recursal/Fanatic-Fandom huggingface dataset:
Crust Engineering

Crust Engineering is a technology on the Economy and Trade technology tree. It unlocks one Planetary Specialization in Geo-industrial Plants and allows for the exploitation of Orichalcix with Orichalcix Refining.

"*An ability to work safely and effectively in and beneath planetary crusts can lead to great boons in industrial productivity as the riches of a world become more easily attainable.*"

### 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

## Geo-industrial Plants

* +2 Industry per Population per Hot
* +2 Industry per Population
* Political Impact: Industrialists

Cost 160 Industry

"*These vast complexes serve a number of critical industrial functions: Production of geothermal energy; mining of planetary cores for specialized materials; advanced materials and geological research; advanced study of plate tectonics.*"

Orichalcix Refining

 Orichalcix (Resource Exploitation)

The hardest material discovered so far in the galaxy is orichalcix; through refining it presents great technological difficulties the results are certainly worth the effort.

Effects:

Enables exploitation of  Orichalcix

## Crust Engineering (Ship Bound Affinity)

This faction-specific technology only includes Adamantian Refining.

*"As they are a people who tend to remain on ships, subterranean engineering works are an area difficult for the Vodyani to understand. But their grim dedication and the use of sophisticated robotics still allows them to profit from the riches hidden deep within planets."*
Outposts

Outposts are created by colonizing a Colonizer  ship over an inhabitable planet. While in this stage, a host system (by default the closest colonized System owned by the same player) will start sending food to it every 3 turns, for a total of 3 ships. This process will drain 40% of the systems Food . 50% of this Food  per turn will be wasted, with the other 50% being stored in a civilian ship. Once three turns have been elapsed, the ship containing 20% of the food production from each of the previous 3 turns will depart towards its destination. If intercepted, it can be destroyed for Dust  equal to that of the amount of food it stored. Once the Outpost reaches 300 food  stored, it will turn into a colony.

Colonies innately produce a specific amount of food determined by the planet it is on, so choosing a planet with a high amount of food is important in cases where multiple empires try to colonize the same system.

If two empires complete their outpost at the same time, the outposts will be at a standstill until one of the other outposts is destroyed.

Guarding an outpost will easily cripple it, and is the preferred method for destroying Outposts.

Outposts have 3 actions that they can use to speed up development.

Todo: Move this information to the Colonization page.
Interstellar Wind Shields

Interstellar Windshields is a technology on the Science and Exploration technology tree. It unlocks one system improvement in Deep Atmosphere Habitats and one in Lunal Suburbs.

*"A clever application of phased magnetic fields, this technology permits habitats to be constructed in regions experiencing high-radiation interstellar winds."*

### Note

* Add notes regarding which races get a unique version of this technology.
* Check Industry cost of Vodyani variant
* Political Impact:  Ecologists.

### Deep Atmosphere Habitats

* +3  Population slot on  Gas
* 64  Upkeep
* Political Impact:  Ecologists

Cost: 4480  Industry

*"Pressures deep into the thick atmospheres of gas giants can reach spine-crushing levels, but with these robust, but somewhat small, habitats those who enjoy bijou apartments can thrive."*

### Lunar Suburbs

* +2  Population slot per Lunar Anomaly on Planets
* 64  Upkeep
* Political Impact:  Ecologists

Cost: 4480  Industry

*"Contrary to apparences, the daily moon-to-planet commute is still shorter than that of the capital's inhabitants."*

## Interstellar Wind Shields (Ship Bound affinity)

This technology variation replaces both system improvements with two new ones.

### Microstasis Motors

* +2 Food per  Population on Planets
* +20%  Manpower on Empire
* 64  Upkeep
* Political Impact:  Ecologists

Cost: 4480  Industry

*"Thanks to phased magnetics, the storage and transportation of perishable good can be done by smaller and cheaper stasis systems. This means that more food can be made with less labour."*

### Phased Cloths

* +1  FIDS per  Population on Planets
* 64  Upkeep
* Political Impact:  Ecologists

Cost: 4480  Industry

*"The use of advanced phased magnetics systems when upgrading Vodyani Cloth brings boosts in speed and efficiency to both workers and managers."*
Citadel Basic Upgrade

Citdal Basic Upgrade is a technology on the Empire Development technology tree. It unlocks two system improvement in System Battery and System Shield.

