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An Empire can greatly strengthen all aspects of itself through Research. Most technologies can be unlocked by spending ScienceSmall Science, but other, hidden technologies are unlocked by completing Faction or Side Quests. Each technology that is researched unlocks one or more city improvements, a military unit, a special ability, or a passive benefit for your Faction.

The Research Tree is divided into six distinct tiers or "Eras". At the beginning of a game, only Era I is available; other Eras must be unlocked by researching nine technologies from any previous Era. The only prerequisite to research a technology is that the era in which it is located has been reached. Once an Era has been reached, any technology from that Era is available for research. All Major Factions start out with two technologies already researched.

To research further technologies, you must go to the Technology Tab and select a technology to research by left clicking it. Only one technology can be researched at a time. Selecting more than one technology will queue additional technologies, in the order in which they were selected. To deselect a technology, or remove it from the queue, simply left click it again. Every turn, your faction's total ScienceSmall Science output is applied toward the technology at the top of the queue. If your faction has a higher ScienceSmall Science output than what remains on the selected technology, the surplus will be applied to the next technology. If research on a given technology is stopped in favor of another, the progress towards the first technology remains and the technology can be resumed at any point. Note, however, that this progress is percentage-based, so returning to a technology after researching a few others will result in it costing more ScienceSmall to finish than it had before.

Technologies do not have a set ScienceSmall Science cost. Instead, all technologies have a cost based on the era of the technology and the total number of technologies researched. With N being the number of technologies already researched, and A being a constant based on the technology's era, the equation for the ScienceSmall Science cost of the next technology is:

Cost = A * (5 - N + (N + 1) ^ 2)

The value of A for each era is as follows:

Era Value of A
I 2.32
II 2.86
III 3.4
IV 3.92
V 5
VI 45

There are a number of effects that become active upon reaching a new Era, such as units being trained at a higher level, new equipment being unlocked, and certain tiles and resources being revealed. Additionally, whenever any empire in the game reaches a new Era, all of the Legendary Deeds for that Era become available for everyone to complete, and all facilities for that Era are revealed.

Era I[]

This is the Age of Discovery.

General Technologies[]

Advanced Alloys
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: ScienceandIndustry Science and Industry
Type: Item Item
Focus: AttackIcon Weapon
Advanced Alloys The use of exotic resources like Titanium and Glassteel can greatly improve weapons. The metallurgy is complex, however, and special tools and forges are required.

Effects:

Unlocks Tier 1 Weapons (also Armors and Accesories with ELCP) made of Titanium Color 256x256 Titanium or Glassteel Color 256x256 Glassteel
-10% (-20% with ELCP) on Titanium Color 256x256 Titanium or Glassteel Color 256x256 Glassteel initial item costs

Advanced Armor
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: ScienceandIndustry Science and Industry
Type: Item Item
Focus: Armor Armor
Advanced Armor Advanced metallurgy leads to the creation of armor with Titanium or Glassteel alloys; the use of such materials is expensive but worth the cost.

Effects:

With ELCP has been merged with Advanced Alloys.
Unlocks tier 1 Armors made of Titanium Color 256x256 Titanium or Glassteel Color 256x256 Glassteel
Unlocks tier 1 Accessories made of Titanium Color 256x256 Titanium or Glassteel Color 256x256 Glassteel
-10% on Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256 initial item costs

Alchemist's Furnace
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: ScienceandIndustry Science and Industry
Type: Expansion Expansion
Focus: Exploitation Exploitation
Alchemist's Furnace At the heart of the titanium and glassteel extraction method is a vast furnace used to smelt the purified resources out of their mineralized forms.

Unlocks for Construction:
Titanium Extractor
Faction: FactionIconSmall All except Mykara
Obtained: ResearchIcon Era I
Type: Expansion Expansion
Focus: Exploitation Exploitation
Costs:

60 IndustrySmall

Titanium Extractor At the heart of the titanium extraction method is a vast furnace used to spelt the metal out of its mineralized form.

Effects:

+1 Titanium Color 256x256 on city

Glassteel Extractor
Faction: FactionIconSmall All except Mykara
Obtained: ResearchIcon Era I
Type: Expansion Expansion
Focus: Exploitation Exploitation
Costs:

60 IndustrySmall

Glassteel Extractor After chemical preparation, using huge machines, molten glassteel is forced into delicate strands ready for industrial use.

Effects:

+1 Glassteel Color 256x256 on city

Aquapulvistics
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: EconomyandPopulationSmall Economy and Population
Type: Improvement City Improvement
Focus: DustSmall Dust
Aquapulvistics As they circulate through the sky and land, the waters of Auriga collect and carry Dust. Studies of the presence of Dust in natural water sources improve its identification and collection.

Unlocks for Construction:
Dust Dredger
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: DustSmall Dust
Costs:

75 IndustrySmall

Dust Dredger Sifting with sophisticated nets in wells, rivers and floodplains helps isolate this precious magical resource, increasing city Dust production.

Effects:

Need an exploited river tile to be built
+2 DustSmall on terrain with river during Summer

Dust Filtration
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: DustSmall Dust
Costs:

75 IndustrySmall

Dust Filtration When ice melts and rivers and seas grow warmer in the summer season, a combination of magnetics and very fine filters can be used to harvest Dust directly from the waters.

Effects:

Need an exploited lake or sea tile to be built
+3 DustSmall on terrain with sea or lake during summer

Augmented Extractor
Faction: FactionIconSmall All
Obtained: QuestIcon Side Quest
Category: EconomyandPopulationSmall Economy and Population
Type: FactionIconSmall Empire
Focus: CategoryLuxurySmall Resources
Augmented Extractor It is said that luck is the child of hard work. In this case, alchemists attempting to change gold into Dust have accidentally discovered a way to increase quantities and purities of extracted resources.

Effects:

+1 Dye Dye Grey 256x256 on Dye Extractor
+1 Emerald Emerald Grey 256x256 on Emerald Extractor
+1 Gold Gold Grey 256x256 on Gold Extractor
+1 Spice Spice Grey 256x256 on Spice Extractor
+1 Wine Wine Grey 256x256 on Wine Extractor

Boarding Vessel (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: MilitaryIcon Military
Type: UnitSmall Unit Model
Focus: InterceptorIconSmall Interceptor
Boarding Vessel (Technology) This unit is designed to carry troops that attack enemy ships.

Unlocks for Construction:
Boarding Vessel
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Unit Type: InterceptorIconSmall Interceptor
Costs: 30 IndustrySmall
10 DustSmall
Base Attributes:
LifeIcon Life 68 SpeedIcon Speed 6
AttackIcon Attack 24 DefenseIcon Defense 36
InitiativeIcon Initiative 26 DamageIcon Damage 36
Ranged Range 1 SightIcon Sight 3
Boarding Vessel This unit is designed to carry troops that attack enemy ships.
Cultivation
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era I
Category: EconomyandPopulationSmall Economy and Population
Type: Improvement City Improvement
Focus: FoodSmall Food
Cultivation Increasing sophistication in farming has led to the study and development of plant and animal species specifically for the consumption of your citizens.

Unlocks for Construction:
Seed Storage
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

75 IndustrySmall
1 DustSmall per TurnSmall

Seed Storage Seeds of domesticated plants are stored for sowing, making crops more reliable and increasing the amount of Food produced.

Effects:

+10 FoodSmall on city during summer
+15% FoodSmall on city

Husbandry Center
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era I
Type: UniqueBuildingSmall Unique Building
Focus: FoodSmall Food
Costs:

150 IndustrySmall
4 DustSmall per TurnSmall

Husbandry Center From bees to bison, this center for the study of native animal species accelerates their domestication and greatly improves Food production.

Effects:

+5 FoodSmall per population on city
Can only be built once in your empire

Empire Mint (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: EconomyandPopulationSmall Economy and Population
Type: Improvement City Improvement
Focus: DustSmall Dust
Empire Mint (Technology) A public building dedicated to collecting Dust and minting currency increases the Dust produced

Unlocks for Construction:
Empire Mint
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: DustSmall Dust
Costs:

75 IndustrySmall

Empire Mint A public building dedicated to collecting Dust and minting currency increases the Dust produced.

