recursal/Fanatic-Fandom huggingface dataset:
Colony

Systems are the hubs for resource production in Endless Space 2.  They contain up to six Planets, have their own respective star type, and pool the resources from those planets with a collection of bonuses and modifiers.  The Industry production of all planets within a System is used to construct System Improvements.  The Food production of all Planets within a System determines its Population growth rate.  The system's Influence production adds the the System's Influence area and vision range in the galaxy.  Players may set an Automation Policy for the System, which will automatically product System Improvements and manage population within the System, but is unlikely to make optimal decisions.  Ships are also constructed by Systems in the same method as System Improvements.

## Approval

There are two types of approval, System Approval and Empire Approval. Systems have an independent approval rating, i.e. System Approval, based on the happiness of its population.  High approval rates confer bonuses, while low approval lowers resource output.  If a system is unhappy for long enough, it will enter into revolt, and need to be appeased with Luxury Resources or threatened by spending Manpower.  Overpopulation of the System, and Overexpansion of the Empire bring penalties to approval.  Planet types have different modifiers to approval, which is also affected by Luxury Resources and Planetary Anomalies.  The System's approval also contributes to Empire Approval, which is a weighted average of System Approval by population.

   There are various effect for each status of System Approval and Empire Approval. For example, you will get +25% Food and +25% Influence for system when System Approval is Ecstatic. For more details, take a look at Approval page.

Actions within the system generate support for various Political Parties in the Senate.  Systems not well represented will receive penalties to approval.

## Population Growth

The combined food output of Planets contributes to the System's Population Growth.  The System's population panel contains information about the growth rate.  The current stock is the cost of a new unit of population, which rises as the system's population grows.  The next population type is determined by the current proportions of populations within the system, as well as proximity to allied Major Civilizations and Minor Civilizations.

## Governors

Heroes can be assigned to a system as a Governor, giving the System bonuses.  All heroes start with one System Bonus trait, which can be identified in the Hero's Skill Tree.  Additional bonuses can be added with various hero skills.  Governors gain XP for each item constructed by the System.  Systems producing a high number of constructions will level their Governors faster.

## Spaceport

Once a System Development Project has been constructed, a Spaceport becomes available in the System.  Population units can be moved into the Spaceport and sent to another colonized System at the end of the turn.  Population held in the Spaceport provides no bonus, but it can serve as temporary storage in a full System.
Creator of Wealth

Creator of Wealth is a Great Deed on the Economy and Trade technology tree. It rewards the first faction to produce 100 dust in a single star system.

"*To some, Dust is a miraculous substance coveted for its power as much as for its trade value. To others, Dust is merely a way of keeping score and seeing who is ahead in the great game of political domination. Regardless of how you may feel, it is time to show the riches you are able to produce.*"

### 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

## Creator of Wealth

* Be the first to produce 100 Dust in a single star system (0/100)
* Rewards: 75 Titanium (not confirmed if the reward varies).
Distributed Coupled AI

Distributed Coupled C5AI is unlocked at the stage four of the military technology tree.

## Distributed Coupled C5AI

+3 Command Point on Empire

*"Massive AI brains firing simultaneously are required to handle the myriad calculations of large fleets in battle. These track battlefield events in detail, even down to individual pieces of shrapnel."*
Mr Farmer

Foes: Briscore

### **Personality**

Mr Farmer is either grumpy or extra grumpy. However despite his *constant grouchy mannerism* towards perhaps every situation thus far, he has rainbows of endearing personality. There have been numerous occasions, in quite a few flavours, when he would help Drake Pansymar. Everything from emotional support to battling monsters.

Mr Farmer is a guardian for Drake Pansymar, acting like a Father/Mother figure. Sometimes, he would talk to Drake and help him emotionally, or other times doing basic favours like lending him his scarecrow. Mr Farmer has also been giving him books, telling him good morals and possibly teaching/encouraging Drake Pansymar's basic self-defence, sword combat and overall adventure/travel lifestyle. Deep down, Mr Farmer cares about Drake by showing support.

### **Skills**

Mr Farmer is an excellent farmer, which is appropriate given the name Mr Farmer. He commands his own army of barn yard animals to do his bidding to go fight a Briscore, for example. Although he mentions that he also cares for his animals. It's evident that he's also good at doing vegetation farm work, as clearly shown with his collection of hay in a few scenes near Mr Farmer's Barn. It is slightly implied that Mr Farmer has taught Drake Pansymar the basics of combat, although that is not yet confirmed. Mr Farmer is also more experienced than Drake Pansymar, so therefore he has more knowledge too. Plus, he is good at riding on a pony!

### **Weakness**

He is not the best fighter in the world, since he has been captured by the briscore before. He is a farmer, not a fighter. Moreover, he has a sense of duty to protect Drake Pansymar out of harm. As a guardian who loves his son, he has this emotional responsibility to save him when possible. This could get himself hurt/killed if he is not careful.
Might of the Endless

Might of the Endless is a technology which unlocks one Empire Improvement in Might of the Endless, and is one of four required technologies for the Science Victory. Requires three Tier 5 technology from the Military and the Empire Development trees.

