recursal/Fanatic-Fandom huggingface dataset:
Pollop Armor

Pollop Racial experimental tech

As one of the uncommon tech types, it is possible to spot this tech in the experimental technology order by looking for the ship module icon before researching it.

Pollop Armor has the same HP as Steel Armor, while having slightly less mass. It regenerates if damaged at a rate of 2 hp per slot per second.

Armor that is completely destroyed will not be regenerated.

   3x3 |   9 |   27 |   11700
FieldCells

**Field Fuel Cells (Technology Benefit; Ships)**

*Field fuel cells are so named because we have completely dispensed with physical housings for the energy. Using strong force fields we are able to compress various energetic media well beyond normal tolerances. This increase the fuel capacity of our ships by 66%, allowing us to reach deeper into the stars than our standard fuel technology would allow. This fuel cell technology will automatically be applied to all of the ships in our fleet.*
DeepCoreMine: building

**Deep Core Mine (Building)**

*Building a deep core mine is a serious investment with the potential for excellent returns. Once the infrastructure is in place, mining precious metals becomes easy as sucking it out of the planetary core like liquid through a straw.*

+20 flat production, +5 production per worker, -1 Food Per Farmer
Flares: module

**Defensive Flares (Ship Module; Defenses)**

*This module fires a small volley of flares that emit a broad spectrum of energy. This can often confuse the target discrimination package aboard an inbound missile, causing the missile to vector towards the flare. The more flares in the air, the better the chances that an enemy missile will be confused.*
BrainPal

**BrainPal (Technology Benefit; Scientists)**

*The Scalzi BrainPal, while unfortunately named for its mad-scientist inventor, is nevertheless an astounding creation. The device fully integrates a powerful processing unit with the host's organic brain, expanding its ability to learn and compute dramatically. The result is a gain of +1 research per scientist throughout the empire.*
Steel Armor

###### A strong and inexpensive, but heavy armor plating.

   3x3 |   8 |   36 |   11700

**Power Draw:** 0

###### Optional:

**Ablative: 25% resistance to energy weapons**

```
       L: Costs +4/Mass +3/Power Draw +1
       M: Costs +2/Mass +1/Power Draw +1
       S: Costs +1/Mass +1/Power Draw +1

```
**Reactive: 25% resistance to explosive damage**

```
       L: Costs +4/Mass +3/Power Draw +1
       M: Costs +2/Mass +1/Power Draw +1
       S: Costs +1/Mass +1/Power Draw +1

```

Category: Module

Back to list of modules

Somebodystolemynickname
Rambowl

**Rambowl, Grizzled Owlwok** is an Owlwok leader who can be hired by the player. He can be assigned to govern colonies, lead fleets or fight in ground combats. After hiring, he will ask for your assistance in the Clear the Bar for Godfeather event.

Hiring Rambowl requires initial payment of 50 BC, and 1 BC per turn thereafter.

## Traits and bonuses

### Unique Ship

This leader has a unique combat vessel, the Freebird, that they will use when deployed to the strategy map. The Freebird behaves like a normal leader transport except that it may also engage in space combat. The vessel uses Command Points like a normal ship of its class. The ship uses a Cordrazine corvette hull. It is armed with 4x spinal laser cannons, Class II shields (central) and Plasteel armor. It has fusion engines and, uniquely for a leader transport, 5x small fuel storage, giving it increased range.

### Combat Veteran

Rambowl is a combat veteran with a huge gun and a bad attitude. He may participate in ground combats.

*Note: He is equipped with a Rail Rifle and Air Support ability (both locked). The Air Support ability (AP 6) is one of the most powerful in the game, dealing 40 damage to units in a very wide radius.*

### Likeable +10

Despite his surly mood, Rambowl, Grizzled Owlwok is extremely likeable. The people gain 10 approval whenever Rambowl, Grizzled Owlwok is assigned as their system administrator.

## Lines

**Flavour text on encounter:**

* *I've seen things, man, bad things. Things that would make your beak drop and your fur stand on end.*

**On being hired:**

* *Alright, alright man. You got yourself a deal. Now, uh, I'm gonna be at the cantina until you need me. Try not to need me, you know?*

**On being rejected:**

* *???*

**On being fired:**

* *You think I give two chirps about this paycheck? I just wanted to frak some shit up, and if you won't let me than someone else will.*

**If the player is too poor:**

* *???*
Blue Shift

**Blue-Shift Lasers (Technology Benefit; Laser Cannons)**

*Experimenting with energetic mediums has produced a higher-density laser cannon round with lower mass. The result is that all of our laser cannons are automatically upgraded to fire this superior round. The color is also blue, which is nice if you like blue more than red.*
Private Shipyards

After building several military vessels at one colony this event may trigger.

**Private Shipyards at (Planet)**

*Your consistent investments in shipbuilding at (planet) have inspired private ship-building enterprises to begin operations. New public-private cooperation results in efficiency gains. Should you wish to rush construction of ships as (planet) in the future, it will cost you 25% less BC.*

* Wonderful news!
GravitonBeam: module

**Graviton Beam (Ship Module; Weapons)**

*Gravitons are elementary particles that can be created at the target location using an isotope fusion process. The resulting energy discharge is both damaging and massive in literal sense of the word. This weapon applies a debuff to the target ship by temporarily increasing its mass. The gravitons will naturally dissipate over time, but cumulative use can result in a lot of mass being added. The Mass Addition Effect will not work on ships with their shields up.*
Shrike

Kerce has a unique combat vessel, the Shrike, that they will use when deployed to the strategy map. The Shrike behaves like a normal leader transport except that it may also engage in space combat. The vessel uses Command Points like a normal ship of its class. The Shrike has Class II Shields, Fusion Engines, 2x Disruptor Turrets (forward and right facing) , a spinal disruptor, and an ECM module.
Tame Dinos

This special research project can be bought from the "Port Sorrow Cantina" for 750 BC.

