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Overview[]

Custom Factions allow the player to design a Faction with its own Traits, Affinity, and Backstory.

Affinity[]

Amoeba:

Home World: Ocean

Affinity:

  • Starts the game with the entire map revealed;
  • Wormholes, Warps, Home Planets and Systems are revealed.

Technologies: Amoeba Faction Technologies



Automatons:

Home World: Jungle

Affinity:

  • +1 Over Production to Stack Factor on System.
  • +5% Interest for Stacked 16px-industry on System.

Unused 16px-industry is stored, or "stacked" (e.g. when production queue is empty). Stacked 16px-industry earns 5% interest per turn. Up to 5 turns worth of 16px-industry can be stacked (overage is lost).

Technologies: Automaton Faction Technologies



Cravers:

Home World: Arid

Affinity:

  • +1 Locust Point (LP) per turn on each colonized Planet.
  • +25% FIDS 1025fidsSmall for the 1st 40 LP, -25% after 60.

With the Virtual Awakening free add-on, the "turn" values are modified by the game speed factor : Fast game will lower them, slow game will increase them.

Technologies: Craver Faction Technologies

Harmony:

Home World: Tundra

Affinity:

  • Doesn't use Dust - The player cannot hire Heroes, buyout Improvements, retrofit ships, trade Dust, or receive Dust from Trade Routes, Random Events, or Exploration Events.
  • Is not affected by Approval modifiers - The player's Approval is locked at 50.
  • (Dust)% on Systems provokes loss on (Industry) and (Food)
  • Disharmony: Decreases FIS on Empire for each "impure" System
  • +2 FIS for each ship orbiting a Harmony world, up to 2x max CP - This flat bonus was added in patch 1.1.42.

It appears the "up to 2x max CP" is for the FIS bonus, not the number of ships orbiting your system. e.g. having 8 max CP allows you to have a maximum of +16 FIS on a system.

Technologies: Harmony Faction Technologies


Hissho:

Home World: Jungle

Affinity:

  • +5% Weapon Damage on all fleets for each space battle won. Lasts for 45 turns.
  • +15% FIDS 1025fidsSmall for each invasion victory. Lasts for 45 turns.

These bonuses can be accumulated up to 4 times, with the turn value being reset each time.

With the Virtual Awakening free add-on, the "turn" values are modified by the game speed factor : Fast game will lower them, slow game will increase them.

Technologies: Hissho Faction Technologies



Horatio:

Home World: Arid

Affinity:

  • +50% Fatigue Recovery on Hero.
  • Allows Cloning of a Hero.

Technologies: Horatio Faction Technologies



Pilgrims:

Home World: Jungle

Affinity:

  • Ability to Evacuate a Star System.

Technologies: Pilgrims Faction Technologies

Sheredyn:

Home World: Terran

Affinity:

  • Prevents opponents from retreating
  • -33% buyout bonus on system

Technologies: Sheredyn Faction Technologies


Sophons:

Home World: Ocean

Affinity:

  • 0-50% Tax Rate gives a +50-0% 16px-science bonus.
  • -50% Support Modules Cost on Empire.

Technologies: Sophon Faction Technologies



Sowers:

Home World: Tundra

Affinity:

  • -50% 16px-food from System,
  • 40% 16px-industry value is also added to 16px-food.

Technologies: Sowers Faction Technologies



United Empire:

Home World: Terran

Affinity:

  • 25% - 100% Tax Rate will give a 0% - 60% 16px-industry bonus.
  • +10 Ship Experience on building on Empire.

Technologies: United Empire Faction Technologies

Vaulters:

Home World: Terran

Affinity:

  • Once constructed, the Portal consumes all remaining Movement Points, it requires at least one Movement Point.
  • The faction can instantly teleport a Fleet from one system to another system that is under their influence, if both systems have built these quantum aperture.

Technologies: Vaulter Faction-Specific Technologies

Traits[]

Note: The positiv and negativ Trait cancel each other out when one is chosen.

