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Population bonuses and traits: complete list

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7 years ago
Mar 18, 2018, 9:02:21 AM
BadBecauseMad wrote:

Noticed change in Horatio 50 pop bonus trait. V1.2.11 S5 GOLD-Public


Horatio (Ecologist)
Base:
+3 Food per Horatio pop, +2 Approval per Horatio pop on Hot.
10: 
+1 Ecologist reaction per Horatio pop.
20: 
+15% Food on Systems with Horatio.
50: 
+5% Food added to Influence on Systems and +0.1 Influence per Food conversion on Systems.


Gene splice: +2 Food per pop, +1 Approval per pop.


Not sure if it's intended or not tho. Seems like overkill to me. Gotta look out for more. Don't have much time to play lately.

Also, this is most likely just the typo in the tooltip, cuz when u actually get the bonus u only get 5% Food into Influence. I reported it here.

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7 years ago
Mar 15, 2018, 9:10:45 PM

Here are some new stuff for V1.2.18 S5 GOLD-Public:


Guardian Guides (Pacifists)
Base:
+300 Damage done to attacker during ground battle per pop, +10 Approval per pop, +30 Influence if owner is friendly with factions having Guardians/-30 Influence if owner is enemy of factions having Guardians per pop


(No pop collection bonuses)


(No faction traits or gene splice effects)


Galvran (Scientists) [ES2 Untold Tales DLC]
Base:
+2 Science per pop
10: 
+1 Scientists reaction per pop.
20: 
+10% Science on Systems with Galvran.
50: 
Unlocks unique Galvran law (Quarks and Quarries-1% Technology Cost per owned Strategic Deposit)


Gene splice: +2 Science per pop


Faction Traits:

Primary: Mines Over Matter (+40 Science per Strategic Deposit on Systems)

Alternative: Cryo-Mining (+25% Deposit Value on Strategic Resource Deposit, +20 Science per Cold on Systems)


Kal’Tik’Ma (Ecologists) [ES2 Untold Tales DLC]
Base:
+2 Approval per pop, +3 Approval per pop on Sterile
10: 
+1 Ecologists reaction per pop.
20: 
+10 Approval on Systems with Kal’Tik’Ma.
50: 
Unlocks unique Kal’Tik’Ma law (Moving Tributes+0.25 Movement Speed per Colonized Star System)


Gene splice: +3 Approval per pop


Faction Traits:

Primary: Stalwart Stoics (+10 Approval per Sterile on Systems, -25% Overpopulation Disapproval on Systems)

Alternative: Star Trekkers (+1 System occupied before triggering expansion disaproval on Empire)


Sowers (Religious) [ES2 Untold Tales DLC]
Base:
-1 Depletion Points per Turn on Planets per pop, +2 Food per pop
10: 
+1 Religious reaction per pop.
20: 
+10% Food on Systems with Sowers.
50: 
Unlocks unique Sower law (Sow and Reap+5% FIDS per Fertile on Systems)


Gene splice: -1 Depletion Points per Turn on Planets per pop, +1 Food per pop


Faction Traits:

Primary: Soil Healers (+25 Food per Sterile on Systems, +2 FIDSI per Pop on Planets with Reduced Anomalies)

Alternative: World Architecs (-50% Terraformation cost on Empire)


Sefaloros (Industrialists) [ES2 Untold Tales DLC]
Base:
+1 Industry per pop, +2 Industry per pop on Fertile
10: 
+1 Industrialists reaction per pop.
20: 
+10% Industry on Systems with Sefaloros.
50: 
Unlocks unique Sefaloros law (Bux for Lux: -10% System Improvement Industry cost reduced per Luxury Deposit on Systems)


Gene splice: +3 Industry per pop


Faction Traits:

Primary: Workspace Oddity (+25 Industry per Anomaly on Systems)

Alternative: Bountiful Filtration (+50% Luxury Deposit value on Fertile, +20 Industry per System Level on Systems)


Harmony (Ecologists) [ES2 Lost Symphony DLC]
Base:
+2 Science on Strategic Resource Deposit per pop, +2 Food on Strategic Resource Deposit per pop
10: 
+1 Scientists reaction per pop.
20: 
+10% Science on Systems with Harmony.
50: 
Unlocks unique Harony law (Happy Harmonies+5 Approval per Strategic Deposit on Systems)


Gene splice: +2 Science per pop, +2 Food per pop


Faction Traits:

Primary: Mind Over Body (10% of Food turned into Sciecne on Systems)

Alternative: Mineral Structure (-20% System Dust Upkeep per Deposit on Systems)


And also some updates and corrections:


Vaulters (Scientist) [ES2 Vaulters DLC]

Base: +25 damage to attacker during ground battle per pop, +1 Science per pop.

