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Food () is a FIDSI resource. It is used to feed and grow the population of cities.

Population[]

Each population consumes 2 per turn. Any excess food is automatically applied towards growing the population of the city. When the accumulated food reaches a given limit, a new population is added to the city, as shown below.

Game Speed Limit for next population
Normal 5 * population2.75
Fast 2.5 * population2.75

The Allayi require twice as much to produce a new population due to their "We Chosen Few" trait.

Note that producing less food than what is consumed by the population can result in a negative income of food, and ultimately the starvation and loss of a unit of population. This problem is especially prevalent during winter.

See Population Growth for more information.

Production[]

Terrain[]

The Food output of the tiles a city is placed on determines the city's initial Food production, and should ideally be more than 2 when placing a new city to ensure there is a net population growth.

Basic Terrain[]

Of the general terrain types, Plains provide the greatest boost to Food, on average providing 2 on a tile. Exceptions to this are Grasslands, which provide 3 , and Shrublands, which provide only 1 . Sea, Lake, and Forest tiles each typically provide 1 , exceptions being Wetlands which provide 2 , and Crystal Forests which provide no Food. Finally, the Snowy Field tile provides 1 .

Rivers provide an additional 1 on tiles, in addition to whatever other FIDS output they have.

For the Kapaku specifically, Volcanic terrain tends to provide 1 , exceptions being the Scorched Wilds that provide 2 and the Badlands that provide 3 .

Anomalies[]

Anomalies on a tile provide an additional bonus to its FIDSI output, and there are a number of anomalies that provide a bonus of 2, 4, or 6 on a tile.

  • 2 : Chromatic Land, Dragon Tree, Escaped Specimens, Moss Pearls, Mychordia, Salt Desert
  • 4 : Azotic Exotics, Botanical Garden, Hidden Springs, Igloo Larvae, Massive Tree
  • 6 : Black Earth, Life Tree, Northern Loam, Oasis, Steppe Soil

Faction Traits[]

Some factions have unique interactions with Food:

  • The Broken Lords do not use or see at all, and instead buy population using due to their "Appetite for Dust" affinity.
  • The Necrophages produce 1 fewer on tiles due to their "Agriculturally Challenged" trait.
  • The Kapaku are only able to produce from Volcanic terrain due to their "Born of Ash" affinity, while every other faction cannot produce any from Volcanic terrain.

City Improvements[]

This list includes any City Improvement that increases a city's food output, even indirectly. Many of the improvements listed have additional effects that do not affect Food production, but for simplicity those effects are not listed.

Name Faction Obtained Upkeep Effects
City Hall All Upon Settling 10 +4 per population on city
Founder's Memorial All At Start 60 +2 on city
Can only be built once in your empire
Seed Storage All except Broken Lords Era I 75 1 +10 on city during summer
+15% on city
Husbandry Center All except Broken Lords Era I 150 4 +5 per population on city
Can only be built once in your empire
Irrigation Networks All except Broken Lords Era II 250 5 2 Need an exploited river tile to be built
+3 on terrain with river during summer
Fish Farm All except Broken Lords Era II 250 5 2 Need an exploited lake or sea tile to be built
+3 on terrain with sea or lake during summer
Central Market All Era II 250 2 2 +10% on approval (fervent)
Public Granary All except Broken Lords Era II 250 5 2 +15 on city
+2 per population on city
Deep Generator Vaulters Era II 250 20 +10% on city
The cost indicates that the Holy Resource has to be chosen
Oologic Nursery Drakken Faction Quest 400 10
20
2 Requires an income of 20 from the city tiles
+10 on city
Plow Factory All except Broken Lords Era III 600 10
5
4 +3 on exploitation
Fungal Laboratory Necrophages Faction Quest 400 5 Limited to one copy in your empire
Ka-Riss hero must be city governor
+5 per population on city
Wyrm Farm All except Broken Lords Era IV 1200 5
5
7 Needs an exploited volcanic tile to be built
+15 on city
+2 per population on city
Refrigeration Plant All except Broken Lords Era IV 1200 15
5
7 +3 per population on city
+25% on city
Subterranean Gardens All except Broken Lords Era IV 1200 5
15
7 +10 on district during winter
Fertilizer Plant All except Broken Lords Era IV 1200 15
10
7 +3 on terrain with Food
Hothouses All except Broken Lords Era IV 1200 15
10
7 +3 on exploitation
Imperial News Network All Era V 2000 5
10
10 +2 per population on approval (happy)

Expansions[]

While most expansions listed increase a city's Food output, the Borough Streets expansion actually reduces the Food on the tile it's placed on, though not to a significant degree. Again, only the effects related to Food have been listed here.

Name Faction Obtained Effect
Borough Streets All except Allayi At Start Varies -1 on city tile
Garth of the Allayi Allayi At Start Varies Varies +2 on city tile
Altar of Auriga All At Start 150 10 +3 per level on Altar of Auriga
Limited to one copy in your Empire
Cargo Docks All Era III 600 Limited to one copy in your city
Can only be built on coastal waters or ocean with exploitation
+1 on city tile
+2 per extra level on city tile
Abbey of Anomalies All 3rd Winter 400 10 Limited to one copy in your city
To be built on anomaly
x2 on city tile
+5 per level on city tile
+3 on terrain with anomaly
Winter Borough All 3rd Winter 600 20 Limited to one copy in your city
To be built during winter
+2 per level on city tiles during winter

Approval[]

Approval in a city has an effect on the generated food as well.

