Science
Science is a
FIDSI resource that is used to research new technologies.
Production
Terrain
Basic Terrain
Of the basic terrain types, Rocks provide the highest boost to Science, generally providing 2
on a tile, with Crystal Field tile providing 3
and the Crystal Ice, Sandstone, and Tundra Rocks providing only 1
. Among other terrain types only a few tiles have Science output; the Crystal Forest, Enchanted Forest, Red Soil, Dirt Field, Snow, and Snowy Field tiles all provide 1
. Among Volcanic terrain tiles, Badlands provide 1
and Basalt Plains and Lava Swirls both provide 2
.
Anomalies
Anomalies on a tile provide an additional bonus to its FIDSI output, and there are a number of anomalies that provide a bonus of 2, 4, or 6
on a tile.
- 2
: Azotic Exotics, Black Dust, Chromatic Land, Dragon Tree, Geysers, Laval Chimneys, Life Tree, Meteor Fields, Spiral Rock Peel. - 4
: Botanical Garden, Crystal Flowers, Earthspine, Earth Tower, Geothermal Pit, Lava Geyser, Moss Pearls, Mutant Marsh. - 6
: Ice Sculptures, Mychordia, Stasis Pillar, Wizard Stone.
Faction Traits
Some factions have unique interactions with Science:
- The
Vaulters get +1
on terrain with Science due to their "Knack for Knowledge" trait. - The
Drakken get +2
on terrain with Ruins due to their "Endless Excavation" trait. - The
Forgotten cannot see/gather/use
due to their "Science Phobic" trait; Instead, technologies can be bought out with
Dust. - The
Morgawr get +2
on terrain with Sea or Lake and +1
on terrain with River due to their "Hydrophilic" trait. - The
Kapaku get +2
on terrain with Ruins and receive
on successful ruins searches due to their "Endless Fascination" trait.
City Improvements
This list includes any City Improvement that increases a city's Science output, even indirectly. Some of the improvements listed have additional effects that do not affect Science production, but for simplicity those effects are not listed.
| Name | Faction | Obtained | Upkeep | Effects | ||
|---|---|---|---|---|---|---|
| City Hall | Upon Settling | 10 | +4 | |||
| Founder's Memorial | At Start | 60 | +2 Can only be built once in your Empire | |||
| Center for Minerology | Era I | 150 | 4 | +5 Can only be built once in your Empire | ||
| Geomic Labs | Era I | 75 | 1 | +2 | ||
| Public Library | Era I | 75 | 1 | +10 +10% | ||
| High Towers | Faction Quest | 400 | 2 | +5 Limited to one copy in your Empire Wild Walkers hero with Roads of Dust item must be city governor | ||
| Alchemy Workshop | Era II | 250 | 5 |
4 | +15 +20% | |
| Deep Generator | Era II | 250 | 20 |
+10% The | ||
| Verda's Temple | Faction Quest | 400 | 2 | +2 Limited to one copy in your Empire | ||
| Advanced Alchemy Lab | Era III | 600 | 10 |
4 | +3 +3 +3 | |
| Cryometric Monitors | Era III | 1200 | 15 |
8 | +15 Limited to one copy in your Empire | |
| Hydromatic Laboratory | Era III | 400 | 10 |
4 | +3 | |
| Large-Scale Aquatic Center | Era III | 600 | 10 |
4 | +3 +2 | |
| Lava Works | Era III | 600 | 5 5 |
4 | Need an exploited Lava Flow tile to be built +8 | |
| Endless Recycling | Era III | 400 | 20 |
4 | +14 +14 The | |
| Shrine of Whispers | Faction Quest | 800 | 30 |
4 | +2% | |
| Imperial Funding | Era IV | 1200 | 25 5 |
7 | +5 | |
| Arts Council | Era V | 2000 | 10 5 |
10 | +10% | |
| Climatology Guild | Era V | 3000 | 30 10 |
20 | +15 Limited to one copy in your Empire | |
| Living Lab Tools | Era V | 3000 | 25 10 |
20 | +100% Limited to one copy in your Empire | |
| Scientific Envoy | Era V | 2000 | 20 |
7 | +50% | |
| Aurigan Archive | Faction Quest | 1200 | 15 15 |
8 | +8 Limited to one copy in your Empire | |
| Nyctalopian Lenses | 1st Winter | 200 | 10 |
+10% |
Expansions
Again, while many of these expansions have other effects, only those affecting Science production have been listed.
| Name | Faction | Obtained | Effect | ||
|---|---|---|---|---|---|
| Borough Streets | At Start | Varies | +1 | ||
| Garth of the Allayi | At Start | Varies | Varies |
+2 | |
| Museum of Auriga | At Start | 500 | 5 5 |
+20% Can only be built once in the world | |
| Alchemic Institute | Era III | 1500 | 25 25 |
+25 Can only be built once in the world | |
| Abbey of Anomalies | 3rd Winter | 400 | 10 |
x2 Limited to one copy in your City To be built on Anomaly | |
| Strategic Intensifier | 3rd Winter | 400 | 10 |
+10 +10 Limited to one copy in your City |
Trade Routes
A major source, arguably the major source, of
Dust and
Science starting in the mid game is
Trade Routes, which can be established between cities that have the Right of Way or Cargo Docks improvements.
