recursal/Fanatic-Fandom huggingface dataset:
The Kalgeros

### Assimilation Trait

**Obedient Flock (50/70 Chance):** +20  on Systems with Heroes (+20  on Systems with Heroes if "Honor Bound")
**Luxurious Livers (20/70 Chance):** -20% System Level upgrade cost

*Having evolved from a marsupial-like species, the Kalgeros's relatively small size hides their surprising strength and agility.*

## Lore

Having evolved from a marsupial-like species, the Kalgeros's relatively small size is countered by their surprising strength and agility. As they moved from protecting or conquering a tree to a tribe to a village, the society realized that its somewhat belligerent tendencies had to be channeled. Over time they developed a martial art that they call "Mardamari", unique in the galaxy for the number of limbs required to execute it. They are led by Gunga, spiritual and martial leaders who have the responsibility for moral and physical education. Jolly and gregarious in daily life, they are deadly serious in questions of combat and honor.

## Population Traits

 Increases  Political Output
 Political Traits
  political opinion more impacted by  events
 Kalgeros Law

**Editor's Notes:** Kind of an oddball law; the overpopulation mechanic is still a fairly weak malus, so this isn't nearly as impactful as various other laws (such as i.e. Mavros). The food-to-manpower part is more interesting, except that manpower consumption really ceases to be a problem around midgame. It's interesting because there's essentially nothing in the game that boosts this (besides a couple of very early-game buildings), so if the game is ever rebalanced to make manpower consumption far stronger, this would be valuable.
Until then, this law is kind of a dud.

 Potential Population Quest Rewards

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

#### Mardamari Blues

* **???**: (Scientist) +2  per Kalgeros for 20 turns
* **???**: (Industrialist) +4  per Kalgeros on Sterile Planet for 20 turns
* **???**: (???, requires Lumeris in Empire) ???
The Galvran

**Cryo Mining (20/70 chance):** +20  per Cold Planet on Systems, +25% Strategic Resource income per Deposit

*The Galvran have deep connections to the underground, mines, and resources.*

## Lore

Evolving on a planet with a highly eccentric orbit, this quirk of celestial mechanics has seen the Galvran endure long, long winters where survival is predicated on living deep underground for years at a time. As well as contending with the cold, the ancestors of modern day Galvran experienced dim light levels, and it is thought that this is the reason that they possess two pairs of eyes. With such a challenging environment, it is also no surprise that the race became masters of technology, constantly interrogating nature and creating tools for a means of survival. From hardship sprung solidarity too, and to this day a favorite motto of the Galvran is still "Survive together, die alone".

## Population Traits

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

 Potential Population Quest Rewards

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

#### The Good Old Day

* **Relocate**: (Ecologist) +2  per Galvran on Large Planet for 20 turns
* **House**: (Industrialist) +2  per Galvran on planet with Strategic Resource for 20 turns
* **Virtualize**: (Science, requires Z'vali) +1 , +1  on Galvran for 20 turns
System Improvements

System Improvements are structures built in Systems that give bonuses to resource production within that System. They are constructed over multiple turns based on the System's  value. The number of turns to complete an Improvement is the Cost divided by System's  production. Other system constructions such as Planetary Specializations, Terraforming, and Ships are built similarly to System Improvements. Multiple System Improvements can be added to the Construction Queue. Systems have limited "storage" for , but will carry over leftover  from completed constructions over into the next action placed in the queue.

## Resource Improvements

### FIDSI

Most System Improvements increase the system's FIDSI production. Some are flat bonuses, while others increase resource values proportional to the population of certain planets. Some Improvements gain additional bonuses for certain Planet traits.

### Resource Exploitation

Luxury and Strategic Resources will be automatically exploited if they are discovered on a colonized planet. Certain improvements massively increase the production of those resources for use in the Empire.

### Unique Improvements

Unique Improvements provide powerful bonuses, but can only be constructed once by each Empire. They are often quite expensive.

### Planetary Improvements

Individual planets can have their yields raised by building a Planetary Specialization, or have their type changed to something more hospitable by Terraforming. These projects are selected from the icons that appear underneath each planet, rather than in the improvements list.

## Special Actions

Alternative Constructions are available in Systems which don't cost  in the normal way, instead taking a set number of turns. They can't be bought out with .

### System Development Projects

Unlocking Tier 3 of the Economy and Trade tech quadrant unlocks the ability to craft a System Development Project from the Economy Screen, which provides varying benefits depending on what luxury resources it's crafted with. See System Development for details.

### Chain Gang

The Military 1 tech N-Way Fusion unlocks the *Chain Gang* improvement. It takes a single turn to complete, and consumes one full reserve worth of , and one  of the type that is scheduled to grow next. It adds 300  to your Empire Manpower.

### Infinite Actions

Some improvements consume all of a system's  indefinitely, converting a fraction of it into  or . They block the construction queue until cancelled.

### Faction-specific Improvements

Most Factions have a unique action available to them, related to their Faction Traits.

