recursal/Fanatic-Fandom huggingface dataset:
Ralyeh

The **Ralyeh** are a race of warlike cephalopods from the planet Zek in the Rallos system. Their empire is called the **Ralyeh Theocracy**, and they are devoted to conquering the galaxy in the name of their Elder God.

## Description

The Ralyeh are cephalopods who bear a strong resemblance to squid or cuttlefish. Their heads protrude forward from the body, with no real neck. They possess large forward-facing eyes on either side of heads and short feeder tentacles around their mouths. On a squat Ralyeh body is two legs and four arms which end in two grasping tentacles. The top two arms are larger, while the bottom two are shorter. Due to their aquatic nature, Ralyeh possess gills on their sides, and greatly value ocean planets.

Ralyeh society is highly religious, and Ralyeh sometimes refer to themselves as the **Ralyeh Devoted**, referring to their worship of the Elder God. The Elder God is a grisly diety whose scriptures revolve around inevitable doom and death. As a result, the Ralyeh tend to be quite morbid. They are also very warlike, willing to kill or convert the rest of the galaxy in the name of their god. There is some suggestion that the Elder God may in fact be an ancient space-faring race, whom they worship due to finding ancient Artifacts on Zek. The race is led by Acolyte Zar, who, after a vision from the Elder God, launched a bloody inquisition on Zek and looks to take his crusade to the stars.

## Racial traits

The default racial traits for Ralyeh are:

* Aquatic
* Resourceful
* Meticulous
* Poor Farmers
* Holy Land

### Unique Melee Abilities

* Ink Spray
* Power Staff
* The Shocker

### Unique Experimental Technology

* Ashes To Cashes
* Ralyeh Temple
* Ralyeh Shrine

## Personality

The Ralyeh AI personality is randomised from the following traits:

* Aggressive
* Technologists
* Genocidal
* Mercantile

## Notable Ralyeh

* **Acolyte Zar**, leader of the Ralyeh Theocracy
* Xalbar, Ralyeh Accountant.

## Ships

Ralyeh ships can be confusing, as early ships point forwards whilst larger ones appear to point backwards. Ralyeh ships are the only ones in the game with animated moving parts (tentacles).

### Combat hulls

* Inquisitor (Fighter)
* Zion (Corvette)
* Missionary (Frigate)
* Acolyte (Cruiser)
* Sceptre (Battleship)
* Godcaller (Titan)

### Non combat hulls

* Freighter
* Colony Ship
* Construction ship

## Trvia

* The Ralyeh are inspired by the Cthulu Mythos, created by H.P. Lovecraft. This is evident in their feeder tentacles and worship of the bloodthirsty Elder God. The name Ralyeh is inspired by Lovecraft's legendary city of R'lyeh where Cthulu is supposedly imprisoned.
* In Stardrive 1, the larger Ralyeh ships engines were located in front, as indicated by the tentacles on the hulls. This is no longer the case in Stardrive 2.
School house

Schools are used to increase the education of citizens. Educated citizens will produce more resources in any profession they may be assigned to.

A school house requires a teacher to be assigned as a worker before children can be educated. A school can only educate 20 students at once. You'll need more than one school house and teacher to educate larger populations.

When a child grows up and reaches the age of 10 where he or she could work, if there is space in a school that is staffed by a teacher, they'll become a student for several years. After a certain amount of schooling, they'll become educated workers.

The general age of graduation is 16–18 years. It can go upto 23 years on account of the student house being very far from the school house.

If a child doesn't have a school to attend, they'll become an uneducated worker, having missed their chance to be educated.

If a teacher is removed from a school while students are attending it, the students will try to find another school to attend. If there is no school for them, they will become general laborers that aren't educated.

Clicking on the work button will enable or disable education at the school. If work is not occurring, no students will be educated at the school house.
Boarding house

A **boarding house** is meant for temporary housing. After a disaster occurs, or even when nomads arrive in the town, you may need a place for the displaced people to live until you can build more houses or repair damaged ones.

Boarding houses work in the same way as wooden houses and stone houses, except they can house five families at a time. Each boarding house uses as much fuel as a single wooden house.

Citizens will live in a boarding house if it's the only place they can find shelter. Otherwise they prefer to have their own home, as it makes them happier. Young people ready to move out of their parents house won't move into a boarding house.

When there is no fuel to heat a home, or no food for the occupants to eat, status icons will appear above the home.

 There is no food in the home.
 There is no fuel in the home for heating.
When either icon appears, you should focus on producing more food or fuel as starvation and freezing may occur.

Pressing one of the focus buttons will move the view to the selected citizen and show their details.
Status bar

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The **status bar** shows the name of the town, season and year, population, weather, inventory overviews, and average health and happiness of the townsfolk. The inventory counts displayed include inventory in storage barns, stock piles, and markets.

If any citizens have adverse status effects occurring, such as hunger or joblessness, they will be displayed on the status bar. clicking on the status effect will focus and cycle through all citizens suffering from the effect.