**Mad Science**

When in our travels through the stars we encountered actual living dinosaurs, we knew immediately that we needed to make all efforts to tame them and graft weapons to their skulls. We are proud to report that the project was a wild success. The fruits of our labor can be found stationed on the planet of (planet).
Opteris

The **Opteris** are a race of cybernetic insectoids from the planet Zero. Opteris form the Opteris Hive, a major playable faction in StarDrive 2.

## Summary

The Opteris is a sentient-machine race that resembles Earth insects. Though the Opteris are of average size for organisms in the universe, their physiology could not be further from average - the Opteris have metallic bodies, four eyes, four wings, and a system that allows for anti-gravity hovering and flight. Eschewing classic government systems, the Opteris functions with a hive-mind collective consciousness. Each Opteris drone is the sum total of Opteris knowledge. The Opteris are bent on wiping out all other species. The Hive is utterly without mercy, and will stop at nothing short of total galactic domination. A few drones have achieved freedom from the Hive, such as Equality 7-2521.

## Racial traits

The default racial traits for the Opteris are:

* Poor Farmers
* Industrious Workers
* Smart
* Clumsy Spies
* Cybernetic
* Rich Homeworld

### Unique Experimental Technologies

* Swarm Tactics
* Prefab Citizens
* SmartLink

## Personality

The Opteris AI personality is randomized from the following traits:

* Ruthless Imperialists
* Aggressive
* Genocidal

## Ships

### Combat hulls

* Drone (Fighter)
* Worker (Corvette)
* Soldier (Frigate)
* Chitin (Cruiser)
* Hiver (Battleship)
* Queen (Titan)

### Non-combat

* Colony Ship
* Freighter
* Construction Ship

## Trivia

* The Opteris seem to be based on the Reapers from the Mass Effect series.
ShieldCapacitor: module

**Shield Capacitor (Ship Module; Defenses)**

*Shield Capacitors provide a ship-wide protective bonus of 10,000 hitpoints to any installed shields. This amount stacks with other shield capacitors. Whenever a shield takes damage, it first draws power from the shield capacitor. When the capacitor is dry, the shield will take damage as normal. However, shield capacitors take a very long time to charge due to their special composition. Therefore, shield capacitors do not increase the maximum rechargable strength of your shields. Consider these capacitors instead to be a sort of one-time use shield for your shields.*
Sativa

**Sativa, Elder Budmaster** is a Pollop leader who can be hired by the player to govern colonies or lead fleets.

Hiring Sativa requires initial payment of 100 BC, and 2 BC per turn thereafter.

## Traits and bonuses

### Unique Ship

This leader has a unique combat vessel, the Indica, that they will use when deployed to the strategy map. The Indica behaves like a normal leader transport except that it may also engage in space combat. The vessel uses Command Points like a normal ship of its class. The Indica is a Pollop cruiser armed with 4x mass drivers 4x mine launchers and a CIC. It has central Class 1 shields (3x3). It is unarmored, and most of the rest of the ship is taken up by ammo storage, which allows it to fire for ~700 seconds without resupply. It has basic engines

### Morale Leader +20

Sativa, Elder Budmaster is a caring and empathic leader. Planets managed by this leader receive a bonus of 20 to their approval levels.

### Environmental Leader -30%

Sativa, Elder Budmaster is extremely skilled at balancing industrial needs with ecological health. As a result, planets managed by this leader produce -30% less pollution.

## Lines

**Flavour text on encounter:**

* *You may say that I'm a dreamer, but I'm not the only one. I hope some day you'll join us, and the world will live as one!*

**On being hired:**

* *May the light shine upon you! The galaxy is a dangerous place and full of suffering. I will do my best to bring light to anywhere it is dark.*

**On being rejected:**

* *That's fine, <Leader Name>! No hard feelings. But I will bring my work elsewhere. Let's all try to live in peace, yea?*

**On being fired:**

* *Hey, I understand buddy. It's hard to balance those books! Welp, I'll just be on my way then!*

**If the player is too poor:**

* *???*
Secrets of the Dimensional Rift

This special research project is gained when a fleet arrives at one of the dimensional rifts opened by the masters, and is important to the Master event chain, "Massive Subspace Anomaly"

**Secrets of the Dimensional Rift**

*Our scientists have finally completed their research into the Dimensional Rifts that have been appearing throughout the galaxy. Since the discovery of the StarDrive we have been manipulating what we call subspace to propel our ships faster than light. But the gap between what we have been doing with subspace and what is occurring within these rifts is substantial, and we think we finally understand it. Put simply, we discovered subspace purely by accident. We had focused so much energy into a single point of space that we tore a hole in it. We learned that we could expand the hole, that we could create a pocket of subspace and put a ship into it, and this discovery obviously changed our way of life. It gave the stars to us. This rift that we have discovered is essentially the same phenomenon but on a massive scale. It is a tear in our space time, but it's being created from within subspace. To put it simply, an intelligent species resides in subspace and possesses the capability of opening tears like this at will. The power and knowledge of these people, these Masters - we must be like children to them. As a result of this research, we can now traverse through a dimensional rift.*
Command point

**Command points** (CP) determine how many ships an empire may field without incurring extra upkeep (5 BC per 1 extra CP generated).

