Unlucky Arms**, **Grim Recycling** and **Repair And Recover**.
* 4th Military Stage Technology Adamantian Electoplating unlocks a Battle Tactics Set that contains **Needs of the Many**, **Barrage Fire** and **Full Reserves**.
* 4th Military Stage Technology Antimatter Channeling unlocks a Battle Tactics Set that contains **Evasive Maneuvers**, **Prudent Positions** and **En Passant**.
* 4th Military Stage Technology Deniable Operations unlocks a Battle Tactics Set that contains **Repair Protocol**, **Strafing Run** and **Fleet Escort**.
* Guardian-class Heroes will also have a Tactic Card called "**Bigger is Better**" once they have the level 4 of Class Skill unlocked.

There are several other Tactic Cards that can be found through exploring Curiosities.
Multi-Thread Management

Multi-Thread Management is a technology on the Economy and Trade technology tree. It unlocks one Unique Improvement in Intergalactic Supermarket and allows Dust to be used to buyout items in the Construction Queue with Accelerated Production.

"*In order to handle the speed and complexity of a starbound economy, new management processes are required. One of these uses multiple professionals working in parallel on the same logistics and procurement tasks, handling multiple concurrent issues in real time.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Pacifists

## Intergalactic Supermarket

* +25 Dust per System Level
* +3 Dust per Population
* Political Impact: Pacifists

Cost 1560 Industry

"*People love to spend money. By providing them with the best place in the universe to do so, you'll become rich faster than you ever thought possible. Especially if your people are happy.*"

## Accelerated Production

* Enables use of Dust to immediately complete anything in the Construction Queue

"*Using techniques of management, logistics, parallelization, and brute force, production of almost anything can be accelerated to meet a quicker deadline -- but that comes at a cost.*"

## Baryonic Shielding (Riftborn's Affinity)

This faction-specific technology replaces Intergalactic Supermarket with Cube of the Viceroy.

*"For Riftborn to handle the speed and complexity of a starbound economy, a firm grasp of the latest non-Corozian management techniques are required. One of these uses multiple professionals working in parallel on the same logistics and procurement tasks, handling multiple concurrent issues in real time.*"

### Cube of the Viceroy

* +25 Dust per System Level
* +5 Dust per Original Empire Population
* Can only be built once per empire.
* Political Impact: Pacifists

Cost 1560 Industry

"*The seat of the RIftborn's Grand Viceroy, the Cube is a striking construction that hovers over the system's capital. Reminiscent of the Corozian home dimension, the Cube orchestrates the system's economic affairs, raising Dust yeilds.*"
Economy and Trade

Economy and Trade is the right-hand tree on the Technology Screen.  It allows the exploitation of Strategic Resources, as well as System Development Upgrades, dust and industry improvements, Buyout, and access to Trade Companies and the Marketplace.  Like the other trees, it contains five technology stages, and a certain number of technologies from each stage must be researched to unlock the next.

Industry Planet Specializations are found on this tree, as well as the ability to colonize Ash, Lava, and Gas-Giant Planets.

### Note:

* Technologies unique to a faction are written like this: Tendrils of the Church (Vodyani)
* Technologies with a variation for a faction are written like this: Graviton Research (Variation: Sophon)

## Stage One

Players start with this stage already unlocked. The base cost for technologies in this stage is 131 Science.

* Xenolinguistics (Variation: Sophon)
* Plasma Metallurgy

## Stage Two

The second stage is unlocked by researching one technology from Stage One.

* Builder of Wonders (Great Deed)
	+ Be the first to have 3 unique star system improvements in your empire
	+ Rewards: 75 Titanium
* Creator of Wealth (Great Deed)
* Behemoth Exploitation 1 (Behemoth)
* Galactic Commodities
* Multi-Thread Management (Variation: Riftborn)
* Astrofinance (Variation: Ship Bound)
* Atmospheric Filtration (Variation: Continuum Sculptors, Gene Hunter, Metafolding, Unfallen)

## Stage Three

The third stage is unlocked by researching two technologies from Stage Two. Reaching this stage also unlocks Basic System Development, which allows Spaceports with two slots and the construction of the Modern Colony Upgrade.

* Behemoth Exploitation 2 (Behemoth)
* Impactless Sites (Variation: Lumeris, Ship Bound)
* Mission Flexibility (Behemoth)
* Neural Robotics (Variation: Ship Bound)
* Commercial Frameworks
* Exteme Atmospherics (Variation: Ship Bound)
* Maximized Exploitation (Variation: Continuum Sculptors, Unfallen)
* Chameleon Spaces (Variation: Metafolding, Ship Bound)

## Stage Four

The fourth stage is unlocked by researching four technologies from Stage Three.  Reaching this stage also unlocks Advanced System Development, which adds an additional slot to Spaceports and allows the construction of the second Colony Upgrade.

* Dust Micro-Loans
* Ultratough Materials
* Quantized Economics (Variation: Ship Bound)
* Crust Engineering (Variation: Ship Bound)
* Galactic Security Charter
* Gamma Absorbtion
* Mineral Manipulation
* Optimized Logistics

## Stage Five

The fifth stage is unlocked by researching three technologies from Stage Four. Reaching this stage also unlocks Endless System Development, which adds two additional slots to Spaceports and allows the construction of the third and final Colony Upgrade.

* Reidite-7 Catalyzation
* Megarisk Containment (Variation: Metafolding)
* Exa-Volt Beam Focus
* Xeno NLP (Variation: Lumeris)
* P.O.W.E.R. Armor (Variation: Ship Bound, Riftborn)
* Autonomous Mining (Variation: Sophon, Ship Bound)

Researching three Stage Five technologies is a requirement for unlocking Genius Of The Endless and Wealth Of The Endless for research.