The other items on the status bar as as follows:

* Population: Shows the number of adults, students, and children.
* Weather: Shows the current weather and temperature. Temperature can be displayed in Celsius or Fahrenheit. This is changeable in the game options.
* Health: Shows the average health of all citizens.
* Happiness: Shows the average health of all citizens.
* Logs: Shows the total amount of stored logs.
* Stone: Shows the total amount of stored stone.
* Iron: Shows the total amount of stored iron.
* Firewood: Shows the total amount of stored firewood.
* Coal: Shows the total amount of stored coal.
* Tools: Shows the total amount of stored tools.
* Food: Shows the total amount of stored food.
* Herbs: Shows the total amount of stored herbs.
* Coats: Shows the total number of stored coats.
* Ale: Shows the total amount of stored ale.
Food

**Food** is produced by hunters, gatherers, fishermen, crop fields, orchards, and pastures.

* Fish
* Potato
* Venison
* Beef
* Berries
* Cherry
* Cabbage
* Onion
* Corn
* Squash
* Mushroom
* Apple
* Peach
* Pear
* Plum
* Pumpkin
* Eggs
* Chicken
* Wheat
* Walnut
* Pecan

The need per person and year is not given in the game, but there are estimates around 100kg per person and year (including children).

1. ↑ https://banished-wiki.com/wiki/Tutorials/Tips#:~:text=More%20data%20required%20on%20that,each%20per%20year%2C%20including%20children.
PowerDensity

**Power Density (Technology Benefit; Ship Energy Weapons)**

*Energy cannons operate on the basic principles of supercharging a medium (typically gas or plasma) with energy, enclosing said medium into a magnetic packet, and then accelerating that medium towards its target. It is possible to compress this packet much farther than previously though through the clever use of force fields. This advance provides a massive 50% boost to the effective density of the energy we can pack into the medium, resulting +50% damage for all of our energy cannon weapons.*
Quarry

A **Quarry** is used to cut stone from the ground. A quarry needs to be placed in a large flat area. Once built, stonecutters will work in the quarry, digging it deeper and deeper while producing stone.

Quarries take more work to produce stone than collecting it from the landscape. However it is the only way to produce stone - other than through trading - after the loose stone on the ground has been collected.

Quarries have a limited amount of material that can be removed from them. Once it is gone, the quarry will no longer be useable.

Quarries cannot be removed. After the quarry is no longer useful, the building can be taken down, but the hole that has been dug in the quarry won't ever be available for any other use.

Quarries are dangerous - the chance of workers dying in a accident is higher than any other profession.

## Building info

The quarry detail will show the details and how much material is left in the quarry.
* **Stone Limit** - This setting adjusts the resource limit. Once the limit is reached, no more stone will be produced.
* **Work** - This button will disable or enable the mining or stone from the quarry.
Simulation speed

Using the simulation speed tools, you can increase or decrease the spped at which time p asses, or stop it. It can be useful to pause the simulation while examining details of a town or constructing new areas. Speeding up the game can be used to quickly make time pass while waiting for resources to become available or for buildings to be built.

While the simulation is paused, time won't pass, but you can still move the camera, place objects, and view object details. At normal speed, a year in game will pass in about an hour. At the fastest speed, time will pass ten times more quickly.

 Slow down the simulation.
 Pause the simulation.
 Unpause the simulation.
 Shows the current rate of time passage.
 Speed up the simulation.
Chapel

A **chapel** can be built to increase the happiness of the citizens that live around it, as well as happiness to the citizens that are members of it. Only 200 citizens may be a member of a chapel, so as a town grows, more chapels may be needed.

Chapels must be staffed by a cleric to be effective.

Clicking on the work button will enable or disable use of the chapel. If work is not occurring, no citizens will be allowed to be members of the chapel, and people living nearby won't get a happiness bonus.
Food Production

The food production toolbar allows you to build areas and building that produce food for the population.

Hunting, gathering, and fishing can use the resources of the land to produce food, but they require significant forests, fields, and unpopulated areas to be efficient.

By clearing the land and farming crops, growing orchards, and raising livestock, the population can be increased significantly, but this requires more management and reliance on good weather.

 Crop field: Create a crop field to grow a variety of vegetables and grains.
 Orchard: Create an orchard to grow a variety of fruits and nuts.
 Pasture: Create a pasture to raise livestock.
 Fishing dock: Build a fishing dock on a river to fish for food.
 Hunting cabin: Build a hunting cabin for hunters to catch wild game.
 Gatherers hut: Build a gatherers hut to search for roots and berries.
Fighter Bay

The fighter bay is a three by four system that allows ships to spawn friendly fightercraft, each bay holds four fighters. Fighters themselves are generally weak, but with the proper upgrades, can absolutely savage the enemy. Shielded fighter spam from a Titan class can and will carry you to the end game as a viable strategy. Weapon wise, I know they use your best missile based and point defense cannon.
ParticleCapacitor: module

**Particle Capacitors (Ship Module; Systems)**

*Particle Capacitors ease some of the heavy lifting done by particle weapons by generating and storing the necessary particles. The particles are then ready 0n-demand. This reduces the overall salvo-recharge time of the particle4 beams by up to 50%. The effect of the particle beam capacitors is divided between the number of particle beam weapons installed in the same quadrant. A single capacitor feeding a single beam weapon will decrease the beam weapon's cooldown by 50%; two beam weapons by 25%, etc.*
Master

The masters will appear periodically during any campaign. Their arrival is marked by a pink wormhole called a "Massive Subspace Anomaly" appearing somewhere nearby player controlled space. Once the pink wormhole manifests a small fleet will begin making its way towards player controlled worlds. During this journey it will engage any other fleets it passes, including AI player fleets and random hostiles such as pirates, sometimes resulting in it being destroyed before the player is ever even aware of its presence. As a campaign progresses the size and power of the fleet that appears from the wormhole will increase. Defeating the fleet drops an anomalous box containing "precious metals" that rewards the finder with 50BC.

