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Luxury Resources

Luxury resources are a type of resource that can be found on planets or acquired through trade. They provide passive bonuses to the planet they are found on, can be spent on system development, boost population growth, and can be involved when dealing with minor factions.

There are three tiers of luxury resources. Common luxuries are available at the start of the game, whereas Uncommon and Rare luxuries are revealed upon reaching Tier 3 and Tier 4 of the Science and Exploration tree, respectively.

When used for system development, the number of luxuries used, and their typical effect, is based on what tier the luxury is:

* Common luxuries use 40, and typically grant a large flat bonus to the system, making them ideal for newer systems
* Uncommon luxuries use 20, and typically grant a bonus per Population, making them ideal for older, filled-out systems
* Rare luxuries use 10, and typically grant a % bonus, making them ideal for late-game systems with many existing boosts from System Improvements

You can use the same luxury for multiple levels of system development, but you cannot use the same luxury multiple times for the same level.

The number of unique luxury resources available is dependent on the galaxy size. (To be tested)

* Medium and larger galaxies have all Common luxuries and only four Uncommon and Rare luxuries which are chosen randomly.
* Smaller galaxies can have only four Common and two Uncommon and Rare luxuries.

## List of Luxury Resources

The following is a list of all luxury resources, categorized based on what kind of bonus they provide when used for system development.

### Food

+1  Food per Population
+2  Science per Population

### Industry

+1  Approval per Population
+4  Industry per Population

### Dust

+1  Approval per Population
+4  Food per Population

### Science

+1  Food per Population
+1  Approval per Population
+2  FIDS per Population

† The Nakalim have a unique replacement for this effect, which is 10%  on System.

### Influence

+1  Approval per Population
+3  Influence per Population

### Approval

+2  Science per Population
+1  Dust per Population
+4  Dust per Population

The Hissho notably have unique replacements for these luxury effects, since their "Honor Bound" trait removes approval as a concept. Their system development effects are:

* Transvine: +20  FIDS on System if Devoted, or +15  FIDS on System if Loyal,

* Lost Cities: +3  FIDS per  Population if Devoted, +2  FIDS per Population if Loyal

* Benthic Gems: +15%  FIDS per System Level if Devoted, +10%  FIDS per System Level if Loyal

### Manpower

+10  Manpower on System,
+75 Enrollment Rate
+1  Industry per Population
+2  Industry per Population
+5%  Manpower per System Level on System
+4  Science per Population

## Material Expertise

The Vaulters have a faction trait called "Material Expertise" which allows them to use not only all of the luxury resources listed above as system development upgrades — but also to use Strategic Resources instead of luxuries. Other than having different effects and consuming different resources, there are no differences in how this works.
Module Multiplier

Larger ship classes are intended to have significantly more module slots than smaller ones. To avoid cluttering the ship-design UI with excessive numbers of module slots, however, this is represented instead by a *Module Multiplier* - each module slot actually represents several copies of the added module. This is represented in-game as the module having multiplied cost and (usually) a multiplied effect. For example, putting a Basic Sync Laser (21 DPS) into a Hunter hull (x2 Module Multiplier) actually has the laser dealing 42 DPS.

In the module listing, the modules are listed with their standard cost and effects, but once they're added to a ship, hovering the module slot will show the multiplied cost and effect.

Multiplier per Size
 Medium
 Large/Arks

Note: Behemoths start at 1x multiplier, but through the acquisition of Ship Hull technologies, Behemoths can get up to 8x.

All modules have their costs (Industry, Strategic Resources, and Upkeep) multiplied by the module multiplier, but only the following stats are multiplied:

* Health
* Shield
* Hull Plating Absorption
* Shield Absorption
* Damage
* x per CP effects
* Manpower
* Ground Deployment Limit
* Siege Power
* Squadron Health
* Projectile Health
* Dust / turn
* Manpower Damage over Time
* System Growth Stolen / turn

This means, for example, that an Engine module will have a multiplied cost, but not a multiplied effect, on larger hulls, because Movement is not one of the multiplied stats.
Adamantian Alloys

Adamantian Alloys is a technology on the Military technology tree. It unlocks three modules: Advanced Fighter, Adamantian Enhancer and the Advanced Railgun.

"*Doping pure adamantian with a carefully calibrated amount of other metals can lead to alloys with incredible properties.*"

### Note

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

## Advanced Fighter (Squadron Module, fighter)

* Protection
	+ Health (400)
	+ Units in squadron (1)
	+ Dodge probability (5%)

* Damages
	+ Damage per second (33)
	+ Weapon type (Projectile)
	+ Critical attack probability (10%)
	+ DPS modifier vs small ships (40%)
	+ DPS modifier vs medium ships (25%)
	+ DPS modifier vs large ships (10%)

* Special
	+ Can only be installed on Medium Support and Carrier Ships or larger.