## Capacity

Each colony gives 1 CP by default. Some buildings give additional command points.

## Occupation

Base command point consumption is as follows:

 Titan | 5

1. ↑ Each CP of capacity allows one Corvette to be fielded without costing any CP.
2. ↑ Cockpit module reduce CP cost by 1, for frigates only.

Some ship modules (like cockpit for frigates and bridge for bigger ships) reduce CP occupied by the ship, to a minimum of 1. Garrisoned ships cost 1 less CP, to a minimum of 1.
Magister Kroll

**Magister Kroll, Master Negotiator** is an Avnar leader who can be hired by the player. While he can be assigned to govern a colony or be part of a fleet, he has no effect on either.

Hiring Magister Kroll requires initial payment of 100 BC, and 5 BC per turn thereafter.

## Traits and bonuses

### Charming +20

Magister Kroll, Master Negotiator is extremely charming, granting a bonus of 20 to the Diplomatic Tolerance of both your empire and any empire you are engaging in negotiations, allowing for larger deals to be made with lower approval ratings.

### Skilled Negotiator +20%

Magister Kroll, Master Negotiator is skillful negotiator, increasing the perceived value of all of our diplomatic offers by 20%.

## Lines

**Flavour text on encounter:**

* *I'm just a simple country Avnar from a backwoods moon, trying to make sense of these negotiations just like you ...*

**On being hired:**

* *b'GAAAAK! Excellent \*cluck-cluck\* choice! If y'all want us to do any sort of negotiatin, just give me a hollar now!*

**On being rejected:**

* *Well now! Isn't that a bit \*cluck-cluck\* disappointin? If y'all change your mind do hollar at us now.*

**On being fired:**

* *Well \*cluck-cluck\* clearly you've made up your mind on this matter. However! I will not be refunding your retainer. Good day, sir!*

**If the player is too poor:**

* *b'GAAK! Uh, now, perhaps I did not make myself perfectly \*cluck cluck\* clear. You see now, if you wish to hire me, you need MONEY. Oh dear. Do they have money on your world? Research Kroll! You must do your research next time!*
MegaHospital: building

**Imperial Hospital (Building)**

*This massive complex represents the cutting edge of medical technology. A colony with a branch of the Imperial Hospital will have improved population growth due to increased longevity. Furthermore, troops that are stationed here will rapidly heal their wounds.*

Heals troops; +1 to Population growth
FighterBay: module

**Fighter Bay (Ship Module; Systems)**

*Fighters are nimble spacecraft that are effective at harassing larger ships. Fighters launch in squadrons of 4 ships from each fighter bay. They are automatically equipped with your best point defense energy cannons, and their hitpoints are upgraded as you unlock better armor. With the appropriate technology, fighters can also be automatically equipped with dark energy shielding.*
SoilEnrichment: building

**Soil Enrichment (Building)**

*The soil enrichment process works with existing xenobiological materials to make them more nutritious to pour crops. The result is increased farm output after we treat the planet, with no ongoing maintenance costs. This process is not effective on inorganic worlds because the soil on such worlds is completely lacking in nutrients to use as a basis for improvement.*

+1 Food Per Farmer on worlds where base food per farmer > 0
CloningCenter: building

**Cloning Center (Building)**

*If we're going to conquer the galaxy, then we need more citizens to crew our ships, harvest our resources, and research our technologies! Why wait for a natural gestational cycle when we can supercharge it and grow our citizens in vats? This building contributes towards population growth at a flat rate of approximately 1 citizen per 15 turns.*

Provides substantial boost to population growth
CanopyShield: module

**Canopy Shields (Ship Module; Defenses)**

*Canopy Shields are massive shields that extend in a large radius around the equipped ship. They are very useful for protecting smaller vessels that can hide inside the shield bubble. Any enemy units that come inside the radius of the canopy shield will be able to fire without being intercepted by the canopy shield.*
PhotonTorpedo: module

**Photon Torpedo (Ship Module; Weapons)**

*Photon Torpedos bridge the gap between energy cannons and guided weaponry. Their guidance is relatively simple: a magnetic 'gatekeeper' jettisons a small amount of the payload to make course corrections. This results in a loss of payload density overtime which reduces the weapon's effectiveness as range. Even so, not having to carry ammunition around for the weapon is a great boon to the ship.*
Avnar

The **Avnar** are an avian race from a small backwater forest moon. They are a minor race who possess StarDrive technology, but have no ambition to build a space empire.

## Description

Avnar possess long necks which hold their beaked heads high above their body. Their bodies are mostly covered in feathers, which can be brightly coloured. They possess two clawed, winged forelimbs as well as two legs. Their foreclaws have three digits, and are used for grasping. Two feathery antennna-like structures protrude above their eyes along with two long ears.
Hellforge

This event its triggered randomly after settling a toxic world.