Getting a ship to the pink wormhole location will result in a special research project. Once this project is completed the player who completed it can then travel through the pink wormholes to face the Master dreadnaught "Master of Orion II". Depending on how early in the campaign it is the dreadnaught can be accompanied by anywhere from a couple to several smaller master ships. Once a player defeats the Master dreadnaught they are rewarded with the ship module "Death Ray", arguably the strongest ship weapon in the game, at the cost of needing thousands of units of power. A turn later GNN will broadcast who defeated the dreadnaught and reveal that he has been using his broadcasting station to transmit the Stardrive technology to races every few thousand years in hopes that one may one day destroy the dreadnaught and stop the Masters from wiping all life from the universe as they apparently have for countless "cycles."
Class II Shields

**Class II Shields** can only be obtained by purchasing them for 750 BC at Port Sorrow or by hiring the leader Anemenop. They are unique among shields, in that they have only one module (2x3) instead of a large 3x3 and a small 2x2. This has the downside of not being able to fit on most corvette hulls.
Research Scented Engine Core

this special research project can be bought from "Krazy Eddy's Technology Emporium" for 1500 BC.

**Ion Engine (Ship Module; Systems)**

*Our scientists have finished their analysis of the engine core purchased from Krazy Eddy, and they are prepared to produce engines based on the design. The 'Ion' engines are extremely efficient and offer superior thrust when compared to our basic engines. They are also quite durable given their relatively simple mechanics.*
Abertzale

*This article is a stub. You can help Sigma Theory: Global Cold War Wiki by expanding it.*

 Traits | Firearms Expert, Master of Disguise, Nag, Stubborn, Arrogant, Smuggler

 **ABERTZALE**  is an agent in Sigma Theory: Global Cold War.

## Biography

Born in Hauztar in Soule, Fabiola is French in nationality but Basque at heart. Her parents were active members of ETA that were behind an attack that caused the death of a police chief - they won't be out of jail for another 20 years. Fabiola has carried on their work, handling weapons and explosives like a military expert, and our reports confirm that she has infiltrated the upper levels of the French police force. She has been aimless and lost ever since ETA called a permanent ceasefire in 2011.

## Traits

* Firearms Expert
* Master of Disguise
* Nag
* Stubborn
* Arrogant
* Smuggler

## How to unlock

Increase your relation with a terrorist (armed) group to 90%
Blue-Shift Lasers

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

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

**Research Lab (Building)**

*These dedicated Research facilities have state of the art laboratory equipment. The sensing and computing equipment alone provides a flat research bonus as it scans and understands its environment. When staffed with Scientists, they are more efficient, gaining +1 bonus to Research per Scientist assigned.*

+1 Research Per Scientist; +5 flat Research
Pasture

A **pasture** is used to raise livestock. Pastures vary in size. You can place large and small pastures, however large pastures can hold more animals. Pastures need herdsmen to care for the animals and slaughter them for meat.

After a pasture is placed you can view the number of animals in it by clicking on the pasture.

The slider shows the number of animals in the field, as well as the maximum number of animals that the field can hold. If animals are born and the maximum count is exceeded, they will be slaughtered for meat. By moving the slider, you can direct the herdsmen to slaughter some animals immediately for food while keeping some of the livestock.

In addition to providing meat for food, chickens will produce eggs for food, sheep will produce wool for clothing, and cows will produce leather, but only when they are slaughtered.

After slaughtering an animal, or after animals produce other resources, the workers will return the meat and goods to the nearest storage barn.

Before you can raise animals in a pasture, you have to select an animal type to place in the area. if the town doesn't have any livestock, they can be acquired by buying them at a trading post. Once there are a few animals in the pasture, they will reproduce and fill the pasture over time. You can only change the animal type of a pasture when it is empty.

You can move all the animals in a pasture into other pastures by pressing the empty button. The empty button will only be enabled if there is room in other pastures for all of the animals.

In order to increase the number of animals a town has, a herd can be split in two. Once a pasture has enough animals in it, and if there is room in other pastures for the animals, you can press the split button. This will move half the animals into other pastures. Over time, the animals will then reproduce to fill the pasture.

You can enable and disable work at the pasture by pressing the work button. If the pasture is disabled or the pasture doesn't have workers, the animals won't be as healthy and won't reproduce as quickly.

The Food Limit control sets the food resource limit. Once the limit is reached, no more food will be produced.

The animals in a pasture can develop sickness that will kill the animals. When this occurs, the animals in the pasture can be moved to another pasture to save some of them. Changing the animal that is raised in the pasture after a sickness will help stop the disease from reoccurring.

