recursal/Fanatic-Fandom huggingface dataset:
Changelog: 1.5.46 - Dark Matter

[Additions]

* New hero: Sbejru Mashmir
* Released Dark Matter DLC
	+ 8 new single-chapter quests
	+ 1 new multi-chapter quest

[Fixes]

* Fixed several missing or swapped technology icons
* Rewrote several technology and unlock descriptions to make more thematic sense[Known Issues]

* Several icons and images may suffer from graphical corruption; We're already investigating the issue and will release a fix as soon as possible
* The new technology and unlock descriptions are currently only available in the English version; other languages will be patched later
* There may be a visual error in the new pug hero's animation
* An error may occur if AI try to invade a system targeted by the "Incoming!" quest
* "A Final Absolution" may not always properly reward a Tier 3 technology
* Emperor Zelevas may not be visible in Diplomacy and menus
Autonomous Mining

Autonomous Mining is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Urgent AI Research and one planetary specialization in Self-Mining NPO.

"*The continued infiltration of AI systems into industry has resulted in mines that operate independently of supervision--full time, at maximum output and lower cost.*"

### Note

* Add notes regarding which races get a unique version of this technology.
* Update this with the non-faction specific technology (looking at you Vodyani).
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Industrialists

## Self-Mining NPO

* +2 Resource generation on Resource deposit

Cost: 160 Industry

"*These technological wonders are rockets that are fired to Near Planetary Objects. Once landed, they build and operate autonomous mining operations, sending the refined ore back to their home base.*"

## Urgent AI Research

* Effects while in queue (blocks the construction queue)
* All the Industry is consumed.
* 50% Industry converted into Science.

Cost: Infinite Turns

"*The nice thing about having supersmart software running your mining operations is that, should the need arise, you can get your AI algorithms to down tools and put its computational mind to other matters. Like science.*"

## Autonomous Mining (Sophon's Affinity)

This faction-specific technology replaces (Needs confirming, as Vodyani tech was used as the base here).

"*The continued infiltration of AI systems into industry has resulted in mines that operate independently of supervision--full time, at maximum output and lower cost. The Sophon overseers still try to out-think them, and the result game is a boon to productivity.*"

### Core Science

* All the Industry is consumed.
* 75% Industry converted into Science.

Cost: Infinite Turns.

"*Sophons love learning, and there's a whole lot of learning to do deep underground. The good news is that those supersmart AI systems helping to run deep mines can switch their attention to the geology, physics, and magmalicious flows to boost science at the drop of a miner's hat."*

### Core Science

* +2 Resource generation on Resource deposits.

Cost: 160 Industry.

"*These technological wonders are rockets that are fired to Near Planetary Objects. Once landed, they build and operate autonomous mining operations, sending the refined ores back to their home base."*

## Autonomous Mining (Ship Bound Affinity)

This faction-specific technology has no changed apart from the description.

"*The continued infiltration of AI systems into industry has resulted in mines that operate independently of supervision. Nevertheless, Vodyani Custos are often on site to ensure that the processes and products are blessed and purified.*"
Changelog: 1.0.53 - Hotfix

**[BALANCE]**

* Switched Bombers 2 to Adamantian Alloys on Stage 4 of Military Quadrant
* Moved Fighters 2 from Army Cap tech to Structured Antimatter on Stage 4 of Military Quadrant
* Moved Bombers 1 from Army Cap tech and bundled it with Fighter 1
* Added a modifier on Fighters so they only deal 25% of their DPS against Ships
* Squadrons now take into account Bait modules when choosing targets
* Hero Ships are now targeted with less priority by Fighters & Bombers

**[AI]**

* Fixed a major issue on AI reflexion based on outdated information with regards to its colonies and lost colonies

**[FIXES]**

* Fixed quest reward evaluation failing when MaxTurn was not defined
* Fixed an issue where AI could reduce significantly the FPS in the late game
* Fixed quests being broken by simplified encounter battles among AI
* Fixed an issue where Figthers sometimes targeted destroyed Fighters and Bombers
* Trajectories now allow squadrons to slow down into turns for more realistic motion

**[MAC COMPATIBILITY]**

* Added intel iris pro 6200 to hologram compatibility list
* Added  fixed hologram shaders: now correctly applies the hologram  compatibility mode when entering -compat, allowing players to avoid the  issue

**NOTE for Mac users: If the -compat command line fixes your issue, please make sure you add your player.log in this thread so we can add the card to our list and fix the cause for all owners of the card, not just mask the symptom for you!**
Genius of the Endless

Genius of the Endless is a technology which unlocks one Empire Improvement in Genius 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 Economy and Trade trees.

"*The concept of knowledge and science has fundamentally changed. Your empire is able to record and analyze all known facts; even understanding the interplay of real and imaginary subatomic particles and forces has become obvious. The Endless themselves would be impressed.*"

### Note

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

## Genius of the Endless (Empire Improvement)

* +10% Science on Systems
* -20% on Technology costs
Behemoth Advanced Climatology

Behemoth Advanced Climatology is a technology on the Science and Exploration technology tree. It unlocks two Support Module in Stellar Node Study 2 and Advanced Climate Engineering.

