recursal/Fanatic-Fandom huggingface dataset:
Food

**Food** is used to feed population. Food is instantly generated and consumed; it is not stockpiled.

## Generation

Population assigned as farmers generate Food. The basic amount is determined by the planet climate.

Some buildings also generate Food and/or affect the amount of Food generated per farmer.

If there is excess food in an empire, freighters will automatically transport Food each to colonies that do not generate enough local Food to feed their population. Each freighter can transport 1 unit of Food regardless of distance.

## Consumption

Each population consumes 1 point of Food. If there is insufficient food, the deficit is applied to the colony's growth rate, which may cause it to shrink.

Any excess Food on a colony is turned into income at the rate of 1 BC. However, the flat income generated this way cannot exceed the amount of Food consumed by the population.

## Population

One unit of population is equal to 30 growth units.
OrbitalHabitat: building

**Orbital Habitat (Building)**

*For many, the choice of living in space rather than living down the well is about lifestyle. It feels adventurous to leave the surface behind, knowing that an exotic destination is only a transport ship away. These habitats are not suitable for construction in asteroid fields due to debris hazards.*

+2 Max Population; Cannot be built in asteroid fields
NullField: module

**Null-Field Cannon (Ship Module; Weapons)**

*For a weapon of this size, the Null-Field cannon has a very short range. What it lacks in range however, it makes up for in fire-power. Simply put, this weapon deletes whatever matter it comes in contact with. There are no explosions, no thermal reactions - just a simple and tidy deletion. Foes facing this weapon would be wise to avoid close-in-engagements.*
Research Ancient Data Crystals

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

**Ancient Data Crystal Secrets (Technology Benefit; Cash or Science)**

*Our scientists believe they have unlocked all the secrets that the ancient data crystals held. Although the results are all very interesting, they don't really point us in any single direction; rather they seem to point our scientists in all the same directions they were already heading. We have some options. We can sell the crystals and the results on the open market and receive a sizable amount of credits. Alternatively, we can could apply the results directly to the advancement of science, rendering the crystals and their secrets almost worthless on the open market.*

* Cash up front! Credits are nice, and we get a small amount of tech to boot. (Receive 7500 BC and 50 research points in each field.)

* For science! The open market be damned, we're giving this to the scientists! (Receive 500 research points in each field and 100 BC)
Kalatk

The **Kalatk** are peaceful mantis-like insectoids from the planet Kalatk. They are a minor race who have no ambitions to build a space empire.

## Description

Kalatak possess a yellow-brown coloured carapace, two large eyes and often wear robes. Like most insectoids, they go through a larval stage before fully maturing. Racially, They have +2 to farming and +2 to production which can make them useful if conquered. Tlik, Hivemaster is a notable Kalatk.
Dhornish

The **Dhornish** are a dragon-like reptilian race from the planet Dhorne. They are a minor race who don't possess a space empire. Their planet has an anomaly marker that can be interacted with, similar to Hurmglub. You can hire 4 Dhornish mercenaries for 1000 BC, or refuel/rearm your fleet for 100 BC. The mercenaries have 60 HP and 2 locked abilities: Dhornish Chopper- 5 AP, 25 damage Cleave- passive, whenever this unit kills an enemy, gain 2 AP.

## Description

The Dhornish are well adapted to the hot, dry desert climate of Dhorne. They have scaly skin, long necks and heads with four eyes, six nostrils and two whiskers/feelers. The Dhornish possess StarDrive technology, but most of them gave up on space travel because they found space (and indeed most other planets) to be far too cold for their liking. The Dhornish are ruled over by nobles such as Rhigar, and are famous for producing fearsome warriors who use Dhornish Choppers. The player can hire these warriors as mercenaries upon visiting Dhorne.

## Trivia

The Dhornish are inspired by George R.R Martin's A Song of Ice and Fire series, which includes dragons and a desert land called Dorne ruled over by Princes and Princesses.
Transporter: module

**Transporter Device (Ship Module; Systems)**

*This device allows a one-way transfer of ordnance from the equipped ship to any other friendly ship in the fleet. This process happens automatically during battle. Any ship that runs out of ammunition will automatically begin drawing upon the ammunition stored by the ship with the Transportation devvice. The transporter requires a fair amount of power to operate.*
FoodReplicator: building

**Food Replicator (Building)**

*This machine creates edible and nutritious food out of pure energy. This process requires an incredible amount of power, which is reflected in the high maintenance cost of this device. However, the benefits of being able to fabricate food from nothing are obvious.*

+4 Food; high maintenance cost
Module

*For a guide on designing ships in Stardrive 2, see our article on the Shipyard.*
*For a list of modules in the game, see our List of modules article.*
**Modules** are ship parts which make up your ships. These include, weapons, defenses and various other ship systems.

## Attributes

Modules each have certain attributes, which affect how they function.