## Foods produced

* Beef
* Chicken
* Eggs
* Mutton
Ralyeh Temple

This is an Experimental Technology avaialable to the Ralyeh, not to be confused with the Ralyeh\_Shrine technology unlock.

Unique Building. Cost 1000 production. Upkeep 0

+15% approval, +10 BC/turn, -2.0 population growth.

*An excellent way to keep your citizens happy is to sacrifice them once they become unhappy, taking their property for the church. +15% approval, +10 BC/turn, -2.0 population growth. Unique.*
ParticleCollider: building

**Particle Collider (Building)**

*Much like real space, subspace contains all manner of energetic particles, many of which cannot exist in real space. The subspace particle collider allows us to study the component parts of these particles by warp-accelerating them and then smashing them in to various other particles. By studying the debris of this collision we can gain valuable insights.*

+10 Research to colony; Expensive
ArcoColonizer

**Acro-Colonizer (Technology Benefit; Colony Ships)**

*This advance equips your colony ships with the necessary prefabricated parts to deploy a free Rover Bay and a free Aeroponic Farm upon colonization of a new world. However, upgrading your colony ships to this new standard will double the cost of all future ship constructions.*
Astrometrics: ship module

**Astrometrics Lab (Ship Module; Systems)**

*The Astrometrics Lab is a cutting edge suite of computers, sensors, and scientists needed for the study of stellar phenomenon. Ship equipped with these labs contribute to the advancement of imperial knowledge with +5 Research Per Turn. The scanners installed in this module provide two further benefits. First, the equipped ship will gain +30 sensor range on the strategy map (Max 100 range). Second, the onboard sensor allow the ship to act 2 levels higher for purposes of accuracy calculations.*
Androids

**Android Construction**

*Allows the construction of Android Citizens, who are skilled farmers and workers, but poor researchers. This technology also grants Charging Hub building, which, when built on a planet, provides free food to Androids. Otherwise, androids will eat 1 food per turn like normal citizens.*
ECM: module

**ECM Jammers (Ship Modules; Defenses)**

*ECM Jammers provide an excellent defense against guided weapons. ECM Jammers have a base range of 100, and will jam 1 guided weapon eery 2 seconds per Jammer on the ship. Guided weapons have a 25% base chance to resist the jamming effort, which can be improved with ECCM - electronic counter-counter-measures. Likewise your ECM Jammers can be upgraded with proper research.*
SpacePort: building

**Spaceport (Building)**

*Spaceports are commercial landing facilities that encourage travel and trade throughout the empire. Here a captain can buy and sell cargo from local merchants, travelers can book passage between the colonies, and crews can take much-needed shore leaves after weeks or months in space. Spaceports are critical components of a tradeworld's infrastructure.*

+50% modifier to money generation on this colony
Research Crew Protocols

This special research project can be bough from "Krazy Eddy's Technology Emporium" for 250 BC.

**Quality Crew Quarters (Ship Module; Systems)**

*Research into the damaged equipment and detailed protocols on crew quality of life has shown that these were no ordinary crew quarters. These crew quarters allowed crew members to function completely from their quarters if necessary, reducing time to get to battle stations while adding extra locations from which the ship weapons and functions can be controlled in emergencies. Having quality crew quarters also provides some or all of the crew with a much greater quality of life, which improves efficiency.*
AntiMatterCannons: module

**Anti-Matter Cannons (Ship Module; Weapons)**

*this weapon delivers a magnetically sealed packet of Anti-Matter to the target. Upon impact, the magnetic seal dissipates and allows Anti-Matter to react. The reaction releases large amounts of energy, damaging the target. This weapon is equally effective against shields and hulls. This weapon requires both Ordnance and Power to fire.*
SlavePit: building

**Slave Pit (Building: Ship)**

*Slave Pits are the awful places where slaves live while awaiting transport to their new lives. Slave Ships can be built at this colony, and any slaves that are taken by those ships will be shipped to planets with slave pits to be processed. Causes -10% Approval.*

Allows construction of Slaver ships; taken slaves come here
Reports of Raiders

This event signals the player that there is a nearby pirate base which will continually spawn pirate fleets.

**Reports of Raiders**

*We have recently received reports from several different sources that a band of outlaws is operating somewhere beyond the edge of our space, apparently using some sort of debris field as a staging area. They have become aware of our growing economy and intend to raid us. It doesn't sound like they are a huge threat but we should be prepared to defend ourselves against any unexpected raids into our territory. In the longer term we may find it necessary to track down their base of operations and destroy it.*

* We'll keep a sharp eye.
CIC: module

**Combat Information Ctr (Ship Module; Systems)**

*The CIC is the nucleus of the fleet, providing real-time data analysis of changing battle conditions on a fleet-wide scale. On the strategy map, ships equipped with CIC require 2 less command points than usual. On the combat map, ships with a CIC provide a 15% damage bonus to every ship in the fleet. This bonus will not stack with any other CIC in the fleet. Finally, a ship with CIC acts 4 levels higher for purposes of targeting.*
Targeting 1: module

**Targeting Computer MK I (Ship Module; Systems)**

*It is very difficult to manually aim each and every weapon on a ship. While a skilled crew with experience reading and interpreting sensor data can typically fire their weapons accurately, a novice crew will miss almost as often as they hit. Not so much with the Mk I Targeting Computer on board! A ship with this module installed will act 3 levels high for purposes of accuracy calculations.*
Planet

**Planets** and **asteroids** are found around the strategy map in StarDrive 2. Planets orbit stars in star systems, and the kind of star affects what type of planet is likely to be found. Many planets can be colonized, allowing the player to expand their empire.

