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UESophonsHissho

AmoebaCraversHoratioSowersPilgrimsSheredyn LeaderAutomatons LeaderHarmony Faction IconVaulter Faction Icon

Overview[]

Endless Space featured 8 playable factions at launch, and currently features 12 unique playable factions. Each has their own history and unique traits and bonuses.

The Sheredyn faction is a special faction included with the Emperor Edition of the game, but is functionally identical to the United Empire unless Endless Space: Disharmony has been downloaded, in which case it gains its own unique traits.

The Automatons faction was added in the "Rise of the Automatons" free add-on. The faction was created by Panzer, a member of the Endless Space community.

The Harmony faction was added in the expansion pack Endless Space: Disharmony.

The Vaulters faction is a formerly unfinished faction accessible through the Founder Edition of Dungeon of the Endless. Upon Amplitude's completion of the Vaulters, they were released via free DLC.

Faction Home Planet Type Diplomatic Alignment Gameplay Main Victory Type
Amoeba Ocean Good Exploration, Diplomacy Diplomatic/Military
Automatons Jungle Good Peaceful, Isolationist Economic/Diplomatic
Cravers Arid Evil Consume Worlds Military
Harmony Tundra Neutral Exploration and Isolationist Wonder/Population
Hissho Jungle Evil Conquest & Glory Military/Population
Horatio Arid Neutral Expand Population/Wonder
Pilgrims Jungle Good Diplomacy Diplomatic/Military
Sheredyn Terran Evil Colonialist Economic/Military
Sophons Terran Good Amazing Scientists Scientific
Sowers Tundra Neutral Construction Wonder/Military
United Empire Terran Evil Colonialist Economic/Military
Vaulters Terran Neutral Defense & Science Scientific

Players are allowed to create their own Custom Factions based on the built-in Factions. These factions will interact with each other through Diplomacy.

Amoeba[]

Main article: Amoeba
Amoeba

Amoeba Leader

  • Home Planet Type: Ocean
  • Diplomatic Alignment: Good
  • Gameplay: Exploration, Diplomacy
  • Main Victory Type: Diplomatic / Military

Description[]

"A highly evolved form of a lowly species, these colorful beings come from an ocean world. Evolving slowly over millions of years with plenty of time to philosophize, it is not surprising that the Amoeba are diplomatic, cultural, and intellectual. Wise and urbane, they have an exceptionally high 'emotional intelligence' and are unusually open to other alien and intelligent species. Their goal is to travel, meet, and learn, though their relatively defenseless natural form has bred into them the need to turn all situations to their advantage, and to be in control of their destiny. Though the Amoeba do not feel that their nature is to dominate and conquer, they can be viewed as warriors whose weapons are diplomacy and trade."

Traits[]

Amoeba Affinity Starts with the whole map known: Systems, Warps, Wormholes and Home Worlds are revealed.

Amoeba Faction-Specific Technologies

Soil Xenobiology Unlocks the Technology of the same name. 1
Diplomats +50% Trade Routes bonuses per system. Trait-2plus-trans
Symbiosis +30% Trade Routes bonuses per Cooperation Treaty on System. Trait-2plus-trans
Naive +4 1011approval per Faction at Peace or Allied With on System. 1
Masters of Illusion -40% Ship 1004moneySmall Cost for Ship without Weapon Module on Empire. Trait-2plus-trans
Mutual Understanding +10% Damage Max per number of Allies on Fleet Weapons.
+10% Damage Min per number of Allies on Fleet Weapons.
Trait-2plus-trans
Rich Soil +3 1001foodSmall on Planet Trait-plus-trans

Automatons[]

Main article: Automatons
Automatons

Automaton Leader

  • Planet Type: Jungle
  • Diplomatic Alignment: Good
  • Gameplay: Peaceful, Isolationist
  • Main Victory Type: Economic / Diplomatic

Description[]

"The Automatons were created by a long dead civilization known as the Reyans who perished many millennia ago due to the gradual self-destruction of their world. Decades of uncontrolled industrialization and technologies that relied on a highly toxic underground fuel caused irreversible damage to the ecosystem and atmosphere of their planet. Realizing that they were doomed, the Reyans attempted to build a massive fleet of migration ships to escape their planet, but most of the ships either exploded on launch, or stalled in the atmosphere and fell to the ground. The Reyans despaired… and so they decided to leave a legacy in the form of one of their greatest technological achievements, clockwork beings. Having a very old and proud history of clockwork, the Reyans had achieved the maximum potential of the technology in their creation of massive clockwork men to which they gifted all the traits of a young species. Within a year of the creation of the clockwork men, the Reyans committed mass suicide so as not to suffer through the effects of a dying planet, leaving their greatest creations behind, alone, and lost.