**Health:** Health represents the amount of damage a module can take before it becomes disabled. In space combat, the current health / damage status of modules is displayed via colour. In the shipyard, it is the maximum health which is displayed.
**Mass:** Effects the speed of the ship.
**Production cost:** Production required to produce the desired ship. Production cost increases as more modules are attached to the desired ship.
**Power draw / Power supply:** Most modules draw power on the ship (indicated with a red - minus symbol). Energy weapons draw extra power every time they fire. Power plants provide power (indicated with a green + plus symbol). Capacitors increase a power storage, which is useful for ships with a lot of power-hungry modules.
**Number of slots:** Each module takes up a certain amount of slots on a ship's grid display in the shipyard. Larger modules take more slots.
## Modifiers

Modifiers are optional upgrades to your modules which may applied to individual modules when designing ships in the Shipyard.

Each percentage modifier except for rate of fire is applied to the base statistic and rounded down to a minimum of 1.
Diplomacy

**Diplomacy**

**Establishing Contact**

Diplomatic relations start when one empire has a ship or colony enter the scanning range of another empire. It is possible to explore a remote system, leave, and then see that an unknown alien species has colonized a planet there without establishing contact. Discovery of other empires is permanent.

**Negotiations**

Each faction has two main factors in negotiations with other factions, *approval* and *tolerance*. Combined, they serve to put a limit on the amount of mutual benefit empires can gain from one another in trades.

All diplomatic proposals have a tolerance cost when accepted. Tolerance spent this way decays at a rate of 1 per turn, or two if the other faction has the unique embassy structure. Thus, if you want your own tolerance to decrease faster so that you can more frequently offer things to make trade deals, then you need to research embassies and give it to the other empire.

**Approval**

Approval determines the maximum tolerance and also the likelihood the enemy will propose deals or declare war on you. Expansionism decays at a rate of 0.1% per turn. Colonizing while you have an existing expansionism penalty will sometimes result in an increase to this, although it doesn't seem to always happen with every empire.

Being caught spying results in -5% approval for 50 turns. This amount does not decay per turn - it simply expires at the end. If another spy is caught before the expiration, 50 days are added to the duration and the severity of the penalty increases by 5.
Pack Mentality

This is an experimental Tech available to the Vulfar race.

*The Vulfar like to travel in packs of small ships. This advance allows them to treat Frigate class vessels like corvettes for Command Point purposes, gaining a 1 CP discount for frigates.*

Known issue: this does not stack with a Bridge or cockpit's CP reduction effect as of version 1.1h, though it does work on it's own.
AsteroidSuperstructure: building

**Asteroid Superstructure (Building)**

*To say that real estate is at a premium on Asteroid colonies is an understatement. This superstructure helps alleviate the problem with a massive lattice that encompasses the largest asteroids, providing anchor points for new habitat modules above the asteroid surface.*

+2 Population Cap on Asteroids
Temple Of Brutality

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

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

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

In game description:

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

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

*Experimenting with Anti-Matter and subspace fields yielded some unexpected results. This weapon creates a wild reaction between Anti-Matter and various particles that are traveling through subspace. The energy inside the delivery package is completely unpredictable but does fluctuate bewtween observable bounds. In essence, this weapon does random damage that can range from nothing to extreme.*
Research Complex Facility

This special research project can be bought from "Krazy Eddy's Technology Emporium" for 1600 BC.

**Armored Ordnance Supplier (Ship Module; Systems)**

*Our research into the fabricator schematics has allowed us to create an incredible - if power-hungry - armored ship module capable of rapidly fabricating ordnance using nothing but energy as a resource. This module is an all-in-one solution for a capital ship that requires ammunition for its weapons.*
Stormfront

This event is triggered by entering the "Ionic Storm" on the map.

**Stormfront**

*This cloud of highly ionized gas crackles with a sinister energy. Traveling through this nebula could prove to be extremely dangerous to ships with poor EMP protection.*

* Very Well. We should avoid this area until we have ships prepared to face its dangers.
Twitter

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Hall Of Heroes

**Hall of Heroes (Building)**

*The Hall of Heroes stands as a monument to the great people of the galaxy. Leaders will offer their services twice as frequently once built, and you can hire them for free. Additionally, Leader units require no monetary upkeep. This is a Unique building, meaning you may have only one in your empire.*

Unique, Attracts Leaders, Hire for Free
First Contact Wanted

**First Contact Wanted**

*When we first discovered the StarDrive, our people were incredibly excited to get out among the stars and see what we could find. And now that we have - now that we've started receiving these strange transmissions from galactic news networks - we know for a fact that there are other sentient species in the galaxy. The problem is that we haven't actually met any of them, and this has lately been the cause of much internal debate and discussion amongst your people. To rectify this issue, a band of our leading citizens have offered us a large financial incentive to discover another major space-faring race within the next 50 turns. If we can do this within the allotted time period, then they will transfer 500 BC into our imperial coffers.*

* Understood. We'll see if we can discover another race within 50 turns.

**Failed to Make First Contact**

*We've been in space for a long time now. We know that there are other major spacefaring races out there - we've seen them on this weird GNN broadcast that keeps hijacking our signals. But where are they? We've looked and looked, and still we find ourselves alone. The investors who offered us 500 BC for first contact have taken their money elsewhere.*

* Oh well
Ozymandius

**Ozymandius, the Forgotten King** is a leader who can be hired by the player to govern colonies. He is from an unknown race.

