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	<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198107421680</id>
	<title>ENDLESS Legend 2 Official Wiki - User contributions [en]</title>
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	<updated>2026-10-23T19:38:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=176</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=176"/>
		<updated>2025-09-12T14:04:12Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Invention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Common Rights || Society || Unlocks Improvement: Scriptorium&amp;lt;br&amp;gt;+4 Influence on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Creed || Society || Unlocks Improvement: Lodgings&amp;lt;br&amp;gt;Unlocks Improvement: Emergency Dwellings || All&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat&#039;s Manse || Society || Unlocks Treaty: Immigration Policy&amp;lt;br&amp;gt;Unlocks: Win-Win Relations&amp;lt;br&amp;gt;+100 Influence || All&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Affairs || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;-25% Dust Cost for Bribe action || All&lt;br /&gt;
|-&lt;br /&gt;
| Seedbanks || Society || Unlocks Improvement: Laborers&#039; Hut&amp;lt;br&amp;gt;Unlocks Improvement: Granary&amp;lt;br&amp;gt;Unlocks Converter: Toil in the Fields || All&lt;br /&gt;
|-&lt;br /&gt;
| Collective Will || Economy || Unlocks Improvement: Blast Furnace&amp;lt;br&amp;gt;+4 Food on Capital&amp;lt;br&amp;gt;+4 Industry in Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery&amp;lt;br&amp;gt;+6 Dust on City Hall&amp;lt;br&amp;gt;+4 Dust on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Markets || Economy || Unlocks District: Trading Post&amp;lt;br&amp;gt;Unlocks: Traders&#039; Trails || All&lt;br /&gt;
|-&lt;br /&gt;
| Geology || Discovery || Unlocks: Rewild landscaping action&amp;lt;br&amp;gt;-25% Influence Cost for Found Camp action || All&lt;br /&gt;
|-&lt;br /&gt;
| Hydromatic Laboratory || Discovery || Unlocks Improvement: Hydropump&amp;lt;br&amp;gt;+25% Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Materials Science || Discovery || Unlocks Improvement: Geodesic Dome&amp;lt;br&amp;gt;Unlocks Improvement: Beacon of Science&amp;lt;br&amp;gt;+4 Science on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Shock Tactics || Defense || Unlocks Improvement: Garrison&amp;lt;br&amp;gt;+200 District Fortification on City Hall&amp;lt;br&amp;gt;+100 District Fortification on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Sheredyn&#039;s Creen || Defense || Unlocks Unit Specialization: Defender&amp;lt;br&amp;gt;Unlocks Unit Specialization: Explorer&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harrier&amp;lt;br&amp;gt;Unlocks Unit Specialization: Warden || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| The Hand of Garin || Defense || Unlocks Improvement: Legion Vaults&amp;lt;br&amp;gt;Unlocks Unit Specialization: Architect&amp;lt;br&amp;gt;-25% Industry Cost on Keep&amp;lt;br&amp;gt;-25% Industry Cost on Military-related improvements || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Choral Amplifier || Defense || Unlocks Unit Specialization: Crawler&amp;lt;br&amp;gt;Unlocks Unit Specialization: Resistor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Stinger&amp;lt;br&amp;gt;Unlocks Unit Specialization: Surveyor || Aspects&lt;br /&gt;
|-&lt;br /&gt;
| Persuasion || Society || Unlocks Improvement: Consular Mission&amp;lt;br&amp;gt;Unlocks Diplomatic Ability: Force a Treaty || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Citizenship || Society || Unlocks Improvement: Halls of Power&amp;lt;br&amp;gt;+2 Influence on City Hall&amp;lt;br&amp;gt;+1 Influence on Ministry&lt;br /&gt;
|-&lt;br /&gt;
| Embassy || Society || Unlocks Treaty: Deeper Collaboration&amp;lt;&amp;lt;br&amp;gt;Unlocks Treaty: Joint Military&amp;lt;br&amp;gt;Unlocks Treaty: Vision Exchange&lt;br /&gt;
|-&lt;br /&gt;
| Hydrology || Society || Unlocks Improvement: Irrigation Channels&amp;lt;br&amp;gt;Unlocks Improvement: Wood Ash Pit&amp;lt;br&amp;gt;+2 Food on Farms Districts&lt;br /&gt;
|-&lt;br /&gt;
| Statecraft || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;Unlocks Specialization: Tier 1 for all minor factions&lt;br /&gt;
|-&lt;br /&gt;
| Urban Planning || Society || Unlocks Improvement: Citizens&#039; Center&amp;lt;br&amp;gt;+4 Food on City Hall&amp;lt;br&amp;gt;+2 Food on Ministry&lt;br /&gt;
|-&lt;br /&gt;
| Arboreal Insights || Economy || Unlocks Improvement: Lumber Yard&amp;lt;br&amp;gt;Unlocks Action: Reforest&amp;lt;br&amp;gt;+2 Industry on Works Districts&lt;br /&gt;
|-&lt;br /&gt;
| Commerce || Economy || Unlocks Improvement: Alchemists&#039; Commission&lt;br /&gt;
|-&lt;br /&gt;
| Dustnomics || Economy || Unlocks Improvement: Dust Blasting&lt;br /&gt;
|-&lt;br /&gt;
| Pyrometallurgy || Economy || Unlocks Improvement: Spire of Industry&lt;br /&gt;
|-&lt;br /&gt;
| Collective Sacrifice || Discovery&lt;br /&gt;
|-&lt;br /&gt;
| Research Grants || Discovery || Unlocks Improvement: Research Station&lt;br /&gt;
|-&lt;br /&gt;
| Conscription || Defense || Unlocks Improvement: Military Efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=175</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=175"/>
		<updated>2025-09-12T14:01:43Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Toil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Common Rights || Society || Unlocks Improvement: Scriptorium&amp;lt;br&amp;gt;+4 Influence on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Creed || Society || Unlocks Improvement: Lodgings&amp;lt;br&amp;gt;Unlocks Improvement: Emergency Dwellings || All&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat&#039;s Manse || Society || Unlocks Treaty: Immigration Policy&amp;lt;br&amp;gt;Unlocks: Win-Win Relations&amp;lt;br&amp;gt;+100 Influence || All&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Affairs || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;-25% Dust Cost for Bribe action || All&lt;br /&gt;
|-&lt;br /&gt;
| Seedbanks || Society || Unlocks Improvement: Laborers&#039; Hut&amp;lt;br&amp;gt;Unlocks Improvement: Granary&amp;lt;br&amp;gt;Unlocks Converter: Toil in the Fields || All&lt;br /&gt;
|-&lt;br /&gt;
| Collective Will || Economy || Unlocks Improvement: Blast Furnace&amp;lt;br&amp;gt;+4 Food on Capital&amp;lt;br&amp;gt;+4 Industry in Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery&amp;lt;br&amp;gt;+6 Dust on City Hall&amp;lt;br&amp;gt;+4 Dust on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Markets || Economy || Unlocks District: Trading Post&amp;lt;br&amp;gt;Unlocks: Traders&#039; Trails || All&lt;br /&gt;
|-&lt;br /&gt;
| Geology || Discovery || Unlocks: Rewild landscaping action&amp;lt;br&amp;gt;-25% Influence Cost for Found Camp action || All&lt;br /&gt;
|-&lt;br /&gt;
| Hydromatic Laboratory || Discovery || Unlocks Improvement: Hydropump&amp;lt;br&amp;gt;+25% Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Materials Science || Discovery || Unlocks Improvement: Geodesic Dome&amp;lt;br&amp;gt;Unlocks Improvement: Beacon of Science&amp;lt;br&amp;gt;+4 Science on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Shock Tactics || Defense || Unlocks Improvement: Garrison&amp;lt;br&amp;gt;+200 District Fortification on City Hall&amp;lt;br&amp;gt;+100 District Fortification on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Sheredyn&#039;s Creen || Defense || Unlocks Unit Specialization: Defender&amp;lt;br&amp;gt;Unlocks Unit Specialization: Explorer&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harrier&amp;lt;br&amp;gt;Unlocks Unit Specialization: Warden || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| The Hand of Garin || Defense || Unlocks Improvement: Legion Vaults&amp;lt;br&amp;gt;Unlocks Unit Specialization: Architect&amp;lt;br&amp;gt;-25% Industry Cost on Keep&amp;lt;br&amp;gt;-25% Industry Cost on Military-related improvements || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Choral Amplifier || Defense || Unlocks Unit Specialization: Crawler&amp;lt;br&amp;gt;Unlocks Unit Specialization: Resistor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Stinger&amp;lt;br&amp;gt;Unlocks Unit Specialization: Surveyor || Aspects&lt;br /&gt;
|-&lt;br /&gt;
| Persuasion || Society || Unlocks Improvement: Consular Mission&amp;lt;br&amp;gt;Unlocks Diplomatic Ability: Force a Treaty || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Citizenship || Society || Unlocks Improvement: Halls of Power&amp;lt;br&amp;gt;+2 Influence on City Hall&amp;lt;br&amp;gt;+1 Influence on Ministry&lt;br /&gt;
|-&lt;br /&gt;
| Embassy || Society || Unlocks Treaty: Deeper Collaboration&amp;lt;&amp;lt;br&amp;gt;Unlocks Treaty: Joint Military&amp;lt;br&amp;gt;Unlocks Treaty: Vision Exchange&lt;br /&gt;
|-&lt;br /&gt;
| Hydrology || Society || Unlocks Improvement: Irrigation Channels&lt;br /&gt;
|-&lt;br /&gt;
| Statecraft || Society&lt;br /&gt;
|-&lt;br /&gt;
| Urban Planning || Society || Unlocks Improvement: Citizens&#039; Center&lt;br /&gt;
