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Science () is a FIDSI resource that is used to research new technologies.

Production[]

Terrain[]

Basic Terrain[]

Of the basic terrain types, Rocks provide the highest boost to Science, generally providing 2 on a tile, with Crystal Field tile providing 3 and the Crystal Ice, Sandstone, and Tundra Rocks providing only 1 . Among other terrain types only a few tiles have Science output; the Crystal Forest, Enchanted Forest, Red Soil, Dirt Field, Snow, and Snowy Field tiles all provide 1 . Among Volcanic terrain tiles, Badlands provide 1 and Basalt Plains and Lava Swirls both provide 2 .

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 : Azotic Exotics, Black Dust, Chromatic Land, Dragon Tree, Geysers, Laval Chimneys, Life Tree, Meteor Fields, Spiral Rock Peel.
  • 4 : Botanical Garden, Crystal Flowers, Earthspine, Earth Tower, Geothermal Pit, Lava Geyser, Moss Pearls, Mutant Marsh.
  • 6 : Ice Sculptures, Mychordia, Stasis Pillar, Wizard Stone.

Faction Traits[]

Some factions have unique interactions with Science:

  • The Vaulters get +1 on terrain with Science due to their "Knack for Knowledge" trait.
  • The Drakken get +2 on terrain with Ruins due to their "Endless Excavation" trait.
  • The Forgotten cannot see/gather/use due to their "Science Phobic" trait; Instead, technologies can be bought out with Dust.
  • The Morgawr get +2 on terrain with Sea or Lake and +1 on terrain with River due to their "Hydrophilic" trait.
  • The Kapaku get +2 on terrain with Ruins and receive on successful ruins searches due to their "Endless Fascination" trait.

City Improvements[]

This list includes any City Improvement that increases a city's Science output, even indirectly. Some of the improvements listed have additional effects that do not affect Science 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
Center for Minerology All except Forgotten Era I 150 4 +5 per population on City
Can only be built once in your Empire
Geomic Labs All except Forgotten Era I 75 1 +2 on terrain with Science
Public Library All except Forgotten Era I 75 1 +10 on City
+10% on City
High Towers Roving Clans Faction Quest 400 2 +5 on City
Limited to one copy in your Empire
Wild Walkers hero with Roads of Dust item must be city governor
Alchemy Workshop All except Forgotten Era II 250 5 4 +15 on City
+20% on City
Deep Generator Vaulters Era II 250 20 +10% on City
The cost indicates that the Holy Resource has to be chosen
Verda's Temple Ardent Mages Faction Quest 400 2 +2 on terrain with Science
Limited to one copy in your Empire
Advanced Alchemy Lab All except Forgotten Era III 600 10 4 +3 on City Center
+3 on District
+3 per population on City
Cryometric Monitors All except Forgotten Era III 1200 15 8 +15 on terrain with Anomaly
Limited to one copy in your Empire
Hydromatic Laboratory All except Forgotten Era III 400 10 4 +3 on terrain with River
Large-Scale Aquatic Center All except Forgotten Era III 600 10 4 +3 on terrain with Sea or Lake
+2 per population on City
Lava Works All Era III 600 5
5
4 Need an exploited Lava Flow tile to be built
+8 on Lava Flow terrain
Endless Recycling Vaulters Era III 400 20 4 +14 on City Center level 2
+14 on District level 2
The cost indicates that the Holy Resource has to be chosen
Shrine of Whispers Cultists Faction Quest 800 30 4 +2% per converted village on City
Imperial Funding All except Forgotten Era IV 1200 25
5
7 +5 on terrain with Science
Arts Council All Era V 2000 10
5
10 +10% on Approval (Fervent)
Climatology Guild All except Forgotten Era V 3000 30
10
20 +15 on District level 2
Limited to one copy in your Empire
Living Lab Tools All except Forgotten Era V 3000 25
10
20 +100% on City
Limited to one copy in your Empire
Scientific Envoy All except Forgotten Era V 2000 20 7 +50% on City Trade Routes
Aurigan Archive Kapaku Faction Quest 1200 15
15
8 +8 on terrain with Ruins
Limited to one copy in your Empire
Nyctalopian Lenses All 1st Winter 200 10 +10% on City

Expansions[]

Again, while many of these expansions have other effects, only those affecting Science production have been listed.

Name Faction Obtained Effect
Borough Streets All except Allayi At Start Varies +1 on City Tile

+2 per extra level on City Tile

Garth of the Allayi Allayi At Start Varies Varies +2 on City Tile

+4 per extra level on City Tile

Museum of Auriga All At Start 500 5
5
+20% on Empire Approval (Happy)
Can only be built once in the world
Alchemic Institute All Era III 1500 25
25
+25 per level on Alchemic Institute
Can only be built once in the world
Abbey of Anomalies All 3rd Winter 400 10 x2 on City Tile
Limited to one copy in your City
To be built on Anomaly
Strategic Intensifier All 3rd Winter 400 10 +10 per level on City Tile
+10 on terrain with Strategic Resource
Limited to one copy in your City

Trade Routes[]

Trade Routes passively produce Dust and Science, but require some work to establish. The first step in creating trade routes is to research Imperial Highways or Cargo Docks. These technologies allow the Right of Way or Cargo Docks improvements to be built, which allow cities to be connected by land or by sea respectively. Two cities are connected by land if they are in adjacent regions and have both built the Right of Way improvement. Two cities are connected by sea if they border the same ocean and have both built the Cargo Docks improvement in that ocean. Additionally, if two cities are connected by land or by sea to a third city, then they are also connected themselves. This means that two cities may be connected via a complicated series of alternating land and sea routes.

