Research

From Endless Legend Wiki
Jump to navigation Jump to search

Research Research is one of the most important ways to improve an Empire's power, unlocking City Improvements City Improvements, Units, special abilities, or various other passive benefits.

Most technologies can be researched by spending Science Science. At most one technology can be researched at any time, with surplus Science Science automatically applied towards the next technology in the queue. Research can be switched at any time to another technology, with the percentage progress being saved for the current technology. Note that technology costs increase with each technology researched, however, so returning to finish a technology later will make it more expensive overall.

In addition to regular technologies, there are a number of Quest Technologies that cannot be researched, but can only be earned by completing quests.

All factions start out with two technologies already researched.

Eras

The Research Tree is divided into six Eras. An Empire starts the game in Era I, and reaches a later Era per every nine technologies researched. Reaching a new Era will unlock the following effects:

  • All technology from that Era will become available for research.
  • New Iron or Dust Dust equipment will be unlocked.
  • A higher level of the Empire Plan will become available.
  • Certain tiles and resources will be revealed.
  • Units will be trained at a higher starting level and will become more expensive.

Global Era

There is also a Global Technological Era corresponding to the highest era reached by any empire in the game. Reaching a new global era will unlock the following effects for all empires, regardless of the current empire's era:

Cost

Technologies do not have a set Science Science cost. Instead, cost increases based on the era of the technology and the total number of technologies already researched[1]:

Cost = Base * (N^2 + N + 6)

Here N is the number of researched technologies, and Base is a value that increases with era, found in the table below. The Forgotten Forgotten do not use Science but instead purchase technologies with Dust dust; their Base values are listed in the last column.

Base Costs
EraScienceDust (Forgotten)
12.322.25
22.862.75
33.403.25
43.923.75
55.004.75
645.0042.75

All Technology Costs

The following table shows the individual and cumulative Science/Dust costs for all technologies, as well as the amount of Science/Dust required to reach the next Era (or achieve the Scientific Victory in the case of Era VI).

  • The calculations assume that only technologies from the latest era will be researched. This is an upper estimate since one can always research technologies from previous eras, which are cheaper.
  • Each faction starts with two technologies already unlocked, so they require approximately Science 650 (or Dust 630 for the Forgotten Forgotten) to reach Research Era II.
Table of All Technology Costs
Era#ScienceDust (Forgotten)
CostTotalRemainingCostTotalRemaining
1113.9213.92682.0813.5013.50661.50
218.5632.48668.1618.0031.50648.00
327.8460.32649.6027.0058.50630.00
441.76102.08621.7640.5099.00603.00
560.32162.40580.0058.50157.50562.50
683.52245.92519.6881.00238.50504.00
7111.36357.28436.16108.00346.50423.00
8143.84501.12324.80139.50486.00315.00
9180.96682.08180.96175.50661.50175.50
210274.56956.645010.72264.00925.504818.00
11331.761288.404736.16319.001244.504554.00
12394.681683.084404.40379.501624.004235.00
13463.322146.404009.72445.502069.503855.50
14537.682684.083546.40517.002586.503410.00
15617.763301.843008.72594.003180.502893.00
16703.564005.402390.96676.503857.002299.00
17795.084800.481687.40764.504621.501622.50
18892.325692.80892.32858.005479.50858.00
3191183.206876.0015871.201131.006610.5015171.00
201312.408188.4014688.001254.507865.0014040.00
211448.409636.8013375.601384.509249.5012785.50
221591.2011228.0011927.201521.0010770.5011401.00
231740.8012968.8010336.001664.0012434.509880.00
241897.2014866.008595.201813.5014248.008216.00
252060.4016926.406698.001969.5016217.506402.50
262230.4019156.804637.602132.0018349.504433.00
272407.2021564.002407.202301.0020650.502301.00
4282987.0424551.0435444.642857.5023508.0033907.50
293206.5627757.6032457.603067.5026575.5031050.00
303433.9231191.5229251.043285.0029860.5027982.50
313669.1234860.6425817.123510.0033370.5024697.50
323912.1638772.8022148.003742.5037113.0021187.50
334163.0442935.8418235.843982.5041095.5017445.00
344421.7647357.6014072.804230.0045325.5013462.50
354688.3252045.929651.044485.0049810.509232.50
364962.7257008.644962.724747.5054558.004747.50
5376690.0063698.6474370.006355.5060913.5070651.50
387060.0070758.6467680.006707.0067620.5064296.00
397440.0078198.6460620.007068.0074688.5057589.00
407830.0086028.6453180.007438.5082127.0050521.00
418230.0094258.6445350.007818.5089945.5043082.50
428640.00102898.6437120.008208.0098153.5035264.00
439060.00111958.6428480.008607.00106760.5027056.00
449490.00121448.6419420.009015.50115776.0018449.00
459930.00131378.649930.009433.50125209.509433.50
64693420.00224798.64509400.0088749.00213958.50483930.00
4797560.00322358.64415980.0092682.00306640.50395181.00
48101790.00424148.64318420.0096700.50403341.00302499.00
49106110.00530258.64216630.00100804.50504145.50205798.50
50110520.00640778.64110520.00104994.00609139.50104994.00

Quest Technologies

Main article: Quest Technologies

In addition to research-able technologies, there are a number of technologies that cannot be researched but can only be earned as a reward for completing a quest. These quest technologies do not count for the 9 required to reach the next era, and they also do not make other technologies more expensive.

Categories

Each technology belongs to one of four categories:

Currently these categories are only cosmetic and have no effects on gameplay.

Era I

Era I is the Age of Discovery:

Advanced Alloys
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Attack Weapon
Advanced Alloys.png 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 Titanium or Glassteel Glassteel
-10% (-20% with ELCP) on Titanium Titanium or Glassteel Glassteel initial item costs

Advanced Armor
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Armor Armor
Advanced Armor.png 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 Titanium or Glassteel Glassteel
Unlocks tier 1 Accessories made of Titanium Titanium or Glassteel Glassteel
-10% on Titanium Titanium or Glassteel Glassteel initial item costs

Alchemist's Furnace
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Science and Industry Science and Industry
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Alchemist's Furnace.png 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.png All except Mykara
Obtained: Research Era I
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

60 Industry

Titanium Extractor.png 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 on city

Glassteel Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era I
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

60 Industry

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

Effects:

+1 Glassteel on city

Aquapulvistics
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Dust Dust
Aquapulvistics.png 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.png All
Obtained: Research Era I
Type: City Improvements City Improvement
Focus: Dust Dust
Costs:

75 Industry

Dust Dredger.png 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 Dust on terrain with river during Summer

Dust Filtration
Faction: FactionIconSmall.png All
Obtained: Research Era I
Type: City Improvements City Improvement
Focus: Dust Dust
Costs:

75 Industry

Dust Filtration.png 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 Dust on terrain with sea or lake during summer

Cultivation
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era I
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Food Food
Cultivation.png 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.png All except Broken Lords
Obtained: Research Era I
Type: City Improvements City Improvement
Focus: Food Food
Costs:

75 Industry
1 Dust per TurnSmall.png

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

Effects:

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

Husbandry Center
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era I
Type: UniqueBuildingSmall.png Unique Building
Focus: Food Food
Costs:

150 Industry
4 Dust per TurnSmall.png

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

Effects:

+5 Food per Population on city
Can only be built once in your empire

Empire Mint
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Dust Dust
Costs:

Industry 75

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

Effects:

+5 Dust on city
+15% Dust on city

Language Square
Faction: FactionIconSmall.png All except Necrophages
Obtained: Research Era I
Category: Empire and Expansion Empire and Expansion
Type: Military Army Action
Focus: ParleySmall.png Parley and Bribe
Language Square.png 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.png All
Obtained: Research Era I
Category: Military Military
Type: Marketplace.png Marketplace
Focus: UnitSmall.png Unit
Mercenary Market.png 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.png All
Obtained: Research Era I
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Military Science.png 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.png All
Obtained: Research Era I
Type: City Improvements City Improvement
Focus: Military Military
Costs:

75 Industry

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

Effects:

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

Infantry Cantina
Faction: FactionIconSmall.png All
Obtained: Research Era I
Type: City Improvements City Improvement
Focus: Military Military
Costs:

75 Industry

Infantry Cantina.png 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
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

Industry 75
Dust 1 per TurnSmall.png

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

Effects:

+6 Industry on city
+15% Industry on city

Open-Pit Mine
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Economy and Population Economy and Population
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Open-Pit Mine.png 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.png All except Mykara
Obtained: Research Era I
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

60 Industry

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

Effects:

+1 Dye on city

Emerald Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era I
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

60 Industry

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

Effects:

+1 Emeralds on city

Gold Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era I
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

60 Industry

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

Effects:

+1 Gold on city

Spice Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era I
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

60 Industry

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

Effects:

+1 Spices on city

Wine Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era I
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

60 Industry

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

Effects:

+1 Wine on city

Pillage
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Military Military
Type: Military Army Action
Focus: PillageSmall.png Pillage
Pillage.png 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.png on units
Unlocks the detection accessory Accessory.png on heroes

Public Library
Faction: FactionIconSmall.png All except Forgotten Forgotten
Obtained: Research Era I
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Costs:

Industry 75
Dust 1 per TurnSmall.png

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

Effects:

+10 Science on city
+10% Science on city

Search Party
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Empire and Expansion Empire and Expansion
Type: Military Army Action
Focus: SearchSmall.png Search
Search Party.png 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
Faction: FactionIconSmall.png All
Obtained: Research Era I
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Approval Approval
Costs:

Industry 75
Dust 1 per TurnSmall.png

Sewer System.png 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 Approval on city
+1 Influence on approval (happy)

Topography
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era I
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Topography.png 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.png All except Forgotten
Obtained: Research Era I
Type: City Improvements City Improvement
Focus: Science Science
Costs:

75 Industry
1 Dust per TurnSmall.png

Geomic Labs.png 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 Science on terrain with science

Center for Minerology
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era I
Type: UniqueBuildingSmall.png Unique Building
Focus: Science Science
Costs:

150 Industry
4 Dust per TurnSmall.png

Center for Minerology.png 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 Science per Population on city
Can only be built once in your empire

Unit Technologies

Each faction has a unique unit that can be researched in Era I. The Necrophages Necrophages' Necrodrone and the Allayi Allayi's Skyfin are unlocked as starting technologies of their respective factions.