10: +1 Scientist reaction per Vaulters pop.

20: +10% Science on Systems with Vaulters.

50: +0.1 Science per Manpower on Systems.


Gene splice: +10 damage to attacker during ground battle and +1 Science per pop.


Sisters of Mercy (Religious) [ES2 Vaulters DLC]

Base: +25 damage to attacker during ground battle and +2 Approval per Sisters of Mercy pop.

10: +1 Religious reaction per Sisters of Mercy pop.

20: +20% health regeneration ratio on Systems with Sisters of Mercy.

50: Increases Health on Troops when defending in ground battle by 25%.


Faction Traits:

Primary: Healer I (+50% Hero health regeneration per turn)

Alternative: Healer II (+10% health regeneration on ships)


Gene splice: +10 damage to attacker during ground battle per pop, +2 Approval per pop.


Guardians (Pacifist)

Base: +200 Damage done to attacker during ground battle per pop, +5 Approval per pop, +20 Influence if owner is friendly with factions having Guardians/-20 Influence if owner is enemy of factions having Guardians per pop

5: +1 Pacifist reaction per Guardian pop.

10: +10 Approval on Systems with Guardians.

20: Unlocks unique Guardian law (Peace Prescription: -50% Peaceful Treaty cost).


(No faction traits or gene splice effects)


Deuyivans (Scientist)
Base:
+2 Science per Deuyivans pop, +5 Food per Deuyivans pop on Gas.
10: 
+1 Scientist reaction per Deuyivans pop.
20: 
+15% Science on Systems with Deuyivans.
50: 
Unlocks unique Deuyivans law (Good Science: -30% Empire Development technology costs).


Faction Traits: 

Primary: The Art of Science (-10% on Technology costs).

Alternative: Research Experts (Set Science at 5 if the natural value is lower than that)


Gene splice: +2 Science and +1 Food per pop.

Updated 7 years ago.
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7 years ago
Feb 25, 2018, 12:21:17 AM
BadBecauseMad wrote:

Noticed change in Horatio 50 pop bonus trait. V1.2.11 S5 GOLD-Public


Horatio (Ecologist)
Base:
+3 Food per Horatio pop, +2 Approval per Horatio pop on Hot.
10: 
+1 Ecologist reaction per Horatio pop.
20: 
+15% Food on Systems with Horatio.
50: 
+5% Food added to Influence on Systems and +0.1 Influence per Food conversion on Systems.


Gene splice: +2 Food per pop, +1 Approval per pop.


Not sure if it's intended or not tho. Seems like overkill to me. Gotta look out for more. Don't have much time to play lately.


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7 years ago
Feb 23, 2018, 8:20:44 AM

Noticed change in Horatio 50 pop bonus trait. V1.2.11 S5 GOLD-Public


Horatio (Ecologist)
Base:
+3 Food per Horatio pop, +2 Approval per Horatio pop on Hot.
10: 
+1 Ecologist reaction per Horatio pop.
20: 
+15% Food on Systems with Horatio.
50: 
+5% Food added to Influence on Systems and +0.1 Influence per Food conversion on Systems.


Gene splice: +2 Food per pop, +1 Approval per pop.


Not sure if it's intended or not tho. Seems like overkill to me. Gotta look out for more. Don't have much time to play lately.

Updated 7 years ago.
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7 years ago
Jan 29, 2018, 7:28:59 PM

@Velorace

dobyk wrote:


Notably, when minor factions are generated in a game they can have one of two faction traits for you to assimilate - I call them primary and alternative. Primary traits have a "weight" value of 50 in the xml files and are the traits you will encounter the majority of the time, while alternative traits have a weight value of 20 and will occasionally be chosen instead of the primary trait which is a very nice way to further randomize a game and make it more unique.

