Industry

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Industry Industry is a FIDSI FIDSI resource used by cities to produce units, city improvements, expansions, and more.

Production

Terrain

Basic Terrain

Of the basic terrain types Forest, Rocks, and Volcanic terrain provide bonuses to Industry, though the amount can vary. For forests the Cold Forest, Crystal Forest, Palm Trees, Taiga, and Temperate Forest all provide 2 Industry, while the Enchanted Forest, Mountain Forest, Savanna, and Wetland provide 1 Industry. All Rocks except the Crystal Field and Crystal Ice provide 1 Industry. For Volcanic terrain, the Ash Drifts, Badlands, and Lava Swirls provide 1 Industry, Barren Soil and Basalt Plains provide 2 Industry, and the Scorched Wilds provide 3 Industry.

Lava Flows provide +1 Industry on tiles they pass through in addition to the tile's normal output.

Anomalies

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

  • 2 Industry: Caldera Lake, Dragon Tree, Geothermal Pit, Golden Tree, Igloo Larvae, Lava Geyser, Massive Tree, Ruby Cactus Fields, Steppe Soil, Weaver Worms, and Wizard Stone
  • 4 Industry: Clay, Earth Tower, Geysers, Meteor Fields, and Rumbling Stones
  • 6 Industry: Fumarole, Mineral Rich, Spiral Rock Peel, and Steel Stalks

Faction Traits

Some factions have unique interactions with Industry:

  • The Wild Walkers Wild Walkers gain +1 Industry on terrain with Forests during Summer due to their "Living Towns" trait.
  • The Morgawr Morgawr gain +2 Industry on terrain with Sea or Lake and +1 Industry on terrain with River due to their "Hydrophilic" trait.

City Improvements

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

Name Faction Obtained Industry Strategic Resources Upkeep Effects
City Hall FactionIconSmall.png All Upon Settling 10 +4 Industry per Population on city
Founder's Memorial FactionIconSmall.png All At Start 60 +2 Industry on city
Can only be built once in your empire
Mill Foundry FactionIconSmall.png All Era I 75 1 +6 Industry on city
+15% Industry on city
Apprenticeship Registry FactionIconSmall.png All Era II 250 5 Titanium 2 +1 Industry on exploitation
Canal Locks FactionIconSmall.png All Era II 600 5 Titanium 4 +5 Industry per Population on city
Can only be built once in your empire
Canal System FactionIconSmall.png All Era II 250 2 +1 Industry on terrain with industry during summer
Lumber Mill FactionIconSmall.png All Era II 250 5 Titanium 2 Need an exploited forest tile to be built
+1 Industry on terrain with forest
Deep Generator Vaulters Vaulters Era II 250 20 Vaulters +10% Industry on city
The Vaulters cost indicates that the holy resource has to be chosen
Lava Works FactionIconSmall.png All Era III 600 5 Titanium
5 Glassteel
4 Need an exploited lava flow tile to be built
+8 Industry on lava flow terrain
Automated Production FactionIconSmall.png All Era IV 1200 5 Titanium
15 Adamantian
7 +3 Industry on terrain with industry
Production Line FactionIconSmall.png All Era IV 1200 10 Titanium
10 Adamantian
7 +3 Industry per Population on city
Advanced Quarry FactionIconSmall.png All Era V 3000 10 Titanium
20 Adamantian
10 +50 Industry on terrain with strategic resource
Limited to one copy in your empire
Imperial News Network FactionIconSmall.png All Era V 2000 5 Glassteel
10 Mithrite
10 +2 Industry per Population on approval (happy)
Ice Works FactionIconSmall.png All 2nd Winter 300 10 Pearls Need an exploited River, Lake or Sea tile to be built
+10 Industry on terrain with River during winter
+10 Industry on terrain with Sea or Lake during winter season with ice shelf

