Dust
Dust is a
FIDSI resource used by all empires to buy out city production, purchase items in the marketplace, and maintain units, heroes, and city improvements.
Production
Terrain
Basic Terrain
Of the basic terrain types, Sea and Lake tiles provide the highest boost to Dust, providing 2
on a tile. Arid tiles are the next best, with the Dirt Field and Sand Dunes tiles providing 2
, and the Dry Soil, Snow, and Snowy Field tiles providing 1
. Plains tiles tend to provide 1
, except for the Grassland and Red Soil tiles which provide no Dust. Among Forest tiles, Savanna provides 1
, and with Rock tiles, Sandstone and Tundra Rocks provide 1
each. Among Volcanic tiles, Ash Drifts and Barren Soil each provide 2
.
Additionally, tiles with a Luxury Resource deposit on them have a bonus +1
.
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, 6, or even 8
on a tile.
- 2
: Chromatic Land, Clay, Crystal Flowers, Dragon Tree, Hidden Springs, Mutant Marsh, Oasis, Rumbling Stones, Stasis Pillar, Steel Stalks - 4
: Black Dust, Caldera Lake, Earthspine, Escaped Specimens, Lava Chimneys, Ruby Cactus Fields, Salt Desert - 6
: Weaver Worms - 8
: Golden Tree
Faction Traits
Some factions have unique interactions with Dust:
- The
Broken Lords cannot use
Food, and their units do not passively regenerate health due to their "Appetite for Dust" affinity. Instead,
is purchased with Dust, and Dust must be spent to heal units. The Broken Lords also get +1
on terrain with Dust due to their "Dust Efficient" trait. - The
Vaulters (Mezari) can use
Glassteel as a booster to get temporary boost +20%
on cities due to their "Holy Resource" affinity. - The
Roving Clans receive 8%
of all transactions on the Marketplace from other empires due to their "Cuts Both Ways" trait. - The
Forgotten cannot use
Science, and can instead purchase technologies with Dust due to their "Science Phobic" affinity.
City Improvements
This list includes any City Improvement that increases a city's Dust output, even indirectly. Some of the improvements listed have additional effects that do not affect Dust production, but for simplicity those effects are not listed.
| Name | Faction | Obtained | Upkeep | Effects | ||
|---|---|---|---|---|---|---|
| City Hall | Upon Settling | 10 | +4 | |||
| Founder's Memorial | At Start | 60 | +2 Can only be built once in your empire | |||
| Palace | At Start | +22 | ||||
| Dust Dredger | Era I | 75 | Need an exploited river tile to be built +2 | |||
| Dust Filtration | Era I | 75 | Need an exploited lake or sea tile to be built +3 | |||
| Empire Mint | Era I | 75 | +5 +15% | |||
| Central Market | Era II | 250 | 2 |
2 | +10% | |
| Deep Generator | Era II | 250 | 20 |
+10% The | ||
| Dust Depository | Era III | 600 | 5 |
+4 | ||
| Dust Refinery | Era III | 600 | 10 |
+20 +30% | ||
| Dust Transmuter | Era III | 1200 | 10 |
+10 Can only be built once in your empire | ||
| Altar of Channeling | Faction Quest | 1500 | +5 +5 | |||
| Dust Revitalizer | Era V | 2000 | 30 5 |
+5 | ||
| Imperial News Network | Era V | 2000 | 5 10 |
10 | +2 | |
| Town Criers | Era V | 2000 | 25 10 |
+50 +40% |
Expansions
Again, while many of these expansions have other effects, only those affecting Dust production have been listed.
| Name | Faction | Obtained | Effect | ||
|---|---|---|---|---|---|
| Borough Streets | At Start | Varies | +1 +2 | ||
| Garth of the Allayi | At Start | Varies | Varies |
+2 +4 | |
| Museum of Auriga | At Start | 500 | 5 5 |
+20% Can only be built once in the world | |
| Cargo Docks | Era III | 600 | +1 +2 | ||
| Reliquary of Auriga | Era V | 5000 | 45 45 |
+100 Can only be built once in the world | |
| Abbey of Anomalies | 3rd Winter | 400 | 10 |
x2 Limited to one copy in your city To be built on anomaly | |
| Luxury Intensifier | 3rd Winter | 400 | 10 |
+10 +10 Limited to one copy in your city To be built on luxury resource deposit | |
| Winter Borough | 3rd Winter | 600 | 20 |
+1 Limited to one copy in your city To be built during winter |
Trade Routes
A major source, arguably the major source, of
Dust and
Science starting in the mid game is
Trade Routes, which can be established between cities that have the Right of Way or Cargo Docks improvements.
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 Dust in all cities equally.
| State | ||
|---|---|---|
| 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 Dust output of a city they are the governor of, whether that be through capacities, skills, or accessories.