Cost: 35 Industry

## Adamantian Enhancer (Support Module)

* Damages
	+ Projectile damage - 30%
	+ Critical hit change - 10%

Cost: 70 Industry, 2 Adamantian

## Advanced Railgun (Weapon Module)

* Damages
	+ Damage per second (48)
	+ Weapon type (Projectile)
	+ Weapon ignores Shields and Hull Plating
* Ranges
	+ Short - Optimal (100%)
	+ Medium - Average (50%)
	+ Long - Poor (10%)

Cost: 180 industry

## Adamantian Alloys (Imperials Affinity)

This is identical to the default technology.

"*Doping pure adamantian with a carefully calibrated amount of other metals can lead to alloys with properties that are useful for the Empire's weapons, and very annoying for its enemies.*"

## Adamantian Alloys (Unfallen Affinity)

This is identical to the default technology.

"*Doping pure adamantian with a carefully calibrated amount of other metals can lead to alloys with incredible properties. Unhappily, the Unfallen accept that the majority of these uses involve warfare.*"
Hyperium Magnetics

Hyperium Magnetics is a Tier 3 technology on the Military technology tree. It unlocks two Weapon Modules in Improved Pinch Beam and Improved Sync Laser.

Between Advanced Fusion Power and Hyperium Magnetics, you can only research 1 technology.

"*Research into the interplay between hyperium and high-strength magnetic fields can improve the quality of the hyperium-composed constructions.*"

### 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:

## Improved Pinch Beam (Weapon Module - Beam)

* Damages
	+ Damage per second: 25
	+ Critical hit chance: 10%
	+ Weapon type: Energy
	+ Crew killed per hit: 4
* Opponent Penalty
	+ Energy weapon accuracy: -20%
	+ Duration of Penalty effect: 10 sec
* Ranges
	+ Short: Optimal (100%)
	+ Medium: Optimal (100%)
	+ Long: Optimal (100%)
* Cost: 53 , 3

## Improved Sync Laser (Weapon Module - Laser)

* Damages
	+ Damage per second: 42
	+ Critical hit chance: 16%
	+ Weapon type: Energy
* Opponent Penalty
	+ Energy weapon accuracy: -20%
	+ Duration of Penalty effect: 10 sec
* Ranges
	+ Short: Average (50%)
	+ Medium: Optimal (100%)
	+ Long: Average (50%)
* Cost: 43 , 2
Modules/Weapon

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

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

**Projectile** :

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

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

**Energy**:

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

## **Kinetic Weapon Modules**

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

50% Shield Penetration and 20% Hull Penetration

Most effective at short range, they have additional ability to destroy **Missiles, Squadrons**, and **Boarding Pods.** Flak fires 2x for each module of Slugs.

**Modules**:

## **Missile Weapon Modules**

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

60% Shield Penetration and 10% Hull Penetration

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

**Modules**:

## **Laser Weapon Modules**

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

10% Shield Penetration and 80% Hull Penetration

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

**Modules**:

## **Beam Weapon Modules**

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

10% Shield Penetration and 90% Hull Penetration

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

**Modules**:

## Heavy Weapons

A weapon slot with doubled stats, which also can mount certain exotic weapons like Blast Effect Batteries, or on Carrier-class ships, can even mount Core Crackers.

Weapons mounted as Heavy Weapons will have double the stats, but also double the Costs.

* Hunter Heavy Weapon Mount = 4x Base Cost
* Carrier Heavy Weapon Mount = 8x Base Cost (May be bugged to only 4x Base Cost)

125 Damage AoE vs Medium/Large+30% Chance to be targeted
Difficulty

Endless Space 2 features a similar difficulty system to most other Amplitude 4x games, and to several other entrants in the 4x genre.

The sole things that are modified are a series of economic bonuses - the AI does not receive any other freebies.  There is one notable bit of free information the AI seems to get, which is a hint at the direction probes ought to be sent to detect star systems in other constellations, but other than that, there seem to be no means by which the AI is given a bonus (informational or otherwise) over human players.
Low Kelvin Sciences

Low Kelvin Sciences is a technology on the Science and Exploration technology tree. It increases system vision with Ultra-IR Astronomy and unlocks one Support Module with Q-Field Fleet Accelerator. It also improves your empire's hacking capabilities with Hacking Optimisation.

