recursal/Fanatic-Fandom huggingface dataset:
Impactless Sites

Impactless Sites is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Pulvis Production, allows access to the Mercenaries and Heroes on the Marketplace with G-Services Exchange and unlocks the Decolonize Improvement with Vacate System.

> As science and technology evolve, industrial sites must deal with increasingly dangerous substances handled under increasingly extreme conditions. The science of building these sites in an environmentally neutral way is critical for public health.
>
>

Pulvis Production

 System Improvement (Economy)

This installation accelerates production rates via the application of Dust in its many forms--as currency, as complex nanomachinery, and as an extension of willpower.

Effects:

+2  per Population per Planets
+10% Ship Buyout Reduction
+10% Construction Buyout reduction

Cost:

1120  5

Political Impact:

 Pacifists

Upkeep:

Free

### G-Services Exchange

* Opens access to Mercenaries and Heroes on the Marketplace

"*This sophisticated upgrade of the Galactic Exchange, from simple resources and objects to services provided by sentient beings, is a minor change in programming with major implications.*"

Vacate\_System

 Decolonize Improvement (Razing)

Sometimes things don't work out, but in this case you get to recoup some of your investment in the form of a colony ship or simple Dust. It's still slash and burn, but civilized-like.

Effects:

Raze entire system, including Populations, in exchange for a Colony Ship (Lumeris and Vaulters will obtain Dust equivalent), and a Dust bonus that scales with the Population and number of improvements

Cost:

1  Turn

Political Impact:

none

Upkeep:

none

## Impactless Sites (Lumeris' Affinity)

This faction-specific technology replaces Pulvis Production with Workers' Campus.

> As Lumerian science and technology evolves, industrial sites must deal with increasingly dangerous substances handled under increasingly extreme conditions. Throwing waste into semi-legal landfills is no longer an option, and the science of building these sites in an environmentally neutral way is critical for public health.
>
>

Workers' Campus

 System Improvement (Economy)

With improved environments around factory sites, Lumerian workers can live on-site in campuses that enjoy good standards of accomodation, theatrical spaces, and, of course, legalized gambling establishments. Buyout costs are reduced, and workers give more back to the economy.

Effects:

+2  per Population per Planets
+20% Ship Buyout Reduction
+20% Construction Buyout reduction

Cost:

1120  5

Political Impact:

 Pacifists

Upkeep:

Free

## Impactless Sites (Ship Bound Affinity)

This faction-specific technology as no effect on the developments it grants.

> As science and technology evolve, Vodyani industrial sites must deal with increasingly dangerous substances handled under increasingly extreme conditions. The science of building these sites in an environmentally neutral way is critical for worshipers' health.
>
>
Structured Antimatter

Structured Antimatter is a technology on the Military technology tree. It unlocks three modules, the Antimatter Intensifier, the Advanced P-Laser Fighters and the Extreme Swarm Missiles.

"*In order to make antimatter a reliable source for weapons and defense systems, it need to be controlled in these contained exploitable matrices.*"

### 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

## Antimatter Intensifier

* Energy damage (30%)
* Critical hit change (10%)

Cost: 70 Industry, 3 Antimatter

## Advanced P-Laser Fighters (Squadron Module, fighter)

* Protection
	+ Health: 600
	+ Units in Squadron: 1
	+ Dodge probability: 10%
* Damages
	+ Damage per second (DPS) : 26
	+ Weapon type: Energy
	+ Critical attack probability: 5%
	+ 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

## Extreme Swarm Missiles (Weapon Module)

* Damages
	+ Damage per second(DPS): 38
	+ 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: 40

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

Cost: 75

## Structured Antimatter (Vodyani Affinity)

This is identical to the default technology.

"*In order to make antimatter a reliable source for weapons and defense systems, it needs to be controlled in an exploitable matrix. When the Custos are not watching, the technologists have been known to joke about "Antimatter Cloth"."*
The Bhagaba

### Assimilation Trait

**Culturally Resistant (50/70 Chance):** +25%  Cost for Pacific Conversion on Systems in Empire
**Disarming Diplomacy (20/70 Chance):** -10% Peaceful Treaty cost per Empires at Peace on Empire; -10% Peaceful Treaty cost per Empires in Alliance on Empire

*Perhaps it is on account of their puppet-nature, but the Bhagaba are nonetheless a cheerful race that promote a sense of contentment.*

## Lore

As avatars of a planet-sized "supercomputer" initially formed by the random movement of rocks and corals on their home planet, Teonha, which created a natural "transistor board" capable of simple thought, the Bhagaba are one of the galaxy's most unusual lifeforms. Some, in fact, will dispute that they are even alive at all, being mere puppets of a vast, alien mind with no will of their own. Despite this, with their pacifist outlook and sense of wonder, most races are happy to encounter the strange coral-like creatures who often come across as charmingly clumsy--which incidentally makes for a very good diplomatic strategy.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Bhagaba Ground Battle Defense Strategy
 * Improvement Destruction Probability: 0%
* Population Destruction Probability: 0%
 **Editor's Notes:** Rather than getting a new *Law* when you reach 50 pop, the Bhagaba instead unlock a new ground battle tactic.
Strategy
The only difference between the normal "Tactical Surrender" option and this, is that rather than doubling the time it takes for the conqueror to achieve 100% ownership, this quadruples it. Like the tactical surrender option, it prevents your enemy from killing any population/buildings as a direct result of the battle, although nothing stops them from doing so after conquest (and quite a few population will likely die from the system being at rock-bottom happiness for your opponent, after conquest).
This is flatly superior to the normal surrender option; naturally you don't want to be losing systems, but if you do, this makes the pill far less bitter. This gives you a much easier time when and if you take the system back, since by not having lost much ownership, it'll become fully yours again that much quicker.