Hiring Ozymandius requires initial payment of 200 BC, and 3 BC per turn thereafter.

## Traits and bonuses

### Labor Leader +40%

Ozymandius, the Forgotten King, is an experienced industrial leader, providing a bonus of +40% to system-wide production output.

## Lines

**Flavour text on encounter:**

* *I am Ozymandius, king of kings. Look on my works, ye mighty, and Despair.*

**On being hired:**

* *Yes, YEESSS! Look on my future works, ye mighty, and \*bzzzz bzz bzzz\* desp- \*bzzzz bzzzz\* despair!*

**On being rejected:**

* *You would reject the wisdom of eons to save a few coins. Fools that you are; the Remnant will surely find you and do unto you as they did unto us.*

**On being fired:**

* *Tossed to the solar winds, then. My people may be gone, but I will always hold their memories, and my pride.*

**If the player is too poor:**

* *Once, long ago, I was a king. Riches were mine in measures beyond counting. Your civilization was microbial when I ruled the stars. But alas it was indeed a very long time ago, and riches beyond measure have, over time, become measurable.And this displeases me. In short, if you will not pay me, I will not join you.*

## Trivia

Ozymandius is a reference to the poem "Ozymandius" by Percy Bysshe Shelley, first published in 1818:

I met a traveller from an antique land

Who said: "Two vast and trunkless legs of stone

Stand in the desert. Near them, on the sand,

Half sunk, a shattered visage lies, whose frown,

And wrinkled lip, and sneer of cold command,

Tell that its sculptor well those passions read

Which yet survive, stamped on these lifeless things,

The hand that mocked them and the heart that fed:

Look on my works, ye Mighty, and despair!'

Nothing beside remains. Round the decay

Of that colossal wreck, boundless and bare

The lone and level sands stretch far away.
MainEngineering: module

**Main Engineering (Ship Module; Systems)**

*This module provides a command and control center with a specific focus on managing shipboard systems and power levels. By utilizing intelligent, teal-time power output strategies, the effective power consumption of the ship is reduces by 50%/ Furthermore, engine output efficiency can be increased up to 20%. The smaller engineering modules provide half these bonuses.*
Races

**Races** are the various intelligent sapient species who inhabit the universe of StarDrive 2.

## Major factions

There is nine major factions in the game, representing ten races. These races are trying to forge mighty empires amongst the stars, and win the game.

### Chukk Affiliation

The Chukk are a ruthless and mercantile insectoid race, fond of haggling over slaves.

### Cordrazine Collective

The Cordrazine are immobile, vain molluscs who use mind-control pheremones to enslave other species. They are native to Cordon Ot in the Cordon system.

The Owlwoks are an avian race native to Cordon Ot. As the first race enslaved by the Cordrazine, they form the workforce on Cordrazine planets.

### Draylok Council

The Drayloks are an intelligent reptilian race, who are masters of deception and espionage.

### United Federation

The Humans are clever, industrious primates with a yearning to explore, though corruption hinders their economy.

### Kulrathi Shogunate

The Kulrathi are a huge bear-like race of honourable warriors, with a strong military tradition.

### Opteris Hive

The Opteris are a robotic race of emotionless insect-shaped AIs who operate in a hive mind.

### Pollop Symbiosis

The Pollops are a large pacifistic plant race who are able to rapidly reproduce and expand.

### Ralyeh Theocracy

The Ralyeh are highly religious cephalopods, bent on conquering the galaxy for the Elder God.

### Vulfar Imperium

The Vulfar are a dull-witted race of vicious, militaristic canines with a fierce pack loyalty.

## Minor races

These races don't expand into large space empires, but encountering them can lead to missions, unique bonuses, new citizens, troops or other important decisions.

### Androids

Androids are are part machine, part organic beings who are efficient workers.

### Avnar

The Avnar are an avian race from a small forest moon.

### Hurmglub

The Hurmglubs are peaceful fishers famous for their seafood delicacies.

### Prrsian

The Prrsians are a race of blue felines from arid Prrsia.

### Dhornish

The Dhornish are a dragon-like reptilian race from Dhorne.

### Elephants

Successfully completing Suji's special research project adds three Elephant citizens to the galaxy, preferentially to your empire but they will go elsewhere if you don't have room for them. For racial traits, Elephants have Agricentric, Inspired Workers, and Thirst for Knowledge, making them valuable citizens in any empire. They will cause the Racial Conflict approval penalty, however.

### Kalatk

The Kalatk are peaceful mantis-like insectoids from Kalatk.
Galactic News Network

The Galactic News Network (GNN) is essentially a ominous robot that reports the news to the known galaxy about events the nine races undertake.

## Description

The GNN Robot broadcasts from a unknown location, and proclaims to have the most powerful transmitter in the galaxy. Despite the nine races only recently taking to the stars, GNN will very quickly report on their progress, as well as starting several shows based around examining these races. GNN hosts three prominent programs, they are:

### Racial Profiling

In this segment GNN will detail a very basic, and superficial, overview of one of the nine races before interviewing the leaders of said race. GNN will go from praising some races for their odds of "winning, such as praising the Vulfar Imperium on their potential, to outright ridiculing other races, such as dismissing the United Federation as a organization run by egotistical and corrupt space apes.