## Climate

The climate of a planet affects food per population, base maximum population, and which planet traits can be found.

## Size and Population

Bigger planets can usually hold more population (if colonizable), but also tend to have higher gravity. Gas Giants do not have a size listed in the game, since even the smallest Gas Giant is massive compared to other planet types.

The racial trait Subterranean adds +2 population per planet before the size multiple. A species that is both Subterranean and Aquatic will receive both bonuses before the multiple, for a base 7 population on Ocean worlds. Planet effects that increase population (such as Massive Caves) and buildings (such as Biospheres) apply after the multiple.

 Huge | x5 or +5, whichever is greater

## Gravity

Larger planets tend to have higher gravity, while smaller planets tend to have lower gravity. Asteroids always have low gravity. Gas Giants do not have gravity listed, although in real life they have much higher gravity than other planets.

## Minerals

The Minerals value represents how many useful minerals and resources can be extracted from the planet. A better minerals value means more production per worker (if the planet is colonized).

 Ultra-Rich | 8

## Moons

Some planets, particularly large ones, have moons for cosmetic effect. These have no gameplay purpose.

## Special traits

Some planets have special traits that have positive or negative effects, such as an underground ocean or ancient androids found on the surface.

*See Planet traits*.

## Strategic resources

Some planets have strategic resources (written in orange underneath the planet name on the strategy map) which give various bonuses that affect your entire empire.

*See Strategic resources*.
PlanetarySuperComputer: building

**Planetary Supercomputer (Building)**

*Utilizing advanced quantum computing techniques, this massive supercomputer provides cloud-based computing power for every device on the planet. As far as we can tell, the computing power of this machine is functionally limitless. Even the most complex searches, algorithms, and other queries can be computed and returned at faster-than-light speeds. We have been unable to bog this computer down even with a concerted effort to do so.*

+10 research, +2 research per scientist
Mine

A **Mine** is used to dig iron and coal from the ground. A mine must be placed on a hillside. Once built, miners need to be assigned to work in the mine.

Mines take more work to produce iron than collecting it from the landscape. However, it is the only way to produce iron (other than through trading) after the loose ore on the ground has been collected.

Mines have a limited amount of material that can be extracted. Once a material is depleted, the mine will no longer be useable. Mines cannot be fully removed. The building can be taken down, but the area that the mine occupied will never be available for future use.

Mines are dangerous - the chance of workers dying in a mining accident is higher than any other profession.

## Building info

Clicking on a mine will display specific information about the building.
* **Work** - This button will disable or enable the mining of iron or coal from the mine.
* **Iron Limit / Coal Limit** - These values can be adjusted. Once the limits are reached, the mine will no longer produce resources.
* **Product** - This button allows the player to select the type of resource (Iron or Coal) to be extracted at the building.
Arcology: building

**Arcology (Building)**

*Arcologies are experiments in living more than marvels of construction, although they are impressively manufactured. In essence, an arcology is an insular community capable of providing entirely for itself, making an excellent construcciton choice for planets lacking in natural resources.*

Self-Contained community; +1 Food/Prod/Res +1 Pop Cap
Income

Income is measured in Billions of Credits (BC).

#### Flat

* Each 2 population on a planet (rounded upwards) produces 1 BC per turn passively, modified by any income from tax modifiers.
* Tax rate converts a percentage of net production to flat BC, modified by any income from tax modifiers.
* Each point of food surplus produces 1 BC, up to the population of the planet.

#### Percentage modifiers

Note that modifiers to tax income are applied separately as above.

### Trade

Each trading freighter generates 2 BC per turn.

## Consumption

* Upkeep
* Rush construction: A construction can be rushed for a cost in BC, eliminating the remaining production cost and completing it at the end of the turn. The efficiency depends on the amount of progress already accumulated on the item, from 4 BC per production at 0% progress to 2 BC per production at 50% or more progress.
AeroFarm: building

**Aeroponic Farm (Building)**

*Aeroponics is the process of growing plants in an air or mist environment without the use of soil. There are many benefits to using this technique, most especially on planets where the atmospheric or soil composition is ill-suited for standard agricultural practices. The main drawback to this farming practice is that it has a relatively low yield while also carrying a maintenance cost.*

Provides +3 Food Per Turn to the colony.
Dealer

*This article is a stub. You can help Sigma Theory: Global Cold War Wiki by expanding it.*

 Traits | Negotiator, High-profile, Hacker, Stubborn, Bloodthirsty

**.DEALER** is an agent in Sigma Theory: Global Cold War, released with the Nigeria - Additional Nation DLC.

## Biography

Businessman and diplomat, greedy and greedy, Yuk could sell his mother if he was offered the right price. In the meantime, he is content to illegally sell Nigeria's unused land to industrialists around the world, and weapons to rebels in Biafra, leading his own nation to ruin. By doing his dark business, Yul has acquired many skills to make him a perfect agent: he knows how to remain discreet, knows how to convince and would have a gift for anonymous computer transactions. For the time being, Nigeria has not yet understood the threat that Yul represents. But for how long?