 Potential Population Quest Rewards

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

#### A Crisis of Faith

* **Rally**: (Ecologist) +1 , +1  per Bhagaba for 20 turns
* **???**: (Religious) +3  per Bhagaba for 20 turns
* **???**: (Militarist, requires Cravers in Empire) +70 damage to Attacker per Bhagaba for 20 turns

##### Involuntary Neurosurgery

* **Enraged**: (Neutral, requires Teonha be colonized) +5  per Bhagaba for 15 turns
The Sophons/Traits

A nation of restless, argumentative scientists, the Sophons eagerly take death-defying risks in the laboratory.

About
Gameplay
**Traits**
Ships
Strategy

## Traits

Sophons Gameplay Affinity
 Fast Travelers II
 Feeble Warriors II
 Pathfinder
 Rare Earth Foams
 Xenobiology

## Population Traits

 Increases Scientist Political Output.
 Political Traits
 Scientist political opinion more impacted by Scientist events

## AI Personality Traits

* **Pacifist:** This empire will sign contracts more easily, try to maintain alliances and will favor peace.
* **Innovative:** This empire will try to research a lot of technologies and unlock new stages of technology first.

## Potential Population Quest Rewards

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

##### Those Darn Kids

* **Whapster**: (Building, Unique) +20  on System
* **Culture Jam Centers**: (Building, Unique) +50  on System

These are the unique rewards (as opposed to ones which are just randomly-chosen strategics/luxuries/one-time-FIDSI-boosts/etc) which only this faction has access to, earned by completing their faction quest. Rewards in different columns are mutually exclusive, only accessible on their branch of faction quest.

 3
 4

1. ↑ This gives you very high move speed extremely early in the game, and also gives you bonus vision. The bonus vision is especially nice because non-scout ships generally have no options for extra vision, whereas this can be equipped on any kind of ship. Moreover, there's no contention between "more speed" and "more vision", which, on a ship intending to chart the galaxy, is ideal - you'd like to have as much as you can of both. Although this works fine on your explorers, this is even better on your protector ships, which have 6 possible slots instead of 3).
2. ↑ Another strong option. Sophons start with Democracy, and they usually struggle to have enough  to fill all law slots and assimilate minors.
Vacuum Protection

Vacuum Protection is a technology on the Science and Exploration technology tree. It unlocks three Support Modules in Adamantian Repairbots, Antimatter Re-Shield and Squadron Shifter.

"*A better understanding of the interaction between material surfaces and hard vacuums allows for hardy space-critical systems to be created.*"

### 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.

## Adamantian Repairbots (Support Module)

* Repair fleet after battle (5%)
* Repair fleet during battle (5%)
* Can only be installed on Protector and Coordinator ships.

Cost: 140 Industry, 6 Adamantian

## Antimatter Re-Shield (Support Module)

* Shield reloading each phase (450)

Cost: 80 Industry, 2 Antimatter

## Squadron Shifter (Support Module)

* Health 100%
* Dodge 10%

## Vacuum Protection (Riftborn's Affinity)

This faction-specific technology improves Adamantian Repairbots ability to repair the fleet.

"*Learning more every day outside the Coroz universe, a better understanding of the interaction between material surfaces and hard vacuums allows Riftborn engineers to create more hardy space-critical systems.*"

### Singularity Repairbots (Support Module)

* Repair fleet after battle (10%)
* Repair fleet during battle (10%)
* Can only be installed on Protector and Coordinator ships.

Cost: 140 Industry, 6 Adamantian
Survival Suits

Fleet Shielding (previously called Survival Suits) is a Tier 3 technology on the Military technology tree. It unlocks three Battle Tactic's in Tactical Expertise and three ship modules in Improved Uniform Shielding, Basic Flotilla Shield and Anti-Cloaking I.

"*Whether on the ground or in space, the survival of skilled, trained, and cybernetically enhanced warriors is critical -- both to mission success and to return on investment. Suits must ensure that the user is unharmed, well-nourished, and able to communicate.*"

### 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:

## Tactical Expertise (Battle Tactics Set)

* Unlocks the following tactics:
	+ Unlucky Arms (Long / Medium / Long) : No critical bonuses in battle (defense effects are always applied); use it against a fleet that inflicts a lot of critical hits.
	+ Grim Recycling (Long / Short / Long) : Get a strong fleet defense boost each time an allied ship is destroyed; use it if you think you will suffer heavy losses or if you have a plenty of ships.
	+ Repair And Recover (Medium / Medium / Long) : Repairs empire ships after battle.