### Evacuate System

Abandons the entire system, giving a compensation of  (scaling up with the population of the system) and a colonization ship. Not recommended in most situations.

## Buyout

Most improvements can be bought out by spending  (or  if playing as The United Empire), completing them on the next turn. See Buyouts for more details.
Sophonic Noosphere

Sophonic Noosphere is a technology on the Science and Exploration technology tree. It unlocks one System Improvement in Scienceganza. This technology is available to factions with the Sophon Affinity trait.

"*Discreet brain-chips that allow citizens of the Sophonity to engage in the group collective at a subconscious, emotional level. Kinda like soaking up the vibe at a festival--except the festival is system-wide.*"

### Note

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

## Scienceganza

* +50  Science on Ecstatic
* +25  Science on Happy
* +10%  Science on Ecstatic
* -32  Upkeep
* Political Impact:  Scientists
* (Can only be built once per Empire)

Cost: 6240  Industry, 50  Antimatter

"*A regular system-wide celebration of all things science, manifested in an explosion of festivals, live demonstrations, celebrity scientist events, quizzes, and crazy experiments that may well involve the loss of dignity and more. The happier the population, the greater the scientific benefit!*"
The Nakalim

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

**About**
Gameplay
Traits
Ships
Strategy

*The Nakalim seek relics of their ancient glory which bring them power and knowledge.*

## Lore

The Nakalim developed on a dry planet towards the end of the reign of the Endless. Their reverence for the Lost made them an enemy of the Endless, but the Endless were too wrapped up in their civil war to worry about the Nakalim. Once the Endless fell, they were largely alone in a tamed and civilized galaxy full of the Endless's infrastructure. As a result they grew so rapidly that they over-expanded, and the survivors were driven into hibernation--to wait for their prophecy of the Lost to come to pass.
Unified Tachyon Theory

Unified Tachyon Theory is a technology on the Science and Exploration technology tree. It unlocks one system improvement: Stasis 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.
* Add who knows this technology from the start of the game.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Scientist

## Stasis Singularity

* Freeze the system, preventing any progress (collecting resources, invasion, completing improvements) and blocks all entities within (heroes, fleets).
* +25% Influence on Empire
* Set depletion points per turn to 0 on planets
* Set to 0 on Tower of Temporal Paradox

Cost: 1 Turn, 100 Dust Industry, 1 Quadrinix and 1 Orichalcix
The Cravers

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

**About**
Gameplay
Traits
Ships
Strategy

*Created by the Endless from an insectoid life form, the Cravers are in the purest sense hunter-gatherers who would never have independently evolved the systems and infrastructure needed to raise crops or domesticate animals.*

*Their life cycle is based on consumption, and as such they are capable of digesting any form of plant or animal matter. As their home world is close to being consumed, they must leave in search of further nourishment.*

*For if they do not continue to expand, discover, and exploit new worlds, their society will eat itself to death. Feeding the hive is their all-consuming purpose; the notions of 'treaty', 'trade', and 'peace' do not exist.*

## Lore

The cravers are a race of humanoid bio weapons created by *the endless* with the purpose to destroy planets.

## Leadership

Though the Queen is the most important single member of the Craver hierarchy, she is not necessarily its leader or decision-maker as her time is spent in the production of future generations.

Though she has an unquestionable right to veto and would be consulted in the case of extreme risk to the hive or a deadlock in the process, her importance is more social than political.

The true leaders of Craver society are a caste known as Bishops; this small percentage of intellectually advanced Cravers forms the backbone of society and is responsible for decisions on construction, warfare, development, reproduction, and exploration.

## Homeworld

It is difficult to define a homeworld for the Cravers, as they were an artificially created species. Much of the research was done on the Virtual world Bejek, but as they were DNA patterns shared across the Virtual federation and vat-grown in numerous locations it is hard to determine a single site. Perhaps the best, if arbitrary, definition of a homeworld would be the planetary factory of Kovanyuv, where many of them were created.

## Society

The Queen could be viewed as the leader of the society, but only in the sense that she has the capacity to refuse plans proposed by the Bishops.

She lacks a creative or directive role in the development of those plans, however, and simply passes judgment on them. In fact it is difficult to apply the concept of a political system to the Cravers, as a good two-thirds of their population barely have enough of a sense of individuality to understand the idea of casting a vote.

In-game, the Craver form of Government is the Autocracy, a unique and reflavored version of a Dictatorship.

On the official ES2 Wiki, it is instead refered to as a *Stratocracy*, meaning "a form of government headed by military chiefs". This likely refers to the few Bishop Cravers that are self-aware enough to carry out administrative tasks.