Updated 7 years ago.
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7 years ago
Jan 29, 2018, 7:24:27 PM

Also, what are alternative traits? you have to select them, or they are already activated whit the primary?

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7 years ago
Jan 29, 2018, 6:56:02 PM

These are exclusive to the Vaulters, but unlike Sheredyn or Mezari they do not replace original Vaulters. U get one of them as sort of minor(different) pop during the Vaulters questline.



Updated 7 years ago.
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7 years ago
Jan 29, 2018, 3:56:04 PM
BadBecauseMad wrote:

Found a mistake in description for Hissho and Sheredyn (thanks to Bereaved) base bonus: 


it's not +20 Empire Manpower per pop each turn, +30 Empire Manpower per pop on Sterile each turn (+50 total)

Gene splice: +15 Manpower per pop


but +20 Manpower on System Defense per pop, +30 Manpower on System Defense per pop on Sterile (+50 total).

Gene splice: +15 Manpower on System Defense per pop.


*SPOILER ALERT*


I won't spoil much, but u also can get one of those two from the Vaulters questline:


Bereaved (Militarist) [ES2 Vaulters DLC]

Base: +20 Manpower on System Defense per pop and +3 Science per pop on Cold

10: +1 Militarist reaction per pop.

20: +15% System Defense capacity on Systems with Bereaved.

50: +15% Manpower capacity on Empire.


Gene splice: +10 Manpower on System Defense per pop and +1 Science per pop.


Foundlings (Scientist) [ES2 Vaulters DLC]

Base: +3 Science per pop.

10: +1 Scientist reaction per Vaulters pop.

20: +10% Science on Systems with Foundlings.

50: +2 Movement Points on Ships.


Gene splice: +2 Science per pop.


You are a golden man, BadBecauseMad. I only had time to play a little after I got the DLC and I played my custom Horatio to discover the Sisters, so I didn't really finish the Vaulters, just a few turns with them. That's really helpful, and thanks for the correction! Actually I'm happy to see there is another Militarist minor pop. Are these exclusive to the Vaulters? Are these two variations of the base Vaulters, like Sheredyn and and Mezari for UE, or entirely different minor pops?


Updated 7 years ago.
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7 years ago
Jan 29, 2018, 1:49:57 PM

Found a mistake in description for Hissho and Sheredyn (thanks to Bereaved) base bonus: 


it's not +20 Empire Manpower per pop each turn, +30 Empire Manpower per pop on Sterile each turn (+50 total)

Gene splice: +15 Manpower per pop


but +20 Manpower on System Defense per pop, +30 Manpower on System Defense per pop on Sterile (+50 total).

Gene splice: +15 Manpower on System Defense per pop.


*SPOILER ALERT*


I won't spoil much, but u also can get one of those two from the Vaulters questline:


Bereaved (Militarist) [ES2 Vaulters DLC]

Base: +20 Manpower on System Defense per pop and +3 Science per pop on Cold

10: +1 Militarist reaction per pop.

20: +15% System Defense capacity on Systems with Bereaved.

50: +15% Manpower capacity on Empire.


Gene splice: +10 Manpower on System Defense per pop and +1 Science per pop.


Foundlings (Scientist) [ES2 Vaulters DLC]

Base: +3 Science per pop.

10: +1 Scientist reaction per pop.

20: +10% Science on Systems with Foundlings.

50: +2 Movement Points on Ships.


Gene splice: +2 Science per pop.

Updated 7 years ago.
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7 years ago
Jan 29, 2018, 10:41:24 AM

With the new Vaulters DLC in, we have cool new things to try out like the Vaulters themselves and the Sisters of Mercy. The thread has been updated with their bonuses :) Happy playing!

Updated 7 years ago.
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7 years ago
Jul 16, 2017, 5:17:52 PM

Hey guys,


For a while I've wanted to know what all the bonuses and traits of the various faction in the game are, and I found this good list made by Muggins. It was incomplete, however, and didn't take into account the population stats and bonuses as of the current patch. Thus, I decided to update his list and give you the full information on the collection bonuses and faction traits of all factions, with a particular focus on the minor civilizations. I also made use of Vardogyr's guide to minor factions, which provided me with the exact names and effects of the unique racial laws, which I couldn't really unlock since I had a different approach of uncovering the data. Thus, I compiled all the data for your use, in case anyone wants to plan strategically what populations to pay attention to in a given game and scenario.  I also dug into the xml files and discovered a few interesting things. 