|-&lt;br /&gt;
| Arboreal Insights || Economy || Unlocks Improvement: Lumber Yard&lt;br /&gt;
|-&lt;br /&gt;
| Commerce || Economy || Unlocks Improvement: Alchemists&#039; Commission&lt;br /&gt;
|-&lt;br /&gt;
| Dustnomics || Economy || Unlocks Improvement: Dust Blasting&lt;br /&gt;
|-&lt;br /&gt;
| Pyrometallurgy || Economy || Unlocks Improvement: Spire of Industry&lt;br /&gt;
|-&lt;br /&gt;
| Collective Sacrifice || Discovery&lt;br /&gt;
|-&lt;br /&gt;
| Research Grants || Discovery || Unlocks Improvement: Research Station&lt;br /&gt;
|-&lt;br /&gt;
| Conscription || Defense || Unlocks Improvement: Military Efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=174</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=174"/>
		<updated>2025-09-12T14:01:17Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Invention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Common Rights || Society || Unlocks Improvement: Scriptorium&amp;lt;br&amp;gt;+4 Influence on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Creed || Society || Unlocks Improvement: Lodgings&amp;lt;br&amp;gt;Unlocks Improvement: Emergency Dwellings || All&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat&#039;s Manse || Society || Unlocks: Immigration Policy Treaty&amp;lt;br&amp;gt;Unlocks: Win-Win Relations&amp;lt;br&amp;gt;+100 Influence || All&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Affairs || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;-25% Dust Cost for Bribe action || All&lt;br /&gt;
|-&lt;br /&gt;
| Seedbanks || Society || Unlocks Improvement: Laborers&#039; Hut&amp;lt;br&amp;gt;Unlocks Improvement: Granary&amp;lt;br&amp;gt;Unlocks Converter: Toil in the Fields || All&lt;br /&gt;
|-&lt;br /&gt;
| Collective Will || Economy || Unlocks Improvement: Blast Furnace&amp;lt;br&amp;gt;+4 Food on Capital&amp;lt;br&amp;gt;+4 Industry in Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery&amp;lt;br&amp;gt;+6 Dust on City Hall&amp;lt;br&amp;gt;+4 Dust on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Markets || Economy || Unlocks District: Trading Post&amp;lt;br&amp;gt;Unlocks: Traders&#039; Trails || All&lt;br /&gt;
|-&lt;br /&gt;
| Geology || Discovery || Unlocks: Rewild landscaping action&amp;lt;br&amp;gt;-25% Influence Cost for Found Camp action || All&lt;br /&gt;
|-&lt;br /&gt;
| Hydromatic Laboratory || Discovery || Unlocks Improvement: Hydropump&amp;lt;br&amp;gt;+25% Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Materials Science || Discovery || Unlocks Improvement: Geodesic Dome&amp;lt;br&amp;gt;Unlocks Improvement: Beacon of Science&amp;lt;br&amp;gt;+4 Science on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Shock Tactics || Defense || Unlocks Improvement: Garrison&amp;lt;br&amp;gt;+200 District Fortification on City Hall&amp;lt;br&amp;gt;+100 District Fortification on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Sheredyn&#039;s Creen || Defense || Unlocks Unit Specialization: Defender&amp;lt;br&amp;gt;Unlocks Unit Specialization: Explorer&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harrier&amp;lt;br&amp;gt;Unlocks Unit Specialization: Warden || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| The Hand of Garin || Defense || Unlocks Improvement: Legion Vaults&amp;lt;br&amp;gt;Unlocks Unit Specialization: Architect&amp;lt;br&amp;gt;-25% Industry Cost on Keep&amp;lt;br&amp;gt;-25% Industry Cost on Military-related improvements || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Choral Amplifier || Defense || Unlocks Unit Specialization: Crawler&amp;lt;br&amp;gt;Unlocks Unit Specialization: Resistor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Stinger&amp;lt;br&amp;gt;Unlocks Unit Specialization: Surveyor || Aspects&lt;br /&gt;
|-&lt;br /&gt;
| Persuasion || Society || Unlocks Improvement: Consular Mission&amp;lt;br&amp;gt;Unlocks Diplomatic Ability: Force a Treaty || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Citizenship || Society || Unlocks Improvement: Halls of Power&amp;lt;br&amp;gt;+2 Influence on City Hall&amp;lt;br&amp;gt;+1 Influence on Ministry&lt;br /&gt;
|-&lt;br /&gt;
| Embassy || Society || Unlocks Treaty: Deeper Collaboration&amp;lt;&amp;lt;br&amp;gt;Unlocks Treaty: Joint Military&amp;lt;br&amp;gt;Unlocks Treaty: Vision Exchange&lt;br /&gt;
|-&lt;br /&gt;
| Hydrology || Society || Unlocks Improvement: Irrigation Channels&lt;br /&gt;
|-&lt;br /&gt;
| Statecraft || Society&lt;br /&gt;
|-&lt;br /&gt;
| Urban Planning || Society || Unlocks Improvement: Citizens&#039; Center&lt;br /&gt;
|-&lt;br /&gt;
| Arboreal Insights || Economy || Unlocks Improvement: Lumber Yard&lt;br /&gt;
|-&lt;br /&gt;
| Commerce || Economy || Unlocks Improvement: Alchemists&#039; Commission&lt;br /&gt;
|-&lt;br /&gt;
| Dustnomics || Economy || Unlocks Improvement: Dust Blasting&lt;br /&gt;
|-&lt;br /&gt;
| Pyrometallurgy || Economy || Unlocks Improvement: Spire of Industry&lt;br /&gt;
|-&lt;br /&gt;
| Collective Sacrifice || Discovery&lt;br /&gt;
|-&lt;br /&gt;
| Research Grants || Discovery || Unlocks Improvement: Research Station&lt;br /&gt;
|-&lt;br /&gt;
| Conscription || Defense || Unlocks Improvement: Military Efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=173</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=173"/>
		<updated>2025-09-12T13:59:50Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Common Rights || Society || Unlocks Improvement: Scriptorium&amp;lt;br&amp;gt;+4 Influence on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Creed || Society || Unlocks Improvement: Lodgings&amp;lt;br&amp;gt;Unlocks Improvement: Emergency Dwellings || All&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat&#039;s Manse || Society || Unlocks: Immigration Policy Treaty&amp;lt;br&amp;gt;Unlocks: Win-Win Relations&amp;lt;br&amp;gt;+100 Influence || All&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Affairs || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;-25% Dust Cost for Bribe action || All&lt;br /&gt;
|-&lt;br /&gt;
| Seedbanks || Society || Unlocks Improvement: Laborers&#039; Hut&amp;lt;br&amp;gt;Unlocks Improvement: Granary&amp;lt;br&amp;gt;Unlocks Converter: Toil in the Fields || All&lt;br /&gt;
|-&lt;br /&gt;
| Collective Will || Economy || Unlocks Improvement: Blast Furnace&amp;lt;br&amp;gt;+4 Food on Capital&amp;lt;br&amp;gt;+4 Industry in Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery&amp;lt;br&amp;gt;+6 Dust on City Hall&amp;lt;br&amp;gt;+4 Dust on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Markets || Economy || Unlocks District: Trading Post&amp;lt;br&amp;gt;Unlocks: Traders&#039; Trails || All&lt;br /&gt;
|-&lt;br /&gt;
| Geology || Discovery || Unlocks: Rewild landscaping action&amp;lt;br&amp;gt;-25% Influence Cost for Found Camp action || All&lt;br /&gt;
|-&lt;br /&gt;
| Hydromatic Laboratory || Discovery || Unlocks Improvement: Hydropump&amp;lt;br&amp;gt;+25% Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Materials Science || Discovery || Unlocks Improvement: Geodesic Dome&amp;lt;br&amp;gt;Unlocks Improvement: Beacon of Science&amp;lt;br&amp;gt;+4 Science on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Shock Tactics || Defense || Unlocks Improvement: Garrison&amp;lt;br&amp;gt;+200 District Fortification on City Hall&amp;lt;br&amp;gt;+100 District Fortification on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Sheredyn&#039;s Creen || Defense || Unlocks Unit Specialization: Defender&amp;lt;br&amp;gt;Unlocks Unit Specialization: Explorer&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harrier&amp;lt;br&amp;gt;Unlocks Unit Specialization: Warden || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| The Hand of Garin || Defense || Unlocks Improvement: Legion Vaults&amp;lt;br&amp;gt;Unlocks Unit Specialization: Architect&amp;lt;br&amp;gt;-25% Industry Cost on Keep&amp;lt;br&amp;gt;-25% Industry Cost on Military-related improvements || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Choral Amplifier || Defense || Unlocks Unit Specialization: Crawler&amp;lt;br&amp;gt;Unlocks Unit Specialization: Resistor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Stinger&amp;lt;br&amp;gt;Unlocks Unit Specialization: Surveyor || Aspects&lt;br /&gt;
|-&lt;br /&gt;
| Persuasion || Society || Unlocks Improvement: Consular Mission&amp;lt;br&amp;gt;Unlocks Diplomatic Ability: Force a Treaty || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Citizenship || Society || Unlocks Improvement: Halls of Power&lt;br /&gt;
|-&lt;br /&gt;
| Embassy || Society&lt;br /&gt;
|-&lt;br /&gt;
| Hydrology || Society || Unlocks Improvement: Irrigation Channels&lt;br /&gt;
|-&lt;br /&gt;
| Statecraft || Society&lt;br /&gt;
|-&lt;br /&gt;
| Urban Planning || Society || Unlocks Improvement: Citizens&#039; Center&lt;br /&gt;
|-&lt;br /&gt;
| Arboreal Insights || Economy || Unlocks Improvement: Lumber Yard&lt;br /&gt;
|-&lt;br /&gt;
| Commerce || Economy || Unlocks Improvement: Alchemists&#039; Commission&lt;br /&gt;
|-&lt;br /&gt;
| Dustnomics || Economy || Unlocks Improvement: Dust Blasting&lt;br /&gt;
|-&lt;br /&gt;
