Science

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Science Science is a FIDSI 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 Science on a tile, with Crystal Field tile providing 3 Science and the Crystal Ice, Sandstone, and Tundra Rocks providing only 1 Science. 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 Science. Among Volcanic terrain tiles, Badlands provide 1 Science and Basalt Plains and Lava Swirls both provide 2 Science.

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 Science on a tile.

  • 2 Science: Azotic Exotics, Black Dust, Chromatic Land, Dragon Tree, Geysers, Laval Chimneys, Life Tree, Meteor Fields, Spiral Rock Peel.
  • 4 Science: Botanical Garden, Crystal Flowers, Earthspine, Earth Tower, Geothermal Pit, Lava Geyser, Moss Pearls, Mutant Marsh.
  • 6 Science: Ice Sculptures, Mychordia, Stasis Pillar, Wizard Stone.

Faction Traits

Some factions have unique interactions with Science:

  • The Vaulters Vaulters get +1 Science on terrain with Science due to their "Knack for Knowledge" trait.
  • The Drakken Drakken get +2 Science on terrain with Ruins due to their "Endless Excavation" trait.
  • The Forgotten Forgotten cannot see/gather/use Science due to their "Science Phobic" trait; Instead, technologies can be bought out with Dust Dust.
  • The Morgawr Morgawr get +2 Science on terrain with Sea or Lake and +1 Science on terrain with River due to their "Hydrophilic" trait.
  • The Kapaku Kapaku get +2 Science on terrain with Ruins and receive Science 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 Industry Strategic Resources Upkeep Effects
City Hall FactionIconSmall.png All Upon Settling 10 +4 Science per Population on City
Founder's Memorial FactionIconSmall.png All At Start 60 +2 Science on City
Can only be built once in your Empire
Center for Minerology FactionIconSmall.png All except Forgotten Era I 150 4 +5 Science per Population on City
Can only be built once in your Empire
Geomic Labs FactionIconSmall.png All except Forgotten Era I 75 1 +2 Science on terrain with Science
Public Library FactionIconSmall.png All except Forgotten Era I 75 1 +10 Science on City
+10% Science on City
High Towers Roving Clans Roving Clans Faction Quest 400 2 +5 Science on City
Limited to one copy in your Empire
Wild Walkers hero with Roads of Dust item must be city governor
Alchemy Workshop FactionIconSmall.png All except Forgotten Era II 250 5 Titanium 4 +15 Science on City
+20% Science on City
Deep Generator Vaulters Vaulters Era II 250 20 Vaulters +10% Science on City
The Vaulters cost indicates that the Holy Resource has to be chosen
Verda's Temple Ardent Mages Ardent Mages Faction Quest 400 2 +2 Science on terrain with Science
Limited to one copy in your Empire
Advanced Alchemy Lab FactionIconSmall.png All except Forgotten Era III 600 10 Titanium 4 +3 Science on City Center
+3 Science on District
+3 Science per Population on City
Cryometric Monitors FactionIconSmall.png All except Forgotten Era III 1200 15 Titanium 8 +15 Science on terrain with Anomaly
Limited to one copy in your Empire
Hydromatic Laboratory FactionIconSmall.png All except Forgotten Era III 400 10 Titanium 4 +3 Science on terrain with River
Large-Scale Aquatic Center FactionIconSmall.png All except Forgotten Era III 600 10 Titanium 4 +3 Science on terrain with Sea or Lake
+2 Science per Population on City
Lava Works FactionIconSmall.png All Era III 600 5 Titanium
5 Glassteel
4 Need an exploited Lava Flow tile to be built
+8 Science on Lava Flow terrain
Endless Recycling Vaulters Vaulters Era III 400 20 Vaulters 4 +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
Shrine of Whispers Cultists Cultists Faction Quest 800 30 Hyperium 4 +2% Science per converted village on City
Imperial Funding FactionIconSmall.png All except Forgotten Era IV 1200 25 Titanium
5 Hyperium
7 +5 Science on terrain with Science
Arts Council FactionIconSmall.png All Era V 2000 10 Glassteel
5 Mithrite
10 +10% Science on Approval (Fervent)
Climatology Guild FactionIconSmall.png All except Forgotten Era V 3000 30 Titanium
10 Hyperium
20 +15 Science on District level 2
Limited to one copy in your Empire
Living Lab Tools FactionIconSmall.png All except Forgotten Era V 3000 25 Titanium
10 Hyperium
20 +100% Science on City
Limited to one copy in your Empire
Scientific Envoy FactionIconSmall.png All except Forgotten Era V 2000 20 Titanium 7 +50% Science on City Trade Routes
Aurigan Archive Kapaku Kapaku Faction Quest 1200 15 Mithrite
15 Hyperium
8 +8 Science on terrain with Ruins
Limited to one copy in your Empire
Nyctalopian Lenses FactionIconSmall.png All 1st Winter 200 10 Pearls +10% Science on City

