- For an overview of all factions, see Factions.
The Cravers are one of the playable factions in Endless Space. Part machine, part-insect, their hive has only one goal: to consume.
Background[]
Origins[]
The Cravers were created by the Virtual Endless to use as a weapon against the Concrete Endless. They would swarm the enemy and use any available resources to feed the hive, replenishing their numbers and strength.
Before long, the Virtuals realized the threat this new race posed to the galaxy, so they marooned them onto an isolated planet and then bombed the surface in an attempt to eliminate them.
However, the war with the Concrete eliminated the Virtuals before the Virtuals were able to eliminate the Cravers. The insectoid race rebuilt its "civilization" and eventually learned to become a space faring race. The hive, at long last, could begin truly feeding.[1]
Society[]
The Cravers live in a colony, a superorganism. Somewhat like the ants and bees of Earth, they are biologically divided into different subtypes. The lowest ranks are not capable of independent thought: that is reserved for higher subtypes like the "Bishop" level. To a certain degree, the Cravers rely on pheromones to communicate.
Reproduction is accomplished through not one, but multiple queens.[2]
The society has no idea of peace. The concepts of diplomacy, peace, or mercy mean nothing to them. They only know war. The other races are merely prey. Prey that can fight back, but prey nonetheless. As a matter of fact, should the Cravers cease expanding, they will deplete whatever resources they control, and the society might consume itself.[3]
Traits[]
Cravers Affinity |
+1 Locust Point (LP) per turn on each colonized planet. +25% FIDS for the first 40 LP, -25% after 60. |
|
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Unlocks the Technology of the same name. | ||
Advanced Machining |
Unlocks the Technology of the same name. |
|
Militarists | -20% Ship Cost on Empire. | |
Knowledge Gathering | +40 added to the current research for each destroyed enemy Command Points on Empire. | |
Big Fleets | +2 Command Points Cap on Empire. | |
Crowded Planets | ||
Eternal War | Can't be at peace with other factions. |
Cravers Faction-Specific Technologies (in Disharmony)[] | ||||
---|---|---|---|---|
Benefit | Wing & Cost | Name | Effects | |
Seed Ship | n/a | n/a | VECTOR Ship Class | |
T0 Ship | n/a | n/a | RAIDER Ship Class | |
T2 Ship | 130 | Efficient Shielding | MARAUDER Ship Class | |
T4 Ship | 680 | Baryonic Shielding | PREDATOR Ship Class | |
T6 Ship | 4000 | Applied Atmospherics | REAPER Ship Class | |
T7 Ship | 7500 | Non-Baryonic Shielding | ANNIHILATOR Ship Class | |
Unique | 130 | Radiation Hardiness | Improved Hatcheries
| |
Improved | 130 | Relativistic Economics |
___ |
Xenolinguistics
Unlocks:
Replaces: Xenolinguistics Unlocks: Cease Fire and Offer Peace ___ Default Version: Extreme Option Exchange |
Improved | 680 | Accelerated Yields
___ Replaces: Planetary Landscaping |
___ |
Default Version: Hyper-Scale Farms
___ Intensive Cultivation Logistics
Replaces: Intensive Cultivation Logistics |
Improved | 1800 | Quantum Swarming
___ Replaces: Quantum Communications |
___ |
Efficient Slaves
Replaces: C3 Systems ___ Default Version: Collaborator Networks |
Unique | 1800 | Groupthink | Hive Mindcast
0.5% of Military Power becomes bonus on Systems (0.1% in Classic Endless Space) | |
Cheaper | 4000
___ |
Distributed Hives
___ Replaces: Galactic Trade Center |
___ |
Default Version: Revenue Zen
Cost: 6000 , Requires: Hyperium, Orichalcix ___ Default Version: C5 Systems +4 Command Points Cap on Empire |
Unique | 25000 | Extreme Extraction |
High-Tolerance Reactors[]
| |
Improved | 45000 | Anti-Graviton Fields | Neutrino Pulsion
Cost: 1040 Weight: 20% , Requires: Anti-Matter Replaces: Neutrino Pulsion
Cost: 1300 Weight: 20% , Requires: Anti-Matter |
Steam Achievements[]
There's no Taste Like Home
As Cravers, have your home planet not depleted at turn 80, without having lost your home system |
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Notes[]
- A player using Cravers should be focused exclusively on expansion. No heed should be paid to other empires, as they cannot be allied with anyways. Early game, LP bonuses can provide more than sufficient Industry to steadily pump out colony ships and military ships. To get the most out of the bonus period for each planet, focus on food and perform in-system colonization only when already colonized planets are population capped. Mid game might slow the Cravers down somewhat in terms of production, as planets begin to get depleted quicker than fresh planets can be claimed. Despite this, however, a Craver should be actively looking for fleets to attack for Science, and Systems to invade for FIDS in general. By the time late game roles around, Cravers have the most impressive fleets, on par with the Hissho, thanks to a unique research option that gives them massive CP caps on their empire. At this point, economy will have slowed to a crawl on most systems, though determined assaults on enemy systems can win through simple attrition.
References[]
- ↑ http://www.amplitude-studios.com/Articles/THE-CRAVERS
- ↑ Distributed Hives tech description
- ↑ Faction introduction video
Factions | |
---|---|
Playable Factions | Amoeba • Automatons • Cravers • Harmony • Hissho • Horatio Pilgrims • Sheredyn • Sophons • Sowers • United Empire • Vaulters |
Non-Playable Factions | Deuyivan • Dust Collective • Endless • Oros Gec Pirates • Plocynos • Unknown • Virus |
Other Information | Custom factions |