| Pyrometallurgy || Economy || Unlocks Improvement: Spire of Industry&lt;br /&gt;
|-&lt;br /&gt;
| Collective Sacrifice || Discovery&lt;br /&gt;
|-&lt;br /&gt;
| Research Grants || Discovery || Unlocks Improvement: Research Station&lt;br /&gt;
|-&lt;br /&gt;
| Conscription || Defense || Unlocks Improvement: Military Efficiency&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=172</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=172"/>
		<updated>2025-09-12T13:54:26Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Toil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Common Rights || Society || Unlocks Improvement: Scriptorium&amp;lt;br&amp;gt;+4 Influence on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Creed || Society || Unlocks Improvement: Lodgings&amp;lt;br&amp;gt;Unlocks Improvement: Emergency Dwellings || All&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat&#039;s Manse || Society || Unlocks: Immigration Policy Treaty&amp;lt;br&amp;gt;Unlocks: Win-Win Relations&amp;lt;br&amp;gt;+100 Influence || All&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Affairs || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;-25% Dust Cost for Bribe action || All&lt;br /&gt;
|-&lt;br /&gt;
| Seedbanks || Society || Unlocks Improvement: Laborers&#039; Hut&amp;lt;br&amp;gt;Unlocks Improvement: Granary&amp;lt;br&amp;gt;Unlocks Converter: Toil in the Fields || All&lt;br /&gt;
|-&lt;br /&gt;
| Collective Will || Economy || Unlocks Improvement: Blast Furnace&amp;lt;br&amp;gt;+4 Food on Capital&amp;lt;br&amp;gt;+4 Industry in Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery&amp;lt;br&amp;gt;+6 Dust on City Hall&amp;lt;br&amp;gt;+4 Dust on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Markets || Economy || Unlocks District: Trading Post&amp;lt;br&amp;gt;Unlocks: Traders&#039; Trails || All&lt;br /&gt;
|-&lt;br /&gt;
| Geology || Discovery || Unlocks: Rewild landscaping action&amp;lt;br&amp;gt;-25% Influence Cost for Found Camp action || All&lt;br /&gt;
|-&lt;br /&gt;
| Hydromatic Laboratory || Discovery || Unlocks Improvement: Hydropump&amp;lt;br&amp;gt;+25% Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Materials Science || Discovery || Unlocks Improvement: Geodesic Dome&amp;lt;br&amp;gt;Unlocks Improvement: Beacon of Science&amp;lt;br&amp;gt;+4 Science on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Shock Tactics || Defense || Unlocks Improvement: Garrison&amp;lt;br&amp;gt;+200 District Fortification on City Hall&amp;lt;br&amp;gt;+100 District Fortification on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Sheredyn&#039;s Creen || Defense || Unlocks Unit Specialization: Defender&amp;lt;br&amp;gt;Unlocks Unit Specialization: Explorer&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harrier&amp;lt;br&amp;gt;Unlocks Unit Specialization: Warden || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| The Hand of Garin || Defense || Unlocks Improvement: Legion Vaults&amp;lt;br&amp;gt;Unlocks Unit Specialization: Architect&amp;lt;br&amp;gt;-25% Industry Cost on Keep&amp;lt;br&amp;gt;-25% Industry Cost on Military-related improvements || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Choral Amplifier || Defense || Unlocks Unit Specialization: Crawler&amp;lt;br&amp;gt;Unlocks Unit Specialization: Resistor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Stinger&amp;lt;br&amp;gt;Unlocks Unit Specialization: Surveyor || Aspects&lt;br /&gt;
|-&lt;br /&gt;
| Persuasion || Society || Unlocks Improvement: Consular Mission&amp;lt;br&amp;gt;Unlocks Diplomatic Ability: Force a Treaty || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=171</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=171"/>
		<updated>2025-09-12T13:48:31Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Seasons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wasteland&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;A foreboding chill on the air tells you to turn back.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
| Impassable until Tidefall&lt;br /&gt;
| Impassable until Tidefall&lt;br /&gt;
| &#039;&#039;Shores and rock line these brackish waters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;These waters are dark and deep.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow Districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blaze Grapes&#039;&#039;&#039;&lt;br /&gt;
| 5 Food&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A Saiadhan delicacy, the flesh of these gargantuan grapes is succulent and nourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Unless Monsoon Curiosities have been disabled at game creation, Levitations curiosities will appear when the Monsoon starts and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts. The approximation can be improved by certain technologies.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will become hostile&lt;br /&gt;
&lt;br /&gt;
Tidefall is a season when Coastal Waters recede, exposing additional land.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=170</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=170"/>
		<updated>2025-09-10T16:38:48Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Toil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Common Rights || Society || Unlocks Improvement: Scriptorium&amp;lt;br&amp;gt;+4 Influence on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Creed || Society || Unlocks Improvement: Lodgings&amp;lt;br&amp;gt;Unlocks Improvement: Emergency Dwellings || All&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat&#039;s Manse || Society || Unlocks: Immigration Policy Treaty&amp;lt;br&amp;gt;Unlocks: Win-Win Relations&amp;lt;br&amp;gt;+100 Influence || All&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Affairs || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;-25% Dust Cost for Bribe action || All&lt;br /&gt;
|-&lt;br /&gt;
| Seedbanks || Society || Unlocks Improvement: Laborers&#039; Hut&amp;lt;br&amp;gt;Unlocks Improvement: Granary&amp;lt;br&amp;gt;Unlocks Converter: Toil in the Fields || All&lt;br /&gt;
|-&lt;br /&gt;
| Collective Will || Economy || Unlocks Improvement: Blast Furnace&amp;lt;br&amp;gt;+4 Food on Capital&amp;lt;br&amp;gt;+4 Industry in Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery&amp;lt;br&amp;gt;+6 Dust on City Hall&amp;lt;br&amp;gt;+4 Dust on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Markets || Economy || Unlocks District: Trading Post&amp;lt;br&amp;gt;Unlocks: Traders&#039; Trails || All&lt;br /&gt;
|-&lt;br /&gt;
| Geology || Discovery || Unlocks: Rewild landscaping action&amp;lt;br&amp;gt;-25% Influence Cost for Found Camp action || All&lt;br /&gt;
|-&lt;br /&gt;
| Materials Science || Discovery || Unlocks Improvement: Geodesic Dome&amp;lt;br&amp;gt;Unlocks Improvement: Beacon of Science&amp;lt;br&amp;gt;+4 Science on Capital || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=169</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=169"/>
		<updated>2025-09-10T16:36:56Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Toil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Common Rights || Society || Unlocks Improvement: Scriptorium&amp;lt;br&amp;gt;+4 Influence on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Creed || Society || Unlocks Improvement: Lodgings&amp;lt;br&amp;gt;Unlocks Improvement: Emergency Dwellings || All&lt;br /&gt;
|-&lt;br /&gt;
| Diplomat&#039;s Manse || Society || Unlocks: Immigration Policy Treaty&amp;lt;br&amp;gt;Unlocks: Win-Win Relations&amp;lt;br&amp;gt;+100 Influence || All&lt;br /&gt;
|-&lt;br /&gt;
| Foreign Affairs || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;-25% Dust Cost for Bribe action || All&lt;br /&gt;
|-&lt;br /&gt;
| Seedbanks || Society || Unlocks Improvement: Laborers&#039; Hut&amp;lt;br&amp;gt;Unlocks Improvement: Granary&amp;lt;br&amp;gt;Unlocks Converter: Toil in the Fields || All&lt;br /&gt;
|-&lt;br /&gt;
| Collective Will || Economy || Unlocks Improvement: Blast Furnace&amp;lt;br&amp;gt;+4 Food on Capitals&amp;lt;br&amp;gt;+4 Industry in Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery&amp;lt;br&amp;gt;+6 Dust on City Hall&amp;lt;br&amp;gt;+4 Dust on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Markets || Economy || Unlocks District: Trading Post&amp;lt;br&amp;gt;Unlocks: Traders&#039; Trails || All&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=168</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=168"/>
		<updated>2025-09-10T16:31:02Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Survival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Asceticism || Society || +1 Protectorate Slot&amp;lt;br&amp;gt;+5 Defense while Defending on Units || Aspects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=167</id>
		<title>Endless Legend II Official Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=167"/>