Agache Shaman
Agache Shaman.png
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.
FactionIconSmall.png FactionWild Walkers Wild Walkers
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedResearch Era I

Life Life52Defense Defense30
Damage Damage12Attack Attack10
Initiative Initiative30Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 30
AbilityRangedSmall.png Range
BarkSkin3.png Bark Skin 3
ForestRage.png Forest Rage
Ryder
Ryder.png
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.
FactionIconSmall.png FactionBroken Lords Broken Lords
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era I

Life Life108Defense Defense34
Damage Damage28Attack Attack28
Initiative Initiative26Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision3

CostIndustry 60
AbilityDustCareSmall.png Dust Care
+25% attack if unit moves. +10% attack per movement point spent. Charge 1
Life Drain 2: When attacking, drains 2 Life per attacker's level from the target. Life Drain 2 (Removed in ELCP)
Life Drain 3: When attacking, drains 4 Life per attacker's level from the target. Life Drain 3 (Added in ELCP)
AbilitySlow1Small.png Slow 1
Dawn Officer
Dawn Officer.png
Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar.
FactionIconSmall.png FactionVaulters Vaulters
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era I

Life Life116Defense Defense34
Damage Damage22Attack Attack18
Initiative Initiative32Range Range1
Speed Speed6Battle Speed Battle Speed6
Vision Vision3

CostIndustry 80
AbilityTechnoloverSmall.png Technolover
+25% attack if unit moves. +10% attack per movement point spent. Charge 1
AbilityFast2Small.png Fast 2
Dawn Officer (Mezari)
Dawn Officer (Mezari).png
Training, magic, and partially powered armor allows the Dawn Officer to leap into battle and strike from afar.
FactionIconSmall.png FactionMezari Mezari
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era I

Life Life116Defense Defense34
Damage Damage22Attack Attack18
Initiative Initiative32Range Range1
Speed Speed6Battle Speed Battle Speed6
Vision Vision3

CostIndustry 80
AbilityTechnoloverSmall.png Technolover
+25% attack if unit moves. +10% attack per movement point spent. Charge 1
AbilityFast2Small.png Fast 2
Necrodrone
Necrodrone.png
Adept at striking from air, Necrodrones damage both by striking and by spitting clouds of caustic poison.
FactionIconSmall.png FactionNecrophages Necrophages
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedGame Start

Life Life124Defense Defense36
Damage Damage36Attack Attack36
Initiative Initiative30Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision4

CostIndustry 120
AbilityDisease1Small.png Disease 1
AbilityDiseaseImmunitySmall.png Disease Immunity
AbilityFlySmall.png Fly
Ateshi Zealot
Ateshi Zealot.png
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.
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era I

Life Life60 (75)Defense Defense18
Damage Damage24Attack Attack36
Initiative Initiative20Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 60
AbilityArdentFireSmall.png Ardent Fire
AbilityRangedSmall.png Range
Fire Rain: Deals 25% of original attack damage to enemies adjacent to the original target. Fire Rain
Kassai
Kassai.png
Perhaps the most rapid military unit on Auriga, the Kassai move with exceptional speed both in and out of battle.
FactionIconSmall.png FactionRoving Clans Roving Clans
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era I

Life Life92Defense Defense30
Damage Damage20Attack Attack32
Initiative Initiative26Range Range3
Speed Speed7Battle Speed Battle Speed4
Vision Vision3

CostIndustry 90
AbilityRangedSmall.png Range
AbilityFast2Small.png Fast 2
AbilityCityBreaker2Small.png City Breaker 2 (Added in ELCP)
Wyvern
Wyvern.png
The scout and 'eyes' of the faction, Wyverns are used to patrol the skies near Drakken cities, warning of enemies.
FactionIconSmall.png FactionDrakken Drakken
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era I

Life Life100Defense Defense26
Damage Damage38Attack Attack34
Initiative Initiative22Range Range1
Speed Speed6Battle Speed Battle Speed4
Vision Vision4

CostIndustry 110
FastLearner1Small.png Fast Learner 1
Fast1.png Fast 1
AbilityFlySmall.png Fly
Fanatic
Fanatic.png
Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges.
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era I

Life Life124Defense Defense30
Damage Damage22Attack Attack20
Initiative Initiative30Range Range1
Speed Speed6Battle Speed Battle Speed4
Vision Vision3

CostIndustry 80
No capacities
Predatore
Predatore.png
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.
FactionIconSmall.png FactionForgotten Forgotten
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era I

Life Life84Defense Defense18
Damage Damage20Attack Attack30 (39)
Initiative Initiative26Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 80
AbilityStealth.png Stealth
AbilityRangedSmall.png Range
DualWield.png Dual Wield
PredatorsMark.png Predator Mark
Skyfin
Skyfin.png
Arguably the most revered and majestic being on Auriga, the Skyfin's presence improves friendly morale in Summer and decreases enemy morale in Winter.
FactionIconSmall.png FactionAllayi Allayi
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedGame Start

Life Life236Defense Defense46
Damage Damage18Attack Attack18
Initiative Initiative20Range Range3
Speed Speed8Battle Speed Battle Speed4
Vision Vision3

CostIndustry 250
Pearls 20 (15)
ShifterNatureSmall.png Shifter Nature
AbilityFlySmall.png Fly
AbilityRangedSmall.png Range
AbilitySolitarySmall.png Solitary
AbilityFlamewalkerSmall.png Flamewalker
AbilityShiftingAweSmall.png Shifting Awe
AbilityOneWithAurigaSmall.png One With Auriga
AbilityAurigaAffinity2Small.png Auriga Affinity 2
Vore
Vore.png
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.
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassFrigate Frigate
ObtainedIcon.png UnlockedResearch Era I

Life Life124Defense Defense32
Damage Damage40Attack Attack37
Initiative Initiative8Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 80
AbilityNavalUnitSmall.png Naval Unit
AbilityRapidMutationSmall.png Rapid Mutation
AbilityTurtleSmall.png Turtle
Geomancer
Geomancer.png
Spellcasters capable of long-range attacks, the geomancers real strength comes from supporting the frontline golems by harnessing the power of the land.
FactionIconSmall.png FactionKapaku Kapaku
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedResearch Era I

Life Life47Defense Defense20
Damage Damage18Attack Attack20
Initiative Initiative32Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 60
AbilityInnerFireSmall.png Inner Fire
AbilityRangedSmall.png Range
AbilityGeomancySmall.png Geomancy
Gorgon
Gorgon.png
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.
FactionIconSmall.png FactionMykara Mykara
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era I

Life Life100Defense Defense30
Damage Damage28Attack Attack20
Initiative Initiative32Range Range1
Speed Speed6Battle Speed Battle Speed5
Vision Vision3

CostIndustry 80 (60)
Fungal Bloom Regen: +0.5% Health Regen per completed Fungal Bloom Fungal Bloom Regen
+25% attack if unit moves. +10% attack per movement point spent. Charge 1
Fast1.png Fast 1
Block 1: +10% Defense when attacked. Block 1
DualWield.png Dual Wield
Boarding Vessel
Boarding Vessel.png
This unit is designed to carry troops that attack enemy ships.
UnitSmall.png Unit ClassInterceptor Interceptor
ObtainedIcon.png UnlockedResearch Era I

Life Life68Defense Defense36
Damage Damage36Attack Attack24
Initiative Initiative26Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision3

CostIndustry 60
Dust 10
AbilityNavalUnitSmall.png Naval Unit

Faction-Specific

Arcana of Agility
Faction: Ardent Mages Ardent Mages
Obtained: Research Starting Technology (Research Era I with ELCP)
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Agility.png 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: Ardent Mages Ardent Mages
Obtained: Research Starting Technology
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Matter.png 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

Breaching Wave
Faction: Morgawr Morgawr
Obtained: Research Era I
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Influence Influence
Breaching Wave.png 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 Influence on citadel
+1 Influence on revealed facility

Dust Sense
Faction: Forgotten Forgotten
Obtained: Research Era I
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: PillageSmall.png Pillage
Dust Sense.png 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% Dust from Pillage on empire

Protectors of Auriga
Faction: Drakken Drakken
Obtained: Research Era I
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Minor Factions Minor Factions
Protectors of Auriga.png 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

Era II

Era II is the Age of Glory:

  • Iron tier 2 equipment becomes available.
  • Newly-trained units will start at level 2 and cost more.
  • Watchtower foundations are revealed.
  • Empire Plan level 2 becomes available.
Alchemical Alloys
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Attack Weapon
Alchemical Alloys.png 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 or Glassteel Glassteel
-10 % on Titanium Titanium or Glassteel Glassteel initial item costs

Alchemical Armor
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Armor Armor
Alchemical Armor.png 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 or Glassteel Glassteel
Unlocks tier 2 accessories made of Titanium Titanium or Glassteel Glassteel
-10% on Titanium Titanium or Glassteel Glassteel initial item costs

Alchemy Workshop
Faction: FactionIconSmall.png All except Forgotten Forgotten
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Costs:

Industry 250
Titanium 5
Dust 2 per TurnSmall.png

Alchemy Workshop.png 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 Science on city
+20% Science on city

Aquacultural Science
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era II
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Food Food
Aquacultural Science.png 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.png All except Broken Lords
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Food Food
Costs:

250 Industry
5 Glassteel
2 Dust per TurnSmall.png

Irrigation Networks.png 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 Food on terrain with river during summer

Fish Farm
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Food Food
Costs:

250 Industry
5 Glassteel
2 Dust per TurnSmall.png

Fish Farm.png 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 Food on terrain with sea or lake during summer

Central Market (Technology)
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Approval Approval
Central Market.png 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.png All
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Approval Approval
Costs:

250 Industry
2 Glassteel
2 Dust per TurnSmall.png

Central Market.png 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 Approval on city
+10% Food on approval (fervent)
+10% Dust on approval (fervent)

Citizen Armies
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Citizen Armies.png 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.png All
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Military Military
Costs:

250 Industry
2 Dust per TurnSmall.png

Conscription Center.png 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.png All
Obtained: Research Era II
Type: UniqueBuildingSmall.png Unique Building
Focus: Military Military
Costs:

600 Industry
5 Glassteel
4 Dust per TurnSmall.png

Defensive Wards.png 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 Fortification per Population on city
Can only be built once in your empire

Diplomat's Manse
Faction: FactionIconSmall.png All except Necrophages
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: Diplomacy Diplomacy
Focus: DiplomaticTermsIcon.png Diplomatic Terms
Diplomat's Manse.png 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

Glory of Empire
Faction: FactionIconSmall.png All
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Influence Influence
Costs:

250 Industry
3 Dust per TurnSmall.png

Glory of Empire.png 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 Influence on city
+1 Influence per Population on city

Hydrology
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Industry Industry
Hydrology.png 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.png All
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

250 Industry
2 Dust per TurnSmall.png

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

Effects:

+1 Industry on terrain with industry during summer

Canal Locks
Faction: FactionIconSmall.png All
Obtained: Research Era II
Type: UniqueBuildingSmall.png Unique Building
Focus: Industry Industry
Costs:

600 Industry
5 Titanium
4 Dust per TurnSmall.png

Canal Locks.png 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 Industry per Population on city
Can only be built once in your empire

Imperial Coinage
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Economy and Population Economy and Population
Type: Marketplace.png Marketplace
Focus: Luxury Resources Resources
Imperial Coinage.png 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.png All except Morgawr
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Trade Routes Roads
Imperial Highways.png 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.png All except Morgawr
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Trade Routes Roads
Costs:

250 Industry
3 Dust per TurnSmall.png

Right of Way.png 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 Speed bonus
Watchtower
Faction: FactionIconSmall.png All except Morgawr and Mykara
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Vision Vision
Costs:

250 Industry

Watchtower.png 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 Vision on Watchtower
+3 Detection range on Watchtower
+20 Fortification Fortification on Watchtower
Watchtowers' health regen effects are applied to their adjacent tiles.

