recursal/Fanatic-Fandom huggingface dataset:
The Niris

### Assimilation Trait

**Green Streak (50/70 Chance):** +5  per Fertile (+5  per Fertile if "Honor Bound")
**Hay Makers (20/70 Chance):** -25%  Consumption on Happy

*Hailing from a vibrant ocean-world, a short time ago the Niris' home planet wasn't always so brimming with life.*

## Lore

A time of rampant expansion and population growth led to the ecosphere coming close to utter destruction. Today, endless miles of bleached coral, huge rusting industrial facilities, and the mass graves of extinct fellow sea-dwellers still litter the ocean floor. These act as a constant reminder to the Niris, and help sustain their ecological outlook on life. Now, among the remains, harmonious technologies maintain clean oceans and support myriad colorful life. Despite using inventive liquid tanks to traverse the land, the Niris are still most at home in water; the interiors of their space craft are more like verdant aquariums than typical sterile ships.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events
 Niris Law
 **Editor's Notes:** This is potentially a +20 flat bonus from 'system level' if you've got a L4 system, in addition to the sizable per-pop bonus. The best thing about the per-pop bonus is that it scales perfectly with exactly the thing you're trying to fight - negative, per-pop maluses on less-than-perfect planets. It's great for almost any strategy, and if you're playing economically, it could kick in right when you're trying to push a few systems past the limit allowed by all the expansion techs, or if you're doing conquest, it helps immensely with taking the happiness hit of numerous, occupied enemy systems.

 Potential Population Quest Rewards

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

##### Cephalopod Pains

* **Accesibilize**: (Industrialist) +2  per Niris for 20 turns
* **Ghettoize**: (Industrialist) +5  per Niris on Ocean or Monsoon for 20 turns
The Kalmat

### Assimilation Trait

**Evolutionary Algorithms (50/70 Chance):** -10% Bandwidth Cost on Hacking Programs
**Twitch Infiltrators (20/70 Chance):** +10% Hacking Speed on Empire

*A rugged, resilient species, the Kalmat are masters of survival and cybernetics.*

## Lore

Evolving on a volcanically-active planet, the tardigrade-like Kalmat rose to sentience while descending into the depths. Great eruptions spewed vast toxic plumes into the atmosphere, rendering the surface uninhabitable for all except the most robust of life, and like many, the Kalmat battled violently for sanctuary in the earth. With ruptures still dangerous, survival became a matter of evacuating underground settlements rapidly, and the Kalmat developed sophisticated monitoring and communication abilities. Allied with advances in materials science, the Kalmat became masters of machine learning, often integrating cybernetics into their physical forms. Today, knowing their future will always be tenuous on such a homeworld, they are setting off for the stars.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Kalmat Law
 **Editor's Notes:** This boosts your Bandwidth by 20%. Really no fine print on this one.
Strategy
Rare Curiosities

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

## Rare Curiosities

* Reveal curiosities related to Rare Luxuries

"*Powerful probes, equipped with quantum computers and nano-baryonic particle scanners, can uncover even the most exotic and rare resources.*"
Xenolinguistics

Section

Economy and Trade, Stage 1

Base cost

95

Political impact

Xenolinguistics is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Xeno-Industrial Infrastructure and allows for the exploitation of Titanium Strategic Resource deposits.

> Whether you wish to make trade, research, wage war, or have peaceful relations with aliens, their communications must first be studied and conversation brought to a higher level than merely dropping prepositions and speaking more loudly.
>
>

It is the Starting Technology for The Cravers and The United Empire and it can be selected when creating a custom faction (costs 10 points). The Sophons have their own version of this technology thanks to their "Sophons" Affinity trait.

Xeno-Industrial Infrastructure

 System Improvement (Industrial)

A better understanding of alien biospheres and alien workers permits the development of industrial projects that take these into account. By adapting tools, sites and processes to local environments, large projects become much more efficient.

Effects:

+10  per Fertile
+10  per Planet
+10  per Temperate

Cost:

320

Political Impact:

 Industrialists

Upkeep:

4

Titanium Refining

 Titanium (Resource Exploitation)

There are some technical difficulties in refining higher-isotope ores such as assuring purity, quantity, and stability. Advanced machinery and processes ensure that the titanium produced is of impeccable quality.

Effects:

Enables exploitation of  Titanium

## Xenolinguistics ("Sophons" Affinity)

This faction-specific technology replaces Xeno-Industrial Infrastructure with Mega-Indy Consultancy.

> *Whether you wish to make trade, research, wage war, or have peaceful relations with non-Sophons, their communications must first be studied and conversation brought to a higher level than merely dropping prepositions and speaking more loudly.*
>
>

Mega-Indy Consultancy

 System Improvement (Industrial)

Sophons are always happy to glean industrial engineering tips and tricks from their galactic cousins, and with the Mega-Indy Consultancy firm in-system, industrial productivity can skyrocket across a range of planetary conditions. Who says consultants don't earn their keep?

