The Unfallen/Traits

An ancient race who have lived simple, harmonious lives for millennia, the Unfallen seek peace with the other races of the galaxy.

About
Gameplay
**Traits**
Ships
Strategy

## Traits

Unfallen Gameplay Affinity
 Harmonious II
 Mutual Understanding I
 Off-World Agribusiness
 Planetary Landscaping

## Starting Condition

The Unfallen start with **Koyasil**, a Unique Planet that gives 8 , 4 , 4  , 3  per .

Their initial population consists of 2 Unfallenand 1 Guardian . While their initial resource consists of 100  and 300 .

Their government is a Democracy, with  Pacifist being the main Political Party. There are  Pacifist and  Ecologist Political Parties on the Senate. There are in total 2  Pacifist representatives and 1  Ecologist representative.

Because of the faction trait, the Unfallen will start with Planetary Landscaping and Off-world Agribusiness already researched, making Stage Two of Empire Development capable of being researched as well as unlocking its Deed.

They initially have 2 Ships, consisting of:

* 1 Explorer  Ship equipped with the modules of 1x **String Gravitics Engine**, 2x **Basic High-I Plating**, 1x **Basic High-I Slugs** and 1x I**mproved Probes**.
* 1 Vineship  Ship equipped with the modules of 1x **String Gravitics Engine**, 2x **Basic High-I Plating** and 1x **Vine Beacon**.

They also have an initial hero called "Lunabarxes". She is an  Unfallen  Seeker within the  Pacifist Political Party. She has the Unique Skills of  +5% Health Regeneration Ratio when assigned to a Fleet/Ship and  +15  to the System she was assigned when assigned to a System.

Their initial Battle Tactics are **Turtle**, **Power to Shields** and **Plasma Distortion**.

## Population Traits

### Unfallen

 Increases Pacifist Political Output.
 Political Traits
  political opinion affected more by  events

### Guardians

 Increases Pacifist Political Output.
 Political Traits
  political opinion affected more by  events
 **Editor's Notes**: Besides the "normal" Approval bonus that any other population type (like Kalgeros or Sisters of Mercy) would give, the Guardians Affinity **also** gives a cumulative +5 Approval per Guardians revealed globally to all systems on your empire, even ones without Guardians.

### Guardian Guides: See Population Quests below

 Political Traits
  political opinion affected more by  events
 **Editor's Notes**: Note that it does not count towards your "collection bonus" for regular Guardians, and has no collection bonuses of its own (since it's presumed you will have only one).

## Guardians

Guardians are a special population type, related to the Unfallen themselves; which may be remnants of prior Unfallen settlements. They're spread throughout the galaxy on planets of certain types (whether inhabited or not), and lie dormant, waiting to be awakened.

Guardians provide a massive amount of  and , and are one of the lynchpin features that give the Unfallen their strength. One of the hidden/poorly-worded traits to Guardians is that they provide +5  **cumulative** approval to **all systems** in your empire; even the ones without Guardians. This means that if, i.e, you have 9 guardians, all of your systems, empire-wide, will be getting +45 .

The unit description isn't wrong; they also provide +5  on the system they're on, in the same way that i.e. a Sisters of Mercy pop would provide +2 ; it's just that there's also a (mostly-unlisted) cumulative bonus on top of that. There's also a "collection bonus" that kicks in if you have at least 10 Guardian pop units empire-wide, which means each system with Guardians have an additional +10 .

### Creation

They can be created by moving an exploration ship over a planet that has a "Guardian" curiosity, and exploring the curiosity. (Unlike regular curiosities, you can't explore it via a system project for some reason.) **Guardians cannot grow their numbers, passively**, via  (Like the Riftborn, they also cannot starve, which is an excellent side-effect). The **only** way to create them is via exploring these curiosities, one way or another.

Guardians don't spawn on all planet types; their curiosities are limited to appearing on those which are forest-themed, which *includes* "Toxic" planets. The exact list is: Boreal, Forest, Jungle, Monsoon, Terran, and Toxic.

Guardian curiosities can be explored on planets which are not colonized, and the result is very inconsistent; sometimes I've explored one, colonized the planet, and received a Guardian; other times I've done it, and once I colonized the planet, there was no Guardian. I'm not sure if there's an internal mechanic governing it (like a hidden "colonize in X turns or it's gone" rule, or if it's different for "creating an outpost and letting it turn into a colony" versus "colonizing another planet in an already-colonized system". If anyone has more information on this, please fill us in. Right now I'm not inclined to chance it in regular gameplay, so I only bother revealing Guardians when I've fully colonized the planet.

Guardians can be revealed "onto" other empires when you're playing Unfallen, even if they're not. They receive the Guardian instead of you. Friendly AI factions will even have unique text responses for this, usually expressing their delight. This empire will receive the  benefits/maluses based on your relationship. Remember that even factions which are not Unfallen have a slightly altered version of the "Guardian Sacrifice" ability, to destroy the Guardian (it takes them many more turns than the Unfallen version, to discourage them from doing it), so beware of using this as an -reducing weapon because your opponent may (if pressed) choose to destroy it.

### Mechanics

**Guardians are immobile.** They cannot be moved between planets or systems; they're stuck on the planet they were spawned on, forever.

Guardians create their own extra, dedicated population slot on the planet. They don't "use up" a population slot that's already present. If the guardian is destroyed, this population slot is lost. (Note that if a planet exceeds 14 pop slots, the max allowed by the game, this stops creating an additional slot, and the Guardian will be in contention for one of those 14 slots).

### Destruction

Guardians can be deliberately removed via a special "Guardian Sacrifice" system action. This is not worth doing in any circumstance whatsoever. It gives a modest +25  bonus on just the system you perform it on for 10  (on normal speed). You don't get the Guardian back later, it's not an empire-wide happiness bonus, and you lose the (enormous) benefits of having that Guardian population unit. There's no "fine print" or hidden mechanic that secretly makes this worthwhile.

There are two versions of this, one of the Unfallen, one for other factions. The one for the Unfallen is called "Sacred Harvest", takes 1 , and gives you +25  on that system for 10 . The one for other factions is called "Guardian Sacrifice ?", and takes much longer (five  ?), but gives the same +25  for 10 .

This mechanic most likely was left in as an unfinished part of the faction's original design. The one "rationale" we've dug up for why a player might want to do this is that planets are limited to 14 slots, and it's possible through some rare combinations of traits (such as Horatio's assimilation) to have population units that are both better than Guardians, and to have planets that are spacious enough that you're actually hitting the 14-slot cap enforced by the game.

### Addendum

* There is a rare exploit/bug that is possible when you are playing as Horatio and you "Elevate" the system, which allows you to transport a Guardian to one of your systems, violating the 'they can't move, ever' rule.
* Unlike most pop-removal actions like "Chain Gang", the Cravers "Feeding Pits" action is actually allowed to target Guardians, and will remove them in 1 .
* In very rare cases, you can receive Guardians when you are playing a **non**-custom faction other than Unfallen; there's a very rare curiosity that will reveal all curiosities in a system, including the hidden "Guardian" ones you're not allowed to interact with as that faction. This is incredibly niche, but it's fun if it happens.

> **Note:** I believe the way the "if owner is enemy/friend of" trait works is based on whether the faction has the Guardians **trait**, not whether it has Guardian populations. It definitely self-applies even if you've contacted no one yet, at the beginning of the game. You'll have at least one guardian on Koyasil, so this gives a massive boost to  right at the start of the game. Note that it works as a simple "per pop" value, so if you have two Guardians on a system, you get +40  on that system.
>
>

## AI Personality Traits

* **Pacifist:** This empire will sign contracts more easily, try to maintain alliances and will favor peace.
* **Paragon:** This empire will be honest in diplomacy and will be vengeful in case of slights.
* **Benevolent:** This empire will favor Approval from its population and try to help weak empires.

## Potential Population Quest Rewards

These are the rewards for a quest **any** faction can receive simply for having >10 Unfallen population on at least two systems.

### Guardians and the Galaxy

* **Guardian Guides**: (Population Unit) Turn 1  into  on the system. See Population Traits of the  Guardian Guide population type, above. This gives you a single unit of this population on the system.
* **Regenerative Bark**: (Defense Module) +800 health bonus, 120 Projectile Defense, +20% Crew Defense. Cost: 35 , 1 . Depending on when this arrives in the game, this can be an early, extremely powerful defense module - or an afterthought. The other advantageous bit about this is that it flips the strat-resource-requirement; generally armor plating requires  rather than .
* **Guardian Arcology** (available only if faction has the Guardians trait): +100  on Systems, and +100  per Guardian on Systems. Unfallen tend to be pretty flush with system manpower, but this is essentially *free*, across all systems.

## Potential Unique Faction Quest Rewards

These are the unique rewards (as opposed to ones which are just randomly-chosen strategics/luxuries/one-time-FIDSI-boosts/etc) which only this faction has access to, earned by completing their faction quest. Rewards in different columns are mutually exclusive, only accessible on their branch of faction quest.

 2
 3.2
 4

1. ↑ If your population affinity doesn't let you get non-major pops, this will be your only option. **Harmony of the Heart** will provide 5 Approval and it will be cheaper. With "Honorbound Warriors" affinity it will provide 7 Influence
2. ↑ 2.0 2.1 This provides roughly 33% discount on Industry as opposed to terraformation step by step.
3. ↑ This option generates a 2-planet system with no special features and requires you to terraform a Savannah planet.