Endless Space 2 Wiki
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When exploring the galaxy there is chance that your expeditions will come across caches containing tech from long dead races, or maybe even the Endless, themselves.  These techs cannot be researched through the tech tree and some can provide a strong advantage if found.

A key point of strategy is that many of the ship modules found this way greatly reduce your need to drill into the Military technology quadrant. The main reason to drill into the Military tree is to unlock a few core modules to keep your ships competitive in the galactic arms race - at least one excellent weapon, one excellent shield module, and one excellent armor piece. The ship modules found in curiosities (or granted as quest rewards) can substitute for these for a broad swath of the game (if you're able to find them), which can free you up to pursue other technologies instead.

Typically, most of the ship modules given in curiosities are "similar to, but slightly worse-and-cheaper" than a related module you can acquire through direct research. For example; the titanium Titanium "Improved High-I Slugs" is very similar to the titanium Titanium "Improved Ultradense Slugs", but costs half the titanium to equip; it is also about 20% weaker. This arguably could make it unnecessary to research the Advanced Fusion Power technology (which grants "Improved Ultradense Slugs"). This could free you up to either defer researching that tier of military technologies, or to research other technologies within the same tier — a critical opportunity it offers is to research "the other half" of an exclusive tech pair (such as Advanced Fusion Power versus Hyperium Magnetics), since you already have some of the benefits of one half.



Improvements[]

The Analytical Engine
Analytical Engine thumb
System Improvement
Effects  +1 Dust per Curiosity discovered
Cost ?
Upkeep 0 Dust


Thought to rely on quantum-entanglement effects for its function, the Analytical Engine is a vast, one-off, piece of Endless technology the size of a small town. Utilizing remote sensors on expedition vessels, the Engine somehow instantaneously extracts valuable Dust-production data from any explored curiosity sites, supplementing Dust production in the system where the Engine resides.

Immensely valuable in the early expansion phase when curiosities are plentiful and the Dust is scarce. As the game progresses, this improvement's importance declines.

The bonus reflects the current explored curiosities count - exploring curiosities after this improvement has been built will increase the improvement's Dust contribution to your treasury.

Virtual Dustylizer
Virtual Dustylizer thumb
Resource Improvement
Effects  Convert 1 Population into 500 Dust
Cost 1 Turn + 300 Food
Political
impact
Religious

A bleak remnant of the Virtual/Concrete Dust wars that shattered the galaxy all those eons ago, Virtual Dustylizers were created by the Virtual Endless in their desire to not only decimate their Concrete siblings, but also to turn them into something useful upon death. Sacrifice population and gain some true blood money.

Construction will finish after 1 turn no matter the system's Food output. The next population type that is queued to grow will be the one sacrificed instead.


Sim Camp
Sim Camp thumb
System Improvement
Effects  +0.1Industry per System Manpower
Cost 448Industry
Upkeep 8Dust


A mix of technologies, processes, and concepts go into creating this military training camp that can double-up as a source of industrial production. The essential idea is that military personnel can undertake normal training drills, while, unbeknownst to themselves, they are simultaneously giving their labor to industrial projects. By using bespoke scanners plus AR tech, for example, an apparent search-and-rescue exercise, could at the same time be an industrial surveying expedition.


Endless Archive
Endless Archive thumb
System Improvement
Effects  +100% Own Cultural Conversion
Cost on System
Cost ?
Upkeep ?
Political
impact
?


With the gripping tale of the galaxy's most significant culture contained in its interactive exhibitions, the Endless Archive is not only a fantastic day out for any visitor, it is also a source of enormous pride for the inhabitants of the system. With such a prestigious monument in-system, other Empires will find it that much harder to culturally assimilate the system.


Stim City
Stim City thumb
System Improvement
Effects  +5 Approval per Luxury Deposit on System
Cost 560 Industry
Upkeep ?
Political
impact
Ecologist


If you have a luxury deposit in-system, you're in luck. Endless blueprints discovered at a recent dig site, give precise details of how freshly excavated luxuries can be used as natural stimulants that "attack" the pleasure centers of the brain. By covertly deploying this tech in a system's "entertainment capital", the entire system population can enjoy a happier, more approving, frame-of-mind.


The Vault of Governance
The Vault of Governance thumb
Unique Improvement
Effects  +50% Experience on Heroes
Cost ?
Upkeep ?
Political
impact
?

An automated learning facility, thought constructed by the Concrete Endless in their efforts to create "super defenders" to help stave off Virtual attacks, the Vault of Governance helps Governor Heroes to more swiftly integrate their administrative experiences. Heroes report that the accelerated learning process is akin to taking an intense rollercoaster ride while under the influence of pharmaceutical stimulation of the "upper" variety. Not for mere mortals.


Honeycomb Scope
Honeycomb Scope thumb
System Improvement
Effects  +5 Vision range
Cost 160 Industry
Upkeep 2Dust
Political
impact
Scientist

Reverse engineering the Endless scope discovered at a dig site proved a fruitful endeavor. With the underlying principles now well understood, the honeycomb-like structure can now be constructed in any system, greatly increasing that system's ability to survey the surrounding heavens. Engineers claim that the scope is so powerful, it can be used to read the serial numbers of equipment on nearby moons.


Lunar Surveillance Station
Lunar Surveillance Station thumb
System Improvement
Effects  +15 Science per Lunar Anomaly on System
Cost 1120 Dust
Upkeep 16 Dust
Political
impact
Scientist

Built from Endless plans found in an ancient dig site, a lunar surveillance station can greatly boost scientific progress in systems containing moons. As well as being perfect for investigating gravity, lunar sites offer excellent conditions for several other scientific fields, including deep space observation, organic decay, group psychology, and materials science.


Nanohaze Defenses
Nanohaze Defenses thumb
System Improvement
Effects  +25% Defending troops health

on System

Cost 1120 Industry
Upkeep 16 Dust
Political
impact
Militarist

Formed from a pool of self-replicating nanomachines, these miniature robots can quickly adjust battlefield conditions to draw out encounters. Much more than simply spraying mist that many battlefield actors can filter out, nanohaze defenses trick the enemy with many different optical illusions that give the impression of a fluid, dangerous environment.


The Rejuvenation Maze
The Rejuvenation Maze thumb
Unique Improvement
Effects  +20% Health Regeneration

ratio on Ships in orbit or in the Hangar

Cost 3120 Industry + 10 Titanium
Upkeep 24 Dust
Political
impact
Militarist


Displaying the usual hallmarks of Endless engineering, this orbital structure has been given the name The Rejuvenation Maze on account of its ability to repair vessels by unknown means. Sadly, this understanding didn't come without a price, and several crews list their lives before researchers realized that any ships sent into the maze must be unmanned. Now ships are auto-piloted on an entry vector, whereupon powerful electromagnetic fields feed the vessel into the hidden interior. Tracking data has revealed that ships travel a complex route through the structure, but what happens along the way largely remains a mystery.

Modules[]

Missile Weapon Modules[]

  • Projectile Weapon Type
  • Ranges
    • Short: Poor (25%)
    • Medium: Average (50%)
    • Long: Optimal (100%)
Name DPS Salvo
Health
Crit. Hit
chance
(%)
Crew killed
per hit
Other Industry
Cost
Strategic
Resource
Cost
Basic Fusion Torpedoes 44 75 68
Basic Positron Torpedoes 78 100 132
Improved Ion Torpedoes 63 90 5 2 68 2Titanium
Advanced Decay Torpedoes 79 115 5 8 98 2Antimatter
Extreme Positron Torpedoes 96 140 5 7 Opponent Penalty:
Weapon cooldown
+10% per 10 sec.
132 2Orichalcix
Basic Fusion Torpedoes
Basic Positron Torpedoes
Improved Ion Torpedoes
Advanced Decay Torpedoes
Extreme Positron Torpedoes

Kinetic Weapon Modules[]

  • Projectile Weapon Type
  • Ranges
    • Short: Effective (85%)
    • Medium: Average (50%)
    • Long: Poor (10%)
Name DPS Dmg vs.
Missiles
Dmg vs.
Squadrons
Crit. Hit
Chance
(%)
Other Industry
Cost
Strategic
Resource
Cost
Basic Perfected Slugs 54 240 6 112
Improved High-I Slugs 61 240 6 5 100 1Titanium
Basic AGN Slugs 82 360 9 186
AGN Slugs 92 300 8 11 Opponent Penalty:
Weapon cooldown +10%
for 10 sec
180 1Orichalcix
Basic Perfected Slugs
Improved High-I Slugs
Basic AGN Slugs
AGN Slugs

Laser Weapon Modules[]

  • Energy Weapon Type
  • Ranges
    • Short: Average (50%)
    • Medium: Optimal (100%)
    • Long: Average (50%)
Name DPS Crit. Hit
Chance
(%)
Other Industry
Cost
Strategic
Resource
Cost
Basic MAGGIE Laser 29 10 92
Improved OPAL Laser 34 15 Opponent penalty:
Energy weapon accuracy
-20% for 10 sec.
84 1Hyperium
Advanced MAGGIE Laser 42 18 Hull penetration
+20%
114 1Antimatter
Basic TERACO Laser 46 10 152
Basic MAGGIE Laser
Improved OPAL Laser
Advanced MAGGIE Laser
Basic TERACO Laser

Beam Weapon Modules[]

  • Energy Weapon Type
  • Ranges
    • Short: Optimal (100%)
    • Medium: Optimal (100%)
    • Long: Optimal (100%)
Name DPS Crit. Hit
Chance
(%)
Crew killed
per hit
Other Industry
Cost
Strategic
Resource
Cost
Basic Pinch Beam 14 5 78
Basic Positron Beam 25 5 150
Improved Plasma Beam 20 10 3 Opponent penalty:
Energy weapon accuracy
-20% for 10 sec.
82 2Hyperium
Advanced Phased Beam 25 10 5 Hull Penetration
+20%
114 1Antimatter
Extreme Phased Beam 60 10 8 Flotilla collateral
damage received
10%
162 2Quadrinix
Basic Pinch Beam
Basic Positron Beam
Improved Plasma Beam
Advanced Phased Beam
Extreme Phased Beam

Armor Defense Modules[]

Name Health bonus Projectile defense Other Industry
Cost
Strategic
Resource
Cost
Basic Impenetrable Plating 376 68 104
Basic Monohull Plating 204 35 62
Improved High-I Plating 204 35 0.01 Fleet XP
per dmg absorbed HP
56 1Titanium
Advanced Monohull Plating 328 53 Crew defense 10% 76 1Adamantian
Extreme Orichalcix Plating 456 75 0.5 HP repaired
per dmg absorbed HP
100 1Orichalcix
Basic Impenetrable Plating
Basic Monohull Plating
Improved High-I Plating
Advanced Monohull Plating
Extreme Orichalcix Plating

Shield Defense Modules[]

Name Health bonus Shield
Capacity
Energy
Defense
Other Industry
Cost
Strategic
Resource
Cost
Basic Plasmoid Shielding 45 540 114 62
Basic Graviton Shielding 75 810 260 104
Improved Plasmal Shielding 45 585 125 -50% critical hit

damage inflicted

56 1Hyperium
Advanced Plasmoid Shielding 60 743 195 Ship Evasion 4% 76 1Antimatter
Basic Plasmoid Shielding
Basic Graviton Shielding
Improved Plasmal Shielding
Advanced Plasmoid Shielding

Support Modules[]

Class

Name Effect IndustryCost Strat.

Res.

Cost

Image

Crew

Prot.

Impervious Gear Additional Manpower - 200

Health Bonus - 100

120
Impervious Gear
Adamantian Gear

Additional Manpower - 300

Health bonus - 100

Crew defense - 15%

120 1Adamantian
Adamantian Gear
Quadrinix C-Gear

Additional Manpower - 500

Health Bonus - 100

Crew defense - 30%

180 1Quadrinix
Quadrinix C-Gear
Repair Smart T-Repair Bots Health bonus - 50

Repair ship after battle - 20%

Repair ship during battle - 10%

200 2Titanium
Smart T-Repair Bots
Delayed H-Repair Bots Health bonus - 50

Repair ship after battle - 25%

200 2Hyperium
Delayed H-Repair Bots
Smart O-Repair Bots Health bonus - 50

Repair ship after battle - 30%

Repair ship during battle - 20%

240 2Orichalcix
Smart O-Repair Bots
Quadrinix Lenser Increase chance to be targeted - 20

Repair ship during battle - 20%

110 2Quadrinix
Quadrinix Lenser
Damage

Enhancers

Smart Flak Flak Damage - 15% 200
Smart Flak
Hyperium Intensifier Energy damage - 25%

Critical hit chance - 5%

120 3Hyperium
Hyperium Intensifier
Titanium Enhancer Projectile damage - 25%

Critical hit chance - 5%

120 3Titanium
Titanium Enhancer
Orichalcix Enhancer Projectile damage - 35%

Critical hit chance - 15%

160 3Orichalcix
Orichalcix Enhancer
Orichalcix Shrapnel Increase flotilla crew destruction - 60%

Can only be installed on Support ships

140 2Orichalcix
Orichalcix Shrapnel
Flotilla

Enhancers

A-M Fleet Accelerator Fleet Movement points - 2

Can only be installed on Support ships

150 3Antimatter
A-M Fleet Accelerator
Improved Flotilla Shield Flotilla Shield capacity - 300

Flotilla Energy defence - 25

Can only be installed on Support ships

240 4Antimatter
Improved Flotilla Shield

Salvaging

Record/Replay Unit

Influence per destroyed CP - 10

Can only be installed on Support ships

100
Record Replay Unit
Destructive Salvager

Dust per destroyed CP - 10

Can only be installed on Support ships

100
Destructive Salvager
Hyperium Analyzer

Science per destroyed CP - 40

Can only be installed on Support ships

140 1Hyperium
Hyperium Analyzer
Misc Adamantian Sub-Assemblies Lower chance to be targeted - 10

Probe stock - 1

Cooldown - 2 turns

Can only be installed on Colonization ships

100 1Adamantian
Adamantian Sub-Assemblies
Orichalcix A2S Slugs Loss of System Manpower/Turn when sieging - 40 170 2Orichalcix
Orichalcix A2S Slugs
Orichalcix Jammer Lower chance to be targeted - 20

Ship Evasion - 5%

110 2Orichalcix
Orichalcix Jammer
Quadrinix Re-Shield Shield reloading each phase - 400 200 2Quadrinix
Quadrinix Re-Shield
Repulsive Plates Squadron Flak Evasion - 15% 200
Repulsive Plates
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