recursal/Fanatic-Fandom huggingface dataset:
Quadrinix Toroids

Quadrinix Toroids is a technology on the Military technology tree. It unlocks one Defense Module in Extreme Graviton Shielding, an anti-cloaking Support Module, and upgrades anti-cloaking probes.

"*Containing quadrinix stores in toroidal shells allows the material to be projected with much greater control, enhancing its defensive capabilities.*"

### 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

## Extreme Graviton Shielding (Defense Module)

* Protection
	+ Health bonus (90)
	+ Shield capacity (330)
	+ Shield reloading each phase (450)
	+ Energy defense (380)

Cost: 55 Industry, 2 Quadrinix

## Anti-cloaker III (Support Module)

* Special
	+ Fleet Anti-cloaking level (3)
	+ Anti-cloaking probes (3)
	+ Probe Cooldown (2)

Cost: 180 Industry, 20 Antimatter

## Elite Anti-Cloaking Probe

* Set Detection Probe invisibility detection Level to 3 on Empire

*"Fully enhanced with the latest neutrino-emission detectors, even the most carefully disguised vessels employing tertiary-level cloaking tech can be discovered."*
Supralight Aerodynamics

Supralight Aerodynamics is a technology on the Science and Exploration technology tree. It unlocks a ship movement speed boost in Hyperlight Acceleration.

*"The physics of supralight speeds is no trifling matter, and calculating the drag effects would test even ENFER's intelligence. Luckily, some bright spark invented this technology, allowing even faster ship speeds."*

### 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.

## Hyperlight Acceleration

* +2 Movement Points on Ships

*"Advances in understanding the vacuum's quantum "froth" underpin starflight engines that can achieve greater accelerations at super-lightspeeds."*
Uncommon Curiosities

Uncommon Curiosities is unlocked once an empire has reached Stage Three of the Science and Exploration technology tree.

## Uncommon Curiosities

* Reveal curiosities related to Uncommon Luxuries

"*More advanced probes, with more power and wider spectrums for scanning as well as olfactory captors, can reveal uncommon resources.*"
The Amoeba

### Assimilation Trait

**Groupthink (50/70 Chance):** +10  per Empires at Peace on Empire, +20  per Empires in Alliance on Empire
**Harmonious Development (20/70 Chance):** +0.1  per  on Systems

*An ancient race who have lived in harmony with the galaxy for eons, the Amoeba's natural inclinations are towards preservation.*

## Lore

Indirect descendants of a group of Concrete Endless, the Amoeba devolved to primitive protoplasmic lifeforms and lost all their prior knowledge, before re-evolving into a unique species with a special relationship to Dust. Blessed-or cursed-with the ability to detach their consciousness from their physical form and create group gestalts, the Amoeba developed a strong ecological mind-set, always striving for harmony and balance. Their goal is to travel, meet, and learn, though their relatively defenseless natural form has bred into them the need to master their physical environment.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Amoeba Law

 Potential Population Quest Rewards

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

##### Art for Amoeba's Sake

* **Uncover**: (Science) +2  per Amoeba for 20 turns
* **Awe**: (Religious) +4  per Amoeba on Cold planet for 20 turns
* **Mindshare**: (Ecologist) +4  per Amoeba on Sterile Planet for 20 turns

## Trivia

* The Amoeba were a major faction in Endless Space 1, you can read more about them here.
Reavers

**/!\ Oudated Information, Needs Updating**

Reavers are an NPC faction in Endless Space 2, whose Fleets may spawn in territory hidden in the Miasma, or from unfriendly Minor Factions. Not to be confused with Pirates. Reaver fleets are gray in color, and roam around their constellations constantly. They typically stick to the same 3-4 Systems, and will attempt to move every turn. If your fleet reaches a system with a Reaver fleet, they will likely attack immediately.
The Lumeris/Traits

Clever, greedy, and Epicurean, the Lumeris society is built on economic gain and diplomatic negotiation.

About
Gameplay
**Traits**
Ships
Strategy

## Traits

Lumeris Gameplay Affinity
 Blockade Breakers
 Efficient Explorer I
 Extended Consortium
 Free-Market Experts
 Alternative Imports
 Gnashast Citizens
 Off-World Agribusiness
 Optimistic II
 Rare Earth Foams

## Population Traits

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

## AI Personality Traits

* **Renegade:** This empire will be sneakier in diplomacy and will hold less grudges in case of slights.
* **Mercantile:** This empire will try to seize resources economically.
* **Restless:** This empire will explore more actively and patrol its territory.

## 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.

 2.1
 2.2
 3.1
 3.2
 4
Resonator of the Heart

Resonator of the Heart is a technology on the Empire Development technology tree. It unlocks one System Improvements in Mantle of Unity. This is a technology unique to the Unfallen Faction.

"*A reception technology building on insights into tendrils that allow the resonances of the Unfallen's Heart to be picked up lightyears away.*"

### Note

* Replace the description with the "non-faction specific" version of the text.
* Replace "Food" with food icon, etc. using Icons.
* Political Impact: Ecologists.