Effects:

+10  per Cold
+10  per Fertile
+10  per Planet
+10  per Temperate

Cost:

280

Political Impact:

 Industrialists

Upkeep:

4
Developing Empire Laws

Developing Empire Laws is unlocked once an empire has reached Stage Three of the Empire Development technology tree.

## Developing Empire Laws

* +1 Law slots on Autocracy
* +1 Law slots on Democracy
* +1 Law slots on Dictatorship
* +1 Law slots on Federation
* +1 Law slots on Republic

 "*The increasing sophistication of your government and public institutions permits your Senate to have more laws active.*"
The Cravers/Traits

Militarist insectoid devourers of planets, the Cravers are a people bent on war, expansion, and consumption.

About
Gameplay
**Traits**
Ships
Strategy

## Traits

Craver Gameplay Affinity
 Big Fleets II
 Crowded Planets II
 Eternal War
 Fearless Warriors I
 Haroshem Citizens
 N-Way Fusion
 Xenolinguistics

## Starting Condition

The Cravers start with Husk, a Unique Planet that is Jungle-type making it both Hotand Fertile . It gives 6  Food, 5  Industry, 5  Dust, 2  Science perPopulation. It starts with a depletion score of 116.5/150.

Their initial population consists of 2x  Cravers and 1x  Haroshem. While their initial resources consists of 100  Dust and 456  Manpower.

Their government is an Autocracy, with  Militarist being the main and only Political Party. There are in total 4  Militarist representatives on the Senate.

Because of the faction trait, the Cravers will start with Xenolinguistics and Survival Suits already researched. Unlocking the Stage Two of Economy and Trade and Military, respectively. As well as unlocking the former's Deed.

They initially have 3 Ships, consisting of:

* 2x Explorer
* 1x Colonizer

## Population Traits

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

**Notes:** When using Luxury Resources on Craver populations, instead of doubling the effect of the population they will gain a +2  bonus instead.

## AI Personality Traits

* **Militarist:** This empire will choose war over peace and will try to expand.
* **Isolationist:** This empire will protect itself against economic war.
* **Cruel:** This empire will tend to conquer systems and exterminate populations.

## Faction quest rewards

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

 1.2
 2
Health Bonus: 10, Health Percentage Bonus: 10%, Shield Capacity: 270, Energy Defense: 31. Cost: 35 Industry 2 Titanium.
+40%  Refill rate on Heroes (Systems and Fleet), +20% Health Regen on Heroes, +20% Ship HP Regen on Hero Assigned Fleet.
 4

1. ↑ About Reyaryn Cious: He joins empire at level 8, his starting skills are +20% damage on his ship and +1  per population. The Virtual Endless skill tree is unique and includes the following skills: *Arcane Knowledge 1 & 2*: +10 (+20)  on System, +10 (+20) per Anomaly on colonized planets in System *Galactic Sense 1 & 2:* +1 (+2) Movement and Vision range on Fleet *Grease the Wheels 1 & 2:* -20% (-40%) Upkeep on assigned Fleet *Defensive AI Integration:* +10% Shield Capacity on assigned Fleet *Chrono Ordnance 1 & 2:* +40% (+80%) Shield Penetration on assigned Fleet *Endless Charisma:* +40%  refill rate and maximum  on assigned Fleet
Pious Timekeeping

Pious Timekeeping is a technology on the Science and Exploration technology tree. It unlocks two Support Modules in All Must Worship III and All Must Study IV. This technology is only available to a faction with the Ship Bound affinity.

"*A special diet for Vodyani citizens that subtly alters natural biochemical balances, causing shortened sleep cycles. The additional waking hours can be used for a number of more devout activities.*"

### 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: Religious.

## All Must Worship III (Support Module)

* Special
	+ +25 Influence from the Star System
	+ +10% Influence from the Star System

Cost: 60 Industry

## All Must Study IV (Support Module)

* Special
	+ +50 Science from the Star System
	+ +15% Science from the Star System

Cost: 60 Industry
The Unfallen/Tutorials

* Multiple vineships working on the same system are recommended for quick expansion.
* It's worthwhile to tech into the military tree to increase your maximum fleet size, as a fleet of 8 vineships\* should be capable of vining an entire system in a single turn.
* Either defend these with a fleet directly or give them a clear starlane in case you need to make an emergency escape.
* Adding a single support ship to a vineship fleet with a **cloaking module** is a very convenient way of making your expansion easier.
* If you start adjacent to cravers, it is commonly accepted wisdom **to ask for a remake of the game.**

\*As of patch 1.5.31 S5 Gold-Public
The Pulsos

### Assimilation Trait

**Thinkers and Tinkers I (50/70 Chance):** +1  on Systems per Curiosity Discovered on Empire (also affects Riftborn Outposts)
**Thinkers and Tinkers II (20/70 Chance):** +20% Facilitating Link  cost reduction on Technology costs

*This nation, a scientific splinter of the Harmony, seek greater knowledge of Dust in order to better understand the galaxy and seek the Core.*

## Lore

The Harmony, a species of sentient crystal, traverse the universe seeking its mystical Core. Attuned to waves and radiation, their voyage was interrupted by the confusion that Dust wrought upon their senses and bodies. While most Harmony strive to pass beyond the Dust-tainted galaxy and continue their quest, the **Pulsos** are a Dust-infected subgroup that have decided to stay and study this mysterious phenomenon.

