Food

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Food (FoodSmall.png) is a FIDSI resource. It is used to feed and grow the population of cities. The Broken Lords do not use or see FoodSmall.png; instead, they buy population using DustSmall.png.

Population[edit | edit source]

Each PopulationSmall.png consumes 2 FoodSmall.png per turn. Any excess food is automatically applied towards growing the population of the city. When the accumulated food reaches a given limit, a new PopulationSmall.png is added to the city.


Game Type Limit for next PopulationSmall.png
Normal 5 * PopulationSmall.png2.75
Fast 2.5 * PopulationSmall.png2.75
Bounds on Food Stockpile for Population Growth
PopulationSmall.png Units Lower FoodSmall.png Upper FoodSmall.png
1 0 34
2 34 103
3 103 227
4 227 418
5 418 691
6 691 1055
7 1055 1523
8 1523 2105

See Cities#Population Growth for more information.

Production[edit | edit source]

City Improvements[edit | edit source]

Per PopulationSmall.png[edit | edit source]

Improvement FoodSmall.png per PopulationSmall.png Conditions Technology
City Hall 4 - -
Husbandry Center 5 Only once per empire Cultivation (I)
Public Granary 2 - Public Granary (II)
Refrigeration Plant 3 - Isolation Sciences (IV)
Imperial News Network 2 On Approval Happy Imperial News Network (V)

The maximum with only improvements is 16 FoodSmall.png per PopulationSmall.png, or 11 in a city without the Husbandry Center.

On Tiles[edit | edit source]

Improvement FoodSmall.png Tile Conditions Technology
Founder's Memorial 2 City Center Only once per empire -
Seed Storage 10 City Center Summer Cultivation (I)
Public Granary 15 City Center Public Granary (II)
Fish Farm 3 River Summer Aquacultural Science (II)
Irrigation Networks 3 Sea or Lake Summer Aquacultural Science (II)
Cargo Docks 1 Self - Cargo Docks (III)
Plow Factory 3 Exploitation - Plow Factory (III)
Subterranean Gardens 10 City Center or District Winter Isolation Sciences (IV)
Fertilizer Plant 3 Food - Nutrition Chemistry (IV)
Hothouses 3 Exploitation - Nutrition Chemistry (IV)

Percentage Modifiers[edit | edit source]

Improvement FoodSmall.png Conditions Technology
Seed Storage +15% - Cultivation (I)
VaultersIcon.pngDeep Generator +10% Vaulter/Mezari Faction Tech Deep Generator (II)
Central Market +10% On Approval Fervent Central Market (II)
Refrigeration Plant +25% - Isolation Sciences (IV)

Approval Percentage Modifiers[edit | edit source]

Approval in the city has an effect on the generated food as well.

State ApprovalSmall.png Approval FoodSmall.png Modifier
Rebellion 0 - 10 -50%
Unhappy 20 - 39 -20%
Content 40 - 59 +0%
Happy 60 - 89 +15%
Fervent 90 - 100 +30%

Empire-wide Percentage Modifiers[edit | edit source]

Source FoodSmall.png Notes
Bos Village +5% per pacified village of assimilated faction
Self-Driving Plows (VI) +100%
VaultersIcon.png Palladian Color 256x256.PNG Palladian Holy Resource Booster +20% 10 turns; Vaulters/Mezari Faction
VaultersIcon.png Hyperium Color 256x256.PNG Hyperium Holy Resource Booster +15% 10 turns; Vaulters/Mezari Faction
Spice Grey 256x256.PNG Spice Booster +50% 10 turns
DustOrchid Grey 256x256.png Dust Orchid Booster +20% 10 turns
Empire and Expansion Stage 4 +50% Empire Plan

Terrain[edit | edit source]

TODO

Seasons[edit | edit source]

TODO

Calculation[edit | edit source]

The base food production is the sum of all food produced by city improvements, tiles and PopulationSmall.png. The modifiers (whether per-city or per-empire) do not stack; instead, they are all applied to the base production and summed up.

In a happy city during summer, with the Founder's Memorial, the Public Granary and Seed Storage during a Spice Grey 256x256.PNGspice booster, this means:

FoodSmall.pngbase = FoodSmall.pngterrain + PopulationSmall.png × 6 + 2 Memorial + 10 Seed Storage + 15 Public Granary

FoodSmall.pngtotal = FoodSmall.pngbase × (1 + 0.15 Seed Storage + 0.15 Happy + 0.5 Spice Grey 256x256.PNG)