### War Segment

Another popular segment, GNN will detail any wars that occur in the galaxy between the major powers. GNN will list out the aggressor (whoever initiated the war) before seeking out a comment from the aggressor on their reasons for starting the war.

### Elimination!

Whenever a race is conquered or exterminated by another race, GNN will run a special segment informing the galaxy of their elimination, GNN's thoughts on the demise of that race, as well as reminding the viewer of how many races remain in the galaxy.

## Ulterior Motive

**!SPOILERS!**

If the player is able to enter the wormhole and defeat the Master, a unexpected GNN segment will play with GNN congratulating the players empire on successfully entering the wormhole and defeating the Master. Then GNN will address the galaxy and admit that it, GNN, was responsible for giving all nine races the Stardrive. Stating that it used its extremely powerful transmitter over long periods of time to watch for suitable races, and once that race was on the zenith of reaching the stars that GNN would secretly give that race the Stardrive, all in the hope of them being able to fight and defeat the Master.

GNN will then sign off, telling the remaining races that their destiny's are now their own to forge.
Prrsian

The **Prrsians** are feline race from the planet Prrsia. They are a minor race who possess StarDrive technology but have no ambitions to build a space empire.

## Description

Prrsians possess feline features with four limbs and a tail. They stand quite tall. The Prrsians long ago gave up space exploration to sleep away the days on their warm, arid homeworld. As a result, the planet's only export of note is the luxurious Prrsian rugs which the player can purchase upon encountering the Prrsians. Still, it is not uncommon to see the occassional Prrsian who has left his home to seek fortune amongst the stars.

You can buy a rug from them which gives a 5% diplomacy bonus. You can also refuel and repair your fleet for a fee.
LowGAdaptation

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

*Prolonged exposure to low gravity has a significant negative impact on bone and muscle growth. However, with the right course of drugs and a few genetic tweaks, a body can reach its full maturity and strength even in zero-G environments. This results in a +1 bonus to production per worker on Low-G worlds.*
Automated Rover Bay: building

**Automated Rover Bay (Building)**

*Automated rovers are invaluable in establishing a young colony. The rovers will work tirelessly, day and night, to implement your construction plan. They imporve the productivity of your workers directly while also providing a flat bonus to production due to their automation.*

+1 Prod Per Worker; +5 Flat Production Bonus
MassDrivers: module

**Mass Drivers (Ship Module; Weapons)**

*Mass Drivers use magnetic fields to hyper-accelerate a metallic slug. The kinetic energy of the fast-moving projectile imparts a terrific blow even at long range. A short-range variant is available with a smaller footprint that is useful on close attack vessels.*
A Wormhole Suddenly Appears!

This event appears to be completely random, however it does always seem to connect player space to another civilization.

**A Wormhole Suddenly Appears!**

*Scientists across our galaxy are veritably reeling from the sudden appearance of what seems to be a stable wormhole in the (solar) system. As far as our scientists are aware, there was absolutely nothing special about the area of space in which this wormhole appeared, leading them to believe that whatever phenomenon it was that caused the wormhole to appear was generated in subspace. What new opportunities - or dangers - exist on the other side of this wormhole? There is only one way to find out.*

* Interesting!
Battlestation: building

**Battle Station (Building)**

*The Battle Station is a powerful orbital station capable of defending a planet from determined assaults. It provides +2 Command Points to your empire and is automatically equipped with an array of your best weapons, shields, and armor. Upgrades to Star Fortress.*

+4 Command Points; replaces existing StarBase
Hall of Heroes

**Hall of Heroes (Unqiue, Attracts Leaders, Hire for Free; Building)**

The Hall of Heroes stands as a monument to the great people of the galaxy. Leaders will offer their services twice as frequently once build and you can hire them for free. Additionally, leader units require no monetary upkeep. This is a Unique building, meaning you may only have one in your empire.
Study GrimDark Traverse

This special research project is granted once a player flies a fleet into the Grimdark Traverse on the strategy map.

**Secrets of the GrimDark Revealed**

*Our scientists have completed their study of the GrimDark traverse. The black clouds that seem to suck in surrounding light turn out to be exactly that - a cloud of sub-space particles that provide a path of least resistance to objects in real space. Our study of this phenomenon has increased our knowledge of subspace, providing +3 AU per turn to our fleet speeds.*
Terraformer: building

**Terraformer (Building)**

*This machine uses a variety of biological and chemical processes to slowly transform a planet's climate. Once built, it will transform a planet every 25 turns into a planet type that is better than the current type, until the planet is a Gaia planet.*

Slowly improves planet type
SwarmMissiles: module

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

*Point defense weapons and Electronic Counter-Measures are less effective when faced with a barrage of incoming fire. These weapons split into multiple warheads upon one of three conditions: (1) The parent missile becomes Jammed (2) the parent missile is intercepted by Point Defense fire; or (3) The parent missile reaches optimal deployment range for its sub-warheads. The sub-warheads can still be intercepted or jammed, but the possibility is much lower given their speed and size.*
AntiMatterTorpedo: module

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

*For the more artillery-minded commander, the Anti-Matter torpedo is an attractive standoff weapons. the warhead itself has a greatly reduced mass when compared ton conventional explosives, which gives this torpedo a distinctive maneuverability advantage over conventional torpedos.*
Hurmglub

The **Hurmglubs** are a peaceful acquatic race from the planet Hurmglub who trade in seafood delicacies, particularly the famous Hurmblubian lobster.