   "*Coordination between ships--and even their individual weapon modules--on a fleet-wide scale adds new options to fleet and flotilla battle tactics.*"

## Improved Uniform Shielding (Defense Module)

* Protection
	+ Health bonus: 60
	+ Shield capacity: 1200
	+ Energy defense: 390
	+ Critical hit damage inflicted: -50%
* Cost: 29 , 2

## Basic Flotilla Shield (Support Module)

* Protection
	+ Flotilla Shield capacity: 550
	+ Flotilla Energy defense: 30
* Special
	+ Can only be installed on Protector or Coordinator ships
* Cost: 100 , 4

## Anti-Cloaker I (Support Module)

* Special
	+ Fleet Anti-Cloaking Level 1
* Cost: 90
Universal Aerodynamics

Universal Aerodynamics is a technology on the Military technology tree. It unlocks one Command Points improvement and unlocks the use of Air units for ground battles with V2A Attack, and unlocks one ship module in Boarding Pod Advanced.

"*Designing craft capable of handling the transition from space to atmospheric battle theaters has always been difficult, but a new understanding of air flow under extremes of pressure and temperature has led to universal aerodynamic tech.*"

### 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

## Integrated Theaters

* +200 Manpower deployment limit on Empire
* +3 Command Points on Empire
* +1 Maximum Tactics in your set on Empire

"*The precision of calculation and communication needed to accurately guide thinking missiles through atmospheres can also be used to improves battlefield tactics and management. This allows more units to be activated and deployed with no loss of effectiveness.*"

## V2A Attack

* Unlock Air units for Ground Battle

"*The development of hardened ships that can maneuver effectively both in vacuum and in atmosphere leads to the creation of invasion bombers.*"

## Boarding Pod Advanced

Damages

* Manpower DPS (damage) 10
* Duration of Boarding engagement 10

Protection

* Boarding Pod Health 250

Ranges

* Short - Optimal(100%)
* Medium - Optimal(100%)
* Long - Optimal(100%)

Special

* This module cannot be fitted on Heavy Mounts.
* Boarding Pods reduce manpower of enemy Ships every second. The enemy Ship is captured if a Boarding Pod is active and the Ship reached 0 manpower. Manpower damage is impacted by relative Infantry strength. Boarding Pods will not target Hero Ships, Arks or Behemoths.

Cost: 75 Industry 100 Manpower.

## Advanced Strike Force (Vaulters Affinity)

This faction-specific technology replaces Boarding Pod Advanced with Champion's Pod.

*"Combining technologies for personnel transport and survivability has lead to several advances in attack technologies. Troops can be brought more rapidly to combat, wherever that is planetside or in space."*

### Champion's Pod

Damages

* Crew killed per hit
* Manpower DPS (damage) 10
* Duration of Boarding engagement 10

Protection

* Boarding Pod Health 350

Ranges

* Short - Optimal(100%)
* Medium - Optimal(100%)
* Long - Optimal(100%)

Special

* This module cannot be fitted on Heavy Mounts.
* Boarding Pods reduce manpower of enemy Ships every second. The enemy Ship is captured if a Boarding Pod is active and the Ship reached 0 manpower. Manpower damage is impacted by relative Infantry strength. Boarding Pods will not target Hero Ships, Arks or Behemoths.

Cost: 75 Industry 100 Manpower.
The Sowers

### Assimilation Trait

**Soil Healers (50/85 Chance):** +25  per Sterile on Systems; +2 FIDSI on Planets with Reduced Anomalies
**World Architects (35/85 Chance):** -50% Terraforming Cost on Empire

*Sowers are seekers and exploiters of new planets and new systems*

## Lore

Cut off from their Endless masters aeons ago, when the Dust Wars erased all Endless from the galaxy, the Sowers are lost children still pining for their creators' return. Originally built to terraform an uninhabitable rocky world and make it suitable for Endless colonization, the Sowers are coordinated, robotic machines with a relentless drive and energy. When their masters didn't respond to their signals after they'd made a verdant paradise, and they realized they were alone, a great existential crisis assailed the Sowers. Only when the creed named "The Calling" established itself among the Sowers, did their crisis pass. They would travel the galaxy, one barren planet at a time, turning each into a magnificent garden. For they believe one truth above all others: one day the Endless will return.

The Sowers were originally created by the Virtual Endless, and they will not stop terraforming a planet even if another sentient species lives on it, as the Kapaku from Endless Legend learned the hard way.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Sowers Law
 **Editor's Notes:** Two subtleties to note here: "5" sounds like a weak number, but if you add all of those up, that's a "20%" boost, spread over 4 different resources.
The more important thing is that "per fertile planet" part. Have two fertile planets in a system, and you've 10% to everything; etc, etc up to a maximum of 25% FIDS. That's a very strong boost - it comes at the cost of (often) having to terraform to get it, but it's a very large boost.

