The horatio

Список дополнений / DLC

  • Endless Space 2 — Vaulters
  • Endless Space 2 — Target Locked Update
  • Endless Space 2 — Little Grin Man Update
  • Endless Space 2 — Galactic Statecraft Update
  • Endless Space 2 — Stellar Prisoner Update
  • Endless Space 2 — Community Challenge Add-on
  • Endless Space 2 — Endless Day Update
  • Endless Space 2 — Supremacy
  • Endless Space 2 — Guardians & the Galaxy Update
  • Endless Space 2 — Untold Tales
  • Endless Space 2 — Lost Symphony
  • Endless Space 2 — Stories
  • Endless Space 2 — Renegade Fleets
  • Endless Space 2 — Harmonic Memories
  • Endless Space 2 — Celestial Worlds
  • Endless Space 2 — Penumbra
  • Endless Space 2 — Muck & Makers Update
  • Endless Space 2 — Awakening
  • Endless Space 2 — Digital Artbook
  • Endless Space 2 — Dark Matter

Temple to the Lost

The Nakalim have a unique «planetary specialization» they’re able to build, called the «Temple to the Lost».

The primary use of this is that it gives you an extraordinary source of influence gain, available right from the start of the game. This is an extremely large amount that almost no other faction has similar access to, with the sole exception of the Unfallen.

This also enables a very unusual mechanic, as well — it unlocks a new kind of «pacific conversion» (like the kind enabled by getting the late-game technology, SLC (Supra-Light Content) Systems). Unlike that mechanic, this allows you to convert a system to belong to the Academy faction, rather than yourself — besides the upside of removing a system from your rival, the Academy also rewards you for this action. This «pacific conversion» is a special action only available when this specialization is present on a system, and it requires no technology to perform (in theory, it would be available from turn 1, presuming your influence bubble could somehow overlap an enemy system by then).

Converting a system to the academy’s control provides several benefits:

  • The Academy will immediately give you a few relics, depending on the quality of the system when converted.
  • The Academy will immediately give you some «credit» towards the current academy competition (etc, etc depending on system quality).
  • The Academy will permanently «tithe» half of the , , and of the system to you. Although this does include , it often won’t amount to much during most parts of the game. The system will also give you half of its luxury resources, as long as they’re actually exploited by the academy, which tends to be far more valuable (it’s comparable to using mining probes, and won’t ever be ‘taken’ from you as long as the system remains owned by the academy).
  • This system will add +1 to the number of systems you’ve considered «conquered» for a conquest victory.
  • If you use this on a minor faction, you do not get their assimilation bonus. It instead is granted to Isyander (and apparently actually does work for the Academy, since most of their mechanics of using planets are actually internally simulated — however this is unlikely to ever be strategically valuable to you as a player, since the Academy has fairly passive behavior).
  • Note also that this does not replace your normal ability to «pacific convert» a system to your own faction’s control; if you eventually research that SLC (Supra-Light Content) Systems technology, you can also perform that action.

The current way these temples work is to reduce the generated by the planet to 50% of its normal value, and also to provide 10 per on that planet, which is an enormous amount for any stage in the game, but it available immediately at the start. (There are no upgrades to make temples’s stats stronger as the game goes on, as there are for other planetary specializations, but the default values are strong enough that they don’t need it).

The temples don’t seem to apply any secret multiplier to the rate of influence-circle-growth; they simply provide a lot of influence, and work with the circle-growth mechanic in its vanilla formulation.

Strategic Notes:

This can give the Nakalim enormous amounts of influence very early in the game — not immediately, since they start the game struggling to generate food on a desert planet, but rather quickly. The lack of food is the major bottleneck on this, since the -50% malus would tip you into starvation if you made a temple on Sobra and also tried to colonize — also because a -50% malus means you’ve got half the pop growth rate, and this a per-population effect. One you have a decent foothold (even as early as just colonizing another non-sterile planet in your home system), though, you can erect an initial temple for a very high amount of influence.

In all stages of the game, the 10 per is an extremely high amount, and will basically solve all of your law upkeep/etc problems for the rest of the game.

The pacific conversion is also a powerful tool, and the Nakalim’s raw influence growth will tend to bring it into play under reasonably normal circumstances, rather than the very unusual circumstances most other factions have to bring to bear to make it happen, since theirs grow that much faster. The main strategy behind this is simply to aggressively forward settle, since you don’t have to be afraid of the mechanic being used against you under most circumstances.

