ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
“Even when we are overwhelmed by the monstrosity of the ever expanding universe we too have a reason to be here. Within a small planet called [Planetname]a dream was made. Hoping that one day the dream will make a mark throughout the endless space.”
Rise of a Dream: +X% of on your empire for X turns
The Falling Star
“Throughout ages people makes wishes when they see a shooting star. However, when hundreds of shooting stars are heading straight towards one of your planet you realise your wish does not always come true.”
That's Not My Wish!: -X opulation: for [planetname]
Expanding Universe
“Realizing that the universe expands, you and the other empires fails to understand why we must fight each other to compete for space.”
The Universe Is Big Enough For Us All: +X , reduces hostility when near AI galaxy (Single player only), Peace treaty are more cheaper.
"Some unquantifiable factor of the industrialised exploitation of Dust within the galaxy has catalysed a bizarre relationship between Dust and the metal deposits found on lucrative planets."
Symbiotic Resources: -15 Dust, +2 Strategic Resource on random Hydrogen/Desert (may/may not be colonised by player) planet for 10 turns.
Green Fingers and Thumbs
"Your people have begun to recognise the inherent long-term danger of rampant industrialisation across the Empire, which has led to (relatively) peaceful protestations, marches and worker strikes within major cities and with many citizens planting vegetable gardens wherever they can."
Pacifist Eco-Terrorism: -10% Industry, +10% Food on Empire for 15 turns.
'Traditions, culture, norms and values, they change over time, but time is going fast and you are still the same. They call for reformings.'
Effect Empire; Religious Reforming:
-15% for 10 turns.
+30% per turn for 10 turns.
The Fleet Laws
'The labourers, military and factory owners want to have a mighty fleet, a mighty nation. They are building ships for war without even asking my permission and spend too much money on making the ships look fancy. How irresponsible, but they do look really neat, I give them that.'
Effect Capital/One Planet; Civilian War Preparations:
+10% on the capital and after 10 turns, 10 will spawn in your capital with +20% ower: and -10% .
-20% on capital for 10 turns.
Little Moon
'I saw her when I was standing on my private space station, the largest, most beautiful asteroid I have ever seen! It is bright yellow and green, she moves slowly and steady. It must have some resources! Tear it apart! Quick!'
Effect Planet; It Is All Mine!::
+60 for 3 turns.
-10 for 3 turns.
+Planet also gets a random anomaly: Metalic Water, Meteor Strikes, Antonov Rings, Mineral Rich or Huygen Rings (and more meteor related anomalies).
Greetings, worthy animal species № 67-58! After 164 years of observations, you were recognized as an important part of the galactic ecosystems. Your memory, for obvious reasons, will be erased. But you'll be rewarded with economic promotion. Almost unseen. For obvious reasons.
A new company has formed incorporating Dust into the construction of roading and land based transportation. Local governments have lauded the company and technology, whilst historians and scholars are understandably unnerved about the new company's name.
"your citizens are infatuated with the idea peace. They now seem to believe that constantly fighting one's neighbours is no longer a good idea. This has lead to peaceful protests all over your empire against the construction of new warships"
pacifists all empires take 50% longer to build new ships for 5 turns, all empires: increase pacifist ideology on empire, all empires: +15 happiness for 10 turns
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"This year on Planet X the greatest Pod Racers will assemble to find their best among them. The hype of this event will inspire Captains to take more risks and speed their ships up."
Need for Speed: +10 and +10% empire wide for 10 turns.
Ancient Magicks
"One of your heroes discovered an ancient book full of arcane dust rituals. After countless hours he learned to empower himself using dust"
Dust Absorption: +2 XP/turn and +5 upkeep for hero
Retiring Crime Syndicate
"In his old age the boss of an important crime syndicate decided to go legal, so that he can pass his empire on to his children."
Innocence Inc.: a new trade HQ and 2 new trade Branches will be added permanently to systems you own. -10 for 10 turns
"All heroes have disappeared due to a mysterious galactic calling."