Expansions

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

Name Faction Obtained Industry Strategic Resources Effect
Garth of the Allayi AllayiIcon.png Allayi At Start Varies Varies Pearls +2 Industry on city tile
Industrial Megapole FactionIconSmall.png All Era II 1000 15 Titanium
15 Glassteel
+25 Industry per level on Industrial Megapole
Can only be built once in the world
Cargo Docks FactionIconSmall.png All Era III 600 Limited to one copy in your city
Can only be built on coastal waters or ocean with exploitation
+5 Industry on city tile
+5 Industry on terrain with sea or lake
+10 Industry per extra level on city tile
Abbey of Anomalies FactionIconSmall.png All 3rd Winter 400 10 Pearls x2 Industry on city tile
Winter Borough FactionIconSmall.png All 3rd Winter 600 20 Pearls +2 Industry per level on city tiles during winter
Limited to one copy in your city
To be built during winter

Approval

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

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

Heroes

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

Capacities

Hero Icon Name Effect
Never Rests AbilityIndustryBoost1Small.png Industry Boost 1 +2 Industry Industry per hero's level on city.
+1% Industry Industry per hero's level on city.
Soyala Tocho
Samhane Haligtide
Strikes Far
AbilityIndustryBoost2Small.png Industry Boost 2 +4 Industry Industry per hero's level on city.
+1% Industry Industry per hero's level on city.
Wayra Sigo
Ahote Zaltana
AbilityIndustryBoost3Small.png Industry Boost 3 +6 Industry Industry per hero's level on city.
+1% Industry Industry per hero's level on city.
Tlato Mosi Pakwa AbilityIndustryEfficiency1Small.png Industry Efficiency 1 +1 Industry Industry per Population on city.
+1% Industry Industry per Hero's level on city.
Ipsa Wacha
Exid the Chosen
Ululani Raui

Specialized Polyp 2D

AbilityIndustryEfficiency2Small.png Industry Efficiency 2 +2 Industry Industry per Population on city.
+1% Industry Industry per Hero's level on city.
Feeds on Bones
Long Fangs
Queenslayer
Ka-Riss
Sway of the Master
AbilitySlaverySmall.png Slavery For each pacified and rebuilt village VillageIcon.png in the region:
  • +1 Food food per Population on city
  • +1 Industry industry per Population on city

Skills

Skill Tree Level Icon Name Effect
Common 4 InspirationalLeader.png Inspirational Leader Level 1: +5% Food on city, +5% Industry on city, +5% Science on city, +5% Dust on city.
Level 2: +5% Food on city, +5% Industry on city, +5% Science on city, +5% Dust on city.
Level 3: +10% Food on city, +10% Industry on city, +10% Science on city, +10% Dust on city.
Wild Walkers 2 WoodlandForager.png Woodland Forager Level 1: +1 Industry on terrain with forest.
Wild Walkers 3 NaturalResources.png Natural Resources Level 1: +6 Industry on city.
Level 2: +6 Industry on city.
Level 3: +10 Industry on city.
Wild Walkers 5 NaturalArchitect.png Natural Architect Level 1: +15% Industry on city.
Level 2: +15% Industry on city.
Level 3: +15% Industry on city.
Vaulters 3 SubterraneanNetworker.png Subterranean Networker Level 1: +4 Fortification Recovery Fortification per turn TurnSmall.png on city.
Level 2: +8 Fortification Recovery Fortification per turn TurnSmall.png on city. With ELCP: +1 Science per unused Fortification Recovery Fortification on terrain with Strategic Resources.
Level 3: +8 Fortification Recovery Fortification per turn TurnSmall.png on city. With ELCP: +1 Industry per unused Fortification Recovery Fortification on terrain with Strategic Resources.
Cultists 1 ImpassionedPreacher.png Impassioned Preacher Level 1: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Level 2: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Level 3: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Morgawr 4 ShipBuilder.png Ship Builder Level 1: +10% (+15% with ELCP) Naval unit production cost reduction on city.
Level 2: +15% (+10% with ELCP) Naval unit production cost reduction on city. With ELCP: +5% Industry on city.
Kapaku 1 Volcanology.png Volcanology Level 1: +2 Science on Volcanic terrain.
Level 2: +1 Industry on Volcanic terrain, +1 Dust on Volcanic terrain.
Sisters of Mercy 1 RighteousCause.png Righteous Cause Level 1: +10 Approval on city.
Level 2: +10 Approval on city.
Level 3: +10 Approval on city (no with ELCP). With ELCP: +1 Industry per Approval above 100 on city.