State Approval Modifier
Rebellion 0 - 10 -50%
Unhappy 20 - 39 -20%
Content 40 - 59 +0%
Happy 60 - 89 +15%
Fervent 90 - 100 +30%

Heroes[]

Heroes provide a number of ways to increase the Food output of a city they are the governor of, whether that be through capacities, skills, or accessories.

Capacities[]

Hero Icon Name Effect
Jasah Murdap
Archivist Nachampassesa
Loremaster Jayawardene
Xoyos Brightslash
Food Boost 1 +2 Food per hero's level on city.
+1% Food per hero's level on city.
Wayra Sigo
Loremaster Semsanitnwona
Eayos Sniffer Redpoint
Food Boost 2 +4 Food per hero's level on city.
+1% Food per hero's level on city.
Strikes Far
Researcher Namkang
Food Boost 3 +6 Food per hero's level on city.
+1% Food per hero's level on city.
Lorekeeper Masargaka Food Efficiency 1 +1 Food per population on city.
+1% Food per Hero's level on city.
Feeds on Bones
Long Fangs
Queenslayer
Ka-Riss
Sway of the Master (Kapaku Heroes only)
Slavery Increases the "per population" value for Food and Industry for each pacified village .

Skills[]

Skill Tree Level Icon Name Effect
Common 4 Inspirational Leader Level 1: +5% on city, +5% on city, +5% on city, +5% on city.
Level 2: +5% on city, +5% on city, +5% on city, +5% on city.
Level 3: +10% on city, +10% on city, +10% on city, +10% on city.
Necrophages 1 Necrotic Agriculture Level 1: +8 on city.
Level 2: +8 on city.
Level 3: +14 on city.
Necrophages 3 Cadaverous Pesticides Level 1: +15% on city.
Level 2: +15% on city.
Level 3: +15% on city.
Drakken 1 Irrigation Expert Level 1: +1 on terrain with river.
Level 2: +2 on terrain with river.
Level 3: +2 on terrain with river.
Cultists 1 Impassioned Preacher Level 1: +1 per population in city. +1 per population in city. +1 per population in city. +1 per population in city. +1 per population in city.
Level 2: +1 per population in city. +1 per population in city. +1 per population in city. +1 per population in city. +1 per population in city.
Level 3: +1 per population in city. +1 per population in city. +1 per population in city. +1 per population in city. +1 per population in city.
Kapaku 2 Heat of the Hearth Level 1: +2 Approval for city center and expansions on Volcanic terrain.
Level 2: +2 Approval for city center and expansions on Volcanic terrain. In ELCP: +2 for city center and expansions on Volcanic terrain.
Mykara 1 Life from the Loam Level 1: +1 on Terrain with Food.
Level 2: +1 on Terrain with Food.
Level 3: +1 on Terrain with Food.
Mykara 2 Waste Not, Want Not Level 1: -50% (Consumption) on City.
Level 2: -50% (Consumption) on City.
Sisters of Mercy 5 A Noble's Duty Level 1: Food Income cannot be negative. Dust Income cannot be negative.

Accessories[]

All listed accessories are Tomes.

Item Name Effects Obtained From
Tome of the Lithophage 10 +15 on city Anaerobic Mycrobiology
12 +1 per population on city Uncommon Armor
24 +2 per population on city Marvelous Armor
48 +4 per population on city Exceptional Armor

Miscellaneous[]

There are a number of other ways to increase Food production in addition to these that vary greatly.

Arcana[]

The Ardent Mages are able to research the Arcana of Renewal technology, which unlocks the Pillar of Regeneration for placement. This pillar increases the Food output of tiles within range depending on the Arcana level as shown here:

Level Effect Range
1 +2 on tiles within the pillar's range for 10 turns 1
2 +5 on tiles within the pillar's range for 10 turns 1
3 +6 on tiles within the pillar's range for 10 turns 2
4 +9 on tiles within the pillar's range for 10 turns 2
5 +16 on tiles within the pillar's range for 10 turns 2

Additionally, the pillar provides an extra +3 on tiles in range during winter after obtaining the Cold Engineering technology.

Assimilation[]

The Bos provide an assimilation bonus of +5% on cities per pacified and rebuilt village, up to +30% .

Empire Plan[]

Tier 4 of the Empire and Expansion branch of the Empire Plan grants a +50% Food bonus on cities.

Resource Boosters[]

A number of Luxury resources (and Strategic resources for the Vaulters and Mezari) can be used to increase empire-wide Food production.

Resource
Spices +50%
Dust Orchid +20%
Palladian +20%
Hyperium +15%

Stockpiles[]

Food Stockpiles can be applied to cities for a lump-sum quantity of Food at the end of the turn.

Technology[]

The only technology that increases Food output directly without the need to build a city improvement is the Era VI technology Self-Driving Plows, which increases the Food output of cities by 100%.

Urkans[]

Kazar has the Urkan Agriculture training available. Upon unlocking this training, while Kazar is rooted in a region, cities owned by Kazar's owner and their allies will get a +30% bonus, while enemy cities will get a -15% penalty.

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