Effects:

+5 DustSmall on city
+15% DustSmall on city

Language Square
Faction: FactionIconSmall All except Necrophages
Obtained: ResearchIcon Era I
Category: EmpireandExpansionSmall Empire and Expansion
Type: MilitaryIcon Army Action
Focus: ParleySmall Parley and Bribe
Language Square With a public square dedicated to practicing and teaching the many languages of Auriga, conversations with minor factions can now move beyond pointing and grunting.

Effects:

Unlocks the army action: Parley on Empire
Unlocks the army action: Bribe on Empire

Mercenary Market
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: MilitaryIcon Military
Type: Marketplace Marketplace
Focus: UnitSmall Unit
Mercenary Market Muscles ripple, insults fly, and the stench of the unwashed is pretty bad, but that's the price for establishing a dedicated space where mercenary forces can be procured.

Effects:

Unlocks the Mercenaries section of the Marketplace
Unlocks the Heroes section of the Marketplace

Military Science
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: MilitaryIcon Military
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Military Science As science and analytical methods develop they are finally applied to warfare, making it more than just hitting the other guy harder using a bigger club.

Unlocks for Construction:
Stronghold Architecture
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Costs:

75 IndustrySmall

Stronghold Architecture Basic architectural advances like moats, crenellations, sally ports, etc. greatly improve city defences.

Effects:

+2 (+6 with ELCP) Fortification recovery FortificationSmall per turn on city
+100 Fortification FortificationSmall on city
+1 XP per turn on army

Infantry Cantina
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Costs:

75 IndustrySmall

Infantry Cantina A watering hole only for enlisted soldiers not only cuts down on drunken brawls between uniform and city, but also promotes the exchanges of battle tactics, weapon handling, and other information, making more experienced fighters.

Effects:

+1 max unit slots on militia

Mill Foundry (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Mill Foundry (Technology) Improved quality of critical parts for mills increases the amount of industry produced.

Unlocks for Construction:
Mill Foundry
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Costs:

75 IndustrySmall
1 DustSmall per TurnSmall

Mill Foundry Improved quality of critical parts for mills increases the amount of Industry produced.

Effects:

+6 IndustrySmall on city
+15% IndustrySmall on city

Open-Pit Mine
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: EconomyandPopulationSmall Economy and Population
Type: Expansion Expansion
Focus: Exploitation Exploitation
Open-Pit Mine A crude assembly of shacks housing the workers and tools (pickaxes, pans, barrels etc) needed to excavate and process a common resource.

Unlocks for Construction:
Dye Extractor
Faction: FactionIconSmall All except Mykara
Obtained: ResearchIcon Era I
Type: Expansion Expansion
Focus: Exploitation Exploitation
Costs:

60 IndustrySmall

Dye Extractor A region building allowing the extraction of the Dye Luxury.

Effects:

+1 Dye Grey 256x256 on city

Emerald Extractor
Faction: FactionIconSmall All except Mykara
Obtained: ResearchIcon Era I
Type: Expansion Expansion
Focus: Exploitation Exploitation
Costs:

60 IndustrySmall

Emerald Extractor A region building allowing the extraction of the Emerald Luxury.

Effects:

+1 Emerald Grey 256x256 on city

Gold Extractor
Faction: FactionIconSmall All except Mykara
Obtained: ResearchIcon Era I
Type: Expansion Expansion
Focus: Exploitation Exploitation
Costs:

60 IndustrySmall

Gold Extractor A region building allowing the extraction of the Gold Luxury.

Effects:

+1 Gold Grey 256x256 on city

Spice Extractor
Faction: FactionIconSmall All except Mykara
Obtained: ResearchIcon Era I
Type: Expansion Expansion
Focus: Exploitation Exploitation
Costs:

60 IndustrySmall

Spice Extractor A region building allowing the extraction of the Spice Luxury.

Effects:

+1 Spice Grey 256x256 on city

Wine Extractor
Faction: FactionIconSmall All except Mykara
Obtained: ResearchIcon Era I
Type: Expansion Expansion
Focus: Exploitation Exploitation
Costs:

60 IndustrySmall

Wine Extractor A region building allowing the extraction of the Wine Luxury.

Effects:

+1 Wine Grey 256x256 on city

Pillage
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: MilitaryIcon Military
Type: MilitaryIcon Army Action
Focus: PillageSmall Pillage
Pillage Sometimes, using the enemies infrastructure against them is better than destroying it. Well-trained units are expert at siphoning Dust, resources, and other useful items from enemy sites.

Effects:

Unlocks the Army Action: Pillage
Unlocks the camouflage accessory Accessory on units
Unlocks the detection accessory Accessory on heroes

Public Library (Technology)
Faction: FactionIconSmall All except Forgotten
Obtained: ResearchIcon Era I
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: ScienceSmall Science
Public Library (Technology) The first step in improving science is to bring together existing knowledge. This building will help to increase the Science produced.

Unlocks for Construction:
Public Library
Faction: FactionIconSmall All except Forgotten
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

75 IndustrySmall
1 DustSmall per TurnSmall

Public Library The first step in improving science is to bring together existing knowledge. This building will help to increase the Science produced.

Effects:

+10 ScienceSmall on city
+10% ScienceSmall on city

Search Party
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: EmpireandExpansionSmall Empire and Expansion
Type: MilitaryIcon Army Action
Focus: SearchSmall Search
Search Party In areas where resources or artifacts may lie hidden, troops can be ordered to hunt and dig for loot.

Effects:

Reduces by 10% the odds to loot nothing after a search on ruins
Increases by 5% the odds to get loot or an event

Sewer System (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: ApprovalSmall Approval
Sewer System (Technology) The drop in nauseating odors and infections diseases, thanks to the new public sanitation system, instantly gives and approval bonus to your city.

Unlocks for Construction:
Sewer System
Faction: FactionIconSmall All
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: ApprovalSmall Approval
Costs:

75 IndustrySmall
1 DustSmall per TurnSmall

Sewer System The drop on nauseating odours and infectious diseases, thanks to the new public sanitation system, instantly gives an Approval bonus to your City.

Effects:

+20 ApprovalSmall on city
+1 InfluenceIcon on approval (happy)

Tactical Training
Faction: FactionIconSmall All
Obtained: DeedIcon Legendary Deed
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: UnitSmall Unit
Tactical Training The ability of your armies to execute both strategic visions and tactical maneuvers is without equal. Energized by your leadership, your troops shall attain even greater feats.

Effects:

+15% Initiative InitiativeIcon on units

Topography
Faction: FactionIconSmall All except Forgotten
Obtained: ResearchIcon Era I
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: ScienceSmall Science
Topography First strides are made in the analysis of minerals, soil, and rock formations. Maps and diagrams depicting the geology of Auriga point to valuable areas for study and exploration.

Unlocks for Construction:
Geomic Labs
Faction: FactionIconSmall All except Forgotten
Obtained: ResearchIcon Era I
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

75 IndustrySmall
1 DustSmall per TurnSmall

Geomic Labs This new science, based on the study of the natural rock formations of Auriga, brings a wealth of new knowledge to the city.

Effects:

+2 ScienceSmall on terrain with science

Center for Minerology
Faction: FactionIconSmall All except Forgotten
Obtained: ResearchIcon Era I
Type: UniqueBuildingSmall Unique Building
Focus: ScienceSmall Science
Costs:

150 IndustrySmall
4 DustSmall per TurnSmall

Center for Minerology This building, beautifully decorated with marble and crystals, encourages the alchemists of the empire to study and experiment upon the many minerals of Auriga.

Effects:

+5 ScienceSmall per population on city
Can only be built once in your empire

Faction-Specific Technologies[]

Arcana of Agility
Faction: ArdentMagesIcon Ardent Mages
Obtained: ResearchIcon Starting Technology (Research Era I with ELCP)
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: ArdentMagesIcon Arcana
Arcana of Agility By ingesting a unique Dust-concoction that brings on searing pains, Mages can dedicate themselves to the art of awareness, and learn how the mind can overcome the limitations of the body.