## Trivia

* The Cravers were a major faction in Endless Space 1, you can read more about them here.
Changelog: 1.5.30 - Hotfix

**[FIXES]**

* Fixed more stuck situations
* Shared Vision achievement no longer attempts to count hidden uncolonizable nodes like quest nodes to determine the threshold
* Fixed "Not For Profit" Achievement
* Fixed occasional visual corruption of the Empire screen
* Luxury Deposits now display the correct per planet effect in their galaxy map tooltip
* Fold Singularity now properly applies its "top queue" efect after reloading a save
* Fixed a situation when Sophons could not complete Chapter 1 of their main quest on particularly small galaxies
* Undocked Arks now properly contribute to Overexpansion Disapproval (tooltip localization still missing)
* Increased minimum hero unlock modifier to reduce occurences of "one new hero each turn" situations
* Custom Factions combining Riftborn visual affinity with In the Shadows gameplay can now populate their sanctuaries
* Sanctuaries can now be selected as a destination when hiring mercenaries or forming hero-only fleets
* Vodyani no longer receive two Explorer Hulls
* Fixed Vodyani Quest being impossible to complete without superweapons
* Umbral Choir Tier 3 collection no longer applies to Sanctuaries on other home systems
* Using Resource Recoverer Probes on crescents no longer reveals their location
* Umbral Choir should no longer lose population in "upgraded slots" when migrating
Quantum Communications

Quantum Communications is a technology on the Military technology tree. It unlocks one Unique Improvement in Adaptive Fleet Systems and one Command Points improvement in C4 Systems, and one Troop Improvement in Redundant Cybernetics.

"*A true, robust quantum communications network doesn't only make decryption attacks a lot less likely. Arguably the more important effect is that communications are many orders of magnitude faster, allowing for a large number of independent components to be coordinated.*"

### 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

## Adaptive Fleet Systems

* +100 Initial XP on ships per System level
* Can only be build once per empire
* -96 Dust Upkeep

Cost 12480 Industry, 50 Orichalcix

"*Control systems can be built that have limited abilities to both learn from past experiences and scan briefly into the future. This combination generates "learning" ships that have already gained enormous practical experienced.*"

## C4 Systems

* +300 Manpower deployment limit on Empire
* +4 Command Points on Empire
* +1 Maximum Tactics in your Set on Empire

"*To the classic elements of C3 (Command, Control and Communications) is added Computing as the complex calculations needed to handle weapons and trajectories in four-dimensional warfare is a non-trivial task. Without it, however, larger fleets cannot efficiently function.*"

## Quantum Communications (Cravers' Affinity)

This faction-specific technology replaces C4 Systems with Super Swarms, which improves the Manpower deployment limit further and offers Industry per Empires at War.

"*A quantum communications network does more than make decryption attacks difficult; it also means that communications are orders of magnitude faster. This allows a larger number of independent components to be coordinated, making control of the mass armies of the Hive more direct and more efficient."*

### Super Swarms

* +400 Manpower deployment limit on Empire.
* +50 Industry per Empires at War on Systems.
* +4 Command Points on Empire.
* +1 Maximum Tactics in your Set on Empire.

"*The ability to communicate faster and at vastly inflated bandwidths allows coordination between swarms the likes of which the galaxy has never seen before. Such huge swarms mean and number of different benefits, and are terrifying prospects for enemies.*"
Obliterator Missile Frequency

Obliterator Missile Frequency is a technology on the Military technology tree. It unlocks Obliterator Reload.

*"By increasing internal radiation shields and siphoning energy from non-essential systems between shots, Obliterator missiles can be recharged and fired m ore often."*

### 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

## Obliterator Reload

-25% delay between firing Obliterator missiles.

*"Improved recharge/repair systems allow Obliterator to fire more often or at lower cost."*
The Xirmisala

**Endless Weapons (??/70 Chance):** +20% Weapon Module Damage on Ship Lent by The Academy

*This ancient, highly Dust-sensitive people were engineered by the Endless over centuries to be able to sense the existence of the Lost and their relics.*

## Lore

The Xirmisala are a people both ancient and unfortunate. Bioengineers of the Concrete Endless discovered these Dust-sensitive ungulates, and over time they altered the species to make them even more attuned to the presence and movement of Dust. When the Dust Wars started, therefore, the Xirmisala became critical to the war effort, and the Concretes exponentially increased their augmentation efforts. It was quite a success, as the Xirmisala abetted the Endless pogrom that led to the destruction of the Lost.

After the Lost fell they evolved on their own, but it was not long before they were discovered by the expanding empire of the Nakalim. Appreciating their skills, the Nakalim adopted the Xirmisala for a different reason: to seek out, against all hope, any Lost that may remain alive in the galaxy.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Xirmisala Law
 **Editor's Notes:** This is a little odd, because the field of focus is so small – albeit: note that it affects faction "home systems" - planets like Raia, Vanguard, Sobra, and Koyasil count - not just planets like Auriga, Teonha, or Kyros.
Strategy
This is a bit of an underwhelming law, which probably ought to be buffed to justify the occupation of the law slot and the effort to acquire it. There is one point of synergy - certain paths through the Celestial Worlds DLC quest will give you +50% dust on unique planets with governors (as a permanent empire upgrade), and this stacks with that.
The one other point of synergy would be supremacy - if you're actively conquering enemy homeworlds, it's more valuable than not.
Xeno Anthropology

Xeno Anthropology is a technology on the Empire Development technology tree. It unlocks one System Improvement in the National Museum and unlocks the ability to change Government types for your Empire.

