Industry () is a FIDSI resource used by cities to carry out the production of units, city improvements, expansions, and more.
Production[]
These are the primary ways to produce additional Industry in a city or across the empire.
Terrain[]
Basic Terrain[]
Of the basic terrain types Forest, Rocks, and Volcanic terrain provide bonuses to Industry, though the amount can vary. For forests the Cold Forest, Crystal Forest, Palm Trees, Taiga, and Temperate Forest all provide 2 , while the Enchanted Forest, Mountain Forest, Savanna, and Wetland provide 1 . All Rocks except the Crystal Field and Crystal Ice provide 1 . For Volcanic terrain, the Ash Drifts, Badlands, and Lava Swirls provide 1 , Barren Soil and Basalt Plains provide 2 , and the Scorched Wilds provide 3 .
Lava Flows provide +1 on tiles they pass through in addition to the tile's normal output.
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 : Caldera Lake, Dragon Tree, Geothermal Pit, Golden Tree, Igloo Larvae, Lava Geyser, Massive Tree, Ruby Cactus Fields, Steppe Soil, Weaver Worms, and Wizard Stone
- 4 : Clay, Earth Tower, Geysers, Meteor Fields, and Rumbling Stones
- 6 : Fumarole, Mineral Rich, Spiral Rock Peel, and Steel Stalks
Faction Traits[]
Some factions have unique interactions with Industry:
- The Wild Walkers gain +1 on terrain with Forests during Summer due to their "Living Towns" trait.
- The Morgawr gain +2 on terrain with Sea or Lake and +1 on terrain with River due to their "Hydrophilic" trait.
City Improvements[]
This list includes any City Improvement that increases a city's Industry output, even indirectly. Some of the improvements listed have additional effects that do not affect Industry production, but for simplicity those effects are not listed.
Name | Faction | Obtained | Upkeep | Effects | ||
---|---|---|---|---|---|---|
City Hall | All | Upon Settling | 10 | +4 per on city | ||
Founder's Memorial | All | At Start | 60 | +2 on city Can only be built once in your empire | ||
Mill Foundry | All | Era I | 75 | 1 | +6 on city +15% on city | |
Apprenticeship Registry | All | Era II | 250 | 5 | 2 | +1 on exploitation |
Canal Locks | All | Era II | 600 | 5 | 4 | +5 per on city Can only be built once in your empire |
Canal System | All | Era II | 250 | 2 | +1 on terrain with industry during summer | |
Lumber Mill | All | Era II | 250 | 5 | 2 | Need an exploited forest tile to be built +1 on terrain with forest |
Deep Generator | Vaulters | Era II | 250 | 20 | +10% on city The cost indicates that the holy resource has to be chosen | |
Lava Works | All | Era III | 600 | 5 5 |
4 | Need an exploited lava flow tile to be built +8 on lava flow terrain |
Automated Production | All | Era IV | 1200 | 5 15 |
7 | +3 on terrain with industry |
Production Line | All | Era IV | 1200 | 10 10 |
7 | +3 per on city |
Advanced Quarry | All | Era V | 3000 | 10 20 |
10 | +50 on terrain with strategic resource Limited to one copy in your empire |
Imperial News Network | All | Era V | 2000 | 5 10 |
10 | +2 per on approval (happy) |
Ice Works | All | 2nd Winter | 300 | 10 | Need an exploited River, Lake or Sea tile to be built +10 on terrain with River during winter +10 on terrain with Sea or Lake during winter season with ice shelf |
Expansions[]
Again, while many of these expansions have other effects, only those affecting Industry production have been listed.
Name | Faction | Obtained | Effect | ||
---|---|---|---|---|---|
Garth of the Allayi | Allayi | At Start | Varies | Varies | +2 on city tile |
Industrial Megapole | All | Era II | 1000 | 15 15 |
+25 per level on Industrial Megapole Can only be built once in the world |
Cargo Docks | All | Era III | 600 | Limited to one copy in your city Can only be built on coastal waters or ocean with exploitation +5 on city tile +5 on terrain with sea or lake +10 per extra level on city tile | |
Abbey of Anomalies | All | 3rd Winter | 400 | 10 | x2 on city tile |
Winter Borough | All | 3rd Winter | 600 | 20 | +2 per level on city tiles during winter Limited to one copy in your city To be built during winter |
Approval[]
Approval in a city has an effect on the generated Industry as well.
State | ||
---|---|---|
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 Industry output of a city they are the governor of, whether that be through capacities, skills, or accessories.