## Traits

* Negotiator
* High-profile
* Hacker
* Stubborn
* Bloodthirsty

## Other Skills

### Geographic knowledge

* France
* UK
* USA
* Nigeria

## Recruitment

"Work for me or I'll report you to your government."

## How to unlock

Dealer is unlocked with the purchase of the Nigeria - Additional Nation DLC.
StarDrive 2 Wiki

We are currently maintaining 733 pages (358 articles).
 **What is Stardrive 2?**
**StarDrive 2** is a 4X strategy game under development by Zero Sum Games where the goal is to build a space empire. Starting with a single planet and a small number of space-worthy vessels, players forge out into the galaxy: exploring space, colonizing planets, negotiating with aliens and fighting enemies. Stardrive 2 features a mix of turn based strategy, real-time space battles, and turn-based tactical ground combat.

**StarDrive 2 released on April 9th, 2015.**

GamingTrend StarDrive 2 review
GameWatcher StarDrive 2 review
HookedGamers StarDrive 2 review
IGN: Stardrive 2 alters its strategy - **Jan 16, 2015**
PCGamer: Customizing your own galactic empire - **Jan 14, 2015**
Gamespot: Strategy and Space Bears in Stardrive 2 - **Jan 07, 2015**
 **Getting started**

Tutorial - for new players
Battle Arena - quick-fix space battles
* Scenario Editor - design your own space battles

Campaign - the main 4X empire-building mode

Ships
* Hulls
* Fleets
* Ship modules
* List of modules
* Shipyard
* Commendations

Races - the various playable and minor races of Stardrive 2
* Chukk - narcissistic insect raiders
* Cordrazine - vain shellfish and their bird-like Owlwok slaves
* Drayloks - deceptive reptilians
* Kulrathi - feudal samurai bears
* Humans - homo sapiens
* Opteris - cybernetic hive-mind
* Pollop - peace-loving plants
* Ralyeh - religious extremist squid
* Vulfar - aggressive canine empire

 **The Universe**

* Strategy map - the galaxy map where the campaign is played
* Planets and asteroids - homes for your citizens, resources to exploit
* Events and anomalies - there's a lot to find out in the galaxy
* Masters - an ancient evil is awakening...
* Space Creatures - creepy crawlies and alien entities
* Pirates
* Remnants

Leaders
Colonies
* Planet traits
* Strategic resources

Buildings
Food
Production
Research
* Technologies
* Special projects

Income
Approval

Command point
Ground combat
* Skills
* Ground units

Diplomacy
* AI personality

 **Videos**

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Solar Array

This event occurs on arid and desert worlds.

**Proposed Solar Array on (Planet)**

*A private corporation that is heavily involved in government research projects is building a massive solar array on the sunny and dry world of (planet). They offer to lease the power to you indefinitely. If you approve, then the solar array will be built on the planet and you will receive +2 Flat Production. Your lease fee will be to pay the maintenance of 2 BC on the Solar Array.*

* We are not interested in this arrangement.

* Very well, let's build a Solar Power Plant.
Owlwok

**Owlwoks** are an avian species native to Codron Ot. Most Owlwoks are enslaved by the Cordrazine.

## Description

Owlwoks are short-statured and flightless, with two large eyes and small beaks. Their bodies are covered in downy golden-coloured feathers. Their "wings" are closer to arms with several digits and opposable thumbs.

Most Owlwoks are hopelessly enslaved and mind-controlled by the Cordrazine. As Cordrazine are immobile, Owlwoks do virtually all work in the Cordrazine Collective including manufacturing, farming, research, fighting, piloting and espionage. Some Owlwoks have escaped Cordrazine control and live as free agents in the galaxy, such as Rambowl and the Godfeather.

Before being enslaved by the Cordrazine, Owlwoks lived peaceful lives in dwellings known as Owlwok Treehomes.
Herbalist

An **herbalist** will search the forest around an herbalists building for herbs that can be used for medicinal purposes. The herbs generally only grow in older forests, at the base of old trees.

Once an herbalist has filled his inventory with herbs, or no more can be found, they'll return the herbs to the nearest storage barn.

If a citizens health is lacking, they will acquire an herb from a market or storage barn, and then take it to the herbalist. The herbalist will prepare the herb and increase the citizens health slightly. An herbalist must be working at the location to give the medicine to the citizen.

If a citizen's diet is poor, taking herbs as medicine will make up for the lack of food variety.

Pressing the work button will disable or enable the colletion of herbs at the building.
The herb Limit control sets the herb resource limit. Once the limit is reached, no more herbs will be collected.
AI personality

**AI personality** refers to traits that determine how AI empires behave in StarDrive 2. For each AI empire, 3 traits will be randomly chosen from a small pool based on that race's lore. For instance Vulfar might be *Evil* while Humans might be *Mercantile*. If they player checks the "randomize AI personalities" option then any empire can have any trait.