"*Insights into the properties of materials at temperatures barely above absolute zero should underpin advances in analyzing or dealing with extreme cold conditions.*"

### Note

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

## Hacking Optimisation

* +1 Maximum Hacking Operations on Empire
* +10%  Hacking speed on Empire

*"Running hacking code through neural networks gives greater efficiencies in both speed and number of hacking operations."*

## Ultra-MRI Astronomy (Empire Improvement)

* +3 Vision range on systems

"*Very rapid, high-powered systems can be used to explore and discover previously hidden objects.*"

## Q-Field Fleet Accelerator (Support Module)

* Fleet  Movement points (+3)
* Can only be installed on Hero Ships

 Cost: 90  Industry, 6  Quadrinix
Changelog: 1.0.61 - Hotfix

**[FIXES]**

* "Dust to Dust - Part 3" no longer fails if the pirate fleet is not destroyed in the first turn after the quest is triggered
* Fixed an issue with Windowed fullscreen mode as reported **in this thread**
* Added an error message to inform players in case something goes wrong when saving and giving the reason behind the issue
* Failing to start or load a game will no longer result in a stuck  situation: a message is displayed if the game fails to start, prompting to report the bug on the G2G platform
* Fixed an issue where a quest trigger could generate an infinite end turn
* Fixed an issue in the quest "The Good Life" preventing it from being completed
Hero Unlock Points

Hero Unlock Points are points used to advance the unlock progress in order to get a free Hero from The Academy. When a Major Faction fulfilled that requirement they will recieve a new Hero, with its class chance determined by the weight that the player used.

The points required to unlock scales linearly with every new hero unlocked by 400 points. The formula for points required is "100 + (400 x Hero numbers)". Notably, the Academy Embassy System Improvement that requires the Technology called Xenology reduces the required amount by 20%.

This page details various events that causes the player to earn the unlock points for heroes, as well as the amount of points and the class(es) that it applies to. Currently WIP.
Astrofinance

Astrofinance is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Xenotourism Agencies and one Planetary Specialization in Colonial Exchange.

"*Balancing ledgers and budgets across both time and space is not a simple task. Without even going into the complexities of options and interest rates, a great deal of pragmatic work needs to be done on financial systems and needs of alien suppliers and customers.*"

### 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

## Xenotourism Agencies

* +3 Dust per Population per Planets with Luxury deposits on Planets.
* +1 per Population on Planets.
* Political Impact: Pacifists

Cost 560 Industry

"*In order to properly tap into the exploding market of alien tourists, a special infrastructure must be put into place. Travel between planets is a simple problem; travel; between cultures is something else indeed. In order to effectively provide an interesting destination for aliens, enormous work is required in public infrastructures, hotels, restaurants, spaceports, and--most particularly--toilets.*"

## Colonial Exchange

* +1 Dust per Population on Sterile
* +1 Dust per Population

"*Founding a colony is both complex and expensive. Using funds and technology from the government and investors,. skills from the colonists, and raw materials from the planet, a system must be created to handle investments, loans, salaries, project finance... and taxes.*"

## Astrofinance (Ship Bound Affinity)

This faction-specific technology only includes Xenotourism Agencies.

"*Balancing Church ledgers and budgets across both time and space is not a simple task. Without even going into the complexities of options and interest rates, a great deal of pragmatic work needs to be done on financial systems and needs of alien suppliers and customers.*"
Influence Conversion

[Previously Pacific Conversion]

Influence Conversion allows players to absorb other faction's systems by enveloping them with  without declaring war.  Once a system is within the influence area of a player who has researched SLC (Supra-Light Content) Systems in Stage Four of the Empire Development technology tree, a turn timer will appear next to the system's name in the galaxy, indicating how long until the system is captured.  This time is determined by how much more influence is ouput by the overtaking faction compared to the system's defensive Influence production.    The United Empire can speed up this process by spending Influence.
Advanced Ship Design

Advanced Ship Design is unlocked once an empire has reached Stage Four of the Military technology tree.

## Advanced Ship Design

* Starting experience level for new ships is Rookie III.

 "*Veterans of wars and exploration and versed in the use of exotic materials and advanced technologies, your ship designers can lay plans for truly impressive craft.*"
Changelog: 1.4.12 - Muck and Makers

**ADDITIONS [MUCK AND MAKERS ADD-ON]**

* New Minor Faction: **Basryxo**
* New **Population Quest** "Munchie Madness" for the Basryxo
* New Basryxo **Hero** Fore Sagazh Jabble

**ADDITIONS [PENUMBRA]**

* Trace status and speed are now displayed in the tooltips of trace operations

**FIXES [ALL VERSION]**

* Fixed Menu Screen always showing the Umbral Choir scene
* Increased Food output of Vodyani Cathedral of All Worldy Affairs (Colony Base equivalent) to prevent starvation on Endless game speed
* Rebalanced the industry cost of most ship modules introduced after the Vaulters DLC
* Fixed Diplomatic Pressure not resetting when you joined a war as part of an alliance
* Removed invisible Probe Module on the Hissho Explorer

**FIXES [PENUMBRA]**

* Players can no longer win Supremacy by placing Sanctuaries on destroyed home systems
* The System Politics Tutorial no longer triggers on Sanctuaries
* Improved trajectories for Umbral Choir Fighters and Bombers

**FIXES [CELESTIAL WORLDS]**

* Chapter 5 “Trust in Authority” will no longer ask the player to reach a negative value of influence generation
Dependency Algorithms

Dependency Algorithms is a technology on the Empire Development technology tree. It unlocks a hull upgrade for the factions Medium Coordinator-class ship.