"*The study of alien civilizations, both past and present, can offer great dividends in understanding ones own culture and cultural biases as well as in determining the effects of change and evolution on galactic society.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Replace the description with the "non-faction specific" version of the text.
* Replace "Food" with food icon, etc. using Icons.
* Political Impact: Religious
* Add what types of Governments are added when Technology is researched.

## National Museum

* +2 Influence per Population on Planets when Ecstatic
* +1 Influence per Population on Planets were Happy
* -4 Dust Upkeep
* Political Impact: Religious

Cost 560 Industry

"*The empire holds a great store of loot (though we prefer the term "acquired objects"). This museum puts them on display, provides facilities to study them, and reminds others of the reach and power of your empire.*"

## Government Diversity

* Unlock ability to change Government types

"*As the populace learns about different forms of government and the many ways of expanding into the galaxy, additional political structures become possible.*"

## The Pooster Program

* +1 Systems occupied before triggering expansion disapproval on Empire

"In order to overcome the fear of alien worlds and worries about the dangers of space, the government launches a program designed to show other star systems as friendly, fun-loving places inhabited by improbably cheerful aliens. The program's slapstick mascot is a three-headed mushroom named "Pooster"."

## Xeno Anthropology (Cravers' Affinity)

This faction-specific technology does not unlock Government Diversity as the Cravers faction is not allowed to switch Government types.

## Xeno Anthropology (Imperials Affinity)

This faction-specific technology changes the flavour text of Government Diversity and changes The Pooster Program into Patriotic Press.

"*The study of alien civilizations, both past and present, can offer great dividends in understanding how patriotic fervor can be enhanced, as well as determining the effects of change and evolution on galactic society.*"

### Government Diversity

* Unlock ability to change Government types

"*As the populace learns about different forms of government and the many ways of expanding into the galaxy, additional political structures become possible. Whatever is chosen, though, Zelevas will lead.*"

### Patriotic Press

* +2 Systems occupied before triggering expansion disapproval on Empire

"By deepening the links between the political and journalistic arms of Imperialist society, news organizations can disseminate the most far-fetched, ignorant, and untruthful--yet patriotic--stories to their citizens. Belief in the Empire's expansionist aims will never be greater."
The Hissho/Strategy

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

About
Gameplay
Traits
Ships
**Strategy**

## Mini-guide by Knofbath

Hissho are best played Tall, since Overcolonization decreases FIDS by 5% per Colony. There are no Overcolonization buffs in the tech tree until Autonomous Administration late in the game. You can have unlimited Outposts though, since Outposts require a Keii purchase to be converted to Colony you can just let them stay at Outpost forever.

Resource Recoverers affinity means you should treat the Hissho like a mining megacorp. Mining Probes add FIDS per POP on your Capital system. A Mining Behemoth should be 1x Engine and 4x Deep Mining Probes, since Probe duration stacks you'll get 40 turns of uptime on your probes. You'll want to Raze most enemy Colonies and replace them with Mining Probes, only keep systems with 5-planets or valuable strategic resources. [Note: Gas Giants have the highest FIDS total per planet in the game, so should be high priority to Mining Probe.]

 Keii is Approval, so you'll want to keep your Keii as high as possible. If you are capped out at 100 Keii and about to fight a battle, you can "bank" 25 Keii by queuing Fealty Center/Foundation/Institute's on your non-Capital systems.

The **Hatched at Home** Law (+25%  FIDS) should be active as long as you have enough Keii to maintain it. Queue Ancestral Reverence on useless systems to lower the law upkeep cost.
The Haroshem

**Agriculture Experts (20/70 Chance):** Set the  to 5 if natural value is lower than that

*Simple and agricultural, the pacifistic Haroshem are relatively introverted traders and farmers.*

## Lore

One of the older races of the galaxy, the Haroshem found a relatively stable evolutionary niche with their simple, pacifist culture that relied on advanced agricultural techniques to ensure their species was always well fed and lacked one of the basic motivators for conflict. With younger, hungrier races stirring up and down the arms of the galaxy, however, this straightforward, peaceful approach to life will be sorely tested.

> **Editor's Notes:** The "Agriculture Experts" assimilation bonus really could stand to have an explanation, because it's very vaguely worded, and some reasonable interpretations of the words have nothing to do with how it actually works in-game.
>
>
> The source of the confusion, for me at least, is that Amplitude's done some rules in various games aimed directly at "deficit avoidance" by putting a minimum cap a value can't fall below;  is a resource where a deficit can kill pop units, and my initial read on this law was that it would set a system's overall  value to a bare minimum of 5; no matter how bad things got, you'd never starve your pops. That's not how this works at all, though.
>
>
>
> What it actually does is is modify the FIDSI/pop on planets; if a planet gives 0  / pop, naturally (such as Lava, or Barren, or Ice), this instead forces that value to 5  / pop. Broadly speaking, this attacks one of the two major things that make sterile planets miserable, which is their terrible food and approval values. For factions like the Riftborn and Hissho, who don't care about the approval values on sterile worlds, this is very, very valuable (for Riftborn in particular, it's insanely good).
>
>