Mykaran Watchtower
Faction: Mykara Mykara
Obtained: Research Era II
Type: Expansions Expansion
Focus: Vision Vision
Costs:

TurnSmall.png 8 (6)

Mykaran Watchtower.png 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 Vision on Fungal Bloom
Watchtowers' Health Regen effects are applied to their adjacent Tiles
+Tile Output on Main City
ELCP: +1 Tile exploited

Management Sciences
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Industry Industry
Management Sciences.png 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.png All
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

250 Industry
5 Titanium
2 Dust per TurnSmall.png

Lumber Mill.png 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 Industry on terrain with forest

Apprenticeship Registry
Faction: FactionIconSmall.png All
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

250 Industry
5 Titanium
2 Dust per TurnSmall.png

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

Effects:

+1 Industry on exploitation

Meritocratic Promotion
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Military Military
Type: ArmySizeSmall.png Army Size
Focus: Military Military
Meritocratic Promotion.png 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 Dust form military upkeep on armies
+1 Extra Accessory Slot on unit

Native District
Faction: FactionIconSmall.png All except Drakken
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Minor Factions Minor Factions
Native District.png 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.png All
Obtained: Research Era II
Category: Economy and Population Economy and Population
Type: FactionIconSmall.png Empire
Focus: Dust Buyout
Prisoners, Slaves, and Volunteers.png 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.png All except Broken Lords
Obtained: Research Era II
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Food Food
Public Granary.png 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.png All except Broken Lords
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Food Food
Costs:

250 Industry
5 Glassteel
2 Dust per TurnSmall.png

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

Effects:

+15 Food on city
+2 Food per Population on city

Shipyard
Faction: FactionIconSmall.png All
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Trade Routes Roads
Shipyard.png 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

Unit Technologies

Each faction has a unique unit that can be researched in Era II.

Tenei Walker
Tenei Walker.png
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.
FactionIconSmall.png FactionWild Walkers Wild Walkers
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedResearch Era II

Life Life180Defense Defense46
Damage Damage32Attack Attack22
Initiative Initiative18Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 140
ForestRage.png Forest Rage
Dust Bishop
Dust Bishop.png
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.
FactionIconSmall.png FactionBroken Lords Broken Lords
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedResearch Era II

Life Life122Defense Defense28
Damage Damage30 (36)Attack Attack8 (16)
Initiative Initiative6 (16)Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 120
AbilityRangedSmall.png Range
AbilityDustCareSmall.png Dust Care
AbilityLifeSiphonSmall.png Life Siphon
Titan
Titan.png
A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense.
FactionIconSmall.png FactionVaulters Vaulters
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedResearch Era II

Life Life156Defense Defense50
Damage Damage30Attack Attack24
Initiative Initiative14Range Range1
Speed Speed4Battle Speed Battle Speed1
Vision Vision3

CostIndustry 140
AbilityDefensiveImpulseSmall.png Defensive Impulse
AbilitySlow1Small.png Slow 1
AbilityTechnoloverSmall.png Technolover
Titan (Mezari)
Titan (Mezari).png
A giant construct of relics, machines, and magic, the Titan is a formidable melee warrior on offense or defense.
FactionIconSmall.png FactionMezari Mezari
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedResearch Era II

Life Life156Defense Defense50
Damage Damage30Attack Attack24
Initiative Initiative14Range Range1
Speed Speed4Battle Speed Battle Speed1
Vision Vision3

CostIndustry 140
AbilityDefensiveImpulseSmall.png Defensive Impulse
AbilitySlow1Small.png Slow 1
AbilityTechnoloverSmall.png Technolover
Proliferator
Proliferator.png
The great reproduction factory of the Necrophages, a Proliferator can resurrect both friend and foe by implanting eggs which control their minds.
FactionIconSmall.png FactionNecrophages Necrophages
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedResearch Era II

Life Life52Defense Defense32
Damage Damage22Attack Attack10
Initiative Initiative26Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 120
AbilityRangedSmall.png Range
AbilityDiseaseImmunitySmall.png Disease Immunity
AbilityParasiteSmall.png Parasitism
AbilityVaccinationSmall.png Vaccination
Eneqa Wing
Eneqa Wing.png
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.
FactionIconSmall.png FactionArdent Mages Ardent Mages
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era II

Life Life132Defense Defense34
Damage Damage34Attack Attack38
Initiative Initiative30Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision4

CostIndustry 250
AbilityArdentFireSmall.png Ardent Fire
AbilityFlySmall.png Fly
AbilityReviveSmall.png Revive
Yirmak
Yirmak.png
Though the fast and powerful Yirmak is technically a cavalry unit, its fearsome claws and aggressive nature make it quite effective in melee.
FactionIconSmall.png FactionRoving Clans Roving Clans
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedResearch Era II

Life Life108Defense Defense34
Damage Damage40Attack Attack38
Initiative Initiative34Range Range1
Speed Speed5Battle Speed Battle Speed3
Vision Vision3

CostIndustry 140
Fast1.png Fast 1
Sweep1.png Sweep 1
Ancient
Ancient.png
Sage and solemn, the Ancient is seldom found outside the halls and towers of Drakken cities. When it is, it generally means that a lot of enemies are going to die.
FactionIconSmall.png FactionDrakken Drakken
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedResearch Era II

Life Life132Defense Defense38
Damage Damage28Attack Attack12
Initiative Initiative34Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 120
FastLearner1Small.png Fast Learner 1
AbilityRangedSmall.png Range
AbilityFlySmall.png Fly
AbilitySharedWisdomSmall.png Shared Wisdom
Nameless Guard
Nameless Guard.png
Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.
FactionIconSmall.png FactionCultists Cultists
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era II

Life Life84Defense Defense20
Damage Damage32Attack Attack46
Initiative Initiative24Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 120
AbilityRangedSmall.png Range
Myst
Myst.png
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.
FactionIconSmall.png FactionForgotten Forgotten
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era II

Life Life100Defense Defense44
Damage Damage16Attack Attack28
Initiative Initiative36Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision4

CostIndustry 90 (110)
AbilityStealth.png Stealth
AbilityFlySmall.png Fly
FasterThanShadows.png Faster Than Shadows
Monk
Monk.png
Powerful and hard-striking, the Monk unit's skill with its long blade results in powerful counters in Summer and powerful attacks in Winter.
FactionIconSmall.png FactionAllayi Allayi
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era II

Life Life108Defense Defense54
Damage Damage34Attack Attack28
Initiative Initiative22Range Range1
Speed Speed6Battle Speed Battle Speed3 (2)
Vision Vision4

CostIndustry 90
ShifterNatureSmall.png Shifter Nature
AbilityFlySmall.png Fly
AbilityShiftingRage1Small.png Shifting Rage 1
AbilitySlow1Small.png Slow 1 (Added in ELCP)
Leviathan
Leviathan.png
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.
FactionIconSmall.png FactionMorgawr Morgawr
UnitSmall.png Unit ClassSubmersible Submersible
ObtainedIcon.png UnlockedResearch Era II

Life Life132Defense Defense34
Damage Damage50Attack Attack58
Initiative Initiative20Range Range1
Speed Speed5Battle Speed Battle Speed2
Vision Vision4

CostIndustry 110
AbilityNavalUnitSmall.png Naval Unit
AbilityRapidMutationSmall.png Rapid Mutation
AbilitySubmersionSmall.png Submersion
AbilityIntimidationAuraSmall.png Intimidation Aura
Golem Rider
Golem Rider.png
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.
FactionIconSmall.png FactionKapaku Kapaku
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era II

Life Life90Defense Defense30
Damage Damage32Attack Attack42
Initiative Initiative25Range Range1
Speed Speed6Battle Speed Battle Speed5
Vision Vision3

CostIndustry 110
AbilityInnerFireSmall.png Inner Fire
+25% attack if unit moves. +10% attack per movement point spent. Charge 1
Fast1.png Fast 1
Sweep1.png Sweep 1
Shambler
Shambler.png
Construed from the toughest, densest mycelial fibers, Mykara shamblers are slow and heavy, entangling and locking down enemies with their incredible defenses.
FactionIconSmall.png FactionMykara Mykara
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedResearch Era II

Life Life130Defense Defense52
Damage Damage22Attack Attack10
Initiative Initiative16Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 80 (60)
Fungal Bloom Regen: +0.5% Health Regen per completed Fungal Bloom Fungal Bloom Regen
Snare.png Snare
Fire Ship
Fire Ship.png
This unit is designed to use the most dangerous of all naval weapons - fire.
UnitSmall.png Unit ClassFrigate Frigate
ObtainedIcon.png UnlockedResearch Era II

Life Life180Defense Defense28
Damage Damage24Attack Attack36
Initiative Initiative18Range Range1
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 60
Dust 10
AbilityNavalUnitSmall.png Naval Unit

Faction-Specific

Arcana of Authority
Faction: Ardent Mages Ardent Mages
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Authority.png 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: Necrophages Necrophages
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Dust Upkeep
Cannon Fodder.png Simple beings with simple lives and a single goal can be maintained inexpensively.

Effects:

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

Caudata Sanctuary
Faction: Forgotten Forgotten
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: FactionIconSmall.png Empire
Focus: Winter Winter
Caudata Sanctuary.png 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: Vaulters Vaulters
Obtained: Research Era II
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Vaulters Holy Resource
Deep Generator.png 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: Vaulters Vaulters
Obtained: Research Era II
Type: City Improvements City Improvement
Focus: Vaulters Holy Resource
Costs:

250 Industry
20 Vaulters

Deep Generator.png 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% Food on city
+10% Industry on city
+10% Dust on city
+10% Science on city
The Vaulters cost indicates that the Holy Resource has to be chosen.

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

Effects:

Gives the ability to sacrifice 1 Population from city population:

  • +30 Approval on city during a limited time
  • Duration depends on Population remaining in city and can be cumulated
  • +1 TurnSmall.png per Population in city just before sacrifice
  • Cannot be used if siege on empire
Destructive Analysis
Faction: Cultists Cultists
Obtained: Research Era II
Category: Science and Industry Science and Industry
Type: FactionIconSmall.png Empire
Focus: Science Science
Destructive Analysis.png 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 Science stockpile per Population when a city is razed on empire

Dust Purifier
Faction: Ardent Mages Ardent Mages
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Dust Purifier.png 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: Roving Clans Roving Clans
Obtained: Research Era II
Category: Military Military
Type: Military Army Action
Focus: PrivateersSmall.png Privateers
Freelance Guards.png 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% Dust on Heroes and Mercenaries market Buyout cost on empire.
+2 Fortification Damage Fortification Damage per turn TurnSmall.png on Mercenary.

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

Unlocks for Construction:
Golem Camp
Faction: Kapaku Kapaku
Obtained: Research Era II
Type: Expansions Expansion
Focus: EncampmentIcon.png Encampment
Costs:

250 Industry
5 Titanium
5 Glassteel

Golem Camp.png 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.png Allayi
Obtained: Research Era II
Category: Economy and Population Economy and Population
Type: FactionIconSmall.png Empire
Focus: Exploitation.png Exploitation
Luxury Alchemists.png 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.png when activating a Luxury Booster for each other active Luxury Booster

Urkan Encampment
Faction: Mykara Mykara
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
Urkan Encampment.png 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
ELCP: +5 Max Unit Slots and +2 Reinforcement positions on Urkans

We Are Legion
Faction: Cultists Cultists
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
We Are Legion.png 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: Forgotten Forgotten
Obtained: Research Era II
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Security Security
What's Mine is Mine.png 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 Security on cities
+3 Infiltration on infiltrated hero

Era III

Era III is the Age of Enlightenment:

Borough Government
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Borough Government.png 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.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Military Military
Costs:

600 Industry
5 Titanium
1 Dust per TurnSmall.png

Imperial Kennels.png 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 Fortification on city
+2 XP per turn on army

Materials Hoard
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Military Military
Costs:

600 Industry
5 Titanium
1 Dust per TurnSmall.png

Materials Hoard.png 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 Fortification per turn on city
+100 Fortification Fortification on City

Medical Center
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Military Military
Costs:

600 Industry
5 Palladian
2 Dust per TurnSmall.png

Medical Center.png 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.png All except Cultists
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Approval Approval
Bread and Circuses.png 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
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: Expansions Expansion
Focus: District.png District
Cargo Docks.png A centrally-organized port helps safeguard empire supply lines, and allows longer-term planning. Sea shanties still permitted.