"*Vast starships can only operate under the guidance of sophisticated central control systems that are under constant risk of singularity events. Dependency algorithms ensure that any such super-AI that is birthed quickly becomes addicted and controllable.*"

### 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 Medium Coordinator-Class Hull

* Unlocks additional Antimatter module slots for Coordinator-Class hulls.
* +50% Ship Manpower capacity.
Neural Robotics

Neural Robotics is a technology on the Economy and Trade technology tree. It unlocks one System Predictive Logistics, and unlocks one Planetary Specialization in Industrial Zones. It allows the exploitation of Adamantian with Adamantian Refining.

> One problem with coordinating robots and having them efficiently function is their 'brains' and the associated networking. Advances in signal technology and computing algorithms now allow us to have vast number of robots that communicate and execute functions in seamless coordination.
>
>

Predictive Logistics

 System Improvement (Industrial)

Using advanced computational analysis, the flow of raw materials and manufactured goods can be optimized to an incredibly precise level. The ultimate execution of "just-in-time" commerce across an entire system is a powerful boon to industry.

Effects:

+20  per Planet

Cost:

1120  5

Political Impact:

 Industrialists

Upkeep:

16

Adamantian Refining

 Adamantian (Resource Exploitation)

Refining a material as hard as adamantian may seem impossibly difficult, but the valuable military technologies it makes possible are a worthwhile goal.

Effects:

Enables exploitation of  Adamantian

## Industrial Zones

* +1 Industry per Population on Hot
* +1 Industry per Population

Cost: 160 Industry

"*Every new planet has its own specificities and challenges. Before great leaps can be made in exploiting a planet's resources, the first step is to adapt known and reliable industrial processes to the new environment. By overcoming challenges in transport, energy, and finance, a firm base for development can be created.*"

## Neural Robotics (Horatio Affinity)

This faction-specific technology is identical to the default technology. Only the description is altered.

> One problem with coordinating robots and having them efficiently function is their 'brains' are not the equal of Horatio's. Advances in signal technology and computing algorithms, however allow Horatio to have vast numbers of robots that that communicate and execute functions in seamless coordination.
>
>

## Neural Robotics (Ship Bound Affinity)

This faction-specific technology does not include Industrial Zones.

> One problem with coordinating robots and having them efficiently function is their lack of understanding of Church theology. Advances in signal technology and computing algorithms now allow the Vodyani to have vast number of robots that execute functions in harmony with Virtual Saint doctrine.
>
>

## Neural Robotics (In the Shadows Affinity)

This faction-specific technology allows the improvement to affect planets with sanctuaries.

Logic-assisted Industry

 System Improvement (Industrial)

By examining industrial pipelines with a logician's eye, the Umbral Choir can improve industrial production on crescents and sanctuaries.

Effects:

+20  per Planet
Also applies for Planets on Sanctuary Systems

Cost:

1120  5

Political Impact:

 Industrialists

Upkeep:

16
Adaptive Bureaucracies

Adaptive Bureaucracies is a technology on the Empire Development technology tree. It unlocks one Unique Improvement in the Denarque University and allows for the colonization of Barren planets.

> These new systems automatically adapt job titles, document routing, and training programs to the latest change in government policy. While it greatly simplifies the efficiency of government, you may get back from a meeting to find you have a new boss, a new job, and an undecorated cubicle.
>
>

### Note

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

## Denarque University

* +10 Approval
* +5 Influence
* +2 FIDSI per Population on Planets
* Can only be build once per empire
* -24 Dust Upkeep
* Political Impact: Ecologists

Cost 1560 Industry, 5 Titanium, 5 Hyperium

"*Unlike most training grounds for government leaders, Denarque does not turn out arrogant, self-serving, inbred, greedy technocrats. Instead, it graduates leaders who get things done as quickly, efficiently, and cheaply as possible. Respect for the government skyrockets.*"

Colonize Barren

 Planetary Colonization

Barren planets lack atmospheres, often for excellent astronomical or gravitational reasons. By utilizing insights into non-baryonics to create controlled plasma domes around large areas of a planet or even entire planetoids, artificial atmospheres can be created and traditional colonization can begin.

Cost:

320

## Adaptive Bureaucracies (Continuum Sculptors Affinity)

This faction-specific technology replaces Colonize Barren with Colonize Atoll.