Effects:

+1 Pillar of Speed on Empire
+1 Incantation of Haste on Empire

Arcana of Matter
Faction: ArdentMagesIcon Ardent Mages
Obtained: ResearchIcon Starting Technology
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: ArdentMagesIcon Arcana
Arcana of Matter Through crude pain experiments, Mages and Artificers blend their first insights into Dust, enabling the construction of pillars that boost science nearby, and spells that increase unit defense.

Effects:

+1 Pillar of Knowledge on Empire
+1 Incantation of Defense on Empire

Archaeologist
Faction: BrokenLordsIcon Broken Lords
Obtained: QuestIcon Faction Quest
Category: ScienceandIndustry Science and Industry
Type: FactionIconSmall Empire
Focus: ScienceSmall Science
Archaeologist It is of great value to study the artifacts and history of Auriga - particularly with an eye to predicting its future.

Effects:

+20% research cost reduction for Era I technologies on empire

Aura of Leadership
Faction: DrakkenIcon Drakken
Obtained: QuestIcon Faction Quest
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: InfluenceIcon Influence
Aura of Leadership You are a benevolent and polite neighbor, so every pacified village in your empire sings your praises. With each pacification, the status and reputation of your nation grows.

Effects:

+3 InfluenceIcon per village VillageIcon (Non-converted) on cities

Breaching Wave
Faction: MorgawrSmall Morgawr
Obtained: ResearchIcon Era I
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: InfluenceIcon Influence
Breaching Wave By learning how to exploit the psionic powers of Dust, Morgawr can locally break the systems designed by their jailers to inhibit their mental powers.

Effects:

+1 InfluenceIcon on citadel
+1 InfluenceIcon on revealed facility

Dust Sense
Faction: ForgottenIcon Forgotten
Obtained: ResearchIcon Era I
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: PillageSmall Pillage
Dust Sense By studying the subtleties of Dust as part of their training at the Warfarer's Divinity, Forgotten soldiers are able to root out more of the precious stuff when pillaging.

Effects:

+100% DustSmall from Pillage on empire

High Towers (Technology)
Faction: RovingClansIcon Roving Clans
Obtained: QuestIcon Faction Quest
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: ScienceSmall Science
High Towers (Technology) Expertise obtained from the Wild Walkers in matters of architecture and construction materials boosts Science, and the towers themselves increase Vision range.

Unlocks for Construction:
High Towers
Faction: RovingClansIcon Roving Clans
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

400 IndustrySmall
-2 DustSmall per TurnSmall

High Towers Expertise obtained from the Wild Walkers in matters of architecture and construction materials boosts Science, and the towers themselves increase Vision range.

Effects:

+2 vision SightIcon on city tiles
+5 ScienceSmall on city
Limited to one copy in your empire
Wild Walkers hero with Roads of Dust item equipped must be city governor

Protectors of Auriga
Faction: DrakkenIcon Drakken
Obtained: ResearchIcon Era I
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: MinorFactionSmall Minor Factions
Protectors of Auriga By their impressive size and kindly but authoritative words, these polished Drakken emissaries can assimilate even the most fearful and distrusting villages.

Effects:

+1 minor faction assimilation slot on empire

Visions of Glory
Faction: WildWalkersIcon Wild Walkers
Obtained: QuestIcon Faction Quest
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: InfluenceIcon Influence
Visions of Glory Though not superstitious, Wild Walkers have put some faith in signs and omens. As each new building rises in your empire, your people are energized by a hopeful future that is growing before their eyes.

Effects:

+4 InfluenceIcon when a city improvement is built on Wild Walkers.
+4 InfluenceIcon When a district is built on Wild Walkers.
+4 InfluenceIcon when a region improvement is built on Wild Walkers.

Unit Technologies[]

Each faction has a unique unit that is available to unlock through research in Era I. The Necrophages' Necrodrone and the Allayi's Skyfin are unlocked by default as Starting Technology of the respective factions.
Note: Values of base attributes with ELCP are indicated in parenthesis.

Agache Shaman
Faction: WildWalkersIcon Wild Walkers
Obtained: ResearchIcon Era I
Unit Type: Support Support
Costs: 30 IndustrySmall
Base Attributes:
LifeIcon Life 52 SpeedIcon Speed 4
AttackIcon Attack 10 DefenseIcon Defense 30
InitiativeIcon Initiative 30 DamageIcon Damage 12
Ranged Range 3 SightIcon Sight 3
Agache Shaman The Shamans of the Wild Walkers are masters of the Sharing, an ancient rite that channels the rage of beasts. They are dangerous in battle, fighting with both spells and claws.
Ryder
Faction: BrokenLordsIcon Broken Lords
Obtained: ResearchIcon Era I
Unit Type: Cavalry Cavalry
Costs: 60 IndustrySmall
Base Attributes:
LifeIcon Life 108 SpeedIcon Speed 6
AttackIcon Attack 28 DefenseIcon Defense 34
InitiativeIcon Initiative 26 DamageIcon Damage 28
Ranged Range 1 SightIcon Sight 3
Ryder Riding armored units bearing an appearance similar to themselves, the cavalry of the Broken Lords fall upon their enemies not merely with the force of their charge, but also with the lightning of their zealous faith.
Dawn Officer
Faction: VaultersIcon Vaulters
Obtained: ResearchIcon Era I
Unit Type: Cavalry Cavalry
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 116 SpeedIcon Speed 6
AttackIcon Attack 18 DefenseIcon Defense 34
InitiativeIcon Initiative 32 DamageIcon Damage 22
Ranged Range 1 SightIcon Sight 3
Dawn Officer Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar.
Dawn Officer (Mezari)
Faction: MezariSmall Mezari
Obtained: ResearchIcon Era I
Unit Type: Cavalry Cavalry
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 116 SpeedIcon Speed 6
AttackIcon Attack 18 DefenseIcon Defense 34
InitiativeIcon Initiative 32 DamageIcon Damage 22
Ranged Range 1 SightIcon Sight 3
Dawn Officer (Mezari) Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar.
Necrodrone
Faction: NecrophagesIcon Necrophages
Obtained: ResearchIcon Era I
Unit Type: Flying Flying
Costs: 120 IndustrySmall
Base Attributes:
LifeIcon Life 124 SpeedIcon Speed 6
AttackIcon Attack 36 DefenseIcon Defense 36
InitiativeIcon Initiative 30 DamageIcon Damage 36
Ranged Range 1 SightIcon Sight 4
Necrodrone Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison.
Ateshi Zealot
Faction: ArdentMagesIcon Ardent Mages
Obtained: ResearchIcon Era I
Unit Type: Ranged Ranged
Costs: 60 IndustrySmall
Base Attributes:
LifeIcon Life 60(75) SpeedIcon Speed 4
AttackIcon Attack 36 DefenseIcon Defense 18
InitiativeIcon Initiative 20 DamageIcon Damage 24
Ranged Range 3 SightIcon Sight 3
Ateshi Zealot It is said the very air in the vicinity cools as an Ateshi Zealot conjures a rain of fire to hurl onto the enemy's ranks, but this is preferable to being in the burning firing line.''
Kassai
Faction: RovingClansIcon Roving Clans
Obtained: ResearchIcon Era I
Unit Type: Ranged Ranged
Costs: 90 IndustrySmall
Base Attributes:
LifeIcon Life 92 SpeedIcon Speed 7
AttackIcon Attack 32 DefenseIcon Defense 30
InitiativeIcon Initiative 26 DamageIcon Damage 20
Ranged Range 3 SightIcon Sight 3
Kassai Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle.
Wyvern
Faction: DrakkenIcon Drakken
Obtained: ResearchIcon Era I
Unit Type: Flying Flying
Costs: 110 IndustrySmall
Base Attributes:
LifeIcon Life 100 SpeedIcon Speed 6
AttackIcon Attack 34 DefenseIcon Defense 26
InitiativeIcon Initiative 22 DamageIcon Damage 38
Ranged Range 1 SightIcon Sight 4
Wyvern The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies.
Fanatic
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era I
Unit Type: Cavalry Cavalry
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 124 SpeedIcon Speed 6
AttackIcon Attack 20 DefenseIcon Defense 30
InitiativeIcon Initiative 30 DamageIcon Damage 22
Ranged Range 1 SightIcon Sight 3
Fanatic Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges.
Predatore
Faction: ForgottenIcon Forgotten
Obtained: Era I
Unit Type: Ranged Ranged
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 84 SpeedIcon Speed 4
AttackIcon Attack 30(39) DefenseIcon Defense 18
InitiativeIcon Initiative 26 DamageIcon Damage 20
Ranged Range 3 SightIcon Sight 3
Predatore Deadly from a distance with their crossbow, the Predatores strike terror into any enemy in their line of sight. Using poison and with exceptional aim, a Predatore's target is generally dead before it knows it is in the crosshairs.
Skyfin
Faction: AllayiIcon Allayi
Obtained: ResearchIcon Era I
Unit Type: Support Support
Costs: 250 IndustrySmall
20 Pearls (15 Pearls with ELCP)
Base Attributes:
LifeIcon Life 236 SpeedIcon Speed 8
AttackIcon Attack 18 DefenseIcon Defense 46
InitiativeIcon Initiative 20 DamageIcon Damage 18
Ranged Range 3 SightIcon Sight 3
Skyfin Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter.
Vore
Faction: MorgawrSmall Morgawr
Obtained: ResearchIcon Era I
Unit Type: FrigateSmall Frigate
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 124 SpeedIcon Speed 4
AttackIcon Attack 37 DefenseIcon Defense 32
InitiativeIcon Initiative 8 DamageIcon Damage 40
Ranged Range 1 SightIcon Sight 3
Vore The Vore is a solid fighter, but its great strength lies in its toughness and its ability to automatically lift its armor and improve defenses when attacked.
Geomancer
Faction: KapakuIcon Kapaku
Obtained: ResearchIcon Era I
Unit Type: Support Support
Costs: 60 IndustrySmall
Base Attributes:
LifeIcon Life 47 SpeedIcon Speed 4
AttackIcon Attack 20 DefenseIcon Defense 20
InitiativeIcon Initiative 32 DamageIcon Damage 18
Ranged Range 3 SightIcon Sight 3
Geomancer Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land.
Gorgon
Faction: MykaraSmall Mykara
Obtained: ResearchIcon Era I
Unit Type: Cavalry Cavalry
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 100 SpeedIcon Speed 6
AttackIcon Attack 20 DefenseIcon Defense 30
InitiativeIcon Initiative 32 DamageIcon Damage 28
Ranged Range 1 SightIcon Sight 3
Gorgon Hitting hard and fast, Mykara gorgons are nimble fighters who can quickly take the battle to the enemy, but are best employed in shock attacks due to their relatively frail composition.

