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Units of Population increase the FIDSI production of Planets, some System Improvements increase resource production based on population amount. Different population types generate different resources, such as FIDSI, Approval, and Manpower. Systems use Food to grow a new population (except for Riftborn), the type being determined by the Empire and the ratio of population types already present in the System. Population types can be attracted from Allied Systems, conquered from Enemy Systems, or moved between systems using the Spaceport once a System Development Project has been built.

Kalgeros and Haroshems in particular, have an event with a chance to fire up for every faction to have them in one of their random systems.

As Population increases in your Empire, each population type can hit a collection bonus which improves that population, and can even provide System-wide rewards for every System with at least one Population of that type.

Population Types[]

Every Faction has its own unique Population type that brings various bonuses (sometimes penalties). And they each demand a random specific Luxury Resource (except for a few). Applying luxuries to population types doubles their bonuses (barring a few exceptions) and increases their chance at being the next population chosen to be reproduced at a given System.

Every turn, every population type has a +50 chance at being selected as the next population type to be grown/lost when the food stock hits 300/-300, and also the one to be chosen to be consumed. The chance of increase is doubled if the Luxury Resource the population demands is fulfilled, increasing to 100.

The chance to increase is halved for population that are oppressed by the main population with Slave Drivers affinity (default for Cravers) to 25, increased to 50 with Luxury Resources.

Empires with Gene Hunters affinity (default for Horatio) add the effect of other spliced population into their effects, however, such add-on effects are not multiplied by Luxury Resources.

Empires with Continnum Sculptors affinity (default for Riftborn) do not use Luxury Resources, and cannot be grown using Food, and instead must be built using Industry.

Each collection bonus is unlocked at 10, 20, and 50 Population of the type unless it is a Guardian. If the population type is Guardian, it will instead be unlocked at 5, 10 and 20 of the type, respectively.

Major Factions[]

Faction Effects on Planets Political Traits Collection Bonuses
Cravers Cravers
  • +150% Food, Industry, Dust, Science on Undepleted Planets
  • +1 Depletion Points on Planets
  • Militarists
  • Anti-Pacifists
  • Xenophobic
  • +Militarist
  • +10% Ship cost reduction on systems with Cravers
  • +1% Damage per depleted Planets on weapon modules; + 1% Troops damage per Depleted Planets on Empire
Horatio Horatio
  • +3 Food
  • +2 Approval on Hot
  • Ecologists
  • Anti-Scientific
  • +Ecologist
  • +15% Food on systems with Horatio
  • +5% Food added to Influence on systems; +0.1 Influence per Food on Systems
Lumeris Lumeris
  • +1 Dust
  • +3 Dust on Fertile
  • Pacifists
  • Anti-Militarists
  • Hedonistic
  • +Pacifist
  • +15% Dust on systems with Lumeris
  • Ignore Trade Route Blockades
Riftborn Riftborn
  • +5 Dust
  • +5 Science
  • +5 Industry
  • Industrialists
  • Anti-Ecologists
  • Pragmatic
  • +Industrialist
  • +15% Industry on systems with Riftborn
  • +1 Movement on Ships. Wormhole travel consumes only half a ship’s movement points
Sophons Sophons
  • +1 Science
  • +3 Science on Cold 
  • Scientific
  • Anti-Religious
  • Curious
  • +Scientist
  • +15% Science on Systems with Sophons
  • -20% Science cost on technologies
Unfallen Unfallen
  • +5 Food on Fertile
  • +2 Food
  • Pacifists
  • Anti-Industrialists
  • Hedonistc
  • +Pacifist
  • +15% Influence on Systems with Unfallen
  • +50% Ownership recovery rate on Systems
United Empire United Empire
  • +1 Influence
  • Inustrialists
  • Anti-Ecologists
  • Pragmatic
  • +Industrialist
  • +15% Influence on Systems with United Empire
  • -20% Pacific/Cultural Conversion cost on Empire
Vaulters Vaulters
  • +20 Damage done to Attacker on Ground Battle
  • +1 Science
  • Scientists
  • Anti-Ecologists
  • Pragmatic
  • +Scientist
  • +10% Science on systems with Vaulters
  • +0.1 Science per Manpower on systems
Vodyani Vodyani
  • +4 Dust
  • +4 Science
  • +4 Industry
  • +4 Food
  • Up to -50% Food on System (-1% Food per Population)
  • Religious
  • Anti-Scientific
  • Fanatical
  • +Religious
  • +5% Food, Industry, Dust, Science, Influence on Systems with Vodyani
  • +100% Hero recovery (healing) rate on Heroes
Hissho Hissho
  • +2 Manpower Capacity per turn
  • +1 Industry
  • Militarists
  • Fanatical
  • Anti-Pacifists
  • +Militarist
  • +15% System Manpower per turn on systems with Hissho
  • -25% Ship Cost on Empire
Umbral Choir Umbral Choir
  • +1 Science
  • +1 Bandwidth
  • Pacifists
  • Anti-Militarists
  • Curious
  • +Pacifist
  • +1 Influence per allocated Bandwidth; +15% Bandwidth
  • +15% hacking speed on Empire
Nakalim Nakalim
  • +2 Food, Industry, Dust, Science, Influence on Happy
  • +2 Approval
  • Religious
  • Relativist
  • Utopian
  • +Religious
  • +10 Approval on Systems with Nakalim
  • Two Nakalim Ground Battle Strategies unlocked: "Scour" (Offensive) and "Rise Up" (Defensive)