		<updated>2025-09-10T16:29:09Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:EL2 logo.png|200px|link=https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: left;&amp;quot; | Official Community Wiki for Endless Legend 2&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|x5rvxUoYFDY|1100|center|Reveal Trailer|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Endless Legend 2]]&#039;&#039;&#039; is 4X strategy game. Lead your people to victory on an ever-evolving world in this strategy game featuring asymmetric factions led by powerful heroes. Build your empire, wield political influence, and raise grand armies to wage war in a race to uncover dark secrets buried within the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Join the Wiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
Much of this wiki is still a work in progress, so any help is appreciated, even as little as pointing out a missing detail or inaccuracy. &lt;br /&gt;
&lt;br /&gt;
If you want to help, [[Special:UserLogin|log in here]] and [https://discord.com/invite/KJKN939Zae find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/amplitude Developer&#039;s Discord]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;The official wiki for Endless Legend 2, developed by Amplitude Studios and published by Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=MediaWiki:Sidebar&amp;diff=166</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=MediaWiki:Sidebar&amp;diff=166"/>
		<updated>2025-09-10T16:28:18Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: Created page with &amp;quot; * navigation ** mainpage|mainpage-description ** recentchanges-url|recentchanges ** https://store.steampowered.com/news/app/3407390|Game news ** randompage-url|randompage ** helppage|help-mediawiki * Game ** Beginner&amp;#039;s Guide|Beginner&amp;#039;s Guide ** Map Settings|Map Settings ** City|City ** Resources|Resources ** Hero|Hero ** Army|Army ** Research|Research ** Council|Council ** Major Factions|Major Factions ** Minor Factions|Minor Factions ** Map|Map * SEARCH * TOOLBOX * LAN...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* navigation&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** https://store.steampowered.com/news/app/3407390|Game news&lt;br /&gt;
** randompage-url|randompage&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
* Game&lt;br /&gt;
** Beginner&#039;s Guide|Beginner&#039;s Guide&lt;br /&gt;
** Map Settings|Map Settings&lt;br /&gt;
** City|City&lt;br /&gt;
** Resources|Resources&lt;br /&gt;
** Hero|Hero&lt;br /&gt;
** Army|Army&lt;br /&gt;
** Research|Research&lt;br /&gt;
** Council|Council&lt;br /&gt;
** Major Factions|Major Factions&lt;br /&gt;
** Minor Factions|Minor Factions&lt;br /&gt;
** Map|Map&lt;br /&gt;
* SEARCH&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=165</id>
		<title>Map Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=165"/>
		<updated>2025-09-10T16:27:03Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: 76561198107421680 moved page Game Settings to Map Settings without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World settings ==&lt;br /&gt;
World settings determine the generation of the world map.&lt;br /&gt;
* &#039;&#039;&#039;World Size&#039;&#039;&#039; determines how large the map will be. It has the following options:&lt;br /&gt;
** Tiny: Recommended for 2 players. The number of luxury resource types will be limited to 6.&lt;br /&gt;
** Small: Recommended for 3 players. The number of luxury resource types will be limited to 10.&lt;br /&gt;
** Medium: Recommended for 4 players. The number of luxury resource types will be limited to 13.&lt;br /&gt;
** Large: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
** Huge: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
* &#039;&#039;&#039;Map Archetype&#039;&#039;&#039; determines the shape of the world. It has the following options:&lt;br /&gt;
** Archipelago: World is made of small islands. Each empire starts on their own island. Tidefall will happen quickly.&lt;br /&gt;
** Pangaea: World is made of one large continent. Tidefall will be delayed.&lt;br /&gt;
** Continents: World is made of large islands. Each empire starts on the same island. Tidefall will be slightly delayed.&lt;br /&gt;
* &#039;&#039;&#039;World Wrap&#039;&#039;&#039; determines if the map is continuous or not. It has the following options:&lt;br /&gt;
** No: Side edges of the map have impassable terrain.&lt;br /&gt;
** Yes: Side edges of the map loop back to the other side.&lt;br /&gt;
* &#039;&#039;&#039;World Generation Seed&#039;&#039;&#039; is used for world generation. Using the same seed will result in the same map being generated. Seed will be random if the setting is left empty.&lt;br /&gt;
* &#039;&#039;&#039;Lake Odds&#039;&#039;&#039; determines the number of lakes that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Lake Size&#039;&#039;&#039; determines the size of lakes. It has the following options:&lt;br /&gt;
** Small&lt;br /&gt;
** Average&lt;br /&gt;
** Big&lt;br /&gt;
* &#039;&#039;&#039;Rivers&#039;&#039;&#039; determines the number of rivers that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Some&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Ridges and Cliffs&#039;&#039;&#039; determines the number of ridges and cliffs that will be present on the map. It has the following options:&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Strategic Resource Amount&#039;&#039;&#039; determines the number of strategic resource deposits that will be present on the map. It has the following options:&lt;br /&gt;
** Scarce&lt;br /&gt;
** Normal&lt;br /&gt;
** Abundant&lt;br /&gt;
* &#039;&#039;&#039;Monsoon Curiosities&#039;&#039;&#039; determines whether or not Monsoon curiosities can appear. It has the following options:&lt;br /&gt;
** Default&lt;br /&gt;
** None&lt;br /&gt;
&lt;br /&gt;
== Pace settings ==&lt;br /&gt;
* &#039;&#039;&#039;Game Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;End Turn Timer Mode&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Turn Timer Duration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Extra Turn Time per City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Timer Mode&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pre-Founding Scouting Bonus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No Rush Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Victory settings ===&lt;br /&gt;
Victory settings decide which victory conditions will be available in the game and how difficult they are.&lt;br /&gt;
* &#039;&#039;&#039;Victory Conditions Difficulty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Score Victory:&#039;&#039;&#039; Be the empire with the highest score when the turn timer ends.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory:&#039;&#039;&#039; Be the last empire standing.&lt;br /&gt;
* &#039;&#039;&#039;Population Victory:&#039;&#039;&#039; Have enough types of population. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Industry Victory:&#039;&#039;&#039; Build wonders. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Science Victory:&#039;&#039;&#039; Research enough late game technologies. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Economic Victory:&#039;&#039;&#039; Store enough resources. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Diplomacy Victory:&#039;&#039;&#039; Maintain a high Public Opinion from other empires. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Supremacy Victory:&#039;&#039;&#039; Control enough territories. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Exploration Victory:&#039;&#039;&#039; Close enough Rifts. Unlocks late in the game.&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
Difficulty settings determine how hard the game is going to be.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty&#039;&#039;&#039; determines how the AI will act and what bonuses it receives. It has the following options:&lt;br /&gt;
** Initiate: AI will not declare war or attack players and receives major penalties.&lt;br /&gt;
** Novice: AI will not betray players and receives minor penalties.&lt;br /&gt;
** Explorer: AI behaves normally.&lt;br /&gt;
** Adept: AI receives small economic bonuses.&lt;br /&gt;
** Hero: AI receives moderate bonuses.&lt;br /&gt;
** Stellar: AI receives large bonuses.&lt;br /&gt;
** Endless: AI receives massive bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Peaceful Mode:&#039;&#039;&#039; If turned on AI empires will never declare war or initiate attacks but will fight according to the difficulty level if they are declared war upon.&lt;br /&gt;
* &#039;&#039;&#039;Iron Man:&#039;&#039;&#039; If turned on the game will only have a single save which is overwritten each turn.&lt;br /&gt;
* &#039;&#039;&#039;Mortal Heroes:&#039;&#039;&#039; If turned on heroes will die if they run out of Health.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=164</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=164"/>
		<updated>2025-09-09T11:10:30Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* The Years of Survival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|-&lt;br /&gt;
| Civil Order || Society || Unlocks Improvement: Traveler&#039;s Shrine&amp;lt;br&amp;gt;+12 Approval on Capitals || All&lt;br /&gt;
