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A custom Faction in Endless Space 2 allows you to play a match as a Faction/Empire of (partly) your own design. They can be created and managed at the same start-game screen where you'd normally select a built-in Faction. Because they take a while to set up, designs for them can be saved for future matches.

A custom Faction is not, strictly-speaking, freeform; much like Amplitude has done in their earlier title, Endless Legend, you will still be locked into one of the pre-existing Faction's appearance and more importantly, their active story-quest that you progress through in the game. This is called the Visual Affinity. It includes their Population's portrait, their ship designs (both the visual look of their ships, but also the module loadout of those ships), as well. You are able to pick your own icon to represent the Empire and pop units. The visual affinity will also replace a limited set of technologies with "Faction-specific" ones, but almost all of these are just the technologies that give you your ship designs.

However, you're given a surprisingly large amount of leeway to customize how they play the game. The most important bit of customization is known as the Gameplay Affinity. For each Faction, quite a few parts of their gameplay that could reasonably be considered "central" to their story and playstyle, are actually uncoupled from the Faction. You're only allowed to pick one gameplay affinity, but this allows you to do wild mixups, like having Vodyani who completely skip the Ark-ship mechanic, and just settle planets like normal. Or for another example - you can give anyone Horatio's gene-splicing mechanic. Amplitude has gone out of their way to make sure that if a particular part of a Faction's questline "requires" a feature that's actually supplied by their gameplay affinity, that part of the quest will morph slightly to be something that does not require it. For example, a "shipbound" Faction will get an appropriate replacement if they're asked to settle additional planets. You are limited to only one of these main mechanics, since some of these would interfere with each other in a pretty incoherent way (for example, there would be a real design conundrum with a Faction that was both "ship bound" and "in the shadows"); some affinities could conceivably play nice with each other ("slave drivers" and "gene hunter", for example), but Amplitude's decided everything's going to work inside this "one gameplay affinity" design, so that's simply the law of the land, so to speak.

There are also other surprisingly customizable aspects. There are even some traits possessed by the main Factions that are bound to neither the visual affinity nor the gameplay affinity - for example, the way that Cravers 'deplete' planets is simply a trait that's part of their Population design, so if you design a custom main-Population unit for them that removes this, they won't have that in the game, and as a result, the game will play quite differently. There's a similar thing with the Riftborn's "biophobic" trait, although their planetary terraforming-towards-sterile stuff is bound to the "Continuum Sculptors" affinity, so having one without the other could get a bit awkward. Also some traits and affinites are mutully exclusive, most of these make sense as they would naturally nulify each other for example "Constructionist" and "Unskilled Builders" or "Ship bound" and "Involuntary Nomads". Others however are allowed even though they cause problems "Ship bound" and "Riftborn" both in balance and gameplay.

Points:[]

Customization of the Faction is done with a "point" system. The designers felt that because not every available option is worth the same thing as another option, that these should be "weighted" so that if you customize something to have better stats, it comes at the expense of something else in your loadout. Even the gameplay affinities get this treatment, since some of them are considered to be a bit stronger than others. It is worth noting that any custom Faction you make will be naturally disadvantaged against original Factions due to them not having a unique Homeworld and thus lacking the elevated stats unique Homeworlds have.

There are 2 pools of points:

  • Population includes: Visual affinity, the three politics traits and the three bonuses traits.
  • Traits includes: Home planet, Government and the other Faction traits (lower left).

The maximum size of the Traits pool is determined by the Gameplay affinity.

Population pool starts at 60 points.

Gameplay Affinity[]

  • Gameplay Affinities do not cost points but they set the pool size of points available for Traits.
  • Go to the source Faction's page for more information on each affinity.
  • They change some of the available technologies, provide unique laws and options after specific actions, thus each tend to favor a certain play-style.

note: currently non-vodyani ship bound do not get the bonus slot for explorers upon researching Adaptive Colonies, with riftborn you also have access to two 600 arks in design creation.

Name Source Faction Point Cap Effects
Slave Drivers Cravers 100 Enslave other Factions living on the same planet.

+100% Food, Industry, Dust, Science, Influence FIDSI per EnslavedPopulationon Planet.

-10 Approval Approval per EnslavedPopulationon Planet.

Has the option to Consume a System after winning a ground battle.

Omniscience Sophons 100 Knows how many empires have researched a specific technology.

A Science Science bonus is given for discovering technologies based on how many players have already researched it: the fewer who know it, the higher the reduction on the next research, up to 50%.

Emperor's Will United Empire 95 Uses Influence Influence to purchase Technologies, Constructions, and items on the Marketplace.

Each point of Industry Industry spent gives 0.1 of Influence Influence.