"*A new generation of power and computing systems will allow Behemoths to act more efficiently on planetary ecosystems and geology.*"

### Note

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

## Advanced Climate Engineering (Support Module)

Special

* Industry for Terraformation 120
* Industry for Planetary Reconstruction 80
* Depletion points cancelled per turn 2
* Industry for Anomaly Reduction 80
* Behemoth only Module

Cost: 120 Industry

## Stellar Node Study 2 (Support Module)

Special

* Lowers Science and Exploration technology science cost when Behemoth orbiting Black Holes & Neutron Stars -3%
* Lowers Economy and Trade technology science cost when Behemoth orbiting Asteroid Fields & Solar Nebulae -3%
* Lowers Empire and Development technology science cost when Behemoth orbiting Nebular Clouds & Rejuvenation Fields -3%
* Lowers Military technology science cost when Behemoth orbiting Collapsing Stars -3%
* Science around Special nodes: 160
* Behemoth only module

Cost: 120 Industry
Autonomous Construction

Autonomous Construction is a Tier 2 technology on the Military technology tree. It unlocks one Command Points improvement in Coordinated Command, unlocks the use of Armored units with Mobile Energy Weapons, and unlocks the Cloaking support module if the player has and enabled the Penumbra DLC.

"*Infrastructure projects can benefit from this newly developed ability to auto-generate structures. Blueprints, bills of order, storage, planning, fabrication, and construction can now be done rapidly and autonomously by independent machines.*"

### 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

## Coordinated Command

* +100 Manpower deployment limit on Empire
* +1 Command Points per Hull Type on Empire (Note: Behemoth hulls do not increase the number of Command Points)

   "*Communication technologies and reporting processes used to coordinate fleets can be adapted to use for ground battles. Whether on attack or defense, quick coordination between offensive units, reserves, and resupply elements is critical.*"

## Mobile Energy Weapons

* Unlock Armored units for Ground Battle

   "*These heavy platforms can withstand the rigors of gravity and weather thanks to powerful nuclear engines and the advanced drive and weapon systems they can power.*"

## Cloaker I (Support Module)

* Fleet Cloaking Level 1
* Cannot be Equipped on Juggernaut or Obliterator
* Cost: 90
Conquest Victory

Redirect to:

* Victory Conditions#Conquest
Placeholder.

To win a conquest victory you must control a certain percentage of the star systems in the galaxy.

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

A second warning message will be displayed when a faction or alliance controls three quarters of the required ratio.

Keep in mind that being in an alliance will increase the number amount of colonies required to get a Conquest victory, your allies total system amount will also be added to your system amount required to achieve Conquest victory.

(Note: For the Nakalim, systems converted to the Academy also counts as systems required to progress to this victory condition.)

The number of star systems you have to control depends on the size of the galaxy. However the galaxy density does not increase the required systems but does add 33% more systems.
Changelog: 1.5.34 - Hotfix

Fixes

* Custom Factions with In the Shadows Affinity are now bound to starting on a Crescent System as intended
* The Nakalim population collection trait is now available for custom factions
* Custom Factions with In the Shadows can no longer take Extreme Foremen
* Hacking effects of singularities no longer show without Penumbra enabled
* High and Low Gravity should no longer spawn on the same planet
* Filling all law slots should no longer prevent Eternal War empires with pacifist leadership from using diplomacy
* Changed Asset Exporter to load assets only when selected to avoid excessive load time
* Fixed portraits of two Hissho heroes being swapped
Modules/Defense

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

Defensive modules: They protect ships from either projectiles or energy weapons. They will make your ships survive under the enemy fire.

* Armor protects against Projectile attacks.
* Shields protect against Energy attacks.

\* Note that incoming damage can never be completely negated, and that weapons have Shield Penetration and Hull Plating (Armor) Penetration stats. See Combat#Defense and Absorption for more details.

## Impregnable Shielding

HP
Absorb
Absorb

Template:Game Systems Navbox Combat
Endless System Development

Endless System Development is unlocked once an empire has reached Stage Five of the Economy and Trade technology tree.

## Endless System Development

* Unlock Level 4 System Development Upgrade
* Unlock Spaceport Slot x2

 "*Levels of industry and technology that were once the rabid dreams of fiction writers are part of daily life. In these circumstances, and with careful if copious use of exotic alien luxuries, star systems can be raised to their highest imaginable level of civilization.*"
High-Energy Magnetics

High-Energy Magnetics is a Tier 2 technology on the Military technology tree. It unlocks one System Improvements in Tractable Armaments and one Support Module in Titanium Shrapnel.