Unlocks for Construction:
Cargo Docks
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: Expansions Expansion
Focus: District.png District
Costs:

600 Industry

Cargo Docks.png A centrally-organized port helps safeguard empire supply lines, and allows longer-term planning. Sea shanties still permitted.

Effects:

Limited to one copy in your city
Can only be built on coastal waters or ocean with exploitation
Creates ocean roads (used by trade routes)
+5 Industry on city tile
+1 Food on city tile
+1 Dust on city tile
+5 Industry on terrain with sea or lake
+10 Approval on city
+2 Food per extra level on city tile
+2 Dust per extra level on city tile
+10 Industry per extra level on city tile
Decreases the embark/disembark cost.

Dust Alchemy
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Dust Dust
Dust Alchemy.png Turning the skills of your brightest researchers to better understand Dust, they begin to unlock the secrets of this magical substance and how to collect it.

Unlocks for Construction:
Dust Depository
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Dust Dust
Costs:

600 Industry
5 Glassteel

Dust Depository.png A center where inert Dust is traded for currency increase the amount of Dust produced by each unit of Population.

Effects:

+4 Dust per Population on city

Dust Transmuter
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: UniqueBuildingSmall.png Unique Building
Focus: Dust Dust
Costs:

1200 Industry
10 Glassteel

Dust Transmuter.png A marvel of magic and alchemy, this glowing edifice is magically linked to pylons throughout the city. By exciting existing Dust in the ground, baser elements can, over time, transmute into Dust.

Effects:

+10 Dust on terrain with Dust
Can only be built once in your empire

Dust Refinery
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Dust Dust
Dust Refinery.png Artificers work on inert Dust, imbuing it with unusual powers and increasing the value of Dust produced.

Unlocks for Construction:
Dust Refinery
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Dust Dust
Costs:

600 Industry
10 Glassteel

Dust Refinery.png Artificers work on inert Dust, imbuing it with unusual powers and increasing the value of Dust produced.

Effects:

+20 Dust on city
+30% Dust on city

Fluid Biomechanics
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Fluid Biomechanics.png As science becomes increasingly specialized, particular sub-topics gain importance. In this case, investment in better understanding of the energy of fluids leads to pragmatic results.

Unlocks for Construction:
Large-Scale Aquatic Center
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Science Science
Costs:

600 Industry
10 Titanium
4 Dust per TurnSmall.png

Large-Scale Aquatic Center.png A dedicated facility investigating all things aquatic from lake fish to seabed flora confers an immediate Science bonus for every non-river water tile.

Effects:

+3 Science on terrain with sea or lake
+2 Science per Population on city

Hydromatic Laboratory
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Science Science
Costs:

400 Industry
10 Titanium
4 Dust per TurnSmall.png

Hydromatic Laboratory.png New laboratories can be built that take advantage of a river's current. These provide power for experiments as well as a wealth of information about the river itself.

Effects:

+3 Science on terrain with river

Guardian of Dust
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Military Military
Type: UnitSmall.png Unit Model
Focus: Support Support
Guardian of Dust.png

One of the five ancient spirits that once protected Auriga, this quick and dangerous Guardian of Dust was attuned to the planet's magical currents. Though it was imprisoned by the Endless, Skoros's chains have faded and it now lives again.


Effects and Unlocks for Construction:
+1 Guardians Guardian authorized on empire
Skoros
Skoros.png
One of the five ancient spirits that once protected Auriga, this quick and dangerous Guardian of Dust was attuned to the planet's magical currents. Though it was imprisoned by the Endless, Skoros's chains have faded and it now lives again.
UnitSmall.png Unit ClassSupport Support
ObtainedIcon.png UnlockedResearch Era III

Life Life640Defense Defense75
Damage Damage25Attack Attack144
Initiative Initiative54Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 2000 (1200)
Titanium 20 (5)
Glassteel 20 (5)
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityRangedSmall.png Range
AbilityGuardianAuraSmall.png Guardian Aura
AbilityMindControlSmall.png Mind Control
Highway Outposts
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Trade Routes Trade Routes
Highway Outposts.png Military offices, located within defended caravanserai, improve the speed and coordination of information and commerce on the empire's roads.

Unlocks for Construction:
Caravanserai
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Trade Routes Trade Routes
Costs:

600 Industry
2 Dust per TurnSmall.png

Caravanserai.png A network of walled inns with wells, shops, fodder, and stables greatly increases the security and survivability of caravans.

Effects:

+1 Trade routes max on city
+50% Dust on city trade routes

Lookout Towers
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Vision Vision
Costs:

350 Industry

Lookout Towers.png A network of towers that are crewed day and night give both a defensive bonus to the city and an increase in vision range.

Effects:

+5 Vision Vision on Watchtower
+20% Health Regen on Watchtower
+20% Ally Health Regen on Watchtower
+5 Detection Range on Watchtower
+30 Fortification Fortification on Watchtower
Watchtowers' Health Regen effects are applied to their adjacent tiles

Mykaran Lookout Tower
Faction: Mykara Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Vision Vision
Costs:

TurnSmall.png 10 (8)

Mykaran Lookout Tower.png Mykaran tendrils spread from the tower's foundations, leeching resources from the surrounding lands.

Effects:

+20% Health Regen on Fungal Bloom
+20% Ally Health Regen on Fungal Bloom
+5 Vision Vision on Fungal Bloom
Watchtowers' Health Regen effects are applied to their adjacent Tiles
+Tile Output on Main City
ELCP: +3 Tiles exploited

Magma Hydraulics
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Magma Hydraulics.png Surface flows of lava can be a dangerous hazard, but an understanding of the magma under different conditions can transform them into a boon.

Effects and Unlocks for Construction:

Unlocks the Flamewalkers leg armor Armor on units

Lava Works
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Science Science
Costs:

600 Industry
5 Titanium
5 Glassteel
4 Dust per TurnSmall.png

Lava Works.png Inspired by ancient watermills, Lava Works harness the natural power of lava flows, and give unique benefits.

Effects:

Needs an exploited lava flow tile to be built
+8 Science on lava flow terrain
+8 Industry on lava flow terrain

Plow Factory (Technology)
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era III
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Food Food
Plow Factory.png A revolutionary improvement, curved iron plows, increases the amount of food produced.

Unlocks for Construction:
Plow Factory
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Food Food
Costs:

600 Industry
10 Glassteel
5 Palladian
4 Dust per TurnSmall.png

Plow Factory.png A revolutionary improvement, curved iron plows, increases the amount of food produced.

Effects:

+3 Food on exploitation

Public Works
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Influence Influence
Public Works.png The ability to build giant structures, intended for use by thousands of people, requires knowledge of architecture, urban planning, engineering, and event management.

Unlocks for Construction:
National Museum
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Influence Influence
Costs:

600 Industry
5 Adamantian
5 Palladian
4 Dust per TurnSmall.png

National Museum.png The empire holds a great store of loot (though we prefer the term "acquired objects"). This museum puts them on display, provides facilities to study them, and reminds others of the reach and power of your empire.

Effects:

+2 Influence on city center
+2 Influence on district
+2 Influence per Population on city

National Arena
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: UniqueBuildingSmall.png Unique Building
Focus: Influence Influence
Costs:

1200 Industry
10 Titanium
8 Dust per TurnSmall.png

National Arena.png This enormous center of sport, spectacle, and entertainment spreads tales of your civilization's culture and prowess far and wide.

Effects:

+50% Influence on city
Can only be built once in your empire

Reaping Station
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Economy and Population Economy and Population
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Reaping Station.png Housing advances based on steam and heat engines, these works allow many previously unobtainable resources to be harvested.

Effects and Unlocks for Construction:

+1 Resource on Luxury Resource deposit

Blood Crystal Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

300 Industry

Blood Crystal Extractor.png A region building allowing the extraction of the Blood Crystal Luxury.

Effects:

+1 Blood Crystal on City

Grassilk Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

300 Industry

Grassilk Extractor.png A region building allowing the extraction of the Grassilk Luxury.

Effects:

+1 Grassilk on City

Moonleaf Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

300 Industry

Moonleaf Extractor.png A region building allowing the extraction of the Moonleaf Luxury.

Effects:

+1 Moonleaf on City

Quicksilver Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

300 Industry

Quicksilver Extractor.png A region building allowing the extraction of the Quicksilver Luxury.

Effects:

+1 Quicksilver on City

Titan Bones Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

300 Industry

Titan Bones Extractor.png A region building allowing the extraction of the Titan Bones Luxury.

Effects:

+1 Titan Bones on City

Smelting Station
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Smelting Station.png Incredible temperatures are reached inside these towers, allowing Adamantian and Palladian to be freed from their captive ores,

Unlocks for Construction:
Adamantian Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

300 Industry

Adamantian Extractor.png Incredible temperatures are reached inside these towers, allowing adamantian to be freed from its captive ore.

Effects:

+1 Adamantian on city

Palladian Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era III
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

300 Industry

Palladian Extractor.png A miasma of thick, alkaline vapors drifts though these works, and stinging sweat pours from the workers. Such is the price of palladian extraction.

Effects:

+1 Palladian on city

Statistical Methods
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Statistical Methods.png Improved mathematics are necessary for much of scientific growth. By using algorithms of prediction and probability, the efficiency of scientific experimentation leaps forward.

Unlocks for Construction:
Advanced Alchemy Lab
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Science Science
Costs:

600 Industry
10 Titanium
4 Dust per TurnSmall.png

Advanced Alchemy Lab.png Wise (and brave) researchers study the many strange properties of different matter. Their knowledge increases the amount of Science produced by each unit of Population.

Effects:

+3 Science on city center
+3 Science on district
+3 Science per Population on city

Cryometric Monitors
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Science Science
Costs:

1200 Industry
15 Titanium
8 Dust per TurnSmall.png

Cryometric Monitors.png Recent scientific improvements allow careful and accurate measurement of temperature fluctuations. Studying this data leads to improved ability to predict the arrival of the next Dark Season.

Effects:

-40% Margin of error for season predictability on empire
+15 Science on terrain with anomaly
Limited to one copy in your empire

Uncommon Alloys
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Attack Weapon
Uncommon Alloys.png Few things are more important to military leaders than having better weapons. Thanks to recent breakthroughs in magic and alchemy, arms can now be forged even from Adamantian or Palladian.

Effects:

Unlocks tier 1 weapons made of Adamantian Adamantian or Palladian Palladian
-10% on Adamantian Adamantian or Palladian Palladian initial item costs.

Uncommon Armor
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Armor Armor
Uncommon Armor.png As armies clamor for ever more effective defenses, technology is developed that allows Adamantian or Palladian to be crafted into high quality armors.