Over time the clockwork creations of the Reyans developed a simple society of their own and began exploiting the technologies left behind by their creators. All was well for the young civilization of machines until one day a large Endless ship crashed into the planet spreading the dust it was transporting all over the surface. The dust modified the machines, gave them enhanced abilities and over time even sentience. The deadly and toxic fuel that used to power the machines was also replaced, but strangely the new fuel became dust. In only a few weeks, the clockwork machines had evolved, become truly sentient, and gained new purpose in existence which was unheard of in even the most advanced AIs created by the Endless. They came to call themselves "the Automatons", and with the newly gained freedom of dust they began learning…and advancing.

The Automaton Civilization stayed on their planet, learning to live in a symbiotic relationship with nature as the planet healed over time. They used the knowledge of their creators and their new dust engines to produce massive floating ships on which they lived in order to protect the healing ecosystem on the planet from their involvement. Over the course of centuries the planet healed and the Automatons learned to live with and love nature while still developing immense industrial capacity and production within the hulls of their floating ships --which had also grown over time. But eventually, the Automatons calculated that their dust supply would run out and their civilization would die, so they uncovered the old ruins of the crashed endless ship and began developing their own vehicles for space flight.."

Traits[]

Automatons Affinity +1 Over Production to Stack Factor on System.
+5% Interest for Stacked 1002industrySmall on System.

Automatons Faction-Specific Technologies

Spendthrifts -10% 1004moneySmall on Systems. Trait-minus-trans
Merchants +1 Trade Routes Cap on System. Trait-plus-trans
Unlucky Colonists Adds a Negative Anomaly. Trait-minus-trans
Optimistic +20 1011approval on System. Trait-2plus-trans
Crowded Planets +2 1006populationUnitSmall on Small.
+2 1006populationUnitSmall on Tiny.
+1 1006populationUnitSmall on Medium.
Trait-2plus-trans
Diplomats +50% Trade Routes Bonuses on System. Trait-2plus-trans
Anarchists -2 Command Points Cap on Empire. Trait-2minus-trans
Strong Alloys +20% 1020healthPoints on Ships Trait-plus-trans
Symbiosis +30% Trade Routes Bonuses per Cooperation Treaty on System. Trait-2plus-trans
Dust Impaired +50% Abilities 1004moneySmall cost on Hero. Trait-minus-trans
Fearless Warriors +25% Defense per 1006populationUnitSmall on System. Trait-2plus-trans

Cravers[]

Main article: Cravers
Cravers

Craver Leader

  • Planet Type: Arid
  • Diplomatic Alignment: Evil
  • Gameplay: Consume Worlds
  • Main Victory Type: Military

Description[]

"Created by the Endless from an insectoid life form, the Cravers are in the purest sense hunter-gatherers and would never have evolved on their own the processes necessary to raise crops or domesticate animals. Their life cycle is based on consumption, and as such they are capable of digesting any form of plant or animal matter. Once their home world was consumed, they left to seek further nourishment. If they do not continue to expand, discover, and exploit new worlds, their society could literally eat itself to death. Feeding the hive is their all-consuming purpose; the notions of 'treaty', 'trade', and 'peace' do not exist."

Traits[]

Cravers Affinity +1 Locust Point (LP) per turn on each colonized planet.
+25% FIDS for the first 40 LP, -25% after 60.