"*The trouble with high strength magnetic fields--aside, of course, from the enormous efforts needed to create them--is that they play havoc with any nearby electronics: comm devices, lab equipment, even in some unfortunate cases, pacemakers. With high-energy magnetics tech, however, these problems go away.*"

### 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

## Tractable Armaments

* +750 Damage done to attacker during ground battle
* +250  capacity
* +150 Manpower deployment limit (DEF)
* Cost: 320
* Upkeep: 4
* Political Impact:  Militarists

    "*A transformative tool for strengthening ground defenses, the invention of sophisticated autonomous construction techniques allows battlefield ordnance to be manufactured on-the-fly. In this way, defenses can be constructed that are responsive to enemy composition and attack patterns.*"

## Titanium Shrapnel (Support Module)

* Increase flotilla crew destruction: 25%
* Can only be installed on Protector or Coordinator ships
* Cost: 50  2

## High-Energy Magnetics (Unfallen affinity)

Tractable Armaments is replaced with Integrated Weaponry

### Integrated Weaponry

* +750 Damage done to attacker during ground battle
* +500 Planet Manpower capacity
* -4 Dust Upkeep
* Political Impact: Militarists

Cost: 320 Industry
Mining Probe Start

Mining Probe Start is unlocked at the stage one of the Empire Development technology tree.

## Mining Probe start (Support Module)

Special

* Mining Probes 1
* Cooldown 5 turns
* Probe lifetime 4
* Deposit value multiplier 50%
* Launches a Mining Probe on a planet to exploit all the Resource deposits for which you have the technology. The mining probe is independent of the Behemoth.
* Behemoth only Module

Cost: 60 Industry
Chlorophyll Chemistry

Chlorophyll Chemistry is a technology on the Empire Development technology tree. It unlocks one System Improvement in Super Biofuel Factory and one Planetary Specialization in Aquaculture Dome.

"*A beautiful molecule with the structural appearance of a maraca, this complex chain of carbons and hydrogens, with a smattering of oxygen, nitrogen, and magnesium thrown in for good measure, is a wonder of nature. Advances that piggyback off its miraculous ability to capture light energy should be equally wondrous.*"

### 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.

## Super Biofuel Factory

* Food converted to Industry when population is at max.
* -64 Dust Upkeep
* Political Impact: Ecologists

Cost 2240 Industry

"*A powerhouse of an industrial facility, this biofuel factory can transform excess crops of any hue into extremely efficient fuels. Beets, canes, grains, tubers, whatever, the factory is hungry for vegetative matter of any persuasion. Able to produce fuels of limitless type, the factory provides a great boost for industry when populations have reached their maximum.*"

## Aquaculture Dome

* +3 Food per Population on Fertile.
* +3 Food per Population.
* Political Impact: Ecologists

 Cost 80 Industry

 "*By taking advantage of water-borne nanites that can purify and enrich underwater ecologists, these "aquatic greenhouses" allow populations of any size to grow super yields of algae, mollusks, fish and other seafood. These domes are especially beneficial on planets that already contain plenty of life.*"

## Chlorophyll Chemistry (Lumeris' Affinity)

This faction-specific technology replaces Super Biofuel Factory with Seagrass Petrochemicals.

"*A beautiful molecule with the structural appearance of a maraca, this complex chain of carbons and hydrogens, with a smattering of oxygen, nitrogen, and magnesium thrown in for good measure, is a wonder of nature. Lumeris in the know claim it as wondrous as the best theatrical productions.*"

### Seagrass Petrochemicals

* Food converted into Industry when population is at max.
* +0.2 Dust per Food conversion
* -64 Dust Upkeep
* Political Impact: Ecologists

Cost: 4480 Industry

"*Lumerians have long wondered what to do with the excess seaweeds and other oceanic organic matter that clogs their planetary seas, but new understandings of chemistry now allow key fuels to be created from the raw materials. Industry and the taxman benefit.*"
Cerebral Reality

Cerebral Reality is unlocked once an empire has reached Stage One of the Empire Development technology tree.

## Cerebral Reality

* +15 Science
* +15 Dust

Cost: 160 Industry.

 "*This extension of VR entertainment technology permits many individuals to think, rather than play, together. The boost to science and productivity is worth the surprising effect of an occasional bizarre dream excerpt from a user who has dozed off.*"
Behemoth Exploitation 2

Behemoth Exploitation is a technology on the Economy and Trade technology tree. It unlocks three support module in Core Miner, Deep Miner II and Fast Miner II.

*"Improved power, material, and management systems greatly increase the flexibility and output of Behemoth-class mining operations."*

### Note

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

## Core Miner (Support Module)

Special

* Mining Probes 1
* Cooldown 8 turns
* Probe lifetime 12
* Deposit value multiplier 225%
* Depletion points per Turn 1

* Launches a Mining Probe on a planet to explot all the Resource deposits for which you have the technology. The mining probe is independent of the Behemoth.
* Behemoth only Module.

Cost: 180 Industry, 1 Adamantian

## Deep Miner II (Support Module)

Special

* Mining Probes 1
* Cooldown 5 turns
* Probe lifetime 10
* Deposit value multiplier 150%

* Launches a Mining Probe on a planet to explot all the Resource deposits for which you have the technology. The mining probe is independent of the Behemoth.
* Behemoth only Module.

Cost: 120 Industry

## Fast Miner II (Support Module)

Special

* Mining Probes 1
* Cooldown 2 turns
* Probe lifetime 4
* Deposit value multiplier 150%

* Launches a Mining Probe on a planet to explot all the Resource deposits for which you have the technology. The mining probe is independent of the Behemoth.
* Behemoth only Module.