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

### Note

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

## Might of the Endless (Empire Improvement)

* +3 Command Points on EMpire
* +20% Troops Health on Empire
* +20% Troops Damage on Empire
* +15% Manpower capacity on Empire
Advanced Non-Baryonics

Advanced Non-Baryonics is a technology on the Science and Exploration technology tree. It unlocks one System Improvement in Battlefield Archeology.

"*Exploration into the nature of anti-particles, coupled with a better understanding of the effects of polarity and time on non-baryonic matter, is beginning to unlock a great deal of insight into all forms of matter. Everything is strange and new in these experiments, from the math required to understand it to the building necessary to contain it.*"

### Note

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

## Offensive Laboratories

* +20%  Science per Empires at War
* +10%  Science
* -64 Upkeep
* Political Impact:  Scientists

Cost: 4480  Industry, 5x  Quadrinix

"*Instruments of warfare, both past and present, are analytically parsed for scientific/creative insights. During wars, scavenge craft can scour battlefield for enemy ordnance to be reverse engineered.*"
Changelog: 1.5.55 - PatchPreview

Our producer informs me the new version of the beta should be available now on the patchpreview branch.

Here's the changelog CaptainCobbs has provided:

* Xirmisala Law and traits added (not lored yet, has stand-in name/description)
* Fixed empire relic effects
* Diplomacy relic effect chagned to +5% influence radius per turn enabled, +1 minor relation per turn
* Fixed several issues with how Planet FIDSI was calculated
* Fixed Planet FIDSI breakdowns saying everything is "from planet"
* Fixed several buildings that say "per Anomaly", "per Resource Deposit", and "per Moon" actually meaning "on planets with anomalies/deposits/moons" instead
* Replaced Nakalim vision skill with a new ground battle-related skill
* Added new defensive ground battle strategy - Rally (AI is not yet set up to use it)
* Added Nakalim variants of Rally and Preemptive Bombardment (tied for Collection Bonus)
* Fixed Nakalim collection bonus not working on custom factions or having localization
* Added empire improvements to upgrade Rally and Preemptive bombardment in the Military Quadrant of the tech tree
* Updated a lot of descriptions and tooltips to be more accurate to the new Nakalim mechanics
* Fixed buildings being able to be built multiple times
* Fixed relics not spawning (currently not spawning as intended, but they're there)
* Added an Empire Chronicle filter for the Nakalim
* Technologies with Nakalim-unique variants have been marked as affinity techs
* Excluded Nakalim from affecting Sophon Omniscience
* Ruins can be awoken by Heroes
* Fixed mods adding custom game options / factions from crashing the game on removal due to their options being saved
* Fixed "Hacking is not available during this game" spamming diagnostics and making them unreadable
* Added Industry stock display to the System Industry breakdown
* Empire Relic slots now cost 2 relics
* Added HeroSkillReferences for simulation descriptors applied to systems orbited by the hero
* Cathedrals are now built for every 4 temples in empire, not just on System
* Fix Science breakdown being inaccurate due to some modifiers being hidden from the tooltip
* Nakalim now start as Ecologist senate, allowing them to colonize any system early (more political changes planned since they aren't properly maintaining the religious party)

Source: https://steamcommunity.com/app/392110/discussions/0/6222330214306280225/?ctp=4#c5276582532031767447
Author Portal

Hello Authors and those looking to contribute to the wiki!

Make sure you read the Wiki Rules!

If you are looking for things to do, I've made a handy list below.

* Pages without Images
* Orphaned Pages
* Dead-end Pages
* Broken Redirects
* Wanted Templates
* Wanted Images
* Wanted Pages
* Categories without pages

Alternatively, check out the Community page

If you are looking for something specific, such as a list of icons, or a list of templates, I've included a list of helpful things below

* List of Templates
* List of Icons
	+ Note that many pages manually insert the icon images. Don't do that! Use the Icon template, as indicated on this page - it's easier to do, and it sets alt text, sizing, and links automatically.

If you find any content missing, such as images, pages, or information, please feel free to add it and populate it with data!

If you need any support you are free to contact me (Captain Cobbs) or CreakyWiki on either the Discord, Games2Gether, or here.

Author To-Do List:

* Tech Tree
* Lore
Sitemap

Buildings/Farms/Towns:

* Bank
* Campsites
* Clothing Store
* General Store
* Gunsmith
* NPC Farms
* Safe Houses
* Safe Towns
* Saloon
* Sheriff's Office
* Storage

Character:

* Clans
* Health
* Horse

Gameplay:

* Civilian
* Deputy
* Farming
* Land Deed
* Lock Picking
* Map
* Mining
* Outlaw
* Quests
* Relic
* Reputation
* Wanted

Weapons/Deployables/Items/collectables:

* Animal Trap
* Flowers
* Weapons
Deep Space Personnel Systems

Deep Space Personnel Systems is a Tier 3 technology on the Military technology tree. It unlocks two modules in Antipersonnel Defense Drones and Boarding Pod Basic.

This technology is a chain technology leading to Deniable Operations.