## Description

Hurmglubs look similar to lionfish or frogs. They have large enlongated heads with two eyes on either side, and large mouths filled with thin teeth. Hurmglubs have two legs and two forelimbs. The forelimbs end in 5-digit hands, with the middle two digits being long and the others short and stubby. Their round bodies have two large side fins, smaller back fins and a spiky dorsal fin. Hurmglubs are bright orange-pink with splotchy stripes.

The Hurmglubs possess StarDrive technology, but gave up on the idea of a space empire, deciding that travel amongst the "great black sea of stars" was too dangerous and decidely un-Hurmglubby. The player is able to trade for Hurmglubian lobster upon encountering the ocean homeworld of the Hurmglubs.
Agriculture Exchange

This event is triggered when one colony provides food to several others.

**Agriculture Exchange forms on (Planet)**

*(planet) in the (solar) system has long been know for its importance to imperial agriculture. Traders have been coming to (planet) to purchase excess foodstuffs informally for many years. Local authorities have now formalized this process with a massive Imperial Agricultural Exchange. Excess food created at (planet) will now generate an additional +1BC for your empire. The maximum amount of revenue generated from excess food remains limited to the number of citizens on your planet who actually eat food.*

* Excellent news!
SolarArmor: module

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

*Solar armor is the sensible marriage of photovoltaic technology with traditional armor plating. These panels are relatively cheap and efficient, and can be quite effective at power generation en masse. Of course, considering their dual role as both a source of power as well as a protective armor plate, it would be unwise for a combat ship to rely solely on these panels due to the likelihood that they will be destroyed in combat.*
Research EM Field

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

**EM Dissipation**

*The electromagnetic field surrounding the colony of (planet) has been weakened to within tolerable limits. This was accomplished through the creation of what amount to large lightning rods placed around the globe to absorb the energy when it crosses certain thresholds. The planet no longer suffers any penalties from the EM Field.*

* Excellent news!
Sickbay: module

**Sickbay (Ship Module; Systems)**

*Large ships are like small cities, with hundreds or even thousands of crew members contributing to its operation. Sickbay serves as a hospital to all of the crew, ensuring their health and productivity with preventative care that increases their overall effectiveness. Furthermore, Sickbay provides emergency medical services during and after combat. Crew members who would otherwise perish from their wounds can be saved with modern medical technology. This retention of life results in an effective boost to the crew's XP gain rate. When under fire, the sickbay is capable of rapidly treating wounds that would otherwise incapacitate a crew member. The net result is that an equipped ship takes 10% less damage from weapons fire.*
Pirate Incursion

**Pirate Incursion**

*There's trouble on the horizon. A fleet of warships has been detected on the outskirts of our space and they appear to be on a course to intercept our tradeships.*

* Those scurvy pirates won't know what hit them!

* **Pirate Loot**- After defeating the "Pirate Incursion" this event appears.

*Our scan of the pirate wreckage has revealed a highly secure datapad in a blastproof box. The datapad contains two files: one is a set of coordinates in deep space, the other is a short communications log of some sort. The log reads as follows: Martok, we towed an asteroid out into deep space like you told us. No way anybody without these coordinates will find it, but we set up the subspace distortion field like you said. It seems like overkill but you're the boss. Any friendly ship will trigger the cloak to drop when you're in range.*

* Curious! Perhaps we'll send a ship to check out this base.

* **A Cloaked Pirate Base**- Once the player has recovered the "Pirate Loot" event and sent a fleet to the marked location this event will trigger.

*We're nearing the coordinates that were contained in the pirate data cache. We're looking for some sort of asteroid base and it should be cloaked. As far as we can tell, there's nothing here. The note did say that if an unescorted transport approached then the base would automatically decloak. Maybe we should try that.*

* Well there's probably nothing here. Back to work, boys!

* Order your troop transport to move ahead alone. If the base reveals itself, have your troops dock and take control.
PulseCannons: module

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

*Pulse Cannons fire disabling blasts of electro-magnetic energy. When a ship receives EMP damage, its systems will be knocked offline in the affected quadrant for a short period of time. The period of the disabling affect is directly related to the size of the affected ship's hull: the larger the sip, the shorter the disabling effect. However, repeated hits will stack and increase the amount of time a ship's systems will be offline.*
IonBeam: module

**Ion Beams (Ship Module; Weapons)**

*Charged particle weapons operate by streaming massive amounts of sub-atomic particles towards a target at nearly light speeds. Generating this beam is an extremely power-intensive process. However, despite the large amount of power required, the beam remains relatively weak. The chief advantage of these weapons lies in the fact that they are extremely easy to aim and will rarely miss the mark even when operated by unskilled crews.*
Crawl

**Crawl, Melancholy Inventor** is an Android leader who can be hired by the player to govern colonies.

Hiring Crawl requires initial payment of 250 BC, and 2 BC per turn thereafter.