Cost: 120 Industry
Hyperfield Generators

Hyperfield Generators is a technology on the Military technology tree. It unlocks two Support Modules in Hyper Gear and Quadrinix Fleet Shield.

"*Using quadrinix and other potent energy sources, shields and defensive field technologies gain enormous power and resilience, making a noticeable improvement in ship and troop survivability.*"

### 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

## Hyper Gear

* Damages
	+ Additional Manpower - 400
* Protection
	+ Health bonus - 100

Cost 90 Industry

## Quadrinix Fleet Shield

* Protection
	+ Flotilla Shield capacity - 1400
	+ Flotilla Energy defense - 100
* Special
	+ Can only be installed on Protector and Coordinator ships

Cost: 150 Industry, 4 Quadrinix

## Hyperfield Generators (Cravers' Affinity)

This faction-specific technology improves the Hyper Gear Support Module with increased Manpower.

"*Using quadrinix and other potent energy sources, shields and defensive field technologies gain enormous power and resilience. The forces of the Hive become better armed, better protected, and increasingly lethal.*"

### Hyper Gear

* Damages
	+ Additional Manpower - 600
* Protection
	+ Health bonus - 100

Cost 90 Industry
Galactic Security Charter

Galactic Security Charter is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Solar Security Operations Base and improves your Trade Subsidiaries with Commercial Encryption.

"*An unsexy technology on paper, the Galactic Security Charter is a blend of legal, scientific, economic, and political frameworks that provide an overall structure for corporate and individual security across the enormous distances of the galaxy. In practice, the tech can lead to much greater trade security and more sharing of effective piracy countermeasures.*"

### 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: Pacifists

## Solar Security Operations Base

* +25% Star System Trade Value.
* -32 Dust Upkeep
* Political Impact: Pacifists

Cost 2240 Industry

"*Pirates target trade routes for the same reason bears target salmon runs: easy pickings. As pirates hide out in asteroid fields or gas giant atmospheres, it is incredibly difficult for local law patrols to eradicate the threat given the size of the territory. With this security operations base charging weapons and scanners directly from the energy of a star, however, pirate attacks will disappear and income will rise..*"

## Commercial Encryption

* +2 Trade Subsidiaries on Empire.

"*In order to expand and develop business networks, the advanced mathematics required for advanced security and secrecy in commercial transactions is critical.*"

## Galactic Security Charter (Lumeris' Affinity)

This faction-specific technology replaces Commercial Encryption with Reliable Networks.

"*An unsexy technology on paper, the Galactic Security Charter is a blend of legal, scientific, economic, and political frameworks that provide an overall structure for corporate and individual security across the enormous distances of the galaxy. In practice, the tech can lead to much greater trade security and more sharing of effective piracy countermeasures.*"

### Reliable Networks

* +2 Trade Subsidiaries on Empire
* +1 on Empire

"*With secrecy and security of paramount importance, local networks can be developed. These are built from both of clever technologies and very clever business partners.*"
Chameleon Spaces

Chameleon Spaces is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Planet Cracker Factory/Lab and one Planetary Specialization with Slag and Sludge Center.

"*Bringing together the best industrial engineers and science researchers and tasking them with designing multi-purpose spaces, where manufacturing plants can swiftly be co-opted into research hubs, can lead to some very flexible star systems...and some very confused factory workers.*"

### 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: Industrialists

## Planet Cracker Factory/Lab

* Effects while in queue (blocks the construction queue)
* All the  is consumed.
* 25%  converted into Science.

Cost Infinite Turns

"*Stretching for hundreds of square kilometers, under normal operation this site is a massive industrial terraforming complex, processing the raw materials of the system. In a period of days, however, the place can be transformed into a vast research lab, the workers seamlessly switching between roles.*"

## Slag and Sludge Center

* +1 Resource generation on Resource deposits.
* Political Impact: Industrialists

 Cost: 160

"*In any refining or extraction process a certain percentage of the end product necessarily ends up as waste due to declining yields and increasing costs required to extract and purify it. With these centers, even infinitesimal amounts of precious materials can be recovered and exploited.*"

## Chameleon Spaces (Ship Bound Affinity)

This faction-specific technology only includes Planet Cracker Factory/Lab.

"*Bringing together the best industrial engineers and science researchers and tasking them with designing multi-purpose spaces is an excellent way to gain efficiency. Under the watchful eyes of the Custos, the adaptation to the new spaces is done with diligence and alacrity.*"

## Interstitial Spaces (Metafolding Affinity)

This version adds a Portal Upgrade.

*"Bringing together the best industrial engineers and scientific researchers and tasking them with designing multi-purpose spaces, where manufacturing plants can swiftly be co-opted into research hubs, led to significant gains in industrial productivity. With jobs and demand surging, many adventure seekers come looking for opportunities."*

### Portal Upgrade: Manpower

* +20 planetary manpower per turn on Systems where Portal

*"Available bandwidth on the Portal is used to bring in Manpower to provide labor and troops."*
Bible (Card)

* “All Scripture is God-breathed and profitable.”
* All cards that include Bible or a book of the Bible are tripled in effect.