Example: "Builders" / "Unskilled Builders"

Trait Category Cost Description

Notes

Dust Lode Anomaly 4 +3 Dust on the Home Planet.
Hellgourds Anomaly -5 -25 Approval, +3 Food on the Home Planet.
Huygens Rings Anomaly 5 +1 Dust, +2 Science on the Home Planet.
Metallic Waters Anomaly 4 +1 Industry, +10 Approval on the Home Planet.
Mineral Poor Anomaly -8 -1 Industry, -1 Dust, -10 Approval on the Home Planet.
Mineral Rich Anomaly 5 +3 Industry on the Home Planet.
Poor Soil Anomaly -8 -1 Food, -1 Science, -10 Approval on the Home Planet.
Rich Soil Anomaly 5 +3 Food on the Home Planet
Terraformed Planet Anomaly 4 Generates a positive Anomaly on the Home Planet. The following anomalies are possible: Friendly Locals, Strange Fossils, Antonov Rings, Low Gravity, Rich Atmosphere, Komatiite Volcano, Metallic Waters.
Unlucky Colonists Anomaly -10 Generates a negative Anomaly on the Home Planet. The following anomalies are possible: Hostile Fauna, Swamp World, Seismic Activity, Long Season, Meteor Strikes, High Gravity.
Builders Building 8/16/24 -10%/-20%/-30% Industry Cost of Improvements on Empire
Masters of Destruction Building 10/20 -25%/-50% Weapon Module Cost on Empire Disables "Militarists", "The Price of Beauty"
Masters of Illusion Fleet 5/10 -20%/-40% Ship Cost for Ship without Weapon Module on Empire Disables "Militarists", "The Price of Beauty"
Militarists Building 8/16/24 -10%/-20%/-30% Ship Cost on Empire Disables "Masters of Destruction", "Masters of Illusion" and "Make Science, Not War"
The Price of Beauty Building -4/-8/-12 +10%/+20%/+30% Ship Cost on Empire Disables "Masters of Destruction", "Masters of Illusion" and "Make Science, Not War"
Unskilled Builders Building -5/-10/-15 +10%/+20%/+30% Industry Cost of Improvements on Empire
Deep Roots Defense -1/-2 -40%/-80% Ownership Gain Per System on Empire, +50%/+80% Ownership Loss Per System Captured by Opponent on Empire
Fearless Warriors Defense 4/8 +12/+25 Defense per Population on System
Feeble Warriors Defense -2/-5 -8 Defense per Population on System / -25% Defense n System, -8 Defense per Population on System
Rebellion Defense 3/6 +50%/+100% Ownership Gain Per System on Empire, -40%/-80% Ownership Loss Per System Captured by Opponent on Empire.
Revenge Defense 4/8 After losing a system: +25%/+50% MP on all Fleets when Invading. +25%/+50% Ground Defense on all Systems. (for 20 turns)
Stellar Guardians Defense 5/10 +2/+4 Influence Area on System
Diplomats Diplomacy 6/15 +25%/+50% Trade Routes Bonuses on System
Eternal War Diplomacy -10 Can't be at peace with other factions
Naive Diplomacy 5/10 +4/+8 Approval per Faction at Peace or Allied with on System
Symbiosis Diplomacy 6/15 +15%/+30% Trade Routes Bonuses per Cooperation Treaty on System
Blockade Breakers Economy 15 Trade Routes also work in Cold War. Blockades on your Systems won't break Trade Routes.
Businessmen Economy 8/16/24 +10%/+20%/+30% Dust on System
Dust Archaeology Economy 2/4 +20/+42 Dust at Start
Dust Starved Economy -1 No Dust at Start
Entrepreneurs Economy 20 +1 Dust per Population on Planets
Merchants Economy 8/16 +1/+2 Trade Routes Cap on System
Spendthrifts Economy -5/-10/-16 -10%/-20%/-30% Dust on System
Anarchists Fleet -6/-15 -1/-2 Command Point Cap on Empire
Big Fleets Fleet 10/25 +1/+2 Command Point Cap on Empire
Fast Travelers Fleet 5/10 +1/+2 Movement on Ships
Fragile Hulls Fleet -3/-6 -15%/-30% HP on Ships
Make Science, Not War Fleet 12/24 -25%/-50% Support Modul Cost on Empire Disables "Militarists" and "The Price of Beauty"
Meticulous Analysis Fleet 3/6 +1/+2 Vision on Ships
Optimal Structure Fleet 10/20 +15%/+30% Capacity on Ships
Slow Travelers Fleet -3/-6 -1/-2 Movement on Ships
Strong Alloys Fleet 10/20 +20%/+40% HP on Ships
Wasted Space Fleet -8/-16 -10%/-20% Capacity on Ships
Death Before Dishonor Hero 5/10 Hero Injured if use "Retreat" Battle Action. +20%/+40% XP Bonus for each battle on Hero
Dust Impaired Hero -2/-4 +50%/+100% Abilities Dust Cost on Hero
Heroic Medicine Hero 5/10 -25%/-50% Healing Cost on Hero
Legendary Heroes Hero 12/24 -2/-4 Upkeep on Heroes, +10/+20 Hero XP on Hiring on Empire
Micromanagers Hero -5/-10 -20%/-40% XP Bonus when Assigned/Battle/Construction/Opponent Injured
Power Masters Hero 3/6 -25%/-50% Abilities Dust Cost on Hero
Sloppy Sawbones Hero -2/-4 +50%/+100% Healing Cost on Hero
Black Thumbs Population -10/-20/-30 -10%/-20%/-30% Food on System
Cloning Population 5/15/25 +1 Food on (Class 3/4)/(Class 2/3/4)/(all) Planets
Crowded Planets Population 15/20 +1 Max Population on Tiny & Small & Medium Planets / +2 Max Population on Tiny & Small Planets +1 Max Population on Medium Planets Lvl2 Makes Tiny and Small Planets better than Medium
Growth Plan Population 15/30/40 +10%/+20%/+30% Food on System
Optimistic Population 15/25 +10/+20 Approval on System
Pessimistic Population -10/-20 -10/-20 Approval on System
Scientists Science 10/20/30 +10%/+20%/+30% Science on System
Space Cadets Science -5/-10/-15 -10%/-20%/-30% Science on System
Tolerant Science 20/30 Colonizes all planets