"*This next generation of Citadel-rated Behemoth-class platforms adds slow offensive weapons and basic shielding from Obliterator missiles.*"

### Note

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

## System Battery (System Improvement)

* +100 citadel manpower on Citadel
* 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.
* Upkeep: 48 Dust

Cost: 2240 Industry

*"This slow-targeting but powerful addition to a Citadel-defended system can be used against enemy Fleets."*

## System Shield (System Improvement)

* +4 Vision range
* Prevents the destruction of your system if it is targeted by an Obliterator.
* This Improvement is destroyed when it is used.
* Only 50% of population is killed, 50% of improvements (25% of Defense improvements) are destroyed, and 50% damage is done t oShips in orbit. If a Hero is defending, they are injured 33% of the time.
* Upkeep: 64 Dust

Cost: 2240 Industry, 50 Titanium, 50 Hyperium

*"An integrated system of satellite arrays, explosive mines, and energy shields, this is the ultimate in star system-level defensive structures."*
Endless Ship Design

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

## Endless Ship Design

* Starting experience level for new ships is Veteran.

 "*Full of technology that would have seemed like arcane magic when your empire was first established, the ships created by these designs equate to the most advanced vessels imaginable.*"
Academy Final Quest

**(Spoiler Warning - This quest contains End-game spoilers!)**

Academy Final Quest is a final quest from the Academy, in which Isyander Shumed will announce it is time to attempt to rejuvenate the Lost. All remaining empires will have to choose whether to stop the rejuvenation or to assist.

**While this quest is active, Heroes cannot be recruited from the Academy or the Marketplace. Heroes also cannot be healed through spending Dust when they get injured.**

## Part 1 - Isyander's Gambit

Empires will firstly have to choose to join the Defenders (the ones who will try to stop the rejuvenation) or the Rejuvenators (the ones who will try to revive the lost). After players and AI's have chosen their team, the 1st part will start.

The Quest is to get to a majority of the Lodestones first, before the opposing team does. Lodestones spawn on the map and are highlighted by a circular strobing effect, similar to that of a stereotypical radar display. There are always an odd number of them.

After one side has achieved getting to a majority of the Lodestones, rewards will be assigned to the winning team. Rewards have varying amounts depending on who contributed most.

## Part 2

During this phase, Empires must send fleets, **with Heroes**, to the majority of Lodestones, and then hold them for ten turns each. (A fleet without a Hero will not contribute to the countdown.)

If a fleet from opposing team is present on the Lodestone, the countdown will pause. The two fleets must fight, and one must destroy the other. Fleets may engage each other even if their controllers are normally at peace or in alliance with each other. Conversely, if both sides are from the same team, they cannot attack each other even if they are at cold war or war with each other.

## Conclusion and Rewards

##### At the end of the quest:

* Isyander dies. If the *Awakening* expansion pack is enabled, diplomatic conversations with the Academy will feature a different character from this point on.
* The losing side can no longer recruit new heroes.
* The winners get +4 levels to all Heroes they control and +20% FIDSI to all systems they control.

###### If **Defenders** wins:

* The Lost remain Lost and will never return. Status quo remains.
* The Academy is destroyed. Heroes can only be recruited from the Marketplace.
* Ships orbiting the destroyed Lodestones will gain Manpower.
* Upon later victory, your victory cutscene will contain dialogue relating to the Lost being slain.

###### If **Rejuvenators** wins:

* The Lost will eventually come back... Though not during this playthrough.
* Heroes can only be recruited from the Academy.
* Ships orbiting the rejuvenated Lodestones will gain Dust.
* Upon later victory, your victory cutscene will contain dialogue relating to the Lost returning.
Insectoid Translation

Insectoid Translation is a Cravers-specific technology on the Empire Development technology tree. It unlocks the Cathedral of the Swarm system improvement.

"The intricacy of Craver communication is often lost when Cravers are not face-to-face as much language is transmitted through odors and vibrational tics and scratches. This technology enables these physical channels to be digitally captured and relayed along with visual and audio signals."

### 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.

## Cathedral of the Swarm

* +1 Approval per Number of ships in Empire
* Political Impact: Militarists
* (Can only be built once per Empire)

Cost 6240 Industry, 50 Antimatter

"An enormous sky-spanning structure riddled with a hundred-thousand chambers, the Cathedral of the Swarm is where Cravers congregate to see, hear--and feel--the legendary deeds carried out by their fleet-bound Craver siblings scattered across the galaxy. The visions of destruction wrought and the taste of blood spilt, rile the watchers into a frenzy of ecstasy."
Curiosities

Curiosities are explorable mini-events found on planets in Endless Space 2. There are four levels of curiosities, most of which are hidden until revealed through technologies in Science and Exploration. They can be explored using Probes on Exploration Ships or through the "Study Curiosity" improvement if the system is owned.

When a curiosity is explored, the player is rewarded with Loot, and may discover Luxury Resources, Strategic Resources, or Planetary Anomalies.

Some curiosities can trigger Quests.

## Detection

Each curiosity has a *Curiosity Level*, dictating how difficult it is to discover and investigate, and generally indicating the value of the reward they give when investigated. For example, Level 1 curiosities can reveal Common strategic and luxury resources only.

Your empire has two Curiosity-related stats: *Curiosity Detection Level*, which determines what curiosities you can see, and *Expedition Power*, which determines what curiosities you can investigate; these are increased by researching certain Technologies.