This card was still made before the idea of categories existed, but it was better about it than any card before it.

## Lore

It’s said that every Bible that comes into existence has been summoned here by God, descending from Heaven in a spotlight and shimmering brighter than the Sun. Unfortunately, only skilled Bible warriors (Level 250) are able to use this skill.

Having an actual Bible at a Bible study helps out tremendously as we’ve been informed.

Unfortunately, Satan and The Golden Compass have a goal of removing all Bibles from existence.

## Interactions with Other Cards

### Destroyers

**This card gets past God's protection.** |  | The Golden Compass 2.0 - discards Bible from play regardless of where it's played or your hand if this card is played in your field.
N-Dimensional Topologies

N-Dimensional Topologies is a technology on the Science and Exploration technology tree. It increases the movement speed of ships outside of starlanes with Deep Space Fuel Scoop and adds the support module Accelerated Warp drive.

"*An understanding of the mathematics of high-dimensional surfaces as well as being great for anecdotes at parties, has some surprising 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.
* Replace "Food" with food icon, etc. using Icons
* Political Impact: Ecologists.

## Deep Space Fuel Scoop

* Increases Warp (outside starlanes) movement speed

"*Provides a ready source of fuel for difficult navigation across deep space.*"

## Advanced Topology Algorithms (Vaulters Affinity)

This faction-specific technology replaces Accelerated Warp Drive with Vaulter Advanced Warp.

*"An understanding of the mathematics of high-dimensional surfaces is practical for advancing the sciences of ship movement, wormholes, and dimensional travel."*

### Vaulter Advanced Warp (Support Module)

Protection

* Health bonus 50
* Repair ship after battle 10%

Special

* Movement points 5

Cost: 60 Industry

## N-Dimensional Topologies (Vodyani's Affinity)

This faction-specific technology also unlocks the Ark Drive technology.

"*The insights, discovered by a member of the Silent Philosophers sect, dive an understanding of the mathematics of high-dimensional surfaces.*"

### Ark Drive

* +2 Movement Points on Ships

"*Lessons learned from the propulsion systems of the giant Arks have resulted in smaller and more efficient engines that still provide improved power. Ship speed increases; hail the Virtual Saints!.*"
Obelisks of All Space-Time

The Obelisks of All Space-Time System Development is unlocked once an empire has reached Stage Five of the Empire Development technology tree. These must be built in order to achieve the Wonder Victory. Obelisks of All Space-Time cannot be built if Wonder Victories are disabled.

## Obelisks of All Space-Time

 Effects
 Cost

*It is difficult to explain structures that encompass everything. They contain infinite computing power that does not simply record what has happened and what is happening, but do it on the level of particles and waves in perfect synchronization. These titanic structures contain all knowledge, all history, and the understanding of how to perfectly develop, use, and project all power. You hold the ability to create or destroy anything living or non-living, anywhere in the galaxy, instantaneously. Energy and materials are infinite for you, and it is likely that soon you will be able to create and manipulate time itself....*
Applied Casimir Effect

Applied Casimir Effect is a technology on the Science and Exploration technology tree. It unlocks one System Improvement in Cosmetic Genetics and one Planetary Specialization in Alien Grafting.

"*Extending the work on quantum fluctuations of electromagnetic fields, the applied Casimir effect goes much further, enabling the fabric of space-time to be "ripped" open."*

### Note

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

## Cosmetic Genetics

* +1  Population slot on  Fertile
* +1  Population slot on  Sterile
* - 32  Upkeep
* Political Impact:  Ecologists.

Cost: 2240  Industry

"*A sad but true fact: everybody's more willing to live in more crowded conditions when the average good-looking index rises. And with Cosmetic Genetics that becomes totally in reach. Both inter- and intra-species relations improve when everyone is a little closer to physical perfection."*

## Alien Grafting (Planetary Specialization)

* +2  Food per Population on Fertile
* +2  Food per Population
* Political Impact:  Ecologists.

Cost: 160  Industry

"*A first step in creating hardy, sustainable (and non-toxic) local crops is to integrate known genomes and physiological adaptations into alien ecologies. using advanced biochemical techniques, combinatorial genetics of known and alien plant types, new and relatively harmless produced can be joined."*

## Applied Casimir Effect (Ship Bound Affinity)

This faction-specific technology replaces Cosmetic Genetics and Alien Grafting with All Must Provide II and Drain Essence.

"*Extending the work on quantum fluctuations of electromagnetic fields, the applied Casimir effect goes much further, enabling the fabric of space-time to be "ripped" open. Vodyani leaders look forward with great zeal at discovering its applications.*"

### All Must Provide II (Support Module)

* 40  Essence from the Star System.

Cost: 60  Industry

### Drain Essence (Support Module)

* 38 Tribute (Essence) income
* 15 Growth (Food) absorbed.

Cost: 180  Industry

###
Changelog: 1.5.28 - Hotfix

**Patch 1.5.28**

We're sorry this patch was released later than anticipated. Technical issues and last minute fixes prevented us from releasing on the originally intended day, to ensure you have a stable game experience.