## List of personality traits

* **Brave:** Will not give in to threats under any circumstances.
* **Good:** Less likely to take slaves.
* **Evil:** More likely to take slaves.
* **Honourable:** Will never break a peace treaty or non-aggression pact, and will never forgive an empire that does.
* **Aggressive:** Will attack unprovoked, especially if they sense weakness.
* **Ruthless imperialists:**
* **Genocidal:** More likely to attack civilians in orbital bombardments.
* **Mercantile:** Will value money payments 50% higher than their actual value.
* **Hoarders:**
* **Trusting:** Races with this trait have +25 Tolerance for making deals.
* **Cunning:** More likely to conduct espionage.
* **Technologists:** Will Value technology trades 50% higher than actual value.
* **Expansionists:** Values colonies in deals 50% more.
* **Prideful:** Will never forgive being frightened.
* **Greedy:** Will never make a deal that does not give them 25% their valuation.
* **Militarists:** Will value Ship Module Technologies 50% higher than their actual rate.
Missiles: module

**Cruise Missiles (Ship Module; Weapons)**

*A classic from the rocket age adapted to modern space warfare. These missiles have a sophisticated guidance system, thrust-vectoring capabilities, a long effective range, and a powerful warhead. Missiles can be intercepted by point defense weapons. They have 100 hit points by default.*
PreciousMetalsMine: building

**Precious Metals Mine (Building)**

*Every planet has at least some level of precious minerals to be had. The more mineral rich a planet is, the easier it is to find extract these precious minerals. This mine provides BC income depending on a planet's richness, ranging from +1 BC for Ultra-Poor colonies through +5 BC for Ultra-Rich colonies.*

+1 BC per richness level
Ghost Busters

This special research project is gained by settling a planet with the "Haunted" debuff.

**Ghost Busters**

*The issue of the disembodied consciousness haunting (planet) is now resolved. We devised a sort of magnetic trap for citizens to leave around their homes and other haunted places. When one of the lonely spirits wanders too close to the trap, it snaps them up and seals their essence away in a little capacitor.*
HeavyGAdaptation

**High G Adaptation (Technology Benefit; Gravity)**

*With this genetic modification, Low-G and Normal-G workers no longer suffer penalties on planets with higher gravity. Additionally, the extra strength results in a +5 hit points to ground infantry units. If a race already possesses the High G trait, then they will still receive the hit point bonus from this tech.*
PlasmaFuelCells

**Plasma Fuel Cells (Technology Benefit; Ship Range)**

*Plasma is capable of holding an excellent charge, making it a good choice for a dense fuel cell. Plasma fuel cells increase the fuel capacity of our ships by 33%, allowing us to reach deeper into the stars than our standard fuel cell technology would allow. This fuel cell technology will automatically be applied to all of the ships in our fleet.*
Equality 7-2521

**Equality 7-2521, Liberated Drone** is an Opteris leader who can be hired by the player to govern colonies.

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

## Traits and bonuses

### Labor Leader +20%

Equality 7-2521, Liberated Drone, is an experienced industrial leader, providing a bonus of +20% to system-wide production output.

### Research Leader +20%

Equality 7-2521, Liberated Drone is a skilled researcher, granting bonus to the research efforts of colonies managed by this leader.

### Augmented by Diversity

Equality 7-2521, Liberated Drone gains inspiration from the divesity of various cultures living on a planet, and gains +10% to its Labor Leader and Research Leader skills for each different species living on planets in the system that it is governing.

## Lines

**Flavour text on encounter:**

* *This one wishes ... I wish ... To serve, and to learn!*

**On being hired:**

* *Equality will add his distinctiveness to your own! Equality - I - am happy to join you!*

**On being rejected:**

* *You do not wish to have such individuality in your empire? Equality - I - am . . . sad?*

**On being fired:**

* *You are free to make your own decisions, <Leader Name>. Goodbye.*

**If the player is too poor:**

* *Freedom from the Hive means Equality no logner has to work for free! You must pay I to work!*

## Trivia

Equality 7-2521's name is based of the protagonist of the book, *anthum,* by Ayn Rand, who shares the name.
Suji

**Suji, Uplifted Researcher** is an Elephant leader who can be hired by the player to govern colonies.

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

## Traits and bonuses

### Research Leader +30%

Suji, Uplifted Researcher is a skilled researcher, granting bonus to the research efforts of colonies managed by this leader.

### Project Leader +1

Suji, Uplifted Researcher has a particular interest in special research projects, working on them in her spare time for fun. Grants 1 research per turn to all special projects.

### Elephant Uplift

Suji, Uplifted Researcher is dedicated to saving her people. The Elephant Uplift project focuses on maximizing the physical and mental potential of her species with cybernetic augmentations. Complete the project to gain new citizens in your empire.