Gene Hunter Horatio 95 Can splice the genetic material of other Factions to improve its Original PopulationPopulation. Splicing requires the sacrifice of some individuals, each splicing requiring more.

+5% Food Food consumption per Spliced Population on Original Empire PopulationPopulation.

Has a unique improvement grating more Approval Approval for luxuries.

Has the option to Elevate after winning a ground invasion.

Unique laws

  • Ecologist: Power to the People Act: +2% Science Science per Spliced Population on Systems.
  • Ecologist: All Hands Dictum : +2% Industry Industry per Spliced Population on System.
Continuum Sculptors Riftborn 95 Can build Singularities, and affect time by placing them on a System. Singularities have a fixed duration and can only be placed on a System within the Empire's vision.

Singularities can give large bonuses to the player/allies, or penalties to enemies but tend to be costly is resources.

Terraforms in reverse (towards Sterile) - Starts the game with the ability to colonize sterile planets but unable to colonize fertile ones, basically, they unlock colonization planets in the reverse order compared to other Factions.

Ship Bound Vodyani 95 Uses Essence Essence, a unique resource, to generate PopulationPopulation and create Arks.

Arks are used to colonize and develop Systems, and can be moved at any time.

Leechers are ships used to gain Essence Essence from other Factions.

Ship bound do not live on planets but on Ark orbiting in a System. The total Empire Population is the combined Population of the Arks, however the Population on System is the Population of the Ark multiplied by the number of inhabited planets.

They do not benefit from the planetary improvement and cannot get more than one Population type. To offset this, they have unique technologies to boost the System production using ship modules.

Has the option to Hunt and Penance after winning a ground invasion.

Unique laws

  • Industrialist: Core Vessels Order: +5 Essence Essence on Systems, +5% on Systems.
  • Religious: Peace and Prayer Act: +50 Essence Essenceper Systems of other Empires under Influence.
  • Religious: Species Stability Act: +15 Essence Essence on Systems, +2 Essence Essence per pop on Systems.
Planet Broker Lumeris 100 Use Dust Dust to colonize instead of colonizers.

Can negotiate/trade outposts using diplomacy.

Celestial Vines Unfallen 95 Can use their ships to expand their "tendrils" to adjacent Systems. When a System is "anchored" this way they can colonize it, or let it provide bonuses (Approval Approval and PopulationPopulation growth) to friends.

It takes a few turn(with enough ships in a fleet can be done in a single turn) to wire up Systems but when it's done, colonization is effortless.

Colonization takes turns and the presence of at least one ship but do not require industrial resources.

Metafolding Vaulters 95 Every Colony can build a Portal that permits instantaneous travel to any other gate in the Empire. Ships will automatically use gates to plot the most efficient route between any two Systems.
Honor Bound Hissho 100 Can accumulate Keii Keii and use it to launch Keii Keii actions to boost the military and production capacities of Systems.

Keii Keii also determines Empire and Obedience System Obedience, which replaces Approval Approval.

+40% Keii Keii gain after a space battle under the Keii Keii zone of Behemoth Behemoths.

Has the option to Subdue after winning a ground invasion.

In the Shadows Umbral Choir 100 Possesses a hidden Home System, located on a special node, that can be migrated to another special node for a cost.

Cannot colonize Systems in the normal fashion, but is able to place hidden Sanctuaries on planets.

Can abduct Sleeper agents from enemy Population Populations to bring them back to the Home System as enhanced Population Populations.

Faction's Systems are immune to Influence Influence conversion; however its Ships can be attacked in Cold War even when on their Home System.

Has the option to Purge and Abduct after winning a ground invasion.

The Last Empire Nakalim 100 Can collect Relics. Unassigned Relics produce science.

Can assign Relics to heroes for new skills or to Empire for economic bonuses.

Can create and interact with Temples planetary specialization.

Temples allow ceding adjacent Systems to the Academy in exchange for Relics and a permanent tithe (Dust).

Systems converted to the Academy count as your Systems for the purpose of Conquest Victory.

Visual Affinity[]

Choose the Faction's appearance, based off of one of the vanilla Factions. Your choice costs 5-10 Population points and provides the following:

  • Unique technologies. All of the bonus listed here needs to be unlocked via a specific technology.
  • Unique quests.
  • Unique modules.
  • Unique ships (the description of the ships can be found on each Faction page)

note: the transportation ship is bound to Gameplay Affinity, the colonization ship upon decolonization is also of the Gameplay Affinity Faction, curiously the Adaptive Colonies research shows explorer according to Gameplay affinity but does generally grant the bonus slot

Affinity Cost Bonuses
Cravers 5 Have better military technologies.

Cathedral of the Swarm, a late game improvement, give them +1 ApprovalApproval per Ship in the Empire.