Графика и техническая реализация

Уже в раннем доступе игра твердо закрепила за собой позицию одной из самых красивых стратегий. И вовсе не из-за супер-современной графики с заоблачными системными требованиями, а благодаря великолепному визуальному стилю.

Вступительные ролики рас и ключевые иллюстрации в игре великолепно анимированы, благодаря чему создается ощущение трехмерности. Однако на самом деле все картинки выполнены в 2D и не требуют мощного компьютера. Трехмерные элементы, такие как планеты и зведолеты, выполнены старательно и аккуратно.Отдельно стоит упомянуть про интерфейс, который создан с каким-то маниакальным профессионализмом. Он минималистичен, но при этом не отдает дешевизной, которую можно почувствовать во многих современных играх. Наоборот, каждый элемент создан настолько хорошо, насколько это вообще возможно в рамках выбранной стилистики.Качество перевода на русский язык довольно высокое, «машинных» моментов практически нет. При этом некоторые фрагменты так и остались на английском — верный признак того, что переводили вручную.Также пострадала адаптация шрифтов под кириллицу. Некоторые фразы не умещаются в свои поля, что иногда создает неудобства и в целом немного портит впечатление от игры.

Explorer

Class

Salutation, aka «Aspirant» 1 1
Slots 2× 1×1×1×

Available Slots:

Total:= 2, = 1 ~ 2, = 1 ~ 2, = 5

Strategic Implications:

This is a verbatim copy of the United Empire explorer. The same things apply:

As a «pure exploration» ship this has below-par potential, since you only have two slots. You will never be very fast compared to other faction’s scout ships, and you’ll be even slower if you equip any probes.

However, this ship has the potential to have up to 2 defense slots, and 2 attack slots. It’s a very solid fighting ship you can field without having to research the actual combat ship technologies, available immediately at the start of the game.

Lore

The Deuyivans are not a race that was «created» so much as they are a race that «occurred». Originally an unwanted insectoid infestation on a planetary-scale Dyson object around a gas giant, the death of the Endless caretakers and the slow decline of the station left the Deuyivan alone to evolve, study, and explore. Over a period of centuries and then millennia they were thus left alone to expand across a surface that was rich in resources and, for all practical purposes, limitless in size. With little in the way of competition for food or space, they mutated and grew to become an exceedingly intelligent race of tireless and dexterous scientists. Unparalleled in their studies of gravitation and non-baryonic interactions, their natural hardiness makes them quite willing to test their theories in environments that even the Sophons would think twice about. Their history has left them terribly reserved and shy, however, and they contact other species with great hesitation. Curiously, as they are all distinct members of a multi-node yet monolithic hive, they did not use or require names and thus picked up the habit of adopting the names of other sentients that they meet.

Editor’s Notes: It’s really worthwhile to clarify what the assimilation bonus «Research Experts» does, because it’s pretty vaguely worded (it doesn’t mention, for example, ‘which’ science value gets altered), and some reasonable interpretations of the words have nothing to do with the actual functionality in-game.

What it actually does is is modify the FIDSI/pop on planets; if a planet gives 0 / pop, naturally (such as Jungle, or Ash, or Desert), this instead forces that value to 5 / pop. This means (unless you’re the poor, poor Nakalim), something like half of the planets in your empire will go from mediocre science output to quite decent science output.

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.

Tier Name Unlocks Base Cost
Economy and Trade Tier 1
1 Xenolinguistics
Plasma Metallurgy
Economy and Trade Tier 2
2 Galactic Commodities
Multi-Thread Management
Astrofinance
Atmospheric Filtration
Behemoth Exploitation 1

(Supremacy DLC)

Economy and Trade Tier 3
3 Impactless Sites
Neural Robotics
Commercial Frameworks
Extreme Atmospherics
Maximized Exploitation
Chameleon Spaces
Behemoth Exploitation 2

(Supremacy DLC)

Mission Flexibility

(Supremacy DLC)

Economy and Trade Tier 4
4 Dust Micro-Loans
Ultratough Materials
Quantized Economics
Crust Engineering
Galactic Security Charter
Gamma Absorbtion
Mineral Manipulation
Optimized Logistics
Economy and Trade Tier 5
5 Reidite-7 Catalyzation
Megarisk Containment
Exa-Volt Beam Focus
Xeno NLP
P.O.W.E.R. Armor
Autonomous Mining

Lore

Once part of the same bloodline as the Hissho, the Yuusho were separated from their kin when the fall of the Endless left them stranded on diverse planets. While the Hissho on Uchi continued to thrive and develop, the small, isolated enclaves of Yuusho continued the rites and traditions that they learned while fighting in the arenas of the Endless.