Cravers Faction-Specific Technologies

Arid Epigenetics Unlocks the Technology of the same name. Trait-plus-trans
Advanced Machining Unlocks the Technology of the same name. Trait-plus-trans
Militarists -20% Ship Cost on Empire. Trait-2plus-trans
Knowledge Gathering +40 Science added to the current research for each destroyed enemy Command Points on Empire. Trait-2plus-trans
Big Fleets +3 Command Points Cap on Empire. Trait-2plus-trans
Crowded Planets +1 Population on Medium.
+1 Population on Small.
+1 Population on Tiny.
Trait-plus-trans
Eternal War Can't be at peace with other factions. Trait-minus-trans

Harmony[]

Main article: Harmony
Harmony Faction Icon

Harmony Leader

  • Home Planet Type: Tundra
  • Diplomatic Alignment: Neutral
  • Gameplay: Exploration and Isolationist
  • Main Victory Type: Wonder/Population

Description[]

"The Harmony has been sentient since the dawn of time in the known universe. A fundamental creature born of the energies of the Big Bang, the living rocks of the Harmony are capable of manipulating quantum energies and gravitation. Their mineral nature means that they are closely attuned to planets and rocks across the galaxy; they have an unparalleled ability to identify and exploit natural resources and anomalies. Factions that ally with them share in this unique ability, and those that choose to fight them will find them difficult to dislodge once they have settled in."

Traits[]

Harmony Affinity Doesn't use Dust.

Is not affected by Approval modifiers.
1004moneySmall% on Systems provokes loss on 1002industrySmall and 1001foodSmall.
Disharmony: Decreases 1001foodSmall1002industrySmall1003scienceSmall on Empire for each "impure" System.
+2 1001foodSmall1002industrySmall1003scienceSmall for each ship orbiting a Harmony world, up to 2x max CP.
Harmony Faction-Specific Technologies

Xenobotany Unlocks the Technology of the same name. 1
Crowded Planets +2 1006populationUnitSmall on Small.
+2 1006populationUnitSmall on Tiny.
+1 1006populationUnitSmall on Medium.
Trait-2plus-trans
Strategically Resourceful -1 Strategic Resource required for Abundance on Empire. 1
Mineral Memory Can see all Strategic Resources of visited systems. 1
Efficient Stock +1% 1001foodSmall per Strategic Resource deposits on System.
+1% 1002industrySmall per Strategic Resource deposits on System.
+1% 1003scienceSmall per Strategic Resource deposits on System.
1
Solid Citizens -20% collateral damage against Population on System.
-20% collateral damage against Troops on Empire.
1

Hissho[]

Main article: Hissho
Hissho

Hissho Leader

  • Home Planet Type: Jungle
  • Diplomatic Alignment: Evil
  • Gameplay: Conquest & Glory
  • Main Victory Type: Military / Population

Description[]

"The Hissho are a modern and civilized people descended from avian DNA. However, they are avian in the way that many species of dinosaur had avian characteristics; in fact, they are not unlike feathered pterodactyls. A race of highly competitive tribal warriors, their history is one of bloodshed, conquest, vengeance and domination. While this has created a very hardy, aggressive, and dangerous people, it has also slowed their advancement and limited their numbers. When they did reach the stars to find other peoples waiting for them, their reaction was to conquer and dominate. Their innate and learned sense of flight makes them superior pilots."

Traits[]

Hissho Affinity + 5% Weapon Damage on all fleets for each space battle won (for 15 turns).
+ 15% 1025fidsSmall on all systems for each invasion victory (for 15 turns).
Bonus stacks up to 4 times.

Hissho Faction-Specific Technologies

Isotope Fabrication Unlocks the Technology of the same name. Trait-plus-trans
Huygens Rings +1 1004moneySmall on Planet.
+2 1003scienceSmall on Planet.
Trait-plus-trans
Revenge After losing a system with 100% previous ownership:
  • +50% Military Power on all fleets when invading (for 20 turns).
  • +50% Ground Defense on all systems (for 20 turns).
Trait-2plus-trans
Snipers +15% Accuracy on weapons. Trait-3plus-trans
Deadly Weapons +36% Max and Min Damage on weapons.
+36% Min and Min Damage on weapons.
Trait-3plus-trans
Masters of Destruction -50% Weapon module cost on Empire. Trait-2plus-trans
Death Before Dishonor The Hero will be Injured if you use the "Retreat" Battle Action.
+40% Hero XP bonus per battle.
Trait-2plus-trans
Space Cadets -20% 1003scienceSmall on system. Trait-2minus-trans

Horatio[]

Main article: Horatio
Horatio

Horatio Leader

  • Home Planet Type: Arid
  • Diplomatic Alignment: Neutral
  • Gameplay: Expand
  • Main Victory Type: Population / Wonder

Description[]

"Incredibly wealthy and only slightly less deranged, Horatio was an Imperial trillionaire who left to discover his own star cluster. Finding a planet sprinkled with labs of ancient cloning technology left by the Endless, the boredom soon drove Horatio to create a race of allies, servants, and slaves who were every bit as gorgeous as the most beautiful person in the universe -- Horatio. Once the planet was repopulated, Horatio the First had only to look up, regard the stars and realize how much more beautiful they, too, would be if they were filled with... Horatios. The rest, as they say, is history."