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events
 Haroshem Law
The Epistis

*The Epistis are a race of mechanical beings who have only recently ventured to the stars.*

## Lore

Little remains of the Epistis' creators, a race that died out several millennia ago. What is known is that the Epistis were likely created as planetary guardians, charged with preserving their homeworld's fragile ecology through aggressive defense of its natural wildernesses and the salvaging-and recycling-of discarded materials. Whether these objectives became corrupted, leading the Epistis to turn on their creators is unknown, but what is certain is that they are a fanatical, dangerous civilization of recycled warmachines ready to take their creed to whoever crosses their path.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events
 Epistis Law
Radioactive Essence

Radioactive Essence is a technology on the Science and Exploration technology tree. It unlocks two Support Modules in Reap Essence and All Must Provide III. This technology is only available to a faction with the Vodyani affinity.

"*Less a real technology, and more an instrument to instill fear, Essence can be tagged with radioactive markers, encouraging captive populations to volunteer the substance even 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: Religious.

## Reap Essence (Support Module)

* Tribute (Essence) income (100)
* Growth (Food) absorbed (40)

Cost: 180 Industry

## All Must Provide III (Support Module)

* Tribute from the Star System (100)

Cost: 60 Industry
Wonder Victory

Redirect to:

* Victory Conditions#Wonder
The requirements for the Wonder Victory are that the empire must construct a certain number of Obelisks of All Space-Time. Once completed, the victory will be awarded. The Obelisks of All Space-Time are unlocked once Stage Five has been reached in the Empire Development technology tree.

The number of Obelisks required is dependent on the size of the Galaxy, as shown on the table below.

 Small
 Medium
 Large
 Huge
 Colossal
 Exceptional
The Horatio/Gameplay

The Horatio are Horatio, and intend to expand until all the galaxy is as gorgeous as they are.

About
**Gameplay**
Traits
Ships
Strategy

The Horatio are a relatively vanilla faction, which more or less plays entirely normally, except for one well-developed mechanic: Gene Splicing.

## Splicing

The "Gene Hunter" faction affinity allows you to splice the genes of any non-Horatio population into your primary population. It immediately adds a bonus based on the population you've chosen to splice to all instances of your major (i.e., Horatio, or some custom faction with this affinity) population. This bonus is a 'lesser' copy of whatever that population usually provides in its vanilla form; often reduced by 1/3 or 1/2; however, it is provided in **addition** to the natural population trait of Horatios.

You're allowed to combine multiple bonuses from multiple factions - in fact, this is the main strength of this faction affinity; combining as many of these as possible to make your primary citizens much more productive than those of other factions.

Splicing requires the sacrifice of a certain number of population instances of the faction being spliced; this starts at 2, with the next faction requiring 4, then 6, etc. These populations are immediately deleted, and can drive the number of that faction in your empire to 0, effectively making it extinct. If you want to maintain these minor factions in your empire, be careful not to over-eagerly use splicing the moment you have enough to do it; instead, get at least one surplus population before splicing.

**Splicing does not copy in the collection bonuses**, so you still have a valid reason for potentially wanting some minor pops to augment your major pop, since you only need 1 of a minor pop on any system to multiply output by, say, 15% or whatever the bonus is.

If you are playing as a custom faction, any "Horatio" populations you encounter will not be considered your primary population, and thus, they will also be available for splicing.

Splicing is allowed even for completely robotic/non-corporeal factions which arguably don't even have genes to splice (e.g., Epistis, Riftborn, Remnant, and Pulsos). This is most likely done purely for the sake of fun and consistent mechanics, but you could probably hand-wave an explanation with some idea like cybernetic implants.

The best factions to splice are also the hardest to get - Riftborn, Vodyani, and Cravers. You won't be able to grow additional Riftborn from captured populations, you can only get Vodyani population by converting or successfully invading their system without destroying their Ark Ships, and Cravers will probably kill you first.
Power of the Endless

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

"*Mysteries of power politics, game theory, strategy and growth no longer exist at this level of knowledge. Empires are transparent and pliable. The future is clearly predictable. Influence and the projection of an empire's will are increasingly only questions of what one wants to do--because "if" and "how" are no longer concerns.*"

### Note

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

## Power of the Endless (Empire Improvement)

* +20 Approval on Systems.
* +1 FIDSI per Population on Planets where Ecstatic
Weapon Modules

Redirect to:

* Modules/Weapon
   Weapon modules are divided into 2 types with 4 main sub-types, with additional sub-types added by DLC.

**Projectile** :

* *Kinetic* - Projectile based, kinetic weapons aren’t that efficient against large ships but provide the best protection against enemy missiles and can also target Fighters and Bombers.

* *Missile* - These are long-distance projectiles, that will do massive damage whenever they hit. However they can be destroyed in flight by enemy kinetic weapons.