### Leadership

The Pulsos are led by **Caxalxsixox**, who as leader volunteered to travel among the other races of the galaxy to better understand their nature. Analyzing their tools and societies to understand more of the powers and possibilities contained in Dust, Caxalxsixox fulfills a lonely if important role. Regardless, while the leader travels, soaking up knowledge and transmitting it back to the Pulsos using their innate mastery of quantum coupling, the others bask in the data stream that Caxalxsixox creates, forever recording and studying.

## Population Traits

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

 Potential Population Quest Rewards

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

##### Desperado

* **Eliminate**: (Militarist) +3  per Pulsos on planet with Strategic Resource for 20 turns
* **Negotiate**: (Militarist) +3  per Pulsos for 20 turns
* **Help**: (Militarist, requires Sophons) +2  per Pulsos for 20 turns
Ubiquitous Surveillance

Ubiquitous Surveillance is a Tier 1 technology on the Military technology tree. It unlocks one System Improvement in Big Data Shipyards and one Support Module in O2G Delivery Gear.

"*Everyone's safer when nobody has any secrets, right? Every part of the world is awash with data capture devices from nano-cameras to eavesdropping files to chemical sniffers, not to mention digital trawlers.*"

### Note

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

## Big Data Shipyards

* +40 Initial XP on ships on Fleets
* Cost: 160
* Upkeep: 2
* Political Impact:  Militarists

"*Building on Autonomous Construction technology, shipyards are able to integrate data from the empire's fleets--from deep space, from battle, from stellar anomalies--to construct vessels at the absolute cutting-edge of ship design. As a result, new vessels leave the shipyards as if they'd already spent considerable time in the great beyond.*"

## O2G Delivery Gear (support module)

* Additional Manpower: 50
* Manpower Deployment Limit (ATK): 25
* Health bonus: 50
* Cost: 45
Quantum Evasion

Quantum Evasion is a technology on the Science and Exploration technology tree. It unlocks one Support Module in Ori-Bot Swarm.

"*Given sufficiently advanced materials and sufficiently advanced technology, ship systems can be developed that phase in and out of physical space and time in immeasurably small movements. Partially hacked from Riftborn tech and partially the product of Sophon genius, the results speak for themselves.*"

### 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.

## Ori-Bot Swarm

* Repair fleet after battle (15%)
* Repair fleet during battle (15%)
* Can only be installed on Protector or Coordinator ships.

Cost: 180 Industry, 6 Orichalcix
The Unfallen/Strategy

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

About
Gameplay
Traits
Ships
**Strategy**

## Mini-guide by Knofbath

Biggest thing with Unfallen is their colonization method. You can stack Vineships into fleets and vine systems faster. On normal speed, 8x Vineships will 2-turn it, 15x Vineships will 1-turn it. Add a Seeker hero with bonus movement, like Sophon or Vodyani to help them have less downtime moving between systems.

Unfallen are Pacifists by nature, so you should definitely look into getting a large Alliance up. But your goal is to Vine the entire galaxy, so you shouldn't be afraid to go to War and take some territory. Make sure to unlock Guardians on all fertile worlds of your allies. If someone else starts getting close to victory, and your vine network isn't close enough to capture their systems, then send a couple of fleets in to Pillage their systems.
Squadron Modules

Redirect to:

* Modules/Squadron
Squadrons: Available on bigger ships, squadrons provide units of smaller ships that will deploy in battle. They are divided into two specializations:

* Bombers: Specialized in damaging other, larger ships, they are quite fragile but can do massive damage.
* Fighters: fast and mobile, fighters will escort bombers to defend them from other fighters or simply defend your own ships from enemy fighters.

## Fighters

* 40% damage vs Small ships
* 25% damage vs Medium ships
* 10% damage vs Large ships

## Bombers

* 50% damage vs Small ships
* 100% damage vs Medium ships
* 150% damage vs Large ships
Immortali

Gli **immortali** sono esseri immuni alla morte per mezzo di qualsiasi mezzo convenzionale, ciò li separa dai mortali regolari. Questa categoria include gli Dei egiziani, nordici e greco-romani, i Titani, i giganti, i Mostri e alcuni Semidei che hanno accettato anche l'immortalità. Ci sono stati casi in cui un mortale o un semidio era dotato di immortalità da parte degli Dei, di solito come ricompensa per un grande atto di eroismo. A Hercules e Percy Jackson, o per essere uniti in matrimonio con un dio, come nei casi di Psiche e Arianna.

