http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/EndlessSpace2
Adaptation Expansion: Entire storyline, especially Emperor Maximillian Zelevas, has been prominent in Endless Space 2 and ability to appeal to the three culture: United Empire (Industry), Mezari (Science), and Sheredyn (Military).; The Empire: An essentially textbook evil empire whose roots originate on how predictably selfish their inner imperial planets are towards their lowly outer worlds. Composed by Arnaud Roy (a.k.a Flybyno), the Endless Space 2 OST Includes 54 tracks in lossless.wav format covering the game and every released expansions. 'Soft ambient trance and aphotic orchestral music will take you on a trip amongst the stars of the universe with FlybyNo’s Endless Space 2. Oct 07, 2016 Endless Space 2 - Vodyani safari. 377 22 6K (1 Today). Endless Space 2!!! A-u-R-e-L Professional Digital Artist. Wonderknite456 Hobbyist. This is heaven. A-u-R-e-L Professional Digital Artist. Depends if you are the dude on the bike, or the dude being chased by the dude on the bike. May 19, 2017 Endless Space 2 is a game that asks us to do that again in one of sci-fi's most distinct universes. The game takes its name from the top-dog precursor race of the setting: the long-gone Endless. One of the last things their civilization did was fight a huge war between the Virtual and Concrete branches of the culture. The Vodyani Race in Endless Space 2 Endless Space 2 Guide. Post Comment. Next Races The Unfallen Prev Races Riftborn. They are a zealous race of aliens that relies on the Endless technology to survive. Their suits are powered by a unique resource, which you'll need to acquire in an equally unique way. They live in gigantic mother.
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Endless Space 2 is the fourth game in the Endless Space series, and a soft reboot of the first game.
The various races of the galaxy are trying to build empires that are worthy successors to that of the the Endless. From humble beginnings on a single planet, it's the player's job to guide your chosen species to supremacy over the entire galaxy, by any means you deem necessary. The factions and their heroes for this and the predecessor can be found here.
![Vodyani Vodyani](/uploads/1/1/8/8/118820149/993006174.jpg)
Gameplay is largely similar to the first game: you start on a planet, you expand, you create fleets, you voyage out into the cosmos, you colonize new star systems, you research new technologies on the Tech Tree, you negotiate with other races, you can fulfill Side Quests, you terraform your planets; lather rinse repeat. However, some details have been changed:
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- Where the first game revolved around FIDS (Food, Industry, Dust IE Gold, Science), this one imports the FIDSI system from Endless Legend, requiring you to produce 'Influence' as well. Influence is a consumable resource, similar to Dust, that is used to negotiate with other races, pass laws and enlarge your territory.
- In addition to a slightly-revamped roster of playable races, there are now Minor races which start out on their own planets. These can be wiped out if you like, but also invited to join your empire. Relatedly, your empire is no longer ethnically homogenous, and can consist of a large conglomeration of minorities,
- There is a Government system in the game with four basic government types (Dictatorship, Democracy, Republic and Federation) and six major parties (Industrialists, Scientists, Pacifists, Ecologists, Religious, Militarists). After elections, you get to pass laws, which give you various gameplay buffs... but the laws you may choose from are determined by which parties have supremacy after the election, and the parties are affected by your empire's ethnic makeup and the Planet of Hats each minority comes from. You can manipulate which parties get into power to some extent: almost every in-game action (researching a topic, building an improvement, fighting a battle) increases the prominence of one of these six parties.
- While Exploration can be performed by having a ship passively wander the game's starlanes, the game's Anomalies are now integrated into it. While in the first game, Anomalies could only be investigated by the population of the planet they afflict, the sequel allows them to be investigated by scout ships. In addition to being more interactive, this is also a valuable use of time because all Resources and Luxuries are gated behind this system.
- While the first game merely required you to have access to them as a pass-fail check, Resources in the sequel are now quantified inventory which are refined at various rates, or found in small amount whilst exploring. Relatedly, there is now a galactic Marketplace in which you can convert sell off Strategic Resources, Luxury Resources or even old Ships, and buy not only those things but Heroes.
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The game was released in Early Acess in October 6 2016, and received its full release in May 18 2017.
Contains Examples Of:
- Abusive Precursors: While many revere and honor the Endless, neither of the two Endless factions (Concrete and Virtual) were very good. They readily tampered with other races for their own ends, and almost destroyed the galaxy during their faction war.
