Industry
Industry is a
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
, while the Enchanted Forest, Mountain Forest, Savanna, and Wetland provide 1
. All Rocks except the Crystal Field and Crystal Ice provide 1
. For Volcanic terrain, the Ash Drifts, Badlands, and Lava Swirls provide 1
, Barren Soil and Basalt Plains provide 2
, and the Scorched Wilds provide 3
.
Lava Flows provide +1
on tiles they pass through in addition to the tile's normal output.
Anomalies
Anomalies on a tile provide an additional bonus to its FIDSI output, and there are a number of anomalies that provide a bonus of 2, 4, or 6
on a tile.
- 2
: Caldera Lake, Dragon Tree, Geothermal Pit, Golden Tree, Igloo Larvae, Lava Geyser, Massive Tree, Ruby Cactus Fields, Steppe Soil, Weaver Worms, and Wizard Stone - 4
: Clay, Earth Tower, Geysers, Meteor Fields, and Rumbling Stones - 6
: Fumarole, Mineral Rich, Spiral Rock Peel, and Steel Stalks
Faction Traits
Some factions have unique interactions with Industry:
- The
Wild Walkers gain +1
on terrain with Forests during Summer due to their "Living Towns" trait. - The
Morgawr gain +2
on terrain with Sea or Lake and +1
on terrain with River due to their "Hydrophilic" trait.
City Improvements
This list includes any City Improvement that increases a city's Industry output, even indirectly. Some of the improvements listed have additional effects that do not affect Industry production, but for simplicity those effects are not listed.
| Name | Faction | Obtained | Upkeep | Effects | ||
|---|---|---|---|---|---|---|
| City Hall | Upon Settling | 10 | +4 | |||
| Founder's Memorial | At Start | 60 | +2 Can only be built once in your empire | |||
| Mill Foundry | Era I | 75 | 1 | +6 +15% | ||
| Apprenticeship Registry | Era II | 250 | 5 |
2 | +1 | |
| Canal Locks | Era II | 600 | 5 |
4 | +5 Can only be built once in your empire | |
| Canal System | Era II | 250 | 2 | +1 | ||
| Lumber Mill | Era II | 250 | 5 |
2 | Need an exploited forest tile to be built +1 | |
| Deep Generator | Era II | 250 | 20 |
+10% The | ||
| Lava Works | Era III | 600 | 5 5 |
4 | Need an exploited lava flow tile to be built +8 | |
| Automated Production | Era IV | 1200 | 5 15 |
7 | +3 | |
| Production Line | Era IV | 1200 | 10 10 |
7 | +3 | |
| Advanced Quarry | Era V | 3000 | 10 20 |
10 | +50 Limited to one copy in your empire | |
| Imperial News Network | Era V | 2000 | 5 10 |
10 | +2 | |
| Ice Works | 2nd Winter | 300 | 10 |
Need an exploited River, Lake or Sea tile to be built +10 +10 |
Expansions
Again, while many of these expansions have other effects, only those affecting Industry production have been listed.
| Name | Faction | Obtained | Effect | ||
|---|---|---|---|---|---|
| Garth of the Allayi | At Start | Varies | Varies |
+2 | |
| Industrial Megapole | Era II | 1000 | 15 15 |
+25 Can only be built once in the world | |
| Cargo Docks | Era III | 600 | Limited to one copy in your city Can only be built on coastal waters or ocean with exploitation +5 +5 +10 | ||
| Abbey of Anomalies | 3rd Winter | 400 | 10 |
x2 | |
| Winter Borough | 3rd Winter | 600 | 20 |
+2 Limited to one copy in your city To be built during winter |
Approval
Approval in a city has an effect on the generated Industry as well.
| State | ||
|---|---|---|
| Rebellion | 0-10 | -50% |
| Unhappy | 20-39 | -20% |
| Content | 40-59 | 0% |
| Happy | 60-89 | +15% |
| Fervent | 90-100 | +30% |
Heroes
Heroes provide a number of ways to increase the Industry output of a city they are the governor of, whether that be through capacities, Skills, or accessories.