## Caratteristiche

Gli immortali sono immuni alla morte in qualsiasi forma. Non invecchiano e non possono morire a causa di veleno o malattie. Sono immuni a tutte le armi usate dai mortali, poiché non sono forgiati con metalli magici come Bronzo celeste, Ferro dello Stige, Oro imperiale o Acciaio osseo. Se i loro corpi vengono in qualche modo danneggiati o distrutti, alla fine si riformano, sebbene la durata di questo processo possa variare da giorni a secoli.
Quasi tutti gli immortali sono generalmente nascosti alla vista umana dalla Nebbia e hanno abilità soprannaturali che superano di gran lunga quelle dei normali mortali. Tendono a mostrare una certa prevedibilità: la maggior parte tende ad essere molto orgogliosa e arrogante, non disposta ad accettare l'aiuto di esseri inferiori fino al punto di svanire. Gli immortali tendono a seguire "modelli", poiché la Seconda Guerra dei Titani e la Guerra dei Giganti sono entrambe semplicemente la storia che si ripete, anche se con alcune variazioni.
Score Victory

Redirect to:

* Victory Conditions#Score
The score victory is one of the six Victory Conditions in the game.

If you have the highest score at the last turn of the game (dependant on settings) you win the game.

Your score is determined based on:

* Population
* Colonised star systems
* System level upgrade
* Technology
* ~~Trade~~
* Hero levels
* Battles
* Quests
* Laws

Here the exact calculation for the victory score:

* population any type: +3 points each
* hero level: +2 points
* quest: + 4 points
* tech first level: +4 points
* tech second level: +6 points
* tech third level: +8 points
* tech 4th level: +10 points
* tech 5th level: +12 points
* tech 6th level: +16 points
* new system: +12 points
* system level upgrade: +6 points
* won battle: +2 points
* laws: +3 points
* assimilated minor system: +5 points
* wonders: +20 points
* war won: +5 points

The amount of turns in the game depends on your game speed:

* Endless: 600 turns
* Slow: 450 turns
* Normal: 300 turns
* Fast: 150 turns

# Strategy

Due to the nature of this Victory Condition there isn't anything specific to target.

All Factions are equally good at achieving this Victory Condition.
Untracable Markets

Untraceable Markets is a technology on the Empire Development technology tree. It unlocks one System Improvement in The White Market. This technology is unique to the Lumeris Faction.

"*Lumeris "numbers" (or economists as other races call them) have invented some clever systems that would allow the creation of what they're calling untraceable markets. Peacetime relations are necessary for the systems to be flawless.*"

### Note

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

## The White Market

* +5% FIDSI per Friendly Major Faction
* (Can only be built once per Empire)
* -32 Dust Upkeep
* Political Impact: Pacifists

Cost 6240 Industry, 25 Adamantian, 25 Antimatter

"*Black markets are generally sordid, grubby Dust-making endeavors on the margins of society, always under threat of closure. The White Market, by contrast, hides in plain sight, siphoning off wealth of all varieties from peaceful trading empires. It is the magnificent epitome of market capitalism, where the loser is the other.*"
Resources

A major concept in ES2 are "resources" - special substances of great commercial, industrial, and scientific import. These can be acquired and stockpiled, and can be used for a variety of benefits. They're tracked as numerical quantities measuring the size of your current stockpile (a stark contrast to some famous games like Civilization 5 and 6, which track some resources by the number of 'sources' you have available), and can be bought, found, traded, or harvested (in an infinitely renewable manner) from deposits on planets you have access to.

Resources are broadly divided into two categories, "Strategic" and "Luxury", based on how they're used, but outside of usage, the mechanics behind them are largely identical.

## Further Reading

* FIDSI
* Manpower
* Approval
* Strategic Resources
* Luxury Resources
The Pilgrims

### Assimilation Trait

**Zealous Exploration (50/70 Chance):** +50% Probe Speed, +50% Probe Vision Range on Empire
**Anomalous Science (20/70 Chance):** +5  Per Anomaly on Systems in Empire

*Elevating science to a near spiritual pursuit, the Pilgrims possess a religious dimension and place great import in the search for ancient artifacts.*

## Lore

Born from a mix of dissident scientists and intellectuals unhappy with the authoritarian rule of their United Empire government, the Pilgrims' true calling came when they discovered a vast cache of Endless artifacts in the Kuiper-belt of an alien star system. Still living a semi-nomadic lifestyle as they fled United Empire retaliatory fleets, the Pilgrims developed a mystical fascination and reverence for the Endless. Previously friends with the Sophons, they are a blend of educated scientists and tattooed mystics, and have dedicated themselves to finding the Endless homeworld of Tor.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Pilgrim Law
 **Editor's Notes:** The in-game description is pretty terse (and subject to a lot of different valid interpretations), so it's worth explaining the details. **This law makes all enemy fleets visible on the world map, even if they'd normally be hidden in fog-of-war.** This does not provide any sight "around" the fleets—you can't actually see the systems they're in, just the ships/fleets themselves.
You are allowed to click on them and see their loadout, just the same way you'd be able to if they're visible via normal means. This is of particular strategic value, because in normal gameplay, you often don't get any warning of an oncoming enemy fleet until it's too late to reconfigure your ships to counter them.
This applies to both enemies and friends. That is - it works regardless of whether you're in War, Cold War, Peace, or even an Alliance (although since an alliance already gives shared vision, that's a moot point).
**Cloaking Notes:** This law does not natively allow you to pierce cloaking and see cloaked ships. I haven't tested the following statement yet, but I suspect that if you unlock the anti-cloaking technologies on your empire, it will.