Notably, when minor factions are generated in a game they can have one of two faction traits for you to assimilate - I call them primary and alternative. Primary traits have a "weight" value of 50 in the xml files and are the traits you will encounter the majority of the time, while alternative traits have a weight value of 20 and will occasionally be chosen instead of the primary trait which is a very nice way to further randomize a game and make it more unique. Of course you can't know which minor factions will be generated in a given session or what their assimilation traits will be, but you can know in advance what to hope and look out for, and generally to have knowledge of the different variables. I've also included the gene splicing effects of all major and minor factions when it comes to Horatio. I didn't have the time to check what the effects are for all the major factions, however, so if anyone can check these and help me fill the missing bits I would be very grateful. I haven't included the traits of the major factions because they are numerous and easily visible in-game.

Without further adue, here are the collection bonuses and faction traits of all major and minor factions in ES2, correct as of patch 1.2.4 (including Vaulters DLC). If there are any mistakes please let me know!


Major Races


Cravers (Militarist) 
Base: 
+150% FIDS on Undepleted Planets per Craver pop, +1 Depletion Points on Planets per Craver pop.
10: 
+1 Militarist reaction per Craver pop.
20: 
+10% Ship cost reduction on Systems with Cravers.
50:
+1% Damage per depleted Planets on weapon modules; + 1% Troops damage per Depleted Planets on Empire


Gene Splice: +5% FIDS per (Horatio) pop.

Horatio (Ecologist)
Base:
+3 Food per Horatio pop, +2 Approval per Horatio pop on Hot.
10: 
+1 Ecologist reaction per Horatio pop.
20: 
+15% Food on Systems with Horatio.
50: 
+0.1 Influence per Food conversion on Systems.


Gene splice: +2 Food per pop, +1 Approval per pop.

Lumeris
(Pacifist)
Base: 
+1 Dust per Lumeris pop, +3 Dust per Lumeris pop on Fertile (+4 total).
10: 
+1 Pacifist reaction per Lumeris pop.
20: 
+15% Dust on Systems with Lumeris.
50: 
Ignore trade route blockades even when at war.


Gene Splice: +2 Dust per pop.


Riftborn (Industrialist)
Base: 
+5 Industry/Dust/Science per Riftborn pop.
10: 
+1 Industrialist reaction per Riftborn pop.
20: 
+15% Industry on Systems with Riftborn.
50: 
Wormhole travel consumes only half a ship’s movement points.


Gene Splice: +2 Industry/Dust/Science per pop.

Sophons
(Scientist)

Base: +1 Science per Sophons pop, +3 Science per Sophons pop on Cold (+4 total).
10: +1 Scientist reaction per Sophons pop.
20: +15% Science on Systems with Sophons.
50: -20% Science cost on technologies.


Gene Splice: +2 Science per pop.


United Empire – Default (Industrialist)
Base: 
+1 Influence per United Empire pop.
10: 
+1 Industrialist reaction per United Empire pop.
20: 
+15% Influence on Systems with United Empire pop.
50: 
-20% Pacific/Cultural Conversion cost on Empire.


Gene Splice: +1 Influence per pop.


United Empire – Sheredyn (Militarist)

Base: +20 Manpower on System Defense capacity per Sheredyn pop, + 30 Manpower on System Defense capacity per Sheredyn pop on Sterile (+50 total).

10: +1 Militarist reaction per Sheredyn pop.

20: +15% System Defense capacity on Systems with Sheredyn.

50: +15% Manpower capacity on Empire.


Gene splice: +15 Manpower on System Defense capacity per pop.


United Empire – Mezari (Scientist)

Base: +1 Science per Mezari pop, +3 Science per Mezari pop on Cold (+4 total).

10: +1 Scientist reaction per Mezari pop.

20: +15% Science on Systems with Mezari.

50: -20% Science cost on technologies.


Gene Splice: +2 Science per pop.


Unfallen (Pacifist)

Base: +2 Food per Unfallen pop, +5 Food per Unfallen pop on Fertile (+7 total).

10: +1 Pacifist reaction per Unfallen pop.

20: +15% Influence on Systems with Unfallen.