Effects:

Unlocks tier 1 armors made of Adamantian Adamantian or Palladian Palladian
Unlocks tier 1 armoraccessories made of Adamantian Adamantian or Palladian Palladian
-10% on Adamantian Adamantian or Palladian Palladian initial item costs

Unexpected Allies
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Military Military
Type: City Improvements City Improvement
Focus: Security Security
Unexpected Allies.png By recruiting friends and informants among the outcasts and invisibles of a city, a surprising amount of information can be gleaned on movements around a metropolis.

Unlocks for Construction:
Inquisitors' Divinity
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Security Security
Costs:

600 Industry
5 Adamantian
6 Dust per TurnSmall.png

Inquisitors' Divinity.png By founding a new Divinity expressly dedicated to unmasking the worms in the pulp of Forgotten society, the ability to find enemy spies is greatly improved.

Effects:

+20 security Security on city

Bells and Whistles
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Fortification Fortification
Costs:

600 Industry
5 Palladian
4 Dust per TurnSmall.png

Bells and Whistles.png Simple alarm systems added to industrial and financial structures - and rewards for those who report them - help to alerting the authorities when something nefarious is going on.

Effects:

+30 Fortification Fortification on Regional Building
+4 Fortification Recovery Fortification on Regional Building

Unskilled Labor
Faction: FactionIconSmall.png All
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: Stockpiles Stockpile
Focus: Food Food
Unskilled Labor.png Idle manpower can be used to stock conserved foods, industrial materials, and scientific equipment either for trade or for future use.

Effects and Unlocks for Construction:

+500 Food on Food Stockpiles Food
+500 Industry on Industry Stockpiles Industry
+500 Science on Science Stockpiles Science

Smokehouse
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era III
Type: Stockpiles Stockpile
Focus: Food Food
Costs:

1200 Industry

Smokehouse.png This factory uses salts, smoke, and heat to save the output of your farms for future use or for trade.

Effects:

Creates Industry stockpiles
Not instant and needs to be activated in the empire screen
Will not be effective if a settler unit is under construction
+600 Food on city

Warehouse
Faction: FactionIconSmall.png All
Obtained: Research Era III
Type: Stockpiles Stockpile
Focus: Industry Industry
Costs:

1200 Industry

Warehouse.png This vast center is staffed by tireless golems who sort, stock, stack, and save all forms of materials and industrial goods.

Effects:

Creates Industry stockpiles
Not instant and needs to be activated in the empire screen
+600 Industry on city

Royal Academy
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era III
Type: Stockpiles Stockpile
Focus: Science Science
Costs:

1200 Industry

Royal Academy.png In order to encourage and promote the development of science, idle manpower is put into building and stocking a new academy that will provide laboratories for great minds from across the kingdom.

Effects:

Creates Science stockpiles
Not instant and needs to be activated in the empire screen
+600 Industry on empire

Unit Technologies

Scyther
Scyther.png
Created by the Endless in their purge of Auriga - and of any power that might withstand them - the Scythers were designed with one goal in mind: To destroy any beings whose strength derived from Dust. ...
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era III (*)

Life Life180Defense Defense50
Damage Damage40Attack Attack36
Initiative Initiative42Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision4

CostIndustry 250 (180)
Titanium 5 (2)
Glassteel 5 (2)
Adamantian 4 (1)
Palladian 4 (1)
Mithrite 1
Hyperium 1
AbilityBeamSmall.png Beam
AbilityFlySmall.png Fly
AbilityGuardianSlayer2Small.png Guardian Slayer 2
Urkan Slayer 2: +50% Damage dealt to Urkans. Urkan Slayer 2 (Added in ELCP)
Artillery Ship
Artillery Ship.png
This unit is designed to fire explosive projectiles at enemy ships.
UnitSmall.png Unit ClassJuggernaut Juggernaut
ObtainedIcon.png UnlockedResearch Era III

Life Life244Defense Defense24
Damage Damage70Attack Attack28
Initiative Initiative20Range Range4
Speed Speed3Battle Speed Battle Speed1
Vision Vision3

CostIndustry 80
Dust 10
AbilityNavalUnitSmall.png Naval Unit
Artillery.png Artillery
AbilityLongRangedSmall.png Long Range
Bathysphere
Bathysphere.png
This highly secretive unit can travel almost invisibly beneath the waters.
UnitSmall.png Unit ClassSubmersible Submersible
ObtainedIcon.png UnlockedResearch Era III

Life Life60Defense Defense38
Damage Damage40Attack Attack38
Initiative Initiative22Range Range1
Speed Speed5Battle Speed Battle Speed2
Vision Vision4

CostIndustry 60
Dust 10
AbilityNavalUnitSmall.png Naval Unit
AbilitySubmersionSmall.png Submersion

Faction-Specific

Arcana of Materializing
Faction: Ardent Mages Ardent Mages
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Materializing.png Most of the Dust that finds its way into the hands - and bodies - of the races of Auriga is but a mere drop in an ocean. Through extreme pain rituals, Ardent Mages can begint o unlock more of these vast untapped resources.

Effects:

+1 Pillar of Extraction on Empire
+1 Incantation of Deluge on Empire

Dust Mechanics
Faction: Ardent Mages Ardent Mages
Obtained: Research Era III
Category: Economy and Population Economy and Population
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Dust Mechanics.png Deeper insights into the storage and transferal of Dust allows increased quantities of the substance to be delivered from all towering pillars, raising the strength of their effects.

Effects:

+1 arcana level for all pillars on empire

Endless Recycling (Technology)
Faction: Vaulters Vaulters
Obtained: Research Era III
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Endless Recycling.png Clever engineers and nimble fingers combine to get maximum use out of any sort of artifact or scrap coming from the ruins that litter Auriga.

Unlocks for Construction:
Endless Recycling
Faction: Vaulters Vaulters
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Science Science
Costs:

400 Industry
20 Vaulters
-4 Dust per TurnSmall.png

Endless Recycling.png Clever engineers and nimble fingers combine to get maximum use out of any sort of artifact or scrap coming from the ruins that litter Auriga.

Effects:

+14 Science on city center level 2
+14 Science on district level 2
The Vaulters cost indicates that the holy resource has to be chosen.

Learn from Others
Faction: Forgotten Forgotten
Obtained: Research Era III
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: HeroSmall.png Hero
Learn from Others.png Great heroes are not born with heroism, but learn it through the example of others. By sending the unseasoned on ranging expeditions with the most exalted, all of Forgotten society can learn.

Effects:

+3 XP per turn on hero
+3 XP per turn per infiltrated hero on hero

Siege Engineering
Faction: Kapaku Kapaku
Obtained: Research Era III
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
Siege Engineering.png A master craftsman wastes no materials, and this faction is no different. After a siege, shattered walls, crumbled towers, and fallen battlements are all grist for the industrial mill.

Effects:

Provides a Rubble Stockpile generated by dealing siege damage to enemy city fortifications
Display a siege damage counter in the empire management screen

Strength of the Vault (Technology)
Faction: Vaulters Vaulters
Obtained: Research Era III
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Strength of the Vault.png The coming together of the Vaulter clans has led to unprecedented cooperation. Bringing together all their knowledge of defensive hexes, spells, tactics, and weapons, city defenses greatly improve.

Unlocks for Construction:
Strength of the Vault
Faction: Vaulters Vaulters
Obtained: Research Era III
Type: City Improvements City Improvement
Focus: Military Military
Costs:

250 Industry
10 Vaulters
-1 Dust per TurnSmall.png

Strength of the Vault.png The coming together of the Vaulter clans has led to unprecedented cooperation. Bringing together all their knowledge of defensive hexes, spells, tactics, and weapons, city defenses greatly improve.

Effects:

+100 fortification Fortification on city
+5 (+15 with ELCP) fortification recovery Fortification per turn on city
The Vaulters cost indicates that the Holy Resource has to be chosen.

Tribal Council
Faction: Drakken Drakken
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Minor Factions Minor Factions
Tribal Council.png Emissaries of Minor Factions create a small council to learn each other's ways and study Drakken ways. Improved integration and understanding are the result.

Effects:

+1 minor faction assimilation slot on empire

Urkan Politics
Faction: Mykara Mykara
Obtained: Research Era III
Category: Empire and Expansion Empire and Expansion
Type: Diplomacy Diplomacy
Focus: DiplomaticTermsIcon.png Diplomatic Terms
Urkan Politics.png Understanding how an Urkan might be influenced gives a great advantage in diplomatic negotiations, and especially leads to many friendly overtures from rivals.

Effects:

-20% Influence cost Influence on Diplomatic Interactions, for each controlled Urkan

Era IV

Era IV is the Age of Industry:

Advanced Harvester
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Economy and Population Economy and Population
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Advanced Harvester.png Encompassing a suite of sophisticated industrial processes, the advanced harvester allows some of the most recalcitrant resources to be gathered.

Unlocks for Construction:
Dust Orchid Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era IV
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

600 Industry
10 Glassteel

Dust Orchid Extractor.png A region building allowing the extraction of the Dust Orchid Luxury.

Effects:

+1 Dust Orchid on City

Dustwater Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era IV
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

600 Industry
10 Glassteel

Dustwater Extractor.png A region building allowing the extraction of the Dustwater Luxury.

Effects:

+1 Dustwater on City

Hydromiel Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era IV
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

600 Industry
10 Glassteel

Hydromiel Extractor.png A region building allowing the extraction of the Hydromiel Luxury.

Effects:

+1 Hydromiel on City

Pixie Blood Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era IV
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

600 Industry
10 Glassteel

Pixie Blood Extractor.png A region building allowing the extraction of the Pixie Blood Luxury.

Effects:

+1 Pixie Blood on City

Redsang Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era IV
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

600 Industry
10 Glassteel

Redsang Extractor.png A region building allowing the extraction of the Redsang Luxury.

Effects:

+1 Redsang on City

Anaerobic Mycrobiology
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Food Food
Anaerobic Mycrobiology.png An understanding of the smallest lifeforms that writhe deep in the ground underpins opportunities to extract even more sustenance from the earth.

Effects and Unlocks for Construction:

Unlocks the Tome of the Lithophage accessory Accessory.png on heroes

Wyrm Farm
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Type: City Improvements City Improvement
Focus: Food Food
Costs:

1200 Industry
5 Adamantian
5 Palladian
7 Dust per TurnSmall.png

Wyrm Farm.png Drawn from unknown depths, volcanic terrain attracts giant, rugged worms that can be farmed for sustenance.

Effects:

Needs an exploited volcanic tile to be built
+15 Food on city
+2 Food per Population on city

Borer's Guild
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Industry Industry
Borer's Guild.png A number of interested leaders get together to standardize, professionalize, and modernize the industry of mining. From tools to processes to administration, the entire sector gets a boost.

Unlocks for Construction:
Automated Production
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

1200 Industry
5 Titanium
15 Adamantian
7 Dust per TurnSmall.png

Automated Production.png Centralized stocks of raw materials, distribution centers, and co-located factories increase Industrial output.

Effects:

+3 Industry on terrain with Industry

Mining Rights
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

1200 Industry
10 Titanium
10 Adamantian
7 Dust per TurnSmall.png

Mining Rights.png With landholders and private enterprises given the right to buy mining licenses at strategic resource deposit sites, Industry output per site increases.