Era II[]

This is the Age of Glory. Upon reaching this Era, the following effects come into place:

  • Iron tier 2 weapons and armor become available for heroes and ground units
  • Newly trained units will now be veterans (level 2) and cost more
  • Watchtower foundations are revealed
  • Empire plan level 2 available

General Technologies[]

Alchemical Alloys
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: Item Item
Focus: AttackIcon Weapon
Alchemical Alloys As part of a sophisticated metallurgical process alchemy is introduced into the forging process. Using this technique, weapons fashioned from Titanium and Glassteel can be improved.

Effects:

Unlocks tier 2 weapons made of Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256
-10 % on Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256 initial item costs

Alchemical Armor
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: Item Item
Focus: Armor Armor
Alchemical Armor Copying alchemical processes used to make improved armors, Titanium and Glassteel can be forged into sheets that are both thinner and stronger than previously possible.

Effects:

Unlocks tier 2 armors made of Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256
Unlocks tier 2 accessories made of Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256
-10% on Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256 initial item costs

Alchemy Workshop (Technology)
Faction: FactionIconSmall All except Forgotten
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: ScienceSmall Science
Alchemy Workshop (Technology) Solid buildings are constructed where the curious can mix, match, and ignite various materials. Science advances, in spite of a noticeable increase in minor burns, temporary deafness, and smoky streets.

Unlocks for Construction:
Alchemy Workshop
Faction: FactionIconSmall All except Forgotten
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

250 IndustrySmall
5 Titanium Color 256x256
2 DustSmall per TurnSmall

Alchemy Workshop Solid buildings are constructed where the curious can mix, match, and ignite various materials. Science advances, in spite of a noticeable increase in minor burns, temporary deafness, and smoky streets.

Effects:

+15 ScienceSmall on city
+20% ScienceSmall on city

Aquacultural Science
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era II
Category: EconomyandPopulationSmall Economy and Population
Type: Improvement City Improvement
Focus: FoodSmall Food
Aquacultural Science Though water was at first viewed by farmers primarily as something unpredictable and supernatural, it is now exploited scientifically to improve agricultural yields.

Unlocks for Construction:
Irrigation Networks
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

250 IndustrySmall
5 Glassteel Color 256x256
2 DustSmall per TurnSmall

Irrigation Networks Modern materials and machines allow the creation of vast networks of irrigation, making arable land more productive and rendering dry land arable.

Effects:

Need an exploited river tile to be built
+3 FoodSmall on terrain with river during summer

Fish Farm
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

250 IndustrySmall
5 Glassteel Color 256x256
2 DustSmall per TurnSmall

Fish Farm Nets and cages by the shores of lakes and along reefs increase fish yields, raising Food production.

Effects:

Need an exploited lake or sea tile to be built
+3 FoodSmall on terrain with sea or lake during summer

Central Market (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: ApprovalSmall Approval
Central Market (Technology) This great national market brings in goods from across Auriga. New jobs and experiences are created as the population finds new ways to indulge itself.

Unlocks for Construction:
Central Market
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: ApprovalSmall Approval
Costs:

250 IndustrySmall
2 Glassteel Color 256x256
2 DustSmall per TurnSmall

Central Market This great national market brings in goods from across Auriga. New jobs and experiences are created as the population finds new ways to indulge itself.

Effects:

+25 ApprovalSmall on city
+10% FoodSmall on approval (fervent)
+10% DustSmall on approval (fervent)

Citizen Armies
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Citizen Armies Rather than using mercenaries or recruiting and disbanding armies as needed, techniques are developed to democratize military training and practices.

Unlocks for Construction:
Conscription Center
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Costs:

250 IndustrySmall
2 DustSmall per TurnSmall

Conscription Center A formal process to find, enlist, and train raw recruits results in a noticeable improvement in troop quality.

Effects:

+40 XP when recruiting a unit on units

Defensive Wards
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: UniqueBuildingSmall Unique Building
Focus: MilitaryIcon Military
Costs:

600 IndustrySmall
5 Glassteel Color 256x256
4 DustSmall per TurnSmall

Defensive Wards By dividing the city into a series of wards, with the citizens of each ward responsible for the upkeep and patrolling of the walls, city defense is greatly improved.

Effects:

+30 Fortification FortificationSmall per population on city
Can only be built once in your empire

Diplomat's Manse
Faction: FactionIconSmall All except Necrophages
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: Diplomacy Diplomacy
Focus: DiplomaticTermsIcon Diplomatic Terms
Diplomat's Manse In this opulent house diplomats learn the cultural intricacies of other nations, improving the prospects of beneficial relations.

Effects:

Permits proposals of Peace Treaty on Empire

Exotic Alloys
Faction: FactionIconSmall All
Obtained: QuestIcon Side Quest
Category: ScienceandIndustry Science and Industry
Type: Item Item
Focus: AttackIcon Weapon
Exotic Alloys There is more to weapons than the alloys. Certain blacksmiths, gifted with arcane powers, can use Dust to forge Titanium and Glassteel into stronger, sharper blades

Effects:

Unlocks tier 3 weapons made of Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256
-10 % on Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256 initial item costs

Exotic Armor
Faction: FactionIconSmall All
Obtained: QuestIcon Side Quest
Category: ScienceandIndustry Science and Industry
Type: Item Item
Focus: Armor Armor
Exotic Armor As part of a sophisticated metallurgical process Dust is introduced into the annealing process. Using this technique, armor fashioned from Titanium and Glassteel can be improved.