Strategy
The most obvious and valuable payoff of this is that you can see your enemies' entire fleets, **all of them**, and thus switch from making fairly wild (and often incorrect) guesses to hard, concrete knowledge about your opponent - direct knowledge about how big their armies are, where they're built, what direction they're coming from, etc. Indirectly, this also lets you make much better guesses about where their empire's territory is, how big their empire is, and what their production capacity is like.

## Trivia

* The Pilgrims were a major faction in Endless Space 1, for more information, read more here.
The Riftborn/Traits

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

About
Gameplay
**Traits**
Ships
Strategy

## Traits

Riftborn Gameplay Affinity
 Biophobic
 Titanium Mine
 Hyperium Source
 Plasma Metallurgy
 Wary Travelers
 Xenobiology

## Starting Condition

The Riftborn start with **Vanguard**, a Unique Planet that gives 4 , 2 , 4 , 8 . In addition, because of the faction trait the planet will always have poor  Titanium and  Hyperium deposits, giving it +1  and +1  bonuses, respectively.

Their initial population consists of 2 Riftbornand 1 Epistis. While their initial resource consists of 250  and 220 .

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

Because of the faction trait, the Riftborn will start with Xenobiology and Plasma Metallurgy already researched. Unlocking the Stage Two of Science and Exploration and Economy and Trade, respectively, as well as unlocking both of their Deeds. Additionally, because of the unlock of certain more advanced modules, initial Ships will have **Basic Warp Drive** instead of **String Gravitics Engine**.

They initially have 2 Ships, consisting of:

* 1 Explorer  **Ship** equipped with the Modules of 1x **Basic Warp Drive**, 1x **Basic OPAL Laser** and 1x **Improved Probes**.
* 1 Colony  **Ship** equipped with the Modules of 1x **Basic Warip Drive**, 1x **Basic Colonization**.

They also have an initial Hero called "*e*". It is a  Riftborn  Overseer within the  Industrialist Political Party. It has the Unique Skills of  +10% Shield Penetration on Fleet to the fleet it was assigned and  +10  Science per Anomalies  on Colonized Planet on the System it was assigned.

Their initial Battle Tactics are **Turtle**, **Power to Shields** and **Take Trophies**.

## Population Traits

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

**Notes:** Riftborn population ***cannot*** use Luxury Resources to double the effect of their population trait, and neither can they increase the pop creation chance, since they are "built" rather than "born".

## AI Personality Traits

* **Pacifist:** This empire will sign contracts more easily, try to maintain alliances and will favor peace.
* **Isolationist:** This empire will protect itself against economic war.
* **Innovative:** This empire will try to research a lot of technologies and unlock new stages of technology first.

## Potential Unique Faction Quest Rewards

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

 2
 3
 4
Pervasive Coupled C5AI

Pervasive Coupled C5AI is unlocked at the stage five of the military technology tree.

## Pervasive Coupled C5AI

+4 Command Point on Empire

*"The final step in battlefield computing, interconnected giant AI battle systems are miniaturized to the point where bases, ships, and projectiles are totally interconnected. At this level of sophistication, large-scale fleet actions can be handled without degrading system efficiency."*
Tensor Algorithms

Tensor Algorithms is a technology on the Military technology tree. It unlocks two Weapon Modules in Advanced Unstable Slugs and Advanced Positron Torpedoes.

"*Underpinning advances in coordinating battlefield assets, tensor algorithms marry higher-order mathematics and computable instructions to make systems more reactive.*"

### 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 Unstable Slugs

* Damages
	+ Damage per second (92)
	+ Critical hit chance (9%)
	+ Weapon type (Projectile)
	+ Crew killed per hit (2)

* FLAK
	+ Damage vs missiles (300)
	+ Damage vs squadron (8)

* Ranges
	+ Short - Effective (85%)
	+ Medium - Average (50)
	+ Long - Poor (10%)

Cost: 68 Industry, 2 Adamantian

## Advanced Positron Torpedoes

* Damages
	+ Damage per second (96)
	+ Critical hit chance (5%)
	+ Weapon type (Projectile)
	+ Crew killed per hit (10)

* Protection
	+ Salvo health (115)

* Ranges
	+ Short - Poor (25%)
	+ Medium - Average (50%)
	+ Long - Optimal (100%)

Cost: 57 Industry, 3 Adamantian
Obliterator Missile Velocity

Obliterator Missile Velocity is a technology on the Military technology tree. It unlocks Warp Missiles.

*"Advancements in hull strength and module reliability will permit the firing of heavier Obliterator missiles that reach their target faster."*

### 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

## Warp Missiles

+50% Obliterator Porjectile Speed on Fleets.

*"These warp-accelerated Obliterator missiles reach their objectives faster."*
The Sophons

A nation of restless, argumentative scientists, the Sophons eagerly take death-defying risks in the laboratory.