Today they are being rediscovered, and will be awakening to a galaxy that is far different from the one they knew. While they must acquire new knowledge and modern skills, in their hearts they shall remain industrious warriors.

Living on a relatively low-gravity planet, this species that excelled in flight was able to grow larger brains and bodies than they might have on comparable worlds. They were discovered relatively late in their evolutionary process by the Concrete Endless and developed into a race of highly dangerous gladiators. Over centuries their culture and society evolved into one that revolved solely around martial arts, honor, and war; as a result their history is one of bloodshed, conquest, and vengeance. While this has created a very hardy, aggressive, and dangerous people, it has also slowed their advancement and limited their numbers.

Slavery

Slavery works the same way as Depletion with regards to which values are amplified (such as from buildings, strategic resources, and inherent pop bonuses).

Slavery is triggered by placing at least one Craver on a planet with non-Cravers. It does not stack; adding more than one Craver pop does not increase the bonus on the planet… it’s just a fixed on/off toggle caused by having at least one present. When active, the Craver population triggering it will be subtly highlighted with a gold-tinged background, and the bonus applies to all non-Craver populations on that planet.

Since this has no permanent cost (unlike depletion, and besides the fact that that one Craver will be applying its normal depletion mechanic to the planet), you’re heavily encouraged to micromanage which populations are resident on which planets so that you always have at least one Craver unit on each planet.

The only reason you would not want to do this is the rather large -10 per each enslaved pop.

Unlike Depletion, the Slavery mechanic is not intrinsic to the Craver population type. If you’re a non-Craver faction and you conquer/acquire Craver population units, they will not apply anything related to the Slavery mechanic.

Relics

Relics are a special resource the Nakalim collect over the course of the game.

Relics by default will each generate +50 , and are considered «unassigned». Unlike science gained on individual systems, this is NOT cut in half.

A relic can be assigned to a special use (either providing an empire-wide bonus, or providing a special, per-hero bonus), at which point it stops providing that +50 . Note that assignment is non-permanent, and non-destructive; you will never «use up» a relic with any usage. Assignment does have a 1-turn cooldown, but the next turn you can freely recover the relic and go back to generating with it.

Empire Assignment

Relics assigned to the empire are slotted into four slots, respectively unlocking , , , and bonuses. Each slot can hold one relic, and when active, they provide a 15% empire-wide bonus to that resource. There is a quest reward late in the Nakalim faction quest which can boost this from 15% to 30%, which is an extremely powerful bonus. (Because the bonus from empire relics is so powerful and has so little cost, you most likely will want to enable this as soon as possible.)

These slots are initially locked, and in order to use them, you must build 2, 3, 4, or 5 temple specializations, anywhere in your empire.

Hero Assignment

Relics can also be assigned to individual heroes, although this usage is more situational.

There are four slots for hero relics, listed below in order from what is top-to-bottom here, but left to right in-game:

  • +5% on system per relic on hero
  • +5% fleet health per relic on hero
  • +5% on system per relic on hero
  • +5% fleet damage per relic on hero

These are slotted in order from top-to-bottom, and all earlier slots must be filled before a later slot can be filled. Each slot takes two relics, rather than one, and the relics can only be assigned two at a time. Naturally, the bonuses for fleet stats do nothing when you’re stationed on a planet, and vice-versa, however, the «number of relics on the hero» is counted, regardless of whether the bonus its slot applies to is relevant. In total, you can have 8 relics on the hero, which means that each of these stats can get a 40% bonus.

Coupled with the 30% from the empire relics, this means a few core systems of yours could potentially get a 70% and bonus, which is quite potent, although you’re looking at the opportunity cost of using those relics for empire science (200 for the empire relics, and 400 for the hero ones, respectively).

Unlike the empire slots, these slots are unlocked right from the start of the game.

Depletion

Before a planet with Cravers reaches the «Depleted» status, no matter how close to Depletion it is, it will receive a massive bonus.