**Hellforge built at (Planet)**

*The enterprising citizens of (planet) in the (solar) system have contrived new methods for strengthening alloys using the fiery lava fields of that world. (Planet) gains the Hellforge building, which increases the hit points of any ship built at this world by 15%.*

* Excellent! Except for the pollution part, but does that even matter on a world that already has a toxic atmosphere?
SubspaceProjectors

**Subspace Projectors (Technology Benefit; Construction Ship Upgrade)**

*This technology allows you to build the Subspace Projector space station. Subspace Projectors create a tightly focused subspace field allowing for rapid travel along the xis of the field - in essence, a highway in space. After you deploy the station, you can select it and right click to change the orientation of the subspace field at any time.*
FusionPlants: module

**Fusion Power (Ship Module; Systems)**

*Fundamentally this power plant is still operating with a nuclear process. The fusion of various atoms releases energy which can be captured and used on a ship. Even though the reaction generates a large amount of power, the process is still exceedingly inefficient for a variety of technical reasons. The technology is also incredibly expensive to standard fission technologies.*
Human

The **Humans** are a race of bipedal primates from the planet Earth. Their empire is called the **United Federation**.

## Description

Humans are large bipedal mammals with two arms, and no tail. Their hands have five digits, one of which is an opposable thumb for gripping. Humans have two eyes and small mouths. Unlike most primates they lack a fur coat, only growing thick hair on the head and groin. Humans range in colour from pale pink-white to tan-coloured or dark brown. Humans are not especially fast or strong, although they have great endurance. Being omnivorous, humans are able to digest many things, but usually prefer to cook food first. Humans reproduce at an average rate; females carry young for nine months, and children generally come of age at 18.

The United Federation is a corporate military organization, formed by the various governments on Earth to represent humanity as a whole. Human history has had its ups and downs, as humans have equal capacity for cruelty and kindness. While humans are intelligent, the United Federation encourages a sense of human exceptionalism which can border on naivety. Human workers are industrious, although human tendencies towards corruption hamper productivity. Above all humans value prosperity, and so they are primarily traders rather than warmongers. However, they have had a long history of war and so are quite prepared should it come to that.

## Racial traits

The default racial traits for the Humans are:

* Industrious Workers
* Smart
* Corrupt
* Proficient Spacefighters
* Quality Engineers
* Professional Military

## Personality

The Human AI personality is randomised from the following traits:

* Mercantile
* Militarists
* Good
* Greedy
* Hoarders

## Notable Humans

* Admiral Pipesmoke, leader of the United Federation.
* Alix Black, Rogue Ace.
* Zapp Groening, Daring idiot.

## Ships

Human ships are long and narrow, making them ideal for a broadside configuration of weapon modules.

### Combat hulls

* Sidewinder (Fighter)
* Hunter (Corvette)
* Guardian (Frigate)
* Ranger (Cruiser)
* Knight (Battleship)
* Paladin (Titan)

### Non combat hulls

* Freighter
* Colony Ship
* Construction ship

* Human cruiser concept
* Human cruiser WIP
* Human fighter
* Early Human ship concepts

## Trvia

* The United Federation is clearly a reference to Star Trek's United Federation of Planets, an alliance of many species head-quartered on Earth.
Plasteel: module

**Plasteel Armor (Ship Module; Defenses)**

*Plasteel is a chemically stable alloy of lightweight plastic and extremely hard steel. In combat testing, it provides increased protection as compared to steel armor but with half the mass. The only downside is that it costs a bit more to install this armor.*
Core World Pride

After a while of inhabiting a planet this event will appear.

**Core World Pride as (Planet)**

*The citizens of your empire consider (planet) to be one of the core worlds of your empire now. The inhabitants of your core worlds are proud to live and work in the beating heart of your empire. As a result, (planet) will now enjoy a 5% bonus to approval rating.*

* Wonderful news!
The Grimdark Traverse

Once the player flies a fleet into the Grimdark Traverse this event is triggered and unlocks a special research project; Study GrimDark Traverse.

**The Grimdark Traverse**

*You have discovered the Grimdark Traverse. This area of space seems to suck in the light from around it. No stars can be found in this traverse. Interestingly, ships experience less subspace friction while traveling through the traverse, giving them a speed bonus. A new special project is available in the research screen if you wish to study this effect.*

* Let's use this discovery for propaganda purposes! -50 BC, +5 Approval rating for 20 turns.

* This is an interesting discovery but we won't put any funds towards propaganda.
NeuroBomb: module

**Neuro-Toxin Bombs (Ship Module; Systems)**

*The NeuroToxin bomb is used on the strategy map to bombard enemy colonies from orbit. The toxin contained in these bombs is extremely deadly and fast acting. Additionally, the toxin becomes inert after only a few hours, leaving no fallout radiation. It is very effective against populations but completely ineffective against infrastructure. It is also less effective versus ground troops due to standard anti-chemical warfare equipments, but still sure to do some damage versus the less armored units.*
Sublimator: module

**Sublimator (Ship Module; Weapons)**

*This weapons causes the power stored in a ship's capacitors to sublime into an anti-particle state. The resultant anti-matter reaction can cause severe shipwide damage. The damage done by this weapon is evenly spread throughout the ship, making it rather effectivve against high-powered ships that might have thick armor.*
DisruptorCannons: module

**Disruptor Cannons (Ship Module; Weapons)**

*Disruptor Cannons operate by exciting the molecular bonds of the target, causing them to break apart. The same general principle used in Laser Cannons is at work here: the energy is infused into a medium, typically gas, which is then encased in a magnetic packet and accelerated towards the target. There is some energy bleed-off over the life time of the projectile, making the weapon much more effective at close ranges than at long ranges.*
Temple of brutality

The Temple of Brutality is an experimental tech available to the all races.