Further details on how Trade Routes work and how to improve them can be found on the Trade Routes page.

 Approval[]

Unlike Food and Industry where a given city's approval affects production in only that city, the overall approval of the empire affects the production of Science in all cities equally.

State Approval Modifier
Rebellion 0-10 -50%
Unhappy 11-39 -20%
Content 40-60 0%
Happy 61-89 +15%
Fervent 90-100 +30%

Heroes[]

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

Capacities[]

Hero Icon Name Effect
Rill Kata
Nahla Al-Jazar, Argbadh of the Phoenix
Wadeha Hakan
Zarcha Attinul
Breyos Master Icespear
Ululani Raui
Eslek Tarosh
Science Boost 1 +4 Science per hero's level on city.
+1% Science per hero's level on city.
Avara Lasmak
High Inquisitor Asalah Arca
Science Boost 2 +8 Science per Hero's level on City.
+1% Science per Hero's level on City.
Chief Sapper Liszt Ajandek
Pecs Kerre
Argbadh Bose Falhala
Science Boost 3 +12 Science per Hero's level on city.
+1% Science per Hero's level on city.
Nadjne Zolya Science Efficiency 1 +2 Science per population on city.
+1% Science per hero's level on city.
Petrov Judit Science Efficiency 2 +3 Science per population on city.
+1% Science per hero's level on city.
Commander Irjsko Lasmak Science Efficiency 3 +4 Science per population on city.
+1% Science per hero's level on city.

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.
Vaulters 1 Alchemical Genius Level 1: +2 on city center. +2 on district.
Level 2: +2 on city center. +2 on district.
Level 3 +2 on city center. +2 on district.
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.
Vaulters 5 Mechanical Exhibitionist Level 1: +1 per trade route. +50% on city trade routes.
Level 2: +1 per trade route. +50% on city trade routes.
Level 3: +2 per trade route. +100% on city trade routes.
Ardent Mages 1 Renaissance Thinker Level 1: +8 on city.
Level 2: +8 on city.
Level 3: +14 on city.
Ardent Mages 2 Scientific Literacy Level 1: +2 on terrain with anomaly.
Level 2: +3 on terrain with anomaly.
Level 3: +3 on terrain with anomaly.
Ardent Mages 5 Firestarter Level 1: +15% on city.
Level 2: +15% on city.
Level 3: +15% on city.
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.
Cultists 2 Will of Akili Level 1: +15% on city.
Level 2: +15% on city.
Level 3: +15% on city.

Accessories[]

All listed Accessories are Tomes.

Item Name Effects Obtained From
6 +1 per population on city Advanced Armor
12 +2 per population on city Alchemical Armor
24 +4 per population on city Exotic 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
Pendant of Judgement 100 +20 on City
Can be equipped by Broken Lords Heroes only
Broken Lords Faction Quest

Miscellaneous[]

Arcana[]

The Ardent Mages start with the Arcana of Matter technology researched, which unlocks the Pillar of Knowledge for placement. This pillar increase the Science 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

Upon obtaining the Cold Engineering technology by completing Chapter 5, Part 1 of the Ardent Mages faction quest, the Pillar of Knowledge will produce an additional +3 on tiles within its range during winter.

Assimilation[]

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

Empire Plan[]

The Science and Industry branch of the Empire Plan provides two different means to further increase Science production. Tier 1 provides a bonus +20% on Cities, and Tier 3 provides +2 on Districts.

Fortresses[]

Different parts of oceanic Fortresses provide different amounts of Science income. Between the three Citadels, Bastions provide 1 and Listening Posts provide 2 , while Manufactoriums provide no Science.

Among the other facilities that make up the parts of a Fortress extending off the Citadel, Strategic Resource facilities provide an additional +1 .

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
Moonleaf +50%
Dust Orchid +20%
Titanium +20%
Hyperium +15%

Stockpiles[]

Science Stockpiles can be applied to the Empire for a lump-sum quantity of Science at the end of the turn. Note that, unlike Food and Industry Stockpiles, Science Stockpiles apply to the Empire as a whole rather than specific cities.

Technology[]

The only technology that directly increases Science output without the need to build a city improvement is the Era VI technology Difference Engine, which increases the Science output of cities by 100%.

Urkans[]

Chaka has the Chymical Warfare training available. Upon unlocking this training, while Chaka is rooted in a region, cities owned by Chaka's owner and their allies will get a +50% bonus, while enemy cities will get a -25% penalty.

Cost Reduction[]

Aside from simply producing Science, there are also a few ways to reduce the cost of researching technology, though this often comes with a condition that the reduction only applies to technology of a certain Era.