Expansions

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

Name Faction Obtained Industry Strategic Resources Effect
Borough Streets FactionIconSmall.png All except Allayi At Start Varies +1 Science on City Tile

+2 Science per extra level on City Tile

Garth of the Allayi AllayiIcon.png Allayi At Start Varies Varies Pearls +2 Science on City Tile

+4 Science per extra level on City Tile

Museum of Auriga FactionIconSmall.png All At Start 500 5 Titanium
5 Glassteel
+20% Science on Empire Approval (Happy)
Can only be built once in the world
Alchemic Institute FactionIconSmall.png All Era III 1500 25 Adamantian
25 Palladian
+25 Science per level on Alchemic Institute
Can only be built once in the world
Abbey of Anomalies FactionIconSmall.png All 3rd Winter 400 10 Pearls x2 Science on City Tile
Limited to one copy in your City
To be built on Anomaly
Strategic Intensifier FactionIconSmall.png All 3rd Winter 400 10 Pearls +10 Science per level on City Tile
+10 Science on terrain with Strategic Resource
Limited to one copy in your City

Trade Routes

Main article: Trade Routes

A major source, arguably the major source, of Dust Dust and Science Science starting in the mid game is Trade Routes 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 Approval Approval Science Modifier
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
AbilityScienceBoost1Small.png Science Boost 1 +4 Science Science per hero's level on city.
+1% Science Science per hero's level on city.
Avara Lasmak
High Inquisitor Asalah Arca
ScienceBoost2Small.png Science Boost 2 +8 Science Science per Hero's level on City.
+1% Science Science per Hero's level on City.
Chief Sapper Liszt Ajandek
Pecs Kerre
Argbadh Bose Falhala
AbilityScienceBoost3Small.png Science Boost 3 +12 Science Science per Hero's level on city.
+1% Science Science per Hero's level on city.
Nadjne Zolya AbilityScienceEfficiency1Small.png Science Efficiency 1 +2 Science Science per Population on city.
+1% Science Science per hero's level on city.
Petrov Judit AbilityScienceEfficiency2Small.png Science Efficiency 2 +3 Science Science per Population on city.
+1% Science Science per hero's level on city.
Commander Irjsko Lasmak AbilityScienceEfficiency3Small.png Science Efficiency 3 +4 Science Science per Population on city.
+1% Science Science per hero's level on city.