The Awakening: Your heroes have disappeared and their abilities are unavailable.
(The player has no way of knowing how long this will last for though perhaps a value between 15 and 30 turns makes sense - long enough to take advantage of another empire or mess up your own plans)
Recently a lot of people on [randomplanet] started to disappear. Further investigation revealed beings in armor feeding off the life force of your population. Enraged, your citizens took matters into their own hands, purging these so called 'metal lords'. Surprisingly, it lead to an increase of Dust production.
Kill the Vampires: -1 population on [randomplanet], +x amount to Militarist faction, +10% dust on empire for 10 turns.
Minorities Day
Some enthousiastic government officials want a special day to celebrate species diversity in your empire. Grudgingly you agree. Seeing how serious your efforts are and how happy your citizens are with them, the [targetminorrace] partake gladly in the celebrations and offer you gratitude.
Let's eat Cake and Sing!: +25% of target minor race effect on empire for 20 turns, +x amount to Pacifists faction.
Meddling with Endless technology your scientists succeed in producing large amounts of a substance called "dust coffee". Gaining popularity, the stimulating drink quickly becomes a commodity in your empire. However, the recipe is soon lost as scientists, trying to control the flow, destroy the Endless coffee machine.
The Spice must flow: -5% dust on Empire, +20% science for 10 turns.
"A mysterious strange being has been seen. Nobody knows what he seeks to achieve. His strange whispered suggestions betrtay his knowledge of things he could not possible know. Some say he is a divine being while others are afraid of his intangible nature."
Impossible Advice: for 10 turns +20% on system, +10 Approval on system if primarly religious system, -10 Approval on system if primarly scientific system; increases religious ideology on system
Skyfin
"A travelling merchant of curiosities sold a strange floating creature from a planet he described as mythical. The creature seems to posses adapt exceptionally well to cold climates."
Skyfin Gene Mapping: unlocks Arctic Colonization technology on empire
An Ancient Ring
"An ancient artifact has been discovered. After thorough examination it could be activated. It seems this strange ring creates an artificial cosmic string that can be used like its natural occuring siblings."
Ancient Warpgate: creates a new permanent cosmic string between a system and another system
"All empires have cowards. Some of your units fear the dangers of space and start a riot. Like rats into the shadows, they stole a ship and run away."
Rats aboard: The weakest ship of one of your fleets turns into a deserter-pirate ship.
Blessing in disguise
"During the construction of infrastructure improvements, a city crumbles unexpectedly. Engineers can not explain this anomaly and panic spreads. But during the rescue operations, they discover a huge dust deposit. And all of that was right under their feet!"
Dust wreck: -1 Population (next turn only), +3 Dust per Population (permanently) and -10 Approval for 10 turns on "X" planet
Shameless scientists
"Disobeying the limits of morality in scientific research, some of your scientists made great progress and unlock the secrets of antimaterial quantum, at the expense of the environment and population of your home planet"
Everything is for science: The best technology is discovered. -1 Food per Population and -1 Population on Home Planet.
Neo-PostPop songstar Johnson Howard fights against the poverty. "Everybody should have a home, food and deserve education.", he said, "Even those strange and stupid beasts."
Xeno NGO: -10% , +5% [empirewiththebestscore,8turns], groups of X lost amounts are given as reserves each turn to the lowest score empire.
(where X is the amount of ressources in a regular ES2 reserve)
Heal the tars, meteorites in a butter spark
Neo-PostLop gangster Joneh-Soneh Hoovaar fights again the galaxy. "Me and my buddies need home, food and education, now.", he said, "Haven causes ranged turpitude and reaves."
Xeno'n go: -10% , +5% [empirewiththebestscore,8turns], lost amounts are converted in / to construct a pirate fleet spawn around that best empire's tradelane.
Far colony, far problems
"No sir, this is a re-volution.", the governor said in an interview for K-TrideoCast. Reports says troubles started a week ago because of violent actions of a terrorist groupuscule know as "the Circle" or something.
