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A city's population consists of population units population, which can be assigned as workers to produce FIDSI resources every turn. The amount of each FIDSI resource produced by a worker in a city starts at 4, with the exception of Influence InfluenceIcon, which starts at 2, due to the City Hall improvement automatically built when founding a city. Worker production can be increased with city improvements, empire plan policies, and Hero Skills, Capacities, and Accessories.

Growth, Consumption, and Starvation[]

For all empires but the Broken Lords (see below), the generation of population units is organic. When positive, a city's total Food output is added to its growth stock every turn. When the growth stock reaches its upper limit, a new population unit is generated. For normal game speed this upper limit is determined by the equation 5 * population2.75. So a city with 2 population needs to have a stock of ~103 FoodSmall for the third population to appear. And city with 3 population needs to have a stock of ~226 FoodSmall for the fourth population to appear. See Cities#Population Growth for more information.

Additionally, each population unit consumes 2 FoodSmall every turn, and a negative total Food output will subtract from the city's growth stock. When the growth stock reaches its lower limit (equal to the upper limit needed to get the current population), a population unit is removed from the city. Note that a city's population can never be reduced below 1 population through starvation. Additionally, when producing a Settler, Food output is reduced to zero if you would otherwise have positive output. Producing a Settler with negative Food output will not increase your output to zero. Producing a Settler removes one population unit.

Broken Lords Population Units[]

Population unit mechanics work differently for the Broken Lords, as they cannot produce or consume Food. Population units can only be generated by buying out a population increase with Dust DustSmall in the city screen. Population units are not generated organically by the Broken Lords and cannot be assigned as Food workers. Because of the lack of a Food growth stock, they are also immune to starvation.

Worker Production[]

Worker production can be increased in a variety of ways, but it's important to remember that these increases only apply to population units assigned as workers to the appropriate resource. A city improvement that increases Food production for each worker would have no effect on population units assigned as Dust workers, only those assigned as Food workers.

City Improvements[]

To simplify this section, and because some city improvements provide bonus "per population" output for multiple resources, the following table will show by how much each of the city improvements increases the given resource per unit of population. Additionally, many of the listed improvements have other effects or conditions to be built not listed here.

Name Era +FoodSmall/population +IndustrySmall/population +ScienceSmall/population +DustSmall/population +InfluenceIcon/population
City Hall I 4 4 4 4 2
Center for Minerology I 5
Husbandry Center I 5
Canal Locks II 5
Glory of Empire II 1
Public Granary II 2
Advanced Alchemy Lab III 3
Dust Depository III 4
Large-Scale Aquatic Center III 2
National Museum III 2
Fungal Laboratory III 5
Production Line IV 3
Refrigeration Plant IV 3
Wyrm Farm IV 2
Altar of Channeling IV 5
Altar of Transcendence IV 5
Aura of Empire IV 4
Imperial News Network V 2 2 2 2 1

One improvement not listed on the table is Defensive Wards, which is something of a special case. While Defensive Wards also has a "per population" effect, it increases a city's Fortification FortificationSmall by 30 FortificationSmall per population rather than any of the FIDSI resources, and also doesn't require the population to be assigned to any specific role for the effects to come into play; if a city has 10 population and it builds this, it will get a bonus of 300 FortificationSmall regardless of how those population units are assigned.

Empire Plan[]

By setting the "Economy and Population" branch of the Empire Plan to its first tier, all cities in your empire get +3 DustSmall per population.

Heroes[]

Heroes have three main avenue for increasing the "per population" output of a city: Capacities, Skills, and Accessories.

Capacities[]

With the exception of the Slavery capacity, all capacities that increase the "per population" output of a city have the name "[Resource] Efficiency X", where the resource is one of the FIDSI resources, and X is a number 1 through 3 that determines the effectiveness of the capacity.

