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 | All | Upon Settling | 10 | +4 per on City | ||
Founder's Memorial | All | At Start | 60 | +2 on City Can only be built once in your Empire | ||
Center for Minerology | All except Forgotten | Era I | 150 | 4 | +5 per on City Can only be built once in your Empire | |
Geomic Labs | All except Forgotten | Era I | 75 | 1 | +2 on terrain with Science | |
Public Library | All except Forgotten | Era I | 75 | 1 | +10 on City +10% on City | |
High Towers | Roving Clans | Faction Quest | 400 | 2 | +5 on City Limited to one copy in your Empire Wild Walkers hero with Roads of Dust item must be city governor | |
Alchemy Workshop | All except Forgotten | Era II | 250 | 5 | 4 | +15 on City +20% on City |
Deep Generator | Vaulters | Era II | 250 | 20 | +10% on City The cost indicates that the Holy Resource has to be chosen | |
Verda's Temple | Ardent Mages | Faction Quest | 400 | 2 | +2 on terrain with Science Limited to one copy in your Empire | |
Advanced Alchemy Lab | All except Forgotten | Era III | 600 | 10 | 4 | +3 on City Center +3 on District +3 per on City |
Cryometric Monitors | All except Forgotten | Era III | 1200 | 15 | 8 | +15 on terrain with Anomaly Limited to one copy in your Empire |
Hydromatic Laboratory | All except Forgotten | Era III | 400 | 10 | 4 | +3 on terrain with River |
Large-Scale Aquatic Center | All except Forgotten | Era III | 600 | 10 | 4 | +3 on terrain with Sea or Lake +2 per on City |
Lava Works | All | Era III | 600 | 5 5 |
4 | Need an exploited Lava Flow tile to be built +8 on Lava Flow terrain |
Endless Recycling | Vaulters | Era III | 400 | 20 | 4 | +14 on City Center level 2 +14 on District level 2 The cost indicates that the Holy Resource has to be chosen |
Shrine of Whispers | Cultists | Faction Quest | 800 | 30 | 4 | +2% per converted village on City |
Imperial Funding | All except Forgotten | Era IV | 1200 | 25 5 |
7 | +5 on terrain with Science |
Arts Council | All | Era V | 2000 | 10 5 |
10 | +10% on Approval (Fervent) |
Climatology Guild | All except Forgotten | Era V | 3000 | 30 10 |
20 | +15 on District level 2 Limited to one copy in your Empire |
Living Lab Tools | All except Forgotten | Era V | 3000 | 25 10 |
20 | +100% on City Limited to one copy in your Empire |
Scientific Envoy | All except Forgotten | Era V | 2000 | 20 | 7 | +50% on City Trade Routes |
Aurigan Archive | Kapaku | Faction Quest | 1200 | 15 15 |
8 | +8 on terrain with Ruins Limited to one copy in your Empire |
Nyctalopian Lenses | All | 1st Winter | 200 | 10 | +10% on City |
Expansions[]
Again, while many of these expansions have other effects, only those affecting Science production have been listed.
Name | Faction | Obtained | Effect | ||
---|---|---|---|---|---|
Borough Streets | All except Allayi | At Start | Varies | +1 on City Tile | |
Garth of the Allayi | Allayi | At Start | Varies | Varies | +2 on City Tile |
Museum of Auriga | All | At Start | 500 | 5 5 |
+20% on Empire Approval (Happy) Can only be built once in the world |
Alchemic Institute | All | Era III | 1500 | 25 25 |
+25 per level on Alchemic Institute Can only be built once in the world |
Abbey of Anomalies | All | 3rd Winter | 400 | 10 | x2 on City Tile Limited to one copy in your City To be built on Anomaly |
Strategic Intensifier | All | 3rd Winter | 400 | 10 | +10 per level on City Tile +10 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 | Approval | 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 |
Science Boost 1 | +4 Science per hero's level on city. +1% Science per hero's level on city. | |
Avara Lasmak High Inquisitor Asalah Arca |
Science Boost 2 | +8 Science per Hero's level on City. +1% Science per Hero's level on City. | |
Chief Sapper Liszt Ajandek Pecs Kerre Argbadh Bose Falhala |
Science Boost 3 | +12 Science per Hero's level on city. +1% Science per Hero's level on city. | |
Nadjne Zolya | Science Efficiency 1 | +2 Science per on city. +1% Science per hero's level on city. | |
Petrov Judit | Science Efficiency 2 | +3 Science per on city. +1% Science per hero's level on city. | |
Commander Irjsko Lasmak | Science Efficiency 3 | +4 Science per on city. +1% Science per hero's level on city. |
Skills[]
Skill Tree | Level | Icon | Name | Effect |
---|---|---|---|---|
Common | 4 | Inspirational Leader | Level 1: +5% on city, +5% on city, +5% on city, +5% on city. Level 2: +5% on city, +5% on city, +5% on city, +5% on city. Level 3: +10% on city, +10% on city, +10% on city, +10% on city. | |
Vaulters | 1 | Alchemical Genius | Level 1: +2 on city center. +2 on district. Level 2: +2 on city center. +2 on district. Level 3 +2 on city center. +2 on district. | |
Vaulters | 3 | Subterranean Networker | Level 1: +4 Fortification Recovery per turn on city. Level 2: +8 Fortification Recovery per turn on city. With ELCP: +1 per unused Fortification Recovery on terrain with Strategic Resources. Level 3: +8 Fortification Recovery per turn on city. With ELCP: +1 per unused Fortification Recovery on terrain with Strategic Resources. | |
Vaulters | 5 | Mechanical Exhibitionist | Level 1: +1 per trade route. +50% on city trade routes. Level 2: +1 per trade route. +50% on city trade routes. Level 3: +2 per trade route. +100% on city trade routes. | |
Ardent Mages | 1 | Renaissance Thinker | Level 1: +8 on city. Level 2: +8 on city. Level 3: +14 on city. | |
Ardent Mages | 2 | Scientific Literacy | Level 1: +2 on terrain with anomaly. Level 2: +3 on terrain with anomaly. Level 3: +3 on terrain with anomaly. | |
Ardent Mages | 5 | Firestarter | Level 1: +15% on city. Level 2: +15% on city. Level 3: +15% on city. | |
Cultists | 1 | Impassioned Preacher | Level 1: +1 per in city. +1 per in city. +1 per in city. +1 per in city. +1 per in city. Level 2: +1 per in city. +1 per in city. +1 per in city. +1 per in city. +1 per in city. Level 3: +1 per in city. +1 per in city. +1 per in city. +1 per in city. +1 per in city. | |
Cultists | 2 | Will of Akili | Level 1: +15% on city. Level 2: +15% on city. Level 3: +15% on city. |
Accessories[]
All listed Accessories are Tomes.
Item | Name | Effects | Obtained From | |
---|---|---|---|---|
6 | +1 per on city | Advanced Armor | ||
12 | +2 per on city | Alchemical Armor | ||
24 | +4 per on city | Exotic Armor | ||
Quivering Circlet | 50 | +7 on city +7 on city +7 on city Can be equipped by Broken Lords heroes only |
Broken Lords Faction Quest | |
Pendant of Judgement | 100 | +20 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 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 Science and Industry branch of the Empire Plan provides two different means to further increase Science production. Tier 1 provides a bonus +20% on Cities, and Tier 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 Dust.
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 | |
---|---|
Moonleaf | +50% |
Dust Orchid | +20% |
Titanium | +20% |
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% 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%
- Building the Alchemic Institute reduces the cost to research technology from past Eras by 20%