## Trivia

* The Sowers were a Major Faction in Endless Space 1, you can read more about them here.
The Lumeris

Clever, greedy, and Epicurean, the Lumeris society is built on economic gain and diplomatic negotiation.

**About**
Gameplay
Traits
Ships
Strategy

*The Lumeris are a society that revolves around trade, economic deals, economic growth, and doing business. Expansion and acquisition are the bywords of their culture, and as an amphibious people they are prepared to make money in any environment. Their society is organized around a series of families that have traditionally run different parts of their economy, and the balance of power and negotiations between the families is what drives progress - or blocks it.*

## Lore

The Lumeris are a society that revolves around trade, economic deals, economic growth, and doing business. Expansion and acquisition are the bywords of their culture, and as an amphibious people they are prepared to make money in any environment. Their society is organized around a series of families that have traditionally run different parts of their economy, and the balance of power and negotiations between the families is what drives progress - or blocks it.

### Leadership

The Lumeris faction is also known as the Four Families as these four power blocs have been running the society from the shadows for many years. Traditional alignments are the Meos family running farms and agricultural products, the Omokar handling construction and union issues, the Lancellum building ships and ports, and the Arrakyo dealing in politics and legislation.

The current leader is Jenestra Omalfi'Meos, voted by the Four Families.

While infighting and backstabbing occur on a regular base in the interest of vengeance or profits, there is a consensus that the families must coordinate to take on the really big opportunity that is the galaxy.

### Homeworld

Jenes, an atoll planet full of tropical islands and tropical storms, is the home of the Lumeris civilization and the home base of the Four Families that rule it from behind the scenes. Their oceanic environment necessitated the ability to adapt to the water, yet the need to create fire and build advanced technologies drove them to the land. From there they are now challenging the heavens themselves, bringing their unique style of economic development to an unsuspecting galaxy.

### Society

Lumeris society has long been organized around families, clans, and dynasties - a natural outgrowth of the multinational, island-based history of their society. In the modern world this means that governments cannot stay in power without the support of the various families who have traditionally controlled different sectors of the economy and the lesser families that are part of their power structure. As a result, despite the growth and evolution of their civilization, family and lineage remains a strong pillar of their culture.

With the aristocracy a distant memory and no dramatic religious fervor driving its populace, economic status is the only major legacy to be left for one's descendants. As a result Lumeris society revolves around trade; one seeks their career and passion in life in the interest of securing wealth for the future of their family and to improve one's standing within it.
The Sophons/Gameplay

A nation of restless, argumentative scientists, the Sophons eagerly take death-defying risks in the laboratory.

About
**Gameplay**
Traits
Ships
Strategy

The Sophons are a very "vanilla" faction which only differentiates themselves with some simple bonuses rather than extensive alterations to the game mechanics. That said, even they do have a few little unique mechanics:

## Omniscience:

The technology  output of the empire is temporarily boosted if you happen to be researching a technology that some other empires don't already have. It scales linearly depending on how many other empires have a technology; if all of them have it, you get no bonus. If none of them have it, you get the full bonus, which is 50%. (TODO: confirm that this is linear)

## Pathfinder:

The Sophons have a unique vision boost. If they explore a node, then they will also reveal a very limited amount of information about any nodes that are connected to it via starlanes. First and foremost, they're able to see the node's position (the full line of the starlane is revealed to them); secondly, they can see the "political affiliation" of whatever controls that node - they essentially can see the color of any influence circles (aka owned territory). This immediately can tell you if there is another empire with a system there, a minor faction, or perhaps most importantly for what's likely a very weak "exploration fleet": whether there's a pirate base on the node.

(TODO: confirm if this works for wormholes)
Tendrils of the Church

Tendrils of the Church is a technology on the Science and Exploration technology tree. It unlocks two Support Modules in All Must Tithe III and All Must Serve III. This technology is only available the Vodyani or custom factions with the "Ship Bound" Affinity.

"*A suite of technologies that come together to allow the Virtual Saint leadership the ability to spread its tendrils into every facet of Vodyani life. Surveilance, investigation, discipline. All will obey.*"

### Note

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

## All Must Tithe III (Support Module)

* 40  Dust from the Star System.
* 10%  Dust from the Star System.

Cost: 60  Industry

## All Must Serve III (Support Module)

* 25  Industry from the Star System.

* 10%  Industry from the Star System.

Cost: 60  Industry
Off-World Agribusiness

Off-world Agribusiness is a technology on the Empire Development technology tree. It unlocks one System Improvement in Infinite Supermarkets and enables diplomacy with Minor Civilizations.