It is a unique building that costs 1000 production to build and has a maintenance of 0.

Ground Units stationed or trained at this planet gain a trait that cannot be removed doubling all melee damage dealt and taken. This ability does not take up an equipment slot.

In game description:

*Those who pray at the temple of brutality gain the Pox of Brutality combat technique, which cannot be removed. Any infantry units stationed at this planet gain the pox, as well as units trained in the future. Poxed units give and receive two times damage from melee attacks. This is a unique building (one per empire).*
Shipyard: building

**Orbital Shipyard (Building)**

*Orbital Shipyards provide efficient facilities for ship construction. It is far easier to maneuver large ship components into position in Zero Gravity than it is on the ground. The savings in machine and labor costs translate directly into higher production. Colonies that build Shipyard facilities will also have the ability to construct ships larger than frigates without requiring a Starbase in the system.*

+25% production when building ships
Stone road

**Stone road** can be placed to greatly increase the speed that citizens walk when moving from place to place. **Stone road** require builders to use stone to construct each section of the road. Dirt roads can be built with lower expense than **Stone road**, but they don't come with as high of a speed increase.

After placing the roads, builders will work on each section of road, removing rocks, iron ore, and trees that are in the way, and paving the path for citizens to walk on.
News

GamingTrend StarDrive 2 review

GameWatcher StarDrive 2 review

HookedGamers StarDrive 2 review

IGN: Stardrive 2 alters its strategy - **Jan 16, 2015**

PCGamer: Customizing your own galactic empire - **Jan 14, 2015**

Gamespot: Strategy and Space Bears in Stardrive 2 - **Jan 07, 2015**

YouTube: Stardrive 2 August dev log video - **Aug 04, 2014**

SpaceSector: Stardrive 2 officially announced - **Feb 26, 2014**

Polygon: StarDrive 2 warps to Windows PC in September - **Feb 27, 2014**

Softpedia: StarDrive 2 Is Coming to PC This September - **Feb 26, 2014**

Joystiq: Space strategy sequel set for September - **Feb 26, 2014**
Chukk

The **Chukk** are a race of opportunistic insect-like pirates from the planet Chull in the Chular system, and a major playable empire in Stardrive 2. Their empire is called the **Chukk Affiliation.**

## Description

Chukk are insectoid species, with an exoskeleton. Mounted on their long necks, they have a small head with several eyes and large teeth surrounded by mandibles. Chukk can range in colour from red to yellow to orange and pale brown. Their two main limbs have four large clawed digits each. The Chukk lifecycle begins with young Chukk hatching into a larval stage, before finally morphing into their adult form. Chukk are a subterranean species, and many spend their entire lives underground. As a result, they are perfectly at home in the cramped interiors of spacecraft and are able to easily climb up walls and along ceilings - even without gravity.

Despite their disgusting bodies, Chukk can be outwardly charming, though they are not nearly as vain as the Cordrazine. However it would be unwise to trust this facade, as the Chukk lack any real sense of loyalty, only being kept in line by the use of force or the promise of riches. Piracy is a celebrated profession amongst the Chukk. They are naturally greedy and opportunistic, willing to kill and steal without a hint of remorse. However the Chukk are not foolish, and often recognize that discretion is the better part of valour.

## Racial traits

The default racial traits for Chukk are:

* Subterranean
* Poor Homeworld
* Peerless Spacefighters
* Fertile
* Repulsive

## Personality

The Chukk AI personality is randomised from the following traits:

* Aggressive
* Evil
* Mercantile
* Genocidal
* Cunning
* Prideful

## Notable Chukk

* **Xalador Xahn**, leader of the Chukk Affiliation
* Znod, Chukk Technomage

## Ships

Chukk ships have an aggressive posture, with lots of space for forward-facing weapon modules.

### Combat hulls

* Stinger (Fighter)
* Raider (Corvette)
* Scorpion (Frigate)
* Widow (Cruiser)
* Venom (Battleship)
* Tyrant (Titan)

### Non combat hulls

* Freighter
* Colony Ship
* Construction ship

## Trvia

* The Chukk's appearance was designed by M0AI, you can see their deviant art page here.
* According to the Stardrive 2 Digital Artbook, the artist commented that the ingame appearances of the Chukk ships are backwards, but Zero says they look perfectly threatening as they appear now.
Elephant Uplift

**Elephant Uplift** is a special project, which can be acquired from Suji (when hired) and has a cost of 1000 Research.

Completing this project adds three Elephant citizens in your empire if your colonies have room, or elsewhere if they do not. It also gives the "Uplift!" Steam achievement.