*"Deploying out of a perfectly good ship in the middle of an endless void requires excellent survivability and delivery technology. DSP systems do a maximum to ensure that the boarding parties reach their targets to successfully execute their missions. On the down side, of course, it also leads to advances in antipersonnel technology."*

### 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:

## Antipersonnel Defense Drones (Support Module)

* Damages
	+ Additional Manpower 150
* Protection
	+ Boarding Pod  damage -20%
* Cost: 100

## Boarding Pod Basic (Weapon Module - Boarding Pod)

* Damages
	+ Manpower DPS (damage): 5
	+ Duration of Boarding engagement: 10
* Protection
	+ Boarding Pod Health: 200
* Ranges
	+ Short - Optimal (100%)
	+ Medium - Optimal (100%)
	+ Long - Optimal (100%)
* Special
	+ This module cannot be fitted on Heavy Mounts.
	+ Boarding Pods reduce  of enemy Ships every second. The enemy Ship is captured if a Boarding Pod is active and the Ship reached 0 . Manpower damage is impacted by relative Infantry strength. Boarding Pods will not target Hero Ships, Arks or Behemoths.

* Cost: 50 , 50
N-Dimensional Industry

N-Dimensional Industry is a technology on the Empire Development technology tree. It unlocks three support modules, the Antimatter Lock-On, OCX R/R Unit and the Strike Multiplier.

"*By Exploiting the nature of reality on either very small (sub-quantum) or very large scales, powerful effects can be achieved that partially fold and reshape reality upon itself.*"

### 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.

## Antimatter Lock-On

* Damage per targeted CP (4%)
* Can only be installed on Protector-class or Coordinator-class Ships

Cost 25 Industry, 2 Antimatter

## OCX R/R Unit

* Influence per destroyed Command Point (20)

* Can only be installed on Protector-class or Coordinator-class Ships

Cost 35 Industry, 1 Orichalcix

## Strike Multiplier (squadron)

* Damage per second (25%)

* Critical attack (5%)

Cost 70 Industry, 2 Antimatter
Chaotic Meteorology

Chaotic Meteorology is a technology on the Empire Development technology tree. It unlocks two System Improvements in Cloud Seeding Swarms and Cultivation Institute.

"*Predicting the weather is a fraught science that has embarrassed forecasters of all stripes across the ages. Being a perfect example of a chaotic system, the smallest imprecisions in determining the exact initial conditions swiftly leads to unpredictable futures. The science of chaotic meteorology, however, changes all that, enabling more robust and durable forecasts.*"

### 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.

## Cloud Seeding Swarms

* +20 Food per Gas
* +20 Food per Lunar anomaly
* -64 Dust Upkeep
* Political Impact: Ecologists

Cost 2240 Industry

"*Operating out of solar platforms stationed around gas-giants and planetary satellites, these autonomous robotic swarms use precise meteorological forecasts to deliver cloud seeding minerals just where they are needed. Working at high-altitude in gas-giant atmospheres or lunar gravity wells, the swarms create huge cloud systems that can greatly promote agricultural yields.*"

## Cultivation Institute

* +10 Food per Planet.
* +10% Food.
* Political Impact: Ecologists

 Cost 4480 Industry, 5 Quadrinix

 "*Working off detailed meteorological models, these space-based modelling stations employ supercomputing server farms of unimaginable processing power to analyze thermal gradients in dry or hot planets. Armed with this knowledge, the institute gives precise seed planting instructions to maximize food yields on these planet types.*"

## Chaotic Meteorology (Unfallen Affinity)

This faction-specific technology replaces Cloud Seeding Swarms with Extreme Agrarians, improving the amount of Food produced.

*"No strangers to the art of weather forecasting, for the Unfallen predicting the weather is a fraught science. Being a perfect example of a chaotic system, the smallest imprecisions in determining the exact initial conditions swiftly leads to unpredictable futures. The science of chaotic meteorology, however, changes all that, enabling more robust and durable forecasts."*

### Extreme Agrarians

* +30 Food per Gas
* +30 Food per Moon
* -64 Dust Upkeep
* Political Impact: Ecologists

Cost 4480 Industry

"*With the ability to plant crops in regions that were previously deemed too climatically difficult, the Unfallen can raise yields across systems, especially on less hospitable worlds.*"
Changelog: 1.5.53 - PatchPreview

A few months ago at Amplified, we briefly mentioned that we were working with some community members on creating one more patch for Endless Space 2, with the goal of addressing some common bugs as well as working on balance and some of the less popular features to create a better game experience.

Our first gameplay changes will focus on the Nakalim and the Academy, but as we are still finalizing the design of these changes, they are not ready to test yet. In the meantime, we wanted to provide you with a beta version so you can test (and hopefully benefit from) some bugfixes we have done, including a fix to the Academy fleets starting the game much more powerful than intended!