> These new systems automatically adapt job titles, document routing, and training programs to the latest change in government policy. While it greatly simplifies the efficiency of government, Riftborn can find their rapidly evolving roles bewildering.
>
>

Colonize Atoll

 Planetary Colonization

A great difficulty of colonizing Atoll-type planets comes from the profusion of microbial life found in and around coral reefs, which can have devastating consequences for non-native species. Carefully monitoring water conditions and controlling microbial blooms is necessary for these planets whose biodiversity is largely marine.

Cost:

320

## Adaptive Bureaucracies (Unfallen Affinity)

This faction-specific technology changes Colonize Barren to give it a cost of 3 Turns to colonize the system, after it has been vined by a Vine Ship.

> These new systems automatically adapt job titles, document routing, and training programs to the latest change in government policy. While Unfallen are often resistant to such rapid evolution of their roles, the greater chance of a harmonious galaxy is a great salve to the majority.
>
>
Megarisk Containment

Megarisk Containment is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Hazardous Mining Facility and allows for the exploitation of Quadrinix with Quadrinix Capture.

"*Extreme high-risk engineering projects are not usually undertaken on account of the chance of failure which can lead to deaths, collateral damage, and severely adverse publicity. However, with intricate systems that can handle compensation, clean-up, PR, and rebuilding, megarisky endeavors can now confidently be undertaken.*"

### 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

## Hazardous Mining Facility

* +5 Industry per Population per Strategic Deposit on Planets
* -64 Dust Upkeep
* Political Impact: Industrialists

Cost 4480 Industry

"*Somehow the lawyers have enabled such a place to exist. Like the name suggests, this isn't a place to work if you value your eyesight, hearing, limbs, or even your life. On the other hand, maybe you've run up huge debts in other lives, and this is your only option. The pay is lucrative*"

## Megarisk Engineering (Metafolding variant)

This variant adds a Portal Upgrade.

*"Extreme high-risk engineering projects are not usually undertaken on account of the chance of catastrophic failure which can lead to deaths, collateral damage, and adverse publicity. Specialized systems can be developed, based on defensive military technology, that channel or mitigate the destructive consequences. Using this, increasingly risky--and interesting-- projects can be pursued."*

### Portal Upgrade: Wellness

Set overpopulation approval penalty to 0 on Systems where Portal

*"An accidental discovery was made while researching advanced Portal technologies. Certain materials and energy sources, when used in specific combinations, create Portal emanations that have a naturally soothing effect on the system population."*
Endless Space 2 Wiki

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Factions
*The Nakalim**The Umbral Choir**The Hissho**The Vaulters**The Riftborn**The Vodyani**The Unfallen**The Lumeris**The Horatio**The United Empire**The Sophons**The Cravers**The Academy**Custom Factions**Minor Factions*

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A Million Things I Haven't Done

*A Million Things I Haven't Done* is an Event Quest that may trigger if the player has the Industrialist Ideology.

## Description

*Conflict has broken out between two of your trusted advisors. Two war heroes, once dearest friends, have nearly come to blows over the management of the Industrial party. They trade insults in the press, and don't print retractions.*

*One, a young upstart who has made enemies and allies with his decisive decision-making, argues the party should adopt more taxes and tariffs in order to regulate the empire's debts.*

*The other, a fine negotiator but dedicated opportunist, cautions against bold action and worries about the government's relationship with large businesses and foreign empires if such acts are taken.*

*Their argument is as much personal as it is professional--whichever advisor you back will have plenty of ammo to throw at the other as their rivalry continues.*

### Make a Choice

BACK UPSTART

* *This upstart believed for the longest time his only way to rise up was on the battlefield in glory--rewarding his plan will show the people there's more to life than being a martyr.*
* 20% Food is converted into Dust (10 Turns)
* Greatly increases Industrialist political ideology

BACK OPPORTUNIST

* The opportunists' motives may consistently disgust you, but there is reason in his words. You might favor him on this occasion.
* +15% Star System Trade Value on Systems on Empire (10 Turns)
* Increases Industrialist political ideology
Focused Plasma

Focused Plasma is a Tier 2 technology on the Military technology tree. It unlocks three ship modules: Kinetic Enhancer, Titanium A2S Slugs and Basic Swarm Missiles.

