Faction Quests could be considered the main quest of the game, though each major faction has their own quest to follow (except the Mezari, who share the Vaulters faction quest) which begins the turn after the faction's first city is founded. Each faction quest consists of eight chapters, and will provide powerful technology unique to that faction as a reward at set points in the quest line. Once a faction has completed their main quest, they will unlock the ability to construct the Temple of the Earth's Core (which leads to the Wonder Victory) as well as access to the epilogue quest, which upon its completion results in a Quest Victory.
Quests are objectives which, when completed, reward Dust, Influence, Strategic Resources, Luxury Resources, or Technology. Quests with multiple objectives will often grant multiple rewards upon completing later steps. Each faction has its own quest line, which is unlocked the turn after founding a city. There are also side quests which can be unlocked through actions such as searching ruins.
Side quests are quests that consists of only a single chapter, and are separated into two main categories: Ruins and Pacification quests. Ruins quests have a random chance of being triggered anytime a ruin is searched. Pacification quests are given by minor factions after using the Parley action on a village, and will always result in all villages in that region being pacified upon success; these quests require the Language Square technology to trigger, and therefore are unavailable to the Necrophages, or any custom faction with the pitiless trait.
Droplists are used to identify what rewards are given for completing quests. Each quest is assigned a loot table and a number of items to reward. Quests will reward different quantities of items based on which technology age the player's faction is in. Not all items have the same chance of dropping, though drop weights are not represented in all tables. For those that include weights: the larger the weight, the more likely an item is to drop relative to other items.
Quests are special missions which are assigned to your empire. Completing quests will give you rewards, and can even help you win the game.Quests are acquired from different sources: Exploring ruins, interacting with Minor Factions, and also through your special faction Main Quest
The faction quest is divided into chapters which are unlocked after each previous chapter has been completed. Some chapters can also offer random branches, meaning that you will have a different experience if you replay the game.
We're back with another vote about the next Endless Space 2 expansion. You've already voted on a new hero, the upcoming minor faction, and an aspect of the. In this guide, we'll help you navigate space in the most efficient way possible, ensuring the best route to victory in Endless Space 2. A Guide to Victory and Factions in Endless Space 2.
Thus this race focusses on extreme growth and production.The disadvantages are that the cravers get some nice early bonusses, like an advanced war ship in the beginning), a possibility of avoiding forced truces, which can really hurt your happiness, and very nice damage bonuses from the number of depleted planets. The second is that it is of extremely high priority to build the space port (Basic System Development) around the time of your first colony, to ship slave there. You don't need your traits to be specialized for war, if you pick up 30% bonus industry you can build system improvements and ships alike. Combine this with militarist and/or scientist. Scientist get the overpowered science law right at the start which reduces system developement industry cost by 20%.If you like, pick up things like extra speed for ships and less overcolonization dissaproval (helps with conquest victory).To balance things out, take traits like eternal war, weak infantry (because infantry sucks, you will be switching to 100% Tanks ASAP) or things like reduced exp on trade colonies.Don't forget to make your custom faction pop overpowered FIDS bonuses. Craver affinity works well with this because you get that free coordinator at turn 5. But you can choose UE aswell if you like.
Just keep in mind that switching to Sheredyn or Mezari changes your custom pop (also Sheredyn is very bad without mods, always choose Mezari anyway because its objectively the best choice). I built up a custom faction focused on warfare and have had a blast with it. Ship bound+extreme foremen OP combo, just making space nomands, who eat planets in system and move to the next affter, who look Independence Day (1996) understand what i mean )).I`m used same, but based on ecologist start, for total system excavation, before get all planet colony tech, later switch my republic on mili+sci, best combo, all militarist bonuses + fast system upgrades, space speed and ship dps from science guys.In theory can be democracy mil+sci+ind for max ship bonuses, but prod bonus from industr not so cool for arks, so i used republic at most. Its completely broken, and here is why, your 150% fids bonus applies AFTER system improvements so mid/late game you could be getting thousands of any one of them, because you also have all the other percentage gains, so it compounds.
The game does not end after the finale of act three. Instead, it continues with new post-story content, while the outcomes of the main quests have a visible impact on the world. This, combined with the endless number of radiant quests and the lack of any level cap, significantly extends the potential length of playing the game.
Act three begins when the Sole Survivor acquires the ability to fast-travel to and from the Institute at the end of Institutionalized. At this point, the main quest's structure splits into four different branches, one for each of the four main factions. Certain events in those factions' quests can make other factions hostile to the Sole Survivor, thus locking them from those branches and failing all of that faction's ongoing quests. In some situations, this can be delayed (or even accelerated) with certain actions or certain dialogue choices.
Should the player character decide to oppose the Institute by supporting any of the other three factions, the main quest ends with The Nuclear Option quest (there are actually three variants of the same quest, one for each faction opposing the Institute). However, should the Sole Survivor join and support the Institute, the main quest ends with the Nuclear Family quest.
Stripped back, these games broadly follow the same rules as genre champion, Civilization. You build an empire, you expand it, and then you race towards one of several preset victory conditions - scientific, military, economic, whatever. Endless Space is set in a hard sci-fi universe of spaceships, planetary colonisation and black holes, while Endless Legend takes place on the fantasy world of Auriga, replete with dragon-people and magic, yet with a techy slant and strange races that set it apart from typical high fantasy. But where Civilization leaves players to form their own internal narratives within its mad mashup of iconic leaders, nations and Wonders, the Endless series contains a vast mythos that you uncover bit by bit each time you start a new game, manifesting itself in wonderfully written quests, factions and artefacts, some of which create narrative threads across the entire series.
Each time you begin a new instance of Endless, it's not only a fresh start in a procedurally generated world or galaxy, but a plunge deeper into its lore. It's like turning to a random page in an encyclopaedia that charts a forgotten land. In Endless Space 2, for instance, you may happen upon the Pilgrim faction; mystical-scientific space nomads obsessed with discovering the origin of the Endless - the mysterious, extinct interstellar species that once colonised the galaxy, leaving behind remnants of their technologies and creations.
Similarly dramatic rules apply to just about every faction, so despite you still having that freedom of approach endemic to 4X games, you're driven by your faction's nature, story and agenda. Like some video game form of brainwashing, the harmony of mechanics and compelling faction quests - written in the tone and prose you'd expect that faction to communicate - forces you into their world-view, even when it's against your natural inclinations.
And it asks searching questions of the industry. Do all video game genres, with their unique traits and tricks, have the potential to tell stories through mechanics? Could games be more daring in offering asymmetrical experiences, where your faction or character selection dramatically reshapes your experience of the game world? And this: Why do sci-fi and fantasy-set games abide so rigidly by traditional genre laws, when Amplitude demonstrates that the two can elegantly co-exist without sounding like farcical fan-fiction fusing Dragon Age and Mass Effect, or Game of Thrones and Star Wars?
Endless Space 2 has less playable factions, but in return, the developer has greatly diversified each faction from the others gameplay-wise and narrative-wise. Each faction has its own motivations for reaching into the stars, and there are indeed a chain of unique quests for it.
There is considerable variety in the rewards from the studies of the anomalies. Some of these are as simple as loose Dust or strategic resources. Some others are special modules for ships. Some of them even initiate quests. 2b1af7f3a8