* Battle Result Notifications no longer block the turn, while keeping the big stability improvement that originally caused this issue (**Note:** This fix works for Single Player and Multiplayer hosts only, but not Multiplayer clients, who will still need to dismiss the battle report notification to let the end turn progress)
* The Academy's aggression & power level now starts at 0 and grows slower, before it started out near or above max due to the galaxy generation process triggering it
* Isolated systems are no longer blocked from being colonized by the quest Death Without a Corpse
* Horatio's Main Quest: Chapter 2 (Industrialist) will no longer get stuck if another empire destroys the fleets (It will complete)
* Relics gained from converting will always be 2, it is no longer scaled by gamespeed which resulted in 1.33 relics on slow
* Quest "Forged in Battle" Now is 25-55 turns instead of 10-70 by galaxy size
* System Trade Value no longer scales with Game Speed
* The mining probe lifetime of multiple Behemoth modules is no longer additive, now taking the highest instead
* Influence gained from Lumeris pop bonus is now shown in the Empire Influence tooltip
* Unfallen Terraform Options (Hot types to Forest) now use the forest art (previously all were Savannah)
* Optics Research Lab's Yield is now shown in the System Science Tooltip
* All Singularities now affect heroes as intended
* The Diagnostics should no longer be filled with errors if the Nakalim main menu screen is displayed

You can access this beta version by going to to the Betas tab of the game properties on Steam and choosing the **patchpreview branch**. If you try the beta, please make sure you have **disabled all mods**. (If you previously used a mod that adds additional options to the new game settings, make sure to return to settings available in the base game before turning off the mod.)

Our primary contributors for this patch will be CaptainCobbs and Cyrob, so please share your feedback with them if they ask you about your experience. And feel free to share your feedback in this thread as well.

Source: https://community.amplitude-studios.com/amplitude-studios/endless-space-2/forums/65-general/threads/52284-es2-community-patch-beta
Applied Cryogenics

Applied Cryogenics is a technology on the Empire Development technology tree. It unlocks the Medium Hunter class ship for that faction and the Antimatter Lenser support module. It also unlocks Flexible Behemoths.

"*Transforming the storage of otherwise highly perishable foodstuffs, this technology has consequences for both ship design and culinary standards.*"

### 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.

## Flexible Behemoths

* +7000 Health on unspecialized Behemoths
* Set the Module multiplier to 4x on Behemoths

*"Some useful improvements for Behemoth-class ships would be additional slots for modules and greater survivability."*

## Medium Hunter-class Hull

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

## Antimatter Lenser

* Support Module
* Increases chance to be targeted (10)

Cost: 20 Industry, 2 Antimatter
Changelog: 1.3.14 - Hotfix

**[FIXES]**

* Fixed a compatibility issue with machines using Intel Iris 5100 & Pro 5200 that resulted in an indefinite hang on loading
* Fixed compatibility issue with the following integrated graphic chipsets: HD Graphics 5000, 5100, 5200, 5300, 5600
* Fixed an issue in which industry production was permanently sapped to 0 if a planet terraformation type was switched with another while an infinite improvement was queued - this could be exploited multiple times to get more resources

**[ES2 STORIES]**

* Fixed the German version of a comic displaying Spanish dialog, por razones qué no sabemos
Interleaved Orichalcix

Interleaved Orichalcix is a technology on the Military technology tree. It unlocks three Battle Tactic's in Calculated Risks and one Defense Module in Extreme Impenetrable Plating.

"*Experiments in combining organic matter with threads of orichalcix in horticultural research stations has unlocked an incredibly resilient form of the metal--interleaved orichalcix--which can enhance hull integrity considerably.*"

### 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 Impenetrable Plating (Defense Module)

* Protection
	+ Health bonus (480)
	+ Projectile defense (100)
	+ HP repaired per damage absorbed (0.5)

Cost: 55 Industry, 2 Orichalcix

## Cloaked Strike (Support Module)

* Protection
	+ Fleet evasion when engaging (30%)

* Special
	+ Fleet cloaking level (3)
	+ Can not be equipped on Juggernaut or Obliterator

Cost: 180 Industry, 20 Quadrinix
Changelog: 1.5.3 - Hotfix

**1.5.3 Hotfix**

* Nakalim Quest Chapter 4 now takes into account if you researched Evaporation Inhibitors or Climate Engineering before accepting the quest. Unfortunately, this does not take retroactively and you will have to start a new campaign to finish this objective (though the other objectives work fine in existing campaigns.)
* Nakalim can no longer construct infinite copies of the Graviton-Shielded Laboratory
* Added a missing text when forcing peace on a Nakalim Empire
* Fixed localization displaying “TBD” even though a localized text existed
Deed

## Deeds

A deed is a challenge where the first empire to achieve it will gain a bonus or a unique structure (if building it is the challenge). Each Branch of technologies has 5 stages, of which 3 have deeds. In order to unlock a deed, a certain number of technologies of the previous stage of the same branch have to be researched. See the "lock" symbols next to the "stage x" label on the stages.