"*A host of incremental breakthroughs in trade agreements, cultural translation, and the handling of xeno-foods--together given the umbrella term "off-world agribusiness"-- permits diverse types of growth in nutrition, fuel, and material sciences.*"

### Note

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

## Infinite Supermarkets

* +10 Approval
* -8 Dust Upkeep
* Political Impact: Ecologists

Cost 280 Industry

"*With vastly improved methods for selecting, growing, and harvesting foods, it is possible to deliver any known dish or ingredient anywhere within a colonized world. Local markets have essentially become infinitely large..*"

## Xenosynergy

* Enables Diplomacy with Minor Civilizations

"*Knowledge of alien biology is closely tied to better understanding of alien culture and society. Armed with this, diplomats are finally able to develop political relations with the diverse sentient peoples inhabiting the galaxy.*"

## Off-world Agribusiness (Horatio Affinity)

This faction-specific technology for Horatio doesn't appear to have any significance other than its unique description.

"*A host of incremental breakthroughs in trade agreements, cultural translation, and the handling of xeno-foods (which can be cause for alarm for Horatio)--together given the umbrella term "off-world agribusiness"-- permits diverse types of growth in nutrition, fuel, and material sciences.*"
Winner Winner Craver Dinner

Winner, Winner, Craver Dinner

No little story this time. Just Endless Hunger... And Battle Royale jokes. It was inevitable.

## How to Participate

Start a new game with the settings described below, using any combination of Expansions and Add-ons you prefer. Once you achieve Victory, share your turn number and score (from the tooltip of the End Turn Button.)

## Details

### General

* **Player Faction:** Cravers
* **Enemy Factions: 11**
	+ Cravers (all of them)
* **Required DLC:** Any
* **G2G Link**

### Gameplay

* **Difficulty:** Any
* **Game Speed:** Fast
* **Pirates Difficulty:** Off
* **Minor Civilizations:** Few/Hard
* **Random Events:** None
* **Academy Quest:** No
* **Multiplayer Quests:** No
* **Victories:** Supremacy, Conquest

### Galaxy

* **Shape:** Disk-4
* **Constellations:** Unique
* **Size:** Tiny
* **Density:** Low
* **Age:** Normal
* **Connectivity:** High
* **Spawn Method:** Chaotic
* **Home System Balance:** Chaotic
* **Resources:** Few
* **Anomalies:** Few
* **Curiosity:** Few
* **Special Nodes:** Off
* **Seed:** 49096
The Amblyr

### Assimilation Trait

**Profitable Exploitations (50/90 Chance):** +40  per Strategic Deposit on Systems
**Industry Contacts (40/90 Chance):** +10% Ship buyout reduction on Systems; +10% Construction buyout reduction on Systems

*Peaceful and lethargic, the Amblyr loathe violence and adore most types of seaweed.*

## Lore

The Amblyr are a quiet race that has yet to make their mark on the galaxy. Little known, despite the infamy of their most famous citizen, X, they appear to be descended from a species of marine reptile. The Amblyr's homeworld is a humid, swampy planet where the society's most sophisticated cities are algae mega-platforms that drift across the quaggy expanses. With abundant seaweed crops providing the majority of their diet as well as reserves of biofuel, the Amblyr civilization is a boringly harmonious one focusing on progress and prosperity for all. Dependable, predictable, and placid, it is unsurprising that X made a break for the stars.

## Population Traits

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

 Potential Population Quest Rewards

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

##### Cephalopod Envy

(This quest requires that you've already completed the "Cephalopod Pains" quest which centers on the Niris)

* **Appease Amblyr**: (Neutral, requires Amblyr) +4  per Amblyr for 20 turns
* **Appease Sefaloros**: (Neutral, requires Sefaloros) +4  per Sefaloros for 20 turns
* **Eliminate**: (Neutral) +2 on Main Population for 20 turns

##### The Ripe Smells of Home

* **Industrialize**: (Industrialist) +1  per Amblyr for 20 turns
* **Farm**: (Ecologist) +4  per Amblyr on Sterile planet for 20 turns
* **Protect**: (Ecologist) +2  per Amblyr for 20 turns
Virtual Heresy

I have seen the truth, glimpsed the depth of their crime. The Virtuals must not be idolized. The Endless are not gods, but godslayers. The Church must be stopped.

## Details

* **Player Faction:** Hissho
* **Difficulty:** Hard
* **Game Speed:** Fast
* **Galaxy Size:** Tiny
* **Galaxy Shape:** Spiral-2
* **Empires:** 2
* **Required DLC:** None
* **G2G Link**
The Harmony

### Assimilation Trait

**Mineral Structure (20/70 Chance):** -20% System  Upkeep per Strategic Deposit on Systems
**Mind over Body (50/70 Chance):** 10% of  turned into  on Systems

*Sensing the waves and movements in the galaxy, the Harmony excel at exploiting many types of resources.*

## Lore

The Harmony may pre-date the Endless. However, as they often live in the voids between stars, there has been little organized study of the species. It is difficult to categorize them in terms of traditional definitions of "life" due to their mineral nature. However, they appear to reason, respond to stimuli, and move (though their ability to reproduce is unknown). As a group they are seeking the "Core" of the universe; a place where the great resonating frequencies of stars, planets, matter, and energy are said to chime in an apparently perfect harmony.