Traits[]

Horatio Affinity Unlocks the Cloning of a Hero.
+ 50% Fatigue Recovery on Hero.

Horatio Faction-Specific Technologies

Arid Epigenetics Unlocks the Technology of the same name. Trait-plus-trans
Soil Xenobiology Unlocks the Technology of the same name. Trait-plus-trans
Stellar Guardians +4 Influence Area on System. Trait-2plus-trans
Cloning +1 1001foodSmall per 1006populationUnitSmall. Trait-3plus-trans
Crowded Planets +2 1006populationUnitSmall on Small.
+2 1006populationUnitSmall on Tiny.
+1 1006populationUnitSmall on Medium.
Trait-2plus-trans
Heroic Medicine -50% Healing Cost on Hero. Trait-2plus-trans
The Price of Beauty +20% Ship Cost on Empire. Trait-2minus-trans

Pilgrims[]

Main article: Pilgrims
Pilgrims

Pilgrim Leader

  • Home Planet Type: Jungle
  • Diplomatic Alignment: Good
  • Gameplay: Exploration, Diplomacy
  • Main Victory Type: Diplomatic / Military

Description[]

"A group of scientists and explorers, unhappy with the United Empire, hijacked a mission to an outer planet and set up an independent government. They refused the heavy corporate hand of the Empire, preferring to eke out their living on the edge of known space. Aided by the Sophons, this splinter group grew to become the Pilgrims. Accustomed to orbital living and constant movement, during the early years of their development they had a proportionally greater contact and familiarity with artifacts and remnants left by the Endless. They have come to view the Endless in a religious light, and a goal of their society is to one day discover the planet from which the Endless originated."

Traits[]

Pilgrims Affinity Ability to Evacuate a Star System.

Pilgrims Faction-Specific Technologies

Xenobotany Unlocks the Technology of the same name. 1
Rebellion +100% Ownership gain per System on Empire.
-80% Ownership loss per System captured by opponent on Empire.
Trait-2plus-trans
Diplomats +50% Trade Routes bonuses on system. Trait-2plus-trans
Optimistic +20 1011approval on system. Trait-2plus-trans
Legendary Heroes +20 Hero XP on hiring on empire [Hired at lvl 3].
-4 Upkeep on Heroes.
Trait-2plus-trans
Mutual Understanding +10% Damage Max per number of Allies on fleet weapons.
+10% Damage Min per number of Allies on fleet weapons.
Trait-2plus-trans
Knowledge Gathering +20 Research Points to the current research for each destroyed enemy CP on empire. 1
Blockade Breakers Trade Routes also work in Cold War or at War.
Blockades on your Systems won't break Trade Routes.
1
Wasted Space -20% 1009weightSmall on ships. Trait-2minus-trans

Sheredyn[]

Main article: Sheredyn
Sheredyn

Sheredyn Leader

  • Planet Type: Terran
  • Diplomatic Alignment: Evil
  • Gameplay: Colonialist
  • Main Victory Type: Economic / Military

Description[]

"It would require several centuries of time travel to find the origins of the military organization now known as the Sheredyn Fleet. Originally a bodyguard at the time of the first emperors, over time the Fleet grew to become commandos, special forces operatives, and finally a powerful clandestine force within the military of the United Empire. Almost a caste within the Imperial Navy, admission to the service of the Sheredyn Fleet remains impossible to all but the most qualified candidates. In a society where money means everything, the Fleet retains its image of professionalism. With several lucrative contracts from appreciative emperors, it has grown to have an economic power almost equal to its military reputation."

Traits[]

Sheredyn Affinity Prevents opponents from retreating.
-33% Buyout on System.