50: +50% ownership recovery rate on Systems.


Gene splice: +2 Food per pop.


Vaulters (Scientist) [ES2 Vaulters DLC]

Base: +20 damage to attacker during ground battle and +1 Science per Vaulters pop.

10: +1 Scientist reaction per Vaulters pop.

20: +10% Science on Systems with Vaulters.

50: +0.1 Science per Manpower on Systems.


Gene splice: +10 damage to attacker during ground battle and +1 Science per pop.


Vodyani (Religious)
Base: 
+ 4 Food/Industry/Dust/Science per Vodyani pop, -50% Population Growth penalty.

10: +1 Religious reaction per Vodyani pop.
20:
+5% FIDSI on Systems with Vodyani.
50:
+100% Hero recovery (healing) rate on Heroes.


Gene splice: +2 Food/Industry/Dust/Science per pop.


----------------------------------------------------------------------------


Minor Races


Amblyr (Pacifist)

Base: +1 Dust per Amblyr pop, +2 Industry per Amblyr pop on Sterile.

10: +1 Pacifist reaction per Amblyr pop.
20: 
+10% Dust on systems with Amblyr.
50: 
Unlocks unique Amblyr law (Drill Mill Bill : +50% Deposit Value on Luxury Resource Deposit).


Faction Traits:

Primary: Profitable Exploitations (+40 Dust per Strategic Deposit on Systems).

Alternative: Industry Contacts (-10% Improvements Buyout on Systems, -10% Ships Buyout on Systems)


Gene splice: +3 Dust and +1 Industry per (Horatio) pop.


Amoeba (Ecologist)
Base:
+5 Food per Amoeba pop.
10: 
+1 Ecologist reaction per Amoeba pop.
20: 
+15% Food on systems with Amoeba.
50: 
Unlocks unique Amoeba law (Thick Skins Bill: -50% Diplomatic Pressure from other Empires).


Faction Traits:

Primary: Groupthink (+20 Influence per Empires in Alliance on Empire; +10 Influence per Empires at Peace on Empire).

Alternative: Harmonious Development (+0.1 Food per Industry on Systems)


Gene splice: +3 Food per pop.


Bereaved (Militarist) [ES2 Vaulters DLC]

Base: +20 Manpower on System Defense capacity per Bereaved pop, +3 Science per Bereaved pop on Cold.

10: +1 Militarist reaction per Bereaved pop.

20: +15% System Defense capacity on Systems with Bereaved.

50: +15% Manpower capacity on Empire.


(no assimilation traits, minor population exclusive to the Vaulters)


Gene splice: +10 Manpower on System Defense capacity and +1 Science per pop.


Bhagaba (Pacifist)
Base: 
+1 Influence per Bhagaba pop on Fertile.
10: 
+1 Pacifist reaction per Bhagaba pop.
20: 
+10% Influence on Systems with Bhagaba.
50: 
Bhagaba Ground Battle Strategy unlocked (White Flag: immediate surrender to preserve Manpower Improvements; slower transition period for invader)


Faction Traits:

Primary: Culturally Resistant (+25% Own Cultural/Pacific Conversion cost on Systems).

Alternative: Disarming Diplomacy (-10% Peaceful Treaty cost per Empires at Peace on Empire; -10% Peaceful Treaty cost per Empires in Alliance on Empire).


Gene Splice: +1 Influence per pop.


Deuyivans (Scientist)
Base:
+2 Science per Deuyivans pop, +5 Food per Deuyivans pop on Gas.
10: 
+1 Scientist reaction per Deuyivans pop.
20: 
+15% Science on Systems with Deuyivans.
50: 
Unlocks unique Deuyivans law (Good Science: -30% Empire Development technology costs).


Faction Traits: 

Primary: The Art of Science (-10% on Technology costs).

Alternative: Research Experts (Set Science at 5 if the natural value is lower than that)


Gene splice: +2 Science and +1 Industry per pop.

Epistis (Ecologist)
Base: 
+1 Industry per Epistis pop, +5 Food per Epistis pop on Sterile.
10: 
+1 Ecologist reaction per Epistis pop.
20:
+20% Industry cost reduction on Building Construction on Systems with Epistis.
50: 
Unlocks unique Epistis law (Fast Clean-Up Bill: +20% ownership recovery rate on Systems).