Note: Besides the Wonder Deeds [ITER, Trade Clearing Bureau, ect], all possible deeds are chosen at random, with no regard to which empires are being played. It is possible to get Spin-off Incubators while playing Sophons with no Lumeris players in the game
Citadel Extensions

Citadel Extensions is a technology on the Empire Development technology tree. It unlocks the System Improvement Scientific-Military Complex and Weaponized System."*Given that there is already a substantial technological base in a system defended by a Citadel, additional scientific and industrial research can be done in parallel with the Citadel's primary role.*"

### Note

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

## Scientific-Military Complex (System Improvement)

* +20% Science
* +20% Industry
* Upkeep: 64 Dust

Cost: 4480 Industry, 25 Orichalcix

*"By turning over parts of the giant Behemoth hull to research teams, and linking these directly to new planetary installations, flexible projects can be executed that speed scientific and industrial output."*

## Weaponized System (System Improvement)

* +1000 planetary manpower capacity
* +25% Defending troops health
* +25% Damage done to attacker during ground battle
* +20% Industry
* -15% Food
* -15% Dust
* Upkeep: 64 Dust

Cost: 4480 Industry, 25 Quadranix

*"The goal of this effort is to convert a star system into a war machine. While the production of Food and Dust drop significantly, highly advanced weapons systems and highly trained troops turn this System into a very dangerous target."*
Modules

**Ship Design**
Weapon Modules
Defense Modules
Support Modules
Squadron Modules

## Ship Design

This page lists all of the ships available to this faction, and lists what sort of equipment they're able to equip.

Each ship in the game has a set of slots it can equip armaments on; these are limited to only allow certain kinds of things in certain slots. This is indicated with a series of icons. If a slot includes more than one icon, then it can hold either kind of equipment.

 = **Attack**: slugs, missiles, lasers, beams, et al. Notably does *not* include fighters/bombers.

 = **Defense**: shields and armor.

 = **Utility**: engines, damage enhancers, targeting modifiers. Some items like probes are limited to explorer vessels, and some other modules can only be equipped on support ships.

 = **Squadron**: i.e. fighters/bombers.

 = **Heavy Weapons**: A weapon slot with doubled stats, which also can mount certain exotic weapons like Blast Effect Batteries, or on Carrier-class ships, can even mount Core Crackers.

Each ship comes with several  neutral slots, which are available immediately once the ship is available. Most ships have a second upgrade that can be researched which unlock a set of additional slots, but to equip an item in these slots, you have to pay a single unit of a strategic resource, such as  or .

Every kind of hull has a name to it, but every particular player-designed equipment loadout does as well. We list the default name the game gives for the equipment loadout in quotes after the hull class name.

Ships have a  size modifier which multiplies the cost of a piece of equipment, and the power of it. Ships also have a  command-points modifier which lists how many 'slots' a ship takes in a fleet. Neither of these vary from faction to faction.

To make the information easy to read, we tally up the number of different slot types available to a ship under the heading **"Available Slots"**. Quite a few slots are hybrid slots, so this number varies depending on what you commit the slot to being, since using a slot for one purpose means you're now *short* one slot for whatever the other option was. Because of this, these numbers are usually a "range" rather than a single value.
Changelog: 1.5.58 - PatchPreview

* Fixed Gas Planets having a FIDSI penalty when their associated tech is researched
* Fixed Nakalim hull upgrade technologies upgrading wrong hulls
* Fixed Riftborn not having access to Influence Conversion
* Fixed the Academy and Minor Factions suffering from missing colonization tech penalties
* Fixed systems donated to the Academy referencing resources that do not exist
* Fixed crash relating to loading a save with a defeated empire
* Fixed having Influence over the Unfallen giving negative diplomatic pressure
* Fixed not being able to attack the Academy when at war (requires a change of diplomatic state on loaded saves)
* Fixed Vodyani not having their explorer hull tech moved to the correct place
* Fixed Vodyani "Evacuate System" not being available after Brainwashing a minor faction
* Fixed Vodyani & Nakalim not being able to use minor faction boosts after Brainwashing/Aligning a minor faction
* Fixed Arks not showing Module Multiplier
* Fixed "Shield Reload Per Phase" not being affected by module multiplier
* Fixed Custom "Shipbound" factions not having the correct Ark Essence Cost formula
* Fixed effect from "Smoking Gun Part 2" not applying to systems as it should
* Fixed movement bonus from "En Passant" sometimes not applying
* Fixed the Umbral Choir "Wildlife Module" and "Self-Surveiller" not having any effect
* Fixed growing multiple population not correctly selecting next population type
* Fixed being able to donate Academy systems to the Academy
* Fixed some Behemoth upgrade effects not applying to all Behemoths
* Fixed Flotilla shields not having any effect
* Fixed some removed technologies still being rewarded, crashing the game
* Added icon for Nakalim "Divine Sentry" fleet action

### Changes

* Updated credits to include the team for the (Re)Awakening patch
* Made Involuntary Nomads and Slumbering Ruins traits incompatible (due to gameplay conflicts)
* Updated Academy Diplomacy screen to show a breakdown of current sources of Academy Relation
* Nerfed Influence from Awakening Systems from 50 to 20
* Nerfed Nakalim relic action, now gives 2 relics instead of 3, costs 20 relation
* Reduced overall kinetic weapon damage by 10%
* Increased overall energy weapon damage by 10
* Adjusted ranges of starting battle tactics

### AI

* Space Combat Tactical AI has been improved
* Ship Design AI has been improved
* Fixed the AI not searching curiosities on its own systems
* Fixed AI not using Economic Behemoths correctly
* Added "IsAI" property on ClassEmpire for modders
* Improved Minor/Academy/Pirate Tactics Card selections
* Improved Vodyani AI fleet management

### Modding

* Added new documentation, "AIGain.md", which lists all potential AI Gain inputs
* Added new documentation "LaunchArguments.md", which lists useful launch arguments relevant to moddingPlease let us know in this thread if you encounter any problems or bugs.

Source: https://steamcommunity.com/app/392110/eventcomments/3874841262742180553/?tscn=1701275933#c4034724996301869515
Economic Victory

Redirect to:

* Victory Conditions#Economic
Economic Victory is one of the six Victory Conditions in the game.

Economic Victory involves earning a certain amount of dust throughout the entire game. This amount of dust required depends the speed of the game and the size of the galaxy.

The Lumeris faction is especially suited to attaining this victory as they have a number of extra methods of generating dust. However Industrialist and Militarist factions can also attain this victory quite easily if they have a good early game.

### Dust Modifiers for Economic Victory

Total dust required is calculated by the following formula: *Economic Victory = 450000 x Speed Modifier x Size Modifier*

 Normal
 Slow
 Endless

 Small
 Medium
 Large
 Huge
 Colossal
 Exceptional
Changelog: 1.0.37 - Hotfix

**[FIXES]**

* Fixed several ships configuration preventing potential crashes
* "Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions
* Transvine system development now correctly gives +2 happiness/pop
* Fixed luxury Resources deposits not applying their Approval bonus per Population

**[BALANCE]**

* Reduced the Approval bonus per Population of Transvine deposits from +4 to +3
Low Temperature Construction

Low Temperature Construction is a technology on the Empire Development technology tree. It unlocks a hull upgrade for the factions Medium Hunter-class ship.

"*It may be energetically expensive, but constructing metal allows a few microdegrees above absolute zero, allows the structure to attain a level of regularity that is impossible for traditional methods. Materials are even stronger as a result.*"

### 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.

## Enhanced Medium Hunter-Class Hull

* Unlocks additional Adamantian module slots for Hunter-Class hulls.
* +50% Ship Manpower capacity.
Changelog: 1.5.3 - Awakening

**New Features:**

**Academy Diplomacy**

* The Academy now owns systems and expands slowly
* The Academy fields fleets to protect its territory
* Isyander regularly offers four different leadership positions in the Academy with associated special Abilities
	+ These roles can be obtained by contributing the requested resource
	+ You can prioritize roles by drag-and-drop
	+ When the request ends, the highest contributor will be granted their highest priority role, then the second-highest contributor receives their highest priority remaining role, etc.
	+ When holding a role, you may rent the associated flagship by paying a one-time fee and the ship's upkeep
	+ The Available roles are:
		- The Spear of Isyander: Temporarily assumes command of the Academy Master Attack Fleet.
		- The Vault Keeper: Can choose one party not represented in their senate to unlock all its laws.
		- The Master of Dust: Can spend the Academy's diplomatic Dust reserves during negotiations with other empires.
		- The Librarian: Can ask Isyander questions about the current state of the galaxy and its history, as well as access information about all heroes in the galaxy.
* Attacking the Academy will incur reparations and will nullify any contributions made to requests until these reparations are paid in full.
* Hacking the Academy offers new, unique outcomes.

**Named Ships**

* After obtaining a role in the Academy, you can spend Dust to hire the flagship of the related branch of the Academy to serve in your fleet

**New Faction: The Nakalim**

**Affinity: The Last Empire**

* You can collect Relics by using a special fleet action that takes a few turns to finish
	+ Relics can be assigned to heroes to unlock a new set of skills
	+ Relics can be assigned to your empire for economic bonuses
	+ Unassigned Relics produce science
* You can construct the “Temple of the Lost” Planetary specialization
	+ Temples force the Planetary FIDSI output to 0, but increase border growth of the system
	+ Systems under the Influence zone of a Temple can be gifted to the Academy (similar to peaceful conversion)
	+ The Academy will grant you a one-time reward when you convert a system
	+ The system will pay a regular tithe to you
	+ Systems converted to the Academy count as your systems for the purpose of conquest victory

**Trait: Forgotten Lore**

* You start the game with all techs in the first two rings unlocked.

**Trait: Beliefs Not Breakthroughs**

* -50% Science output on Systems.
* Science output of Planets is set to 0.

**New Minor Faction: The Xirmisala**

* New Assimilation trait
* New hero

**Fixes:**

* Fixed a freeze when quitting from the main menu
* Buffed several faction-specific defense modules to be in line with new defense values
* Science Agreement yield growth now scales with game speed
* Custom Factions with Involuntary Nomads now have the same number of support slots on the Argosy as default Vaulters

**Known Issues:**

* Multiplayer games may desync on the first turn. Reloading should fix this issue.
* There may be lines without localization. If you find any, feel free to report them in the Typos and Localization thread.
Heroes List2

**Work in progress**

### Skills Mastery

* Wit  focuses on trade, diplomacy and empire resources.
* Labor  focuses on system resources output.
* Command  focuses on commanding fleets and winning battles.
* Wanderlust  focuses on exploration, movement and galaxy actions.

Starting skills are underlined.

Hero amount

Venetians: 5
Vaulters: 4
Vampirilis: 4
Unfallen: 4
UmbralChoir: 5
TimeLords: 4
Terrans: 8
Templars: 5
Sophons: 5
Primitives: 11
Pirates: 9
Insectoids: 6
Horatio: 5
Hisshos: 4
Endless: 2
Cravers: 5
Advanced: 9
Juggernaut Battle Upgrade

Juggernaut Blueprints is a technology on the Military technology tree. It unlocks Ion Wave.

*"Enhancing the power output and the inertial stability of the Juggernaut hulls permits the use of heavier ship-to-ship weapons."*

### 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

## Ion Wave

Unlock the Ion Wave ability for Juggernaut: it will instantly destroy all the fleets on the node (only ships in the Juggernaut's fleet are immune). It will leave your Juggernaut unable to move for 3 turns, unable to attack if it is involved in a space battle.

*"This massive Area Of Effect weapon does 100% Damage to all ships on node except in the Juggernaut's fleet."*
Nano Aquaculture

Nano Aquaculture is a technology on the Empire Development technology tree. It unlocks one System Improvement in High Serenity Program and one Planetary Specialization in Bio-Enhancement Facility.

"*The construction of nano-machines--or nanites--capable of operating in liquid environments with various conditions of salinity, temperature, pressure, and microbial life has a range of potential applications. Research into energy sources, locomotion, and self-repair enables a whole ecology of these liquid nanites to be developed.*"

### Note

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

## High Serenity Program

* System Improvement
* +10 Approval per Empires in Alliance.
* +5 Approval per Empires at Peace.
* -64 Dust Upkeep
* Political Impact: Ecologists

Cost 2240 Industry, 5 Quadrinix

"*Discovered through a freak accident, particular strains of chlorophyll were found to promote intense feelings of euphoria when inhaled in very precise doses. This program can generate high approval boosts for every peace or alliance treaty that the empire currently enjoys.*"

## Bio-Enhancement Facility

* Planetary Specialization
* +3 Influence per Population
* Political Impact: Religious

 Cost 80 Industry

 "*In this state-of-the-art complex, a planetary-wide program of mental enhancement can be rolled out for the entire population. Liquid nanites with sophisticated control algorithms and delicate receptors can be injected straight into the cerebral cortex via spinal cord, offering synaptic cleaning services. Farsighted thinking is enhanced, resulting in better public discourse, an a more influential population.*"

## Nano Aquaculture (Ship Bound Affinity)

This faction-specific technology only includes High Serenity Program.

"*The construction of Church approved nano-machines--or nanites--capable of operating in liquid environments with various conditions of salinity, temperature, pressure, and microbial life has a range of potential applications. Research into energy sources, locomotion, and self-repair enables a whole ecology of these liquid nanites to be developed.*"
Changelog: 1.0.57 - Hotfix

**[FIXES]**

* Fixed bailiff failing to correct some situations (singularities ending at unexpected times, happiness changes, etc.) resulting in bankruptcy and defeat
* Election actions are now correctly displayed in the Election screen after one of them is selected
* Fixed position of weapons on the Vodyani medium attack ship
* Fixed an issue where the AI was unable to create a proper planet destroyer ship
* Fixed Ark populations being mutinous after attaching while they should be content thanks to the law "Saints and Sinners bill"
System Improvements WIP

Redirect to:

* System Improvements
System improvements are structures or programs which change the operation of the system. They can increase the system's FIDSI output, increase approval in the system, make systems more resistant to invasions, etc.

s

### Label

s

Food Improvements

Industry Improvements

Dust Improvements

Science Improvements

Influence Improvements
Wealth of the Endless

Wealth of the Endless is a technology which unlocks one Empire Improvement in Wealth of the Endless, and is one of four required technologies for the Science Victory. Requires three Tier 5 technology from the Military and the Economy and Trade trees.

"*Infinitely expandable quantum computers with simple time-shift ability are an example of the kind of technology now available. Perfection in pricing, planning, and executing anything from stock trades to massive multi-year projects can be done with an efficiency not seen since the Endless ruled the galaxy.*"

### 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

## Wealth of the Endless (Empire Improvement)

* +40% Star System Trade Value on Systems
* +15% FIDSI on Systems
* -20% Dust Inflation on Empire
Agri Drugs

Agri Drugs is a technology on the Empire Development technology tree. It unlocks one System Improvement in the Patriot Pills Plant and unlocks a hull upgrade for the factions Small Defender Class ship.