Very strong military bonuses from quests.

Well rounded but relatively unremarkable Ships, they also have 10% less Ship HealthHealth and cost 10% less IndustryIndustry.

Sophons 5 Bonuses on cold planets.

Improvements produce more ScienceScience.

Fairly strong Empire specialization IndustryIndustry, Science Science or DustDust from quests.

Ships are fairly unique and with manyAttackAttack slots.

United Empire 10 Xeno Anthropology lets them colonize 1 more System before reaching the limit.

Emperor's Shadow give DustDust and IndustryIndustry the more InfluenceInfluence the Faction has.

Original Population can be overwritten by "Mezari" or "Sheredyn".

Many unique Buildings and Modules from quests.

Well rounded ships with many Squadron Squadron slots.

Horatio 10 FoodFood production produces more ManpowerManpower.

Highest Population Density (Compact Warp Methods becomes a flat +1 PopulationPopulation slots on all planets).

Great OriginalPopulation Population upgrades from quests.

Versatile but underslotted ships, they also have 10% more Ship HealthHealth.

Vodyani 5 Better heroes.

Gain ApprovalApproval bonuses from heroes.

Higher InfluenceInfluence generation, ManpowerManpower and Hero improvements and ApprovalApproval upgrade on System from quests.

Well rounded ships with many SquadronSquadron slots.

Lumeris 10 Somewhat better diplomacy.

Gain a bonus for each friendly major Faction.

Generate more DustDust and cheaper buyout.

Versatile economical improvements from quests.

Small and medium ships are fairly powerful.

Riftborn 5 Do not need FoodFood, but minor Factions still do.

PopulationPopulation does not grow naturally, it needs to be built with IndustryIndustry.

A lot of IndustryIndustry and Original PopulationPopulation upgrades from quests.

Ships are very specialized, great potential, but they have 10% less Ship HealthHealth.

Unfallen 5 Bonus to DustDust and ScienceScience for each friendly major Faction.

Gain more Influence Influence for each Factions at peace and even more with alliances.

More FoodFood on Lunar anomalies and on Gas planets.

Better System Defense.

Many unique ship modules and ApprovalApproval or ScienceScience for Original Population Population.

Defense-focused ships.

Vaulters 10 Better BoardingPodBoarding Pods.

Many unique modules and buildings from quests.

Coordinator class is quite strong, others are unremarkable.

Hissho 5 Some unique modules and InfluenceInfluence or ManpowerManpower improvements.

Attack-focused ships.

Umbral Choir 5 Better Hacking and Sleepers.

Hacking-focused improvements from quests.

Except for Carrier, ships have inferior amount of slots.

Nakalim 5 Can choose between InfluenceInfluence, DustDust, IndustryIndustry and ApprovalApproval as Original Population Population improvement and has quite nice Food, Industry, Dust, Science, InfluenceFIDSI bonus from quests.

Solid ships over all though some are weaker than average.

note: Visual Affinity based health bonuses work on Visual Affinity ships only, even if those ships do not belong to you, or even if those ships do, but are not based on your Visual Affinity, best example is the Ark, who even if is yours is NOT affected, Optimal Defense adds to the bonus, not on top of it, in other words for example Horatio gets +30% to health with optimal defense, instead of +10% and then +20%

note: the strongest theoretical fleet belongs to ship bound riftborn, due to them having both the highest non-behemoth hp per Command Point ship in the game, the Ark, the highest non-behemoth dps per Command Point their Hunter class ship, the Spirit, and the highest module count on their Carrier class ship, the Specter

Home Planet[]

  • This will set the starting Home Planet.
  • The cost in Faction trait points is listed on the right side.
  • Not all planets are available without mods.
  • The default is Terran.
Name Climate Fertility Medium

size

Population

Approval Food Industry Dust Science Influence Cost
Jungle Hot Fertile 7 0 6 5 3 0 0 10
Atoll Temperate Fertile 8 0 8 6 4 2 0 15
Forest Temperate Fertile 8 0 8 4 4 3 0 15
Ocean Temperate Fertile 8 0 8 2 4 6 0 15
Terran Temperate Fertile 8 0 8 3 4 4 0 15
Boreal Cold Fertile 7 0 6 0 3 5 0 10
Arid Hot Neutral 5 -3 2 8 4 0 0 5
Med. Hot Neutral 7 -1 6 6 3 0 0 10
Monsoon Temperate Neutral 7 -1 6 2 4 2 0 10
Savannah Temperate Neutral 7 -1 4 3 5 2 0 10
Steppes Temperate Neutral 7 -1 4 2 5 3 0 10
Snow Cold Neutral 5 -3 2 0 4 8 0 5
Tundra Cold Neutral 7 -1 6 0 3 6 0 10

Government[]

  • Detailed information on governments can be in Senate.
  • The cost for all governments is 10 Faction points.