Attuned to waves and radiation, their voyage was interrupted by the confusion that Dust wrought upon their senses and bodies. While most Harmony strive to pass beyond the Dust-tainted galaxy and continue their quest, the Pulsos are a Dust-infected subgroup that have decided to stay and study this mysterious phenomenon.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Harmony Law
 **Editor's Notes:** The prevalence of Strategic Resources is highly dependent on both game settings, and your particular luck-of-the-draw for where you spawned in the galaxy. This could be great or mediocre based on that, alone.  Generally speaking it's probably not as great as some other laws (like the Niris law, which gives +20/system at system level 4, on top of +1 per pop), but it does stack with any other happiness effects.
One nice thing about this is that very often, players will colonize single-planet gas giant systems to get at / deposits; normally these systems are a mess approval-wise, but this targets them about as well as you can get without a law deliberately targeting gas giants.

## Trivia

* The Harmony were a Major Faction in the Endless Space 1: Disharmony expansion, read more about them here.
Veil of the Essence

Veil of the Essence is a technology on the Empire Development technology tree. It unlocks one System Improvement in Spire of the Ordained. It is a Unique Technology for the Vodyani Faction.

"*Church-sanctioned investigations into the nature of Essence, have uncovered some surprisingly results: as well as providing nourishment, a special blend of the substance is able to give intellectual stimulation as well.*"

Political Impact: Ecologists

## Spire of the Ordained

* System Improvement
* +20  per Hero.
* +2 Experience per turn on Heroes.
* +20% Experience on Heroes.
* -32  Upkeep
* Political Impact: Religious
* (Can only be built once per Empire)

Cost 6240 , 25 , 25 .

"*Constructed in the system's seat of power, the Spire of the Ordained is a bespoke structure build with the express purpose of aiding the assigned Vodyani Saint in their piety. Dungeons, secret passages, and a dais at the pinnacle all feature. Saints relish the learning such an assignation gives.*"
Optimized Logistics

Optimized Logistics is a technology on the Economy and Trade technology tree. It unlocks two System Improvement in Adaptive Taxation Systems and Smart Tax Collection. It also unlocks a System Action in Sleeper Cull.

"*Optimized logistics are a result of NP-hard solutions to organizational problems. Computational solutions to large-scale distribution networks, when extended into time-relative mathematics (and even with very high time complexity), have a surprising number of applications beyond simple demand management and load prediction.*"

### 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

## Adaptive Taxation Systems

* +4 Dust per Population on Fertile
* +4 Dust per Population on Temperate
* Political Impact: Pacifists

Cost: 2240 Industry

"*Traditional taxation systems are often slow to change, and risk generating harmful economic behavior--like increasing savings when consumption is needed. Adaptive taxes, however, change instantaneously not only based on economic trends but according to product or service, and by location. As a result, ideal economic behavior is encouraged while government coffers are filled*."

## Smart Tax Collection

* +25% Dust
* Political Impact: Pacifists

 Cost: 2240 Industry, 25 Adamantian

"*Utilizing optimized logistics technology, individuals and companies find it much more difficult to siphon off profits into private bank accounts where they would normally be out of reach of government hands. Aside from a few less super space-yachts, society benefits.*"

## Sleeper Cull

* Unlocks the Sleeper Cull System Action: Eliminate all Sleepers on System

*"Unleashing a bespoke high-frequency "pulse" across the entire system causes massive, terminal cerebral damage to all hacked populations."*
The Deuyivans

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

*As clever as they are grotesque, these denizens of gas giant planets are known for their scientific prowess.*

## Lore

The Deuyivans are not a race that was "created" so much as they are a race that "occurred". Originally an unwanted insectoid infestation on a planetary-scale Dyson object around a gas giant, the death of the Endless caretakers and the slow decline of the station left the Deuyivan alone to evolve, study, and explore. Over a period of centuries and then millennia they were thus left alone to expand across a surface that was rich in resources and, for all practical purposes, limitless in size. With little in the way of competition for food or space, they mutated and grew to become an exceedingly intelligent race of tireless and dexterous scientists. Unparalleled in their studies of gravitation and non-baryonic interactions, their natural hardiness makes them quite willing to test their theories in environments that even the Sophons would think twice about. Their history has left them terribly reserved and shy, however, and they contact other species with great hesitation. Curiously, as they are all distinct members of a multi-node yet monolithic hive, they did not use or require names and thus picked up the habit of adopting the names of other sentients that they meet.

> **Editor's Notes:** It's really worthwhile to clarify what the assimilation bonus "Research Experts" does, because it's pretty vaguely worded (it doesn't mention, for example, 'which' science value gets altered), and some reasonable interpretations of the words have nothing to do with the actual functionality in-game.
> What it actually does is is modify the FIDSI/pop on planets; if a planet gives 0  / pop, naturally (such as Jungle, or Ash, or Desert), this instead forces that value to 5  / pop. This means (unless you're the poor, poor Nakalim), something like half of the planets in your empire will go from mediocre science output to quite decent science output.
>
>

## Population Traits

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

 Potential Population Quest Rewards

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

#### Cultural Appropriation

* **Grow**: (Ecologist) +2  per Deuyivans for 20 turns
* **Finance**: (Pacifist) +2  per Deuyivans for 20 turns
* **Exchange**: (Pacifist) +2  per Deuyivans for 20 turns
Titanium Electroplating

Titanium Electroplating is a Tier 3 technology on the Military technology tree. It unlocks three Battle Tactic's in Vulnerability Assessor and three ship modules in Improved Reactive Plating, Adamantian Salvager and Cloaker II.