"*Hit, high-speed plasma beams are potentially devastating weapons. While they are difficult to use on planets due to interference of the atmosphere, in space they are quite effective.*"

### 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

## Kinetic Enhancer (Support Module)

* Projectile damage 20%
* Cost: 50

## Titanium A2S Slugs (Support Module)

* Loss of manpower on planet when sieging: 7/turn
* Cost: 60  1

## Basic Swarm Missiles (Weapon Module)

* Damages
	+ Damage per second(DPS): 17
	+ Weapon type: Projectile
	+ Number of missiles fired: 10
	+ Burst Cooldown: 7sec
	+ Swarm Missiles fire many missiles in short bursts. Their purpose is to break through enemy flak defenses.
* Protection
	+ Salvo Health: 20

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

Cost: 30
Dust to Dust

Template:TestInfoBox

## Description

*The sample has some very strange properties. It appears to have some sort of weak directional resonance, like a needle in an undetectable magnetic field. Your scientists have never seen anything like it.*

*Your fleet has its orders, of course. But you wonder if diverting your mission to seek out the source of this strange crystal-affecting field could prove profitable.*

## Objective

Objective Summary

Objective Description

Objective Goal

Objective Rewards

Objective Success Text

Objective Failure Text

In 10 turns, own the System producing the most Food in the galaxy.

Reward: X Dust and X quantity of a Luxury Resource.

### Success

Your System produces the most Food in the entire galaxy. The benefits are yours for the taking.

### Failure

Another empire owns the System that produces the most Food. Quest failed.
Changelog: 1.0.5.2 Hotfix

## COMPATIBILITY

* All AMDfix changes have been ported to the main branch

## FIX

* Removed an AI optimization causing games to get stuck in a Turn pending state
* Fixed an issue with the Bailiff end of turn check that caused a pending turn issue
* Fixed various issues with AI handling of quests that could result in pending turns
* Fixed an issue with AI diplomatic state machine sometimes getting stuck and resulting in a pending turn
* Added a failsafe for AI to continue making decisions even if encounters an issue
Autonomous Materials

Autonomous Materials is a technology on the Science and Exploration technology tree. It unlocks two Planetary Specializations with Simple Anomaly Reduction and Evolved Soils and allows the use of Wormholes by ships with the Hawking Radiation Dowser. It also improves empire wide hacking with the Infiltration Engine.

"*Smart materials that can adapt to local conditions, so that structures can retain their structural integrity. Useful for areas with a high incidence of earthquakes.*"

### 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.

## Infiltration Engine (Hacking Improvement)

* +1 Hacking Operation on Empire
* +10% Hacking Speed

*"Simplifying hacking protocols permits additional, speedier hacking operations."*

## Simple Anomaly Reduction

* Cancels the negative effects of mixed anomalies.

"*There are a number of well-understood tasks that can be done to remove planetary anomalies. Filtering the atmosphere, removing poisons from soil, and stabilizing the magnetic field are all based on familiar, if expensive, processes."*

## Evolved Soils

* +1 Food per Population on Fertile
* +1 Food per Population
* Political Impact: Ecologists.

Cost: 160 Industry.

"*Using lessons from hardy strains of bacteria and extremophilic eukaryotes, basic soil biology can be changed to improve nutrition and waste cycles. These changes will, however, propagate planet-wide over time."*

## Hawking Radiation Dowser

* Reveals and enables the use of Wormholes

"*Without this precious system to control the intense radiations coming out of wormholes, traversing them would not be possible.*"

## Autonomous Marerials (Ship Bound Affinity)

This faction-specific technology replaces Simple Anomaly Reduction and Evolved Soils with All Must Study II and All Must Tithe II.

"*Smart, Church-approved materials that can adapt to local conditions, so that structures can retain their structural integrity. Useful for areas with a high incidence of earthquakes.*"

### All Must Study II (Support Module)

* 15 Science from the Star System
* 5% Science from the Star System

Cost: 60 Industry

### All Must Tithe II (Support Module)

* 25 Dust from the Star System
* 5% Dust from the Star System

Cost: 60 Industry
Gamma Absorbtion

Gamma Absorbtion is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Microwave Pipes and allows for the exploitation of Quadrinix.

"*The sciences of fields and materials have improved to the point that industrial platforms allowing the absorption and control of electromagnetic energy across the spectrum can be built in the harshest conditions.*"

### 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

## Microwave Pipes

* +2 FIDSI per Population on Planets
* -32 Dust Upkeep
* Political Impact: Ecologists

Cost 2240 Industry, 2 Adamantian, 2 Antimatter

"*These infrastructures collect the extreme energies from suns and background radiation, converting it into microwave energy piped directly to planetary infrastructures. Cheap, highly available energy raises productivity for everyone.*"

Quadrinix Capture

 Quadrinix (Resource Exploitation)

It may be surprising, but the most difficult part or harnessing this multi-dimensional energy source is the mathematics.

Effects:

Enables exploitation of  Quadrinix
Advanced Fusion Power

Advanced Fusion Power is a Tier 3 technology on the Military technology tree. It unlocks two Weapon Modules in Improved Ultradense Slugs and Improved Fusion Torpedoes.

Between Advanced Fusion Power and Hyperium Magnetics, you can only research 1 technology.

