
With these factors in mind, we can already get a picture of how Cravers work – it’s going to be about population management, approval management, and warfare. The only exception to this is if you have pacifists in your senate. Importantly, systems will never rebel under autocracy, even with huge minus approval.Įternal War: Cravers can almost never be at peace. The law slots will never increase however, and you cannot change government. This gives you two starting law slots, as well as the force law, making it as good as democracy in early game. This is important to know when trying to reduce the number of Cravers (so depletion) on your planets.Īutocracy: Cravers get their own government type – Autocracy. Two minor pops boosted, it will grow at a 2:1 ratio in favour of the minors. With two minor pop types it will also grow at a 1:1 ratio. With a booster on the Haroshems, it will grow at a 1:1 ratio. For example, with no boosters, a planet with a single Craver and Haroshem will grow at a 2:1 ratio respectively. You can maintain a balance of Craver to non-Craver population by using luxury boosters in the population screen to double the growth rate of minor pops, or by maintaining more than one minor pop on a system. This trait also means Cravers grow twice as fast as any other population. If you move the Craver, the malus no longer takes effect, but nor do the FIDSI bonuses. To be clear, a planet with 1 Craver, and 10 non-Cravers will cause a -100 approval malus. Slave Drivers: This is your faction affinity, and it means that all non-Craver populations on planets with Cravers will produce 50% extra FIDSI, at the cost of -10 approval. This is a serious problem if your planets deplete too soon. Once depleted, a planet will only produce 50% FIDSI. The rate of depletion depends on the size of the planet, the number of Cravers on it, and the game speed, which can make faster game speeds a bit of a struggle if you get a bad start. This means that Cravers can get off to a blinding start compared to other factions, and you should expect to be top of the score board for most of the early game due to this population bonus alone.ĭepletion: Cravers will deplete planets per Craver population on planets. While extremely deadly and versatile in their original state, their ultimate purpose is to evolve and become specialized.Population: Craver population are politically militarist, and generated 150% FIDSI from non-depleted planets (see next). These gigantic ships are remnants from the mysterious Endless era. Their goal is to reach this Sanctified Equilibrium as quickly as possible by eliminating those species unlikely to survive in the long term. The Illo are reasoning machines whose credo is Survival of the Fittest. Powerful and versatile, Hissho fleets can easily switch between straightforward and devious loadouts thanks to numerous polyvalent slot modules capable of hosting both support and defense or attack modules. They are best suited for admiral positions thanks to strong damage and fleet upkeep bonuses but if push comes to shove, they make decent governors… as long as your goal is to make your system a manpower and spaceship factory. FOUR NEW HEROESĪs a faction well versed in the art of combat, the heroes are focused on warfare and space battle. Crushingly strong in offence, the Hissho will only fall if you cannot sustain your war economy and let your Honor wither away. It also drives their empire Obedience which replaces happiness. This new resource can only be replenished through combats is used to power special abilities. The Hissho are a military and expansion-oriented faction whose main gameplay feature is Keii. About This Content Endless Space 2: Supremacy introduces the Hissho Major Faction to the game, as well as a new massive galactic platform available to all Factions: the Behemoth Ship.