Accessories

All listed accessories are Tomes.

Item Name Strategic Resources Effects Obtained From
ItemTomeStrategic3Tier1Large.png 12 Adamantian +1 Industry per Population on city Uncommon Armor
ItemTomeStrategic3Tier2Large.png 24 Adamantian +2 Industry per Population on city Marvelous Armor
ItemTomeStrategic3Tier3Large.png 48 Adamantian +4 Industry per Population on city Exceptional Armor
Quivering Circlet.png Quivering Circlet 50 Dust +7 Industry on city
+7 Dust on city
+7 Science on city
Can be equipped by Broken Lords heroes only
Broken Lords Faction Quest
Roads of Dust.png Roads of Dust 55 Dust +8 Industry on city
+1 Speed on units
Can be equipped by heroes only
Roving Clans Faction Quest

Miscellaneous

Empire Plan

The Empire Plan Empire Plan's Science and Industry Science and Industry level 4 bonus grants a bonus of +2 Industry on Districts.

Resource Boosters

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

Resource Industry
Titan Bones Titan Bones +50%
Dust Orchid Dust Orchid +20%
Adamantian Adamantian +20%
Mithrite Mithrite +15%

Stockpiles

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

Technology

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

Cost Reduction

Aside from simply producing Industry, there are also a number of ways to reduce the Industry cost to produce buildings and units, though these methods often focus on one or the other.

These multipliers stack additively in the vanilla game, so you could reach 100% cost reduction for buildings. With ELCP, the stacking is multiplicative, making 100% cost reduction no longer possible.

Building cost reduction

  • +33% from the level 2 Science and Industry Empire Plan Empire Plan.
  • +12%/+24% from Behemoth Tamer (Wild Walkers hero skill).
  • +5% per pacified Urces village in regions when assimilated (up to 30%).
  • +25% from Wild Walkers quest technology Growing Buildings.
  • +20% for Districts from Industrial Megapole.

Unit cost reduction

  • +20% from level 1 Military Empire Plan Empire Plan.
  • +12%/+24% from Slave Driver (Necrophages hero skill).
  • +12%/+24% from Game Theory (Roving Clans hero skill).
  • +10%/+25% (+15%/+25% with ELCP) for naval units from Ship Builder (Morgawr hero skill).
  • +10% and +1% per Fortress for naval units from Naval Architecture Facility.

Unit Cost Increases

The base Industry industry cost of units increases quadratically with research era, making units in later eras significantly more expensive. The table below lists the Industry multiplier for each era, along with the base Industry costs of the least expensive, median, and most expensive units:

Era Multiplier Increase Agache Shaman Marine Eneqa Wing
I 1 - Industry 30 Industry 80 Industry 250
II 1.5 0.5 Industry 45 Industry 120 Industry 375
III 2.5 1 Industry 75 Industry 200 Industry 625
IV 4 1.5 Industry 120 Industry 320 Industry 1000
V 6 2 Industry 180 Industry 480 Industry 1500
VI 8.5 2.5 Industry 255 Industry 680 Industry 2125

This multiplier only affects the base Industry industry cost of a unit, not its equipment. Equipment does become more expensive (roughly linearly) with each tier.

Unlike other units, Guardians Guardians are not affected by this cost scaling. Because of this, Guardians become significantly more cost-effective in later eras, relatively speaking.

Note that units trained in later eras also have higher starting levels and thus better Attributes. See Experience#Technological Era for more information.

See also