"*Leaps in materials and signaling sciences have resulted in fusion systems that can be contained in warheads of many sizes, nicknames "pico-suns".*"

### 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:

## Improved Ultradense Slugs (Weapon Module - Kinetic)

* Damages
	+ Damage per second: 76
	+ Critical hit chance: 6%
	+ Weapon type: Projectile

* FLAK
	+ Damage vs. Missiles: 360
	+ Damages vs. Squadrons: 9

* Ranges
	+ Short: Effective (85%)
	+ Medium: Average (50%)
	+ Long: Poor (10%)
* Cost: 52 , 2

## Improved Fusion Torpedoes (Weapon Module - Missile)

* Damages
	+ Damage per second: 79
	+ Critical hit chance: 5%
	+ Weapon type: Projectile
	+ Crew killed per hit: 3

* Protection
	+ Salvo Health: 90

* Ranges
	+ Short: Poor (25%)
	+ Medium: Average (50%)
	+ Long: Optimal (100%)
* Cost: 43 , 3
Contained Camps

Contained Camps is unlocked once an empire has reached Stage Four of the Military technology tree.

## Contained Camps

* +1000 Manpower capacity on Empire

 "*These self-contained, semi-portable barracks and training centers can now be built on essentially any type of planet or station, as improved magnetic shields and magnetized structures make them safe from radiation and easy to build.*"
Dust-9 Production

Dust-9 Production is a technology on the Empire Development technology tree. It unlocks one System Improvement in Intergalactic Lectures and allows your heroes to recover faster with Uplift Institute.

"*Researchers are still generally baffled by the properties of Dust, but through an arcane series of expensive, preparatory steps they have been able to produce very small quantities of a spin-off substance they're calling Dust-9. Its great expense means it will never become widely available, and its intense hallucinogenic effects could prove useful.*"

### 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.
* Political Impact: Religious.

## Intergalactic Lectures

* +10%  Influence per Empires in Alliance.
* +5%  Influence per Empires at Peace.
* -64  Upkeep
* Political Impact:  Religious

Cost 2240  Industry, 5x  Quadrinix.

"*Entice celebrated visionaries, entrepreneurs, and social commentators from friendly empires with the lure of small quantities of mind-expanding Dust-0. The gratitude for exposing your system's populations to such high-caliber speakers is repaid with higher Influence levels.*"

## Uplift Institute

* +100% Hero recovery (healing) rate on Heroes

 "*Based in a secret location in the heart of the empire--typically built in asteroid interiors or solar atmospheres where detection is close to impossible-- the Uplift Institute is a highly-classified military science facility where Empire Heroes can undergo Dust-9 enhancement.*"

## Dust-9 Production (Vodyani Affinity)

This faction-specific technology replaces Uplift Institute with Essence of the Virtual.

"*Church philosophers are still generally baffled by the properties of Dust, but through an arcane series of expensive, preparatory steps they have been able to produce very small quantities of a spin-off substance they're calling Dust-9. Its great expense means it will never become widely available, and its intense hallucinogenic effects could prove useful for the upper-echelons of the Church.*"

### Essence of the Virtual

* +100% Hero recovery (healing) rate on Heroes.
* +100% Experience on Heroes.

 "*The most decorated, capable members of the Church--the Heroes of the Vodyani--will enjoy specially spiked Essence when they partake in holy communion. Laced with Dust-9, the Heroes will enjoy miraculous levels of both learning and healing.*"
Dimensional Folding

Dimensional Folding is a technology on the Science and Exploration technology tree. It unlocks one System Improvement in the F-Reality Institute. It also unlocks the hacking programs Firewall and Track.

"*Very useful for packing things into a tight space, this technology relies on zero-point fields, and has potential applications in many areas.*"

### 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.

## Firewall (Defensive Hacking Program)

* Blocks Hacking Outcomes of level 1. These outcomes include:
	+ Create Backdoor
	+ Embed Sleeper
	+ Influence Politics
	+ Injure Figurehead
	+ Jam Commands
* Removes any detected Backdoor

Cost: 30 Bandwidth

*"A firewell set up in front-line infrastructure will block most attacks and cause the weakest ones to not even function."*

## Track (Defensive Hacking Program)

* Track progress of any enemy hacking operations passing through this node
* Removes any detected Backdoor

Cost: 30 Bandwidth

*"Passive snooping on data transmissions helps uncover the visible progress of any enemy hacking operations past the node on which this program is placed."*

## F-Reality Institute

* +40% Science
* -32 Dust Upkeep
* Political Impact: Scientists

Cost: 2240 Industry, 25 Antimatter

"*Spatial constraints on scientific experiments are a thing of the past as trial areas of any size can now be folded-up and put into scientists pockets. Care should be taken when unfolding realities as famous Sophon shark researcher Gulip Fzaktor, will attest.*"

## Dimensional Folding (Ship Bound Affinity)

This faction-specific technology also unlocks All Must Worship II.