Capacities
| Hero | Icon | Name | Effect |
|---|---|---|---|
| Never Rests | Industry Boost 1 | +2 Industry +1% Industry | |
| Soyala Tocho Samhane Haligtide Strikes Far |
Industry Boost 2 | +4 Industry +1% Industry | |
| Wayra Sigo Ahote Zaltana |
Industry Boost 3 | +6 Industry +1% Industry | |
| Tlato Mosi Pakwa | Industry Efficiency 1 | +1 Industry +1% Industry | |
| Ipsa Wacha Exid the Chosen Ululani Raui |
Industry Efficiency 2 | +2 Industry +1% Industry | |
| Feeds on Bones Long Fangs Queenslayer Ka-Riss Sway of the Master |
Slavery | For each pacified and rebuilt village |
Skills
| Skill Tree | Level | Icon | Name | Effect |
|---|---|---|---|---|
| Common | 4 | Inspirational Leader | Level 1: +5% Level 2: +5% Level 3: +10% | |
| Wild Walkers | 2 | Woodland Forager | Level 1: +1 | |
| Wild Walkers | 3 | Natural Resources | Level 1: +6 Level 2: +6 Level 3: +10 | |
| Wild Walkers | 5 | Natural Architect | Level 1: +15% Level 2: +15% Level 3: +15% | |
| Vaulters | 3 | Subterranean Networker | Level 1: +4 Fortification Recovery Level 2: +8 Fortification Recovery Level 3: +8 Fortification Recovery | |
| Cultists | 1 | Impassioned Preacher | Level 1: +1 Level 2: +1 Level 3: +1 | |
| Morgawr | 4 | Ship Builder | Level 1: +10% (+15% with ELCP) Naval unit production cost reduction on city. Level 2: +15% (+10% with ELCP) Naval unit production cost reduction on city. With ELCP: +5% | |
| Kapaku | 1 | Volcanology | Level 1: +2 Level 2: +1 | |
| Sisters of Mercy | 1 | Righteous Cause | Level 1: +10 Level 2: +10 Level 3: +10 |
Accessories
All listed accessories are Tomes.
| Item | Name | Effects | Obtained From | |
|---|---|---|---|---|
| 12 |
+1 |
Uncommon Armor | ||
| 24 |
+2 |
Marvelous Armor | ||
| 48 |
+4 |
Exceptional Armor | ||
| Quivering Circlet | 50 |
+7 +7 +7 Can be equipped by Broken Lords heroes only |
Broken Lords Faction Quest | |
| Roads of Dust | 55 |
+8 +1 Can be equipped by heroes only |
Roving Clans Faction Quest |
Miscellaneous
Empire Plan
The
Empire Plan's
Science and Industry level 4 bonus grants a bonus of +2
on Districts.
Resource Boosters
A number of Luxury resources (and Strategic resources for the Vaulters and Mezari) can be used to increase empire-wide Industry production.
| Resource | |
|---|---|
| +50% | |
| +20% | |
| +20% | |
| +15% |
Stockpiles
Industry Stockpiles can be applied to cities for a lump-sum quantity of Industry at the end of the turn.
Technology
The only technology that increases
Industry output directly without the need to build a city improvement is the Era VI technology Endless Alloys, which increases the Industry output of cities by 100%.
Cost Reduction
Aside from simply producing Industry, there are also a number of ways to reduce the
cost to produce buildings and units, though these methods often focus on one or the other.
These multipliers stack additively in the vanilla game, so you could reach 100% cost reduction for buildings. With ELCP, the stacking is multiplicative, making 100% cost reduction no longer possible.
Building cost reduction
- +33% from the level 2 Science and Industry
Empire Plan. - +12%/+24% from Behemoth Tamer (Wild Walkers hero skill).
- +5% per pacified Urces village in regions when assimilated (up to 30%).
- +25% from Wild Walkers quest technology Growing Buildings.
- +20% for Districts from Industrial Megapole.
Unit cost reduction
- +20% from level 1 Military
Empire Plan. - +12%/+24% from Slave Driver (Necrophages hero skill).
- +12%/+24% from Game Theory (Roving Clans hero skill).
- +10%/+25% (+15%/+25% with ELCP) for naval units from Ship Builder (Morgawr hero skill).
- +10% and +1% per Fortress for naval units from Naval Architecture Facility.
Unit Cost Increases
The base
industry cost of units increases quadratically with research era, making units in later eras significantly more expensive. The table below lists the
multiplier for each era, along with the base
costs of the least expensive, median, and most expensive units:
| Era | Multiplier | Increase | Agache Shaman | Marine | Eneqa Wing |
|---|---|---|---|---|---|
| I | 1 | - | |||
| II | 1.5 | 0.5 | |||
| III | 2.5 | 1 | |||
| IV | 4 | 1.5 | |||
| V | 6 | 2 | |||
| VI | 8.5 | 2.5 |
This multiplier only affects the base
industry cost of a unit, not its equipment. Equipment does become more expensive (roughly linearly) with each tier.
Unlike other units,
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.