Capacities[]
Hero | Icon | Name | Effect |
---|---|---|---|
Never Rests | Industry Boost 1 | +2 Industry per hero's level on city. +1% Industry per hero's level on city. | |
Soyala Tocho Samhane Haligtide Strikes Far |
Industry Boost 2 | +4 Industry per hero's level on city. +1% Industry per hero's level on city. | |
Wayra Sigo Ahote Zaltana |
Industry Boost 3 | +6 Industry per hero's level on city. +1% Industry per hero's level on city. | |
Tlato Mosi Pakwa | Industry Efficiency 1 | +1 Industry per on city. +1% Industry per Hero's level on city. | |
Ipsa Wacha Exid the Chosen Ululani Raui |
Industry Efficiency 2 | +2 Industry per on city. +1% Industry per Hero's level on city. | |
Feeds on Bones Long Fangs Queenslayer Ka-Riss |
Slavery | Increases the "per " value for Food and Industry for each pacified village . |
As an additional note, the Sway of the Master can be equipped on heroes to give them the Slavery capacity.
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. | |
Wild Walkers | 2 | Woodland Forager | Level 1: +1 on terrain with forest. | |
Wild Walkers | 3 | Natural Resources | Level 1: +6 on city. Level 2: +6 on city. Level 3: +10 on city. | |
Wild Walkers | 5 | Natural Architect | Level 1: +15% on city. Level 2: +15% on city. Level 3: +15% on city. | |
Vaulters | 3 | Subterranean Networker | Level 1: +4 Fortification Recovery per turn on city. Level 2: +8 Fortification Recovery per turn on city. With ELCP: +1 per unused Fortification Recovery on terrain with Strategic Resources. Level 3: +8 Fortification Recovery per turn on city. With ELCP: +1 per unused Fortification Recovery on terrain with Strategic Resources. | |
Cultists | 1 | Impassioned Preacher | Level 1: +1 per in city. +1 per in city. +1 per in city. +1 per in city. +1 per in city. Level 2: +1 per in city. +1 per in city. +1 per in city. +1 per in city. +1 per in city. Level 3: +1 per in city. +1 per in city. +1 per in city. +1 per in city. +1 per in city. | |
Morgawr | 4 | Ship Builder | Level 1: +10% (+15% with ELCP) Naval unit production cost reduction on city. Level 2: +15% (+10% with ELCP) Naval unit production cost reduction on city. With ELCP: +5% on city. | |
Kapaku | 1 | Volcanology | Level 1: +2 on Volcanic terrain. Level 2: +1 on Volcanic terrain, +1 on Volcanic terrain. | |
Sisters of Mercy | 1 | Righteous Cause | Level 1: +10 on city. Level 2: +10 on city. Level 3: +10 on city (no with ELCP). With ELCP: +1 per above 100 on city. |
Accessories[]
All listed accessories are Tomes.
Item | Name | Effects | Obtained From | |
---|---|---|---|---|
12 | +1 per on city | Uncommon Armor | ||
24 | +2 per on city | Marvelous Armor | ||
48 | +4 per on city | Exceptional Armor | ||
Quivering Circlet | 50 | +7 on city +7 on city +7 on city Can be equipped by Broken Lords heroes only |
Broken Lords Faction Quest | |
Roads of Dust | 55 | +8 on city +1 on units Can be equipped by heroes only |
Roving Clans Faction Quest |
Miscellaneous[]
Empire Plan[]
Tier 4 of the Science and Industry branch of the Empire Plan grants a bonus of +2 on Districts.
Resource Boosters[]
A number of Luxury resources (and Strategic resources for the Vaulters and Mezari) can be used to increase empire-wide Industry production.
Resource | |
---|---|
Titan Bones | +50% |
Dust Orchid | +20% |
Adamantian | +20% |
Mithrite | +15% |
Stockpiles[]
Industry Stockpiles can be applied to cities for a lump-sum quantity of Industry at the end of the turn.
Technology[]
The only technology that increases Industry output directly without the need to build a city improvement is the Era VI technology Endless Alloys, which increases the Industry output of cities by 100%.
Cost Reduction[]
Aside from simply producing Industry, there are also a number of ways to reduce the cost to produce buildings and units, though these methods often focus on one or the other.
These multipliers stack additively in the vanilla game, so you could reach 100% cost reduction for buildings. With ELCP, the stacking is multiplicative, making 100% cost reduction no longer possible.
Building cost reduction[]
- +33% from the level 2 Science and Industry Empire Plan.
- +12%/+24% from Behemoth Tamer (Wild Walkers hero skill).
- +5% per pacified Urces village in regions when assimilated (up to 30%).
- +25% from Wild Walkers quest technology Growing Buildings.
- +20% for Districts from Industrial Megapole.
Unit cost reduction[]
- +20% from level 1 Military Empire Plan.
- +12%/+24% from Slave Driver (Necrophages hero skill).
- +12%/+24% from Game Theory (Roving Clans hero skill).
- +10%/+25% (+15%/+25% with ELCP) for naval units from Ship Builder (Morgawr hero skill).
- +10% and +1% per Fortress for naval units from Naval Architecture Facility.