Capacities
| Hero | Icon | Name | Effect |
|---|---|---|---|
| Bishop Julian Bazi Safar Bahas Master Neqra Zeban |
Dust Boost 1 | +2 Dust +1% Dust | |
| Consecrate Mawusi Boakye Skya Keeper Dabuo Ofosu Third Builder Gula Yawa Grand Cleric Akuma |
Dust Boost 2 | +4 Dust +1% Dust | |
| Duke Unwin Weybridge | Dust Boost 3 | +6 Dust +1% Dust | |
| Bela "The Bat" Syrav | Dust Efficiency 1 | +1 Dust +1% Dust | |
| Baron Joslyn Deyval Siryi Alastra Sable Deceiver Napog Dauda Skya Keeper Dabuo Ofosu |
Dust Efficiency 2 | +2 Dust +1% Dust | |
| Lord Peyton Quinn Sable Deceiver Bayari Kulaa Jasah Murdap |
Dust Efficiency 3 | +3 Dust +1% Dust |
Skills
| Skill Tree | Level | Icon | Name | Effect |
|---|---|---|---|---|
| Common | 4 | Inspirational Leader | Level 1: +5% Level 2: +5% Level 3: +10% | |
| Broken Lords | 1 | Aquatic Dust | Level 1: +1 Level 2: +2 Level 3: +2 | |
| Broken Lords | 2 | Dust Diviner | Level 1: +1 Level 2: +1 Level 3: +1 | |
| Broken Lords | 5 | Dust Trickery | Level 1: +15% Level 2: +15% Level 3: +15% | |
| Roving Clans | 1 | Traveling Salesman | Level 1: +2 Level 2: +3 Level 3: +3 | |
| Roving Clans | 3 | Fast Trader | Level 1: +1 Level 2: +1 Level 3: +2 | |
| Cultists | 1 | Impassioned Preacher | Level 1: +1 Level 2: +1 Level 3: +1 | |
| Cultists | 5 | Tools of the Enemy | Level 1: +15% Level 2: +15% Level 3: +15% | |
| Forgotten | 2 | Arboreal Dust Dowser | Level 1: +1 Level 2: +2 Level 3: +2 | |
| Allayi | 2 | Awestriker | Level 1: +25% Bribe cost reduction on army. With ELCP: +15 Dust Level 2: +25% Bribe cost reduction on army. With ELCP: Refreshes ruins in the governed region at the start of each winter. | |
| Kapaku | 1 | Volcanology | Level 1: +2 Level 2: +1 | |
| Sisters of Mercy | 5 | A Noble's Duty | Level 1: Food Income |
Accessories
All listed accessories are Tomes.
| Item | Name | Effects | Obtained From | |
|---|---|---|---|---|
| 6 |
+1 |
Advanced Armor | ||
| 12 |
+2 |
Alchemical Armor | ||
| 24 |
+4 |
Exotic Armor | ||
| Quivering Circlet | 50 |
+7 +7 +7 Can be equipped by Broken Lords heroes only |
Broken Lords Faction Quest |
Miscellaneous
Arcana
The Ardent Mages are able to research the Arcana of Materializing technology, which unlocks the Pillar of Extraction for placement. This pillar increase the
Dust output of tiles within range depending on the Arcana level as shown here:
Upon obtaining the Cold Engineering technology by completing Chapter 5, Part 1 of the Ardent Mages faction quest, the Pillar of Extraction will produce an additional +3
on tiles within range during winter.
Assimilation
The Delvers provide an assimilation bonus of +5%
on cities per pacified and rebuilt village, up to +30%
.
Empire Plan
The
Empire Plan's
Economy and Population ministry increases the production of Dust or reduce the cost of using it: Level 1 grants +3
per
on cities, and level 4 provides +25%
on cities.
Fortresses
Different parts of oceanic Fortresses provide different amounts of Dust income. Between the three Citadels, Bastions provide 1
and Manufactoriums provide 2
, while Listening Posts provide no Dust.
Among the other facilities that make up the parts of a Fortress extending off the Citadel, the following provide additional Dust:
- Luxury Resource Facilities: +1

- Vile Tide Facility: +8

- Sky-Shaker Facility: +10

- Dust Accumulator Facility: +10
, +2%
per Fortress on empire.
Pillaging
Pillaging regional buildings - such as resource extractors and pacified villages - provides a variable amount of Dust upon completion in addition to other rewards. The Forgotten can increase the amount of Dust gained from pillage further via their faction technology Dust Sense.
Resource Boosters
A number of Luxury resources (and Strategic resources for the Vaulters and Mezari) can be used to increase empire-wide Dust production.
| Resource | |
|---|---|
| +20% | |
| +50% | |
| +20% | |
| +15% |
Ruins
Searching ruins has a chance to produce a reward, the most common reward being an amount of Dust.
Technology
There are only two technologies that directly increase an empire's Dust production. The first is Dust Crematorium, a technology unique to the Broken Lords which provides 1
for every point of Experience earned by units or heroes in the empire. The second is Dust-Driven Distillery, an Era VI technology which increases the Dust production of all cities by 100%.
Quests
Much like ruins, quests grant rewards that can be an amount of Dust. However, the chance of this and the amount given varies depending on the specific quest, with some having no chance of granting a reward of Dust.