## Mantle of Unity

* +50 Influence per Empires in Alliance
* +20 Influence per Empires in Peace
* -32 Dust Upkeep
* Political Impact: Pacifists.
* (Can only be built once per Empire)

Cost 6240 Industry, 50 Antimatter

"*Grown out of the space-spearing tendrils that lead back to the Heart, the Mantle of Unity is an overground root system that cocoons the entire planet in thick and snarled rhizomes. Tall as the largest Third, the roots pulse with the Heart's calming presence, creating feelings of verve and zeal in the population.*"
The Z'vali

### Assimilation Trait

**VR Amateurs (50/70 Chance):** +5  (5%  if "Honor Bound") per Stage unlocked in Science and Exploration Quadrant on Systems
**Gamer Spirit (20/70 Chance):** -25% Diplomatic Pressure on Empire

*Curious and technically savvy, the Z'Vali are a self-reliant species who trust in the power of science.*

## Lore

The history of the Z'vali is a tale of technology gone wrong. An intelligent bipedal race born on a cozy, resource-rich world, the Z'vali developed advanced computer systems long before they discovered any kind of viable spaceflight. Ever-more-complex software and simulations allowed individual Z'vali to have their every need fulfilled through computer-generated realities, eventually stagnating their economy and driving their whole world to the brink of ruin. Only the actions of a heroic few thrust the Z'vali civilization finally spaceward, away from their dying planet. Now they travel the galaxy in close-knit, nomadic communities. But there are those who wonder if the Z'vali people of today still think they are playing a long, detailed simulation of some kind.

## Gameplay Style

The Z'vali's strong knowledge in creating computer-generated realities will please your population and bring happiness and Science to your civilization.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Z'vali Law
 **Editor's Notes:** This reduces the FIDSI impact of being blockaded to 0%. This has no effect on  depletion planetside (induced by the attacking fleet's siege power). This also does not allow you to move heroes in/out of the system, nor allows you to replenish in-system  from the global pool.
Overall this is probably a fairly underwhelming law, because blockades only ever affect a tiny fraction of your systems - generally with roaming pirate fleets, whereas actual enemy players (whether AI or human) will usually move very quickly from a blockade into a proper ground assault to seize the system outright.
The United Empire/Gameplay

There are many paths for these humanoids, though they tend to prefer economic and military development.

About
**Gameplay**
Traits
Ships
Strategy

The United Empire is a rather vanilla faction with very few special mechanics; they mostly differentiate themselves by numerical bonuses rather than changed mechanics. They have at least one important unique mechanic though:

## The Emperor's Will:

Anything that can be bought out with  in a system can be bought out with  as well. Anything that can be bought on the marketplace with  can be bought out with  as well. Note for both of these that the dust-buyout option is still available, and that the prices aren't hard-correlated (I believe they're based on a shared multiplier against the core cost-value, but  buyout cost isn't affected by dust inflation)

Furthermore, Technologies can also be bought out with , which is something no faction can buy out.

Note that the  buyout cost for any items being built in a system **is** affected by buildings that decrease buyout cost in a system, such as Superspud-based luxury system developments, or certain economic buildings.
Plasma Metallurgy

Section

Economy and Trade, Stage 1

Base cost

95

Political impact

Plasma Metallurgy is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Interplanetary Transport Network and allows for the exploitation of Hyperium.

> Under carefully-controlled conditions, the application of extremely high currents through molten metallics, can produce metal plasmas. Aside from being fascinating to plasma physicists, these substances underpin some engineering marvels.
>
>

One of the two starting techs for The Riftborn (the other one is Xenobiology), can be selected as a starting tech when creating a custom faction (costs 10 points).

Interplanetary Transport Network

 System Improvement (Industrial)

Due to the interaction of gravitational pulls and magnetic fluxes, low-energy paths exist that speed and simplify travel within a system. By also applying advanced magnetics to transport design, this low-cost network facilitates access to the farthest points of the system's limits.

Effects:

+3  per Population per Planets with Strategic deposits on Planets
 +1  per Population per Planets

Cost:

280

Political Impact:

 Industrialists

Upkeep:

4

Hyperium Capture

 Hyperium (Resource Exploitation)

Hyper-Deuterium is a rare form of hydrogen with a heavier nucleus. This added atomic weight makes it useful as a fuel source for advanced fusion systems, and the technology that helps to obtain it is highly valuable.

Effects:

Enables exploitation of  Hyperium
The Nakalim/Traits

Faithful to the Lost, the Nakalim seek to recover their ancient wisdom and bring back their departed gods.

About
Gameplay
**Traits**
Ships
Strategy

## Traits

• Can collect Relics. Unassigned Relics produce .
• Can assign Relics to Heroes for new skills or to Empire for economic bonuses.
• Can create and interact with Temples planetary specialization. Temples allow ceding adjacent systems to the Academy in exchange for Relics and a permanent tithe (income).
 Beliefs Not Breakthroughs
 Forgotten Lore
 Xirmsala Citizens
 Content Citizens I

## Population Traits

 20 Nakalim Population
 50 Nakalim Population

## Political Traits

 Anti-Industrialists
 Faithful

## AI Personality Traits

**Militarist:** This empire will choose war over peace and will try to expand.

**Renegade:** This empire will be sneakier in diplomacy and will hold less grudges in case of slights.

**Restless:** This empire will explore more actively and patrol its territory.

## 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.

**Major Note:** Note that the buildings listed in Chapter 4.1 are **not** per population, they're per *Nakalim* population. The bonuses they give only apply to specifically-racially-Nakalim pop units, not any other minor/major factions pop units.

 4.1
 4.2
Ontological Rev-Eng

Ontological Rev-Eng is a technology on the Science and Exploration technology tree. It unlocks two Planetary Specializations in OCP Investigation Unit and Citizen Science.

"*Ontological reverse-engineering is the science of understanding the purpose and provenance of things. Although the methods are somewhat difficult to master, the technology is fascinating to most individuals.*"

### 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: Ecologists.

## OCP Investigation Unit

* Nullifies the effects of negative anomalies.

"*OCPs--Outside Concept Paradigms--are objects/events that are beyond explanation using existing scientific frameworks. Working with ontological reverse-engineering theory, however, this unit can help make headway understanding complex anomalies, reducing deleterious effects.*"

## Citizen Science

* +2 Science per Population on Cold.
* +2 Science per Population.

Cost: 160 Scientists

"*Inspired by the bonds between dry mathematical models, historical records and the lived experience of past or future races, planetary populations are happy to partake in Citizen Science programs. These schemes are especially effective at generating Science in colder climes, where many ore artefacts of the past are likely to have survived.*"

## Ontological Rev-Eng (Ship Bound Affinity)

This faction-specific technology replaces OCP Investigation Unit and Citizen Science with two Support Modules in All Must Tithe IV and All Must Serve IV.

* Political Impact: Religious.

"*Through intense focus, ontological reverse-engineering allows Church followers the ability to understand the purpose and provenance of things. Although the methods are somewhat difficult to master, the technology is fascinating to most individuals.*"

### All Must Tithe IV (Support Module)

* 75 Dust from the Star System.
* 15% Dust from the Star System.

Cost: 60 Industry

### All Must Serve IV (Support Module)

* 50 Industry from the Star System.

* 15% Industry from the Star System.

Cost: 60 Industry
Reidite-7 Catalyzation

Reidite-7 Catalyzation is a technology on the Economy and Trade technology tree. It unlocks two Unique Improvements in Shaft-to-Shelf System and Dust Anti-Trafficking Center.

"*An extremely rare mineral occasionally found in meteorite impact craters, reidite-7's conditions of formation are not well understood. What is known is the mineral's incredible catalyzation properties, especially in adamantian reactions. It also has some interesting...ahem..."pharmaceutical" qualities as can be attested by the Kalgeros Nelly Sira Ninpere.*"

### 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

## Shaft-to-Shelf System

* +100 Industry per System Level
* +10 Industry per Strategic Deposit
* Can only be built once per empire.
* -96 Dust Upkeep
* Political Impact: Industrialists

Cost 12480 Industry, 10 Orichalcix

"*Using the latest industrial technologies, corporations can set up manufacturing chains that seek resources, design and manufacture products, and deliver them to the customer in a seamless, automated flow.*"

## Dust Anti-Trafficking Center

* +3 Dust per Population on Planets
* +100% Star System Trade Value
* Can only be build once per empire
* -96 Dust Upkeep
* Political Impact: Pacifists

 Cost: 12480 Industry, 10 Orichalcix

"*Using reidite-7 in a similar fashion to how radioscopic markers can highlight sites of disease, this center tracks any illegal Dust skimming across the entire trade network. The result? Double Dust income from the trade routes, plus a little extra that scales with the development of the host system. Due to reidite-7's rarity, together with the need to keep this venture top-secret, the center is a one-stop shop.*"
The Eyder

*The small, dragon-like animals known as the Eyder were originally the genetically-engineered pets of an advanced spacefaring race that died from a ravaging plague.*

## Lore

Left to their own devices in now-empty residences high above the surface of a gas planet, they multiplied and evolved into a society based on the ownership of Endless relics, as the number of these artifacts correlated closely with the ownership of better amenities and living quarters on the floating stations. Exposure to these Dust-laden relics expanded their consciousness, giving them control of a vast fleet of ships designated for beings much bigger than themselves.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Eyder Law

 Potential Population Quest Rewards

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

##### Flight of the Eyder

* **Negotiate**: (Ecologist) +2  per Eyder for 20 turns
* **Chase**: (Militarist) +5  per Eyder on Gas Planet for 20 turns
* **Guard**: (Militarist) +2  per Eyder for 20 turns
Plungboll

**Plungbolls** were tiny, fur-covered organisms approximately the size of a thumbnail. They were native to the snowy mountains of Gallifrey.

Plungbolls attached themselves to any source of warmth that happened by. Some travellers suffocated to death, covered with thousands of the creatures. To avoid this fate, a chemical called anti-plungboll spray was developed; this substance caused them to drop off their would-be victims, squeaking.
The Riftborn/Strategy

The Riftborn are sentient beings from another universe who naturally control the fourth dimension: time.

About
Gameplay
Traits
Ships
**Strategy**

As Riftborn colonize with industry and not food, and do not send any resources from colonies to outposts, they should attempt to colonize very widely and very quickly. Keep the Industrialist party in power, pass the New Colony law, and get as many colonies up as quickly as you can before other factions can expand into your space or build military ships to shut you down.

Riftborn ships other than their colonizer and explorer tend to have few engine slots, especially their Hunter which can only have one support module slot even if upgraded. They make for poor aggressors due to their lack of speed, however their massive number of weapon module slots allow them to defend their territory quite well. Thus in the early game you should attempt to expand rapidly, then consolidate and defend the systems you have taken.

The Riftborn will often rely on other populations to supplement their numbers since Riftborn people are built with , not grown with . Generally, you should neglect  improvements and exploitations only on planets you plan to be pure Riftborn.

Finding - or making - a system with four or five hot/sterile planets and filling it almost entirely with Riftborn shipped in from other colonies to create an industrial powerhouse is a very good idea. Few factions can compete with the raw industrial output of Riftborn on hot/sterile planets, given their many technologies that add population slots to sterile planets, their Biophobic trait, and their lack of need for food.
Ultratough Materials

Ultratough Materials is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Fabrication License and increases troop damage with Squadthink Systems.

"*Harder than diamond, ultratough materials can give added life to industrial processes involving the most intense environments, with spin-offs in other areas too.*"

### 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

## Fabrication License

* +4 Industry per Population on Planets
* +10% Industry
* -32 Dust Upkeep
* ndustrialistsIs

Cost 2240 Industry, 5 Adamantian

"*All mass-production facilities across the system must now adhere to strict guidelines regarding the quality of their materials and construction of questionable quality are forced out-of-business, and the durability of tools, machines, and other manufactured goods increases.*"

## Squadthink Systems

* +30% Troops Damage on Empire.

"*This technology works seamlessly in the background, tracking the targeting and firing decisions of squad members. Occasionally it will override them, in order to have additional weapons targeting a higher priority target.*"
Rare Earth Foams

Rare Earth Foams is a technology on the Science and Exploration technology tree. It unlocks the Debris Analyzer Support Module and allows the colonization of Mediterranean type Planets.

> *Scarce and difficult to manipulate, rare earth metals are nevertheless critical to many advanced technologies. The ability to create viable metallic foams from these unusual metals gives a boost to cutting-edge astrotechnology.*
>
>

### Debris Analyzer (Support Module)

* 20  per destroyed Command Point
* Can only be installed on Protector or Coordinator Ships.

Cost 25

Colonize Mediterranean

 Planetary Colonization

Though objectively beautiful, the environment of Mediterranean-type planets can be harsh. Soil is often poor, rainfall limited, and summers harsh. Adaptation of both shelter and agriculture is required to survive in this relatively austere biome.

Cost:

160

## Rare Earth Foams (Continuum Sculptors Affinity)

This faction-specific technology replaces Colonize Mediterranean with Colonize Arid.

> *Scarce and difficult to manipulate, Riftborn scientists are often fascinated by rare earth metals which are critical to many advanced technologies. The ability to create viable metallic foams from these unusual metals gives a boost to cutting-edge astrotechnology.*
>
>

Colonize Arid

 Planetary Colonization

Utilizing evaporation suppression tech that spun-off from developing warp insights is vital for building life-sustaining systems on arid worlds. With water more easily kept in its liquid form, death from dehydration becomes unlikely rather than expected. Don't start having any pool parties yet though.

Cost:

320

## Rare Earth Foams (Celestial Vines Affinity)

This faction-specific technology changes Colonize Mediterranean to give it a cost of 2 turn to colonize, once another planet in the system has been colonized for free.

> *Scarce and difficult to manipulate, specialized Unfallen can nonetheless extract the rare earth metals from deep underground. The ability to create viable metallic foams from these unusual metals gives a boost to cutting-edge astrotechnology.*
>
>
The Academy

The Academy is a long-lived and powerful organization. It is first known as a training ground for Heroes, as it aids Dust-enhanced individuals at understanding and developing their powers. Its interest in galactic politics and galactic history, however, is equally important.

**About**
Traits
Ships

The Academy is a massive Ark-like ship that orbits the broken world of Harrow. It is home to its leader, Isyander Shumèd. Here, he gathers Dust-infused sentients he and his forces have found throughout the galaxy, and trains them to empower their abilities, turning them into great Heroes of immense power. The Academy is the main place where you can find Heroes for your Empire.

**Awakening DLC**

In the Awakening DLC, the academy can own star systems as a separate, **exclusively AI-controlled faction** - including the system in which it spawns.

After discovering the location of the academy, Isyander will periodically send you (and other players) requests for financial contributions to the academy.

You directly compete against other players that have been introduced to the academy for the largest contribution.

This period of competitive investment lasts a number of turns (10 turns in fast) - after which the highest contributors receive their desired position, in order of contribution and position preference.

There only four possible positions available - and once occupied they are held for the same duration of time as the investment period, after which the process restarts.

The Academy is considered a major faction by the game, but unlike all other major factions, cannot be sent treaties. The Academy itself is strange in a few other ways:

* It can't receive quests.
* It doesn't have a senate.
* It doesn't build ships, it instantly spawns fleets according to the player set academy difficulty.
* It can instantly spawn colony ships when it feels a need to expand, and will instantly colonize a planet without an outpost.
* The amount of ships the academy spawns is determined by how many players there are, and what difficulty they are on.
* Its systems will randomly spawn populations, regardless of whether the faction who's population has been spawned is in the game presently.
The Time Lord Wiki

## Introduction to The Time Lord Wiki

My name is Lord Mathundlakronoryzar, though I usually go by Mathundla. I am a 632-year-old Time Lord of the Arcalian Chapter.

In all seriousness, though, I'm just a huge Doctor Who nerd with a passion for the extended lore and the science behind the show. I founded this wiki not in an attempt to create an official resivoir of information regarding the show, but as an online encyclopedia of information which would appeal to those who share my flavor of intrest in Doctor Who.
This wiki is dedicated to collecting all information necessary for being a Time Lord of Gallifrey. This wiki will cover Gallifreyan history and culture as well as subjects in which a Time Lord should be well-versed, such as TARDIS piloting and quantum mechanics. As always, the TARDIS Data Core is the official Doctor Who wiki.
Gamma Kasterborous A

**Gamma Kasterborous A** is the name the Minyans gave to the main star of the Kasterborous system. Officially, however, it is considered to have no name, as the Time Lords themselves have not named it.

### Physical Description

Gamma Kasterborous A was, for a long time, a large, golden-red star. However, stellar engineers later re-engineered it to stay in sequence, causing it to become a yellow star, though still quite large.
Flutterwing

**Flutterwings** are gargantuan flying insects found on Gallifrey. Adult flutterwings grew to 3 metres by 25 metres in size and, once they took off for the first time in their life, woudl never land, staying in the air until their death. There are five species of flutterwing: Wild Endeavor, Mandrigal, Silver-band, Blue Crystal, and Perdition. Two of these species, Wild Endeavor and Perdition, were likely named for the locations they are found on, as Perdition is a Gallifreyan mountain and Wild Endeavor is a continent.
The Hissho/Traits

Fierce and aggressive, Hissho are fearless in battle. Driven by a sense of honor and respect for tradition, they prefer war to peace.

About
Gameplay
**Traits**
Ships
Strategy

## Traits

Hissho Gameplay Affinity
* Keii also determines empire and system  Obedience, which replaces  Approval
  Hissho
  Illo Citizens
 Sacred Tradition
* Systems rebel when an empire is in Anarchy due to low  or .
 Observances
 Resource Recoverers
* -1 Systems occupied before triggering expansion disapproval on Empire
 Pirate Slayers
 Behemoth Builders
 Behemoth Discoverer
 Xenolinguistics
 Rare Earth Foams

## Unique Laws

Because of the unique playstyle of the Hissho, a few of the laws are replaced with alternate variants better suited to their mechanics. The biggest change, overwhelmingly, lies in adjusting mechanics that affect , since  is no longer a mechanic for them.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.

## AI Personality Traits

* **Militarist:** This empire will choose war over peace and will try to expand.
* **Paragon:** This empire will be honest in diplomacy and will be vengeful in case of slights.

## Potential Population Quest Rewards

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

##### Veneration of Vilification?

* **Energy Enhancer**: (Support Module) +25% Energy Damage, +15% Critical Hit Chance; costs 50 , 3
* **Roostguard Shield**: (Support Module) +350 Flotilla Shield Capacity, +20 Flotilla Energy Defense, costs 90 , 3
* **Projectile Enhancer**: (Support Module) +25% Projectile Damage, +15% Critical Hit Chance; costs 50 , 3
* **Flotilla Repair**: (Support Module) Repair Fleet after Battle: 10%, Repair Fleet each Combat Phase: 5%, costs 160

## 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
 3.1
 4
The Sisters of Mercy

*Inflexible but honest, the Sisters of Mercy are fierce in battle and inspiring in peace.*

## Lore

Having known only the harsh world of Auriga, the Sisters of Mercy are adapting to the strangeness of life in space with some difficulty. Fortunately, their study and travel with the Vaulters has alleviated some of their shock and sense of displacement. As they attempt to rebuild a functioning society in this alien galaxy, they cling more than ever to their mission: Dispensing death or salvation as the situation merits. The practicing clans of the Sisters of Mercy try hard to separate the relative aspects of any situation--technology, cultural norms, history--from the absolutes of their faith--the belief in a universally applicable sense of right and wrong, and the responsibility to treat harshly those who cross the line between them.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more affects by  events
 Sisters of Mercy Law
 **Editor's Notes:** This is one of those laws that spends 95% of the game's playtime being completely useless, and suddenly becomes priceless (when, of course, your planets get invaded).
The trick to this is to swap it into your bank of active laws on the turn you're invaded on; contrary to the "backstory/description" of the law, it takes instant effect, and the defensive supplies/infrastructure don't need a lead time to build up.
Troop health is rather powerful and extremely precious; virtually nothing, outside of a few extremely late-game techs (and the military troop upgrade screen), boosts it, and it stacks with all other defensive improvements multiplicatively (i.e. adding 200 more  on a system now requires an opponent to burn through the HP equivalent of 250).

## Trivia

* The Sisters of Mercy were also a minor faction in Endless Legend, you can read more about them here.
SLC (Supra-Light Content) Systems

SLC (Supra-Light Content) Systems is a technology on the Empire Development technology tree. It unlocks one Planetary Specialization in Edenization and unlocks the ability to purchase Star Systems within your empire's sphere of influence with Influence with Cultural Felxability.

"*If citizens can already travel faster than light, why not news, views, and entertainment? Supra-Light Content Systems are guaranteed to fill the galaxy's air waves with the finest opinions and amusements -- yours.*"

### 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.
* Add details on how Cultural Flexibility works in-game.

### Edenization

* Planet Specialization
* +2  per
* Political Impact: Religious

Cost 80

"*This program integrates marketing, propaganda, urban planning, and theme park design into a single project. Turning a planet into a place perceived as an "ideal" of modern living creates appreciation, and even jealousy, in other peoples and planets.*"

### Cultural Flexibility

* Influence Conversion
* Absorbs Systems within your empire's Influence area over time.

"*It is one thing to have a vibrant culture and be seen as a source of intellectual stimulation, but it takes extra effort to know how to integrate and absorb other alien cultures into your glorious melting pot.*"

## SLC (Supra-Light Content) Systems - (Ship Bound Affinity)

The Ship Bound affinity removes the Edenization planet specialization - as Ship Bound factions do not use this, and replaces the Cultural Flexibility influence conversion with Word of the Saints.

### Word of the Saints

* Influence Conversion
* Permits conversion of alien  within your empires influence area over time. Only usable if you are at cold war or peace with the other empire. Costs  and grants .

*"Part charitable association, part center of proselytization, part method of infiltration, this empire-wide network of committed citizens exhorts other species and belivers to join the glory of the Church of the Virtual Saints."*

## SLC (Supra-Light Content) Systems - (In the Shadows Affinity)

The In the Shadows affinity retains Edenization planet specialization but replaces the Cultural Flexibility influence conversion with Sleeper Liquidation.

### Sleeper Liquidation

* Influence Conversion (Empire)
* Doubles the Resources gained when trying to convert a Sleeper into an Umbral Shadow when there is no available slot for it on the Home System.

*"In the unfortunate circumstance when the Nexus home system is fully occupied, this facility allows Sleepers abducted from far-flung places to reach their full, material, potential."*
Filo di Arianna

Il **Filo di Arianna** è una stringa che aiuta a guidare qualcuno attraverso il Labirinto. Si dice che sia rosso e tessuto di lana da Arianna.

## Storia

 File:95-ariadne.jpeg
Secondo una versione ateniese della leggenda, Minosse attaccò Atene dopo che suo figlio fu ucciso lì. Gli ateniesi chiesero i termini e furono tenuti a sacrificare sette giovani e sette fanciulle ogni nove anni al Minotauro.
Un anno, la festa sacrificale includeva Teseo, un giovane che si offrì volontario per uccidere il Minotauro.

Arianna si innamorò a prima vista di Teseo e lo aiutò dandogli una spada e un gomitolo di filo di vello rosso che stava filando, in modo che potesse trovare la via d'uscita dal labirinto del Minotauro lasciando una scia del filo dietro di lui. Dopo aver sconfitto il Minotauro, è in grado di trovare facilmente la via d'uscita seguendo la scia del filo.

## *Percy Jackson e gli dei dell'Olimpo*

### *La battaglia del labirinto*

 File:Luke Castellan.jpeg

Template:Oggetti
King Arthur

> "I didn't get to be king by being a bad business man." -Arthur
>
>

## Design

Arthur is a 3 foot tall red dragon, wearing a normal diaper and green crown. His wings, nose, and tail tip are in a heart design. His 'Bellybadge' is a heart around a chest full of gold, a sign of his love for money and expert business strategies.

Like all CBCs, he is incredibly week. However, he does posses flight, a small fire breath attack, and the normal CBS attack.

## About

Arthur is king of Care-A-Lot, he controls all the CBs and CBCs, and maintains the inter-universal relations with other dimensions. He is known for being a shrewd (if not kind) businessman. He regularly makes deals to benefit his world, however is more than willing to aide those in need with finding a payment plan for their situation. This has caused many people to try and take advantage of his hospitality, however they are quickly dealt with.

## Appearances

### Cubs in Care-A-Lot

Arthur only appears near the end of the story. He had been watching events play out from afar, too week to deal with Samantha alone. After Syrus finished capturing her, he reappears and takes his rightful place back on the throne, promising Syrus to repay him for the kindness Syrus showed him, and the great deed he had done.

* It's speculated that he did this by giving Merlin permission to go with Syrus.

## Relationships

### The Mist Family

He finds himself indebted to the Mist Family for saving his world, and will utilize Care-A-Lot's resources to aide them in their continuing mission of exploring the Multiverse.

* This is also so he can make a large profit on the basis of exploring more dimensions and gaining more resources and customers.

### Merlin

He still feels terrible that he couldn't protect Merlin from Samantha's hypnotism, and had considered Merlin to be his best friend, and most loyal confidant before Samantha took over. It was with a heavy heart he sent Merlin away.
The Sefaloros

### Assimilation Trait

**Bountiful Filtration (35/85 chance):** +20  per System Level on Systems, +50% Luxury Deposit Value on Fertile
**Workspace Oddity (50/85 chance):** +25  per Anomaly on Systems

*These undersea industrialists are as efficient as they are unusual.*

## Lore

These unusual aliens developed in an environment of metal-rich seawater. Developing at an early age into tool-users, this evolutionary jump was all it took to make them the dominant species in their environment. As they developed, however, they soon began to use other sea creatures as tools since manipulating metals is not easily done underwater. As a result, though they are formidable builders and industrialists, much of their infrastructure is spun, woven, or secreted.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Sefaloros Law
 **Editor's Notes:** Much like the "Luxuries Lottery" improvement, this will vary between "massive boost" and "does nothing" on a system-by-system basis. Since, however, you can occasionally find large clusters of luxuries in a single system (4-6), and this is a "10% per" reduction (rather than 5%), this can add up to a massive 40-60% bonus on a good share of your systems, empire-wide.

 Potential Population Quest Rewards

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

##### Cephalopod Envy

This quest requires that you've already completed the "Cephalopod Pains" quest which centers on the Niris

* **Appease Amblyr**: (Neutral, requires Amblyr) +4 Approval per Amblyr for 20 turns
* **Appease Sefaloros**: (Neutral, requires Sefaloros) +4 Approval per Sefaloros for 20 turns
* **Eliminate**: (Neutral) +2 on Main Population for 20 turns

##### Ghoul or Gourmand

* **Preserve**: (???) +2 Industry per Sefaloros for 20 turns
* **Protect**: (???) +4 Influence per Sefaloros on planet with Luxury Resource for 20 turns
* **Indulge**: (???, requires Lumeris on Empire) +4 Approval per Sefaloros on planet with Luxury Resource for 20 turns
The Star Piercer

* Nursery
* Garden
* Bathroom
* Passenger Car

## Design

The Star Piercer is a train that can fly through space. From the outside, it appears as a normal jet black steam locomotive with a red roof. It's accompanied by three cars that trail behind the main engine.

However, on the inside it becomes quickly obvious how incredibly large it is, with a seemingly infinite number of rooms that can be made of any size. Travel between rooms is also strange, as while you can walk from room to room via hallways, at any door you can open it while thinking of your goal room and immediately arrive there.

The Star Piercer was originally created by Tec.

## Rooms

### Nursery

The 'main' room so to speak, and bedroom of Abigail, Culania and previously The Alchemist, many major discussions take place in here usually between the cubs who spend most of their time in here.

### Library

One of the larger rooms, it's filled with books each book telling the entire history of a different universe. It's directly connected to the scouting system, and whenever the it scouts a new universe, a new book is created. Culania's plush Archimedes has taken up the role of librarian.

In the Library, there are 4 types of books, Green, Red, Blue, and Grey. These refer to the type of world within.

* Blue worlds are protected from the rage of The Destroyer, and are generally safe.
* Green worlds are not protected, but are still generally safe.
* Red worlds are in danger of being consumed, they're likely to be very dangerous, either from war, disease, or other such problems cause travel to these worlds to be inhospitable.
* Grey worlds are worlds that are neither dangerous or safe, but are not a good idea to go to, either from safety concerns, or because the fate of the world may protect it still from the Destroyer's wrath.

### Garden

The garden is a small room with a fountain in the center, several benches, a cool breeze, and flowers and grass inside. It is considered part of the larger life support system.

### Bathroom

The bathroom appears as Japanese style bathhouse and is always very humid do to the constantly flowing water. It has three baths inside, one big, one normal, one small, this is to accommodate the smaller residents who can not swim, and the larger residents who can't fit in the smaller baths. Do not expect to find a toilet here however. Please head to the change room instead.

### Passenger car

The entrance of the train, guests are allowed to stay here on long travels between planets, good friends however are allowed access to the rest of the train.

### Other rooms

* Everyone other than Abigail and Culania has their own bedroom.
	+ At this point in time only Lute's has been seen.

* There is a 'Change room' available to all on the train. While Cat will normally take care of diaper changes for her cubs, should she be busy, or should a larger 'cub' need a change, they are recommended to head there. There is an 'automated' change mode for 'new/unfamiliar' cubs, and a non automated mode for shy cubs.
* Main Engineering. This room has yet to be seen, is currently believed to be in the 'Engine' car at the front of the train.
Universal Conscription

Universal Conscription is a Tier 1 technology on the Military technology tree. It unlocks one System Improvement in Budakai Bunkers and one Resource Improvement in Chain Gang Program.

This technology is specific to the faction with "Metafolding" affinity. This version of faction-specific technology replaces default N-Way Fusion and replaces Impervious Bunkers with Budakai Bunkers.