While a planet has a curiosity you can detect, it will occasionally pulse on the galaxy map.

Technology and Curiosity stats
 Ultra-Deep Habitats | 4 | 4

## Types of Curiosities

Each curiosity also has a type, which determine what sort of rewards they're likely to provide. Some quests also ask you to investigate particular types of curiosities.

Atmospheric

* High Chance: Anomalies
* Low Chance: Loot
* Increases  Political Ideology

Subterranean

* High Chance: Luxury or Strategic Resource Deposit
* Low Chance: Loot
* Increases  Political Ideology

Life Form

* High Chance: Anomalies
* Low Chance: Luxury Resource Deposit, Loot
* Increases  Political Ideology

Ruins

* High Chance: Anomalies
* Low Chance: Luxury Resource Deposit, Loot
* Increases  Political Ideology

Guardian

* Unique Curiosity for The Unfallen.
* Awakens a guardian on the planet

Quest

* Added by quests.
* Reward depends on the quest.
* **Cannot** be explored through Construction Queue

### Rewards

* *Anomaly* rewards add an Anomaly to the planet. Higher-level curiosities are more likely to reveal better anomalies, including unique ones.
* *Resource Deposit* rewards add a luxury or strategic resource deposit to the planet. Higher-level curiosities reveal higher tiers of resources; for example, Level 1 curiosities can only reveal Common resources (/, or luxuries like /). In addition, you receive a small amount of the resource.
* *Loot* rewards can give various rewards: a fixed amount of some FIDSI resource, a random Ship, a unique ship module or system improvement, or a unique Battle Tactic.

All curiosities have a small chance of failing and not giving any reward, or of being a trap and spawning a small pirate fleet on the system, which will quickly attack.
Change log 1.0.20

## **[FIXES]**

* Fixed a legacy shader issue with certain ATI drivers that caused the game to not launch

Our areas of work for the next few patches are:

* Saves that cannot be loaded (keep sharing your files!)
* Multiplayer desyncs reported by the community (also do keep sharing your desyncs if you encounter any!)
* Some miscellaneous balance fixes
Behemoth Exploitation 1

Behemoth Exploitation 1 is a technology on the Economy and Trade technology tree. It unlocks two support modules in Fast Miner I and Deep Miner I.

*"A combination of space stations and offshore drilling platforms of a different age, these giant space platforms can be redesigned to act as enormous resource exploitation operations."*

### Note

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

## Deep Miner I (Support Module)

Special

* Mining Probes 1
* Cooldown 5 turns
* Probe lifetime 8
* Deposit value multiplier 75%

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

Cost: 90 Industry

## Fast Miner I (Support Module)

Special

* Mining Probes 1
* Cooldown 2 turns
* Probe lifetime 3
* Deposit value multiplier 75%

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

Cost: 90 Industry
Hardened Alloys

Hardened Alloys is a Tier 3 technology on the Military technology tree. It unlocks one Command Points improvement in Zero-Lag Command. It also unlocks two squadron modules: Basic Fighter and Basic Bomber; and a weapon module: Basic Railgun.

"*Doping standard military-grade metals with alloy substrate of complex metals leads to substantially hardened materials that have a wide range of deadly or defensive uses.*"

### 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

## Zero-Lag Command

* +100 Manpower deployment limit on Empire
* +3 Command Points on Empire

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

## Basic Fighter (Squadron Module, fighter)

* Protection
	+ Health: 250
	+ Units in squadron: 1
	+ Dodge probability: 5%

* Damages
	+ Damage per second: 25
	+ Weapon type: Projectile
	+ 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: 30

## Basic Bomber (Squadron Module, bomber)

* Protection
	+ Health: 200
	+ Units in squadron: 1
	+ Dodge probability: 5%
* Damages
	+ Damage per second: 50
	+ Weapon type: Projectile
	+ Critical attack probability: 5%
	+ DPS modifier vs small ships: 50%
	+ DPS modifier vs medium ships: 100%
	+ DPS modifier vs large ships: 150%
* Special
	+ Can only be installed on Medium Support and Carrier Ships or larger.
* Cost: 100

## Basic Railgun (Weapon Module)

* Damages
	+ Damage per second(DPS): 30
	+ Weapon type: Projectile
	+ Weapon ignores Shields and Hull Plating

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

Cost: 100

## Chitinous Alloys (Cravers Affinity)

This faction-specific technology replaces Zero-Lag Command with Carapaced Swarm, providing more Manpower and cheaper fleet costs.