Sheredyn Faction-Specific Technologies

Dust Congruity +0.3 1004moneySmall leech on Hero. Trait-plus-trans
Entrepreneurs +1 1004moneySmall per 1006populationUnitSmall on Planets. Trait-plus-trans
Strong Alloys +40% 1020healthPoints on Ships. Trait-2plus-trans
Asceticism -50% Luxury bonus. Trait-minus-trans
Sheredyn Integrity -10% 1011approval per deal broken on System. Trait-minus-trans

Sophons[]

Main article: Sophons
Sophons

Sophon Leaders

  • Home Planet Type: Terran
  • Diplomatic Alignment: Good
  • Gameplay: Amazing Scientists
  • Main Victory Type: Scientific

Description[]

"Curious, analytical and inquisitive, the Sophons are a people who pride knowledge over all. No theory -- or machine -- is so perfect that it can resist a bit of tinkering: advances come both in great leaps and tiny increments. The Sophons travel the galaxy driven by a thirst to discover and understand. As such, they view war as nothing more than a distraction from the serious things in life. However, with their advanced technologies, they can become a surprisingly dangerous foe."

Traits[]

Sophon Affinity 0-50% Tax Rate gives a +50-0% 1003scienceSmallbonus.
-50% Support Modules Cost on Empire.

Sophon Faction-Specific Technologies

Isolation Shields Unlocks the Technology of the same name. Trait-plus-trans
PeV-scale Accelerators Unlocks the Technology of the same name. Trait-plus-trans
Neural Robotics Unlocks the Technology of the same name. Trait-plus-trans
Scientists +30% 1003scienceSmall on System. Trait-3plus-trans
Fast Traveler +2 1012speed on Ships. Trait-2plus-trans
Meticulous Information Analysis +1 1017DetectionRadius on Ships. Trait-plus-trans
Feeble Warriors -25% Defense on System.
-8 Defense per 1006populationUnitSmall on System.
Trait-2minus-trans
Unskilled Builders +10% Industry Cost of Improvements on Empire. Trait-minus-trans

Sowers[]

Main article: Sowers
Sowers

Sower Leader

  • Planet Type: Tundra
  • Diplomatic Alignment: Neutral
  • Gameplay: Construction
  • Main Victory Type: Wonder / Military

Description[]

"The Sowers are a machine race created by the Virtual faction of the Endless. They took from their creators the mission to traverse the universe and make worlds livable and habitable for the arrival – or return – of the Endless. The Sowers come, establish industries, create the basic infrastructure needed to make a wild planet habitable, and move on to the next one. The Sowers are neither hostile nor friendly; they are simply continuing their programming. Any world they arrive on will be harvested and advanced materials will be developed. Any local populations or other peoples will be ignored -- unless they get in the way or oppose the Sowers' holy mission."

Traits[]

Sower Affinity -50% 1001foodSmall from System
30% 1002industrySmall value is also added to 1001foodSmall.

Sowers Faction-Specific Technologies

Xenobotany Unlocks the Technology with the same name. 1
Metallic Waters +1 1002industrySmall on Planet.
+10 1011approval on Planet.
1
Space Cadets -20% 1003scienceSmall on System. Trait-2minus-trans
Builders -20% 1002industrySmall cost of Improvements on empire. Trait-2plus-trans
Tolerant Colonizes all planets (-25% 1025fidsSmall until required tech is known). Trait-2plus-trans
Dust Recyclers +10 1004moneySmall for each destroyed enemy CP on empire. 1
Slow Traveler -1 1012speed on Ships. - 1
Optimistic +10 1011approval on System 1

United Empire[]

Main article: United Empire
UE

United Empire Leader

  • Home Planet Type: Terran
  • Diplomatic Alignment: Evil
  • Gameplay: Colonialist
  • Main Victory Type: Economic / Military

Description[]

"The Empire is theoretically under the control of a central monarchy. However, the rate of expansion means that the society cannot be ruled that way effectively. In fact, the systems of the colonial diaspora are colonized by the designated Corporations who work hand-in-hand with the Ministry of Investment and Development. The Ministry of Security is involved as well, due to the need for native and/or alien pacification, security forces, defense or surveillance."

Traits[]

United Empire Affinity 25% - 100% Tax Rate will give a 0% - 60% 1002industrySmall bonus.
+10 Ship Experience on building on Empire.