Hero Icon Name Effect
Lorekeeper Masargaka AbilityFoodEfficiency1Small Food Efficiency 1 +1 Food FoodSmall per population on city.
+1% Food FoodSmall per Hero's level on city.
Tlato Mosi Pakwa AbilityIndustryEfficiency1Small Industry Efficiency 1 +1 Industry IndustrySmall per population on city.
+1% Industry IndustrySmall per Hero's level on city.
Ipsa Wacha
Exid the Chosen
Ululani Raui
Specialized Polyp 2D
AbilityIndustryEfficiency2Small Industry Efficiency 2 +2 Industry IndustrySmall per population on city.
+1% Industry IndustrySmall per Hero's level on city.
Petrov Judit AbilityScienceEfficiency2Small Science Efficiency 2 +3 Science ScienceSmall per population on city.
+1% Science ScienceSmall per hero's level on city.
Commander Irjsko Lasmak AbilityScienceEfficiency3Small Science Efficiency 3 +4 Science ScienceSmall per population on city.
+1% Science ScienceSmall per hero's level on city.
Bela The Bat Syrav AbilityDustEfficiency1Small Dust Efficiency 1 +1 Dust DustSmall per population on city.
+1% Dust DustSmall per hero's level on city.
Baron Joslyn Deyval
Siryi Alastra
Sable Deceiver Napog Dauda
Skya Keeper Dabuo Ofosu
AbilityDustEfficiency2Small Dust Efficiency 2 +2 Dust DustSmall per population on city.
+1% Dust DustSmall per hero's level on city.
Lord Peyton Quinn
Sable Deceiver Bayari Kulaa
Jasah Murdap
AbilityDustEfficiency3Small Dust Efficiency 3 +3 Dust DustSmall per population on city.
+1% Dust DustSmall per hero's level on city.
Strio AbilityInfluenceEfficiency1Small Influence Efficiency 1 +1 Influence InfluenceIcon per population on city
+1% Influence InfluenceIcon per hero's level on city
Iracu
Pali Inoa
Specialized Polyp Q9
AbilityInfluenceEfficiency2Small Influence Efficiency 2 +2 Influence InfluenceIcon per population on city
+1% Influence InfluenceIcon per hero's level on city
Feeds on Bones
Long Fangs
Queenslayer
Ka-Riss
AbilitySlaverySmall Slavery Increases the "per population" value for Food FoodSmall and Industry IndustrySmall for each pacified village VillageIcon.

As an additional note, the Sway of the Master can be equipped on heroes to give them the Slavery capacity.

Skills[]

The only Hero skill that increases the "per population" output of a city is the Cultists Hero skill "Impassioned Preacher", which provides +1 per population for each of the FIDSI resources on the city per level of the skill, up to 3.

Accessories[]

The accessories that can be equipped to a Governor to increase a city's "per population" output are the Tomes made of Titanium Titanium Color 256x256, Glassteel Glassteel Color 256x256, Adamantian Adamantian Color 256x256, and Palladian Palladian Color 256x256, which focus on Science ScienceSmall, Dust DustSmall, Industry IndustrySmall, and Food FoodSmall respectively. They all require researching a specific technology to unlock.

Item Material Tier StrategicIcon Effect Unlocking Technology
ItemTomeStrategic1Tier1Large Titanium 1 6 Titanium Color 256x256 +1 ScienceSmall per population on city Advanced Armor
ItemTomeStrategic1Tier2Large Titanium 2 12 Titanium Color 256x256 +2 ScienceSmall per population on city Alchemical Armor
ItemTomeStrategic1Tier3Large Titanium 3 24 Titanium Color 256x256 +4 ScienceSmall per population on city Exotic Armor
ItemTomeStrategic2Tier1Large Glassteel 1 6 Glassteel Color 256x256 +1 DustSmall per population on city Advanced Armor
ItemTomeStrategic2Tier2Large Glassteel 2 12 Glassteel Color 256x256 +2 DustSmall per population on city Alchemical Armor
ItemTomeStrategic2Tier3Large Glassteel 3 24 Glassteel Color 256x256 +4 DustSmall per population on city Exotic Armor
ItemTomeStrategic3Tier1Large Adamantian 1 12 Adamantian Color 256x256 +1 IndustrySmall per population on city Uncommon Armor
ItemTomeStrategic3Tier2Large Adamantian 2 24 Adamantian Color 256x256 +2 IndustrySmall per population on city Marvelous Armor
ItemTomeStrategic3Tier3Large Adamantian 3 48 Adamantian Color 256x256 +4 IndustrySmall per population on city Exceptional Armor
ItemTomeStrategic4Tier1Large Palladian 1 12 Palladian Color 256x256 +1 FoodSmall per population on city Uncommon Armor
ItemTomeStrategic4Tier2Large Palladian 2 24 Palladian Color 256x256 +2 FoodSmall per population on city Marvelous Armor
ItemTomeStrategic4Tier3Large Palladian 3 48 Palladian Color 256x256 +4 FoodSmall per population on city Exceptional Armor
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