Political Traits[]

Politics[]

  • First, The main ideology of your PopulationPopulation, cannot be unset.
  • The Second and Third are secondary and tertiary ways your PopulationPopulation is affected by politics, can be unset.

Main Ideology[]

The cost is 10 Population points and you must pick one:

Secondary and tertiary Ideologies[]

  • Here you can choose up to 2.
  • If you pick Aggressive for example, Industrialist events will also increase support to the Militarist ideology an equal amount, in addition to the normal Industrialist increase.
  • If you chose Anti-Ecologists, Ecologist events affecting this PopulationPopulation will provide less support for the Ecologist Ideology.
Name The political influence for these will become this Population Point Cost
Aggressive Industrialist Militarist 5
Anti-Ecologists Ecologist None 10
Anti-Industrialists Industrialist None 10
Anti-Militarists Militarist None 10
Anti-Pacifists Pacifist None 10
Anti-Religious Religious None 10
Anti-Scientific Scientist None 10
Audacious Scientist Militarist 5
Automatists Scientist Industrialist 5
Biologists Scientist Ecologist 5
Curious Pacifist Scientist 5
Conservationist Pacifist Ecologist 5
Druids Ecologist Religious 5
Dutiful Religious Industrialist 5
Faithful Militarist Religious 5
Fanatical Militarist Religious 5
Futurist Ecologist Scientist 5
Harvesters Ecologist Industrialist 5
Hedonistic Ecologist Pacifist 5
Inquisitorial Industrialist Scientist 5
Investors Pacifist Industrialist 5
Merchant Industrialist Pacifist 5
Merciful Militarist Pacifist 5
Military-Industrialists Militarist Industrialist 5
Monumentalists Industrialist Religious 5
Pious Pacifist Religious 5
Pragmatic Scientist Industrialist 5
Preservationist Militarist Ecologist 5
Relativist Scientist Religious 5
Sociologist Scientist Pacifist 5
Sactuarists Religious Ecologist 5
Skeptics Religious Scientist 5
Territorial Pacifist Militarist 5
Virtuous Religious Pacifist 5
Utopian Industrialist Ecologist 5
Xenophobic Pacifist Militarist 5

Population Bonuses[]

The bonuses come in three parts, and can be left unset.

  • First are bonuses per PopulationPopulation on planet.
  • Second are generally bonuses per PopulationPopulation but with conditions. For example, +3 Science on cold planets.
  • Third is a collection bonus all cost 10 Population points, that comes in three parts with bonus to Ideology at or above 10 PopulationPopulation, percentage bonus to some resource at or above 25 PopulationPopulation, and lastly usually a percentage bonus on empire at or above 50 PopulationPopulation.

Primary Bonuses[]

Name Cost Bonus per pop What Details
Analysts 5 1 Science
Extreme Foremen 15 x 1,5 Food, Industry, Dust, Science, Influence Until depletion, 1 depletion point per pop per turn. Does not apply bonus if depleted
Bankers 5 1 Dust
Gargantuan pop 15 4 Food, Industry, Dust, Science And Food production is halved (proportion to the population amount on system)
Loyal Citizens 5 1 Influence
Martial traditions 5 20 Manpower
Hedonists 5 2 Approval
Adept workers 25 5 Dust, Industry, and Science
Agriculturalists 15 5 Food
Agricultural engineers 5 1 Food
Craftsmen 5 1 Industry
Methodists 10 2 Science
Nurturers 10 2 Food
Eager volunteers 10 5 Manpower Per turn
Tough defenders 5 50 Damage Damage done to attacker when defending during a ground battle
Meritocratic cosmopolites 15 2 Food, Industry, Dust, Science, Influence
Natural Born Hackers 5 1 Bandwidth
Strategic Sustenance 15 2 Food On strategic resource deposits

note: depleted planets have 50% Food, Industry, Dust, Science, InfluenceFIDSI reduction

Secondary Bonuses[]

Name Cost Bonus per pop What Conditions

Details

Cryologists 5 3 Science Cold
Dust seekers 5 3 Dust Fertile
Engaged denizens 5 1 Influence Temperate
Harshly trained combatant 5 30 Manpower Sterile
Warmhearted 5 2 Approval Hot
Bounteous gardens 15 5 Food Fertile
Efficient farmers 10 5 Food Sterile
Euphorists 10 4 Approval Fertile
Hephaestian workers 5 2 Industry Hot
Hydroponics specialists 5 5 Food Gas
Experimentalists 10 3 Science Anomaly
Scientific Hobbyists 5 3 Science Happy
Bountiful troops 10 5 Manpower Capacity Fertile Per Turn
Ruthless defenders 10 50 Damage Fertile Dmg to attacker on ground battle
Catalyzation specialists 5 5 Dust Gas
Prolific farmers 5 3 Food Fertile
Treasure hunters 5 2 Dust Happy
Anomaly stalkers 10 5 Science Anomaly
Self sustaining laborers 5 2 Industry Sterile
Dust purists 10 5 Dust Sterile
Naturalists 5 3 Approval Temperate
Geothermal specialists 5 2 Industry Cold
Insulation specialists 5 2 Science Hot
Logisticians 5 30 Manpower Capacity Fertile Capacity
Public Minefields 5 25 Damage All Damage to attacker on ground battle
Serve with Honor 5 1 Manpower All
Planet menders 10 -0.5 Depletion Planets with Depletion Reduce the depletion by 0.5 per turn
Auspicious augurs 10 2 Approval Planets with temple of the lost
Fervant labor 15 2 Food, Industry, Dust, Science, Influence Happy
Stellar Stoics 5 1 Influence Hot
Hardened dwellers 10 3 Approval Sterile
Biomimetic builders 5 2 Industry Fertile
Strategic science 15 2 Science Strategic resource deposits

Collection Bonuses[]

Peer-reviewed Usually associated with Sophons
10 Population Increases Scientist Political Output.
20 Population +15% Science on Systems with main Faction.
50 Population -20% on Technology Costs.
Belligerent Usually associated with Cravers
10 Population Increases Militarist Political Output.
20 Population +10% Ship Cost Reduction on Systems with main Faction.
50 Population +1% Damage on Ships and Troops per Depleted Planet in Empire.
Mercantile Usually associated with Lumeris
10 Population Increases Pacifist Political Output.
20 Population +15% Dust on Systems with main Faction.
50 Population Empire Ignores Blockades on Trade Routes.
Prodigious Usually associated with Vodyani
10 Population Increases Religious Political Output.
20 Population +5% Food, Industry, Dust, Science on Systems with main Faction.
50 Population +100% Hero Recovery (Healing) Rate on Empire.
Boundless Usually associated with United Empire
10 Population Increases Industrialist Political Output.
20 Population +15% Influence on Systems with main Faction.
50 Population 0.1 InfluenceInfluence per IndustryIndustry spent.
Pacified Usually associated with Horatio
10 Population Increases Ecologist Political Output.
20 Population +15% Food on Systems with main Faction.
50 Population 5% of Food Output added to Influence Output on Systems with main Faction.
Mass produced Usually associated with Riftborn
10 Population Increases Industrialist Political Output.
20 Population +15% Industry on Systems with main Faction.
50 Population Wormhole travel consumes only half of a ship's remaining movement points.
Harmonious Usually associated with Unfallen
10 Population Increases Pacifist Political Output.
20 Population +15% Influence on Systems with main Faction.
50 Population +50% Ownership Recovery Rate on Systems.
Heuristic Usually associated with Vaulters
10 Population Increases Scientist Political Output.
20 Population +10% Science on Systems with main Faction.
50 Population +0.1 Science per Manpower Capacity on Systems.
Glorious Usually associated with Hissho
10 Population Increases Militarist Political Output.
20 Population +15% Manpower Capacity per turn on Systems with main Faction.
50 Population -25% Ship Industry cost on Systems.
Infiltration Usually associated with Umbral Choir
10 Population Increases Pacifist Political Output.
20 Population +15 Bandwidth

+1 Influence per Allocated Bandwidth points on Empire.

50 Population +15% Hacking Speed.
Fervent Usually associated with Nakalim
10 Nakalim Population Increases Religious Political Output.
20 Nakalim Population +10Approval on Systems with Custom Population.
50 Nakalim Population Advanced Ground Battle Strategies.

Faction Traits[]

Limited to a number of 8 without mods, though some vanilla Factions start with more. Some are also locked behind DLCs.

Name DLC Category Cost Effect
Alternative Imports Economic 10 -50% Taxes on the Marketplace.
Kingpin Executives Economic 10 Trade Company Trade Companies level up 15% faster.
Amateur Executives Economic -5 Trade Company Trade Companies level up 15% slower.
Biophobic Economic 10 +10 Approval Approval per Population Population and +1 max Population Population on Sterile Sterile,

-2 Approval Approval per Population Population and -1 max Population Population on Fertile Fertile.

Behemoth Discoverer Supremacy Economic 10 Start with an Economic Behemoth Behemoth on Home System.
Behemoth Builders Supremacy Economic 5 +1 Behemoth Behemoth production limit on Empire.
Growth Plan I Economic 10 +10% Food Food on Systems.
Growth Plan II Economic 25 +20% Food Food on Systems.
Growth Plan III Economic 40 +30% Food Food on Systems.
Black Thumb I Economic -5 -10% Food Food on Systems.
Black Thumb II Economic -10 -15% Food Food on Systems.
Blockade Breakers Economic 15 Trade routes cannot be blocked during Cold Wars.
Businessmen I Economic 10 +10% Dust Dust on Systems.
Businessmen II Economic 25 +20% Dust Dust on Systems.
Businessmen III Economic 40 +30% Dust Dust on Systems.
Big Spenders I Economic -5 -10% Dust Dust on Systems.
Big Spenders II Economic -10 -15% Dust Dust on Systems.
Constructionist I Economic 10 +10% Industry Industry on Systems.
Constructionist II Economic 25 +20% Industry Industry on Systems.
Constructionist III Economic 40 +30% Industry Industry on Systems.
Unskilled Builders I Economic -5 -10% Industry Industry on Systems.
Unskilled Builders II Economic -15 -15% Industry Industry on Systems.
Content Citizens I Economic 10 -25% Overpopulation Overpopulation penalty on Systems.
Content Citizens II Economic 15 -40% Overpopulation Overpopulation penalty on Systems.
Crowded Planets I Economic 15 +1 Population Population Slots on Planets.
Crowded Planets II Economic 40 +2 PopulationPopulation Slots on Planets.
Pushovers I Economic -5 -10% Influence Influence on Systems.
Pushovers II Economic -10 -15% Influence Influence on Systems.
Culturalist I Economic 10 +10% Influence Influence on Systems.
Culturalist II Economic 20 +15% Influence Influence on Systems.
Dark Matter Manipulators Penumbra Economic 10 +0.5 Manpower Manpower per idle Bandwidth Bandwidth on Empire.
Extended Consortium Economic 15 +1 Max headquarter for Trade Company Trade Company on Empire.
Expensive Tastes Penumbra Economic -10 +100% System Luxury Development cost on Empire.
Exploited Sleepers Penumbra Economic 10 +1 Bandwidth Bandwidth per Sleepers on Empire.
Fledgling Traders Penumbra Economic -10 -50% Star System Trade Value on Systems.
Inept Traders Economic -5 -15% Star System Trade Value on Systems.
Skillful Traders Economic 20 +15% Star System Trade value on Systems.
Free Market Experts Economic 15 -5% Dust Inflation per Trade Company Trade Company on Empire.
Immaterial Population Economic -5 -75% Food Food to Manpower Manpower on Systems.
Luxury Connoisseur Economic 10 -25% System Luxury Development cost on Empire.
Luxury Ignoramuses Economic -5 +25% System Luxury Development cost on Empire.
Resource Recoverers Supremacy Economic 5 Mining Probes can collect Food, Industry, Dust, Science FIDS resources of a planet and add them to the Home System's resource generation.

-1 Systems Occupied before triggering Overcolonization Overcolonisation Threshold.

-5% Food, Industry, Dust, Science FIDS per System above Overcolonization Overcolonization on Systems.

Material Expertise Vaulters Economic 10 Can use strategic resources to develop Systems.
Vexed II Economic -25 -15 Approval Approval on Systems.
Vexed I Economic -10 -10 Approval Approval on Systems.
Optimistic I Economic 10 +10 Approval Approval on Systems.
Optimistic II Economic 25 +20 Approval Approval on Systems.
Space Cadets II Economic -10 -15% Science Science on Systems.
Space Cadets I Economic -5 -10% Science Science on Systems.
Rational Minds I Economic 10 +10% Science Science on Systems.
Rational Minds II Economic 25 +20% Science Science on Systems.
Rational Minds III Economic 40 +30% Science Science on Systems.
Utopian Infrastructure Economic 10 +1 Approval Approval per PopulationPopulation on level 2, +2 Approval Approval per PopulationPopulation on level 3, +3 Approval Approval per PopulationPopulation on level 4 of modernization.
Resilient Supremacy Economic 15 Adds an Obliterator Obliterator Shield to your Home System.
Core Worlds Vaulters Expansion 5 +10 Approval Approval on Systems while under Overcolonization Overcolonization Threshold.
Apathetic colonies Expansion -5 -25% Food Food sent to and generated by Outposts.
Fervent colonists I Expansion 10 +15% Food Food sent to Outposts.
Fervent colonists II Expansion 15 +30% Food Food sent to Outposts.
Expansionists I Expansion 10 -25% Overcolonization Overcolonization penalty on Empire.
Expansionists II Expansion 25 -50% Overcolonization Overcolonization penalty on Empire.
Observances Supremacy Expansion 10 With every election, a new Observance becomes available. Sacrificing a Population will give your Empire the effects of the Observance.
Sacred Tradition Supremacy Expansion 10 The government type does not change when in Rebellion.

Systems rebel when an Empire is in Anarchy due to low Approval Approval or ObedienceObedience.

Can see paths and destinations of enemy Fleets.

Stay-at-Home Penumbra Expansion -20 +100 Overcolonization Overcolonization penalty on Empire.

-5% maximum Bandwidth Bandwidth per System above Overcolonization Overcolonization threshold.

Efficient Explorers I Exploration 5 +1 max Probe Probes on Explorer Explorers.
Efficient Explorers II Exploration 10 +2 max Probe Probes on Explorer Explorers.
Fast Travelers I Exploration 10 +1 Movement Movement Points on Ships.
Fast Travelers II Exploration 25 +2 Movement Movement Points on Ships.
Wary Travelers I Exploration -10 -1 Movement Movement Points on Ships.
Wary Travelers II Exploration -25 -2 Movement Movement Points on Ships.
Guardians Exploration 40 Allow the discovery of Guardians Guardians.
Pathfinder Exploration 25 Reveal location of unexplored adjacent nodes.
Well Founded Awakening Exploration 10 Start with your initial Constelation revealed.
Slumbering Ruins Awakening Exploration 20 Marks Systems as Slumebering Ruins which can be re-awakened for bonus resources, population and upgrades.
Legendary Heroes I Heroes 15 +1 Experience per turn, -25% Dust Upkeep Upkeep on Heroes.
Legendary Heroes II Heroes 30 +2 Experience per turn, -50% Dust Upkeep Upkeep on Heroes.
Perfect Genes I Heroes 5 +50% Recovery(healing) rate on Heroes.
Perfect Genes II Heroes 10 +100% Recovery(healing) rate on Heroes.
Lousy Senators Politics -5 +50% Influence Influence cost on law and diplomatic actions.
Ace Senators Politics 10 -50% Influence Influence cost on law and diplomatic actions.
Big Brothers Politics 5 Relations with minor Factions are always positive.
Disciplined Politics 5 Rebellion progress 50% slower.
Prone to Agitation Politics -5 Rebellion progress 50% faster.
Eternal War Politics -15 Peace is impossible unless Pacifist Pacifist are within the Leading Political Party.
Harmonious I Politics 5 +4 Approval Approval per peace on Systems, +8 Approval Approval per alliances on Systems.
Harmonious II Politics 10 +8 Approval Approval per peace on Systems, +16 Approval Approval per alliances on Systems.
Mutual Understanding I Politics 10 +10% Damage on ships and troops per friendly Major Faction.
Mutual Understanding II Politics 15 +20% Damage on ships and troops per friendly Major Faction.
Organic Network Penumbra Politics 5 +1 Maximum Hacking Operations on Empire.
Pirate Slayers Supremacy Politics 5 Cannot interact diplomatically with the pirates, but earn twice as much loot when destroying a pirate lair.
Smooth Talkers Politics 10 -25% Penalty for political ideologies without representation.
Social Chameleons Politics 15 +5% Dust Dust per Empire in alliance, +5% Industry Industry per Empire at war on Systems.
Antediluvian Alumni Awakening Politics 10 Can donate Systems to the Academy for Relation, starts with academy discovered and has 20% discount on Relation Points
Twitch Infiltrators Penumbra Military 10 +10% Hacking Speed Hacking Speed on Empire.
Brilliant Strategists I Military 10 +10% To minimum and maximum damage dealt on Ground Battles.
Brilliant Strategists II Military 20 +20% To minimum and maximum damage dealt on Ground Battles.
Poor Strategists I Military -5 -10% To minimum and maximum infantry damage dealt on Ground Battles.
Poor Strategists II Military -10 -15% To minimum and maximum infantry damage dealt on Ground Battles.
Combat Specialists Military 10 -30% Cost to Manpower Manpower upgrades. (Troop upgrades in Military menu.)
Combat Rookies Military -10 +30% Cost to Manpower Manpower upgrades. (Troop upgrades in Military menu.)
Big Fleets I Military 15 +1 Command PointsCommand Points on Empire, -10% Dust Upkeep Upkeep on Ships.
Big Fleets II Military 25 +2 Command PointsCommand Points on Empire, -25% Dust Upkeep Upkeep on Ships.
Fearless Warriors I Military 10 +10% Infantry Troop Health Health on Empire.
Fearless Warriors II Military 20 +20% Infantry Troop Health Health on Empire.
Feeble Warriors I Military -5 -10% Infantry Troop Health Health on Empire.
Feeble Warriors II Military -10 -20% Infantry Troop Health Health on Empire.
Ghosts Penumbra Military 10 All ships can cloak, except Juggernauts and Obliterators.
Corsairs Vaulters Military 5 Privateers is unlocked (disguise ships as pirates) and improved since since the start.
Deadly Weapons I Military 10 +10% Damage on weapon modules.
Deadly Weapons II Military 20 +20% Damage on weapon modules.
Humane Weapons Military -5 -10% Damage on weapon modules.
Cowards I Military -5 -15% Manpower Manpower capacity on Empire.
Cowards II Military -10 -20% Manpower Manpower capacity on Empire.
Patriots I Military 10 +15% Manpower Manpower capacity on Empire.
Patriots II Military 15 +25% Manpower Manpower capacity on Empire.
Confident Tacticians Military 5 -2 Turns on battle tactics cooldown.
Doubtful Tacticians Military -5 +2 Turns on battle tactics cooldown.
Optimal defense I Military 10 +10% Max Ship Health Health on Ships.
Optimal defense II Military 20 +20% Max Ship Health Health on Ships.
Sup-Optimal Defense Military -5 -10% Max Ship Health Health on Ships.
Price of Perfection I Military -5 +10% Industry Industry Ship cost, +5% damage on weapon modules.
Price of Perfection II Military -10 +20% Industry Industry Ship cost, +10% damage on weapon modules.