|-&lt;br /&gt;
| Fencing || Society || Unlocks District: Farm&amp;lt;br&amp;gt;+1 Citizens Slot on Capital&amp;lt;br&amp;gt;+1 Artisans Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Voice of the Masses || Society || Unlocks District: Forum&amp;lt;br&amp;gt;+1 Scribes Slot on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| Currency || Economy || Unlocks District: Merchant&#039;s House&amp;lt;br&amp;gt;+8 Dust on Capital&lt;br /&gt;
|-&lt;br /&gt;
| Workshop || Economy || Unlocks District: Works&amp;lt;br&amp;gt;Unlocks Action: Remove Forest || All&lt;br /&gt;
|-&lt;br /&gt;
| Keystones || Discovery || Unlocks District: Bridge&amp;lt;br&amp;gt;Unlocks Action: Build Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Charter || Discovery || Unlocks District: Laboratory&amp;lt;br&amp;gt;Improves the rewards from Curiosities || All&lt;br /&gt;
|-&lt;br /&gt;
| Scavenging || Defense || +15 Health on Units&amp;lt;br&amp;gt;+5 Damage on Units&amp;lt;br&amp;gt;+25% Gains on Battle Spoils || All&lt;br /&gt;
|-&lt;br /&gt;
| Stonework || Defense || Unlocks District: Keep&amp;lt;br&amp;gt;+100 Fortification on Capital || All&lt;br /&gt;
|-&lt;br /&gt;
| The Strength of Garin || Defense || +5 Defense on Units&amp;lt;br&amp;gt;+2 Industry on Military Districts || Kin of Sheredyn&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=163</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=163"/>
		<updated>2025-09-09T11:00:15Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Domain&lt;br /&gt;
! Effects&lt;br /&gt;
! Faction&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=162</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=162"/>
		<updated>2025-09-09T10:59:23Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every technology will unlock between 1 and 4 units, structures, or empire-wide powers or bonuses. Technologies are researched by using Science and their cost increases based on their era and the number of technologies already researched. To better indicate what they&#039;re used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.&lt;br /&gt;
&lt;br /&gt;
Technologies in Endless Legend 2 are divided across 6 eras. Only technologies from the current and previous eras can be researched but once 8 technologies from the current era have been researched the next era will be reached. Reaching an era unlocks various bonuses depending on the played faction.&lt;br /&gt;
&lt;br /&gt;
== The Years of Survival ==&lt;br /&gt;
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Toil ==&lt;br /&gt;
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Invention ==&lt;br /&gt;
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Revelation ==&lt;br /&gt;
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Trepidation ==&lt;br /&gt;
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Effects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Years of Reckoning ==&lt;br /&gt;
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Technology&lt;br /&gt;
! Effects&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=161</id>
		<title>Endless Legend II Official Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=161"/>
		<updated>2025-09-09T10:37:26Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:EL2 logo.png|200px|link=https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: left;&amp;quot; | Official Community Wiki for Endless Legend 2&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|x5rvxUoYFDY|1100|center|Reveal Trailer|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Endless Legend 2]]&#039;&#039;&#039; is 4X strategy game. Lead your people to victory on an ever-evolving world in this strategy game featuring asymmetric factions led by powerful heroes. Build your empire, wield political influence, and raise grand armies to wage war in a race to uncover dark secrets buried within the planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Join the Wiki!&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
Much of this wiki is still a work in progress, so any help is appreciated, even as little as pointing out a missing detail or inaccuracy. &lt;br /&gt;
&lt;br /&gt;
If you want to help, [[Special:UserLogin|log in here]] and [https://discord.com/invite/KJKN939Zae find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/amplitude Developer&#039;s Discord]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Important pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
* [[Beginner&#039;s Guide]]&lt;br /&gt;
* [[Game Settings]]&lt;br /&gt;
* [[City]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Hero]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Council]]&lt;br /&gt;
* [[Major Factions]]&lt;br /&gt;
* [[Minor Factions]]&lt;br /&gt;
* [[Map]]&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=City&amp;diff=160</id>
		<title>City</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=City&amp;diff=160"/>
		<updated>2025-09-07T10:48:07Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cities are made up of Foundations and Districts, both of which retain the yields of the underlying land. Foundations can only be constructed next to Districts. They are created instantly but cost 45 Influence and the cost is increased by 10 for every territory the empire controls. The first city an empire creates will always be its capital.&lt;br /&gt;
&lt;br /&gt;
Every empire has a city cap, which starts at 3. Having more cities than the city cap will give increasing empire-wide Approval penalties.&lt;br /&gt;
&lt;br /&gt;
== Approval ==&lt;br /&gt;
Each city has an Approval value, which ranges from 0% to 100% affects the city&#039;s FIDSI production. Every city has a base value for 40% Approval. The capital has a base value of 50% Approval instead. If Approval drops too low, population will be consumed and become rebel armies. The strength of rebel armies scales with the strength of the city.&lt;br /&gt;
&lt;br /&gt;
The average Approval in every city becomes the Empire Approval, which affects the empire&#039;s Dust, Science and influence production.&lt;br /&gt;
&lt;br /&gt;
Both city and empire Approval have four distinct states: Mutinous (0-24), Content (25-60), Happy and Jubilant.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Each city has four vocations. Population can be assigned to these vocations to affect their yield and slots in these vocations are obtained from certain Districts.&lt;br /&gt;
* Citizens produce +4 Food, +2 Dust and -3 Approval each.&lt;br /&gt;
* Artisans produce 4 Industry, 2 Dust and -3 Approval each.&lt;br /&gt;
* Scribes produce 1 Science and 2 Influence each.&lt;br /&gt;
* Destitute appears when population is higher than the available slots in the other vocations and will start building Shanty districts.&lt;br /&gt;
The Population tab can be automated to assign all new population to one vocation or balance it between the three vocations.&lt;br /&gt;
&lt;br /&gt;
Populations possess inherent effects based on their faction. If a city has population from multiple factions it can choose the faction of the next population to grow.&lt;br /&gt;
&lt;br /&gt;
== Districts ==&lt;br /&gt;
Most Districts can only be constructed over a Foundation. They provide their own resource output in addition to their tile&#039;s native production. Districts will level up when surrounded by 4 other Districts. Clicking on a Foundation will display all Districts that can be constructed.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! District&lt;br /&gt;
! Effects per level&lt;br /&gt;
! Cost&lt;br /&gt;
! Required technology&lt;br /&gt;
! width=30% | Description&lt;br /&gt;
|-&lt;br /&gt;
| Communal Habitations&lt;br /&gt;
| +1 Population Vocation Slot&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;Nice and cozy, how everyone likes it.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Keep&lt;br /&gt;
| +1 Vision Range&amp;lt;br&amp;gt;+100 District Fortification&amp;lt;br&amp;gt;+50 Fortification per adjacent District&amp;lt;br&amp;gt;+6 Approval of Military Districts&amp;lt;br&amp;gt;Is Fortified&lt;br /&gt;
| 86&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;On the outside, hard walls repel the enemy. On the inside, hard truths forge new soldiers.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Works&lt;br /&gt;
| +2 Industry&amp;lt;br&amp;gt;+1 Industry on tile producing the resource&amp;lt;br&amp;gt;+1 Industry per adjacent Communal Habitations&amp;lt;br&amp;gt;+1 Industry per adjacent Bridge&amp;lt;br&amp;gt;+1 Industry per adjacent Ridge&lt;br /&gt;
| 86&lt;br /&gt;
| &lt;br /&gt;
| &#039;&#039;The ceaseless noise of industry is music to a leader&#039;s ears.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Farm&lt;br /&gt;
| +2 Food&amp;lt;br&amp;gt;+1 Food on tile producing the resource&amp;lt;br&amp;gt;+1 Food per adjacent Communal Habitations&amp;lt;br&amp;gt;+1 Food per adjacent Bridge&amp;lt;br&amp;gt;+1 Food per adjacent River&amp;lt;br&amp;gt;+1 Food per adjacent Lake&lt;br /&gt;
| 86&lt;br /&gt;