"*Very useful for packing things into a tight space (like heathens in solitary confinement), this technology relies on zero-point fields, and has potential applications in many areas.*"

### All Must Worship II (Support Module)

* 15 Influence from the Star System
* 5% Influence from the Star System

Cost: 60 Industry

## Dimensional Metafolding (Metafolding Affinity)

This version adds a Hull Upgrade for the Argosy.

### Argosy II (Hull Uprade)

*"Due to the fact that advanced colonization systems require far less space and energy, much of the Argosy's capacity can be refit for other projects that require heavy equipment and high power--including the possibility of becoming a mobile Portal."*
Modules/Squadron

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

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

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

## Fighters

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

## Bombers

* 50% damage vs Small ships
* 100% damage vs Medium ships
* 150% damage vs Large ships
Mineral Manipulation

Mineral Manipulation is a technology on the Economy and Trade technology tree. It unlocks two System Improvement in Xhiyun Cartel and Borer's Guild Bourse. It also unlocks a System Action in Sleeper Identification.

"*As knowledge of crystal lattice structures improves and mining and refining technologies advance, resources can be exploited in previously impossible ways for profit and production.*"

### 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

## Xhiyun Cartel

* +5 Approval per Trading Company
* +25% Star System Trade Value
* -32 Dust Upkeep
* Political Impact: Pacifists

Cost 2240 Industry, 10 Adamantian, 10 Antimatter

"*Named for the star system where the organization was first created, this agreement between producers allows monopoly pricing on trade goods.*"

## Borer's Guild Bourse

* +5 Dust per Population on Sterile
* +25% Star System Trade Value
* -32 Dust Upkeep
* Political Impact: Pacifists

 Cost 2240 Industry

"*This is an exchange where miners, gemologists, and other rock collectors come from all over the system to trade in their wares. It is under the management of a loose confederation of mining companies, known as the Borer's Guild.*"

## Sleeper Identification

* Unlocks the Sleeper Identification System Action: Reveal sleepers on the System for a few turns

*"A system-wide, mandatory software update for all citizen's networked tech, permits the temporary identification of all hacked populations."*
Changelog: 1.5.37 - Hotfix

[FIXES]

* The system improvements screen properly shows constructed improvements again, rather than Darth Paul.
* Extreme Foremen is available to custom factions again (with exceptions)
* "In the Shadows" Affinity custom factions with Riftborn visuals can construct population for their sanctuaries
* Riftborn Singularities properly time out and should no longer stack infinitely
* Fixed another source of "Pending Turns"
Modules/Support

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

## Engines

Engines allow you to get where you are going much faster. Fleets move at the Movement Speed of the slowest member, including Hero ships, so don't neglect Engines when designing ships. Scavenged Ramscoop gives bonus distance traveled per Movement Point.

## Fleet Movement

These modules increase the Movement Points of the entire Fleet when placed on a Hero Ship. (Earlier game versions allowed them on Protector/Coordinator hulls, but that has been patched out.)

## Probes

Probes increase the Vision of ships, and have a Probe Stock which is used to explore Curiosities and launch Probes into unknown areas to reveal hidden nodes.

 Explorer hulls have -50% Probe Restock duration, which recovers 2x Probes per Turn for Titanium Probes.

## Colonization

Colony modules are equipped on  Colonizer hulls to allow Colonization of planets that you have the technology for.

## Repair/Fleet Repair

\*Fleet Repair modules that repair after each phase do not affect the health of squadrons.
Citadel Advanced Upgrade

Citadel Advanced Upgrade is a technology on the Empire Development technology tree. It unlocks the System Improvement Coordinated Bunkers and Advanced System Battery.

"*A breakthrough in composite materials, the addition of the "liquid" aspect allows for objects build from these substances to maintain their basic structural integrity while being able to "reinforce" parts under greater duress. Handy for racket-based sports players with anger management issues.*"

### 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

## Advanced System Battery (System Improvement)

* Allows the Citadel to fire one round of Blast Effect Battery (Inflicts 2000 damage on every enemy Ship) per phase in Space Battles. It can't be targeted.
* +50% Space Battle Damage on Citadel
* +10% Health Regeneration ratio on Fleets docked on System
* Upkeep: 96 Dust

Cost: 4480 Industry

*"A more advanced version of the defensive battery, this does increased damage to enemy Fleets. In addition, repair and recharge facilities can aid in the repair of friendly Fleets."*

## Coordinated Bunkers (System Improvement)

* +400 Planetary Manpower capacity
* +100 Manpower deployment limit (DEF)
* -50% Siege Damage (Manpower loss) on Besieged state
* Upkeep: 64 Dust

Cost: 4480 Industry

*"Integrating the Citadel defensive systems with planetary infrastructure greatly reduces the loss of troops during hostile invasions."*