Skills

Skill Tree Level Icon Name Effect
Common 4 InspirationalLeader.png Inspirational Leader Level 1: +5% Food on city, +5% Industry on city, +5% Science on city, +5% Dust on city.
Level 2: +5% Food on city, +5% Industry on city, +5% Science on city, +5% Dust on city.
Level 3: +10% Food on city, +10% Industry on city, +10% Science on city, +10% Dust on city.
Vaulters 1 AlchemicalGenius.png Alchemical Genius Level 1: +2 Science on city center. +2 Science on district.
Level 2: +2 Science on city center. +2 Science on district.
Level 3 +2 Science on city center. +2 Science on district.
Vaulters 3 SubterraneanNetworker.png Subterranean Networker Level 1: +4 Fortification Recovery Fortification per turn TurnSmall.png on city.
Level 2: +8 Fortification Recovery Fortification per turn TurnSmall.png on city. With ELCP: +1 Science per unused Fortification Recovery Fortification on terrain with Strategic Resources.
Level 3: +8 Fortification Recovery Fortification per turn TurnSmall.png on city. With ELCP: +1 Industry per unused Fortification Recovery Fortification on terrain with Strategic Resources.
Vaulters 5 MechanicalExhibitionist.png Mechanical Exhibitionist Level 1: +1 Science per trade route. +50% Science on city trade routes.
Level 2: +1 Science per trade route. +50% Science on city trade routes.
Level 3: +2 Science per trade route. +100% Science on city trade routes.
Ardent Mages 1 RenaissanceThinker.png Renaissance Thinker Level 1: +8 Science on city.
Level 2: +8 Science on city.
Level 3: +14 Science on city.
Ardent Mages 2 ScientificLiteracy.png Scientific Literacy Level 1: +2 Science on terrain with anomaly.
Level 2: +3 Science on terrain with anomaly.
Level 3: +3 Science on terrain with anomaly.
Ardent Mages 5 Firestarter.png Firestarter Level 1: +15% Science on city.
Level 2: +15% Science on city.
Level 3: +15% Science on city.
Cultists 1 ImpassionedPreacher.png Impassioned Preacher Level 1: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Level 2: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Level 3: +1 Food per Population in city. +1 Industry per Population in city. +1 Dust per Population in city. +1 Science per Population in city. +1 Influence per Population in city.
Cultists 2 WillofAkili.png Will of Akili Level 1: +15% Science on city.
Level 2: +15% Science on city.
Level 3: +15% Science on city.

Accessories

All listed Accessories are Tomes.

Item Name Strategic Resources Effects Obtained From
ItemTomeStrategic1Tier1Large.png 6 Titanium +1 Science per Population on city Advanced Armor
ItemTomeStrategic1Tier2Large.png 12 Titanium +2 Science per Population on city Alchemical Armor
ItemTomeStrategic1Tier3Large.png 24 Titanium +4 Science per Population on city Exotic Armor
Quivering Circlet.png Quivering Circlet 50 Dust +7 Industry on city
+7 Dust on city
+7 Science on city
Can be equipped by Broken Lords heroes only
Broken Lords Faction Quest
Pendant of Judgement.png Pendant of Judgement 100 Dust +20 Science on City
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 Science output of tiles within range depending on the Arcana level as shown here:

Level Effect Range
1 +2 Science on tiles within the pillar's range for 10 turns TurnSmall.png 1
2 +5 Science on tiles within the pillar's range for 10 turns TurnSmall.png 1
3 +6 Science on tiles within the pillar's range for 10 turns TurnSmall.png 2
4 +9 Science on tiles within the pillar's range for 10 turns TurnSmall.png 2
5 +16 Science on tiles within the pillar's range for 10 turns TurnSmall.png 2

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 Science on tiles within its range during winter.

Assimilation

The Haunts provide an assimilation bonus of +5% Science on cities per pacified and rebuilt village, up to 30% Science.

Empire Plan

The Empire Plan Empire Plan's Science and Industry Science and Industry ministry increases Science production: level 1 provides a bonus +20% Science on Cities, and level 3 provides +2 Science on Districts.

Fortresses

Different parts of oceanic Fortresses provide different amounts of Science income. Between the three Citadels, Bastions provide 1 Science and Listening Posts provide 2 Science, 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 Science.

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 Science
Moonleaf Moonleaf +50%
Dust Orchid Dust Orchid +20%
Titanium Titanium +20%
Hyperium Hyperium +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% Science bonus, while enemy cities will get a -25% Science penalty.

Cost Reduction

Aside from simply producing Science, there are also a few ways to reduce the Science cost of researching technology, though this often comes with a condition that the reduction only applies to technology of a certain Era.

See also