Effects:

+1 Resource on strategic resource extractor

Brigade System
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
Brigade System.png By grouping together recruits that come from a region to defend their home territory, troops are naturally more effective as they know the land and are fighting for their families.

Effects:

+20% Defense Defense on units

Civic Instruction
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Civic Instruction.png A project long in the making, children of the city learn about the city's government and defenses from a young age and grow up understanding how they can contribute in times of military threats.

Unlocks for Construction:
Army Manual
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: City Improvements Improvement
Focus: Military Military
Costs:

1200 Industry
5 Hyperium
7 Dust per TurnSmall.png

Army Manual.png Although it doesn't look pretty, being printed and bound on cheap paper, the distribution of this training guide to all new recruits raises troop quality.

Effects:

+100 XP when recruiting a unit on units

National Military College
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: UniqueBuildingSmall.png Unique Building
Focus: Military Military
Costs:

2500 Industry
15 Palladian
15 Dust per TurnSmall.png

National Military College.png This great center of training, storage, and accommodation is linked to the main boulevards and waterways of the city. Integrated into the city's daily life, it vastly improves troop efficiency.

Effects:

+100% Attack Attack on units in city
Can only be built once in your empire

Cultural Indoctrination
Faction: FactionIconSmall.png All except Drakken
Obtained: Research Era IV
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Minor Factions Minor Factions
Cultural Indoctrination.png Great efforts have been made to persuade the local population to partake in one of the unusual customs of a nearby minor faction, thereby encouraging their assimilation.

Effects:

+1 Minor Faction Assimilation slot on Empire

Endless Mechanisms
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Empire and Expansion Empire and Expansion
Type: Military Army Action
Focus: SearchSmall.png Search
Endless Mechanisms.png Enough ruins have been searched for the empire to learn advanced designs of hinges, gears, and mechanical joints, use of these mechanisms leads to better wagon design.

Effects:

After unlocking this technology, ruins that have already been searched can be searched a second time.
-50% Movement Speed cost on roads

Guardian of Earth
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Military Military
Type: UnitSmall.png Unit Model
Focus: Infantry Infantry
Guardian of Earth.png

Gios, the Guardian of Earth and as tough and solid as the rock itself, spent millennia in chains forged by the Endless. It has awoken and freed itself, and can once more sense all that moves in or across the planet.


Effects and Unlocks for Construction:
+1 Guardians Guardian authorized on empire
Gios
Gios.png
Gios, the Guardian of Earth and as tough and solid as the rock itself, spent millennia in chains forged by the Endless. It has awoken and freed itself, and can once more sense all that moves in or across the planet.
UnitSmall.png Unit ClassInfantry Infantry
ObtainedIcon.png UnlockedResearch Era IV

Life Life833Defense Defense127
Damage Damage64Attack Attack75
Initiative Initiative42Range Range1
Speed Speed4Battle Speed Battle Speed1
Vision Vision3

CostIndustry 2000
Palladian 30
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityFortifySmall.png Fortify
AbilityEarthquakeSmall.png Earthquake
CrusherSmall.png Crusher
AbilitySlow1Small.png Slow 1
Guardian of Fire
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Military Military
Type: UnitSmall.png Unit Model
Focus: Ranged Ranged
Guardian of Fire.png

Linked to the primeval force of fire, Fotios is a fast and deadly Guardian that was held in chains by the Endless. Now alive and aware, seeking a cause, it watches across the vast landscapes of Auriga.


Effects and Unlocks for Construction:
+1 Guardians Guardian authorized on empire
Fotios
Fotios.png
Linked to the primeval force of fire, Fotios is a fast and deadly Guardian that was held in chains by the Endless. Now alive and aware, seeking a cause, it watches across the vast landscapes of Auriga.
UnitSmall.png Unit ClassRanged Ranged
ObtainedIcon.png UnlockedResearch Era IV

Life Life500Defense Defense18
Damage Damage100Attack Attack100
Initiative Initiative52Range Range3
Speed Speed4Battle Speed Battle Speed2
Vision Vision3

CostIndustry 2000 (1600)
Adamantian 30 (20)
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityRangedSmall.png Range
AbilityWardSmall.png Ward
AbilityEternalFireSmall.png Eternal Fire
Hospitality Den
Faction: FactionIconSmall.png All except Necrophages
Obtained: Research Era IV
Category: Empire and Expansion Empire and Expansion
Type: Diplomacy Diplomacy
Focus: DiplomaticTermsIcon.png Diplomatic Terms
Hospitality Den.png In this place, visiting dignitaries can enjoy mouth-watering delicacies served by specially-trained "hospitality experts", while exotic animals parade before their eyes. Diplomatic relations have never been so cordial.

Effects:

Permits proposal of Alliance Treaty on Empire

Imperial Funding (Technology)
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era IV
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Imperial Funding.png By judiciously doling out money to private concerns or universities, the Empire can speed research in promising new sciences.

Unlocks for Construction:
Imperial Funding
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era IV
Type: City Improvements City Improvement
Focus: Science Science
Costs:

1200 Industry
25 Titanium
5 Hyperium
7 Dust per TurnSmall.png

Imperial Funding.png By judiciously doling out money to private concerns or universities, the Empire can speed research in promising new sciences.

Effects:

+5 Science on terrain with Science

Industrial Processing
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Industry Industry
Industrial Processing.png Moving beyond scattered mills and piecemeal fabrication, raw materials and industrial facilities are linked together in sophisticated systems of extraction, transport, and production.

Unlocks for Construction:
Production Line
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

1200 Industry
10 Titanium
10 Adamantian
7 Dust per TurnSmall.png

Production Line.png Techniques of mass production increase the amount of Industry produced by each unit of Population.

Effects:

+3 Industry per Population on city

National Craftworks
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: UniqueBuildingSmall.png Unique Building
Focus: Luxury Resources Resources
Costs:

2500 Industry
15 Adamantian
15 Dust per TurnSmall.png

National Craftworks.png To improve and promote luxury goods, the transformation of raw materials into finished products is now handled in this enormous center where technicians, designers, and artisans share ideas.

Effects:

Doubles effects of luxury resource boosters on city
Can only be built once in your empire

Isolation Sciences
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Food Food
Isolation Sciences.png Study of air flow, temperature, humidity, and building materials has led to a leap in the understanding of controlled environments.

Unlocks for Construction:
Refrigeration Plant
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Type: City Improvements City Improvement
Focus: Food Food
Costs:

1200 Industry
15 Glassteel
5 Palladian
7 Dust per TurnSmall.png

Refrigeration Plant.png Food can now be preserved for long periods, increasing the amount of Food produced by each unit of population.

Effects:

+3 Food per Population on city
+25% Food on city

Subterranean Gardens
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Type: City Improvements City Improvement
Focus: Food Food
Costs:

1200 Industry
5 Glassteel
15 Palladian
7 Dust per TurnSmall.png

Subterranean Gardens.png Flora and fauna of the planet are adapted to survive in subterranean bioshperes. This is a great advantage in times of winter, drought, or war, and increases the Food that can be produced.

Effects:

+10 Food on district during winter
-100% life loss during siege on city

Mercenary Corps
Faction: FactionIconSmall.png All except Roving Clans
Obtained: Research Era IV
Category: Military Military
Type: Military Army Action
Focus: PrivateersSmall.png Privateers
Mercenary Corps.png Commanders occasionally prefer hardened professionals to local recruits, believing that they gain in experience what they lose in patriotism.

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% Dust on Heroes and Mercenaries market Buyout cost on empire.
+2 Fortification Damage Fortification Damage per turn TurnSmall.png on Mercenary.

Nutrition Chemistry
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Food Food
Nutrition Chemistry.png Food is understood more and more as one part of a long string of chemical processes. With greater understanding of chemistry, comes greater capacity to sustain populations.

Unlocks for Construction:
Fertilizer Plant
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Type: City Improvements Improvement
Focus: Food Food
Costs:

1200 Industry
15 Glassteel
10 Palladian
7 Dust per TurnSmall.png

Fertilizer Plant.png Chemical and biological fertilizers, applied in industrial quantities to the soil, greatly increase Food production.

Effects:

+3 Food on terrain with Food

Hothouses
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Type: City Improvements Improvement
Focus: Food Food
Costs:

1200 Industry
15 Glassteel
10 Palladian
7 Dust per TurnSmall.png

Hothouses.png By building glass roofing over certain fields, crops can be raised in a warm, protected environment that increases agricultural yields.

Effects:

+3 Food on exploitation

Organized Labor
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Science and Industry Science and Industry
Type: Stockpiles Stockpile
Focus: Food Food
Organized Labor.png Guilds are created to handle the management of surplus conserved foods, industrial materials, and scientific equipment, resulting in efficient use of excess goods.

Effects and Unlocks for Construction:

+1000 Food on Food stockpiles Food
+1000 Industry on Industry stockpiles Industry
+1000 Science on Science stockpiles Science

Cannery
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era IV
Type: Stockpiles Stockpiles
Focus: Food Food
Costs:

2500 Industry

Cannery.png Using more advanced industrial tools and materials, food is now heated and sealed in cans and bottles, permitting a much greater saving of foodstocks.

Effects:

Creates Food stockpiles
Not instant and needs to be activated in the empire screen
Will not be effective if a settler unit is under construction
+1600 Food on city

Industrial Zone
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Type: Stockpiles Stockpiles
Focus: Industry Industry
Costs:

2500 Industry

Industrial Zone.png A dedicated facility contains not only space to store goods, but also generates energy through fire and Dust. It sits ready to be exploited at any moment to boost Industry output.

Effects:

Creates Industry stockpiles
Not instant and needs to be activated in the empire screen
+1600 Industry on city

Royal University
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era IV
Type: Stockpiles Stockpiles
Focus: Science Science
Costs:

2500 Industry

Royal University.png Great minds, startling discoveries, and precious items from all across Auriga can be found here. Almost like magic, the proximity of all these things allows sudden bursts of scientific discovery.

Effects:

Creates Science stockpiles
Not instant and needs to be activated in the empire screen
+1600 Science on city

Rare Alloys
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Attack Weapon
Rare Alloys.png Mithrite and Hyperium are rare and expensive for a good reason: When the technology is mastered, they can be forged into excellent weapons.

Effects:

Unlocks tier 1 weapons made of Mithrite Mithrite or Hyperium Hyperium
-10% on Mithrite Mithrite or Hyperium Hyperium initial item costs

Rare Armor
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Armor Armor)
Rare Armor.png The most precious and difficult resources to forge, Mithrite and Hyperium, can now be made into high quality armors.

Effects:

Unlocks tier 1 armors made of Mithrite Mithrite or Hyperium Hyperium
Unlocks tier 1 accessories made of Mithrite Mithrite or Hyperium Hyperium
-10% on Mithrite Mithrite or Hyperium Hyperium initial item costs

Rare Metal Foundry
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Science and Industry Science and Industry
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Rare Metal Foundry.png Build above seams of these rare minerals, this structure houses a collection of lines, machines, and processes used to extract Mithrite and Hyperium.

Unlocks for Construction:
Mithrite Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era IV
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

600 Industry
10 Titanium

Mithrite Extractor.png Built above seams of mithrite, a precious green mineral, this structure houses a collection of lines, machines, and furnaces used to produce its valuable refined form.