The following message is displayed on completition:

### *Rise of the Pachyderms*

*How the hero Suji came in sentience and began traveling the stars is a mystery even to her. Her people, the Elephants, are among the most intelligent and empathic creatures to rise from the human homeworld of Earth, but they are so very few in number largely due to their inability to technologically compete with Humans. Suji, however, was granted cybernetic augmentations and a neural interface allowing her to rapidly assimilate the necessary knowledge. The impediment to Elephant sentience was not a lack of capacity, but instead a truly alien mentality. Without ordered language, Elephant intelligence remained emotional, focused on the present, and unsuitable to dialog with humans.*

*But no more. Suji's Uplift Project has been a success. The remaining Elephant populations have been fitted with the necessary cybernetics. By and large, the Elephants have been truly ecstatic to receive the upgrades. Many have been become poets and singers and writers. Others, like Suji, have become scientists. And still more just want to keep on living like they have, but with the added benefit of being able to converse with one another and participate in society at large. Gain 3 elephant citizens, who will attempt to find a home in your empire. If there is no room for them on your colonies, they'll try to join other empires.*

Possible responses:

* *Long live the Elephants!*
Remnant Encounter

The first time a player enters a solar system that has a remnant fleet in it this event will be triggered.

**Remnant Encounter**

*One of our fleets has encountered a mysterious fleet that did not appear on our sensors until we entered the system. They are not responding to our hails. Lang range scans indicate that these ships possess an advanced arsenal of weaponry. It looks like they are setting an intercept course for our ships. We should assume they have hostile intent.*

* Very well.
SpaceElevator

**Space Elevator (Building)**

Even with orbital production facilities, a colony still must contend with logistical costs of lifting production materials to orbit. The space elevator is by far the most efficient method available. A long tether connects an orbital station to the surface. A robotic climber moves up and down the tether moving materials extremely efficiently. Cannot be built on Asteroids.

+25% Bonus to ship building
DarkParticleBeam: module

**Dark Particle Beam (Ship Module; Weapons)**

*The particles accelerated by this weapon aren't from around these parts, and that's about the only thing we know for sure about this weapon. We can summon these Dark Particles but we truly don't know why this weapon works. Even so, it is not necessary for us to exactly understand what the particles are. It is sufficient for us to understand that colliding them with matter at high speeds results in an extremely violent explosion of radiation.*
Leader

*Not to be confused with the "Leader name" option in campaign setup, which refers to the head of your empire.*

**Leaders** or **Heroes** are unique characters which the player can hire for credits. This is typically a lump sum followed by a certain amount of credits per turn. Leaders can be assigned to govern colonies, or to lead fleets. Each Leader has their own unique traits, and provides unique bonuses when assigned to govern a colony or lead a fleet. Leaders will also appear as ships on the strategy map and in space combat. Some have their own unique ships, while others are re-skins of existing ship hulls. Ships with unique hulls cannot be refitted. In addition, Leaders may appear in ground combat as unique ground units. Ground Combat capable leaders can be upgraded with skills, although generally 2 of their slots (with their unique abilities) are locked. If a player chooses not to hire a leader, they will remain available for 30 turns in the Leaders tab on the Empire Management Screen, before leaving.

## List of leaders

* Alix Black, Rogue Ace
* Anemenop, Master of Seas
* Blaster, Master Engineer
* Bloodfang, Albino Terror
* Crawl, Melancholy Inventor
* Equality 7-2521, Liberated Drone
* Fabulo, Vain Slavemaster
* Hurmglub, Elder Statesman
* Kerce, Draylok Nightblade
* LeTigre, The Enforcer
* Magister Kroll, Master Negotiator
* Malfillion, Rebel Smuggler
* Ozymandius, Forgotten King
* Rambowl, Grizzled Owlwok
* Rhigar, Noble Capitalist
* Sativa, Elder Budmaster
* Suji, Uplifted Researcher
* Tlik, Hivemaster
* Urson, Kulrathi Battlemaster
* Xalbar, Ralyeh Accountant
* Zapp Groening, Daring Idiot
* Znod, Chukk Technomage
Research Metal Debris

This special research project can be bought from "Krazy Eddy's Technology Emporium" for 2100 BC.

**Zentronium Armor (Ship Module; Defenses)**

*The metal debris purchased from Krazy Eddy has been thoroughly studied by our scientists. They have been able to engineer an entirely new alloy based on the metals found within. We're calling it Zentronium. It is both stronger and heavier than steel armor and could be very useful on our warships.*
Research

**Research** is used to unlock technologies.

## Generation

Research is produced primarily by planets. Each population produces 2 Research per turn at base, but this can be modified or supplemented by racial traits and buildings.

Other means of gaining research include the following:

* The Astrometrics Lab ship module produces 5 Research per turn.
* The Embed Mole espionage Operation produces 3 Research per turn towards an opponent's technology.

## Consumption

### Technologies

The primary means of unlocking technologies is by spending research towards them. Except for experimental technologies, each research tier has two or three technologies to choose from. Unless the race has the Creative trait, only one may be chosen; the remainder must be acquired via other means:

* Technologies may be traded for directly.
* The Smash and Grab espionage Operation gives an opportunity to steal an opponent's technology using ground forces.
* With the Assimilation trait and/or Xeno Assimilation technology, conquering a planet will grant one technology.

#### Cost

Non-experimental techs have a base cost depending on their level:

1. ↑ 7500 for Energy technologies

Experimental techs have a base cost of 500 regardless of level.

Each colony beyond the home planet increases tech costs by 5%.

### Special projects

Anomalies may present the opportunity for researching special projects.

*See Special projects*.

#### Bugs

If you have obtained the Creative trait and simultaneously have the ability to Sacrifice civilians, and the sacrificed civilian would finish the research, you will only get the bottom technology instead of all technologies.
FusionBeam: module

**Fusion Beam (Ship Module; Weapons)**

*The Fusion beam operates exactly as its name suggests, utilizing two particle streams which collide at the target point to create a fusion reaction. Typically used are the isotopes of deuterium or tritium, or a mixture of these isotypes. The particle streams do not create a self-sustaining fusion; rather, the cumulatie effects of billions of these micro-fusions is the source of the damaging energy.*
Gauss: module

**Gauss Cannon (Ship Module; Weapons)**

*Utilizing every known method of accelerating a projectile without generating heat, the Gauss cannon is a huge, long range stand-off weapon that deals heavy damage. It is a multi-stage magnetic coil / subspace coil accelerator deice that fires an inert projectile with so much force that it will punch through just about anything and keep moving. However, energy shields can stop this weapon, limiting its usefulness relative to advanced cannon weaponry.*
Special project

**Special projects** are research projects which can be acquired in several ways and completing them reward the player.

In some cases colonizing a planet with a negative trait gives a special project to remove the harmful effects. Also certain events or leaders provide special projects.

## List of special projects

* Elephant Uplift
* Research Destroyed Magazine
* Research Crew Protocols
* Research Complex Facility
* Research Ancient Data Crystals
* Research Quantum Schematics
* Research Small Shield Capacitor
* Research Scented Engine Core
* Research Silver Fluid
* Research Gear Housing
* Research Metal Debris
* Study Mysterious Asteroid
* Research EM Field
* Tame Dinos
* Study GrimDark Traverse
* Secrets of the Dimensional Rift
* Ghost Busters
* Osiran Studies
Healed Atmosphere

If one of the players planets become polluted, the player can construct pollution reduction building and achieve this event.

**Healed Atmosphere at (Planet)**

*You have successfully alleviated the negative effects of pollution on the planet (planet). Perhaps in the future you will be more careful with your industrial output!*

* (Remove Polluted Atmosphere Condition) Excellent news!
Research Small Shield Capacitor

This special research project can be bought from "Krazy Eddy's Technology Emporium" for 500 BC.

**Delta Shield (Ship Module; Defenses)**

*Our research into the strange capacitor-like device bought from Krazy Eddy reveals that it isn't a capacitor at all. It turned out to be a quick-regenerating compact shield. We're going to stick with calling it by its code name, the Delta Shield. This shield, while weaker and less efficient on average for its size, has twice the standard regeneration of larger Class I shields.*
Fabulo

**Fabulo, Vain Slavemaster** is a Cordrazine leader who players can hire to lead fleets.

Hiring Fabulo costs 100 BC initially and 2 BC per turn thereafter.

## Traits and bonuses

### Grant Tech: Slave Pits

Fabulo, Vain Slavemaster knows everything there is to know about making new friends the easy way, and grants you the Slave Pits technology (if you don't already have it) allowing you to build slave ships and to take slaves.

### Expert Slaver: +100%

Fabulo, Vain Slavemaster is an expert at taking slaves. When assigned to a fleet containing slave ships, slave ships in that fleet will operate with 100% increased effectiveness.

### Defensive Expert +15%

Fabulo, Vain Slavemaster is extremely knowledgeable about protecting vital ship systems. When assigned to a ship, all ships in this leader's fleet will take 15% less hull damage from incoming fire. Shield defenses are unaffected.

## Lines

**Flavour text on encounter:**

* *I have enclosed a small amount of ... Uh ... Perfume with my application. Please smell ASAP!*

**On being hired:**

* *Excellent! So you DID smell my application then, right? Good good. Now let's go capture - err - MAKE some friends, shall we?*

**On being rejected:**

* *WHAT!? Didn't you get my application? Didn't it have a nice, erm, fragrance? Darn! Your species must be immune. Darnit!*

**On being fired:**

* *WHAAAAAT!!? EEEEEEEEE \*sob sob sob\*. But but but! I LOVE YOU! Please! YOU JERK! I HATE YOU! \*sniff\**

**If the player is too poor:**

* *???*
MoloFarm: building

**Molo Farm (Building)**

*Molo plays an interesting role in the frontiersman's saga. Molo is essentially a giant alien mushroom that is as rich with nutrients as it is disgusting to eat. No one would eat it if they didn't have to, but the real benefit to Molo is that it will grow literally anywhere. The mushroom is capable of converting almost any substance, organic or inorganic, into useable energy. However, nobody likes eating the stuff, and a colony will suffer an approval penalty of -10 if they are forced to eat it. Furthermore, Molo Farms are somewhat labor intensive and have a high maintenance cost.*

Grows anywhere, +1 Food per Farmer, -10 Approval
Red Crystals

This event can occur randomly or not at all during some campaigns.

**Red Crystals Spotted**

*One of the automated drones that we use to map the edge of our known space have returned sensor data suggesting contact with an alien entity. The probe was destroyed, but before it was destroyed it sent back the attached image. It appears to be some sort of crystalline entity. Without a closer encounter we won't be able to determine its true nature. It may be advisable to prepare some sort of space defenses in case this creature starts seeking bigger game than an automated probe.*

* We should be wary of these strange beings.

After defeating the red crystal fleet.

**Crystal Shards Recovered**

*We have examined the wreckage - or perhaps corpse would be a better term - of the defeated red crystal. This examination has revealed two incredible facts. First, that the entities are capable of generating their own subspace field using some sort of resonance within their own crystalline structures. But this discovery pales in comparison to our second discovery: these particular crystals are wired up with some sort of electronic harness. More shockingly, the harness uses components that are clearly of our own creation. Some components even bear serial numbers that can be traced to our home world.*

* The plot thickens!

At this point an event is marked on the strategy map, until the player sends a fleet to that location the raids of angry crystals will continue.

**Crystal Field**

*This field of crystalline asteroids appears to be the source of the redcrystals encountered earlier. A great deal of subspace interference is preventing our scanners from getting a good read on the inside of the field. If we want to get to the heart of this mystery then we'll need to send a fleet into the field. We should prepared to encounter more of these red crystals.*

* (Combat fleet required) Very well. Send in the fleet.

* Perhaps we will return later.

**Victory over the Agitator**

*The mystery of the source of the aggressive crystals has been resolved, at least partially. It appears that it was indeed the work of some mad scientist agitator from our own species. Somehow this individual had managed to fit these crystalline entities with control harnesses and fill them with a rage directed specifically at us. It's intriguing science. We'll never truly understand why the agitator wanted to kill his own people. On the bright side of things, breaking down this technology and examining the remains of these crystals has increased our knowledge of Physics by 50 RP!*

* Great!
Photon Torpedo

Photon Torpedos are guided energy missles who hunt and seek down opponents, using their own payloads to maneuver themselves.
With their high velocity, mobility and high damage potential they are even able to kill fast and agile vessles easily.
It takes **2 x 5 fields** to install this weapon. Both, a frontal and side version, are useable.

**Pros:**

* strong anti-shield weapon (2000 standard damage / 2500 if overcharged)
* 10s relaod time (8s if rapid fire)
* item high velocity
* only energy is needed for realoading

**Cons:**

* damage reduction over distance
* high intial building cost (25 standard)
* need of an excellent reaktor since high realoading costs (500 or 625 energy per shot)
* short firing radius (400 units; not scalable)

**Conclusion:**
Strong late-game weapon if opponents rather use shields than armor. Also very convincing weapon vs corvetts and frigatts where not-guided systems (anti-matter cannons, nullfield guns...) tend to fail.

**Comparision to the Plasma Torpedo:**
The Photon Torpedo is very strong against *shields* and have high velocity, capable of following enemys in sharp angles and sidestepping. On the other hand Plasma Torpedos got no damage reduction at range and have higher over-time damage against *armor* and *ship hulls* but much lesser damage against *shields*.

**Naming:**
Photon Torpedos are named from Star Trek under the more formal name "Photonic Torpedos". They do not use light (photons) as primary explosion-source but a reaction of matter and antimatter with an annihilation process.
BomberBay: module

**Heavy Fighter Bay (Ship Module; Systems)**

*Heavy fighters straddle the line between corvettes and conventional fighters. The heavy fighter platform is based upon corvette designs. It maintains high maneuverability while offering superior firepower and defense over standard fighter bays. Each heavy fighter comes equipped with an energy cannon turret weapon based off your best point-defense technology as well as a heavy guided weapon based off of your best missile technology.*
Tropical Resort at (Planet)

*The beaches of (planet) in the (solar) system have long been known for their pristine sands, crystal coves, and tropical lushness. But as with any secret of such value, word was bound to get out. Today marks the opening of a massive tropical resort on (planet), catering to all species of aliens from all over the galaxy. The combination of tropical serenity with modern amenities is irresistible, and the colony gains +10 Approval.*

* Excellent News!
Private University

Building an imperial university on a colony may cause this event to be triggered.

**Private University built at (Planet)**

*Consistent investments in the sciences has attracted a private university to (planet) in the (solar) system. Brilliant minds from all over your empire will be attracted to this university, providing a +5% bonus to the scientific output of (planet). With additional government investments it is possible to double this bonus.*

* We do not need to invest further into this particular University, but welcome it to our world.

* (+2 BC Maintenance, +10% science) If we invest government funds into this University, then we will reap even more rewards!
AdjustmentCenter: building

**Adjustment Center (Building)**

*It is inevitable that two alien cultures living side-by-side will have some difficulties. This is especially true if, for instance, one alien culture is holding the other as slaves. A good way to eliminate these conflicts is through the efficient...re-adjustment...of alien ideals. The Adjustment Center therefore makes a fine addition to any world with racial conflict.*

Eliminates Racial Conflict on Colony
Space Creature

**Space Creatures**, sometimes called Space Monsters, are large beings that have adapted to or evolved for life in outer space. There are two main kinds of Space Creatures in Stardrive 2. They are hostile and can be found on the strategy map. Similar to Remnants and some Pirates, Space Creatures typically guard star systems with desirable planets.

## Crushas

Crushas are large electrically-charged lobster or scorpion-like creatures. Huge Crushas often carry a compliment of Tinycrusha "fighters".

* Phase Crusha
* Huge Crusha
* Tinycrusha
* Ionic Crusha

## Crystals

Crystals are strange mineral entities which come in two varieties: Blue and Red (Angry).

* Crystalline Entity
* Mature Shard
* Shardling
* Shard Fighter
* Angry Crystal Shard
* Huge Angry Crystal
Shields 1: module

**Class I Shields (Ship Module; Defenses)**

*Defensive shielding protects a ship from harm by projecting an intense energy field in the direction of incoming projectiles. Shields can be installed in any of the four external quadrants to protect that quadrant. Alternatively, a shield module can be placed in the interior central hull, although the protective energies will be divided equally between the external quadrants. Shield quadrants can be depleted individually.*