Planets are the centers for resource production in Endless Space 2. Up to five planets can be found in a single system.
Each planet has a type, and a size. Together they determine the base FIDSI of the planet, the population cap and give an approval bonus/penalty. Different Planet types can only be colonized once the appropriate Technology has been researched. Planet types come with preset bonuses and can be changed through Terraforming. Planets may contain Curiosities, which can be explored with a Probe to reveal Luxury Resources, Strategic Resources, or Planetary Anomalies.
Gas-giant planets have their temperature in their type and a temperature of 'Gas'.
Colonization[]
Initially only the most hospitable planets can be colonized: Fertile planets and the friendlier Temperate planets. Less habitable planets can be colonized after researching various technologies, spread across the Empire, Science, and Trade quadrants.
Riftborn consider planets to have opposite habitability from normal factions, being initially capable of colonizing only Sterile planets. They also use different technologies to unlock colonization of the other planet types.
Required Tech to Colonize[]
Name | Required Tech | Riftborn Required Tech |
---|---|---|
Atoll | NA | Adaptive Bureaucracies |
Forest | NA | Atmospheric Filtration |
Ocean | NA | HyperPACS |
Terran | NA | Maximised Exploitation |
Toxic | HyperPACS | NA |
Boreal | NA | Wave Function Control |
Ice | Wave Function Control | NA |
Jungle | NA | Graviton Research |
Mediterranean | Rare Earth Foams | Pev-Scale Accelerators |
Monsoon | NA | Atmospheric Filtration |
Savannah | Baryonic Shielding | Baryonic Shielding |
Steppes | Machine Bacteria | Machine Bacteria |
Tundra | Xenobiology | Eukaryotic Sap |
Arctic | Graviton Research | NA |
Arid | Pev-Scale Accelerators | Rare Earth Foams |
Desert | Evaporation Inhibitors | NA |
Snow | Eukaryotic Sap | Xenobiology |
Ash | Atmospheric Filtration | NA |
Barren | Adaptive Bureaucracies | NA |
Gas | Extreme Atmospherics | Extreme Atmospherics |
Lava | Maximised Exploitation | NA |
Traits[]
Planets have various traits that determine how useful they will be to your empire.
Class[]
The planet's class determines how much FIDSI and each generates on the planet. In conjunction with the Size, it also determines the planet's maximum . A planet's class can be changed via Terraforming.
Thumbnail | Name | Climate | Fertility | |||||||
---|---|---|---|---|---|---|---|---|---|---|
Jungle | 5-9 | 0 | 6 | 5 | 3 | 0 | 0 | |||
Atoll | 6-10 | 0 | 8 | 6 | 4 | 2 | 0 | |||
Forest | 6-10 | 0 | 8 | 4 | 4 | 3 | 0 | |||
Ocean | 6-10 | 0 | 8 | 2 | 4 | 6 | 0 | |||
Terran | 6-10 | 0 | 8 | 3 | 4 | 4 | 0 | |||
Boreal | 5-9 | 0 | 6 | 0 | 3 | 5 | 0 | |||
Arid | Neutral | 3-7 | -3 | 2 | 8 | 4 | 0 | 0 | ||
Mediterranean | Neutral | 5-9 | -1 | 6 | 6 | 3 | 0 | 0 | ||
Monsoon | Neutral | 5-9 | -1 | 6 | 2 | 4 | 2 | 0 | ||
Savannah | Neutral | 5-9 | -1 | 4 | 3 | 5 | 2 | 0 | ||
Steppes | Neutral | 5-9 | -1 | 4 | 2 | 5 | 3 | 0 | ||
Snow | Neutral | 3-7 | -3 | 2 | 0 | 4 | 8 | 0 | ||
Tundra | Neutral | 5-9 | -1 | 6 | 0 | 3 | 6 | 0 | ||
Ash | 2-6 | -5 | 0 | 12 | 4 | 0 | 0 | |||
Desert | 3-7 | -3 | 1 | 8 | 6 | 0 | 0 | |||
Lava | 1-5 | -8 | 0 | 16 | 2 | 0 | 0 | |||
Toxic | 1-5 | -8 | 3 | 2 | 8 | 2 | 0 | |||
Arctic | 3-7 | -3 | 1 | 0 | 6 | 8 | 0 | |||
Barren | 1-5 | -8 | 0 | 0 | 2 | 16 | 0 | |||
Ice | 2-6 | -5 | 0 | 0 | 4 | 12 | 0 | |||
Crescent | 4-7 | 0 | 3-4 | 3-6 | 3-4 | 3-6 | 0-1 | |||
G.Frozen | 1 | -5 | 0 | 0 | 0 | 26 | 0 | |||
G.Cold | 1 | -5 | 0 | 0 | 14 | 14 | 0 | |||
G.Temprate | 1 | -5 | 0 | 0 | 26 | 0 | 0 | |||
G.Warm | None | 1 | -5 | 0 | 10 | 18 | 0 | 0 | ||
G.Hot | 1 | -5 | 0 | 14 | 0 | 14 | 0 | |||
G.Burning | 1 | -5 | 0 | 26 | 0 | 0 | 0 |
*The Crescent class is exclusive to the Umbral Choir's home system, or any custom faction with their "In the Shadows" affinity. Exact FIDSI values will depend on how much terraforming is done. You cannot terraform a Crescent into another planet type, nor vice versa.