Effects:

Unlocks tier 3 armors made of Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256
Unlocks tier 3 accessories made of Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256
-10% on Titanium Titanium Color 256x256 or Glassteel Glassteel Color 256x256 initial item costs

Fire Ship (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: UnitSmall Unit Model
Focus: FrigateSmall Frigate
Fire Ship (Technology) This unit is designed to use the most dangerous of all naval weapons - fire.

Unlocks for Construction:
Fire Ship
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Unit Type: FrigateSmall Frigate
Costs: 60 IndustrySmall
10 DustSmall
Base Attributes:
LifeIcon Life 180 SpeedIcon Speed 4
AttackIcon Attack 36 DefenseIcon Defense 28
InitiativeIcon Initiative 18 DamageIcon Damage 24
Ranged Range 1 SightIcon Sight 3
Fire Ship This unit is designed to use the most dangerous of all naval weapons - fire.
Glory of Empire (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: InfluenceIcon Influence
Glory of Empire (Technology) This magnificent public building includes statues, libraries, and frescoes that ell of the founding and growth of your civilization. A source of awe and pride, it increases Influence Points produced by each unit of Population.

Unlocks for Construction:
Glory of Empire
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: InfluenceIcon Influence
Costs:

250 IndustrySmall
3 DustSmall per TurnSmall

Glory of Empire This magnificent public building includes statues, libraries, and frescoes that ell of the founding and growth of your civilization. A source of awe and pride, it increases Influence Points produced by each unit of Population.

Effects:

+5 InfluenceIcon on city
+1 InfluenceIcon per population on city

Hydrology
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Hydrology A number of sciences come together that help builders and merchants of the empire better exploit the streams, rivers, and lakes of the empire.

Unlocks for Construction:
Canal System
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Costs:

250 IndustrySmall
2 DustSmall per TurnSmall

Canal System The creation of a network for rapidly transporting goods gives an immediate Industry bonus to your City.

Effects:

+1 IndustrySmall on terrain with industry during summer

Canal Locks
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: UniqueBuildingSmall Unique Building
Focus: IndustrySmall Industry
Costs:

600 IndustrySmall
5 Titanium Color 256x256
4 DustSmall per TurnSmall

Canal Locks Though the engineering and construction is difficult, the creation of a series of locks for shipping improves transfer of goods via the canals, even if they must go uphill.

Effects:

+5 IndustrySmall per population on city
Can only be built once in your empire

Imperial Coinage
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: EconomyandPopulationSmall Economy and Population
Type: Marketplace Marketplace
Focus: CategoryLuxurySmall Resources
Imperial Coinage By imposing a standardized coin for all commercial transactions, it is now far easier to buy and sell all sorts of commodities.

Effects:

Unlocks the resources and stockpiles sections of the Marketplace

Imperial Highways
Faction: FactionIconSmall All except Morgawr
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: TradeRoutesSmall Roads
Imperial Highways Previously paths across private land full of ruts and mud, roads are constructed to link towns and military outposts for both commerce and defense.

Effects and Unlocks for Construction:

Creates Roads (used by trade routes) on Empire

Right of Way
Faction: FactionIconSmall All except Morgawr
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: TradeRoutesSmall Roads
Costs:

250 IndustrySmall
3 DustSmall per TurnSmall

Right of Way Previously paths across private land full of rust and mud, roadbeds are now being constructed for heavy use on lands purchased form their owners.

Effects:

Roads are automatically created between cities in adjacent regions (regardless of diplomatic status), one of which having this improvement built
Improves the roads into paved roads

  • Used by Trade Routes
  • Grant movement SpeedIcon bonus
Watchtower
Faction: FactionIconSmall All except Morgawr and Mykara
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: SightIcon Vision
Costs:

250 IndustrySmall

Watchtower The long-range views from the top of the Watchtower let you to see what is happening near your frontiers.

Effects:

+15% Health regen on Watchtower
+3 Vision SightIcon on Watchtower
+3 Detection range on Watchtower
+20 Fortification FortificationSmall on Watchtower
Watchtowers' health regen effects are applied to their adjacent tiles.

Mykaran Watchtower
Faction: MykaraSmall Mykara
Obtained: ResearchIcon Era II
Type: Expansion Expansion
Focus: SightIcon Vision
Costs:

8 TurnSmall

Mykaran Watchtower Under the control of the Mykara, this tower will allow the fungal collective to see far and wide.

Effects:

+15% Health Regen on Fungal Bloom
+3 Vision SightIcon on Fungal Bloom
Watchtowers' Health Regen effects are applied to their adjacent Tiles
+Tile Output on Main City

Management Sciences
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Management Sciences The idea that management and organization is something that can be improved and better exploited is new and radical. However, it leads to clear improvement in the organization of work.

Unlocks for Construction:
Lumber Mill
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Costs:

250 IndustrySmall
5 Titanium Color 256x256
2 DustSmall per TurnSmall

Lumber Mill Better machines for transforming bucked and limbed logs into cants and flitches increase the amount of Industry produced on forest tiles.

Effects:

Need an exploited forest tile to be built
+1 IndustrySmall on terrain with forest

Apprenticeship Registry
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: IndustrySmall Industry
Costs:

250 IndustrySmall
5 Titanium Color 256x256
2 DustSmall per TurnSmall

Apprenticeship Registry By formalizing the process of apprenticeship, young workers can more rapidly learn valuable trade skills, which increases overall Industry within a city.

Effects:

+1 IndustrySmall on exploitation

Meritocratic Promotion
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: ArmySizeSmall Army Size
Focus: MilitaryIcon Military
Meritocratic Promotion A radical idea! Perhaps officers should be promoted based on skill, not blood line. In addition, money saved on formal dinners can be spent on upgrading equipment.

Effects:

+2 Army unit slots on Empire
+2 Garrison unit slots on Empire
-2 DustSmall form military upkeep on armies
+1 Extra Accessory Slot on unit

Native District
Faction: FactionIconSmall All except Drakken
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: MinorFactionSmall Minor Factions
Native District By imperial decree, a small section of the city is vacated of its usual inhabitants and given over to and emigrant population. Discontented locals mean the transition isn't purely advantageous

Effects:

+1 Minor Faction Assimilation slot on Empire

Prisoners, Slaves, and Volunteers
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: EconomyandPopulationSmall Economy and Population
Type: FactionIconSmall Empire
Focus: DustSmall Buyout
Prisoners, Slaves, and Volunteers Flooding building sites with armies of cheap labor effectively allows construction projects to be quickly completed at no cost.

Effects:

+25% Unit Buyout reduction on Cities
+25% Building Buyout reduction on Cities

Public Granary (Technology)
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era II
Category: EconomyandPopulationSmall Economy and Population
Type: Improvement City Improvement
Focus: FoodSmall Food
Public Granary (Technology) As large quantities of grains can now be stored safely for long periods of time, your city receives an immediate Food bonus.

Unlocks for Construction:
Public Granary
Faction: FactionIconSmall All except Broken Lords
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

250 IndustrySmall
5 Glassteel Color 256x256
2 DustSmall per TurnSmall

Public Granary As large quantities of grains can now be stored safely for long periods of time, your city receives an immediate Food bonus.

Effects:

+15 FoodSmall on city
+2 FoodSmall per population on city

Shipyard
Faction: FactionIconSmall All
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: TradeRoutesSmall Roads
Shipyard With this building that brings together the various crafts for shipbuilding (wrights, carpenters, ropemakers, caulkers, etc) reliable ships can be made for the empire's maritime adventures.

Effects:

Unlocks ships (travel on water) on Empire

Faction-Specific Technologies[]

Arcana of Authority
Faction: ArdentMagesIcon Ardent Mages
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: ArdentMagesIcon Arcana
Arcana of Authority This branch of Dust magic is focused on bending the will of others. Through such understanding, allies may champion your causes more readily, and enemies will fight with less passion.