**About**
Gameplay
Traits
Ships
Strategy

*The Sophons are a curious, peace-loving race whose highest ideals are found in scientific knowledge and technological advancement. Keen to explore and understand the mysteries of the cosmos, they believe the universe is something to intellectually master. Although pacifist in outlook, and despite frail bodies not used to violence, Sophons can construct vessels of devastating offensive capability.*

## Lore

Curious, analytical, and inquisitive, the Sophons are a people who pride knowledge above all else.

No theory – or machine – is so perfect that it couldn't be improved with a bit of tinkering; advances come both in great leaps and in tiny increments. And, occasionally, violent explosions.

The Sophons travel the galaxy driven by their thirst to discover and understand. As such, they view war as nothing more than a distraction from the important things in life. However, with their advanced technologies, they can become a surprisingly dangerous foe.

### Leadership

The Geniocratic Demarchy of Hekim (also referred to as the Sophon Republic or simply "Sophonity") is ruled by a triumvirate. While the structure and responsibilities can change with each new government, the current roles are:

**Ziawauid Deaimim** - *Provisor of External Affairs* (diplomacy, defense, etc.)

**Leumac Seyaga** - *Provisor of Internal Affairs* (police, infrastructure, etc.)

**Keuytha Chuedoal** - *Provisor of Future Affairs* (education, research, etc.)

### Homeworld

The Sophons evolved on Hekim, a cold and rocky world orbiting a blue star. Due to the high radiation levels of their sun they mutated and evolved quickly. As a result, despite their frail form and almost suicidal level of curiosity, the Sophons somehow survived the process of natural selection and developed a civilization.

In a surprisingly short time, the Sophons were traveling along the cosmic strings of the galaxy.

### Society

Sophon society is devoted to learning, philosophy, exploration, and study. They view the universe not only with awe, but also as an intellectual puzzle for them to unravel. Optimistic, they hold full faith in scientific progress and technological advancement.

To the Sophons war is a wasteful undertaking, imposed on them by more warlike aliens. They prefer cooperation with and, if possible, the studying (with occasional dissection) of other species.

## Trivia

* The Sophons were a major faction in Endless Space 1, you can read more about them here.
Programmable Quadrinix

Programmable Quadrinix is a technology on the Military technology tree. It unlocks two Weapon Modules in Extreme Anti-Gluon Beam and Extreme TERACO Laser.

"*Successfully storing the stuff is one matter, but if you want to do anything useful with quadrinix you need to be able to shift it. And in the case of military uses you want to be able to do that fast. Fortunately, the invention of heavy matter-quadrinix software interfaces, allows precisely that.*"

### 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 Anti-Gluon Beam

* Damages
	+ Damage per second (36)
	+ Critical hit chance (10%)
	+ Weapon type (Energy)
	+ Crew killed per hit (10)
	+ Flotilla collateral damage received (10%)
* Ranges
	+ Short - Optimal (100%)
	+ Medium - Optimal (100%)
	+ Long - Optimal (100%)

Cost: 95 Industry, 3 Quadrinix

## Extreme TERACO Laser

* Damages
	+ Damage per second (59)
	+ Critical hit chance (23%)
	+ Weapon type (Energy)
	+ Flotilla collateral damage received (10%)
* Ranges
	+ Short - Average (50%)
	+ Medium - Optimal (100%)
	+ Long - Average (50%)

Cost: 80 Industry, 2 Quadrinix
Space Loop

Space Loop is a faction-specific technology on the Empire Development technology tree of the Vaulters. It unlocks one Improvement in System Science and one Portal Upgrade: Broadcast.

*"Advances in public transport and materials permit the creation of flexible tubes that can deliver passangers from a planet's surface to low orbit in a matter of hours. Exploitation of public space infrastructures becomes an easy goal."*

### 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: Ecologists.

## Portal Upgrade: Broadcast (Portal Upgrade)

* -50% Influence Conversion rate on Systems where Portal

*"All traffic that passes via the Portal receives a brief mention on social communications channels--always with a positive, empire-friendly spin on it. Neighboring systems are flooded with continuous impressions of the strength and efficiency of your empire."*

## System Science Station (System Improvement)

* +5 approval per Anomaly
* Upkeep: 32 Dust

Cost: 6240 Dust, 25 Adamantian, 25 Anti-matter

*"This publicly accessible space platform, somewhere between museum, laboratory, and theme park, turns the science of anomaly study into a place where children and adults can both learn and play. With the null-g roller coaster next to the large array telescope, there is something for everyone."*
The Gnashast

### Population Bonus

+50 Damage done to Attacker during ground battle. +50 Damage done to Attacker during ground battle on Fertile.