## Traits and bonuses

### Research Leader +20%

Crawl, Melancholy Inventor is a skilled researcher, granting bonus to the research efforts of colonies managed by this leader.

### Inspired by Tech

Each time you discover a new technology, Crawl, Melancholy Inventor becomes a little bit less depressed, gaining +1% to his Research Leader skill.

## Lines

**Flavour text on encounter:**

* *I invented a new power source today. Oh... What's the point...*

**On being hired:**

* *Oh. Very well. I suppose I could probably invent a thing or two for you.*

**On being rejected:**

* *Of course you don't want me. Rejected again. First my creator, now you. What's the point of anything anyway?*

**On being fired:**

* *Oh. Of course. Yes. I'll just pack my things. Oh who am I kidding. I don't even have things.*

**If the player is too poor:**

* *???*

## Trivia

Crawl's flavour text is based on the character of Marvin the Paranoid Android from Douglas Adams' Hitch Hiker's Guide to the Galaxy.
GalacticExchange

**Galactic Currency Exchange (Technology Benefit; Trade Routes)**

*Implementing a standardized galactic currency allows profits to be made on every trade. With this technology, you receive +2 BC per trade route that OTHER empires have with you in addition to your normal trade incomes. To receive the benefit, the other empire must be using the trade route.*
Pack mentality

This is an experimental Tech available to the Vulfar race.

*The Vulfar like to travel in packs of small ships. This advance allows them to treat Frigate class vessels like corvettes for Command Point purposes, gaining a 1 CP discount for frigates.*

Known issue: this does not stack with a Bridge or cockpit's CP reduction effect as of version 1.1h, though it does work on it's own.
Malfillion

**Malfillion, Rebel Smuggler** is a leader who can be hired by the player to lead fleets or fight in ground combats. He is from an unknown reptilian race.

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

## Traits and bonuses

### Unique Ship

This leader has a unique combat vessel, the Windleaf, that they will use when deployed to the strategy map. The Windleaf behaves like a normal leader transport except that it may also engage in space combat. The vessel uses Command Points like a normal ship of its class. The Windleaf has 7x spinal laser cannons, 5x Laser PDs (forward) and 2x Laser PDs (left and right). The ship has Class II shields (central) an ECM jammer, and basic engines. It is unarmored, and uses the pirate frigate hull.

### Navigator +10

Malfillion, Rebel Smuggler is a skilled navigator, granting a speed bonus of 10 AU per turn to his fleet.

### Blockade Expert +100%

Malfillion, Rebel Smuggler has extensive knowledge of smuggling operations. As a result, his fleet gains +100% effectiveness when blockading an enemy planet. This skill allows a fleet to exceed the normal cap of 25% on the amount of resources that can be stolen from a blockaded planet per turn.

### Smuggler's Insight +20

Malfillion, Rebel Smuggler knows every trick in the space-book for hiding valuables from ship inspectors. As a result, when his fleet kills an enemy Merchant ship, he gains 20 BC for your empire per ship destroyed. After his cut, of course.

### Ground Combat (not indicated on his leader profile)

Malfillion can participate in ground combat. He has 2 locked skills, his unique laser pistol (range 1-5, AP 2, 10 thermal damage) and another which gives bonus of 25 BC per enemy unit he gets the killing blow on.

## Lines

**Flavour text on encounter:**

* *Let me make this abundantly clear: I do the job, and then get paid. Shiny?*

**On being hired:**

* *We're square then. What's the job? Smuggling? Piracy? Being dashing and handsome?*

**On being rejected:**

* *Well, maybe we'll be seeing each other around then, under less friendly circumstances.*

**On being fired:**

* *You think I didn't see this coming? I'm always two steps ahead, and I know some other emperors who want a man with that kind of know how.*

**If the player is too poor:**

* *???*

## Trivia

Malfillion's name is a reference to actor Nathan Fillion, who played Malcolm (usually abbreviated to Mal) Reynolds on the TV show Firefly. In the movie based on the show, the pilot of his ship says "I am a leaf on the wind" after an action sequence.
AntiMatterReactor: module

**Anti-Matter Reactor (Ship Module; Systems)**

*Anti-Matter reactors provide incredible amounts of energy relative to their footprint. However, the anti-matter containment field is a critical system. If it fails, the nothing is to stop the anti-matter from interacting with other ship systems. The resultant explosion would likely claim the ship.*
AdvECM: module

**Advanced ECM (Ship Module; Defenses)**

*This advanced jammer provides increased defense against Guided Weapons, causing them to become Jammed more frequently.This module also reduces the effectiveness of incoming Cannon Fire. Ships firing at the equipped ship will act 5 levels lower for targeting purposes. This effect can stack multiple times.*
Heavy Fighter Bay

The heavy fighter bay is a four by three system, that launches a heavier fighter, generally better suited to take down capital or frigate class ships. Each bay spawns two heavy fighters, use your best missile and best energy cannon as weapons, and are affected by the fighter shielding. Think of these as your x-wing fighters. Swarm tactics apply.
Draylok

The **Draylok** are a species of duplicitous reptilians native to Drellok in Drell System. Their empire is called the **Draylok Council**. They are aiming to achieve victory through manipulating their slower-witted enemies.

