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

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 ScienceSmall on a tile.

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

Faction Traits[]

Some factions have unique interactions with Science:

  • The VaultersIcon Vaulters get +1 ScienceSmall on terrain with Science due to their "Knack for Knowledge" trait.
  • The DrakkenIcon Drakken get +2 ScienceSmall on terrain with Ruins due to their "Endless Excavation" trait.
  • The ForgottenIcon Forgotten cannot see/gather/use ScienceSmall due to their "Science Phobic" trait; Instead, technologies can be bought out with DustSmall Dust.
  • The MorgawrSmall Morgawr get +2 ScienceSmall on terrain with Sea or Lake and +1 ScienceSmall on terrain with River due to their "Hydrophilic" trait.
  • The KapakuIcon Kapaku get +2 ScienceSmall on terrain with Ruins and receive ScienceSmall 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 IndustrySmall StrategicIcon Upkeep Effects
City Hall FactionIconSmall All Upon Settling 10 +4 ScienceSmall per population on City
Founder's Memorial FactionIconSmall All At Start 60 +2 ScienceSmall on City
Can only be built once in your Empire
Center for Minerology FactionIconSmall All except Forgotten Era I 150 4 +5 ScienceSmall per population on City
Can only be built once in your Empire
Geomic Labs FactionIconSmall All except Forgotten Era I 75 1 +2 ScienceSmall on terrain with Science
Public Library FactionIconSmall All except Forgotten Era I 75 1 +10 ScienceSmall on City
+10% ScienceSmall on City
High Towers RovingClansIcon Roving Clans Faction Quest 400 2 +5 ScienceSmall on City
Limited to one copy in your Empire
Wild Walkers hero with Roads of Dust item must be city governor
Alchemy Workshop FactionIconSmall All except Forgotten Era II 250 5 Titanium Color 256x256 4 +15 ScienceSmall on City
+20% ScienceSmall on City
Deep Generator VaultersIcon Vaulters Era II 250 20 VaultersIcon +10% ScienceSmall on City
The VaultersIcon cost indicates that the Holy Resource has to be chosen
Verda's Temple ArdentMagesIcon Ardent Mages Faction Quest 400 2 +2 ScienceSmall on terrain with Science
Limited to one copy in your Empire
Advanced Alchemy Lab FactionIconSmall All except Forgotten Era III 600 10 Titanium Color 256x256 4 +3 ScienceSmall on City Center
+3 ScienceSmall on District
+3 ScienceSmall per population on City
Cryometric Monitors FactionIconSmall All except Forgotten Era III 1200 15 Titanium Color 256x256 8 +15 ScienceSmall on terrain with Anomaly
Limited to one copy in your Empire
Hydromatic Laboratory FactionIconSmall All except Forgotten Era III 400 10 Titanium Color 256x256 4 +3 ScienceSmall on terrain with River
Large-Scale Aquatic Center FactionIconSmall All except Forgotten Era III 600 10 Titanium Color 256x256 4 +3 ScienceSmall on terrain with Sea or Lake
+2 ScienceSmall per population on City
Lava Works FactionIconSmall All Era III 600 5 Titanium Color 256x256
5 Glassteel Color 256x256
4 Need an exploited Lava Flow tile to be built
+8 ScienceSmall on Lava Flow terrain
Endless Recycling VaultersIcon Vaulters Era III 400 20 VaultersIcon 4 +14 ScienceSmall on City Center level 2
+14 ScienceSmall on District level 2
The VaultersIcon cost indicates that the Holy Resource has to be chosen
Shrine of Whispers CultistsIcon Cultists Faction Quest 800 30 Hyperium Color 256x256 4 +2% ScienceSmall per converted village on City
Imperial Funding FactionIconSmall All except Forgotten Era IV 1200 25 Titanium Color 256x256
5 Hyperium Color 256x256
7 +5 ScienceSmall on terrain with Science
Arts Council FactionIconSmall All Era V 2000 10 Glassteel Color 256x256
5 Mithrite Color 256x256
10 +10% ScienceSmall on Approval (Fervent)
Climatology Guild FactionIconSmall All except Forgotten Era V 3000 30 Titanium Color 256x256
10 Hyperium Color 256x256
20 +15 ScienceSmall on District level 2
Limited to one copy in your Empire
Living Lab Tools FactionIconSmall All except Forgotten Era V 3000 25 Titanium Color 256x256
10 Hyperium Color 256x256
20 +100% ScienceSmall on City
Limited to one copy in your Empire
Scientific Envoy FactionIconSmall All except Forgotten Era V 2000 20 Titanium Color 256x256 7 +50% ScienceSmall on City Trade Routes
Aurigan Archive KapakuIcon Kapaku Faction Quest 1200 15 Mithrite Color 256x256
15 Hyperium Color 256x256
8 +8 ScienceSmall on terrain with Ruins
Limited to one copy in your Empire
Nyctalopian Lenses FactionIconSmall All 1st Winter 200 10 Pearls +10% ScienceSmall on City

Expansions[]

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

Name Faction Obtained IndustrySmall StrategicIcon Effect
Borough Streets FactionIconSmall All except Allayi At Start Varies +1 ScienceSmall on City Tile