Approval
Unlike Food and Industry where a given city's approval affects production in only that city, the overall approval of the empire affects the production of Science in all cities equally.
| State | ||
|---|---|---|
| Rebellion | 0-10 | -50% |
| Unhappy | 11-39 | -20% |
| Content | 40-60 | 0% |
| Happy | 61-89 | +15% |
| Fervent | 90-100 | +30% |
Heroes
Heroes provide a number of ways to increase the Science output of a city for which they are the governor, whether that be through capacities, skills, or accessories.
Capacities
| Hero | Icon | Name | Effect |
|---|---|---|---|
| Rill Kata Nahla al-Jazar Wadeha Hakan Zarcha Attinul Breyos Master Icespear Ululani Raui Eslek Tarosh |
Science Boost 1 | +4 Science +1% Science | |
| Avara Lasmak High Inquisitor Asalah Arca |
Science Boost 2 | +8 Science +1% Science | |
| Chief Sapper Liszt Ajandek Pecs Kerre Argbadh Bose Falhala |
Science Boost 3 | +12 Science +1% Science | |
| Nadjne Zolya | Science Efficiency 1 | +2 Science +1% Science | |
| Petrov Judit | Science Efficiency 2 | +3 Science +1% Science | |
| Commander Irjsko Lasmak | Science Efficiency 3 | +4 Science +1% Science |
Skills
| Skill Tree | Level | Icon | Name | Effect |
|---|---|---|---|---|
| Common | 4 | Inspirational Leader | Level 1: +5% Level 2: +5% Level 3: +10% | |
| Vaulters | 1 | Alchemical Genius | Level 1: +2 Level 2: +2 Level 3 +2 | |
| Vaulters | 3 | Subterranean Networker | Level 1: +4 Fortification Recovery Level 2: +8 Fortification Recovery Level 3: +8 Fortification Recovery | |
| Vaulters | 5 | Mechanical Exhibitionist | Level 1: +1 Level 2: +1 Level 3: +2 | |
| Ardent Mages | 1 | Renaissance Thinker | Level 1: +8 Level 2: +8 Level 3: +14 | |
| Ardent Mages | 2 | Scientific Literacy | Level 1: +2 Level 2: +3 Level 3: +3 | |
| Ardent Mages | 5 | Firestarter | Level 1: +15% Level 2: +15% Level 3: +15% | |
| Cultists | 1 | Impassioned Preacher | Level 1: +1 Level 2: +1 Level 3: +1 | |
| Cultists | 2 | Will of Akili | Level 1: +15% Level 2: +15% Level 3: +15% |
Accessories
All listed Accessories are Tomes.
| Item | Name | Effects | Obtained From | |
|---|---|---|---|---|
| 6 |
+1 |
Advanced Armor | ||
| 12 |
+2 |
Alchemical Armor | ||
| 24 |
+4 |
Exotic Armor | ||
| Quivering Circlet | 50 |
+7 +7 +7 Can be equipped by Broken Lords heroes only |
Broken Lords Faction Quest | |
| Pendant of Judgement | 100 |
+20 Can be equipped by Broken Lords Heroes only |
Broken Lords Faction Quest |
Miscellaneous
Arcana
The Ardent Mages start with the Arcana of Matter technology researched, which unlocks the Pillar of Knowledge for placement. This pillar increase the
Science output of tiles within range depending on the Arcana level as shown here:
Upon obtaining the Cold Engineering technology by completing Chapter 5, Part 1 of the Ardent Mages faction quest, the Pillar of Knowledge will produce an additional +3
on tiles within its range during winter.
Assimilation
The Haunts provide an assimilation bonus of +5%
on cities per pacified and rebuilt village, up to 30%
.
Empire Plan
The
Empire Plan's
Science and Industry ministry increases Science production: level 1 provides a bonus +20%
on Cities, and level 3 provides +2
on Districts.
Fortresses
Different parts of oceanic Fortresses provide different amounts of Science income. Between the three Citadels, Bastions provide 1
and Listening Posts provide 2
, while Manufactoriums provide no Science.
Among the other facilities that make up the parts of a Fortress extending off the Citadel, Strategic Resource facilities provide an additional +1
.
Resource Boosters
A number of Luxury resources (and Strategic resources for the Vaulters and Mezari) can be used to increase empire-wide Food production.
| Resource | |
|---|---|
| +50% | |
| +20% | |
| +20% | |
| +15% |
Stockpiles
Science Stockpiles can be applied to the Empire for a lump-sum quantity of Science at the end of the turn. Note that, unlike Food and Industry Stockpiles, Science Stockpiles apply to the Empire as a whole rather than specific cities.
Technology
The only technology that directly increases Science output without the need to build a city improvement is the Era VI technology Difference Engine, which increases the Science output of cities by 100%.
Urkans
Chaka has the Chymical Warfare training available. Upon unlocking this training, while Chaka is rooted in a region, cities owned by Chaka's owner and their allies will get a +50%
bonus, while enemy cities will get a -25%
penalty.
Cost Reduction
Aside from simply producing Science, there are also a few ways to reduce the
cost of researching technology, though this often comes with a condition that the reduction only applies to technology of a certain Era.
- The Broken Lords unique technology Archaeologist reduces the cost to research Era I technologies by 20%
- The Alchemic Institute reduces the cost to research technology from past Eras by 20%.