- The Virtual Endless are the ones responsible for the creation and release of the Cravers, who were originally bio weapons. They also created the Sowers, terraformer machines that would make worlds into Eden-like paradises, regardless if its original inhabitants can even survive on them, as the Kapaku learned the hard way.
- The Concretes created the Necrophages as a counter to the Cravers, but failed due to their lack of intelligence. They uplifted the Hissho, but also enslaved them and used them as gladiators. Elohys, the Concrete responsible for saving the Kapaku only did so with the intention of using their Volcanoforming tech to drown all of Auriga in lava.
- Actual Pacifist: It's possible to play most of the races like this, but special mention goes to the Unfallen, who have special abilities that allow them to end conflicts without firing a shot. There's also an achievement for somehow winning a game without winning a space battle.
- A.I. Is a Crapshoot: The Sophon storyline involves them thinking up an AI to run their empire named ENFER. Good news: The AI is pacifist! Bad news: It chooses to enforce pacifism rather violently. In the end, you can choose to completely wipe out ENFER, or to save a portion of it for later.
- A Long Time Ago, in a Galaxy Far Far Away...: Earth is never at any point referenced or even hinted at in the game, and the human factions are not even referred to as such (the Imperials refer to themselves as Raians or Mezari, and the Vaulters refer to themselves as the Aurigans).note
- Always Chaotic Evil: Averted for most of the factions, as a player can potentially form alliances and deals with all of them (sans Cravers) and all are portrayed sympathetically to some degree. There are also members of every race in the Academy.
- The Cravers themselves are a rather tragic deconstruction, because they were created by the Virtual Endless as Living Weapons, with their only purpose (and means of sustenance) being to destroy and devour other lifeforms. It is possible to get them to give up their Forever War, but it will inevitably lead to starvation, and they'd have to keep expanding.
- Ambiguous Robots: The Riftborn come from an alternate dimension where form and thought are not separate. They are 'infected' by this universe and specifically by Dust when a star ship tears a hole in their universe. An expedition is sent through to this universe and they assume robot-like forms with floating segments while really being thought given form.
- Applied Phlebotinum: As noted both in the game and the tie in comics, Dust (essentially large colonies of nano machines) is extremely versatile, and capable of almost anything. Its indicated that its now used as a form of galactic currency.
- Ascended Extra: The Academy, mentioned in the first game, becomes a major part of the story of the game. The Awakening expansion takes it even further, making them a full blown NPC faction.
- Ascended to a Higher Plane of Existence: The ultimate goal of the Vodyani. Also how they justify their interspecies relations practices; they're not enslaving and consuming other species, they're just helping them to ascend. In fact, some Vodyani, like their starting hero, Varb St Zouieina, were originally from other races (In Varb's case, a Vaulter) before being gifted with a Vodyani citizenship due to their special qualities.
- The Aesthetics of Technology:
- The United Empire's ships are bulky and imposing, black and red with a chisel-like prow at the front, and even the weakest of their combat ships are usually covered in (cosmetic) gun ports that clack open from the top.
- The Vodyani are grey with yellow highlights, their ships consisting almost entirely of flat plates and sharp angles with Eva Fins and sharp points jutting from the chassis.
- Sophons, as befitting their higher-tech nature, lean towards Everything Is an iPod in the Future with smooth-white ships seemingly devoid of visual intimidation.
- With characteristic eccentrism, Horatio ships are segmented mechanical Space Whales that slowly swim through the cosmos, covered in bronze-gold plating etched with intricate geometric patterns. Naturally, such elegant fragility pays through the nose both at the shipyard and in battle.
- The Cravers had to scavenge their way back into space and it shows through their ship designs; patchwork plates of brown metal barely covering rough internal sections. Exposed pipes and reactor spheres are common, suggesting a haphazard throwing-together of functional systems.
- The Lumeris are an interesting lot, with their ships being divided almost evenly between smooth, colorful sections of hull and exposed sections of piping or engines, almost something out of Homeworld. This makes more sense if you consider their navy to essentially be comprised of re-purposed civilian ships.
- The Riftborn crew very similar ships to the Lumeris and the Sophons, but their extra-universal nature reveals itself in their floating, geometrical modules.
- The Unfallen are vaguely biological, pale and brown, resembling seedpods, as befits a race of spacefaring trees.
- The Vaulters build ships that are grey and sturdy in line with the Standard Human Spaceship, although they tend to be wide where the United Empire is tall. They also have a fondness for mounting thick sheets of metal to the hull via girders which gives their ships the impression of hiding behind walls (alternatively. given their Norse aesthetic, they couldbe meant to evoke the way vikings attached shields to the sides of their longboats).
- The Hissho, a race of avian warrior people, make use of ships that are sleek and sharp, with recurring bird motifs and Aztec-like markings.
- The Umbral Choir ships are comparable to the Riftborn in their symmetry and floating pieces, but the former are more rounded opposed to the rectangular latter. This causes them to resemble clouds to some degree, which the Umbral Choir essentially are.
- The Nakalim combine some of the characteristics of Sophon and Horatio designs, with ornate, symmetrical silver and crimson ships with intricate designs and large open spaces, showing their antiquity as a race that fought the Endless in their final years.
- Alternate Reality Game: Starting April 24, Amplitude Studios' social media accounts were taken over by E.N.F.E.R., the A.I. that controles the Sophon empire, after they gave it access to the in-game opponent A.I. It promplty asked users to 'define' various images it posted on twitter through its knowledge base and then to 'hack' into its core to remove safety locks. ENFER mysteriously gave control back to the devs after it had all the locks removed.
- The Assimilator: Horatio's ultimate endgoal is to assimilate positive traits from the various alien species into himself before remaking those same species into himself.
- Its implied that the Riftborn seek to do this to our universe, altering it into a form resembling their own.
- Awesome, but Impractical: The Horatio's ships are beautiful and awe-inspiring... but they sacrifice basic hull integrity to achieve that effect.
- Base on Wheels: The Vodyani Arks are mobile bases that can colonize whole star systems at once and be moved if you so desire. Vodyani grow slowly with only food (you can speed this way up with essence harvesting) but every Vodyani population counts as inhabiting every planet in the system at once, and they keep all their system improvements when they move. Vodyani Arks are also quite capable as combat vessels in the early game, packing a lot of firepower; however, taking one into battle is risky as it represents a considerable loss if destroyed.
- Bungling Inventor: In their introductory video, the Sophons are characterized as a species that will do pretty much anything 'for science'. Up to and including accidentially blowing up their moon.
- Cain and Abel: Some time before the events of the game, the current Hierarch of the Vodyani, Isyara, fought a bloody civil war against those led by the heretic Isyander... who also happened to be her brother. Who turns out to be running the Academy. At the end of the Academy quest-line you can choose to side with Isyander, or to kill him and the Academy.
- If you're playing as the Vodyani, you can find the Tabernacle, the device that showed Isyander the truth of Dust and the Lost, and depending on the choices, Isyara can hold on her beliefs and refuse to believe it, or decide that her brother was right and side with him.
- Church Militant:
- The Vodyani are deeply, deeply religious. They also survive by draining the life force of 'lesser species' (i.e. the ones that aren't Vodyani), so they benefit greatly from being permanently at war with at least one faction.
- The Cravers are militarists by default, and the de facto rulers are a caste called Bishops; there are also several Religious Craver heroes.
- And, of course, depending on what kind of stuff you build and how your empire grows, you could become a Church Militant faction any time. The Religious political stance doesn't even necessarily worship any kind of god; it's focused on excessive zeal and has laws that make everyone Content at minimum and other ways of riling up the people.
- Dark Is Not Evil: The Umbral Choir are shadow creatures with the ability to possess people and make a literal shadow empire right underneath existing ones, but they really only want harmony to be restored as they find the war-torn Endless galaxy depressing.
- Demoted to Extra: The Hissho, the Amoeba, the Pilgrims, the Sowers and the Harmony have been demoted from playable races to minor factions in the base game (the Hissho get re-ascended with the Supremacy expansion, whose main feature is the return of the Hissho as a major, playable faction; the Vaulters got re-ascended with their own dedicated DLC). Flip-flopped with the Mezari. They are mentioned as the ancient ancestors of the United Empire (one quest option lets you re-brand the UE as the Mezari, complete with citizens gaining a tech bonus but losing the influence bonus).
- Earth That Was:
- The Mezari, ancestors of all human factions, originated on the lost planet Mezan. Human races can rediscover the planet which, due to an unspecified disaster, has been transformed into an ash-choked wasteland.
- The Vaulters are the descendants of a group of Mezari whose arkship, the Argosy, crashed with Auriga. When the planet's biosphere began to collapse due to sequels from the damage it took during the Dust Wars, they rebuilt the Argosy and fled into space. When they return to Auriga late in the game, it has been reduced to a lifeless ball of ice.
- Tor is the homeworld of the Endless, but a mining operation destabilized the planet's core, leaving much of it uninhabitable and forcing the majority of their races to depart. What remains is a scarred world with little in the way of resources.
- Elite Tweak: Careful redistribution of different population types between planets can have a significant impact on a system's output.
- The Empire: All the factions to some degree, but the straightest examples include the United Empire, the Horatio, and the Hissho.
- Feudal Future: United Empire ran with this as the more prestigious elites of Raian society adopted the rank of Baron, Duke, and Count as well as Mega-Corp running autonomous colonies under the supervision and support of Imperial Government. The Vaulters as well, as their government is led by a benevolent autocrat, the 'First of the Bloodline', and there are other noble families.
- For Science!: The Sophons happily engage in destructive, and self-destructive, behavior in the name of science. 'The Sophonity! Where science, and the reckless disregard for survival, go hand-in-hand!' The nature of their Omniscience bonus means it's easier to research things nobody else has researched, which may result in players making just as odd choices for research in-game as in-lore.
- Freudian Excuse: Horatio The First was given an origin as being bullied for his elongated head as a child as a reason behind his love for aesthetics.
- Guide Dang It!: Obtaining the Virtual Endless hero Tiaych Zhilleaq is quite complicated. The quest to free him from a Neutron Star is only unlocked if a player discovers one for the first time after a fifth of the game's total turns (up to 120, at Endless speed) have passed.
- Heel–Face Turn: It is extremely difficult, but the Cravers can (at least temporarily) give up their Forever War... if Pacifists are running their empire. This requires catering to the Pacifist faction in your empire specifically through a lot of deliberate actions, and it's possible they could always fall back on their hunger...
- Hive Mind: Subverted with the Cravers, who are implied to communicate via the way insects do. Played somewhat straight with the Umbral Choir, though its indicated to be fractured at this point.
- Horde of Alien Locusts: Deconstructed. The Cravers didn't so much choose to be this let alone become this naturally, so much as they were forced to be by the Virtual Endless, and now its the only way for them to survive.
- Human Resources: Several examples:
- The Cravers treat all other forms of life as cattle, keeping captive populations in pens.
- The Vodyani drain a form of refined Dust from captured aliens, captured through use of what appears to be a high-tech vacuum cleaner.
- The Horatio render down aliens in their empire into their genetic material using the technology Gene Assimilation. Late-game tech allows Horatio to forcibly convert non-Horatio species into Horatio.
- The Hissho can sacrifice a population to gain some kind of benefit, though its primarily from its own population opposed to alien ones.
- The Umbral Choir merges its population with other races to create 'Sleepers' before abducting those Sleepers to create an advanced version of their original population.
- A more benign example is the Chain Gang improvement which converts a unit of population into manpower.
- Human Subspecies: In the strictest sense the Horatio are Mezari (humans), but Horatio himself does not consider himself as such, and instead believes that he and his clones are a completely separate species. He's not entirely incorrect.
- Humans Are Cthulhu: The Riftborn come from a universe of mathematical purity where everything is mostly just white geometric shapes and light; they find complex organic life terrifying on an instinctive level. Fortunately most of them can swallow this distaste long enough for basic diplomacy with fellow thinking beings.
- Insectoid Aliens: Played down somewhat with the Cravers, which are vaguely insectoid, and have a hive-esque society, but are at all least partly machine, and most of the ones seen are humanoid.
- It's All About Me: Taken to its logical extreme with Horatio the First, and the Horatios after him.
- The Kingdom: The Vaulters are indicated to be lead by a benevolent autocrat called the 'First of the Bloodline', with a form of aristocracy called 'Protectors'.
- Mad Scientist: Sophons, played for laughs.
- The Mafia: The Lumeris are this in space; their government is functionally controlled by the Four Families, who control various under-families.
- Magikarp Power: Gas Giants produce no food, people don't like living on them, and they only have one population slot when first unlocked; as a result most other planets will easily outperform them. Unlocking extra population slots requires significant research and expensive system improvements, all of which must in turn be backed up by either a fertile planet or system improvements to feed the population and fuel their industry. But it's worth it when the player unlocks Pocket Laboratories which increase the system's science by 40% by each population on a Gas Giant.
- Martial Pacifist: The Unfallen start as Pacifist, but they are capable of creating warships just like everyone else.