  • The bonus is an additional 150% (x2.5 or +150%), not a multiplicative x1.5.
    • If the population would normally produce 10 , it will actually produce 25 . The bonus will be listed as 15; 10 + 15 = 25.
    • The bonus applies to the sum-total value of all bonuses applied to that particular population unit, including the actual bonus yields from the population type (such as extra from Haroshem). So any strategic resources on a planet (which may give a raw per-pop / bonus), any buildings that increase / per pop, etc., are all accounted for in this bonus.
  • This bonus only applies to Craver population units.
    • It does not apply to other pop units owned by a Craver player.
    • If your primary faction is not Craver, it also only applies to Cravers on your planets.
  • The bonus does not change as you approach zero. It stays at a constant value until the moment you reach zero, at which point it flips to a massive penalty.
  • Once a planet is fully Depleted, an individual population unit which would normally produce 10 instead produces 5. The total difference is a drop of FIVE TIMES (250% to 50%).

The Depletion bonus does not include the resource. It’s easy to miss the «I» at the end of the the «FIDS» acronym in the description.

Each planet starts with (TODO) Depletion points, which are hidden by default and are only indirectly revealed by showing the number of turns remaining before the planet is Depleted. The internal count of «Depletion points» can only be inferred from this number of turns shown, and the fact that Cravers consume one Depletion point per turn, per pop.

Deuyivan Law

Good Science — Science for the Good of All Act

Much can be learnt from the Deuyivans when it comes to matters of organizing technological research, especially within the sphere of empire development. With this law in place, the usual cut-throat, narcissistic pursuit of technological breakthrough by individual groups is improved by a more community-focused research program which can slash the scientific costs of empire development-focused techs.

Effects -30% Research Cost on Empire Development Techs
Required Political experience Functional
Upkeep None

Editor’s Notes: This only affects techs in the Empire Development quadrant — the one facing towards the left (focused on influence techs, a few terraforming techs, food production, and ship hulls). However, 30% there can help rush some of those lategame techs like «Power of the Endless» — it kicks in right when the most expensive ones are relevant.

Conquest

To win a conquest victory you must control a certain percentage of the star systems in the galaxy.

A first warning message will be displayed when a faction or alliance controls half of the required ratio.

A second warning message will be displayed when a faction or alliance controls three quarters of the required ratio.

Keep in mind that being in an alliance will increase the number amount of colonies required to get a Conquest victory, your allies total system amount will also be added to your system amount required to achieve Conquest victory.

(Note: For the Nakalim, systems converted to the Academy also counts as systems required to progress to this victory condition.)

The number of star systems you have to control depends on the size of the galaxy. However the galaxy density does not increase the required systems but does add 33% more systems.

First Warning Second Warning Victory Condition
Tiny 8 12 16
Small 9 14 19
Normal 11 17 22
Large 14 21 28
Huge 16 24 32
Colossal 18 27 36
Gigantic 20 30 40

Attacker

Class

Incantation, aka «Squire» 1 1
Slots 1×1×1×1×1×
Slots 1×2×

Available Slots:

Base: = 1 ~ 2, = 1 ~ 3, = 1 ~ 3, = 5

Upgrade: = 2 ~ 3, = 0 ~ 1, = 0 ~ 1, = 3

Total:= 3 ~ 5, = 1 ~ 4, = 1 ~ 4, + = 8

Strategic Implications

This is an extremely good ship overall. It has (potentially) a whopping 5 attack slots, though 3 require the upgrade. This is the highest a ship in this class can do, with many other races having to settle for 4, or 3 on their attacker (TODO: confirm this).

It could also (at the expense of 2/5 of its attack slots) go heavy on defense, and could potentially have up to 4 utility slots. Many of these come from optional slots, so the overall loadout will sacrifice something, but it’s extremely flexible, and can specialize into being really strong in any direction you want it to be.

Potential Unique Faction Quest Rewards

These are the unique rewards (as opposed to ones which are just randomly-chosen strategics/luxuries/one-time-FIDSI-boosts/etc) which only this faction has access to, earned by completing their faction quest. Rewards in different columns are mutually exclusive, only accessible on their branch of faction quest.

Chapter Militarists Scientists
1.2 *Hellraiser Torpedos: (Weapon Module) 50dps, 15% critical hit chance, salvo heath: 90, cost: 40 , 1 . *Tiryak Drive: (Support Module) 4 move speed, 5% ship evasion, 1 .
2 *Underground Citadel: (Building) +300 , +100 deployment limit (def), -50% pop/building loss chance during invasions. Cost: 840 , 16 Upkeep. *Geological Vault: (Building) +20 per Strategic Deposit, +10% on System. Cost: 840 , 16 Upkeep.
3.1 Heroic Hull: Armor Module, Hero-ship only. 360 Health Bonus, 53 Projectile Defense, 10% Fleet Health Boost.

Champion’s Pod: Boarding Pod, 25 Crew killed per hit, 10 DPS, 5 Duration of Boarding Engagement, 350 Boarding Pod Health.

NAL Module: (Support Module, Hero Only) 2 xp/turn on fleet.
3.2 Conscription Complex: (Building, Unique) +50% on System, +600 on System. Cost: 60 , 60 , 10 , 10 , 3510 . OPBOT DV-8: (Hero — Counselor, Primitives, ). Unique Starting Skills: +4 xp/turn and +1 vision if on Ship. +5 /turn, and +1 /Turn per hero level if on System.
Ecologists Militarists Ecologists Scientists
4.1 Open Source Defense Systems: (Empire Improvement) +5 per defensive building on Empire. Anti-fighter kinetic weapon system: Weapon Module. 21 damage, +25 against missiles/squadrons.

Auriga 2.0: (System).

Auriga 2.0: (System).

: (Population Units)

  1. Compared to the «Improved Fusion Torpedos» you can get in the L3 tier of the tech screen, these are quite competitive in almost every way, except damage; the ones in the tech tree give 90 dps, these give 50. (However, they cost 3 per slot, and have only a 5% crit chance). The main attraction of these is that you can get them early without drilling into the military tree — if you nab a few other decent military items from searching curiosities, you can field a pretty decent military without the compounding costs of delving into that quadrant.
  2. Compared to the standard drive you get — it’s stats are 4 move speed, 2% evasion, and it costs slightly more than the Tiryak Drive in (50 rather than 40). The prime reason therefore to get the Tiryak Drive is to stack multiple instances (3, perhaps) on a ship so you can achieve 15% evasion rather than the hypothetical 6% you’d get from standard drives. Note also that Vaulter T1 ships have an unusually high number of empty support slots; 4 and 5 respectively for the attacker and the protector.
  3. This doesn’t replace the primary defensive buildings; it just adds another one. Note also that the Vaulters have a slightly better ‘unique replacement’ for the Impervious Bunkers building, and that once you hit 50 pop (of the Vaulters type), Vaulters get bonus for .
  4. The benefit is mostly aesthetic. Securing 50 of these will give a free +2 move speed boost on all empire ships which doesn’t require a law slot, but the work required to cultivate this is so prohibitive that this is more of a novelty than any real strategy.

Игровой процесс[]

Каждый игрок в начале, выбрав одну из восьми гуманоидных и негуманоидных рас, получает одну колонизированную звёздную систему и одну заселённую планету. Каждую из уникальных рас характеризует целый ряд черт, воздействующих на ведение войн, развитие науки, рост населения и тому подобные параметры. Эти черты могут заметно повлиять на стратегию игры, давая преимущество в достижении определённого типа победы: дипломатической, научной, военной, территориальной или «чудесной».

Галактика, где и происходит действие игры, генерируется случайно: старые и молодые звёзды окружаются различными типами планет и связываются космическими струнами в случайном порядке. Впрочем, на выбор формы галактики можно влиять, выбирая соответствующий пункт в меню, как и выбирая количество ресурсов, число планет в системах и некоторые другие показатели. Расширяя свои империи, игроки воюют, торгуют и вступают в альянсы. Но первоначально все находятся в состоянии «холодной войны» и могут направить развитие взаимоотношений в ту или иную сторону, возможен обмен технологиями, ресурсами, реликвиями.

В Endless Space 2 используется пять основных ресурсов, влияющих на экономику: еда, промышленность, пыль (эквивалент денег), наука и влияние (в оригинале этого ресурса не было) (англ. Food, Industry, Dust, Science, Influence). Возможно исследование технологий в области науки, экономики, войны и развития инфраструктуры, сами технологии поделены на эры. У каждой фракции есть цепочка основных квестов, а в игровой вселенной есть миссии, связанные с планетами и аномалиями.