| Fencing&lt;br /&gt;
| &#039;&#039;With dedicated toil, this land can feed many.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Merchant&#039;s House&lt;br /&gt;
| +6 Dust&amp;lt;br&amp;gt;+2 Dust on tile producing the resource&amp;lt;br&amp;gt;+2 Dust per adjacent Communal Habitations&amp;lt;br&amp;gt;+2 Dust per adjacent Bridge&lt;br /&gt;
| 86&lt;br /&gt;
| Currency&lt;br /&gt;
| &#039;&#039;A convenient place for handling just about every need related to Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Laboratory&lt;br /&gt;
| +2 Science&amp;lt;br&amp;gt;+1 Science on tile producing at least two types of yields&amp;lt;br&amp;gt;+1 Science per adjacent Communal Habitations&amp;lt;br&amp;gt;+1 Science per adjacent Bridge&amp;lt;br&amp;gt;+2 Science per adjacent Anomaly&lt;br /&gt;
| 86&lt;br /&gt;
| Scientific Charter&lt;br /&gt;
| &#039;&#039;Scholars from all corners of the land come together here to learn the secrets of the world.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Forum&lt;br /&gt;
| +2 Influence&amp;lt;br&amp;gt;+1 Influence per adjacent District&amp;lt;br&amp;gt;+2 Influence per adjacent level 2 District&lt;br /&gt;
| 86&lt;br /&gt;
| Voice of the Masses&lt;br /&gt;
| &#039;&#039;A lively square where citizens can meet and mingle.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Improvements ==&lt;br /&gt;
Improvements confer extra benefits to the city. Most improvements can only be built once per city and the most powerful ones can only be built once per empire. The main way of unlocking improvements is via technologies but a few can also be obtained from quests, deed rewards, or population thresholds.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=159</id>
		<title>Major Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=159"/>
		<updated>2025-09-06T19:42:28Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major Factions are the factions players can select for themselves of AIs when starting a new game. Every faction has 8 unique logos to choose from.&lt;br /&gt;
&lt;br /&gt;
test&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Major Faction&lt;br /&gt;
! Faction Affinity&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Kin of Sheredyn&lt;br /&gt;
| Devout Force&lt;br /&gt;
| &#039;&#039;An offshoot of the United Empire, the Kin arrived on Saiadha decades ago, but dreams of conquest and glory were quickly dashed against the rocks of this unforgiving ocean world. With their original, inspirational leader lost to the wilds, the mantle of leadership has fallen upon General Shaparenko, who dreams that the Kin will one day do more than merely survive.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aspects&lt;br /&gt;
| Coral Chorus&lt;br /&gt;
| &#039;&#039;Their origins lost to the distant past, the Aspects are a symbiotic species, part machine, part coral, with physically distinct individuals who find blissful union in the Chorus—a mind gestalt where all Aspects can psychically come together. Obsessed with preserving the balance on Saiadha through empathy and understanding, the Aspects&#039; peaceful existence has been upended by a devastating dieback of their life-enhancing coral fields. Will Saiadha ever see the Illuminated Realm again?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Necrophage&lt;br /&gt;
| Hive Society&lt;br /&gt;
| &#039;&#039;Confined to the depths ages past, the Saiadhan swarm have only just emerged to the surface to establish a beachhead on one of the world’s windswept islands. Bitter fighting with the bronze plates has occupied their recent attentions, but they aim to make up for lost time under the command of their Prime, One-Who-Stalks-Afar. Always hostile, always ravenous, the Necrophage are a powerful, menacing presence.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=158</id>
		<title>Major Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=158"/>
		<updated>2025-09-06T19:42:17Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major Factions are the factions players can select for themselves of AIs when starting a new game. Every faction has 8 unique logos to choose from.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Major Faction&lt;br /&gt;
! Faction Affinity&lt;br /&gt;
! Technologies&lt;br /&gt;
! width=60% | Description&lt;br /&gt;
|-&lt;br /&gt;
| Kin of Sheredyn&lt;br /&gt;
| Devout Force&lt;br /&gt;
| Stonework&amp;lt;br&amp;gt;Workshop&lt;br /&gt;
| &#039;&#039;An offshoot of the United Empire, the Kin arrived on Saiadha decades ago, but dreams of conquest and glory were quickly dashed against the rocks of this unforgiving ocean world. With their original, inspirational leader lost to the wilds, the mantle of leadership has fallen upon General Shaparenko, who dreams that the Kin will one day do more than merely survive.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aspects&lt;br /&gt;
| Coral Chorus&lt;br /&gt;
| Fencing&amp;lt;br&amp;gt;Voice of the Masses&lt;br /&gt;
| &#039;&#039;Their origins lost to the distant past, the Aspects are a symbiotic species, part machine, part coral, with physically distinct individuals who find blissful union in the Chorus—a mind gestalt where all Aspects can psychically come together. Obsessed with preserving the balance on Saiadha through empathy and understanding, the Aspects&#039; peaceful existence has been upended by a devastating dieback of their life-enhancing coral fields. Will Saiadha ever see the Illuminated Realm again?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Necrophage&lt;br /&gt;
| Hive Society&lt;br /&gt;
| Fencing&amp;lt;br&amp;gt;Scavenging&lt;br /&gt;
| &#039;&#039;Confined to the depths ages past, the Saiadhan swarm have only just emerged to the surface to establish a beachhead on one of the world’s windswept islands. Bitter fighting with the bronze plates has occupied their recent attentions, but they aim to make up for lost time under the command of their Prime, One-Who-Stalks-Afar. Always hostile, always ravenous, the Necrophage are a powerful, menacing presence.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=157</id>
		<title>Major Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=157"/>
		<updated>2025-09-06T19:41:22Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major Factions are the factions players can select for themselves of AIs when starting a new game. Every faction has 8 unique logos to choose from.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Major Faction&lt;br /&gt;
! Faction Affinity&lt;br /&gt;
! Technologies&lt;br /&gt;
! width=65% | Description&lt;br /&gt;
|-&lt;br /&gt;
| Kin of Sheredyn&lt;br /&gt;
| Devout Force&lt;br /&gt;
| Stonework&amp;lt;br&amp;gt;Workshop&lt;br /&gt;
| &#039;&#039;An offshoot of the United Empire, the Kin arrived on Saiadha decades ago, but dreams of conquest and glory were quickly dashed against the rocks of this unforgiving ocean world. With their original, inspirational leader lost to the wilds, the mantle of leadership has fallen upon General Shaparenko, who dreams that the Kin will one day do more than merely survive.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aspects&lt;br /&gt;
| Coral Chorus&lt;br /&gt;
| Fencing&amp;lt;br&amp;gt;Voice of the Masses&lt;br /&gt;
| &#039;&#039;Their origins lost to the distant past, the Aspects are a symbiotic species, part machine, part coral, with physically distinct individuals who find blissful union in the Chorus—a mind gestalt where all Aspects can psychically come together. Obsessed with preserving the balance on Saiadha through empathy and understanding, the Aspects&#039; peaceful existence has been upended by a devastating dieback of their life-enhancing coral fields. Will Saiadha ever see the Illuminated Realm again?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Necrophage&lt;br /&gt;
| Hive Society&lt;br /&gt;
| Fencing&amp;lt;br&amp;gt;Scavenging&lt;br /&gt;
| &#039;&#039;Confined to the depths ages past, the Saiadhan swarm have only just emerged to the surface to establish a beachhead on one of the world’s windswept islands. Bitter fighting with the bronze plates has occupied their recent attentions, but they aim to make up for lost time under the command of their Prime, One-Who-Stalks-Afar. Always hostile, always ravenous, the Necrophage are a powerful, menacing presence.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=156</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=156"/>
		<updated>2025-09-06T19:37:12Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wasteland&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;A foreboding chill on the air tells you to turn back.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
| Impassable until Tidefall&lt;br /&gt;
| Impassable until Tidefall&lt;br /&gt;
| &#039;&#039;Shores and rock line these brackish waters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;These waters are dark and deep.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow Districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blaze Grapes&#039;&#039;&#039;&lt;br /&gt;