- Master Race: Master Person more like; Horatio explicitly believes himself to be the most perfect, beautiful thing in existence and is intending to fill the galaxy with himself, destroying or forcibly converting any other sentient species in the process. Gains elements of Jerkass Has a Point as Horatio upgrades his genetic code; Horatio citizens will provide more and more yields in more and more fields.
- Mechanically Unusual Class: Unlike its predecessor, 2 gives each faction unique mechanics which can have significant impacts on gameplay.
- Mile-Long Ship: Behemoths are introduced in the Supremacy DLC. They're giant, wedge-claw-shaped ships that can fulfill multiple roles in your empire, from battle to research and exploration (though even a science-focused behemoth is no slouch in battle.) They can be further transformed into powerful battleships, system-destroying obliterators, or system-protecting Citadels that prevent obliterators and provide severe economic bonuses. The Hissho start with one for free and they have an affinity for them, gaining more honor in combat around them.
- Never Be Hurt Again: The Hissho were once gladiators and slaves to the Concrete Endless, but after the Endless disappeared, they made it their personal goal to achieve supremacy before anyone else could try again.
- Part of the Riftborn goal is not only to put an end to the infection in their universe, but also to ensure that it can't happen again by altering this universe into a form resembling their own.
- Not the Intended Use: Horatio's ability to forcibly convert pops into his population is one of the most effective methods of dealing with the ecosphere-wrecking Cravers.
- Planet Destroyer: The Core Cracker technology gives you the ability to destroy worlds, which can be restored through terraforming. Firing it on a Gas Giant will set it ablaze and turning it into a tinier star-like fireball. An Obliterator Behemoth takes it Up to Eleven, as one shot can destroy every planet in a star system, and will permanently alter the star it hit.
- Plant Person: The Unfallen, the community created species, a race of sentient trees.
- Proud Merchant Race: Lumeris specializes in mercantile activities and financial clout over other civilizations but with The Mafia aesthetics.
- Proud Warrior Race Guy: The Hissho are this through and through, with much of their gameplay emphasized on martial ability. However they are also something of a deconstruction, as its indicated that they were tampered with by the Concrete Endless and used as gladiators, turning them into the fierce warriors they are now.
- Recycled In Space: While not as blatant as most cases of the trope, it's obvious that the Vodyani's story (forced by an environment cataclysm to become inorganic, vampiric monsters and drain the life out of other beings) is a space faring version of what happened to the Broken Lords. The main difference is that while the Broken Lords were tragic figures who resented themselves for having to feed off the very people they originally swore to protect, the Vodyani think the other races deserve it due to their religious beliefs and worshiping the Virtual Endless.
- Religious Bruiser: Though they're militarists by default, the Hissho have a secondary religious affinity, and are described as deeply spiritual.
- The Reptilians: The Lumeris are scaly spacefaring Mafiosos, though they're amphibians rather than reptiles; early in the beta their populations gave a bonus to Dust generation if they got to live on planets with the (now absent) 'Water' attribute.
- Shout-Out: One of the generic skills for heroes is known as Cosmic Castaway
- Slave Race: Anyone unfortunate enough to fall under the power of the Cravers or Vodyani. From the Vodyani's perspective, 'unascended' races are inherently inferior to the Vodyani, though a select chosen from each race 'absorbed' are allowed to become Vodyani. From the Craver's perspective, they're all food anyways, so they might as well get some work out of them before chowing down.
- The Hissho and the Cravers used to be this for the Concrete and Virtual Endless respectively, the former as gladiators and the latter as soldiers.
- Starfish Aliens:
- The Riftborn hail from an alternate universe, and are best described as sentient mathematical concepts made to take on robotic bodies to enter and interact with the Endless universe. They were forced to leave their own after a rift opened connecting it with the Endless universe, a rift that brought 'a poison', and are looking for a cure.
- The Unfallen are gigantic, sapient trees, who (so far) are the only faction in the game utilizing Organic Technology to build their ships. The narrator in their intro implies they weren't even sapient until two alien fleets (the Riftborn and the United Empire) had a battle over the skies of their planet which stirred them into awareness. The intro also depicts two United Empire soldiers executing a Riftborn, completely unaware that the 'tree' towering overhead is watching them.
- The Umbral Choir are an extra-galactic race of Energy Beings that resemble clouds of glowing gas that can possess other races. Its indicated that they one of, if not the oldest races in the universe, predating even the Endless by a sizable margin.
- Time Master: The Riftborn, owing to their extra-dimensional nature, are capable of perceiving and manipulating the flow of time. This allows them to build Singularities, which allow them to affect systems in various ways such as speeding up or slowing down production.