Urkans
Fakir has the Dust Leecher training available. Upon unlocking this training, while Fakir is rooted in a region, cities owned by Fakir's owner and their allies will get a +20%
bonus, while enemy cities will get a -10%
penalty.
Uses
Buyout
Productions can be bought out (i.e. completed in 1 turn with the remaining
cost being paid for) for
. The cost for doing so is equal to (remaining
cost)1.2.
This amount can be reduced by 25% for buildings and units via the Prisoners, Slaves, and Volunteers technology, and another 25% for buildings by Tier 2 of the Economy and Population Empire Plan.
Upkeep
Almost every city improvement or unit consumes
Dust per turn as upkeep.
Cities
Each city has a base upkeep of
10 from the City Hall. Most city improvements also require
upkeep, except for improvements that generate dust. Improvements unlocked in later eras will require more upkeep.
For the
Cultists (or any custom faction with the Conversion trait), converted villages cost
10 upkeep per turn, plus
2 per turn for each additional controlled city (which is only relevant for custom factions).
Military Upkeep
A unit's upkeep each turn is equal to
1 per unit level. A unit in an army (that is, not in a garrison) has an additional
1 per turn upkeep. Militia units always cost 0 upkeep[1].
Each army costs
per turn, equal to the maximum number of slots for the army, so armies cost
4 per turn at the beginning of the game, increasing to
6 or
8 per turn after researching Meritocratic Promotion and Signal Corps.
The combined upkeep cost for units and armies is referred to in-game as Military Upkeep. Military upkeep is calculated separately from hero upkeep, and things that affect Military Upkeep (for example, the Empire Plan) do not affect hero upkeep.
The Necrophages' Battle Born unit is able to exceed an army's normal maximum size if added to it via the Proliferator or, during a Dust Eclipse, Recycled Stockpiles, but this also adds greatly to the army's total upkeep, equation TBD.
Hero Upkeep
Hero upkeep is much more complicated. For a given hero, let HeroLevel be the hero's level, SkillPoints be the number of spent on that hero, and HeroesCount be the total number of heroes in the empire, including the current hero. Then the hero's upkeep is calculated as the sum of the following values[1]:
A = 0.5 + HeroLevel × (HeroLevel + 5) / 4 B = (HeroLevel - 1) × SkillPoints / 4 C = 2 × HeroesCount HeroUpkeep = A + B + C
Since SkillPoints is at most HeroLevel - 1, HeroUpkeep increases quadratically with a hero's level (roughly HeroLevel 2 / 2). The total upkeep for all heroes also increases quadratically with the number of heroes in the empire (2 * HeroesCount 2).
Bankruptcy
If an empire's
expenditure would cause their
balance to become negative when ending the turn, they will receive the following prompt:
Your Empire is about to go bankrupt. Your empire's expenditures are greater than your remaining treasury. If you do not adjust your Dust output, action will be taken and City Improvements, Units or even Heroes will be sold.
If the prompt is ignored, the game will automatically move all population to dust, sell/disband army units, dismiss heroes, and remove city improvements until
production is no longer negative. The game will not sell off city centers or settlers.
Upkeep Reduction
There are many ways to reduce upkeep cost, and these can be particularly effective in very large empires that have a lot of improvements, units, and heroes:
- Reliquary of Auriga: A wonder that, when built, reduces military upkeep by 50%.
- Empire Plan: Tier 3 of the Military Ministry reduces military upkeep by 50%.
- Luxury Resources
- Technologies
- Cannon Fodder: This
Necrophage technology reduces military upkeep by 50% and Hero upkeep by 20%. - Master Deceivers: This
Forgotten technology reduces Forgotten hero upkeep by 100% (only applies to Forgotten heroes, not heroes from other factions that are owned by a Forgotten empire). - Shaman's Insight: This
Kapaku technology reduces upkeep for Stone Sentinels to 0.
- Cannon Fodder: This
- Mercenary Comforts: This
Roving Clans faction trait reduces privateers upkeep by 33%. - Infiltration: Heroes that are infiltrated in a city have 40% to 80% reduced upkeep due to the Spying capacity.
- Skills
- Thrifty: A common skill that reduces military upkeep for the army a hero is leading by 20% per level of the skill, has 2 levels.
- Living Walls: A
Wild Walkers skill that reduces city upkeep for the city a hero is the governor of by 30% per level of the skill, has 3 levels. - Ascetic Warriors: A
Sisters of Mercy skill that reduces military upkeep in the city a hero is the governor of by 50% per level of the skill, has 2 levels.
- Nourishing Conflux: During Dust Eclipses, this conflux will reduce unit upkeep by -40%, or -60% for the Kapaku.
For any given category, upkeep cost can be reduced to 0
but no further. That is to say, stacking cost reduction beyond 100% will not cause things that consume
to start generating it instead.
Retrofit
Units within their own territory can be retrofitted to their most recent version. In addition to any strategic resources needed to retrofit a given unit, the Dust cost is (0.75 *
cost)1.1.
See also
References
- ↑ 1.0 1.1 See this Steam discussion for military and hero upkeep calculations.