Effects:

+1 Mithrite on City

Hyperium Extractor
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era IV
Type: Expansions Expansion
Focus: Exploitation.png Exploitation
Costs:

600 Industry
10 Titanium

Hyperium Extractor.png The ear-splitting screech of steam and iron ring loud in the smoggy confines of the plant, but the noise is worth it to liberate the valuable Hyperium.

Effects:

+1 Hyperium on City

Signal Corps
Faction: FactionIconSmall.png All
Obtained: Research Era IV
Category: Military Military
Type: ArmySizeSmall.png Army Size
Focus: Military Military
Signal Corps.png The creation of a modern and efficient unit dedicated to military communications greatly improves the ability of a commander to manage large armies.

Effects:

+2 Army unit slot(s) on Empire
+2 Garrison unit slot(s) on Empire
-2 Dust from military upkeep on armies

Faction-Specific

Arcana of Renewal
Faction: Ardent Mages Ardent Mages
Obtained: Research Era IV (Starting Technology with ELCP)
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Ardent Mages Arcana
Arcana of Renewal.png Ardent Mages are rightly feared for their mastery of the destructive aspects of Dust magic, but it is less well known that intense study of the properties of Dust can lead to curative abilities.

Effects:

+1 Pillar of Regeneration on Empire
+1 Incantation of Restoration on Empire

Painosphere
Faction: Ardent Mages Ardent Mages
Obtained: Research Era IV
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Painosphere.png Mages hardened to the everyday pain rituals that would cripple lesser mortals can increase the potency of their spells by visiting the Painosphere and experiencing true agony.

Effects:

+1 arcana level for all spells on empire

Way of the Woodlands
Faction: Wild Walkers Wild Walkers
Obtained: Research Era IV
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
Way of the Woodlands.png The forests provide supplies, camouflage, and ready defenses to those who know how to exploit them.

Effects:

+25% Defense on units on Forest

Era V

Era V is the Age of Heroes:

  • Dust tier 2 equipment becomes available.
  • Newly-trained units start at level 5 and cost more.
Advanced Quarry
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Industry Industry
Advanced Quarry.png Better methods for mining, cutting and forging metals and minerals result in greater productivity and less waste, increasing the productivity of Strategic Resource sites.

Unlocks for Construction:
Advanced Quarry
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

3000 Industry
10 Titanium
20 Adamantian
10 Dust per TurnSmall.png

Advanced Quarry.png Better methods for mining, cutting and forging metals and minerals result in greater productivity and less waste, increasing the productivity of Strategic Resource sites.

Effects:

+50 Industry on terrain with strategic resource
Limited to one copy in your empire

Arts Council (Technology)
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Approval Approval
Arts Council (Technology).png The central funding of a dedicated arts committee leads to a flourishing of cultural enterprises. Sculptures, open-air performances, and jamborees throng the city, increasing the population's well-being.

Unlocks for Construction:
Arts Council
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Approval Approval
Costs:

2000 Industry
10 Glassteel
5 Mithrite
10 Dust per TurnSmall.png

Arts Council.png The central funding of a dedicated arts committee leads to a flourishing of cultural enterprises. Sculptures, open-air performances, and jamborees throng the city, increasing the population's well-being.

Effects:

+30 Approval on city
+10% Science on approval (fervent)
+10% Influence on approval (fervent)

Dust-Enhanced Buildings
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Influence Influence
Dust-Enhanced Buildings.png Careful integration of Dust into the foundations and columns of a building has a great effect - everything that happens inside them seems to be better, faster, and more impressive.

Unlocks for Construction:
Arena of Champions
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Influence Influence
Costs:

3000 Industry
10 Adamantian
10 Palladian
20 Dust per TurnSmall.png

Arena of Champions.png Construction of a massive sporting complex in your city draws praise, spectators, and money from far across Auriga. Your empire's Influence increases noticably.

Effects:

+100% Influence on city
Limited to one copy in your empire

The Octagon
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: UniqueBuildingSmall.png Unique Building
Focus: Military Military
Costs:

4000 Industry
20 Mithrite
40 Dust per TurnSmall.png

The Octagon.png This vast structure houses - and streamlines - the operations of your growing government staff. Better flow, storage, and processing of information means better decisions and faster growth.

Effects:

+20 XP per turn on governor
Can only be built once in your empire

Enlightened Trade
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era V
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Trade Routes Trade Routes
Enlightened Trade.png It is a time of scientific advancement; even trade routes are now exploited for the knowledge they may bring while the latest technologies are used on the road system.

Unlocks for Construction:
Scientific Envoy
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Trade Routes Trade Routes
Costs:

2000 Industry
20 Titanium
7 Dust per TurnSmall.png

Scientific Envoy.png Diplomats versed in science and technology travle your empire's trade routes, learning new disciplines from foreign lands. Scientific knowledge grows more rapidly.

Effects:

+1 Trade Routes max on city
+50% Science on city trade routes

Remotuscope Factory
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era V
Type: Expansions Expansion
Focus: Vision Vision
Costs:

450 Industry

Remotuscope Factory.png The development of the theory of optics and increase in the precision of glasswork has led to this dazzling invention that allows a man to see a thousand paces. Hostile armies will not stay hidden so easily.

Effects:

+25% health regen on Watchtower
+25% allly health regen on Watchtower
+7 vision Vision on watchtower
+7 Detection range on watchtower
+50 fortification Fortification on watchtower
Watchtowers' health regen effects are applied to their adjacent tiles

Mykaran Remotuscope Factory
Faction: Mykara Mykara
Obtained: Research Era V
Type: Expansions Expansion
Focus: Vision Vision
Costs:

TurnSmall.png 12 (10)

Mykaran Remotuscope Factory.png Nothing can hide from the watchful eye of the Mykara.

Effects:

+25% Health Regen on Fungal Bloom
+25% Ally Health Regen on Fungal Bloom
+7 Vision Vision on Fungal Bloom
Watchtowers' Health Regen effects are applied to their adjacent Tiles
+Tile Output on Main City
+1 Exploitation Area Expansions

Guardian of Air
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Military Military
Type: UnitSmall.png Unit Model
Focus: Flying Flying
Guardian of Air.png

Adept at tracking the winds and scents of Auriga, Atmos is one of the ancient spirits that were imprisoned by the Endless. Now that those chains are gone, the tough and dangerous Guardian of Air is free to act as it will.


Effects and Unlocks for Construction:
+1 Guardians Guardian authorized on empire
Atmos
Atmos.png
Adept at tracking the winds and scents of Auriga, Atmos is one of the ancient spirits that were imprisoned by the Endless. Now that those chains are gone, the tough and dangerous Guardian of Air is free to act as it will.
UnitSmall.png Unit ClassFlying Flying
ObtainedIcon.png UnlockedResearch Era V

Life Life820Defense Defense140
Damage Damage60Attack Attack160
Initiative Initiative38Range Range1
Speed Speed6Battle Speed Battle Speed3
Vision Vision4

CostIndustry 2000 (1600)
Mithrite 30 (20)
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityTeleportSmall.png Teleport
AbilityBloodRageSmall.png Blood Rage
AbilityWinterWindSmall.png Winter Wind
AbilityFlySmall.png Fly
AbilityUrkanSlayer3Small.png Urkan Slayer 3 (Added in ELCP)
Guardian of Water
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Military Military
Type: UnitSmall.png Unit Model
Focus: Cavalry Cavalry
Guardian of Water.png

This ancient Guardian, both tough and deadly, was deemed too dangerous by the Endless. Confined for millennia but finally free, it once again listens to the echoes of the present and the past.


Effects and Unlocks for Construction:
+1 Guardians Guardian authorized on empire
Neros
Neros.png
This ancient Guardian, both tough and deadly, was deemed too dangerous by the Endless. Confined for millennia but finally free, it once again listens to the echoes of the present and the past.
UnitSmall.png Unit ClassCavalry Cavalry
ObtainedIcon.png UnlockedResearch Era V

Life Life900Defense Defense48
Damage Damage100Attack Attack100
Initiative Initiative48Range Range1
Speed Speed6Battle Speed Battle Speed4
Vision Vision3

CostIndustry 2000
Hyperium 30
AbilityGuardianNatureSmall.png Guardian Nature
AbilitySolitarySmall.png Solitary
AbilityFloodSmall.png Flood
AbilityTsunamiChargeSmall.png Tsunami Charge
+25% attack if unit moves. +10% attack per movement point spent. Charge 1
AbilityRiverSurferSmall.png River Surfer
Imperial News Network (Technology)
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Approval Approval
Imperial News Network.png Rather than rely on rumor and graffiti to convey news, a national service is created to ensure the population has all the information they need to be happy.

Unlocks for Construction:
Imperial News Network
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Approval Approval
Costs:

2000 Industry
5 Glassteel
10 Mithrite
10 Dust per TurnSmall.png

Imperial News Network.png Rather than rely on rumor and graffiti to convey news, a national service is created to ensure the population has all the information they need to be happy.

Effects:

+20 Approval on city
+2 Food per Population on approval (happy)
+2 Industry per Population on approval (happy)
+2 Dust per Population on approval (happy)
+2 Science per Population on approval (happy)
+1 Influence per Population on approval (happy)

Improved Dust Alchemies
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Dust Dust
Improved Dust Alchemies.png Greater knowledge of Dust permits technicians and alchemists to reactivate it using mechanisms once used by the Endless. Dust yields increase, though even the brightest are not sure how or why.

Unlocks for Construction:
Dust Revitalizer
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Dust Dust
Costs:

2000 Industry
30 Glassteel
5 Mithrite

Dust Revitalizer.png New methods and alchemies for extracting Dust are particularly useful where it has already been found, as Dust that is supposedly dormant can be infused with power.

Effects:

+5 Dust on terrain with Dust

Advanced Extraction
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Industry Industry
Costs:

2000 Industry
40 Glassteel
7 Dust per TurnSmall.png

Advanced Extraction.png General improvements in alchemy, metallurgy, and conservation lead to far greater efficiencies in the extraction of Luxury Resources.

Effects:

+4 Resource on Luxury Resource Extractor

Inoculation Station (Technology)
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Inoculation Station.png Injections to bolster the bodies natural defenses means that recovery times for nasty injuries or diseases are greatly reduced, whether they happen on the battlefield, in the latrine, or in a house of ill repute.

Unlocks for Construction:
Inoculation Station
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Military Military
Costs:

2000 Industry
15 Palladian
5 Hyperium
5 Dust per TurnSmall.png

Inoculation Station.png Injections to bolster the bodies natural defenses means that recovery times for nasty injuries or diseases are greatly reduced, whether they happen on the battlefield, in the latrine, or in a house of ill repute.

Effects:

+15% Health regen on city
+10% ally health regen on city
+120 XP when recruiting a unit on units

Marvelous Alloys
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Attack Weapon
Marvelous Alloys.png What a wonderful problem to have! Should one make higher quality weapons out of Adamantian or Palladian? Both are powerful, beautiful, and deadly.

Effects:

Unlocks tier 2 weapons made of Adamantian Adamantian or Palladian Palladian
-10% on Adamantian Adamantian or Palladian Palladian initial item costs

Marvelous Armor
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Science and Industry Science and Industry
Type: Item.png Item
Focus: Armor Armor
Marvelous Armor.png Adamantian and Palladian are notoriously difficult to work with. Patience has paid off, however, as advances in smelting improves the quality of their armors to something marvelous.