-50%/-25% FIDS until required tech known. -50% Approval loss once required Tech known.

Sowers: -25%/-50% Approval loss until required Tech known. Harmony: -8%/-4% Growth per planet until required Tech known.

Basically you only get half Approval Penalty from Planets.

Asteroid: -10 Approval instead of -20 once required Tech is known.

Deadly Weapons Space Battle 5/10/15 +12%/+24%/+36% Damage Max/Min on all Fleet Weapons
Dust Recyclers Space Battle 5/10 +10/+20 Dust for each Destroyed Enemy CP on Empire
Humane Weapons Space Battle -5/-10/-15 -12%/-24%/-36% Damage Max/Min on Fleet Weapons
Knowledge Gathering Space Battle 5/10 +20/+40 Research Points to the Current Research for each Destroyed Enemy CP on Empire
Mutual Understanding Space Battle 5/10 +5% Damage Max/Min per Number of Allies on Fleet Weapons
Offense First Space Battle -2/-4/-7 -5%/-10%/-15% Laser Damage Absorbed, Kinetic Projectiles Deflected, Interception Accuracy on one Missile
Optimal Defense Space Battle 5/10/15 +5%/+10%/+15% Laser Damage Absorbed, Kinetic Projectiles Deflected, Interception Accuracy on one Missile
Snipers Space Battle 7/14/21 +5%/+10%/+15% Accuracy on Fleet Weapons Base Weapon Accuracy increased
Spray 'n Pray Space Battle -5/-10/-15 -5%/-10%/-15% Accuracy on Fleet Weapons Base Weapon Accuracy decreased
Kitchen Chemists Science 20 +1 Science per Population on Planets
Technology 4/8 1st level tech costs 4, 2nd level tech costs 8
Efficient Stock Economy 25 +1% FIS per Strategic Resource deposits on system
Mineral Memory Economy 5 Can see all Strategic Resources of visited systems
Solid Citizens Defense 8 -20% collateral damage against population on system

-20% collateral damage against troops on empire

Strategically Resourceful Economy 7 -1 Strategic Resource required for abundance on empire
Lap of Luxury Economy 15 +50% luxury bonus Applied to the Empire wide % Bonus. Not FIDS.
Asceticism Economy -7 -50% luxury bonus Applied to the Empire wide % Bonus. Not FIDS.
Dust congruity Hero 12/24/36 +0.1%/0.2%/0.3% Dust Leech on Hero The actual tooltip is misleading as you need all 3 to get 30%; the c is not capitalized in-game
Sheredyn Integrity Diplomacy -5 -10 Happiness per deal broken on system That's every system you own, for the rest of the game, by the way
Factions
Playable Factions AmoebaAutomatonsCraversHarmonyHisshoHoratio
PilgrimsSheredynSophonsSowersUnited EmpireVaulters
Non-Playable Factions DeuyivanDust CollectiveEndlessOros Gec
PiratesPlocynosUnknownVirus
Other Information Custom factions
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