"*Investigations into relaying complex shifting currents through titanium wafers has led to a novel technology that permits repulsive fields to exist above the surface of the metal.*"

### 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:

## Vulnerability Assessor (Battle Tactics Set)

* Unlocks the following tactics:
	+ Get Lucky (Medium / Short / Medium) : Critical hits get a damage bonus; use it if your ships are equipped with weapons that give high chance of critical hits.
	+ The Fewer The Proud (Medium / Medium / Medium) : Get a fleet damage boost each time an allied ship is destroyed; use it if you think you will suffer heavy losses or if you have a plenty of ships.
	+ Post Op Analysis (Long / Medium / Short) : Increases experience gained from battles, and improves fleet power.

   "*Improved statistical algorithms increase the speed of messages and improve encryption levels; they also aid in doing predictive analysis of potential targets and their weaknesses.*"

## Improved Reactive Plating (Defense Module)

* Protection
	+ Health bonus: 750
	+ Projectile defense: 120
	+ Fleet XP per damage absorbed HP: 0.01

Cost: 29 , 2

## Cloaker II (Support Module)

* Special
	+ Fleet cloaking level 2
	+ Can not be equipped on Juggernauts and Obliterators
* Cost: 135 , 10

## Adamantian Salvager (Support Module)

* Special
	+ per destroyed Command Point: 20
	+ Can only be installed on Protector or Coordinator ships
* Cost: 70 , 1
Quantized Economics

Quantized Economics is a technology on the Economy and Trade technology tree. It unlocks one System Improvement in Careful Sweeping and one Planetary Specialization in Atemporal FInance.

"*One for the rocket scientists' rocket scientist, a true understanding of quantum economics is limited to AI superintelligences and the Academy's brightest, but the power of its applications can be comprehended by even the most gill-breathing of Lumerian currency exchangers.*"

### 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

## Careful Sweeping

* +25 Dust per System Level
* Political Impact: Pacifists

Cost 2240 Industry, 5 Adamantian

"*This term for the tax system, an "in" joke between bureaucrats, indicates that the government is careful about picking up all the Dust it can, regardless of where it is (NP-hard math is required to plot the travel routes of the collectors).*"

## Atemporal Finance

* +2 Dust per Population on Sterile
* +2 Dust per Population
* Political Impact: Pacifists

 Cost: 160 Industry.

"*The discovery of transport via faster-than-light travel and wormholes has added complexity to simple calculations of Net Present Value and rates of return. The development of Atemporal Finance is a new branch of finance, governing cases where space is a variable as important as time.*"

## Quantized Economics (Ship Bound Affinity)

This faction-specific technology only includes Careful Sweping.

*"As a general rule, a true understanding of quantum economics is limited to AI superintelligences and the Academy's brightest. By using some virtualization and augmented reality systems of the Church, however, Vodyani experts can manage the calculations and explain the results to even the least enlightened."*
Special Nodes

**Special Nodes** are nodes that contain one of the several possible types of nodes. They will give theater effects (battle effects) if there is a space battle on the system and also benefits to the one who has it's influence zone over the special node.

Behemoths from the Supremacy DLC can make use of **Special Nodes** giving some usual point resources, Strategic Resources and Science Research Reduction Cost.

The Umbral Choir from the Penumbra DLC will have it's Home System set in one of these Special Nodes, and may also place Transmigration Beacons on these nodes. (unclear if it works on Rejuvenation Field)
Untraceable Markets

Untraceable Markets is a technology on the Empire Development technology tree. It unlocks one System Improvement in The White Market. This technology is unique to the Lumeris Faction.

"*Lumeris "numbers" (or economists as other races call them) have invented some clever systems that would allow the creation of what they're calling untraceable markets. Peacetime relations are necessary for the systems to be flawless.*"

### Note[1]

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

## The White Market

* +5% FIDSI per Friendly Major Faction
* (Can only be built once per Empire)
* -32 Dust Upkeep
* Political Impact: Pacifists

Cost 6240 Industry, 25 Adamantian, 25 Antimatter

"*Black markets are generally sordid, grubby Dust-making endeavors on the margins of society, always under threat of closure. The White Market, by contrast, hides in plain sight, siphoning off wealth of all varieties from peaceful trading empires. It is the magnificent epitome of market capitalism, where the loser is the other.*"
Ultra-Deep Habitats

Ultra-Deep Habitats is a technology on the Science and Exploration technology tree. It unlocks one Unique Improvement in the Dark Matter Institute.