| 5 Food&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A Saiadhan delicacy, the flesh of these gargantuan grapes is succulent and nourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Unless Monsoon Curiosities have been disabled at game creation, Levitations curiosities will appear when the Monsoon starts and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will become hostile&lt;br /&gt;
&lt;br /&gt;
Tidefall is a season when Coastal Waters recede, exposing additional land.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=155</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=155"/>
		<updated>2025-09-06T19:11:08Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
| Impassable till Tidefall&lt;br /&gt;
| Impassable till Tidefall&lt;br /&gt;
| &#039;&#039;Shores and rock line these brackish waters.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;These waters are dark and deep.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow Districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blaze Grapes&#039;&#039;&#039;&lt;br /&gt;
| 5 Food&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A Saiadhan delicacy, the flesh of these gargantuan grapes is succulent and nourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Unless Monsoon Curiosities have been disabled at game creation, Levitations curiosities will appear when the Monsoon starts and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will become hostile&lt;br /&gt;
&lt;br /&gt;
Tidefall is a season when Coastal Waters recede, exposing additional land.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=154</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=154"/>
		<updated>2025-09-06T19:09:02Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Cities user interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless Legend 2 features nested tooltips, which allow you to lock a text box to hover over another tooltip inside. By default, you can hold shift to lock any tooltip. The tooltip lock also works by hovering over the initial tooltip for a certain amount of time before locking; however, this can be changed to a “mouse position” or middle-mouse-click function by heading to Settings -&amp;gt; UI -&amp;gt; Nested Tooltip Lock Mode.&lt;br /&gt;
&lt;br /&gt;
== Campaign map user interface ==&lt;br /&gt;
[[File:CMUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Empire Management&#039;&#039;&#039; - The left sidebar contains overviews of the various aspects making up your empire. From the top button:&lt;br /&gt;
## &#039;&#039;&#039;Empire Summary&#039;&#039;&#039; - Hover to see a brief description of your faction and any unique powers/units it can use. Select this button to bring you to an in-depth Empire Summary screen, containing detailed information from faction traits, units, and empire bonuses, to characters, your council, and population bonuses.&lt;br /&gt;
## &#039;&#039;&#039;Victory Conditions&#039;&#039;&#039; - Select this button to see your progression towards any Narrative or other Victory types and any key beats you’ve unlocked.&lt;br /&gt;
## &#039;&#039;&#039;Quest Journal&#039;&#039;&#039; - Contains all of your ongoing and completed quests across Faction, Pacification, and World victory types. This screen also contains Deeds, various objectives that you can try to accomplish first during specific Tidefalls. These will add enticing bonuses to your empire that last throughout the entire game.&lt;br /&gt;
## &#039;&#039;&#039;Cities &amp;amp; Camps&#039;&#039;&#039; - Provides an in-depth overview of all cities and camps within your empire.&lt;br /&gt;
## &#039;&#039;&#039;Protectorates&#039;&#039;&#039; - Assign and manage your Minor Faction Protectorates.&lt;br /&gt;
# &#039;&#039;&#039;Faction Features&#039;&#039;&#039; - Abilities and information unique to your faction are displayed here.&lt;br /&gt;
# &#039;&#039;&#039;Primary Resources&#039;&#039;&#039; - The stock and income of your two primary resources, Dust and Influence. Dust is used to buy out constructions, pay for Army Upkeep, purchase Strategic or Luxury Resources, and more. Influence is used to expand your Cities by building Foundations, assimilating Minor Factions, and performing Diplomacy Actions.&lt;br /&gt;
# &#039;&#039;&#039;Strategic &amp;amp; Luxury Resources&#039;&#039;&#039; - Strategic Resources are used to build Improvements and to specialize your Armies. Luxury Resources provide temporary boosts to Cities and armies. Click on any resource to buy and sell it (requires a Trading Post in your empire) or to activate luxury boosters.&lt;br /&gt;
# &#039;&#039;&#039;Notifications&#039;&#039;&#039; - Provides a list of messages about events inside and outside of your empire.&lt;br /&gt;
# &#039;&#039;&#039;Reminders &amp;amp; End Turn Sequences&#039;&#039;&#039; - A series of buttons to filter through needed actions before you end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Reminders/End Turn Button&#039;&#039;&#039; - Initially shows you the actions you have to take before ending your turn. Once all actions are complete, click here to end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Next Icons (Bottom Three Buttons)&#039;&#039;&#039; - These three bottom buttons allow you to filter through your Armies and Cities/Camps, while the “Finish Moves” button completes any pending Army actions.&lt;br /&gt;
# &#039;&#039;&#039;Hero’s Circle&#039;&#039;&#039; - Manage all of your Heroes, including their equipment, profiles and skill trees.&lt;br /&gt;
# &#039;&#039;&#039;Research&#039;&#039;&#039; - Opens the Research screen, allowing you to explore what technologies you want to research.&lt;br /&gt;
# &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Manage your diplomatic status with other Empires, including Treaties, Declarations, and Propositions.&lt;br /&gt;
# &#039;&#039;&#039;Yield And Grid Toggles&#039;&#039;&#039; - Customization toggles for your campaign map. Toggling on Yields will show the Tile output resources you will generate inside your Cities/Camps. Grid toggles the hexagonal grid on the world map, which is purely an aesthetic feature.&lt;br /&gt;
&lt;br /&gt;
== City user interface ==&lt;br /&gt;
Cities are an essential part of Endless Legend 2 as they form the backbone of your economy. You can open the city menu by left-clicking on the city banner or on the ground anywhere in its territory and close it by right-clicking anywhere in the window.&lt;br /&gt;
[[File:CUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;City Stats&#039;&#039;&#039; - An overview of the contents within the Territories of your City, including:&lt;br /&gt;
## &#039;&#039;&#039;Territories&#039;&#039;&#039; – How many territories your city may contain. This limit can be increased with Improvements.&lt;br /&gt;
## &#039;&#039;&#039;Mines &amp;amp; Quarries&#039;&#039;&#039; – The number of built/available resource extractors in the city. Hover for more details.&lt;br /&gt;
## &#039;&#039;&#039;Fortification&#039;&#039;&#039; – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.&lt;br /&gt;
## &#039;&#039;&#039;Villages&#039;&#039;&#039; – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.&lt;br /&gt;
## &#039;&#039;&#039;Food Stock&#039;&#039;&#039; – The amount of Food the City has stored. Consuming more food than you generate will deplete this stock. If there is no stock left, the City will experience Starvation.&lt;br /&gt;
## &#039;&#039;&#039;Militia&#039;&#039;&#039; – The number of militia in the city to protect against invaders.&lt;br /&gt;
## &#039;&#039;&#039;Approval&#039;&#039;&#039; – Approval provides bonuses to the City’s yields when it is high, and penalties when low.&lt;br /&gt;
# &#039;&#039;&#039;City Yields&#039;&#039;&#039; - The total generation of base resources (Food, Industry, Dust, Science, and Influence) per turn, primarily generated by Districts, Population, Improvements, Population, Technology, and other factors. Hover over each Resource to see a breakdown of its generation.&lt;br /&gt;
## &#039;&#039;&#039;Food&#039;&#039;&#039; - Used to feed and grow your Population. Each City generates its own Food.&lt;br /&gt;
## &#039;&#039;&#039;Industry&#039;&#039;&#039; - Primarily used to create Structures and Units. Each City generates its own Industry.&lt;br /&gt;
## &#039;&#039;&#039;Dust&#039;&#039;&#039; - Dust is a form of currency and has many purposes, including Army upkeep costs, accelerating City developments via Buyouts, and even when engaging in diplomacy. Dust is stocked at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Science&#039;&#039;&#039; - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Influence&#039;&#039;&#039; - Influence is used to build bigger Cities by attaching Territories, expand the Empire by establishing Camps in Territories, conduct Diplomacy with Major Factions, and assimilate Minor Factions. Influence is stocked at an Empire-wide level.