## Lines

**Flavour text on encounter:**

* *Knowledge is the greatest gift one can give or receive.*

**On being hired:**

* *Wonderful news! I'll work hard on your projects! But I'm also trying to uplift more of my brothers and sisters.*
* *I'll be working on that special project when I can, but if you put some effort into it as well, then I know you won't regret it!*

**On being rejected:**

* *No! Won't anyone help me bring my brothers and sisters up? Maybe some other empire will want us ...*

**On being fired:**

* *It's OK, <Leader Name>. I know that my people will be saved, with or without you.*

**If the player is too poor:**

* *Oh. Well, you don't have the funds! Research is very costly, <Leader Name>.*
* *I can't join you if you don't have what I need to uplift my brothers and sisters.*
Research Gear Housing

This special research project can be bough from "Krazy Eddy's Technology Emporium" for 400 BC.

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

*Research into this complex system of gear housings has led us to but one logical conclusion: They'd make a great way to load a small scale mass driver for our corvettes. These mass drivers should make an excellent addition to our arsenal.*
IndustrialInf: building

**Industrial Infrastructure (Building)**

*A chain is as strong as its weakest link. In industry, the weakest links are quite commonly found in the transportation sector, where massive amounts of raw products or goods need to be moved from extraction sites to refineries and factories and finally to ports. Investing in the Industrial Infrastructure will provide a large bonus to the overall industrial efficient and output of a planet.*

+25% to Industrial Output
Osiran Studies

Our scientists have finished analyzing the data we collected from the Osiran vessels encountered in the %systemname system.

Our readings suggest that the Osirans were not only scanning the primary star, but proding at it with tight particle beams compromised of several known and unknown particles.

They would scan the ejecta produced from the star as a result and then repeat the process.

This activity produced energy discharges from the sun of proportionally surprising quantities.

our scientists were intitially unsure of exactly what type of particles the Osirans were using to provoke such a response from the star, but they conjecture that a sustained blast of these particles could lead to literally astronomical energy discharges from the primary star.

After further study, our scientists discovered a new subspace particle that they have dubbed the Protosiron, and what they have discovered is that by injectingthe Protosiron into stable fusion reaction, they can increase the rate of fusion reaction to previously unthinkavle levels.

This Technology will double the effectiveness of our own fuion-based technologies such as Fusion Beams, Fusion Engines, and Fusion Powerplants.

Something to keep in minf is that our more paranoid military scientists believe the Osirans are researching weapons technology.

As they are an unknown species with unkown motives, it may be prudent to stay alert in %systemname system in case the Osirans return.
SubFarm: building

**Subterranean Farms (Building)**

*The concept of digging out humungous underground caverns to fill with grow lights and crops is relatively straightforward. In practice there are a number of engineering and construction hurdles to overcome, but the end results are farms on planets with no atmospheres. Only planets without existing farmlands will benefit from this. Excludes asteroids.*

Allow farming on barren worlds, +1 Food Per Farmer
ImperialBank: building

**Imperial Bank (Building)**

*The sinews of a galactic empire are formed by money. The Imperial Bank oversees the credits and debts of our people, making an income through interest on loans, high-speed equity trading, derivatives, futures, and a whole host of other financial products. Wherever the bank is, money fallows.*

+33% to BC income here
Tritanium: module

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

*This armor is massive, strong, and expensive, weighing in at three times the mass, three times the strength, and three times the cost of Steel Armor. This armor will provide a large defensive boost to your Orbital Battle Station unless and until you unlock something better. On capital ships, equipping this armor will substantially impact maneuverability, but provide incredible defense.*
Pollop

The **Pollops** are a species of sapient plants. Their empire is called the **Pollop Symbiosis**, a major faction in StarDrive 2.

## Summary

The Pollop race evolved on Sporl, a swampy, forested planet in Polmar system. Due to their plant physiology, Pollops utilize sunlight to convert energy into nutrients through the use of photosynthesis. Pollops navigate the world using their long tentacles, but are also able to put down more permanent roots. Female Pollops appear to have brightly coloured leaves, while males are green. Some Pollop Elders are said to have roots that go all the way to core of Sporl.

Pollops are perhaps the friendliest race ever to travel the stars. Until technological advancement, Pollops were prey on their homeworld and so they shy away from physical combat and are reluctant to go to war. The Pollops want nothing more than to spread to other worlds, basking in sunlight, putting down roots, spreading seeds and playing music.

Pollops have been sapient and possessed Stardrive technology for far longer than most other species. While the Pollops were content with their life on Sporl, the Pollop elders recently rustled their leaves and encouraged use of the stardrive technology.

## Racial traits

The default racial traits for the Pollops are:

* Fertile
* Timid Warriors
* Adept Spies
* Photosynthesis

### Unique Abilities

* Regrowth
* Sonic Wave

### Unique Experimental Technologies

* Pollop Armor
* Solarium
* Sonarium
* Combat Skrodes

## Personality

The Pollop AI personality is randomized from the following traits:

* Good
* Expansionists
* Greedy
* Militarists

## Notable Pollops

* Indica, leader of the Pollop Symbiosis
* Sativa, Elder Budmaster

## Ships

### Combat hulls

* Thorn (Fighter)
* Thicket (Corvette)
* Fern (Frigate)
* Chrysalis (Cruiser)
* CorpseFlower (Battleship)
* Entangler (Titan)

### Non Combat

* Freighter
* Colony Ship
* Construction Ship