**Energy**:

* *Laser* - High damage output at medium range, lasers are a solid choice for any ship. Just be careful as energy weapons can be completely useless if they can’t get through the enemy’s energy shield.
* *Beam* - ~~[redacted Manual description~~] - Low damage output, but high accuracy at all ranges.

## **Kinetic Weapon Modules**

Long - 10% / Medium - 50% / Short - 85%

50% Shield Penetration and 20% Hull Penetration

Most effective at short range, they have additional ability to destroy **Missiles, Squadrons**, and **Boarding Pods.**

**Modules**:

## **Missile Weapon Modules**

Long - 100% / Medium - 50% / Short - 25%

60% Shield Penetration and 10% Hull Penetration

Most effective at long range. Can be shot down by **Flak** effect of Kinetics

**Modules**:

## **Laser Weapon Modules**

Long - 50% / Medium - 100% / Short - 50%

10% Shield Penetration and 80% Hull Penetration

Most effective at medium range. Has a base 10% **Critical Chance**.

**Modules**:

## **Beam Weapon Modules**

Long - 100% / Medium - 100% / Short - 100%

10% Shield Penetration and 90% Hull Penetration

Effective at all ranges. Has a base 5% **Critical Chance**.

**Modules**:
War as Hobby

War as Hobby is a technology on the Military technology tree. It unlocks one Unique Improvement in Multi-Mind Combat and one Special Module in Core Cracker.

"*War as diversion and entertainment has long been a cultural staple; modern technology and the use of androids and advanced comm systems allows any citizen with a bit of free time to fight as a soldier in on-going conflicts.*"

### 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

## Multi-Mind Combat

* +1500 Planet Manpower capacity
* +50% Defending troops health
* Can only be built once per empire
* -96 Dust Upkeep
* Political Impact: Militarists

Cost 12480 Industry, 10 Orichalcix

"*The integration of several "players" into the control systems of ships and mobilized infantry allows not only enormous increase in available troops, but also permits automated systems to select the best offensive or defensive maneuver from experienced fighters.*"

## Redundant Cybernetics

* +20% Troops Health on Empire
* +20% Troops Damage on Empire

"*As a further drive to maximize the investment in being and technology, multiple redundant miniaturized cybernetic systems are built into ships, infantry armor, and sometimes, the soldiers themselves.*"

## Core Cracker (Planet Destroyer)

* Special
	+ Charge time (5 turns on normal)
	+ Unlock the planet destruction action for the fleet. orbit a star system to load the weapon, and then destroy a planet.
	+ Can only be equipped on Carrier or Ark

Cost: 2000 Industry
The Pirates

**/!\ Oudated Information, needs updating**

  Pirates are neutral NPC barbaric faction in Endless Space 2, but are not to be confused with Reavers.  Pirate fleets have a yellow color, and only spawn from Quests. For Space Battles, they take on ship models at random from every other major Faction.

Pirates typically never leave the system they spawn on, but roaming Pirates are created in some quests. They will attack any fleet, even those not owned by the faction whose quest spawned them.

## Battle Tactics

Pirates have a different deck of battle tactic cards than Reavers.
Trade

Experience to level:

⌊

1000

(

ℓ

1.45

−
0.9

)

⌋

{\displaystyle \left\lfloor 1000 \left(\ell^{1.45} - 0.9 \right) \right\rfloor}

Income multiplier:

0.75

(

ℓ
5

)

0.75

≈
0.224

ℓ

0.75

{\displaystyle 0.75 \left( \frac{\ell}{5} \right)^{0.75} \approx 0.224 \ell^{0.75}}

Base system value:

system level
⋅
system population

8

5

{\displaystyle \frac{\text{system level} \cdot \text{system population}}{8} + 5}
The Umbral Choir

Observers and infiltrators, the Umbral Choir seeks to understand--and heal--the galaxy.

**About**
Gameplay
Traits
Ships
Strategy

## About

### Lore

An ancient immaterial creature from the depth of intergalactic space, the Umbral Choir roamed the cold, empty wastes, terribly alone until a great cry of anguish pierced the darkness. Shattering into a choir of echoes, the fractured creature sped towards the source of the space-and-time rending wail--the Endless galaxy--seeking to salve that which was in pain. Unbeknownst to the Umbral Choir, the cry marked the dying scream of the Endless civilization, and as it arrived, millennia later, new life was emerging from the remnants. Still wishing to give peace to any who suffer, the Umbral Choir will remain in the shadows, infiltrating and watching until its is ready to act.

### Trivia

* According to the comic, the Umbral Choir visited Coroz. After contact with the native inhabitants of Coroz, two things happened:
	+ The Choir stopped being a single consciousness, and fractured into many minds; and
	+ The Riftborn were possibly infected by the Umbral Choir (the black "blight"), thus creating a need for the Riftborn to enter the Endless universe.
* It's possible to invade and settle on Crescents as another faction, but only the rightful owner may terraform them into larger Crescents.
* "What's this" population quest is possibly a reference to the song from Nightmare Before Christmas

## Gallery

### Comic

1/12
Unstable Isotope Machining

Unstable Isotope Machining is a Tier 2 technology on the Military technology tree. It unlocks one ship module: Plasma Intensifier and one system improvement Electromagnetic Shield.

"*High nuclear mass materials that have been artificially created are not necessarily stable. The technology to contain and exploit them has many practical, if violent, applications.*"

### 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

## Electromagnetic Shield

* +250 Manpower capacity on planet
* +100 Manpower deployment limit (DEF)
* -20% probability to destroy improvements
* -20% probability to kill  population
* Political Impact:  Militarists
* Cost: 320
* Upkeep: 4

    "*Better control of varying magnetic flux densities within nanosecond order timescales, means that planetary structures can enjoy more robust defense beneath protective fields. Additionally, when not under attack, these shields shelter troops from any ambient radiation.*"

## Plasma Intensifier (Support Module)

* Cost: 50
* Energy damage 20%

## Unstable Isotope Machining (Unfallen Affinity)

Electromagnetic shield is replaced by Planetary Guard.

Planetary guard

* Manpower capacity (500)
* Probability to kill population (-30%)
* Probability to destroy improvements (-30%)
* Political Impact:  Militarists
* Cost: 320
* Upkeep: 4

## Unstable Isotope Machining (Ship Bound Affinity)

This variation adds one Ark only module:

* Mediation Module - The Ark cannot be attacked in a space battle when attached to a system.

"*High nuclear mass materials that have been artificially created are not necessarily stable. Vodyani knowledge of containment systems, extrapolated from the engineering of their Cloth, helps to improve weapons systems based on these materials.*"
Unfallen Faction Quest

The Unfallen Faction Quest gives resource bonuses and upgrades to Approval and Influence output.

## Chapter 1: Fire and Light

### Part 1

* Ecologists:
	+ Goal: Colonize 4 new star systems using tendrils
	+ Reward: 60 Dustciduous Trees
* Scientists:
	+ Goal: Possess 2 Anomalies in your Empire.
	+ Reward: Random Technology

### Part 2

* Pacifists:
	+ Goal: Reach a stock of 461\* Influence in your Empire
	+ Reward: Renewal System support module: +7 Influence per destroyed command point. can only be equipped on Protector ships.
* Militarists:
	+ Goal: Destroy all the ships of the marked pirate fleets (spawn once accepted)
	+ Reward: Koyasil Kinetics (weapon module, kinetic)

## Chapter 2: The Trees of Lives

* Ecologists:
	+ Goal: Grow enough systems to Level 2 or more, so there are 4 Spaceports in the empire.
	+ Reward: Harmony of the Heart system Improvement: +5 approval per population types on system

## Chapter 3: The Flood

### Part 1

* Revolution (Scientists):
	+ Goal: Produce 1191 Science in your Empire
	+ Reward: 250 Influence
* Tradition (Ecologists):
	+ Goal: Maintain approval of +70 or better in your Empire for 16 turns.
	+ Reward: 75 Adamantian

### Part 2

* Convince (Pacifists): Show other peoples the calm strength of the Unfallen.
	+ Goal: Reach 40 positive diplomatic pressure with another empire
	+ Reward: Heart's Ward defense module: Health and Energy defense.
* Control (Militarists): Prepare to impose the Pacifist unity of the Unfallen on those who would rather fight than listen.
	+ Goal: Reach 1900 Manpower in your empire
	+ Reward: Heart's Hammer weapon module: short range energy weapon that targets enemy crew

## Final Chapter: Head and Heart

* Fire (Scientists): We will push the new sciences to their utmost, and use their secrets to unlock the truth of the heart.
	+ Goal: Reach the fourth stage in one of the quadrants in the technology tree
	+ Reward: Fireforming empire improvement
		- Unlocks fast terraformation for Barren, Arctic, and Snow into Forest.
* Light (Ecologists): To see if Heart is within the Unfallen or an outside entity, we will terraform and colonize a hostile planet, and listen for her voice.
	+ Goal: Terraform [X] into a Jungle or a Monsoon planet.
	+ Reward: Heart's Embrace empire improvement
		- Unlocks fast terraformation for Lava, Ash, and Desert into Forest.
Obliterator Blueprints

Obliterator Blueprints is a technology on the Military technology tree. It unlocks Obliterator Specialization.

*"This is a major reworking of the Juggernaut-rated Behemoth-class designs. The purpose is to create a giant weapons platform for the system-destroying missiles."*

### 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

## Obliterator Specialization

Unlock this specialization option for all your existing Behemoths. To specialize a Behemoth, select it in the Galaxy view and access the option in the ship list panel.

*"The production of specialized, system-destroying Behemoth-class ships is now possible in all the shipyards of the empire."*
Supremacy Victory

Redirect to:

* Victory Conditions#Supremacy
Placeholder.

To win a supremacy victory you must bring all major factions' home systems under your control.

Forming an alliance with another major faction will add in the home system(s) that they own to your Supremacy victory progress.