Effects:

+1 Pillar of Influence on Empire
+1 Incantation of Enervation on Empire

Cannon Fodder
Faction: NecrophagesIcon Necrophages
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: DustSmall Upkeep
Cannon Fodder Simple beings with simple lives and a single goal can be maintained inexpensively.

Effects:

-50% DustSmall on military upkeep
-20% DustSmall on hero upkeep

Caudata Sanctuary
Faction: ForgottenIcon Forgotten
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: FactionIconSmall Empire
Focus: WinterSmall Winter
Caudata Sanctuary Transported in from the distant Targadian Mountains, winter-sensitive species like the Boreal Caudata have the uncanny ability to anticipate the turning of the seasons, thus greatly improving forecasts.

Effects:

-80% Margin of error for season predictability on empire
-100% Infiltration cost on empire during winter
-30% Infiltration action cost on hero

Deep Generator (Technology)
Faction: VaultersIcon Vaulters
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: Improvement City Improvement
Focus: VaultersIcon Holy Resource
Deep Generator (Technology) Harnessing the mighty power of the timeless fires of the deep, Vaulter backup generators provide sustainable and reliable energy that is missing on the surface. All resources are boosted.

Unlocks for Construction:
Deep Generator
Faction: VaultersIcon Vaulters
Obtained: ResearchIcon Era II
Type: Improvement City Improvement
Focus: VaultersIcon Holy Resource
Costs:

250 IndustrySmall
20 VaultersIcon

Deep Generator Harnessing the mighty power of the timeless fires of the deep, Vaulter backup generators provide sustainable and reliable energy that is missing on the surface. All resources are boosted.

Effects:

+10% FoodSmall on city
+10% IndustrySmall on city
+10% DustSmall on city
+10% ScienceSmall on city
The VaultersIcon cost indicates that the Holy Resource has to be chosen.

Demanding Gods
Faction: NecrophagesIcon Necrophages
Obtained: ResearchIcon Era II
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: ApprovalSmall Approval
Demanding Gods Hunger - for Food, recognition, or glory - can drive one to extreme behavior.

Effects:

Gives the ability to sacrifice 1 population from city population:

  • +30 ApprovalSmall on city during a limited time
  • Duration depends on population remaining in city and can be cumulated
  • +1 TurnSmall per population in city just before sacrifice
  • Cannot be used if siege on empire
Destructive Analysis
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era II
Category: ScienceandIndustry Science and Industry
Type: FactionIconSmall Empire
Focus: ScienceSmall Science
Destructive Analysis Forever disgusted by the random waste and ruin of the Endless's civil war, the Cultists are careful to study and learn from the enemy cities that they deconstruct.

Effects:

+1 Science ScienceSmall stockpile per population when a city is razed on empire

Dust Crematorium
Faction: BrokenLordsIcon Broken Lords
Obtained: QuestIcon Faction Quest
Category: EconomyandPopulationSmall Economy and Population
Type: FactionIconSmall Empire
Focus: DustSmall Dust
Dust Crematorium Battlefield salvage teams bring the Broken Lord dead to crematorium sites where their living essence and traces of Dust can be extracted.

Effects:

+1 XP converted into DustSmall on empire.

Dust Purifier
Faction: ArdentMagesIcon Ardent Mages
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: ArdentMagesIcon Arcana
Dust Purifier By refining the Dust used in spells, the potency of all Dust magic increases.

Effects:

+1 arcana level for all spells on empire

Freelance Guards
Faction: RovingClansIcon Roving Clans
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: MilitaryIcon Army Action
Focus: PrivateersSmall Privateers
Freelance Guards The idea of turning troops not needed for caravan defense into flagless mercenaries is logical. After all, they are needed to protect the Clans' long-term commercial interests.

Effects:

Unlocks Privateers
Armies composed exclusively of mercenaries can carry a neutral flag, preventing other empires (even allies) from knowing which empire owns them
Armies of privateers have an increased upkeep

-20% DustSmall on Heroes and Mercenaries market Buyout cost on empire.
+2 Fortification Damage FortificationDamage per turn TurnSmall on Mercenary.

Golem Camp (Technology)
Faction: KapakuIcon Kapaku
Obtained: ResearchIcon Era II
Category: EconomyandPopulationSmall Economy and Population
Type: Expansion Expansion
Focus: EncampmentIcon Encampment
Golem Camp (Technology) Populated by indefatigable golem workers, these camps enable cities to create boroughs entirely separated from their parent metropolis.

Unlocks for Construction:
Golem Camp
Faction: KapakuIcon Kapaku
Obtained: ResearchIcon Era II
Type: Expansion Expansion
Focus: EncampmentIcon Encampment
Costs:

250 IndustrySmall
5 Titanium Color 256x256
5 Glassteel Color 256x256

Golem Camp Populated by indefatigable golem workers, these camps enable cities to create boroughs entirely separated from their parent metropolis.

Effects:

Units can be garrisoned at the camp
+1 bonus population population on city
Limited to one copy in your city

Luxury Alchemists
Faction: AllayiIcon Allayi
Obtained: ResearchIcon Era II
Category: EconomyandPopulationSmall Economy and Population
Type: FactionIconSmall Empire
Focus: Exploitation Exploitation
Luxury Alchemists Wise and experienced in the resources and resonances of Auriga, skilled sages can cause magical effects to replicate and extend their duration.

Effects:

+20% TurnSmall when activating a Luxury Booster for each other active Luxury Booster

Main Maritime Academy (Technology)
Faction: MorgawrSmall Morgawr
Obtained: QuestIcon Faction Quest
Category: MilitaryIcon Military
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Main Maritime Academy (Technology) Casting far and wide for particularly talented Morgawr, this collective turns out armies that are particularly skilled and capable in executing maritime actions.

Unlocks for Construction:
Main Maritime Academy
Faction: MorgawrSmall Morgawr
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Costs:

200 IndustrySmall
5 Titanium Color 256x256
5 Glassteel Color 256x256
2 DustSmall per TurnSmall

Main Maritime Academy Casting far and wide for particularly talented Morgawr, this collective turns out armies that are particularly skilled and capable in executing maritime actions.

Effects:

+80 XP when recruiting a unit on naval unit
Need an exploited sea tile to be built

Oologic Nursery (Technology)
Faction: DrakkenIcon Drakken
Obtained: QuestIcon Faction Quest
Category: EconomyandPopulationSmall Economy and Population
Type: Improvement City Improvement
Focus: FoodSmall Food
Oologic Nursery (Technology) Gifted with strong social instincts and great knowledge of Endless technology, the Drakken build sophisticated centers for the incubation of their young.

Unlocks for Construction:
Oologic Nursery
Faction: DrakkenIcon Drakken
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

400 IndustrySmall
10 Titanium Color 256x256
20 Glassteel Color 256x256
2 DustSmall per TurnSmall

Oologic Nursery Gifted with strong social instincts and great knowledge of Endless technology, the Drakken build sophisticated centers for the incubation of their young.

Effects:

Requires an income of 20 FoodSmall from the city tiles
+10 FoodSmall on city
+25 XP when recruiting a unit on units

Penitent Chapel
Faction: BrokenLordsIcon Broken Lords
Obtained: QuestIcon Faction Quest
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: MilitaryIcon Military
Penitent Chapel In friendly - or subservient- villages, Broken Lords consecrate chapels that feed life force of the inhabitants back to troops operating in the region.

Effects:

+1% Broken Lords unit regeneration per pacified village on Broken Lords.

Pilgrims of the End
Faction: AllayiIcon Allayi
Obtained: QuestIcon Faction Quest
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: InfluenceIcon Influence
Pilgrims of the End As the collection of Auriga's Pearls increases, so does the power and prestige of the faction.

Effects:

+3 Influence InfluenceIcon per collected pearl cluster on empire

Shaman's Insight
Faction: KapakuIcon Kapaku
Obtained: QuestIcon Faction Quest
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: MilitaryIcon Military
Shaman's Insight Geomantic investigations into the animating effects of Dust permit Kapaku shamans to create more robust Stone Sentinels.