note: Material Expertise is 50-250% more expensive on strategic resources than regular luxury resource cost, that is also the case if the luxury cost changes somehow, for example: Federation or Luxury Connoisseur

Starting Minor Population[]

Additionally, You can also have your pick at your starting minor Faction Population. They come with different bonuses. They each have a unique law, tactic, or combat bonus. You may click on their name for additional information.

Name Cost
Amblyr Amblyr 10
Amoeba Amoeba 5
Basryxo Basryxo Muck and Makers Update 5
Bhagaba Bhagaba 5
Deuyivans Deuyivans 10
Epistis Epistis 10
Eyder Eyder 10
Galvran Galvran Untold Tales 5
Gnashast Gnashast 5
Haroshem Haroshem 10
Illo Illo Supremacy 5
Kalgeros Kalgeros 10
Kalmat Kalmat Penumbra 5
Kal'Tik'Ma Kal'Tik'Ma Untold Tales 5
Pulsos Pulsos 5
Harmony Harmony Lost Symphony 5
Mavros Mavros 10
Niris Niris 10
Pilgrims Pilgrims 5
Remnant Remnant 5
Sefaloros Sefaloros Untold Tales 5
Sisters of Mercy Sisters of Mercy Vaulters 5
Sowers Sowers Untold Tales 5
Tikanan Tikanan 5
Xirmisala Xirmisala Awakening 5
Yuusho Yuusho 5
Z'vali Z'vali 10

Starting Technology[]

You may also have your choice of traits that determine which technologies your Faction starts with.

Name Cost Effect
Forgotten Lore I Awakening 30 Start with the first tier of technology researched.
Forgotten Lore II Awakening 70 Start with the first two tiers of technology researched.
N-Way Fusion 10 Start with the technology N-Way Fusion.
Off-world Agribusiness 10 Start with the technology Off-World Agribusiness.
Planetary Landscaping 10 Start with the technology Planetary Landscaping.
Plasma Metallurgy 10 Start with the technology Plasma Metallurgy.
Ubiquitous Surveillance 10 Start with the technology Ubiquitous Surveillance.
Xenobiology 10 Start with the technology Xenobiology.
Xenolignuistics 10 Start with the technology Xenolinguistics.

Start Modifiers[]

Finally, you can choose traits that affect the starting condition of your game or Home Planet.

Name Cost Effect
Beliefs Not Breakthroughs Awakening -15 Planets do not generate Science. All Science Improvements are 50% less effective. Cannot obtain Technology from other Empires.

Set Science to 0 on Planets.

-50% Science on Systems and Ship Destructions.

+300%Influencecost with Emperor´s Will.

Involuntary Nomads Vaulters 10 Starts the game with a Super Colonizer ship on the Special Node "Rejuvenation Field"

Planets are settled as a Colony instead of an Outpost, with these temporary effects:

+25 Food, Industry, Dust, Science on System.

+5 Influence on System.

+15 Approval on colonized System.

+10 Approval on all Systems.

+25 Manpower on Empire.

-50% Influence Conversion rate on System.

Hyperium Source 10 Start with a Hyperium Hyperium source on your Home Planet.
Titanium Mine 10 Start with a TitaniumTitanium source on your Home planet.
Strange But Good 10 Start with a positive anomaly on your Home Planet.
Strange But Bad -10 Start with a negative anomaly on your Home Planet.
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