Государственный строй в игре может быть демократией, диктатурой, республикой и федерацией. В выборах в сенат участвуют шесть политических партий (пацифисты, учёные, индустриалисты, экологи, военные и теократы), в случае победы они могут влиять на принимаемые игроком решения и издаваемые законы.

Реакция игрока на случайные события напрямую влияют на взгляды и политические предпочтения подвластного населения. Каждая фракция имеет собственную сюжетную кампанию, основанную на квестах.

Игрок может нанимать героев, способных в дальнейшем развиваться по четырём путям развития (искатель, страж, надзиратель и советник). Класс обладает общими и уникальными способностями, самих героев можно поставить руководителе флота или сената.

Part One

Your scientists have detected a heavily-damaged ship of unknown design entering your home system. The ship is unresponsive to hails, and sensors have detected that the engines are in critical overload and it will son self-destruct! Scanning the ship, you discover that it contains not only a dense computer core containing untold secrets, ut also passengers in stasis who have been infected by an unknown plague. You can only save the core or the passengers before the ship explodes…

Choose an Objective

SAVE THE CORE

  • You will need to increase your Industry and Science to create the special tools and machines to extract the core.
  • In the System , produce at least 120 Industry and 120 Science.
    • Reward: Random Technology

SAVE THE INHABITANTS

  • The pursuit of science and knowledge is important, but sentient beings come first. You will need to increase Industry and Food to be able to extract, house, and feed the aliens.
  • In the System , produce at least 120 Industry and 120 Food.
    • Reward: Random Technology
    • You are content to have taken the morally correct action, and the aliens are even more content to be alive. They are eager to share what they know about their world, and the strange situation in which you found them

Supremacy

To win a supremacy victory you must bring all major factions’ home systems under your control.

Forming an alliance with another major faction will add in the home system(s) that they own to your Supremacy victory progress.

(For factions with «Involuntary Nomads» trait, (i.e Generic vaulters and custom factions) their «Home system» is the star system where they first colonized.)

A first warning message will be displayed when a faction or alliance controls half of the home systems.

A second warning message will be displayed when a faction or alliance controls three quarters of the home systems.

Observances

A unique mechanic available only to the Hissho are periodic religious cycles, during which a population can be sacrificed (similarly to usage of the Chain Gang Program), for benefits specific to that observance. The observances change each time an election cycle comes up, and they proceed (and repeat) in the order listed below.

Each observance will either give an immediate reward or cause an effect-over-time. Those which do an effect-over-time cannot be stacked (you can’t re-perform them once they’re providing their bonus to the system). The one which does provide an immediate reward (5 ) can be repeated every turn for another reward.

Sun God’s Ritual

Also known as Kapak Rayumi, this offering to the primary god of the Hissho converts ordinary citizens into warriors.

Effects

Causes a system to convert +50% of its into , for 10 turns (on normal speed).

Strategic Implications

This effect is something you’ll rarely want to use, since the Hissho usually don’t have problems with . However, in the event you are suffering a serious shortage, a single use of this on a core world will give you a massive influx of — because this scales with the already produced on a system, the ideal place to use this is a core system where the system is already full of population.

Blood Ritual

Also known as the Ezukiza, it is a giant public sacrifice to the gods and ancestors. Citizens, criminals, and prisoners of war are often among those who sacrifice themselves voluntarily in return for prestige, family honor, gifts to their kin, and a brief moment of glory.

Effects

Creates +5 .

Strategic Implications

This is probably the most attractive observance for the Hissho, since is very hard to come by, and the amount of granted by this is relatively high. Because this gives a flat bonus that takes no account of how developed the system is (and because pop-sacrifice annuls any production on a system for a full turn), this is ideally performed on undeveloped fringe planets with low population counts.

Diligence Ritual

Also known as Chawa Harkiz, this act of blood sacrifice is done by the Hissho to exhort the population to work harder and live more frugally.

Effects

Awards a bonus +50% income on the system, for 10 turns (on normal speed).

Strategic Implications

Like the Sun God’s Ritual, this is ideally best performed on a well-developed core system. Unlike the Sun God’s Ritual, it’s a relatively attractive proposition to use on a regular basis. It will tie up the system’s production for 1 turn, but gives an extreme bonus to income.

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