Effects:

Stone Sentinels have no military upkeep

Survival Instinct
Faction: WildWalkersIcon Wild Walkers
Obtained: QuestIcon Faction Quest
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: SpeedIcon Speed
Survival Instinct Digging into the resources of their clan totem animals, Wild Walker units react with the speed of threatened beasts when enemy units are in sight.

Effects:

+2 on movement SpeedIcon when starting a turn with an enemy army in vision range on Wild Walkers

Tower of the Consecrate (Technology)
Faction: ForgottenIcon Forgotten
Obtained: QuestIcon Faction Quest
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: Exploitation Exploitation
Tower of the Consecrate (Technology) Though the Consecration Order is primarily concerned with the spiritual well-being of the Forgotten, as moral authority they also control and improve the distribution of key, scarce resources from this building.

Unlocks for Construction:
Tower of the Consecrate
Faction: ForgottenIcon Forgotten
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: Exploitation Exploitation
Costs:

600 IndustrySmall
2 DustSmall per TurnSmall

Tower of the Consecrate Though the Consecration Order is primarily concerned with the spiritual well-being of the Forgotten, as moral authority they also control and improve the distribution of key, scarce resources from this building.

Effects:

Requires at least 1 population from pacified villages VillageIcon
+1 resource on strategic resource extractor
+1 resource on luxury resource extractor

Urkan Encampment
Faction: MykaraSmall Mykara
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: MilitaryIcon Military
Urkan Encampment A union of sturdy engineering and pheromone manipulation, this knowledge allows the carapace of the great beasts to be used as a garrison for soldiers.

Effects:

Allows you to garrison units in tamed Urkans you control

Verda's Temple (Technology)
Faction: ArdentMagesIcon Ardent Mages
Obtained: QuestIcon Faction Quest
Category: ScienceandIndustry Science and Industry
Type: Improvement City Improvement
Focus: ScienceSmall Science
Verda's Temple (Technology) The subtleties of Dust are numerous and easy to overlook. Only through its methodical study will its secrets be discovered. This temple, replete with terrifying contraptions, will aid that endeavor.

Effects and Unlocks for Construction:

With ELCP: +1 Arcana level for all Spells on Empire

Verda's Temple
Faction: ArdentMagesIcon Ardent Mages
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: ScienceSmall Science
Costs:

400 IndustrySmall
-2 DustSmall per TurnSmall

Verda's Temple The subtleties of Dust are numerous and easy to overlook. Only through its methodical study will its secrets be discovered. This temple, replete with terrifying contraptions, will aid that endeavor.

Effects:

+2 ScienceSmall on terrain with science
Limited to one copy in your empire

We Are Legion
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: MilitaryIcon Military
We Are Legion As the number of converted troops increases, the Cultists learn much on how to integrate, train, and fanaticize other peoples. This experience serves them well.

Effects:

+40 XP when recruiting a converted unit on empire

What's Mine is Mine
Faction: ForgottenIcon Forgotten
Obtained: ResearchIcon Era II
Category: MilitaryIcon Military
Type: FactionIconSmall Empire
Focus: SecuritySmall Security
What's Mine is Mine Those who are strong in the ways of espionage must also be ready when their enemies use those skills against them. Additional training in counter-espionage is never wasted time.

Effects:

+15 Security SecuritySmall on cities
+3 InfiltrationSmall on infiltrated hero

Winter Shelters (Technology)
Faction: VaultersIcon Vaulters
Obtained: QuestIcon Faction Quest
Category: EconomyandPopulationSmall Economy and Population
Type: Improvement City Improvement
Focus: FoodSmall Food
Winter Shelters (Technology) By resurrecting the dormant, though not forgotten, arts of subterranean architecture and horticulture, the Vaulters can construct shelters to negate the worst effects of winter.

Unlocks for Construction:
Winter Shelters
Faction: VaultersIcon Vaulters
Obtained: QuestIcon Faction Quest
Type: Improvement City Improvement
Focus: FoodSmall Food
Costs:

250 IndustrySmall
20 VaultersIcon
-1 DustSmall per TurnSmall

Winter Shelters By resurrecting the dormant, though not forgotten, arts of subterranean architecture and horticulture, the Vaulters can construct shelters to negate the worst effects of winter.

Effects:

Winter food reduction immunity
Winter approval reduction immunity
The VaultersIcon cost indicates that the holy resource has to be chosen.

Unit Technologies[]

Each faction has a unique unit that is available to unlock through research in Era II.
Note: Values of base attributes with ELCP are indicated in parenthesis.