"*Pharmaceutical research into the mind-expanding compounds found in rare plants, combined with newer methods of plant grafting and genetics, can result in processed foods that help make more pliant civilians.*"

### 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.

## Patriot Pills Plant

* +20% Food to Manpower
* -8 Dust Upkeep
* Political Impact: Militarists

Cost 320 Industry

"*Advances in crop bioengineering permit a wide range of useful applications. Not only can consumers be healthier and happier, but with the careful inclusion of certain psychoactive molecules the entire population can become more patriotic and devoted to their nation.*"

## Enhanced Small Defender-class Hull

* Unlocks additional Hyperium module slots for Small Defender-class hulls.
* +50% Ship Manpower capacity
Advanced Game Theory

Advanced Game Theory is a technology on the Military technology tree. It unlocks two Weapon Modules in Advanced Positron Beam and Advanced HELL Array Laser.

"*Fighting equally intelligent battle systems often leads to stalemate, as both parties can predict and enact optimal solutions. Advanced Game Theory, utilizing relativistic physics, helps get back the edge.*"

### 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

## Advanced Positron Beam

* Damages
	+ Damage per second (30)
	+ Critical hit chance (10%)
	+ Weapon type (Energy)
	+ Crew killed per hit (6)
	+ Damage to shield (+20%)
* Ranges
	+ Short - Optimal (100%)
	+ Medium - Optimal (100%)
	+ Long - Optimal (100%)

Cost: 71 Industry, 3 Antimatter

## Advanced HELL Array Laser

* Damages
	+ Damage per second (51)
	+ Critical hit chance (19%)
	+ Weapon type (Energy)
	+ Hull penetration (+20%)

* Ranges
	+ Short - Average (50%)
	+ Medium - Optimal (100%)
	+ Long - Average (50%)

Cost: 57 Industry, 2 Antimatter
Dust Micro-Loans

Dust Micro Loans is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Interspecies Cooperative and increases the health of troops with Mobile Cyrogenics.

"*A pioneering economic experiment in giving small micro-loans of Dust to the majority of citizens, has been shown to have a range of potential benefits.*"

### 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: Pacifists

## Interspecies Cooperative

* +10%  Dust per Friendly Major Faction
* Political Impact: Pacifists

Cost 2240  Industry, 5x  Adamantian

"*A financial institution set up with the express purpose of facilitating business between small entrepreneurs of different empires. As well as handling the usual banking services, the Interspecies Cooperative advises on, for example,. how a Sophon should approach a Horatio for business (a gift of a mirror is recommended), and vice-versa.*"

## Mobile Cryogenics

* +30% Troops Health on Empire

"*Battlefield survivability is augmented by these miniaturized systems, that can put badly wounded soldiers into states of hibernation in order to keep them alive until proper medical attention can be given.*"
Quests

Quests are special events that reward empires for completing certain tasks. They can be solo, cooperative, or competitive.

*This page is a placeholder to list quests until all Category:Quests are completed. Also see* Category:Events

Template Quest Page

Riftborn Faction Quest

WIP Layout for Faction / Solo / Competitive / Cooperative quests

Chapter 1. Beachhead - Part 1 - Faction Quest Example

Food Fight - Competitive Quest Example

Dust to Dust - Solo Quest example

The Living Plague - Two-part Solo Quest example.

## Faction Quests

Each faction has its own unique quest with many parts and choices which give significant rewards when completed. See Faction Quests

## The Academy

See Academy Quest

Academy Final Quest

## Exploration Quests

Some quests appear randomly from progressing to new turns or exploring curiosities.

### Multiple Parts

* +

* Dust to Dust
	+ Scientists: Send a fleet to the quest marker (30 Titanium)
	+ Scientists: Send an expedition to the indicated curiosity (150 Dust)
	+ Militarists: Destroy the pirates!
* The Good Life
	+ Bring the [faction] vessel to one of your systems with at least 3 available population slots
		- Reward: 50 Influence, an exploration ship, and 1 population unit of [faction]

### Single Part

* The Cartographer's Request
	+ Search the curiosity on the planet when you're ready to give up 10 Titanium, 10 Hyperium, 5 Adamantian, and 5 Antimatter
		- Reward: 100 Redsang, Sykagoia location (Unique Huge Monsoon, provides: 18 food, 2 tech, 4 dust, 9 science, 5 influence per population)

## Competitive Quests

* The Means of Production
	+ In 20\* turns, own the system producing the most Industry in the galaxy.
	+ Reward: 500 Dust, 75 Hyperium.
Behemoth Generators

Behemoth Generators is a technology on the Science and Exploration technology tree. It unlocks one Support Module in Behemoth Scanner, and two Behemoth Improvements in Basic Behemoth Propulsion and Basic Behemoth Scanners.

"*Massively increasing the power output of the Behemoth design will permit the ships to be equipped with more powerful engines and scanners.*"

### 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.

## Basic Behemoth Propulsion (Behemoth Improvement)

* +2 Movement Points on Behemoth

*"A simple adaptation of Carrier-class engines for driving the enormous bulk of Behemoth-class ships."*

## Basic Behemoth Scanner (Behemoth Improvement)

* +4 Vision range on Behemoth

*"These scanning systems have been adapted for use on the unusual gravitational and magnetic environments of the Behemoth hulls."*

## Behemoth Scanner (Support Module)

* Movement points 2
* Vision range 8
* Behemoth only Module

Cost: 60 Industry