"*Rebuilding metals using the architecture of insectoid chitin results in allows of complex metals leads that are substantially hardened and provide a wide range of military uses.*"

### Carapaced Swarm

* +150 Manpower deployment limit on Empire
* +3 Command Points on Empire
* -25% Dust on Fleets

"*With Craver Fleets partially constructed from chitinous materials harvested directly from the Hive, the Craver warmachine is stronger, faster to replenish, and cheaper to maintain. Moar carnage!.*"
Flexible Bureaucracy

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

## Flexible Bureaucracy

* Allows you to sign Peace treaties, exchange more resources, and sign Trade agreements.

 "*The better you can make things move and shake, the faster you can adapt to the strangeness of intergalactic diplomacy.*"
Anomaly Framework

Anomaly Framework is a technology on the Science and Exploration technology tree. It unlocks one system improvement in Dust Bonanza, one in Pocket Laboratories and one in School Of Geniuses.

*"A scientific framework for helping to research and theorize an anomalous phenomena, often leading to scientific or enterprenual gains."*

### 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.

## Dust Bonanza

* +5 dust per population on Planet with Negative Anomaly
* +5 dust per population on Planet with Reduced Anomaly
* Upkeep: 64
* Political Impact: Pacifists

Cost: 1120 Industry

*"Money doesn't grow on trees, but turns out -- in specific circumstance -- Dust does materialize in weird atmospheric conditions."*

## Pocket Laboratories

* +40% science per pop on Gas
* Upkeep: 64
* Political Impact: Scientists

Cost: 4480 Industry

*"Being inhospitable places, many facets of gas giants are still badly understood. However, carrying pocket-sized labs that can analyze myriad physical conditions, comprehension is improving."*

## School Of Geniuses

* +5 science per population on Planet with Negative Anomaly
* +5 science per population on Planet with Reduced Anomaly
* Upkeep: 64
* Political Impact: Scientists

Cost: 1120 Industry

*"The elimination of anomalous conditions provides the perfect environment for the discovery -- and nurture -- of pocket-sized geniuses."*

## Variation: The Last Empire

This version lacks Pocket Laboratories and School Of Geniuses.
Drone Networks

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

## Drone Networks

* +10 Food
* +10 Industry
* -2 Dust Upkeep

 Cost: 160 Industry.

 "*Operating independent of terrain, weather, and transportation infrastructure, squadrons of drones can deliver materials across a planet in a fraction of the time required by traditional methods--whether they are sowing seeds or supplying raw materials.*"
G-War Camps

G-War Camps is unlocked once an empire has reached Stage Two of the Military technology tree.

## G-War Camps

* +200 Manpower capacity on Empire

 "*War on a galactic stage requires highly energy-consumptive construction, training, and supplies. Without advanced power systems, these recruitment and development centers would be impossible.*"
Inter-Species HR

Inter-Species HR is a technology on the Empire Development technology tree. It unlocks one Unique Improvement in the Culture Center and one System Improvement in Colonial Rights.

"*The famous saying of the Amoeba: "One being's slavery is another being's welfare plan" certainly applies here. The knowledge of where the fine lines are between different alien species and their definitions of slavery, exploitation, and hard work are of enormous importance to future galactic entrepreneurs.*"

### 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.

## Culture Center

* +40 Influence per System Level
* +20% Influence
* Can only be build once per empire
* -24 Dust Upkeep
* Political Impact: Religious

Cost 1560 Industry, 10 Hyperium

"*This vast complex of buildings, parks, and recreation facilities celebrates all that is wonderful about your empire: Its strength, its achievements, its influence, and its wealth.*"

## Colonial Rights

* +5 Approval per System Level
* -16 Dust Upkeep
* Political Impact: Ecologists

Cost: 560 Industry, 5 Hyperium

"*A complex question has always arisen around the power of a colonial government to administer its own affairs without too much interference from distant, once-important home worlds. Now that technology has rapidly developed to the point where colonies are autonomous, stable, and productive, most factions tend to adopt a 'hands-off' policy for laws and regulations -- in return for a constant supply of cash.*"

## History Mine (Vaulters Affinity)

This faction-specific technology replaces Culture Center with Aurigan History Center.

*"This technology creates enormous data mines of historical records, even from non-binary and non-electronic data sources. Though the goal is to create a searchable database of both Vaulter and galactic history, there are numerous applications in communications, political science, marketing, and education."*

### Aurigan History Center (System Improvement)

* +50 influence per System Level
* +25% influence
* (Can only be built once per empire)
* Upkeep: 24 Dust

Cost: 3120 Industry, 10 Hyperium

*"A center dedicated both to the cultural history of the Aurigan people and the lore and legend of the planet they departed, this center is of great interest to many different citizens of the galaxy. By promoting their culture and sharing their experiences, great benefits are accrued to the Vaulter peoples."*

## Inter-Species HR (Continuum Sculptors Affinity)

This affinity specific variation adds the empire improvement Isolationist Cells to the technology.

### Isolationist Cells

* +1 population slots on sterile

*"Circumventing harsh conditions of sterile planets proves less difficult when you're adverse to life and biodiversity. By creating safe space bubbles in the most uninhospitable(sic) places, more population can live on - and below - the surface."*
Genetic Recoding

Genetic Recoding is a technology on the Empire Development technology tree. It unlocks one Population Transformation Improvement in Genetic Alteration Lab. This is a Horatio-specific Technology.

"*Splicing together different "alphabets" of genetic information can only happen once universal genetic languages have been created. This is such a technology.*"

### Note

* Replace "Food" with food icon, etc. using Icons.
* Political Impact: Ecologists

## Genetic Alteration Lab

* Replaces one unit of one of your other populations with one unit of your original population. Does not apply to Guardian population.

Cost 1280 Industry

"*One of the great achievements of Horatio science, this site is used to transform the ugly into the beautiful, and when possible improve and advance the Horatio genetic code.*"
Community Scenarios

The community Scenarios are a monthly event in which players are challenged to step outside their ordinary playing habits by supplying scenarios with specific and sometimes unusual settings. For all challenges a Hall of Fame is maintained on their respective wiki pages linked in the table below.

Players are encouraged to submit their own scenario ideas, but they will be vetted by an
Amplitude Community Manager.
Dust, Powerful Stuff

Taking over the galaxy might be a little risky, but it's fun and you get rich! Families want you, take a gamble on us!
Show off your skills in rush towards an economic dominance over galaxy!
You have optimal map conditions, abundant resources and plenty of opportunities to trade with your neighbours facing a specific challenge your faction is meant to excel in. Take advantage of heavy pirate presence with bribery, or instead bribe yourself a fleet from the nearby minor faction establishment. The choice is yours!
Let the dust flow!

## Details

* **Player Faction:** Lumeris
* **Difficulty:** Endless
* **Game Speed:** Fast
* **Galaxy Size:** Medium
* **Galaxy Shape:** Spiral 6
* **Empires:** 6
* **Required DLC:** None
* **G2G Link**
No-G Camps

No-G Camps is unlocked once an empire has reached Stage Three of the Military technology tree.

## No G-Camps

* +500 Manpower capacity on Empire

 "*Power and production have become cheap enough that real estate is the limiting cost factor for building training and supply centers. Thanks to suit technology, any sort of space platform, whether sealed or not, can be used to house and train future soldiers.*"
Xeno NLP

Xeno NLP is a technology on the Economy and Trade technology tree. It unlocks two System Improvements with MXBA and Emergency Labor Policy

"*Analysis of alien societies coupled with discussions with scouts and traders allows diplomats and psychologists to determine alien thought patterns, speech constructs, and ways to influence their behavior.*"

### 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

## MXBA

* +10% Ship Buyout reduction
* +10% Construction Buyout reduction
* +10% Dust
* Political Impact: Pacifists

Cost: 4480 Industry, 5 Orichalcix

"*Building specialized universities to teach Masters in Xeno-Business Administration provides an enormous boost to efficiency and production in this multi-species universe.*"

## Emergency Labor Policy

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

 Cost: Infinite Turns

"*Persuading the majority of your system to give up their free time and work instead is no easy feat. It takes deep insight into alien psychologies, motivational tricks, and some really snappy slogans. When you do have this capacity through, Dust revenues--at the expense of industrial output--can become insane. Make Everything Great Again!*"

## Xeno NLP (Lumeris' Affinity)

This faction-specific technology replaces Emergency Labor Policy with Political Theater.

"*Analysis of alien societies coupled with discussions with scouts and traders allows diplomats and psychologists to determine alien thought patterns, speech constructs, and ways to influence their behavior. The Lumeris are particularly keen on this, as reading aliens is a critical skill in negotiations.*"

### Political Theater

* Effects while in queue (blocks the construction queue)
* All the Industry is consumed.
* 75% Industry converted to Dust.

 Cost: Infinite Turns

"*Manufacturing a Lumerian scandal that sees system-wide industrial output plummet to zero is a risky business, but the additional revenues generated by the rapt population can be worth it.*"
The Vodyani

The Vodyani worship the Virtual Endless, and scour the galaxy seeking ancient temples while devouring lesser beings.

**About**
Gameplay
Traits
Ships
Strategy

*Victims of a classic cycle of over-industrialization, the Vodyani were saved by technology culled from ruins of the Virtual Endless. These precursors quickly gained an aura of divinity in the eyes of the Vodyani, and are now worshiped as gods. Clothed in their great black suits of borrowed technology, Vodyani leaders pilot their great Arks across the star lanes, seeking other peoples to convert, control, and consume.*

## Lore

### Leadership

While there are many sprawling departments and executives within the Church of the Virtual Saints to handle the functions of running a starfaring civilization, there is only one ultimate authority - the Hierarch. This person, drawn from one of the powerful organizations that make up Vodyani society, is the ultimate authority for both religious and secular affairs. The current hierarch is **Isyara St Shaiad**, famous for her rigor and intensity. She is also famous for her brother - the heretic **Isyander Shumèd**, who nearly destroyed the society when he led a revolt against his own people.

### Homeworld

**Tchinomy**, the home planet of the Vodyani, was a poor yet temperate world, and the fragility of its environment meant it was soon depleted. As a result, the Vodyani were driven into space by necessity and already have a long history as a ship-bound people. Though their civilization has become tied to their great starfaring Arks, Tchinomy remains a powerful symbol both as a lesson in ecology and as a memory of the weak and grotesque forms the Vodyani had before Virtual technology allowed them to evolve beyond that.

### Society

Vodyani society is organized as a formal and hierarchical church that worships the Virtual branch of the Endless. As they were saved from extinction by the technology of the Virtual Endless, it is only natural that they in turn worship these all-powerful precursors as gods.

Prayer, recitation, and study are important parts of everyday life, and as study involves ruins, relics, and ancient technology much of their religious activity has pragmatic consequences. Results are carefully monitored, however, and as mechanical control of the "Cloth" worn by every Vodyani is in the hands of the Church, there is little room for independent thought, much less rebellion.
Xenobiology

### Political impact

Xenobiology is a technology on the Science and Exploration technology tree. It unlocks one System Improvement in Public-private Partnerships and allows the colonization of Tundra (or Snow for "Riftborn" Affinity) type Planets.

> *Studies of soil samples form other planets, when combined with advances in understanding of extremophilic bacteria, permit scientists to create, under certain conditions, hardier and more productive crops.*
>
>

It is the Starting Technology for The Riftborn, The Sophons, The Vodyani and The Vaulters. It can be selected when creating a custom faction (costs 10 points).The Continuum Sculptor affinity swaps the Colonize Tundra for the Colonize Snow from the Eukaryotic Sap tech. Factions with the Celestial Vines affinity require certain amount of turns instead of  to colonize Tundra (or Snow).

Xenobiology facilitates (cheapens) the research of the Machine Bacteria and the Eukaryotic Sap techs.

# Xenobiology (No Affinity)

 Effects
 Cost

"*Before any great scientific advances can be found, there must be money to do the research. By setting up a series of long-term agreements between public and private entities, future investments into large-scale, ambitious projects can be assured.*"

Colonize Tundra

 Planetary Colonization

Improvement of the system by which sap moves through weather-resistant plants results in the creation of crop species that can survive harsh weather via freezing and thawing. This opens up many opportunities for colonizing previously uninhabitable areas.

Cost:

160

## Xenobiology (Continuum Sculptors Affinity)

This trait-specific technology replaces Colonize Tundra with Colonize Snow.

> Riftborn studies of soil samples from frozen planets, when combined with advances in understanding of extremophilic bacteria, permit scientists to create, under certain conditions, habitable biomes.
>
>

Colonize Snow

 Planetary Colonization

The discovery of wave function powered energy sources provides a basic source of power on cold, wet planets. They can be further improved to self-evolve in order to better adapt to extreme conditions such as snowstorm-rich biomes.

Cost:

320

## Xenobiology (Celestial Vines Affinity)

This faction-specific technology changes Colonize Tundra to give it a cost of 2 Turns for colonizing a Tundra planet in an already colonized system.

> Studies of soil samples form other planets, when combined with advances in understanding of extremophilic bacteria, permit scientists to create the conditions necessary to enable Unfallen roots to take hold in frozen ground.
>
>
Probes

Probes are special autonomous vehicles that can be deployed by Exploration or Hero ships.

They can be shot into open space, where they will spend several turns moving in a straight line and revealing the map with their relatively large vision ranges, before running out of turns and being destroyed.

They can also be shot at Curiosities in a system to immediately uncover it.

## Probe Modules

Probe Modules are Support Modules that can only be installed on Exploration and Hero ships.

Probe Modules

Additionally, Science Tier 4 grants the *Titanium Colonizer* module, which is a colonization module with a single probe with stats equivalent to *Improved Probes*, for a cost of 50  and 1 .

## Behemoth Mining Probes

Unspecialized Behemoths can equip a completely different *Mining Probe* to automatically mine resources from uncolonized worlds.
Advanced System Development

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

## Advanced System Development

* Unlock Level 3 Upgrade
* Unlock Spaceport Slot x1

 "*Larger, more complex societies naturally require greater effort and additional resources to raise them up to a higher level of development. Greater knowledge of trade and industry is of course also indispensable for this.*"
Anomalies

Anomalies occur randomly on Planets in Endless Space 2 and give a wide variety of powerful effects. Anomalies can be positive, negative, or mixed, and give bonuses or penalties to FIDSI, and even some rare bonuses. Moon anomalies can be explored once the right technology has been researched, and the negative effects of anomalies can be reduced in the later portions of the game.

Planets have three slots for special attributes, which can be filled with anomalies, Luxury Resources and Strategic Resources. Some anomalies can be discovered by exploring Curiosities. Planets with three anomalies can occasionally be found in the galaxy, and some anomalies are linked to Unique Planets.

Notably, the effects of the anomalies are treated as if they never exist if they weren't discovered, whether the effect is positive or negative. This could mean that there could be a certain incentive to *not* investigate curiosities on planets you want to colonize or are living on until you get the research to nullify it (especially in the case of Vodyani, who don't have access to anomaly reductions techs and can take large approval hits from negative anomalies).

Anomalies are represented with the  symbol.

## Unique Wonders

The number of unique wonders is determined by galaxy size, but two of the same wonder cannot exist. Planet-specific wonders are independent of galaxy generation.

## Mixed Anomalies

Mixed anomalies offer both positive and negative effects initially. The Science 3 tech Autonomous Materials unlocks the ability to reduce the anomaly (selected from the options directly below the planet), which removes the negative effects but keeps the positive effects.

## Detrimental Anomalies

Detrimental anomalies are entirely negative, with no compensating qualities. The Science 5 tech Ontological Rev-Eng unlocks the ability to reduce the anomaly (selected from the options directly below the planet), which completely negates its effects. (The anomaly itself remains, as some System Improvements give benefits based on reduced anomalies.)

## Reduced Anomalies

Mixed anomalies and detrimental anomalies can be converted to reduced anomalies. Doing so removes all negative effects.The ability to reduce anomalies is unlocked by researching the Science 3 tech Autonomous Materials (for mixed anomalies) and the Science 5 tech Ontological Rev-Eng (for detrimental anomalies).

## Ruin Anomalies

Ruins are caused by catastrophic historical events that happen on systems. Destroying pirate lairs, assimilating/invading minor factions, and large battles are all events that could generate a ruin. Ruins require the Supremacy DLC. These anomalies can be positive, or mixed, but any negative effects can not be reduced.
The Mavros

*Often found as mercenaries and enforcers; the Mavros's small size is compensated with technology and belligerence.*

## Lore

The attitude of the Mavros could be summed up simply as: "Unbreakable toys can be used to break other toys". Their joy of crafting and building and their scientific and industrial excellence is only equaled by their reputation as troublemakers, adventurers, and daredevil explorers. While certain genetic markers and a deep, abiding love for explosives indicate a kinship with the Sophons, their brazen attitude, love of physical danger and criminal tendencies indicate nevertheless that they are a markedly different species. Often found as weapons experts, bounty hunters, and mercenaries, relationships with the Mavros may be frustrating, but never dull.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted  events.
 Mavros Law
 **Editor's Notes:** This is a pretty powerful law, because the only game mechanic that holds empires in check from complete expansionistic snowballing (whether by conquest or settlement) is the massive happiness malus which in turn causes mass starvation/influence-loss. This by no means eliminates that, but it pushes it back by about half; if your empire comfortably capped out at around 8 systems, this law lets you cap out at 12.

 Potential Population Quest Rewards

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

##### Cogito Ergo Boom!

* **Sample**: (Science) +2  per Mavros for 20 turns
* **Distract**: (Industrialist) +3  per Mavros for 20 turns
* **Cousins?**: (Ecologist, requires Sophon Pops) +2  per Mavros for 20 turns, +2  per Sophons for 20 turns
Auriga

Redirect to:

* Lore Planets#Auriga
**Auriga** is a planet in the *Endless Space* universe. It is the setting of *Dungeon of the Endless* and *Endless Legend*, both prequels to *Endless Space*. It is also featured in *The Search for Auriga*, an add-on for *Endless Space: Disharmony*.

## External Links

* Amplitude Studios Dev Blog: Back from Gamescom with 2 New Games
Orichalcix Alignment

Orichalcix Alignment is a technology on the Military technology tree. It unlocks two Weapon Modules in Extreme AGN Slugs and Extreme Entropy Torpedoes.

"*In the search to produce ever more powerful weapons, the ability to extrude flawless orichalcix ingots identical at the molecular level increases the quality and durability of orichalcix weapons and defenses.*"

### 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

## Extreme AGN Slugs

* Damages
	+ Damage per second (107)
	+ Critical hit chance (12%)
	+ Weapon type (Projectile)

* FLAK
	+ Damage vs missile (420)
	+ Damage vs squadron (11)

* Opponent Penalty
	+ Weapon cooldown (+10%)
	+ Duration of Penalty effect (10 sec)
* Ranges
	+ Short - Effective (85%)
	+ Medium - Average (50%)
	+ Long - Poor (10%)

Cost: 98 Industry, 2 Orichalcix

## Extreme Entropy Torpedoes

* Damages
	+ Damage per second (113)
	+ Critical hit chance (5%)
	+ Weapon type (Projectile)
	+ Crew killed per hit (8)

* Protection
	+ Salvo health (140)

* Opponent Penalty
	+ Weapon cooldown (+10%)
	+ Duration of Penalty effect (10 sec)
* Ranges
	+ Short - Poor (25%)
	+ Medium - Average (50%)
	+ Long - Optimal (100%)

Cost: 82 Industry, 3 Orichalcix
Xenology

Xenology is a technology on the Empire Development technology tree. It unlocks one Unique Improvement in the Academy Embassy and one Planetary Specialization in the SPIN Project.

"*First contact with alien beings causes explosive development in branches of study as diverse as linguistics, anthropology, biology, and sociology. These have been brought together under the unifying title of "Xenology".*"

### Note

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

## Academy Embassy

* -20% points required to unlock next Hero on Empire
* Can only be build once per empire
* Enables unlock of new Heroes
* -12 Dust Upkeep
* Political Impact: Religious

Cost 780 Industry

"*Constructed to very exacting--and highly confidential--plans relayed direct from the Academy, this embassy enables the legendary outfit to gain an administrative foothold in your empire. The purpose? To monitor your empire;s readiness for their Heroes. Heroes such as the brilliant maverick Krak "Cubed" Bleis, who expect certain standards of their employers.*"

## SPIN Project

* +1 Influence per Population
* Political Impact: Religious

Cost: 80 Industry

"*The Scrupulous Politics In the News project uses various forms of government control--audits and investigations as well as access to information, politicians and sites--to ensure that only the most fair and balanced image of the government is made public.*"

## Xenology (Ship Bound Affinity)

This faction-specific technology only includes Academy Embassy.

"*First contact with alien beings causes explosive development in branches of study as diverse as linguistics, anthropology, biology, and sociology as the Church scrambles to sanctify the dangerous new knowledge. These have been brought together under the unifying title of "Xenology".*"
Split-Second Ablatives

Split-second Ablatives is a technology on the Empire Development technology tree. It unlocks the medium coordinator class ship for that faction and the Adamantiam Jammer support module. It also unlocks Improved Behemoths.

"*When under fire, the ability to disperse the attacking energy swiftly--whether it be of the kinetic, explosive, or beam variety--is vital for prolonging ship integrity. As super conductors at all thermal wavelengths, split-second ablatives achieve exactly this, transforming what would've been searing burns into nothing more than a slight warming.*"

### 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.

## Improved Behemoths

* +7000 Health on unspecialized Behemoths
* Set the Module multiplier to 4x on Behemoths

*"Familiarity with the Behemoth-class hulls, after years of field testing, permits further customization and improvement of the design."*

## Medium Coordinator-class Hull

* Add notes regarding which races get a unique version of this technology.
	+ This page should contain links to the relevant ships for each faction, by potentially providing a table for faction/ships.
* Costs 5 Hyperium in addition to its Industry cost

## Adamantian Jammer

* Support Module
* Lower chance to be targeted (10)

Cost: 20 Industry, 2 Adamantian
The Basryxo

### Assimilation Trait

**Pacific Proletariat (50/90 Chance):** -5% System Improvement  Cost per Empires at Peace
**Bountiful Byproducts (40/90 Chance):** 10% of system production value added to

*A meticulous, introspective people, the Basryxo focus on recycling, reuse, and the environment.*

[Added in the Muck and Makers Update, available from the Amplitude Forum Rewards.]

## Lore

This society evolved in the detritus of what is essentially a garbage planet, as myriad forms of waste were dumped on the world for centuries.  Whatever starfaring race created this ecological disaster we do not know, but eons after their passing a new sentient life—perhaps remnants of the original civilization, perhaps something else that evolved in the mutation-rich environment—came to be.  Starting from ragged scavengers to become pragmatic and efficient recyclers, they have learned to turn garbage into gold.  Any planet lucky enough to welcome them will quickly see the effectiveness of their methods for recovering resources.

## Population Traits

 Increases  Political Output.
 Political Traits
  political opinion more impacted by  events.
 Basryxo Law
Behemoth Basic Climatology

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

"*Behemoth research platforms are large and powerful enough to accept specialized systems that act on anomalies and ecosystems from space.*"

### Note

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

## Advanced Node Analyzer (Support Module)

Special

* Special Node effect when orbiting +25%
* Titanium and Hyperium from Black Holes & Solar Nebulas (if you have unlocked the resource exploitation) 1
* Adamantian and Anti-matter from Asteroid Fields & Collapsing Stars (if you have unlocked the resource exploitation) 1
* Orichalcix and Quadranix from Black Holes & Solar Nebulas (if you have unlocked the resource exploitation) 1
* Behemoth only Module

Cost: 120 Industry

## Climate Engineering (Support Module)

Special

* Industry for Terraformation 60
* Industry for Anomaly Reduction 40
* Behemoth only Module

Cost: 90 Industry