Tenei Walker
Faction: WildWalkersIcon Wild Walkers
Obtained: ResearchIcon Era II
Unit Type: Infantry Infantry
Costs: 140 IndustrySmall
Base Attributes:
LifeIcon Life 180 SpeedIcon Speed 4
AttackIcon Attack 22 DefenseIcon Defense 46
InitiativeIcon Initiative 18 DamageIcon Damage 32
Ranged Range 1 SightIcon Sight 3
Tenei Walker These incarnations of the powers of the forest followed the Wild Walkers when they emigrated from the vast woods of Auriga to the cities of the plains. A symbol of the origins of the Wild Walkers, Tenei Walkers are also powerful front-line fighters.
Dust Bishop
Faction: BrokenLordsIcon Broken Lords
Obtained: ResearchIcon Era II
Unit Type: Support Support
Costs: 120 IndustrySmall
Base Attributes:
LifeIcon Life 122 SpeedIcon Speed 4
AttackIcon Attack 8(16) DefenseIcon Defense 28
InitiativeIcon Initiative 6(16) DamageIcon Damage 30(36)
Ranged Range 3 SightIcon Sight 3
Dust Bishop A holy leader within the church of the Broken Lords, they are responsible for the well-being of the troops with whom they serve. Able to summon the Blessed Curse in the midst of battle, their capability as healers is important on the battlefield.
Titan
Faction: VaultersIcon Vaulters
Obtained: ResearchIcon Era II
Unit Type: Infantry Infantry
Costs: 140 IndustrySmall
Base Attributes:
LifeIcon Life 156 SpeedIcon Speed 4
AttackIcon Attack 24 DefenseIcon Defense 50
InitiativeIcon Initiative 14 DamageIcon Damage 30
Ranged Range 1 SightIcon Sight 3
Titan A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense.
Titan (Mezari)
Faction: MezariSmall Mezari
Obtained: ResearchIcon Era II
Unit Type: Infantry Infantry
Costs: 140 IndustrySmall
Base Attributes:
LifeIcon Life 156 SpeedIcon Speed 4
AttackIcon Attack 24 DefenseIcon Defense 50
InitiativeIcon Initiative 14 DamageIcon Damage 30
Ranged Range 1 SightIcon Sight 3
Titan (Mezari) A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense.
Proliferator
Faction: NecrophagesIcon Necrophages
Obtained: ResearchIcon Era II
Unit Type: Support Support
Costs: 120 IndustrySmall
Base Attributes:
LifeIcon Life 52 SpeedIcon Speed 4
AttackIcon Attack 10 DefenseIcon Defense 32
InitiativeIcon Initiative 26 DamageIcon Damage 22
Ranged Range 3 SightIcon Sight 3
Proliferator The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds.
Eneqa Wing
Faction: ArdentMagesIcon Ardent Mages
Obtained: ResearchIcon Era II
Unit Type: Flying Flying
Costs: 250 IndustrySmall
Base Attributes:
LifeIcon Life 132 SpeedIcon Speed 6
AttackIcon Attack 38 DefenseIcon Defense 34
InitiativeIcon Initiative 30 DamageIcon Damage 34
Ranged Range 1 SightIcon Sight 4
Eneqa Wing It is said that the worst way to die is to burn. With wings of blazing flame sending motes of fire into the air, these airborne combatants strike fear into the bravest of foes.
Yirmak
Faction: RovingClansIcon Roving Clans
Obtained: ResearchIcon Era II
Unit Type: Infantry Infantry
Costs: 140 IndustrySmall
Base Attributes:
LifeIcon Life 108 SpeedIcon Speed 5
AttackIcon Attack 38 DefenseIcon Defense 34
InitiativeIcon Initiative 34 DamageIcon Damage 40
Ranged Range 1 SightIcon Sight 3
Yirmak Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee.
Ancient
Faction: DrakkenIcon Drakken
Obtained: ResearchIcon Era II
Unit Type: Support Support
Costs: 120 IndustrySmall
Base Attributes:
LifeIcon Life 132 SpeedIcon Speed 4
AttackIcon Attack 12 DefenseIcon Defense 38
InitiativeIcon Initiative 34 DamageIcon Damage 28
Ranged Range 3 SightIcon Sight 3
Ancient When an Ancient is found outside the halls and towers of Drakken cities, it generally means that a lot of enemies are going to die.
Nameless Guard
Faction: CultistsIcon Cultists
Obtained: ResearchIcon Era II
Unit Type: Ranged Ranged
Costs: 120 IndustrySmall
Base Attributes:
LifeIcon Life 84 SpeedIcon Speed 4
AttackIcon Attack 46 DefenseIcon Defense 20
InitiativeIcon Initiative 24 DamageIcon Damage 32
Ranged Range 3 SightIcon Sight 3
Nameless Guard Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.
Myst
Faction: ForgottenIcon Forgotten
Obtained: Era II
Unit Type: Flying Flying
Costs: 90 IndustrySmall
Base Attributes:
LifeIcon Life 100 SpeedIcon Speed 6
AttackIcon Attack 28 DefenseIcon Defense 44
InitiativeIcon Initiative 36 DamageIcon Damage 16
Ranged Range 1 SightIcon Sight 4
Myst Where spying and stealth are important you will find the Mysts. Able to change from mist to solid form and back they are hard to hit and easy to be hit by.
Monk
Faction: AllayiIcon Allayi
Obtained: ResearchIcon Era II
Unit Type: Flying Flying
Costs: 90 IndustrySmall
Base Attributes:
LifeIcon Life 108 SpeedIcon Speed 6
AttackIcon Attack 28 DefenseIcon Defense 54
InitiativeIcon Initiative 22 DamageIcon Damage 34
Ranged Range 1 SightIcon Sight 4
Monk Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter.
Leviathan
Faction: MorgawrSmall Morgawr
Obtained: ResearchIcon Era II
Unit Type: SubmersibleSmall Submersible
Costs: 110 IndustrySmall
Base Attributes:
LifeIcon Life 132 SpeedIcon Speed 5
AttackIcon Attack 58 DefenseIcon Defense 34
InitiativeIcon Initiative 20 DamageIcon Damage 50
Ranged Range 1 SightIcon Sight 4
Leviathan This giant creature of the deep is a dangerous foe whose powerful strikes can come at any moment; it can move stealthily then rise up to attack its target from the depths.
Golem Rider
Faction: KapakuIcon Kapaku
Obtained: ResearchIcon Era II
Unit Type: Cavalry Cavalry
Costs: 110 IndustrySmall
Base Attributes:
LifeIcon Life 90 SpeedIcon Speed 6
AttackIcon Attack 42 DefenseIcon Defense 30
InitiativeIcon Initiative 25 DamageIcon Damage 32
Ranged Range 1 SightIcon Sight 3
Golem Rider The combination of Kapaku rider and golem mount is a formidable one, and these units can play a crucial role in the early stages of any battle.
Shambler
Faction: MykaraSmall Mykara
Obtained: ResearchIcon Era II
Unit Type: Infantry Infantry
Costs: 80 IndustrySmall
Base Attributes:
LifeIcon Life 130 SpeedIcon Speed 4
AttackIcon Attack 10 DefenseIcon Defense 52
InitiativeIcon Initiative 16 DamageIcon Damage 22
Ranged Range 1 SightIcon Sight 3
Shambler Construed from the toughest, densest mycelial fibers, Mykara shamblers are slow and heavy, entangling and locking down enemies with their incredible defenses.

Era III[]

This is the Age of Enlightenment. Upon reaching this Era, the following effects come into place:

  • Iron tier 3 weapons and armor become available for heroes and ground units
  • Newly trained units will now be masters (level 3) and cost more
  • Luxury Resources revealed: Blood Crystal BloodCrystal Grey 256x256, Grassilk Glassilk Grey 256x256, Moonleaf MoonLeaf Grey 256x256, Quicksilver QuickSilver Grey 256x256, and Titan Bones Bones Grey 256x256
  • Strategic Resources revealed: Adamantian Adamantian Color 256x256 and Palladian Palladian Color 256x256
  • Empire plan level 3 available

General Technologies[]

Artillery Ship (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Category: MilitaryIcon Military
Type: UnitSmall Unit Model
Focus: JuggernautIconSmall Juggernaut
Artillery Ship (Technology) This unit is designed to fire explosive projectiles at enemy ships.

Unlocks for Construction:
Artillery Ship
Faction: FactionIconSmall All
Obtained: Era III
Unit Type: JuggernautIconSmall Juggernaut
Costs: 80 IndustrySmall
10 DustSmall
Base Attributes:
LifeIcon Life 244 SpeedIcon Speed 3
AttackIcon Attack 28 DefenseIcon Defense 24
InitiativeIcon Initiative 20 DamageIcon Damage 70
Ranged Range 4 SightIcon Sight 3
Artillery Ship This unit is designed to fire explosive projectiles at enemy ships.
Bathysphere (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Category: EmpireandExpansionSmall Empire and Expansion
Type: UnitSmall Unit Model
Focus: SubmersibleSmall Submersible
Bathysphere (Technology) This highly secretive unit can travel almost invisibly beneath the waters.

Unlocks for Construction:
Bathysphere
Faction: FactionIconSmall All
Obtained: Era III
Unit Type: SubmersibleSmall Submersible
Costs: 60 IndustrySmall
10 DustSmall
Base Attributes:
LifeIcon Life 60 SpeedIcon Speed 5
AttackIcon Attack 38 DefenseIcon Defense 38
InitiativeIcon Initiative 22 DamageIcon Damage 40
Ranged Range 1 SightIcon Sight 4
Bathysphere This highly secretive unit can travel almost invisibly beneath the waters.
Borough Government
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Category: MilitaryIcon Military
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Borough Government By appointing energetic local leaders to help organize borough-level defense and health, local infrastructure improves and city defenses become more effective.

Unlocks for Construction:
Imperial Kennels
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Costs:

600 IndustrySmall
5 Titanium Color 256x256
1 DustSmall per TurnSmall

Imperial Kennels Packs of hunting dogs trained to pick up the scent of intruders are useful for finding scouts, saboteurs, and patrols. Their mortality rate is high, but they are necessary to help defend your cities.

Effects:

+200 Fortification FortificationSmall on city
+2 XP per turn on army

Materials Hoard
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Costs:

600 IndustrySmall
5 Titanium Color 256x256
1 DustSmall per TurnSmall

Materials Hoard By pre-locating stores of mortar, bricks, lumber, and tools at various points around a city, reconstruction and recovery can be rapidly and easily organized on a local scale.

Effects:

+10 (+20 with ELCP) Fortification Recovery FortificationSmall per turn on city
+100 Fortification FortificationSmall on City

Medical Center
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Type: Improvement City Improvement
Focus: MilitaryIcon Military
Costs:

600 IndustrySmall
5 Palladian Color 256x256
2 DustSmall per TurnSmall

Medical Center Pulling together the work of herbalists, barbers, and doctors, centers are built for the care of the wounded and the study of improved treatments.

Effects:

+10% Health Regen on city
+10% Ally Health Regen on city

Bread and Circuses
Faction: FactionIconSmall All except Cultists
Obtained: ResearchIcon Era III
Category: EmpireandExpansionSmall Empire and Expansion
Type: FactionIconSmall Empire
Focus: ApprovalSmall Approval
Bread and Circuses By organizing forums where city dwellers can air the grievances, as well as various artistic events to distract the population, expansion plans can be more easily imposed on the populace.

Effects:

-25% Expansion Disapproval generation on cities

Cargo Docks (Technology)
Faction: FactionIconSmall All
Obtained: ResearchIcon Era III
Category: EmpireandExpansionSmall Empire and Expansion
Type: Expansion Expansion
Focus: