Technology is one of the core game systems in ES2. Much like "experience points" in an RPG, players are able to gain science points as they play, and these progressively unlock new abilities for their empire. These include new movement abilities for starships, new kinds of buildings, new kinds of ships and equipment, and access to major game features (like the galactic market, or many forms of diplomacy) which are initially "locked" when the game begins.
It is even possible to win the game directly by simply researching technologies (see below).
The technology tree in Endless Space 2 is split into four sections, Military, Economy and Trade, Science and Exploration and Empire Development.
Each section has 5 tiers or eras. You have to research a set number of technologies from an era to have access to the next one. Technology cost increases based on the era it's in as well as the current number of technologies researched by your civilization. Reaching an era may unlock a Deed or an improvement.
Many of the technologies - as well as the different ships, buildings, planet colonizations, etc. that the technologies unlock - are specific to your faction. This means that each faction will have some technologies that are exclusive to that faction, either being a entirely new technology or tweaks to the standard technology. These technologies can be identified by a small icon along the bottom of the tech's icon: either a faction icon (indicating it's been altered by your Visual Affinity, such as "The Vodyani") or a yin yang icon (indicating it's been altered by your Gameplay Affinity, such as "Shipbound").[1]
Some technologies are also exclusive if paired with another technology on the tree, where you can only unlock one of the two. This is the case for many of the military technologies where you have to choose between energy or projectile weapons. The restriction can be bypassed through trading or stealing it (through hacking) from a faction that has the other technology.
Each technology has a political affinity associated with it, increasing the support of the respective political party once it's researched.
Behemoth technologies cost 25% more, technologies "linked" to future technologies (as shown by a line connecting) will have a reduction cost of -20% once the previous connecting technology is researched. Every technology researched increases the cost of future technologies to be researched, if 2 or more technologies are finished at the same turn, the increased costs are not counted in.
As you explore the galaxy you may also come across technology caches containing rare technology that you otherwise could not research.
Information about exact science cost calculations can be found in this spreadsheet.
Military[]
These technologies focus on warfare and will provide upgrades and improvements to ship weaponry and modules, command points, ground troops, manpower and defensive improvements to your systems.
It does not, however, provide technology for the closely-related ship hulls, which are in the Empire Development tree.
1/2/3/4 technologies required to unlock Stage 2/3/4/5.
Tier | Name | Unlocks | Base Cost | Ideology |
---|---|---|---|---|
Military Tier 1 | Basic Coupled C5AI (+1 CP on Empire)
Basic High-I Slugs |
|||
1 | Survival Suits | Impervious Bunkers | 131 | |
Ubiquitous Surveillance | Big Data Shipyards | 131 | ||
Military Tier 2 | G-War Camps (+200 Manpower Capacity on Empire)
Upgraded Coupled C5AI (+2 CP on Empire) |
|||
2 | Unstable Isotope Machining | Electromagnetic Shield | 210 | |
Focused Plasma | Kinetic Enhancer | 210 | ||
Autonomous Construction | Coordinated Command | 210 | ||
High-Energy Magnetics | Tractable Armaments | 210 | ||
Military Tier 3 | No-G Camps (+500 Manpower Capacity on Empire)
Expert Coupled C5AI (+3 CP on Empire) |
|||
3 | Hardened Alloys | Zero-Lag Command (+1 CP per Hull types on Empire) | 788 | |
Deep Space Personnel Systems | Antipersonnel Defense Drones | 788 | ||
Improved Fleet Management | OpEx Gear
Basic P-Laser Fighters |
788 | ||
Titanium Electroplating | Vulnerability Assessor
Improved Reactive Plating |
788 | ||
Survival Suits | Tactical Expertise
Improved Uniform Shielding |
788 | ||
Advanced Fusion Power | Improved Ultradense Slugs | 788 | ||
Hyperium Magnetics | Improved Sync Laser | 788 | ||
Behemoth Weaponization (Supremacy DLC) |
Enhanced Behemoth Hull | 985 | ||
Military Tier 4 | Contained Camps (+1000 Manpower Capacity on Empire)
Distributed Coupled C5AI (+3 CP on Empire) |
|||
4 | Adamantian Alloys | Advanced Fighter | 2102 | |
Structured Antimatter | Antimatter Intensifier | 2102 | ||
Universal Aerodynamics | Integrated Theaters | 2102 | ||
Deniable Operations | Blast Effect Battery | 2102 | ||
Vacuum Protection | Adamantian Repairbots | 2102 | ||
Adamantian Electroplating | Agile Command | 2102 | ||
Antimatter Channeling | Battlefield Analysis
Advanced Transformative Shielding |
2102 | ||
Tensor Algorithms | Advanced Unstable Slugs | 2102 | ||
Advanced Game Theory | Advanced HELL Array Laser | 2102 | ||
Juggernaut Blueprints (Supremacy DLC) |
Juggernaut Specialization | 2628 | ||
Obliterator Blueprints (Supremacy DLC) (Superweapons On) |
Obliterator Specialization | 2628 | ||
Military Tier 5 | Flash Camps (+2000 Manpower Capacity on Empire)
Pervasive Coupled C5AI (+4 CP on Empire) |
|||
5 | Subatomic Disruption | Advanced Bomber | 5256 | |
Hyperfield Generators | Hyper Gear | 5256 | ||
Quantum Communications | Adaptive Fleet Systems | 5256 | ||
War as Hobby | Multi-Mind Combat | 5256 | ||
Interleaved Orichalcix | Extreme Impenetrable Plating | 5256 | ||
Quadrinix Toroids | Extreme Graviton Shielding | 5256 | ||
Orichalcix Alignment | Extreme AGN Slugs | 5256 | ||
Programmable Quadrinix | Extreme TERACO Laser | |||
Juggernaut Module Upgrade (Supremacy DLC) |
Enhanced Juggernauts | 6569 | ||
Juggernaut Battle Upgrade (Supremacy DLC) |
Ion Wave | 6569 | ||
Obliterator Missile Velocity (Supremacy DLC) (Superweapons On) |
Warp Missiles (+Projectile Speed) | 6569 | ||
Obliterator Missile Frequency (Supremacy DLC) (Superweapons On) |
Obliterator Reload (-25% Reload Speed) | 6569 |
Economy and Trade[]
These technologies focus on the exploitation of Strategic Resources, in addition to System Development upgrades, dust and industry improvements, and allows access to Trade Companies and the Marketplace. It also includes some Planet Colonization technology.
1/2/4/3 to unlock Stage Era 2/3/4/5.
Tier | Name | Unlocks | Base Cost | Ideology |
---|---|---|---|---|
Economy and Trade Tier 1 | ||||
1 | Xenolinguistics | Xeno-Industrial Infrastructure | 131 | |
Plasma Metallurgy | Interplanetary Transport Network | 131 | ||
Economy and Trade Tier 2 | ||||
2 | Galactic Commodities | Miners Union | 131 | |
Multi-Thread Management | Intergalactic Supermarket | 131 | ||
Astrofinance | Xenotourism Agencies | 131 | ||
Atmospheric Filtration | Luxuries Lottery | 131 | ||
Behemoth Exploitation 1
(Supremacy DLC) |
Deep Miner I | 263 | ||
Economy and Trade Tier 3 | Basic System Development (System Plan Lv.2) | |||
3 | Impactless Sites | Pulvis Production | 788 | |
Neural Robotics | Predictive Logistics | 788 | ||
Commercial Frameworks | Trade Company HQ | 788 | ||
Extreme Atmospherics | Expanded Mines | 788 | ||
Maximized Exploitation | AI Labor | 788 | ||
Chameleon Spaces | Planet Cracker Factory/Lab | 788 | ||
Behemoth Exploitation 2
(Supremacy DLC) |
Core Miner | 695 | ||
Mission Flexibility
(Supremacy DLC) |
Enhanced Behemoths | 695 | ||
Economy and Trade Tier 4 | Advanced System Development (System Plan Lv.3) | |||
4 | Dust Micro-Loans | Interspecies Cooperative | 2102 | |
Ultratough Materials | Fabrication License | 2102 | ||
Quantized Economics | Careful Sweeping | 2102 | ||
Crust Engineering | Geo-industrial Plants | 2102 | ||
Galactic Security Charter | Solar Security Operations Base | 2102 | ||
Gamma Absorbtion | Microwave Pipes | 2102 | ||
Mineral Manipulation | Xhiyun Cartel | 2102 | ||
Optimized Logistics | Adaptive Taxation Systems | 2102 | ||
Economy and Trade Tier 5 | Endless System Development (System Plan Lv.4) | |||
5 | Reidite-7 Catalyzation | Shaft-to-Shelf System | 5256 | |
Megarisk Containment | Hazardous Mining Facility | 5256 | ||
Exa-Volt Beam Focus | Distributed Energy | 5256 | ||
Xeno NLP | MXBA | 5256 | ||
P.O.W.E.R. Armor | Mechsuit Quarter | 5256 | ||
Autonomous Mining | Self-Mining NPO | 5256 |
Science and Exploration[]
These technologies provide further improvements in science generation, curiosity exploration, ship movement, probes and Luxury Resources. It also contains a large portion of the Planet Colonization technologies and specifically the ability to make ships travel between star systems without starlanes.
1/3/3/3 required to unlock Stage Era 2/3/4/5.
Tier | Name | Unlocks | Base Cost | Ideology |
---|---|---|---|---|
Science and Exploration Tier 1 | Common Curiosities | |||
1 | Xenobiology | Public-private Partnerships | 131 | |
Rare Earth Foams | Debris Analyzer | 131 | ||
Science and Exploration Tier 2 | Basic Warp Drive | |||
2 | Machine Bacteria | Titanium Probes | 210 | |
Eukaryotic Sap | Applied Happiness Program
H-Field Fleet Accelerator |
210 | ||
Baryonic Shielding | Advanced Scanners
Warp Drive (Free Movement) |
210 | ||
Pev-scale Accelerators | Magnetic Field Generators | 210 | ||
Behemoth Generators
(Supremacy DLC) |
Basic Behemoth Propulsion | 263 | ||
Behemoth Analyzers
(Supremacy DLC) |
Basic Node Analyzer | 263 | ||
Science and Exploration Tier 3 | Uncommon Curiosities | |||
3 | Wave Function Control | Optics Research Labs | 788 | |
Compact Warp Methods | Moonbase Alpha | 788 | ||
Graviton Research | Graviton-shielded Laboratories | 788 | ||
Autonomous Materials | Simple Anomaly Reduction
Evolved Soils |
788 | ||
Evaporation Inhibitors | Deep Crust Secrets | 788 | ||
Behemoth Basic Climatology
(Supremacy DLC) |
Advanced Node Analyzer | 985 | ||
Science and Exploration Tier 4 | Rare Curiosities | |||
4 | Adaptive Colonies | Farsighted Crops | 2102 | |
Custom Nucleotides | Cosmetic Genetics | 2102 | ||
Dimensional Folding | F-Reality Institute | 2102 | ||
N-Dimensional Topologies | Deep Space Fuel Scoop (Warp boost) | 2102 | ||
Low Kelvin Sciences | Ultra-MRI Astronomy (System Vision) | 2102 | ||
Ultra-Deep Habitats | Dark Matter Institute | 2102 | ||
Climate Engineering | Punctuated Evolution Foundation | 2102 | ||
Tendrils of the Church | All Must Tithe III | |||
Sophonic Noosphere | Scienceganza | |||
Tachyon Physics | Rip Singularity | |||
Behemoth Advanced Climatology
(Supremacy DLC) |
Advanced Climate Engineering | 2628 | ||
Science and Exploration Tier 5 | Anti-Matter Engine | |||
5 | Interstellar Wind Shields | Deep Atmosphere Habitats | 5256 | |
Supralight Aerodynamics | Hyperlight Acceleration | 5256 | ||
Anomaly Framework | Dust Bonanza | 5256 | ||
Ontological Rev-Eng | OCP Investigation Unit | 5256 | ||
Advanced Non-Baryonics | Offensive Laboratories | 5256 | ||
Radioactive Essence | Reap Essence | |||
Pious Timekeeping | All Must Worship III | |||
Unified Tachyon Theory | Stasis Singularity | |||
Hyperfolding | Hyperfold Hulls |
Empire Development[]
The technologies in this tree cover a broad spectrum, from new ship hull types, food growth, diplomacy, minor faction interactions, new government types, faction alliances, overcolonization penalties and the Wonder Victory construction. Each Empire also has a unique technology in this tree to research.
1/2/4/4 required to unlock Era Stage 2/3/4/5.
Tier | Name | Unlocks | Base Cost | Ideology |
---|---|---|---|---|
Empire Development Tier 1 | Flexible Bureaucracy | |||
1 | Planetary Landscaping | Intensive Cultivation | 131 | |
Off-World Agribusiness | Infinite Supermarkets | 131 | ||
Empire Development Tier 2 | Mining Probe start (Supremacy) | |||
2 | Efficient Shielding | Attacker-hull | 210 | |
Botanical Scanning | Epigenetic Crop Seeding | 210 | ||
Xenology | Academy Embassy | 210 | ||
Adaptive Bureaucracies | Denarque University | 210 | ||
Behemoth Blueprints
(Supremacy DLC) |
Behemoth-hull | 263 | ||
Empire Development Tier 3 | Improved Commercial Drives | |||
3 | Agri Drugs | Enhanced Protector | 788 | |
Extreme Composites | Enhanced Attacker | 788 | ||
Split-Second Ablatives | Coordinator-hull | 788 | ||
Applied Cryogenics | Hunter-hull | 788 | ||
Xeno Anthropology | National Museum | 788 | ||
Inter-Species HR | Culture Center | 788 | ||
HyperPACs | Intergalactic Relations School | 788 | ||
Citadel Blueprints
(Supremacy DLC) |
Citadel Specialization | 985 | ||
Empire Development Tier 4 | Improved Commercial Drives | |||
4 | Liquid Composites | Carrier-hull | 2102 | |
Faction Unique Tech
Militarized Management Harmonized Shadows Coupled Collaboration |
Zelevas Incarnate
Genetic Alteration Lab |
|||
Dependency Algorithms | Enhanced Coordinator | 2102 | ||
Low-temperature Construction | Enhanced Hunter | 2102 | ||
SLC (Supra-Light Content) Systems | Edenization | 2102 | ||
Cultural Invertics | Wellbeing Foundation | 2102 | ||
Perfect Negotiations | Body Language Institute | 2102 | ||
Citadel Basic Upgrade
(Supremacy DLC) |
System Battery | 2628 | ||
Empire Development Tier 5 | Exemplary Empire Laws
Obelisks of All Space-Time (Wonder Victory) |
|||
5 | Far Halo Shipyard | Enhanced Carrier | 5256 | |
Chlorophyll Chemistry | Super Biofuel Factory | 5256 | ||
Chaotic Meteorology | Cloud Seeding Swarms | 5256 | ||
Nano Aquaculture | High Serenity Program | 5256 | ||
Dust-9 Production | Intergalactic Lectures | 5256 | ||
Citadel Advanced Upgrade
(Supremacy DLC) |
Advanced System Battery | 6569 | ||
Citadel Extensions
(Supremacy DLC) |
Scientific-Military Complex | 6569 |
Technology Victory[]
Main article: Victory: Science
By discovering the four advanced and unique technologies at the farthest edges of each quadrant of the Technology screen, you will have a depth of knowledge and technical power that makes you the unquestioned leader of the galaxy.
Once you've researched all 4, you'll immediately win the game, as long as the science victory condition is enabled for that match, and you are not in an alliance (in an alliance, additional members up the requirement count beyond the 4 you, yourself are allowed to research. This makes this victory condition a bit difficult within an alliance, because unlike e.g. a wonder victory, which similarly increases the number of "obelisks" you need to build to win, you're not able to complete the task, yourself, on behalf of your team. You have to research 4 of the technologies, and then simply wait for your allies to finish the additional ones on their own.).