- Villains Out Shopping: Several notifications, in particular the 'Population Threshold' and 'Political Party' ones, have artwork depicting a collection of species living in harmony. Including the Horror Hunger Cravers.
- It's possible for a colony to be peacefully assimilated by another major faction. The notification for this shows a Sophon and a Craver fist bumping.
- War for Fun and Profit: Totally averted. The Pacifist political stance is the one that favors economic growth. Even the gangster-like Lumeris agree that even if you have to have...'disputes,' it's best to handle them civilly rather than in a back-alley.
Index
They are a zealous race of aliens that relies on the Endless technology to survive. Their suits are powered by a unique resource, which you'll need to acquire in an equally unique way. They live in gigantic mother ships, traveling between star systems in search of rich worlds. The thing is, they do not have to colonize any planet - they just need the right technology and an anchored Ark. The Vodyani are a very religious race, and they have made it their policy not to welcome any other alien races into their ranks. They can however, form alliances with major and minor factions, all for the good of the Vodyani church. It's not the best faction for beginners. Their population, living exclusively on ships, increases very slowly, and the entire Ark system may seem a bit complicated to first-timers. I'd recommend the Vodyani to people who like challenges and prefer galactic conquest.
Endless Space 2 Vodyani Ark
The Essence is the special resource of the Vodyani; it can be harvested from other inhabitants (1). In the right upper corner, you'll find the number of Arks available in your empire (2). Remember that every Ark resident works on all available planets (3).
Special ability. The Essence is the basic resource needed to build new Arks and increase the Vodyani population. It is represented by an orange symbol of an Egyptian cross. There are several passive technologies that will enable you to gather this resource, e.g. some support modules. The main method is to send ships with those modules installed into inhabited star systems. Your races will always live in Arks. The ships may be equipped with modules that steal Food from inhabited planets and increase the amount of harvested Essence (1). You can also contact a minor faction and, if your relations' bar is full, conduct Brain Washing, which will result in a permanent alliance. You will receive less Dust and loose some Science bonuses, but you will be given increased human resources and a small amount of bonus Essence. By using the luxury resources you may exchange a unit of population for more Essence from a given system. The Essence cap increases with every Ark you buy. At the same time, it equals the cost of a new Ark.
Arks are the powerful vessels inhabited by the representatives of your faction. They may be bought for Essence in any star system under your control, and it takes only a single turn to produce one. Each subsequent Ark costs more than the last one. The Arks can work in two modes - anchored or as a fleet. In the second mode, they move like any other ship; in the first one, they can capture star systems and colonizable planets. They do not have to colonize planets one by one. One Ark resident works simultaneously on all colonized planets. No matter if there's 1, 2, or 5 of them in the system. Assuming you have the technology that enables you to inhabit those planets, a single Vodyani will grant you profits from all planets in the system. In the beginning, a single Ark can accommodate only 3 residents. All upgrades bought throughout the entire system are installed within the Ark. If you decide to move, you will retain the entire set of upgrades as you reach the next system. The overcolonization penalty depends on the number of controlled systems, not your Arks. An Ark has a large number of HP and 3 weapon slots, including two for heavy weapons. Additionally, it has several slots for defensive and support modules, making an Ark a fortress, if you wish it to be so. Arks are your only means of controlling star systems.
Faction traits. Vodyani are interstellar travelers, having an additional +1 to ship movement. Their infantry has 20% more hit points. Their heroes receive 2 additional points per turn, and require 50% less Dust per turn.
Race traits. They receive a +4 bonus to Dust, Science, Food, and Production per a resident and per each planet. That's why you should search for systems will the largest amount of planets. As a downside, your population grows 50% slower. The Vodyani are influenced mainly by their Religion, Militarists may have some influence on the former. If you manage to gather 20 representatives, you'll receive a 5% bonus to a wide array of FIDSI resources in systems with Vodyani presence.
Colonization method. Only through an anchored Ark. If you have the necessary technology, colonization affects all planets in the system.
Endless Space 2 Strategy Guide
Basic ships. Their basic colonization unit is a special ship, whose main purpose is the acquisition of Essence. It offers four support module slots, including one shared with armament and another one shared with defenses. A scout has two weapons/support modules. Medium ships offer a good balance between various modules, and the largest vessels offered by the faction are equipped with 4 dedicated weapon slots (including one for heavy weapons) and several other specialized or mixed.