Minor Factions and Miscellaneous Population[]

Faction Effects on Planets Political Traits Collection Bonuses
Guardians Guardians*
  • +200 damage done to attacker during Ground Battle.
  • +5 Approval
  • +20 Influence on factions Freindly towards factions with Guardians
  • -20 Influence on factions Hostile towards factions with Guardians
  • Pacifists
  • Anti-Militarists
  • Hedonistic
  • +Pacifist
  • +10 Approvalon systems with Guardians
  • "Guardian" Law unlocked
Sheredyn Sheredyn
  • +20 Manpower
  • +30 Manpower on Sterile
  • Militarists
  • Anti-Pacifists
  • Xenophobic
  • +Militarist
  • +15% Manpower Capacity on systems with Sheredyn
  • +5 Influence per 100 ManpowerStock on systems
Mezari Mezari
  • +1 Science
  • +0.5 Influence
  • Scientific
  • Anti-Religious
  • Curious
  • +Scientist
  • +10% Science on systems with Mezari
  • -10% cost on technologies
Bereaved Bereaved
  • +20 Manpower
  • +3 Science on Cold
  • Militarists
  • Anti-Pacifists
  • Audacious
  • +Militarist
  • +15% Manpower Capacity on systems with Bereaved
  • +15% Manpower Capacity on empire
Foundlings Foundlings
  • +3 Science
  • Scientific
  • Anti-Religious
  • Pragmatic
  • +Scientist
  • +10% Science on systems with Foundlings
  • +2 Movement on Ships
Haroshem Haroshems
  • +3 Food on Sterile
  • +1 Food
  • Pacifists
  • Anti-Militarists
  • Hedonistic
  • +Pacifist
  • +10% Food on systems with Haroshem
  • "Healthy Staples" Law unlocked
Kalgeros Kalgeros
  • +4 Approval on Fertile
  • +2 Approval
  • Religious
  • Anti-Scientific
  • Pious
  • +Religious
  • +20% Influence on systems with Kalgeros
  • "Happy Sardines" law unlocked
Pulsos Pulsos
  • +5 Science on Anomaly
  • +1 Industry
  • Industrialists
  • Anti-Ecologists
  • Automatists
  • +Industrialist
  • +10% Industry on systems with Pulsos
  • "Pulsos Law" unlocked
Remnant Remnant
  • +2 Dust on Happy
  • +1 Industry
  • Industrialists
  • Anti-Ecologists
  • Military-Indistrialists
  • +Industrialist
  • +15% Industryon systems with Remnant
  • "Remnant Law" unlocked
Amoeba Amoeba
  • +5 Food
  • Ecologists
  • Anti-Industrialists
  • Utopian
  • +Ecologist
  • +15% Foodon systems with Amoeba
  • "Amoeba Law" unlocked
Niris Niris
  • +3 Food on Fertile
  • +2 Food
  • Ecologists
  • Anti-Industrialists
  • Utopian
  • +Ecologist
  • +10% Foodon systems with Niris
  • "Niris Law" unlocked
Z'vali Z'vali
  • +3 Science on Happy
  • +4 Approval
  • Scientific
  • Anti-Religious
  • Inquisitorial
  • +Scientist
  • +10% Science on system with Z'vali on Happy, +20% Science on system with Z'vali on Ecstatic
  • "Z'vali Law" unlocked
Pilgrims Pilgrims
  • +3 Science on Anomaly
  • +2 Science
  • Religious
  • Scientific
  • Relativist
  • +Scientist
  • +10 Vision range on systems with Pilgrims
  • "Blindsight Law" unlocked
Bhagaba Bhagaba
  • +2 Influence on Fertile
  • Pacifists
  • Anti-Militarists
  • Merciful
  • +Pacifist
  • +10% Influence on systems with Bhagaba
  • +50 Influence on systems
Deuyivans Deuyivans
  • +5 Food on Gas
  • +2 Science
  • Scientific
  • Curious
  • +Scientist
  • +15% Science on systems with Deuyivans
  • "Deuyivans Law" unlocked
Epistis Epistis
  • +5 Food on Sterile
  • +1 Industry
  • Ecologists
  • Anti-Industrialists
  • Utopian
  • +Ecologist
  • +20% Industry Reduction on Improvement Construction in systems with Epistis
  • "Epistis Law" unlocked
Eyder Eyder
  • +5 Dust on Gas
  • +1 Dust
  • Religious
  • Anti-Scientific
  • Pious
  • +Pacifist
  • -25% improvement buyout cost on systems with Eyder
  • "Eyder Law" unlocked
Gnashast Gnashast
  • +50 Damage done to attacker during ground battle
  • +50 Damage done to attacker during ground battle on Fertile