## Description

Drayloks are around the same height as a Human, and possess two arms and two legs, but the similarities end there. Drayloks exhibit reptilian features such as pale scaly flesh, two slits for nostrils, and a jaw full of ragged teeth twisted into a skull-like grin. Early Drayloks used their large black eyes to mesmerize prey before attacking, while modern Drayloks have a natural gift for deception and take pleasure in outsmarting "inferior" races.

The Draylok Council is a body of ultra-wealthy nobles who control Draylok society and compete for power and influence. For them, violence, espionage and scheming are all part of a great game. The prospect of unlimited wealth to be found out in the galaxy has prompted the Drayloks to expand their horizons using the StarDrive. However being focused on espionage and monetary gain, they are less aggressive and warlike than some empires. When communicating with alien races, Drayloks utilize devices called "holo-chairs" which cause them to appear visually different, in order to better allow them to manipulate others. Their leaders wear large ceremonial headdresses. Religion is important in Draylok society, but is ultimately a means to an end, and Drayloks are not fanatical like the Ralyeh.

## Racial traits

The default racial traits for Draylok are:

* Spymasters
* Timid Warriors
* Fantastic Traders
* Charismatic

### Unique Experimental Technologies

* House Of Lies
* House Of Whispers
* Doctrine Of Speed
* Doctrine Of Distance

## Personality

The Draylok AI personality is randomised from the following traits:

* Wary
* Mercantile
* Good
* Cunning
* Ruthless Imperialists

## Notable Drayloks

* Princess Zenobia, inventor of the Draylok StarDrive, who suffered an "unfortunate accident" soon after her discovery.
* Kerce, Draylok Nightblade

## Ships

### Combat hulls

* ??? (Fighter)
* Crescent (Corvette)
* Scythe (Frigate)
* Bird of Prey (Cruiser)
* Warbird (Battleship)
* Sentinel (Titan)

### Non combat hulls

* Freighter
* Construction Ship
* Colony Ship

* Some concept art for Draylok ships, from Stardrive 1
* Early concept art for Draylok ships
* Draylok with malfunctioning holo-chair, revealing true appearance

## Trivia

* The Drayloks may be inspired by popular conspiracy-theories about "reptilian aliens" who supposedly live on earth, impersonating high-ranking officials and manipulating the human race. They also bear some similarity to the Romulans from Star Trek (both are mysterious and excellent at spying, both have ships named "Warbirds"), the Drell from Mass Effect (both humanoid reptilians with large black eyes) and the Darlok from Master of Orion (Similar name, style). Another race from science fiction with which the Drayloks share similarities are the Centauri from Babylon 5, in terms of their color schemes, ship designs, and general aesthetic.
Discharger: module

**Discharger (Ship Module; Weapons)**

*Ships that rely on heavy-hitting energy weapons are crippled without charged capacitors. The Discharger causes enemy capacitors to release their energy by bridging them with the ship's hull, if only for a moment. The weapon does minimal thermal damage as well. Its discharge effect only works if the ship hull is hit.*
Blaster

**Blaster, Master Engineer** is a leader from an unknown blue-skinned race who can be hired by the player to govern colonies.

Hiring Blaster requires initial payment of 60 BC, and 1 BC per turn thereafter.

## Traits and bonuses

### Labor Leader +10%

Blaster, Master Engineer, is an experienced industrial leader, providing a bonus of +10% to system-wide production output.

### Shipwright +5%

Blaster, Master Engineer, is an experienced builder of ships. As a result, any ships built in a system overseen by this leader will gain a bonus to its maximum hitpoints.

## Lines

**Flavour text on encounter:**

* *There's nothing I can't fix, and Mel here can't lift!*

**On being hired:**

* *Yes, astounding! Mel? MEL! We've been hired! Dammit I think he fell asleep.*
* *But this is no indication of our future performance! Just point us to your shipyards and we'll do the rest!*

**On being rejected:**

* *What! Incredible! Stupiferous! Unintelligablated! I'm flabbergastified! Harumph!*

**On being fired:**

* *I predicted this outcome! I predicted it! You'll be sorry when I'm working for your enemies!*

**If the player is too poor:**

* *???*

## Trivia

Blaster's name and appearance are likely a reference to the characters of Master & Blaster in Mad Max: Beyond Thunderdome
Recruiting Station

After the player builds several capital ships at one colony this event occurs.