Re-volution: -5% , -5% , -25% , -33% , opposite ideology gets a 100% boost at the expense of the other ideologies. -33% -> +33% if the ideology changes after a vote. [system,Xturns].
(where X is the number of turns between elections).
Description: "The magnetic field of our planets entered a chaotic phase. Many of our industry infrastructures are being damaged, but this is a rare event to learn from. Thankfully, the marvellous skies are a source of enjoyment for the whole empire."
Science's fair for everyone: - 50% for 5 turns [System], Unlock current researched technology [Empire], + 20 % for 3 turns [Empire], + 10 % for 5 turns [Empire]
Pilgrimage for a White Dwarf's Requiem
Description: "A nearby white dwarf is emitting its last light rays, before turning into a dead celestial body. Our people wants to pay tribute to this long-time companion, and pray for its afterlife. We'll always be there to wave a friend's departure."
Sorrow of a friend: + 20% for 5 turns [System], Increase Religious political ideology [System], - 10 % for 5 turns [System]
At the Crossroads of a Nebula
Description: "Our system is crossing the path of a giant gas and micro-material cloud, vestige of the life of an old red giant. We are blind and ships are not prepared, but richness of this matter will make us wealthy."
Hidden in a chest: -30% for 3 turns [System], Fleets can't move for 3 turns [System], A stock of luxury resource is gained for the empire, + 25 % for 5 turns [System]
“The empire is profitable and the dust is falling from the sky. The populace is happy and our coffer over fill with joy, and of course dust.”
Dust, dust, and more dust. - +10% Dust on empire for 10 turns
Good Feels
“Your empire is in a state of Zen and complete happiness. No way there is such a thing as too happy right? Toast your highness.”
This feels so right - -10% Production +30 Approval on Empire, for 10 turns
Space Ilk
“An ilk from the stars has happened upon one of your fleets and been transported home. These creatures have flooded the streets and keep the populace from their duties. They do however appear to be strengthening our scientific efforts.”
Ilkiest of Ilks - -10% Production and +10% Research on Empire, -10 Approval on Empire, for 10 turns.
Description A sample of nano-machines has breached containment. Designed as a MAD device, it's an early prototype "eating" alloys used in many factories. In addition, the process is flawed, leaving a film of byproducts shown to be shockingly high in nutrients.
Effect: IT'S PRODUCTION! -X%, +X%, on [System] or [Planet] for 5 turns, +Y [Empire]
The Labyrinth
Description While on routine patrol, your fleet encounters an Endless naval defence. An elaborate field of mines come into phase, with twisting paths leading to dead ends. Finally free, valuable time was lost while gaining equally valuable experience.
Effect: Slow and Steady... [Fleet] loses all movement this turn. [Fleet] gains experience.
Reversed Neutron Polarity
Description A ripple of change courses through space, affecting all observed neutrons. They all paradoxically have both + and - charge that seems to be decaying. While fascinating, shockingly little practical change has resulted.
Description: Foreign gravitons are bleeding across hyperdimensions and into our universe! The previously agreeable gravity of the planet has been somewhat increased. Broken alien transmissions suggest this is not a natural occurrence, whoever the culprit, they're rather irresponsible.
Effect -- Multiversal Repercussions: Adds 'High Gravity' anomaly to a planet. +1 Science per Population on (affected) planet.
Temporal Disturbance
Description: Constant Light Speed travel activity seems to have confused time! Evidently time dilation is confusing even for time itself. The changes, albeit temporary, are amazing. Scientists all over are traveling to the system to study the phenomenon. Luckily it's only a matter of time before the 4th Dimension catches up with reality.
Effect -- Wibbly Wobbly Timey Wimey: (+/-) x% on highest Populated System. +x% on Empire.-- (Science bonus maybe can extend to Empires at Peace/Alliance with the Parent Empire). Lasts for 5+x Turns.
Oddity: This bonus is based off the idea that Time can speed up /or/ slow down; So the FIDS could be either Positive or Negative.