Unlocks for Construction:

Unlocks tier 2 armors made of Adamantian Adamantian or Palladian Palladian
Unlocks tier 2 accessories made of Adamantian Adamantian or Palladian Palladian
-10% on Adamantian Adamantian or Palladian Palladian initial item costs

Military Reserves (Technology)
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Military Military
Type: City Improvements City Improvement
Focus: Military Military
Military Reserves.png Training a fraction of the local civilian population in the basic skills of combat not only means a significant boost for paint balling outfits, but also increase the empire's defensive capabilities.

Unlocks for Construction:
Military Reserves
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Military Military
Costs:

2000 Industry
10 Titanium
5 Adamantian
2 Dust per TurnSmall.png

Military Reserves.png Training a fraction of the local civilian population in the basic skills of combat not only means a significant boost for paint balling outfits, but also increase the empire's defensive capabilities.

Effects:

+4 (+40 with ELCP) Fortification recovery Fortification per turn on city
+400 Fortification Fortification on city
+1 max unit slots on militia

Modernized Administration
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Influence Influence
Modernized Administration.png Professionalization of management and administration radically improves governmental services. Government comes to be viewed as a tool of improvement rather than oppression.

Unlocks for Construction:
Aura of Empire
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Influence Influence
Costs:

2000 Industry
10 Adamantian
10 Palladian
10 Dust per TurnSmall.png

Aura of Empire.png As each district grows it gains impressive public buildings and parks. All of this increases the fame and reputation of the city and the empire, growing civic pride and generating awe in the minds of visitors.

Effects:

+15 Influence on district level 2
+4 Influence per Population on city

Customs Ministry
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: UniqueBuildingSmall.png Unique Building
Focus: Trade Routes Trade Routes
Costs:

4000 Industry
20 Hyperium
40 Dust per TurnSmall.png

Customs Ministry.png In a grand building that replaces run-down offices and shanties, taxes and administrative details for trade and transport are rapidly and efficiently dealt with. Trade capacity takes an enormous jump.

Effects:

+7 Trade routes max on city
Can only be built once in your empire

Scientific Specialization
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era V
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Science Science
Scientific Specialization.png Improving the organization and infrastructure of aging labs and universities boosts the approach to how research is done. Surprising gains in scientific productivity result from pooled resources.

Unlocks for Construction:
Living Lab Tools
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Science Science
Costs:

3000 Industry
25 Titanium
10 Hyperium
20 Dust per TurnSmall.png

Living Lab Tools.png These animated assistants don't complain about hours, wages, or dangerous chemicals; their relentless progress increases the amount of Science generated.

Effects:

+100% Science on city
Limited to one copy in your empire

Climatology Guild
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Science Science
Costs:

3000 Industry
30 Titanium
10 Hyperium
20 Dust per TurnSmall.png

Climatology Guild.png The intensity of the Dark Season weather has driven engineers, scientists, and alchemists to pool their skills in a common center where they study the origins and effects of the Auriga winter.

Effects:

-40% margin of error for season predictability on empire
+15 Science on district level 2
Limited to one copy in your empire

Security Theory
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Military Military
Type: City Improvements City Improvement
Focus: Security Security
Security Theory.png By bringing together masters in both the magical and mundane arts of espionage and assassination, in-depth studies can be done that help an empire foil even the most well-funded and devious foes.

Unlocks for Construction:
Traitor's Lottery
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Security Security
Costs:

2000 Industry
10 Glassteel
5 Hyperium
8 Dust per TurnSmall.png

Traitor's Lottery.png By inaugurating a lottery system that covertly rewards those who achieve the most denouncements of suspicious friends and kin, the chances of uncovering enemy operatives is better than ever.

Effects:

+30 Security Security on city

Razor Palisades
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Fortification Fortification
Costs:

2000 Industry
10 Titanium
5 Mithrite
7 Dust per TurnSmall.png

Razor Palisades.png Walls and windows are not usually viewed as lethal offensive weapons. However, the use of needles, spikes, traps, and blades can turn even the most innocuous entry into a lethal gauntlet.

Effects:

+60 Fortification Fortification on Regional Building
+4 Fortification Recovery Fortification on Regional Building

State-Approved Theatre
Faction: FactionIconSmall.png All except Cultists
Obtained: Research Era V
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Approval Approval
State-Approved Theatre.png Public sentiment has never been so easy to massage through the use of skilled playwrights toeing the government line.

Effects:

-25% Expansion disapproval generation on cities

Town Criers (Technology)
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Economy and Population Economy and Population
Type: City Improvements City Improvement
Focus: Dust Dust
Town Criers (Technology).png Charismatic individuals are hired by the state and trained in advanced persuasive techniques, paving the way for armies of cheap labor to help accelerate the completion of large projects at reduced cost.

Unlocks for Construction:
Town Criers
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Dust Dust
Costs:

2000 Industry
25 Glassteel
10 Mithrite

Town Criers.png Charismatic individuals are hired by the state and trained in advanced persuasive techniques, paving the way for armies of cheap labor to help accelerate the completion of large projects at reduced cost.

Effects:

+50 Dust on city
+40% Dust on city

Volcanic Leecher (Technology)
Faction: FactionIconSmall.png All
Obtained: Research Era V
Category: Science and Industry Science and Industry
Type: City Improvements City Improvement
Focus: Luxury Resources Resources
Volcanic Leecher.png Powered by the violent magma beneath, this machine enhances mineral yields on volcanic terrain.

Effects and Unlocks for Construction:

Unlocks the Wraeil's Pendant accessory Accessory.png on units

Volcanic Leecher
Faction: FactionIconSmall.png All
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Luxury Resources Resources
Costs:

2000 Industry
10 Titanium
10 Glassteel
10 Adamantian
10 Palladian
10 Dust per TurnSmall.png

Volcanic Leecher.png Powered by the violent magma beneath, this machine enhances mineral yields on volcanic terrain.

Effects:

Needs an exploited volcanic tile to be built
+5 Resource on strategic resource extractor

Faction-Specific

Commercial Espionage
Faction: Forgotten Forgotten
Obtained: Research Era V
Category: Empire and Expansion Empire and Expansion
Type: City Improvements City Improvement
Focus: Trade Routes Trade Routes
Commercial Espionage.png Advanced techniques in espionage - dead drops, ciphers, tradecraft, clandestine cells - turn the caravans of Auriga into a firehose of useful information.

Unlocks for Construction:
Surreptitious Research
Faction: Forgotten Forgotten
Obtained: Research Era V
Type: City Improvements City Improvement
Focus: Trade Routes Trade Routes
Costs:

2000 Industry
20 Titanium
7 Dust per TurnSmall.png

Surreptitious Research.png By stealthily listening in on conversations, gaining access to draft versions of contracts, and otherwise tipping the odds in their favor, Forgotten Trade Routes do miraculously well.

Effects:

+1 trade routes max on city
+50% Dust on city trade routes

Remotuscope Factory
Faction: FactionIconSmall.png All except Mykara
Obtained: Research Era V
Type: Expansions Expansion
Focus: Vision Vision
Costs:

450 Industry

Remotuscope Factory.png The development of the theory of optics and increase in the precision of glasswork has led to this dazzling invention that allows a man to see a thousand paces. Hostile armies will not stay hidden so easily.

Effects:

+25% health regen on Watchtower
+25% allly health regen on Watchtower
+7 vision Vision on watchtower
+7 Detection range on watchtower
+50 fortification Fortification on watchtower
Watchtowers' health regen effects are applied to their adjacent tiles

Sacrificial Amplifiers
Faction: Ardent Mages Ardent Mages
Obtained: Research Era V
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Ardent Mages Arcana
Sacrificial Amplifiers.png By strapping living, breathing Mages to the sides of the massive pillars, human vessels can act as magnifying conduits, increasing the power of pillars across your empire. The screams, and the stench of cooked skin and shit is a small price to pay.

Effects:

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

Era VI

Era VI is the End Of Ages:

  • Dust tier 3 equipment becomes available.
  • Newly-trained units will start at level 6 and cost more.
  • The first faction to research five Era VI technologies will win the Scientific Victory.
Difference Engine
Faction: FactionIconSmall.png All except Forgotten
Obtained: Research Era VI
Category: Science and Industry Science and Industry
Type: FactionIconSmall.png Empire
Focus: Science Science
Difference Engine.png An enormous mechanical calculator, the product of genius and extremely precise engineering, this machine will execute mathematical computations of unimaginable complexity. Mysteries of physics, alchemy, fluids, the climate, and time shall slowly be unraveled.

Effects:

+100% Science (+80% Science with ELCP) on cities
Counted for the Scientific Victory

Dust-Driven Distillery
Faction: FactionIconSmall.png All
Obtained: Research Era VI
Category: Economy and Population Economy and Population
Type: FactionIconSmall.png Empire
Focus: Dust Dust
Dust-Driven Distillery.png This marvel of magical engineering accretes and stores Dust. A self-perpetuating engine of wealth creation, it increases the amount of Dust generated per unit of population.

Effects:

+100% Dust on cities
Counted for the Scientific Victory

Endless Alloys
Faction: FactionIconSmall.png All
Obtained: Research Era VI
Category: Science and Industry Science and Industry
Type: FactionIconSmall.png Empire
Focus: Industry Industry
Endless Alloys.png So many ruins, so many secrets, so many hints... And finally enlightenment. Industrial alchemists have unlocked the mysteries of the wondrous metal alloys created by the Endless; from now on materials of unimaginable precision, strength, and lightness will be available for your empire's projects

Effects:

+100% Industry on cities
Counted for the Scientific Victory

Self-Driving Plows
Faction: FactionIconSmall.png All except Broken Lords
Obtained: Research Era VI
Category: Economy and Population Economy and Population
Type: FactionIconSmall.png Empire
Focus: Food Food
Self-Driving Plows.png Driven by steam, sun, and Dust, these wonders can be ordered to plow a fixed area with a few mechanical settings. Attachments allowing them to seed, reap, and rake guarantee a stunning increase in productivity.

Effects:

+100% Food on cities
Counted for the Scientific Victory

Serum of Iteru
Faction: FactionIconSmall.png All
Obtained: Research Era VI
Category: Military Military
Type: FactionIconSmall.png Empire
Focus: Military Military
Serum of Iteru.png From what lost ruin, from what ancient texts was this magical thing discovered? Many rise to claim the honor, but that is unimportant. What matters is that this magical serum, allowing a glimpse of Endless biotechnology, turns ordinary soldiers into extraordinary beings.

Effects:

+100% Life Life on units (+50% with ELCP)
+100% Damage Damage on units (+50% with ELCP)
Counted for the Scientific Victory

United Empires Council
Faction: FactionIconSmall.png All
Obtained: Research Era VI
Category: Empire and Expansion Empire and Expansion
Type: FactionIconSmall.png Empire
Focus: Influence Influence
United Empires Council.png This is more than a glorious auditorium where the great minds of the day can discuss and resolve important issues. It is a symbol of the power and prestige of your empire, and a beacon of hope in the dark days to come.

Effects:

+100% Influence on cities
Counted for the Scientific Victory

See also

References

  1. See SimulationsDescriptors[Class].xml