**Recruiting Station opens on (Planet)**

*With so many capital ships being built on (planet), we had been having trouble finding qualified recruits to man our ships. As a result, the admiralty have now established a recruiting station on (planet). Our recruiters will utilize a wide array of persuasion techniques, ranging from basic incentivization through advanced psychological manipulation, to see our fleet quotas are met. As a result, we'll have a larger number of qualified recruits to crew our most valuable ships. Capital ships built in this system now receive +1 Experience Level.*

* Excellent news! Maybe this batch of recruits will know how to actually AIM those laser cannons!
StarFortress: building

**Star Fortress (Building)**

*The Star Fortress is the ultimate space station. Wielding a huge arsenal of weapons including a fighter bay and a bomber bay, this Star Fortress is capable of stopping all but the most determined of space assaults. Upgrades any existing Starbase of Battle Station.*

+6 Command Points; replaces Starbase, Battle Station
HEFocus: module

**High-Energy Focus (Ship Module; Systems)**

*Particle weapons suffer from a rather pronounced damage drop-off at range. The High-Energy module uses an array of highly tuned force fields to contain the particle beam even as it extends away from the ship. Ships equipped with this will receive a 200% damage bonus at maximum range to all of its particle beam weapons that are installed in the same quadrant.*
Bloodfang

**Bloodfang, Albino Terror** is a Vulfar leader who can be hired by the player. He can be assigned to govern colonies or fight in ground combats.

Hiring Bloodfang requires initial payment of 80 BC, and 1 BC per turn thereafter.

## Traits and bonuses

### Virility +5%

Bloodfang, Albino Terror has an insatiable appetite for breeding, and inspires similar feelings in those around him. A system that is overseen by this leader will therefore experience increased population growth.

*Note: The increased value by the Bloodthirsty skill can be checked on the Population Growth Per Turn window in the planet view.*

### Bloodthirsty

For every unit Bloodfang, Albino Terror kills in combat, he is healed 25 hitpoints and gains a permanent 5% bonus to his Virility skill. Though the healing effect of this skill functions properly, the 5% gain to his virility stat is not shown on his profile. It is unknown if it works at all (needs testing).

### Bloodfang

Bloodfang may participate in ground assault actions both as an invader (if assigned to a ship) or as a defender (if governing a system).

## Lines

**Flavour text on encounter:**

* *BLOOOOOOOOOOOOD!!*

**On being hired:**

* *RRAAAAWRRR! Then I will fight for you! Now where are your females kept?!*

**On being rejected:**

* *You are lucky that I have just eaten and mated, and would rather nap than tear out your throat for this insult!*

**On being fired:**

* *Ghrrrra!!! Working for such a weakling has made me hungry. Perhaps your enemies will offer better pay!*

**If the player is too poor:**

* *???*
Kerce

**Kerce, Draylok Nightblade** is a Draylok leader who can be hired by the player to lead fleets.

Hiring Kerce requires initial payment of 100 BC, and 4 BC per turn thereafter.

## Traits and bonuses

### Unique Ship

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

### Assassin

Each turn, Kerce, Draylok Nightblade has a 5% chance to assassinate an enemy agent operating inside our empire. Each time Kerce, Draylok Nightblade assassinates an enemy agent her Assassin skill increases by 1%.

## Lines

**Flavour text on encounter:**

* *If you can see me, it's already too late.*

**On being hired:**

* *Of course you want to hire me. Now let me fade into the shadows and do what I do best ...*

**On being rejected:**

* *Hahaha. Fool! Do you think this blade has any loyalties? Perhaps one of your opponents will realize the value in that.*

**On being fired:**

* *There's only one thing more dangerous than a Draylok Nightblade, friend, and that's a Draylok Nightblade that knows all of your secrets.*

**If the player is too poor:**

* *???*
Study Mysterious Asteroid

This special research project is a part of the "A Mysterious Asteroid" event chain.

**That's No Asteroid**

*Our study of the artificial asteroid has revealed some startling results. Quantum dating places the age of this object at nearly 2.3 Billion years. The object is infused with large quantities of a jet black substance that has proven highly reactive to organic materials. When exposed to bio-matter, this 'proto-molecule' is capable of quickly integrating with and altering the gene sequences of the underlying bio-matter.*
BioTerminator: module

**BioTerminator (Ship Module; Systems)**

*Organic molecules, even those from different worlds, all share many commonalities. By aggressively attacking those common roots, we have created a bomb that will very rapidly and thoroughly kill anything it comes in contact with. A few of these bombs will unquestionably destroy an entire civilian population in short order.*
ArmorFactory: building

**Mech Factory (Building)**

*Mechs are powerful ground assault units with excellent offensive and defensive abilities. Upon construction, gain 1 Mech unit. Gain an additional Mech unit after 25 turns. The Mech factory can only support 2 Mech units at a time, and will not produce more Mechs than there are citizens at a planet.*

Produces armored ground assault units.
ClusterCannons: module

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

*A cluster cannon is essentially a Flak Cannon with an extra stage. The first stage fires a larger projectile fill with Flak rounds. The second stage deploys the flak rounds which then behave normally. This weapon is less suited for ordnance interception but well-suited to intercept fast moving groups of fighters.*
Trade Guild

This event occurs after constructing 5 freighter fleets on a single planet.

**Trade Guild forms on (Planet)**

*The abundance of trade activity on (planet) in the (solar) system has given rise to a chapter house of the galactic trade guild. From here on out, whenever you build freighter fleets at (planet), you may do so at a 50% discount their production cost.*

* Excellent news!