Size[]
All types of planet have a chance to come in a range of sizes — Tiny, Small, Medium, Large, or Huge — which, in conjunction with the planet class, determines the maximum on the planet.
Climate[]
- Hot planets have higher per and several techs & faction traits that grant bonuses.
- Cold planets have higher per and several techs & faction traits that grant bonuses.
- Temperate planets have lower, more balanced and production with few tech & faction related bonuses.
Fertility[]
- Fertile planets have higher production and a range of tech & faction bonuses. In general, their FIDSI bonuses are lower and more even across categories. They have more population slots and little or no penalties.
- Sterile planets have higher production and many tech & faction bonuses with a focus on and . In general, their FIDSI bonuses are more extreme, being either very high or very low. They have fewer population slots and significant penalties.
- Neutral planets have no particular FIDSI specialty. They have middling population slots and minor penalties.
Gas Planets[]
Gas planets are a special extreme type of planet. They do not appear as Tiny or Small sizes, their default maximum is always 1, and they never produce any food. Instead, they produce extremely high , , and/or per , depending on their temperature.
Unique Planets[]
Unique Planets are rare, but a few can usually be found spread throughout the galaxy.
Faction Homeworlds[]
The starting world for most Factions is also a unique planet with adjustments to balance starting out. All of the starting planets are Medium-sized.
The numbers in parenthesis are values when compared to the "normal" type of the planet's respective type.
Thumbnail | Faction | Name | Type | ||||||
---|---|---|---|---|---|---|---|---|---|
Cravers | Husk | Jungle | 0 | 6 | 5 | 5 (+2) | 2 (+2) | 0 | |
Horatio | Horatio Prime | Mediterranean | -1 | 6 | 6 | 5 (+2) | 3 (+3) | 0 | |
Lumeris | Jenes | Atoll | 0 | 8 | 6 | 4 | 2 | 0 | |
Riftborn | Vanguard | Snow | -3 | 4 (+2) | 2 (+2) | 4 | 8 | 0 | |
Sophons | Hekim | Boreal | 0 | 6 | 3 (+3) | 3 | 5 | 0 | |
Unfallen | Koyasil | Forest | 0 | 8 | 4 | 4 | 3 | 0 | |
United Empire | Raia | Terran | 0 | 8 | 4 (+1) | 6 (+2) | 4 | 0 | |
Vodyani | Tchinomy | Tundra | -1 | 6 | 2 (+2) | 3 | 6 | 0 | |
Hissho | Uchi | Jungle | 0 | 6 | 5 | 6 (+3) | 3 (+3) | 0 | |
Nakalim | Sobra | Desert | -3 | 1 | 11 (+3) | 8 (+2) | 0 | 0 | |
Umbral Choir | Nexus | Crescent | 0 | 3-4 | 4-6 | 3-4 | 4-6 | 0-1 |
- Vaulters are guaranteed to spawn near a Tundra or Steppes planet with and .
- The Umbral Choir may terraform their own Nexus to increase its output and , but the Crescent will remain Cold and Sterile.
Lore Planets[]
Lore planets have fixed starting types but can be any size. Lore planets cannot be renamed and cannot be terraformed. If destroyed via Core Cracker or Obliterater Behemoth, they cannot be restored. Some of these planets may also have their own respective unique Anomalies that adds additional effect to the planet.
The numbers in parenthesis are values when compared to the "normal" type of the planet's respective type.
- Harrow: Destroyed in a mysterious ancient cataclysm, Harrow is an inhospitable ruin whose only remains are scattered like a vast archipelago of stony islands.
- Cannot be colonized
- Home of the Academy. Provides +5 Experience per turn on the Governor of the System