*"Every citizen has a use and a skill. Regardless of intelligence level or potential handicap, all Vaulters are expected to dedicate between 6 months and two years of their life to public service either in the military, social services, or research and development."*

### 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:  Militarists

## Budakai Bunkers

* +300  capacity
* +100 Manpower deployment limit (DEF)
* Cost: 280
* Upkeep: 4
* Political Impact:  Militarists

*"These installations are named for an ancient site on Auriga that was an ancient capital of the people. As the legendary city was part underground, so these bunkers are rugged, vast, and highly defensible."*

## 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."*
Farmer Page

Farming Page in crafting table

This page gives the player the ability to use the farming tree. Once activated by interacting with the page, the page will show up in any Journal. After the player has reached level 100 in the Farming skill tree, they are allowed to craft the Farming page.

## Skills

Farming - 0 Hunter - 10 Novice-Farmer - 15 Adept-Cook - 20 Fishermen - 25 Expert-Farmer - 30

Novice-Cook - 45 Breeder - 50 Expert-Cook - 65 Tamer - 70 Master-Farmer - 100
Changelog: 1.2.20 - Hotfix

**Fixes**

* Fixed the "Preserve" reward of the "Ghoul or Gourmand" quest.
* Fixed the completion prerequisites of "The Gunfather" quest.
* Fixed the second part of the "To do, or not to do" quest trigger.
* Fixed a bug not allowing the Sefaloros to appear in-game.
* Fixed a bug which prevented the “Developer of Talent” quest of being validated.
* Fixed a bug where the "Take arms" objective of the "To do, or not to do" quest was able to target unique planets.
* Fixed a bug generating an error message after completing the “Take arms" objective from the "To do or not to do" quest.
* Fixed the "To do or not to do... (Part 2)" quest progress counter.

**Balancing**

* Adjusted trade buff; trade companies should start with a higher initial income while still being reasonable in late-game

**Miscellaneous**

* Sower pop quest artwork has been flipped left for a better view.
Personal Singularities

Personal Singularities is a technology on the Empire Development technology tree. It unlocks one System Improvement in the Tower of Temporal Paradox. This is a Riftborn-specific Technology.

"*This technology enables pocket-sized singularities to be created, which have interesting applications when applied to Dust.*"

### 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.

## Tower of Temporal Paradox

* Provides a +2 bonus of Dust per turn; bonus increases by +2 per turn.
* Political Impact: Pacifists

Cost 3120 Industry, 50 Adamantian

"*Overseen by a cadre of High Custodians chosen by the Grand Viceroy itself, the Tower of Temporal Paradox is a secretive Riftborn military research facility that utilizes timeloops and other temporal anomalies to cheat the laws of physics and produce Dust from nothing. The accidents are often quite horrific.*"
厚樫山

当Wikiのマス標識法を参考

マス
--

A
鎌倉改変阿津賀志山方面甲部隊
検非違使 - 歴史看督分隊
B
鎌倉改変阿津賀志山方面乙部隊
検非違使 - 歴史看督分隊
C
鎌倉改変阿津賀志山方面丙部隊
D
鎌倉改変阿津賀志山方面丁部隊
検非違使 - 歴史看督分隊
E
鎌倉改変阿津賀志山方面戊部隊
F
90
G
鎌倉改変阿津賀志山方面庚部隊
鎌倉改変阿津賀志山方面己部隊
検非違使 - 歴史看督分隊
H
鎌倉改変阿津賀志山方面丁部隊
鎌倉改変阿津賀志山方面丙部隊
検非違使 - 歴史看督分隊
I
鎌倉改変阿津賀志山方面奥州防衛隊
* 太刀あり
* 太刀なし

J
鎌倉改変阿津賀志山方面癸部隊
検非違使 - 歴史看督分隊
K
鎌倉改変阿津賀志山方面甲部隊
L
80
M
鎌倉改変阿津賀志山方面乙部隊
N
鎌倉改変阿津賀志山方面辛部隊
鎌倉改変阿津賀志山方面壬部隊
敵

### 部隊

鎌倉改変阿津賀志山方面部隊

* 甲部隊
	+ Aマス
	+ Kマス
* 乙部隊
	+ Bマス
	+ Mマス
* 丙部隊
	+ Cマス
	+ Hマス
* 丁部隊 - Dマス
* 戊部隊 - Eマス
* 己部隊 - Gマス
* 庚部隊 - Gマス
* 辛部隊 - Nマス
* 壬部隊 - Nマス
* 癸部隊 - Jマス
* 奥州防衛隊 - Iマス
	+ 太刀あり
	+ 太刀なし

### 刀剣

* 薙刀\_甲54 - I, Kマス
* 槍\_甲54 - I, Mマス
* ファイル:大太刀 甲 レアリティ3.png大太刀\_甲59 - G, Iマス
* 太刀\_甲48 - D, E, G, Hマス
* 打刀\_甲37 - A, C, D, E, G, H, I, K, M, Nマス
* 脇差\_甲29 - A, B, C, D, G, H, I, J, K, M, Nマス
* 短刀\_甲20 - A, B, C, D, E, G, H, I, J, K, M, Nマス