Multi-Cultural Singularity
Description: Tele-Way has featured *System Name* in their latest advertisements. As a result, all walks of life are vying for residency! The major influx of immigrants brings various benefits. Unfortunately, the ABC also caught wind of it.
Effect -- Immigration Sensation: Passive (Pacifist) Propaganda (Isn't in the construction Queue) on *System Name* (15 turns). Creates a Large Pirate Fleet on the System.
Little Lore: The first entry is a reference to the description of ES1's High Gravity anomaly (after it's been repaired).
The Second is probably more complex than it needs to be, but I liked the idea.
The third; Tele-Way is our (mine and my friends) Goto name for the biggest trade/centralized system in any Endless Space game. A little private joke, I guess.
A strange ship filled with wondrous machines capable of fabricating seemingly anything has been found in orbit around [planet]. Its architecture and technology match no other known culture in the galaxy, but the devices are clearly highly advanced.
A high amount of pacifist and political activist have managed the influence enough of the population within the system and are able to persuade a majority of the population in the system, all empires and minor factions alike. Spreading all aspects of every culture, a cultural enlightenment swept the system and as a result everyone living in the system are able to make peace with one another which prompted the system to their develop a new single system wide belief incorporating all the previous cultures into one.
New Understanding: System gains +20 for 10 turns and + X amount of Pacifist population increase.
An Unexpected Visitor
Out of the blue, a new minor faction has abruptly moved into one of your planets and have no intentions of leaving anytime soon. Whether they are friendly or not is yet to be discovered, but hopefully their intrusion won't be long.
Minor Staying the Night Party: A opulation: of (X Amount) of (X) Minor Faction is introduced to Player Planet (X) for 20 turns.
*I am considering making this a permanent, but I'm not sure how much an additional minor faction population will effect a planet or system.*
A Light Seen Across the Galaxy
A bright light has appeared and can be seen across the whole galaxy. The light seems to be slowly dissipating but your scientific community has become motivated to learn what the cause of this event is, and are rapidly moving to find out this new phenomenon. At the same time, romantics and young couples are enjoying the beautiful new, and unique hues of color left in scenery of the sky and stars.
Magnificent Sight 25% 25% and +20 on all empire for 5 turns.
"A derelict spacecraft of unknown origins was discovered. Inside were several containers of cryogenically frozen furry creatures. Once thawed, these critters start to eat any available food and breed uncontrollably. Although the 'Pribbles' are a popular pet with the citizens of the empire, it takes considerable resources to feed and neuter them."
Creature Comforts: +20 Approval on Empire for 20 turns
-5% Science on Empire for 20 turns
-5% Food on Empire for 20 turns
Increase the Pacifist Ideology on Empire
World Killer
"An advanced probe from a unknown faction has targeted the most populated planet in your empire. Once they saw past its strange psychological deceptions, the Empire determined the probe's true purpose was to destroy any advanced civilization. The world killing process had already been initiated before the citizens could defend themselves, which resulted in a planet-wide earthquake. The angry survivors are able to stop the probe from replicating itself and reverse engineer some of its technology."
Planetary Forge: Most populated planet is turned into a Lava planet
Population reduced to 1 unit
All Advantageous/Debatable Anomalies removed
Cheapest available Galactic Warfare technology obtained
Increase the Militarist Ideology on Empire
Garden World
"A recently surveyed planet is found to be tidally locked with its star, which provides constant sunlight to one side of the world. There is evidence that vast circular gardens grew here long ago, and many citizens are interested in reviving it. The empire invests in this idea, and is able to find dormant flower bulbs to replant the long forgotten fields. Strange purple and yellow flowers soon grow, which seems to awaken the planet's ecosystem. The citizens quickly benefit from this accelerated growth."
Endless Garden: -500 Dust
Most recent planet discovered turned into a Jungle planet
Most recent planet discovered gains "The Tree of Worlds" Wonder and the "Garden of Eden" anomaly.
Increase the Ecologist Ideology on Empire
The first one is a homage to Star Trek and the second is an homage to the book Forge of God.
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