Faction Traits:

Primary: Selfless (-10% Peaceful Treaty cost on Empire)

Alternative: Machine Trading (+5% Star System Trade Value on Systems)


Gene Splice: +2 Industry and +1 Food per pop.

Eyder (Religious)
Base: 
+1 Dust per Eyder pop, +5 Dust per Eyder pop on Gas (+6 total).
10: 
+1 Pacifist reaction per Eyder pop.
20: 
+25% Building buyout on Systems with Eyder.
50: 
Unlocks unique Eyder law (Dust Diggers: +10% Dust per Empires at Peace).


Faction Traits:

Primary: Relic Peddlers (+5 Dust per curiosity discovered on Empire).

Alternative: Born to Bargain (+25 Dust per Hero employed on Empire).


Gene Splice: +2 Dust per pop.


Foundlings (Scientist) [ES2 Vaulters DLC]

Base: +3 Science per Foundlings pop.

10: +1 Scientist reaction per Foundlings pop.

20: +10% Science on Systems with Foundlings.

50: +2 Movement Points on Ships.


(no assimilation traits, minor population exclusive to the Vaulters)


Gene splice: +2 Science per pop.


Gnashast (Militarist)
Base: 
+50 damage done to attacker during ground battle per Gnashast pop, +50 damage to attacker during ground battle per Gnashast pop on Fertile (+100 total).
10: 
+1 Militarist reaction per Gnashast pop.
20: 
+300 damage done to attacker during ground battle on Systems with Ghashast.
50: 
Unlocks Gnashast Ground Battle Defense militant defense strategy (lower casualties, less improvement destruction, increased damage done).


Faction Traits:

Primary: Hard Hitters (+750 damage done to attacker during ground battle on Systems).

Alternative: Monstrous Opponents (+15% Infantry Damage on Empire, +15% Infantry Health on Empire).


Gene Splice: +50 damage done to attacker during ground battle.


Guardian (Pacifist)

Base: +200 Damage done to attacker during ground battle, +5 Approval.

5: +1 Pacifist reaction per Guardian pop.

10: +10 Approval on Systems with Guardian.

20: Unlocks unique Guardian law (Peace Prescription: -50% Peaceful Treaty cost).


(No faction traits or gene splice effects)


Haroshem (Pacifist)

Updated 7 years ago.
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7 years ago
Jul 20, 2017, 1:01:44 PM
CyRob wrote:

A great list looks rather complete, only thing is that Horatio pops can be gene sliced (if your a custom faction) for +2 Happiness per Population

Ah! Thanks, I didn't notice that since I don't spend much time with customs. Cheers.

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7 years ago
Aug 3, 2017, 9:34:35 AM

Great thread! Might be a challenge to keep updated in the weeks to come, but you've got my points!

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7 years ago
Aug 5, 2017, 10:44:57 AM
OmegaPraetor wrote:

This is exactly what I was looking for! Thank you so much for all your hard work!

 No problem, glad it's useful :) 


Frogsquadron wrote:

Great thread! Might be a challenge to keep updated in the weeks to come, but you've got my points!

Thanks! Haha yes, I'll be keeping an eye on the patches in case any of this is changed so it stays relevant :p

Updated 7 years ago.
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7 years ago
Nov 30, 2017, 1:20:55 AM

As u can see above we got some new stuff(laws and tactics) and that genesplicing was somewhat nerfed and got some strange (or just not as straightforward) gene splicing effects. I wonder if that was intended? For example: Remnant splicing now gives +2 Industry and +1 Dust while original Remnant provides +1 Industry and +2 Dust on Happy (so it should be like +1 Industry, +1 Dust, no?) + some other cases. 


I also noticed that Lumeris gets +10 Dust on Fertile when boosted I think it supposed to be +6 Dust on Fertile when boosted. And that boosting your gene hunter population only affects original bonuses (i don't remember for sure but i think it wasn't like that before that is intended). So any comments from the devs would be nice! 


Anyway, let me know if any mistakes or smth missed.

Updated 7 years ago.
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7 years ago
Nov 30, 2017, 1:47:34 AM

I'm curious to know how assimilation quests for minor factions work. Are they random or does each faction have its own quest? If each minor faction does have its own quest, it would be nice to document it here as well.

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