  • Militarists
  • Anti-Pacifists
  • Xenophobic
  • +Militarist
  • +300 Damage to attacker during ground battle on systems with Gnashast
  • Gnashast Ground Battle Strategy Unlocked: Militant Defense
Yuusho Yuusho
  • +30 Manpower on Sterile
  • +20 Manpower
  • Militarists
  • Anti-Pacifists
  • Anti-Scientific
  • +Militarist
  • +15% Manpower Capacity on systems with Yuusho
  • "Yuusho Law" unlocked
Mavros Mavros
  • +2 Industry on Hot
  • +1 Industry
  • Industrialists
  • Anti-Ecologists
  • Military-Industrialists
  • +Industrialist
  • +15% Industry in systems with Mavros
  • "Mavros Law" unlocked
Tikanan Tikanan
  • +5 Defense per turn
  • +5 Defense per turn on Fertile
  • Militarists
  • Anti-Pacifists
  • Aggressive
  • +Militarist
  • +50 Defense per turn on systems with Tikanan
Galvran Galvran
  • +2 Science
  • Scientific
  • Anti-Ecologists
  • Inquisitorial
  • +Scientist
  • +10% Science on systems with Galvran
  • "Galvran Law" unlocked
Harmony Harmony
  • +2 Science on Strategic Resource Deposit
  • +2 Food on Strategic Resource Deposit
  • Ecologists
  • Anti-Religious
  • Biologists
  • +Scientist
  • +10% Science on systems with Harmony
  • "Happy Harmonies Law" unlocked
Kal'Tik'Ma Kal'Tik'Ma
  • +3 Approval on Sterile
  • +2 Approval
  • Ecologists
  • Anti-Pacifists
  • Sanctuarists
  • +Ecologist
  • +10 Approvalon systems with Kal'Tik'Ma
  • "Kal'Tik'Ma Law" unlocked
Sefaloros Sefaloros
  • +2 Industry on Fertile
  • +1 Industry
  • Industrialists
  • Anti-Militarists
  • Harvesters
  • +Industrialist
  • +10% Industryon systems with Sefaloros
  • "Sefaloros Law" unlocked
Sisters of Mercy Sisters of Mercy
  • +25 Damage done to attacker during ground battle
  • +2 Approval
  • Religious
  • Anti-Industrialists
  • Fanatical
  • +Religious
  • +20% Health Regeneration ratio on systems with Sisters of Mercy
  • Increases Health of Troops when defending in a Ground Battle by 25%
Sowers Sowers
  • +2 Food
  • -1 Depletion Point per turn
  • Religious
  • Anti-Scientific
  • Utopian
  • +Religious
  • +10% Food on systems with Sowers
  • "Sower Law" unlocked
Amblyr Amblyr
  • +2 Industry on Sterile
  • +1 Dust
  • Pacifists
  • Investors
  • Automatists
  • +Pacifist
  • +10% Dust on systems with Amblyr
  • "Amblyr Law" unlocked
Basryxo Basryxo
  • +2 Industry on Sterile
  • +1 Industry
  • Industrialists
  • Anti-Militarists
  • Utopian
  • +Industrialist
  • +10% Industryon systems with Basryxo
  • "Basryxo Law" unlocked
Illo Illo
  • +1 Influence on Hot
  • Religious
  • Anti-Industrialists
  • Fanatical
  • +Religious
  • +10% Influence on systems with Illo
  • "Illo Law" unlocked
Kalmat Kalmat
  • +1 Bandwidth
  • +2 Bandwidth on Small
  • Industrialists
  • Anti-Militarists
  • Sociologists
  • +Industrialist
  • +10% Industryon systems with Kalmat
  • "Kalmat Law" unlocked
Xirmisala Xirmisala
  • +4 Dust on Happy
  • +1 Food
  • Religious
  • Anti-Scientific
  • Faithful
  • +Religious
  • +10% Dust on systems with Xirmisala
  • "Xirmisala Law" unlocked

* Requires only 5, 10, and 20 population for Collection Bonuses

Population Overview[]

From the Senate Screen (F2), click Population Details to view the Population Overview for your empire. In the Empire Population column, you can see the count for each population in your empire. Next to the count, you can click the Population Expansion icon to make systems produce that type of Population faster than other types for 10 turns, at the cost of Luxury Resources. This is useful for diversifying an Empire's population for Ecologist party support, reaching collection bonuses, and more control over system political affinities.

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