+2 ScienceSmall per extra level on City Tile

Garth of the Allayi AllayiIcon Allayi At Start Varies Varies Pearls +2 ScienceSmall on City Tile

+4 ScienceSmall per extra level on City Tile

Museum of Auriga FactionIconSmall All At Start 500 5 Titanium Color 256x256
5 Glassteel Color 256x256
+20% ScienceSmall on Empire Approval (Happy)
Can only be built once in the world
Alchemic Institute FactionIconSmall All Era III 1500 25 Adamantian Color 256x256
25 Palladian Color 256x256
+25 ScienceSmall per level on Alchemic Institute
Can only be built once in the world
Abbey of Anomalies FactionIconSmall All 3rd Winter 400 10 Pearls x2 ScienceSmall on City Tile
Limited to one copy in your City
To be built on Anomaly
Strategic Intensifier FactionIconSmall All 3rd Winter 400 10 Pearls +10 ScienceSmall per level on City Tile
+10 ScienceSmall on terrain with Strategic Resource
Limited to one copy in your City

Trade Routes[]

Trade Routes passively produce Dust and Science, but require some work to establish. The first step in creating trade routes is to research Imperial Highways or Cargo Docks. These technologies allow the Right of Way or Cargo Docks improvements to be built, which allow cities to be connected by land or by sea respectively. Two cities are connected by land if they are in adjacent regions and have both built the Right of Way improvement. Two cities are connected by sea if they border the same ocean and have both built the Cargo Docks improvement in that ocean. Additionally, if two cities are connected by land or by sea to a third city, then they are also connected themselves. This means that two cities may be connected via a complicated series of alternating land and sea routes.

Further details on how Trade Routes work and how to improve them can be found on the Trade Routes page.

 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 ApprovalSmall Approval ScienceSmall 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, Argbadh of the Phoenix
Wadeha Hakan
Zarcha Attinul
Breyos Master Icespear
Ululani Raui
Eslek Tarosh
AbilityScienceBoost1Small Science Boost 1 +4 Science ScienceSmall per hero's level on city.
+1% Science ScienceSmall per hero's level on city.
Avara Lasmak
High Inquisitor Asalah Arca
ScienceBoost2Small Science Boost 2 +8 Science ScienceSmall per Hero's level on City.
+1% Science ScienceSmall per Hero's level on City.
Chief Sapper Liszt Ajandek
Pecs Kerre
Argbadh Bose Falhala
AbilityScienceBoost3Small Science Boost 3 +12 Science ScienceSmall per Hero's level on city.
+1% Science ScienceSmall per Hero's level on city.
Nadjne Zolya AbilityScienceEfficiency1Small Science Efficiency 1 +2 Science ScienceSmall per population on city.
+1% Science ScienceSmall per hero's level on city.
Petrov Judit AbilityScienceEfficiency2Small Science Efficiency 2 +3 Science ScienceSmall per population on city.
+1% Science ScienceSmall per hero's level on city.
Commander Irjsko Lasmak AbilityScienceEfficiency3Small Science Efficiency 3 +4 Science ScienceSmall per population on city.
+1% Science ScienceSmall per hero's level on city.

Skills[]

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

Accessories[]

All listed Accessories are Tomes.

Item Name StrategicIcon Effects Obtained From
ItemTomeStrategic1Tier1Large 6 Titanium Color 256x256 +1 ScienceSmall per population on city Advanced Armor
ItemTomeStrategic1Tier2Large 12 Titanium Color 256x256 +2 ScienceSmall per population on city Alchemical Armor
ItemTomeStrategic1Tier3Large 24 Titanium Color 256x256 +4 ScienceSmall per population on city Exotic Armor
Quivering Circlet Quivering Circlet 50 DustSmall +7 IndustrySmall on city
+7 DustSmall on city
+7 ScienceSmall on city
Can be equipped by Broken Lords heroes only
Broken Lords Faction Quest
Pendant of Judgement Pendant of Judgement 100 DustSmall +20 ScienceSmall 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 ScienceSmall Science output of tiles within range depending on the Arcana level as shown here:

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

Assimilation[]

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

Empire Plan[]

The Science and Industry branch of the Empire Plan provides two different means to further increase Science production. Tier 1 provides a bonus +20% ScienceSmall on Cities, and Tier 3 provides +2 ScienceSmall on Districts.

Fortresses[]

Different parts of oceanic Fortresses provide different amounts of Science income. Between the three Citadels, Bastions provide 1 ScienceSmall and Listening Posts provide 2 ScienceSmall, while Manufactoriums provide no Dust.

Among the other facilities that make up the parts of a Fortress extending off the Citadel, Strategic Resource facilities provide an additional +1 ScienceSmall.

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 ScienceSmall
MoonLeaf Grey 256x256 Moonleaf +50%
DustOrchid Grey 256x256 Dust Orchid +20%
Titanium Color 256x256 Titanium +20%
Hyperium Color 256x256 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 IV 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% ScienceSmall bonus, while enemy cities will get a -25% ScienceSmall penalty.

Cost Reduction[]

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

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