### Assimilation Trait

**Hard Hitters (50/70 Chance):** +750 Damage done to attacker during ground battle on Systems
**Monstrous Opponents (20/70 Chance):** +15% Infantry Damage, +15% Infantry Health on Empire

*Deeply territorial, the Gnashast will defend their lands with great determination and great violence.*

## Lore

A relatively-recent addition to the isles of its home planet, the Gnashast are the descendants of benthic horrors that crawled onto the land a few hundred thousand years earlier. With the existing fauna ill-prepared to survive this new onslaught from the depths (especially as sea levels rose, lessening the amount of habitable land) the Gnashast quickly became the planet's primary predator; now entering the space age they are still as aggressive as when they made their first forays onto the tidal flats of their homeworld. Not the most welcoming of races, the Gnashast nonetheless can make strong allies if handled well.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Gnashast Ground Battle Defense Strategy
 Effect:
* Defender Troops Max Health: +30%
* Improvement Destruction Probability: -25%
* Population Destruction Probability: -25%
* Minimum Damage Dealt to Attacker: +500
 **Editor's Notes:** It's very important to note that *contrary* to what one might expect from reading the description, compared to the vanilla "Protect System" strategy, this *only* boosts the "damage dealt to attacker" part. The other boosts to max hp and destruction probability are identical. The way the description is phrased suggests it gives a boost above-and-beyond "Protect System", but instead the description is just a rehash of what "Protect System" gives.
Strategy

 Potential Population Quest Rewards

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

##### Deadly Stakes

* **Lockdown**: (Militarist) +70 Damage on Ground Battle per Gnashast for 20 turns
* **Conscript**: (Militarist) +100 Damage on Ground Battle per Gnashast on Fertile Planet for 20 turns
* **Negotiate**: (Pacifist) +1  per Gnashast for 20 turns
Tachyon Physics

Tachyon Physics is a technology on the Science and Exploration technology tree. It unlocks two system improvements: Rip Singularity and Fold Singularity. This technology is available to factions with the Continuum Sculptor Affinity trait.

### Note

* Add notes regarding which races get a unique version of this technology.
* Check Dust costs
* Political Impact:  Scientist

## Rip Singularity

* Fleets can go back to where they came from when arriving in the Singularity. Players can replay space battle and ground battles.
* +10%  Influence on Empire (during construction)
* Bonuses from the construction at the top of the queue are applied while it is being constructed (does not apply to wonders, resource generator, or improvements that are Singularity or Population related)

Cost: 1  Turn, 500  Dust, 5x  Antimatter

## Fold Singularity

* Movement points are automatically refilled for arriving fleets.
* Heroes are not affected by the assignment lock.
* +10%  Dust on Empire (during construction)
* Bonuses from the construction at the top of the queue are applied while it is being constructed (does not apply to wonders, resource generator, or improvements that are Singularity or Population related)

Cost: 1  Turn, 500  Dust, 5x  Adamantian
The Lumeris/Gameplay

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

About
**Gameplay**
Traits
Ships
Strategy

The Lumeris are a fairly "vanilla" faction which mostly uses the core mechanics of ES2 factions, differentiating themselves mostly with some simple bonuses. They do have a few unique mechanics:

## Planet Brokers (colonization):

The Lumeris have some odd twists on their colonization mechanic, which are covered in depth in the linked wiki page. The quick description is that although they still need to send "supply ships" of food to a outpost, the initial establishment of an outpost is done via a direct dust buyout rather than sending in a colony ship.

## Planet Brokers (trade):

The Lumeris can also buy or sell outposts (i.e. colonies-in-progress) by negotiating with other empires. (It is worth noting the AI personality is reasonable about this, rather than stingy; it's a viable mechanic you can actually engage in with the AI.)

## Free Market Experts:

The Lumeris get a 5% reduction in Dust Inflation per trading company they've activated; they can cap out at 4 trading companies, so this ends up being a 20% reduction. Dust Inflation (at the time of this writing) is a massively impactful mechanic, boosting the cost of buying things with  by *a couple orders of magnitude* over the course of a game, and it's something that almost no factions have a means to reduce (outside of one endgame technology). This (and a few other cost reductions on buyout) makes buying out constructions with  more of a "regular gameplay" option rather than a "special intervention" to jump-start a system or deal with a crisis.
The Illo

*The mathematical unlikelihood of life occurring spontaneously has driven these robotic beings to believe in a divine--and ruthless--creator.*

## Lore

The Illo are reasoning machines, who are faith-based for a simple reason: As the argument that life evolved on its own is mathematically improbable, the logical conclusion is that a Divine Will exists. In addition, observation tells them that this Divine Will created the galaxy as a set of limited resources. Therefore, regardless of the number of nations and species, it will finish as a Zero Sum obliteration of all but the best adapted. Obviously, because the galaxy has been designed this way, it is Divine Will that this winnowing occurs.
The Illo credo is Survival of the Fittest; their goal is to reach this Sanctified Equilibrium as quickly as possible by eliminating those species unlikely to survive in the long term.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Illo Law
Psychohistory+

Psychohistory+ is a technology on the Science and Exploration technology tree. It unlocks the ability investigate Curiosities up to Level 4 with Deep Epoch Scanning.

"*Combining history, sociology, and mathematical statistics, psychohistory+ aims both to make robust predictions about the future behavior of large populations, and be used as a tool to better understand the past.*"

### Note

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

## Deep Epoch Scanning

* Sets the Curiosity Expedition Power to 4

"*Using psychohistory techniques, explorers can piece together diverse pieces of evidence and reconstruct the likely past of places. This enables Expeditions to discover higher level Curiosities.*"
Stellar Analytics

Stellar Analytics is unlocked at the stage one of the Empire Development technology tree.