"*Creating a living space deep in the core of a planet that doesn't come with a serious risk of death is no easy task. Intense pressures, magma ruptures, and dust asphyxiation are just the beginning of a long list of things that could kill you. With this tech you're safe\*.*

*\*Barring unhinged habitat-mates.*"

### 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.

## Dark Matter Institute

* +50 Science per System Level
* +10 Science per Anomaly
* Can only be build once per empire
* -48 Dust Upkeep
* Political Impact: Scientists

Cost: 6240 Industry, 10 Antimatter

"*A scientific powerhouse of a research lab to be constructed dozens of kilometers below the planetary crust, no expense will be spared equipping the place with state-of-the-art scintillation detectors. The location should be carefully considered as the lab, guided by the finest minds in your empire, can only be built in one system.*"
Vodyani Faction Quest

Destroy the indicated pirate fleets in or near your home constellation.

* Reward: **50 [Titanium or Hyperium]**

### Chapter 1: Church and Cloth - Part 2

COOPERATE: (Neutral) Brainwash a new Minor Civilization to learn more about the galaxy.

* Reward: **Systemic Oratory (System Improvement)**+3 Influence per Planet, +4 Influence per Temperate.

EXPLORE: (Religious) Explore at least [#] Ruins-type Anomalies.

* Reward: **Sainted Speed (Support Module)**+70 Health bonus, +3 Movement points, +1 Vision range.

### Chapter 2: Locus of Lies

This quest branches here. Your decision here will determine your plot and future rewards.

*Choose an Objective*

INVESTIGATE: (Neutral) With a level 5 or higher Hero, explore the [x] System where the Tabernacle is located.

* Reward: **River of Holy Vigor (Empire Improvement)**+20% Manpower per turn on Empire.
* INVALID ICON Go to neutral branch

TAKE OVER: (Religious) Bring the [x] System --where the Tabernacle is located-- under your control.

* Reward: **Endless Fountain (Empire Improvement)**+300 Manpower Capacity on Empire
* Go to religious branch

## Neutral branch

The following chapters are determined by the alignment you chose in Chapter 2:

### Chapter 3 - Church and Senate Part 1

*New Objective*

End the turn with a stock of [x] Influence in your Empire

* Reward: **1000 Dust**

### Chapter 3 - Church and Senate Part 2

Maintain for [x] turns at least [x] Laws which are neither Religious nor Neutral.

* Reward: **Cloth of Control (Empire Improvement)**-10 Approval required to reach Unhappy status, -10 Approval required to reach Rebellion status.

### Final Chapter - Hope in Heresy: Part 1

Destroy [x] Planets of type Hot. Endless Ruins and their precious Dust will be destroyed as well.

* Reward: **Academy Annex (Unique Improvement)** +50% Influence on System.

### Final Chapter - Hope in Heresy: Part 2

-If the Academy is still present: Posses the [x] System where the Academy is located

-If the Academy is destroyed: Build the *Ancillary Academy (Unique Improvement) +2 XP per turn on Heroes, +5% FIDSI on System if Hero assigned.*

* Reward: **Essence Clinic (Empire Improvement)** -50% Healing Cost on Heroes

## Religious branch

### Chapter 3 - The Rewards of Faith

Obtain [x] Minor and/or Major Home Systems.

* Reward: **Factory of Faith****(Empire Improvement)**-10 Approval required to reach Happy status, -10 Approval required to reach Ecstatic status.

### Final Chapter - The Church Triumphant: Part 1

Exert [x] Positive Political Pressure on at least 1 Major Empire.

* Reward: **Academy of Virtual Purity (Unique Improvement)**+50% Influence on System.

### Final Chapter - The Church Triumphant: Part 2

Build the Academy of Virtual Purity on one of your systems

* Reward: **Heroic Virtuality Pods (Empire Improvement)** No Cooldown for Hero assignments
The Lost

The Lost are an ancient, (arguably) eldritch race of beings purely composed of Dust, which Isyander Shumèd and his Academy try to revive throughout the course of Endless Space 2, a mission which he will either succeed or fail at depending on how the game evolves throughout play.

In the **Tabernacle of Remorse**, or the **Tabernacle of Lies** as it later came to be known by the Vodyani Church, it is revealed to Isyander that the Endless did not create Dust. In fact, the Endless did not even yet exist as the original three species that evolved from their homeworld of Tor. Dust originally came from an ancient race of immensely powerful beings entirely made of it, who were once worshiped by the Endless as gods. Those beings became known as **The Lost**. During the Dust Wars, both sides of Endless found out where Dust came from, and tried to make their own artificial version of it, but it was but a pale imitation of the real thing, the original Primordial Dust. Both Concretes and Virtuals, desperate to destroy the opposing side harvested **the Lost** to death, using multiple massive devices known as the **Lodestones** to lure them from their hiding spots, and trapped them so they could commit the horrid deed.

Three lost have been confirmed to be alive after the fall of the Endless throughout the "Endless Franchise;" (the Heart of?) Auriga, the Heart of Koyasil, and the Mysterious Entity which saved Isyander Shumèd from the wrath of the Vodyani, with the possible inclusion of the shape that can be observed to move in the ending cinematic for the Nakalim.