(For factions with "Involuntary Nomads" trait, (i.e Generic vaulters and custom factions) their "Home system" is the star system where they first colonized.)

A first warning message will be displayed when a faction or alliance controls half of the home systems.

A second warning message will be displayed when a faction or alliance controls three quarters of the home systems.
The Kal'Tik'Ma

### Assimilation Trait

**Stalwart Stoics (50/70 Chance):** +10  per Sterile, -25% overpopulation disapproval (5%  per Sterile, if "Honor Bound")
**Star Trekkers (20/70 Chance):** +1 Overcolonization Threshold

*Solid and reliable, the Kal'Tik'Mas' resilience and unflappable attitude are appreciated.*

## Lore

The story of the Kal'Tik'Ma's ascendance is not a happy one. Generations ago, at the birth of their space-age, several vast starships set sail for other worlds. It was a time of great optimism, the travails of the past overcome, and the future bright. After long voyages the starships landed on diverse worlds, the Kal'Tik'Ma keen to learn all they could and see all the wonders the galaxy could offer. They could always return home if they found the planets too hostile. Except suddenly they couldn't, their home star going nova and obliterating their homeworld. Out in the galaxy, only one colonization project survived and founded a rudimentary civilization. Placating the native dinosaurs on a sand swept planet, the Kal'Tik'Ma are now a race of scavengers, forever dreaming of a lost homeworld.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events
 Kal'Tik'Ma Law
Population

Units of Population increase the FIDSI production of Planets. Different population types generate different resources, such as FIDSI, Approval, and Manpower. Systems use Food to grow a new population, the type being determined by the Empire and the ratio of population types already present in the System. Population types can be attracted from Allied Systems, or moved between systems using the Spaceport once a System Development Project has been built.

As Population increases in your Empire, each population type can hit a collection bonus which improves that population, and can even provide System-wide rewards for every System with at least one Population of that type.

## Population Types

Every Faction has its own unique Population type that brings various bonuses.

Each collection bonus is unlocked at 10, 20, and 50 Population of the type unless it is a Guardian. If the population type is Guardian, it will instead be unlocked at 5, 10 and 20 of the type, respectively.

### Minor Factions and Miscellaneous Population

\* Requires only 5, 10, and 20 population for Collection Bonuses

## Population Overview

From the Senate Screen (F2), click Population Details to view the Population Overview for your empire. In the Empire Population column, you can see the count for each population in your empire. Next to the count, you can click the Population Expansion icon to make systems produce that type of Population faster than other types for 10 turns, at the cost of Luxury Resources. This is useful for diversifying an Empire's population for Ecologist party support, reaching collection bonuses, and more control over system political affinities.
P.O.W.E.R. Armor

P.O.W.E.R. Armor is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Mechsuit Quarter and one Planetary Specialization in Floating Superstructures.

"*Protective and Operational Wild Environment Readiness Armor is essentially the toughest, strongest, most dexterous, and comfortable mech-suit that science can design. Radiation? Pressure? Winds? Temperatures? Allows workers to toil in all of the most extreme environments."*

### Note

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

## Mechsuit Quarter

* +2 Resource generation on Strategic Resource Deposit
* +1 Resource generation on Luxury Resource Deposit
* -64 Dust Upkeep
* Political Impact: Industrialists

Cost 4480 Industry

"*Encouraging a flourishing, creative hub for mechsuit designers to come together and express themselves, the quarter has excellent benefits for mining stations that often require non-machine prospectors for the discovery and exploitation of the most challenging seams. Enter the quarter at your peril though.*"

## Floating Superstructures

* +2 Population cap (max.) on Huge Gas
* +1 Population cap (max.) on Gas
* +1 Population cap (max.) on Large Gas

"*Increased mastery of the atmospheres of gas giants has led to the ability to construct enormous "cities" that float on the highly turbulent chemical clouds that make up the environment. While extremely high-strength materials are required and construction is expensive, cast new habitats can be build on these hostile planets.*"

## P.O.W.E.R. Armor (Riftborn's Affinity)

This faction-specific technology replaces Mechsuit Quarter with Riftborn Miner Corp.

"*Phased Operational Weightless Readiness armor is an additional layer of protection to protect Riftborn workers from the negative effects of harsh environments. Gravity, radiation, sound, and other damaging waves are reduced and even minimized.*"

### Riftborn Miners Corp

* +3 Resource generation on Strategic Resource Deposit
* +1 Resource generation on Luxury Resource Deposit
* -64 Dust Upkeep
* Political Impact: Industrialists

Cost 4480 Industry

"*Upgrading their robotic shells with patented P.O.W.E.R. Armor, a specialized cadre of Riftborn workers can safely excavate resources from the most deadly and dangerous seams.*"

## Nano Aquaculture (Ship Bound Affinity)

This faction-specific technology only includes Mechsuit Quarter.

"*Purified Operations Wear is an augmented form of holy Cloth that has been specially designed to help the faithful work in extreme environments. Radiation, pressure, wind, and temperature extremes can be ignored in pursuit of the Church's goals.*"