## Stellar Analytics (Support Module)

Special

* Lowers Science and Exploration technology science cost when Behemoth orbiting Black Holes & Neutron Stars -1%
* Lowers Economy and Trade technology science cost when Behemoth orbiting Asteroid Fields & Solar Nebulae -1%
* Lowers Empire and Development technology science cost when Behemoth orbiting Nebular Clouds & Rejuvenation Fields -1%
* Lowers Military technology science cost when Behemoth orbiting Collapsing Stars -1%
* Science around Special nodes: 80
* Behemoth only module

Cost: 80 Industry
Upgraded Coupled C5AI

Upgraded Coupled C5AI is unlocked at the stage two of the military technology tree.

## Upgraded Coupled C5AI

+2 Command Point on Empire

*"A larger number of weapons and objects on a battlefield results in calculations of staggering complexity. These upgraded C5 systems are better equipped to track and react, even with larger fleets."*
The Remnant

**Concentrated Constructors II (20/70 Chance):** -35% Improvement Destruction when defending in Ground Battle

*Turning the page after eons of sleep, the Remnant are redeemed assassins who use their intensity and efficiency for making the galaxy a better place.*

## Lore

Originally an ancient order of assassins created when the Endless ruled the galaxy, after their masters' demise the Remnant underwent a period of hibernation for millennia in the crypts of a forgotten moon. Numbering only a few hundred upon awakening, the Remnant would've spent the rest of eternity awaiting orders were it not for the actions of Belcus Akad-Talar, a highly-decorated member of the order who'd become Dust-augmented during its slumber. Connecting the digital minds of its fellow assassins through quantum entanglement, Belcus suppressed their inherent programming, and gave them a new purpose: to build a better galaxy for the most deserving race they encountered.

## Gameplay Style

The Remnant will make hardworking allies once assimilated into your empire.

## Population Traits

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

 Potential Population Quest Rewards

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

##### The Gunfather

* **Gun**: (Industrialist) +2  per Remnant for 20 turns
* **Helm**: (Ecologist) +5  per Remnant on Planet with Luxury Resource for 20 turns
* **Bullet**: (Scientist, requires Riftborn in Empire) +4  per Remnant on Planet with Anomaly for 20 turns
The Sophons/Strategy

A nation of restless, argumentative scientists, the Sophons eagerly take death-defying risks in the laboratory.

About
Gameplay
Traits
Ships
**Strategy**

## Strategy

Sophons are arguably the best faction in the game for a first playthrough, as they have no truly unique features, but their main trait - increasing research speed for any technology not researched by anyone else - is very straightforward and very easy to utilize.

Most Sophon ships are quite fast due to the +2 perk, a lot of utility slots, and the improved engines, provided the player chose that option. Most of their fleet is unremarkable, outside of fragile Protectors, but the Carriers are truly deadly, especially considering that the Sophon player will probably have access to them faster than anyone else. The fact their ships move faster than average gives fleets better chance to intercept hostile invaders attempting to conquer one of their planets with their weaker than average ground forces. To this end, while it's easier to go for a Scientific victory (since the 50% bonus works on Endless technologies as well), neither Supremacy nor Conquest are out of the picture.

If you manage to keep the scientific party in power despite the whims of Democracy, or switch to a different government type to ensure political stability, you can rely on the Scientific power law, Omniscience, and high raw Science output to get key techs from higher tiers than other factions even have access too. Good techs to try and grab this way include Liquid Composites for early Carriers, Autonomous Mining for the Sophon-unique Core Science industry->science conversion, Interleaved Orichalcix for the tier 3 cloaking + 30% fleet evasion module, Quantum Evasion for the Ori-Bot Swarm upgraded repair module, and Universal Aerodynamics for Aircraft to counter Tanks.
Planetary Landscaping

Planetary Landscaping is a technology on the Empire Development technology tree. It unlocks one Unique Improvement in Intensive Cultivation and one System Improvement in Sustainable Farms.

"*A tent-pole description of a range of horticultural technologies that together become much greater than the sum of their parts. Germline manipulation, programmed seed dispersal, and artificial pheromone manufacture, are the basis of an incredible tech that can transform whole continents.*"

### Note

* Add who knows this technology from the start of the game.
* Political Impact: Ecologists

Replace "Food" with food icon, etc. using IconsPolitical Impact: Ecologists

## Intensive Cultivation

* +25 Food per System Level
* +3 Food on Original Empire Population
* Can only be built once per empire
* -6 Dust Upkeep
* Political Impact: Ecologists

Cost 390 Industry

"*Work on accelerated evolution of crops combined with genetic modification radically improves food output while increasing pest-resistance.*"

## Sustainable Farms

* +5 Food per Planet
* +5 Food per Cold
* +5 Food per Hot
* -4 Dust Upkeep
* Political Impact: Ecologists

Cost: 140 Industry

"*Advances in soil biology have opened the gate to new, low-impact farming methods that reduce the need for water, fertilizer, and sunlight. In addition, crops will be able to grow in extremes of temperature and soil quality.*"