**FIXES**

* Fixed an issue of the UI becoming unresponsive
* Fixed several instances of the turn getting stuck
* Fixed compatibility issue with Intel Iris chipsets; the game should run properly on Surface devices now
* Laws rewarded by quests are properly displayed in the Law screen again
* Riftborn Hyperium Outpost action works again
* AI should no longer make demands when asking for a truce
* Vodyani can now build Arks with Meditation modules (fixed faulty DLC check)
* Fixed localization key displaying in some diplomatic messages
* Umbral Choir Population Collection bonus now applies its Hacking Speed bonus
* Ionic Crystals properly apply their System Development Bonus now
* Vodyani Factory of Faith no longer creates Ecstatic status at 5 or less Approval
* Special node names use the full name list name list instead of duplicating names
* Price of Perfection now properly applies its damage bonus

We have also made some changes that will hopefully ensure that the correct version of Mono and other necessary supporting software will be installed on MacOS Catalina devices, (hopefully) allowing players to run the game without manually updating these.
Commercial Frameworks

Commercial Frameworks is a technology on the Economy and Trade technology tree. It unlocks two System Improvement in Trade Company HQ and Trade Company Subsidiary.

"*Trade on a galactic scale requires agreements, laws, regulations, and protocols. Before trade company headquarters and subsidiaries can be built, docking space acquired, and goods shipped, a network of complex contracts must be negotiated.*"

### 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: Pacifists

## Trade Company HQ

* Adds a trade company Headquarters to the star system.
* Political Impact: Pacifists

Cost 1120 Industry

"*Here is where it all starts. The offices, the shipping docks, the computer systems, the meeting rooms, the lounges, and, depending on the culture, the dungeons of an intergalactic conglomerate.*"

## Trade Company Subsidiary

* Adds a trade Subsidiary to the star system. Requires a trade company Headquarters in another star system.
* Political Impact: Pacifists

 Cost: 640 Industry

"*Order the red ribbon, call some local dignitaries--the company is expanding into new territories. Aside from more interesting end-of-year parties, this subsidiary branch will open up a new trade route between this system and all the company HQ systems.*"
Changelog: 1.0.54 - Hotfix

**[FIXES]**

* Fixed an issue where weapons did not shoot in few cases, notably missiles
* Fixed an issue where some ships didn't display animations anymore
* Fixed the display of flak particles when squadrons are getting shot at
* Fixed a case where saving caused errors. An error message is now displayed with details in case this happens
* Fixed infinite turn on outpost actions in a very rare case

**[AI]**

* Fixed an issue where the AI was not answering battle in some specific conditions
* Fixed an issue on Cravers quest mission "Of Our Own Brood - Part 1" where the fleet spawned wouldn't move, preventing completion

NOTE:   The fix for empires suddenly crumbling through major bailiff issues is   still undergoing testing, and will be available in an upcoming update.
Changelog: 1.2.23 - Hotfix

**[FIXES]**

* The third objective (Bullet) of "The Gunfather" quest is now unlockable if the player possesses non custom Riftborn
* The quest fleet from the "Flight of Eyder" can no longer travel in warp mode, to prevent the quest from failing due to the time it took it to reach another system
* Fixed an issue in chapter 2 part 2 of the Lumeris main quest with the Ecologist choice. The Ecologist law now validates properly
* Fixed Singularity notification not telling which empire deployed it
* Cravers Quest no longer gives a system (Infinite Factory) which is invisible and unreachable by other players, preventing an elimination of the Cravers player
* "To do, or not to do..."
	+ The quest can now be completed when having a custom faction with Riftborn or Continuum Sculptors affinity
	+ Objectives from the part 2 now display a progress tracker
	+ One of the choices from part 2 has been temporarily locked pending a fix
* Fixed a warning generated when quickly switching from a notification with one objective to another with two objectives
* Fixed Sowers assimilation bonus applying only for one population unit per system

**[BALANCE]**

* Removed science resource reward: it is difficult to balance and players used to lose a part of their gain which was unfair
* Added a cap on all buyout costs reductions (capped to 95% reduction)
Flash Camps

Flash Camps is unlocked once an empire has reached Stage Five of the Military technology tree.

## Flash Camps

* +2000 Manpower capacity on Empire.

 "*Utilizing automated construction techniques and clever scaling technology, now every inhabited area--from tiny isolated settlements to huge dense metropolises--can better contribute to the empire's military forces.*"
Extreme Atmospherics

Extreme Atmospherics is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Expanded Mines and allows for the colonization of Gas-Giant planets. It also allows the exploitation of Antimatter.

> Forecasting and controlling the high-gravity and highly toxic atmospheres of gas giants is a science that requires inordinate amounts of computing power. Without great advances in mathematics, materials science, and sub-quantum physics it would not even be thinkable.
>
>

Antimatter Capture

 Antimatter (Resource Exploitation)

Harnessing and harvesting antimatter is expensive and error-prone; were the results not so useful few civilizations would bother.

Effects:

Enables exploitation of  Antimatter

## Expanded Mines

* +2 Resource generation on Strategic Resource Deposit
* -16 Dust Upkeep
* Political Impact: Industrialists

Cost 1120 Industry

"*Utilizing the same technology used to clean gas-giant atmospheres, mining facilities now can be expanded into areas that were previously too toxic to enter without dedicated, cumbersome filtration suits. Output rises.*"

Colonize Gas-Giant

 Planetary Colonization

Taking advantage of improvements in atmospheric manipulation technologies, low-orbit vessels can now operate in the dense, stormy atmospheres of any gas-giant type planet, laying the foundation for habitation.

Effects:+1 Population slot on Gas
+1 Population slot on Huge Gas
Allow Gas Planet Colonization

Cost:

640

## Extreme Atmospherics (Ship Bound Affinity)

This faction-specific technology had no effect on the developments it unlocks.

> Forecasting and controlling the high-gravity and highly toxic atmospheres of gas giants is a science that requires inordinate amounts of computing power. Fortunately, Vodyani expeditions can apply the additional computing power to their holy Cloth to help manage these projects.
>
>
Extreme Composites

Extreme Composites is a technology on the Empire Development technology tree. It unlocks one System Improvement in Exotic Rations and unlocks a hull upgrade for the factions Small Attacker-class ship.

"*As technology advances, less and less of a ship's guts are made from metal, and more and more from advanced materials or composites based on exotic substances like graphene, glass, nanotubes, aerogels, and metal foams.*"

### 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: Militarists.

## Exotic Rations

* +200 Planet Manpower capacity
* +10% Food to Manpower
* -8 Dust Upkeep
* Political Impact: Militarists

Cost 320 Industry

"*Technology learned in fields such as miniaturization, pressurization, and refrigeration permits the development of highly customized and incredibly delicious standardized rations. As military grub now rivals starred restaurants for flavor and presentation, a surprisingly wide range of citizens come to sign up.*"

## Enhanced Small Attacker-class Hull

* Unlocks additional Titanium module slots for Small Defender-class hulls.
* +50% Ship Manpower capacity
Far Halo Shipyard

Far Halo Shipyard is a technology on the Empire Development technology tree. It unlocks a hull upgrade for the factions Large Carrier-class ship.

"*The construction of the largest vessels relies on near-perfect environmental conditions free from gravitational and electromagnetic disturbances that could render the craft flawed. Far Halo Shipyards constructed at the calm margins of solar systems fulfill this brief.*"

### Note

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

## Enhanced Large Carrier-Class Hull

* Unlocks additional Orichalcix / Quadrinix module slots for Carrier-class hulls.
* +50% Ship Manpower capacity.
Changelog: 1.0.5

## **WIP**

* Destroying a gas planet is not going to trigger the cinematic – The FX will be visible in the galaxy view though

## **IMPROVEMENTS**

* Added a pop-up to inform players who play on the public 1.0.5 build with an old AMD card to play on the**fixAMD branch**
* Added a cinematic for the discovery of the Academy
* Added a failure tooltip on ships in the fleet list if the Drag'n'Drop between flotillas wasn’t possible
* Improved the planet destruction tooltip error message
* Fleets Labels for cargo Ships are now hidden

## **UI**

* Changed the custom faction button from "Add" to "Custom Factions"
* Improved the Game Creation screen to show that the faction portrait is clickable

## **FIXES**

* Fixed an issue which can lead to a pending situation during the advance play setup
* Fixed an issue where the AI could change its name when becoming a Sheredyn or Mezari in the middle of the game
* Fixed the Unfallen defeat text which was not relevant for the faction
* Fixed  a multiplayer issue where players remained stuck in the loading screen  after quitting to main menu if they used custom factions created by the  host
* Fixed the "First to Colonise" Deed to take into account the creation of an outpost
* Fixed  an issue where the tutorial pop up automatically reopened instead of  remaining minimized when the player enter a screens and came back
* Added  a button and label to warn the player that he/she needs to accept  the  Steam Workshop legal agreement because it was impossible to upload  or  update a mod in the game without it
* Fixed mods not being sorted properly
* Fixed an issue where the AI DLL wasn’t loading if the path contained special characters
* Fixed  an issue with the Vodyani Ark when anchoring to a star system with  Guardians (the Ark was broken and couldn’t be used anymore)
* Fixed the AI status feedback which was not displayed to players in multiplayer (client side)

## **BALANCING**

* Fixed Wonder buildings having null cost (this bug was on the 1.0.4 preview 2 build but not before)
* Fixed the Lumeris buyout improvement "Workers' Campus" being allowed to be built multiple times

## **AI**

* Fixed an error that occurred when the game was saved at the beginning of the turn

## **OPENGL/ DX10**

* Fixed an issue for Mac players: ground units now appear properly

## **QUESTS**

* Fixed  an issue where the Academy quest "Build the Academy" didn't work as  expected, preventing players from reaching the next Academy chapter
* Fixed and issue where the Academy quest was spawning Pirate fleets instead of the Vodyani fleets as suggested in the lore
* ENFER ship can be dragged into the hangar in the Sophons main quest
Basic Coupled C5AI

Basic Coupled C5AI is unlocked at the stage one of the military technology tree.

## Basic Coupled C5AI

+1 Command Point on Empire

*"While the decision to enter battle is not made by a computer, once the weapons start to fire their use is highly recommended. These command systems, augmented by quantum-coupled communications, can efficiently manage larger fleets."*
Statuses

Statuses are anything that changes how you yourself play, but not how others play. This can include you drawing extra cards every turn or being able to play extra on your turn, or you losing a turn. Of course these can be applied to any player with the right cards and effects. Below are the current available statuses in the game.
Changelog: 1.5.5 - PatchPreview for Awakening

**Changes**

* Sobra has received a new texture with significantly less ocean
* The Nakalim Protector class hull now has more hybrid slots to allow using additional support modules
* Added relic rewards to several quest chapters
* Adjusted effects of Temples of the Lost
	+ Reduce FIDS by 50% rather than setting it to 0
	+ Generate +10 Influence per Population (Warning: Does not show on planet FIDS)
* Increased the speed of the Academy Master Fleet by 10 to improve utility on large galaxies
* Nakalim Peace and Prayer Act now reduces conversion cost by 50% instead of setting it to 0

**Fixes**

* HOTFIX: Fixed an issue that could cause an infinite pending turn when the Academy tries to colonize a system that already contains an outpost. This is currenlty PC only, as the Mac version was not stable.
* Diplomatic terms should no longer vanish
* Fixed glitches in hero relic assignment interface
* Relics are now unassigned from Empire slots by click rather than ctrl-click
* Laws unlocked by the Vault Keeper role will now display even if no empty law slots remain
* Fixed heroes not displaying their skills when viewed from the marketplace menu
* Nakalim Explorers properly receive an additional Support Slot when researching Adaptive Colonies
* System output shown on the empire screen now refreshes immediately as relics are assigned/unassigned
* Riftborn Explorers will now properly save modules placed in the top support slot
* Clarified effect of the “Cannot declare war” diplomatic pressure demand
* Clarified conversion requirements in the Temple of the Lost tooltip
* Academy Diplomacy screen will no longer briefly show the diplomatic relations screen behind it on opening
* Converting a minor faction to the Academy will no longer state Isyander assimilated that faction
* Master of Dust text will no longer overlap with the Diplomacy button in non-English languages
* Vaulters receive only the Vaulters-specific New Colony Rule from the Vaulter Keeper role
* Unfallen can vine Academy systems when allied to the Academy
* Player names no longer overflow role cards
* Happy Augurs population trait can no longer be selected without the Nakalim affinity
* Improved Lost Templar AI economy management
* Fleet Accelerator Tooltip now uses the hero icon
* “Tools and Fools” Hissho law now displays properly in the keii tooltip
* Clarified tooltips of the Revive and Rebuild tactic, “Stop Peaceful Conversion” Accept choice, and Negative Anomalies
* Clarified tooltip about metaplot finale blocking hero healing and recruitment
* Clarified hacking tooltips to indicate that losing the starting node will cancel the hack
* Clarified the cost reduction in the description of Democracy governments
* Removed erroneous line from the description of The Last Empire affinity
* Nakalim no longer start predominantly scientific in their home system
* Added a notification when the loss of a temple locks an Empire Relic slot
Galactic Commodities Exchange

[[File:]]

Section

Economy and Trade, Stage 2

Base cost

??

Political impact

Galactic Commodities Exchange is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Miners Union and allows access to the Luxury and Strategic resources Marketplace with G-Goods Exchange.

> The cries of hawkers, the jabber of negotiations, and the clink of coins have been replaced by electronic screens and invisible buy/sell orders. But this galactic clearing house for trade in Luxury and Strategic Resources still throbs with culture clashes and cutthroat commerce.
>
>

Miners Union

 System Improvement (Resource Exploitation)

Enabling mine workers of every race to form a union, creates a workforce that is better integrated and more efficient. Miners are healthier, suffer less disputes, and stay in the industry longer. Strategic resource output increases.

Effects:

+1 Resource generation on Strategic Resource Deposit

Cost:

560

Political Impact:

 Industrialists

Upkeep:

8

## G-Goods Exchange

* Marketplace
* Opens access to Luxury and Strategic resources on the Marketplace

> The exchange! Since the days of caravan trading on lost worlds, commerce and markets have been the lifeblood of the galaxy. Even if it is stocks that are traded by unseen computers, the exchange still exists as a place where goods, services, and juicy rumors are found.
>
>

## Galactic Commodities Exchange (Planet Broker Affinity)

This technology variation adds the Shadow Banking System Improvement.

Shadow Banking

 System Improvement (Infinite)

By applying governmental pressure to banks and cleverly manipulating interest rates, key actors are able to influence the global inflation rate of the empire, at least for a time. This requires significant political influence, obviously, as the Families have a tight grip on these matters.

Effects:

-25% Dust inflation on Empire for 10  Turns

Cost:

91  Influence

Political Impact:

 Pacifists

Upkeep:

n/a