United Empire Faction-Specific Technologies

N-Way Fusion Plants Unlocks the Technology of the same name. Trait-plus-trans
Businessmen +10% 1004moneySmall on System. Trait-plus-trans
Entrepreneurs +1 1004moneySmall per 1006populationUnitSmall on Planets. Trait-plus-trans
Strong Alloys +40% 1020healthPoints on Ships. Trait-2plus-trans
Fearless Warriors +25 Defense per 1006populationUnitSmall on System. Trait-2plus-trans
Dust Impaired +50% Abilities 1004moneySmall Cost on Heroes. Trait-minus-trans

Vaulters[]

Main article: Vaulters
Vaulter Leader
  • Home Planet Type: Terran
  • Diplomatic Alignment: Neutral
  • Gameplay: Defense, Science
  • Main Victory Type: Scientific

Description[]

"An ancient faction, the Vaulters have suffered a number of major setbacks in trying to establish a permanent home for themselves. Though characterized as restless wanderers, they are in fact a proud and adaptable race, seeking a system that they can finally call 'home.' Their centuries of travel and tinkering have made them skilled at both science and warfare, though their greatest military strength is in defense.

The Vaulters have an old tradition of appointing female leaders, and their trust in this tradition has been confirmed by the faction's uncanny ability to escape, survive, and live to fight another day. Once based on the planet Auriga, they left the planet when their predictions indicated potentially cataclysmic geo-atmospheric problems. Their attempts to colonize elsewhere have only had brief success, and the notion of a permanent base has gained an almost mythical status."

Traits[]

Vaulter Affinity Once constructed, the Portal consumes all remaining Movement Points, it requires at least one Movement Point.
The faction can instantly teleport a Fleet from one system to another system that is under their influence, if both systems have built these quantum apertures.

Vaulter Faction-Specific Technologies

Fearless Warriors +25% Defense per 1006populationUnitSmall on System. Trait-2plus-trans
Rebellion +100% Ownership gain per System on Empire.
-80% Ownership loss per System captured by opponent on Empire.
Trait-2plus-trans
Isolation Shields Unlocks the technology of the same name. 1
Crowded Planets +1 1006populationUnitSmall on Small.
+1 1006populationUnitSmall on Tiny.
+1 1006populationUnitSmall on Medium.
1
Legendary Heroes +20 Hero XP on hiring on empire (Hired at lvl 1).
-4 Upkeep on Heroes.
Trait-2plus-trans
Kitchen Chemists +1 1003scienceSmall per 1006populationUnitSmall on Planets. 1
Scientists +10% 1003scienceSmall on System. 1
Black Thumbs -10% 1001foodSmall on System. Trait-minus-trans

Custom Factions[]

The game allows for the creation of custom factions based on the main factions included in the game. The custom factions are accessed on the faction selection screen before starting a new game. On the right side of the screen you will see, add, modify, or delete buttons.

Clicking on the "add" button will bring you to the faction editor screen. The first few options will let you name your race, as well as add a custom description to be displayed in game. There is also a drop down menu that allows you to pick an "affinity" based on the pre-made factions.

NOTE - The affinity that is selected for your custom faction will determine what your faction unique researches are.  You are able to choose the Appearance of your faction which will determine the style of your ships and your portait.  This means choosing Amoeba Affinity and taking the Endless War Trait is a very bad idea (because you end up having tech that cannot be used as you are permanently at war with others).

The last part of the faction editor is the traits selection. There are multiple positive and negative traits. Each trait has a point value along with a level value. There is a point cap of 65 (60 for the Amoeba affinity and Sower affinity). Each trait you select will add or subtract points. You will not be allowed to save your faction if it is over the point cap. Most traits have multiple level which increase their effectiveness. Optimistic 1 increases approval by 10 on a system and costs 6 points, while optimistic 2 increases approval by 20 and costs 15 points.

Trait Categories[]

Each category has multiple positive and negative traits with varying levels and costs.

  • Defense (ability to protect a system)
  • Technology (pre-researched technology)
  • Anomaly (home planet conditions)
  • Hero (effectiveness of heroes)
  • Fleet (effectiveness of fleet)
  • Science (ability to research)
  • Economy (ability to produce dust)
  • Population (ability to populate)
  • Building (effectiveness of construction)
  • Space Battle (effectiveness of combat)
  • Diplomacy (relationship traits)
Factions
Playable Factions AmoebaAutomatonsCraversHarmonyHisshoHoratio
PilgrimsSheredynSophonsSowersUnited EmpireVaulters
Non-Playable Factions DeuyivanDust CollectiveEndlessOros Gec
PiratesPlocynosUnknownVirus
Other Information Custom factions
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