&lt;br /&gt;
# &#039;&#039;&#039;Population Breakdown&#039;&#039;&#039; - Food surplus leads to population growth. At the top of the screen, right under the yield display, you can see a summary of your current/max population, the growth progress on the next population (click this to select the desired population type), and a summary of the jobs your population fills.&lt;br /&gt;
## &#039;&#039;&#039;Population Management&#039;&#039;&#039; - Shows the current Population/max Population within your Cities and Camps.&lt;br /&gt;
## &#039;&#039;&#039;Population Generation Type&#039;&#039;&#039; - Depending on diplomatic treaties and assimilation of Minor Factions, you can choose what species your City will produce next. Clicking on the dropdown menu provides all possible species, and hovering over each species provides the benefits they would bring to your City.&lt;br /&gt;
## &#039;&#039;&#039;Population Vocations&#039;&#039;&#039; - Provides a breakdown of what Vocations your population occupies, including the yields they provide to the City and your Empire. Note that if a citizen is created with no job availability, they become Destitute and do not provide any benefits.&lt;br /&gt;
# &#039;&#039;&#039;Construction Queue&#039;&#039;&#039; - The current and upcoming construction projects of the city. The bar above shows progress on the current construction and buttons to finish it instantly for Dust or cancel it. The queue can be rearranged through drag and drop. The button on the right allows you to convert industry to other resources if nothing is being built.&lt;br /&gt;
# &#039;&#039;&#039;City Production Menu&#039;&#039;&#039; - A menu of various production items to manage your City.&lt;br /&gt;
## &#039;&#039;&#039;Foundations&#039;&#039;&#039; - Foundations exploit a tile’s yields and serve as the basis for building districts. They can be placed instantly next to existing districts, exploited anomalies, or pacified villages for a cost in influence.&lt;br /&gt;
## &#039;&#039;&#039;District&#039;&#039;&#039; - Districts provide improved resource yields. When they are adjacent to four other districts, they will level up and provide an even bigger bonus. To build a District, first select an empty Foundation, then choose the district to build from the menu at the bottom.&lt;br /&gt;
## &#039;&#039;&#039;Improvement&#039;&#039;&#039; - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.&lt;br /&gt;
## &#039;&#039;&#039;Units&#039;&#039;&#039; - All Units that you can construct in your Empire.&lt;br /&gt;
## &#039;&#039;&#039;Population&#039;&#039;&#039; - A detailed breakdown of what Populations contribute to the City based on job type. You can move Populations to different jobs as needed or set an automation preference.&lt;br /&gt;
## &#039;&#039;&#039;Landscaping&#039;&#039;&#039; - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Army user interface ==&lt;br /&gt;
With an army selected, you have access to additional actions and more information about its composition.&lt;br /&gt;
[[File:AUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Unit cards&#039;&#039;&#039; - Hover your cursor over a unit image to get more information about their stats and abilities. Left-click a unit image to select individual units and display further options above, such as the unit upgrade window or the hero screen.&lt;br /&gt;
# &#039;&#039;&#039;Army actions&#039;&#039;&#039; - A list of stances and actions your army can perform.&lt;br /&gt;
## Guard - The army assumes a defensive stance, healing faster and acting first in combat if they are attacked, at the cost of some mobility.&lt;br /&gt;
## &#039;&#039;&#039;Recuperate&#039;&#039;&#039; - The army stays in place and will not notify you until it has fully healed.&lt;br /&gt;
## &#039;&#039;&#039;Auto-explore&#039;&#039;&#039; - The army will move on its own t o uncover unknown territory, picking up Curiosities along the way.&lt;br /&gt;
## &#039;&#039;&#039;Skip&#039;&#039;&#039; - Set the army not to take any action this turn.&lt;br /&gt;
## &#039;&#039;&#039;Found Camp&#039;&#039;&#039; - Spend some influence to place a camp and claim a Territory. Until you found your first city, this will be replaced by the Found Capital button that creates a city instead of a camp for free. Aspects use this button to create coral spores for Dust.&lt;br /&gt;
## &#039;&#039;&#039;Build Haven&#039;&#039;&#039; - Once they have gained some experience, heroes can settle down in your cities by building a Haven, which will give yields to the city and allow the hero to find a Companion.&lt;br /&gt;
## &#039;&#039;&#039;Remove Forest&#039;&#039;&#039; - Removes forest from a tile and sends industry to the Territory’s city. Takes multiple turns.&lt;br /&gt;
## &#039;&#039;&#039;Reforest&#039;&#039;&#039; - Spend Dust to plant a Forest on a tile.&lt;br /&gt;
## &#039;&#039;&#039;Clear Ridge&#039;&#039;&#039; - Spend Dust to clear a mountain Ridge and allow you to move through.&lt;br /&gt;
Understanding the ins and outs of your Army’s stats will help you figure out when and where to fight, and how to craft the best Army for specific purposes in your campaign.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy user interface ==&lt;br /&gt;
You can engage in Diplomacy with another Major Faction anytime after initial contact using the Diplomacy button at the bottom right of your screen. The Diplomacy Screen contains several pieces of information and negotiation tactics that can aid in acceptance by the other party.&lt;br /&gt;
[[File:DUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Your Public Opinion&#039;&#039;&#039; - What your Empire thinks about the other Major Faction. High public opinion makes beneficial actions cheaper, low public opinion discounts aggressive actions and is needed to declare a justified war.&lt;br /&gt;
# &#039;&#039;&#039;Other Empire’s Public Opinion&#039;&#039;&#039; - What the other Empire thinks about you.&lt;br /&gt;
# &#039;&#039;&#039;Other Empire’s Empire Information&#039;&#039;&#039; - A range of information, including current Attitude, their Attitude towards other Major Factions, Empire traits, Units, and Unique Abilities.&lt;br /&gt;
# &#039;&#039;&#039;Diplomatic Options&#039;&#039;&#039; - The various diplomatic actions you can take. Each costs Influence and potentially other resources (if the other empire is reluctant to accept and needs to be bribed). When you select an action, the bott om of the screen will show whether the other empire would accept or refuse.&lt;br /&gt;
## Treaties are agreements between factions that focus on cooperation or non-aggression, and are considered Beneficial Interactions.&lt;br /&gt;
## Declarations are more unilateral decisions that signal a shift in the relationship between Major Factions, and can include harmful or beneficial interactions.&lt;br /&gt;
## Propositions are any current offering of Diplomacy from either Faction.&lt;br /&gt;
# &#039;&#039;&#039;Negotiation Tools&#039;&#039;&#039; - AA range of options, including Dust, Influence, and Strategic or Luxury Resources to entice the Major Faction to accept your agreement. This can be done manually or by using the Ask Acceptable Terms to automatically calculate what it would take for acceptance.&lt;br /&gt;
Keep in mind that while basic Diplomatic Treaties are limited at the game’s start, certain Technologies can unlock more&lt;br /&gt;
advanced ones, providing you with more strategic options to benefit your Empire.&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
Exploring the world of Saiadha will have you moving your Armies around to reveal new tiles on the map, seeking out Curiosities, encountering Minor &amp;amp; Major Factions to interact with, and discovering Narrative Quests for you to complete.&lt;br /&gt;
&lt;br /&gt;
Tiles not yet explored by your Armies are shrouded in a Fog of War, preventing you from seeing tile yields or any potential obstacles you may encounter. Once explored, tiles will always show its yield or Minor Faction towns, however, once out of sight of a current Army, will be semi-hidden, preventing sight of actively moving Armies from Major &amp;amp; Minor Factions as well as any event-created ones.&lt;br /&gt;
&lt;br /&gt;
Moving your Armies is as simple as right-clicking on the desired location you want your selected Army to head towards, and the Army will immediately move as far as its Movement Points allow it. You can also hold the right mouse button and drag around to determine how many turns your Army would take to move to a specific location. The number of tiles you can move in a turn is determined by the Army’s Movement Points and the terrain of the tiles. Each tile has a Movement Cost associated with it. With this in mind, you may only be able to move 1-2 tiles despite having more than three Movement Points, so it is advantageous to be intentional about moving your Armies, especially while exploring at the start of your game.&lt;br /&gt;
[[File:Quest example.jpg|thumb|A Quest]]&lt;br /&gt;
Quests will be a driving force behind your exploration of Saiadha, as you will often need to either discover a new place not seen yet or bring an army to a specific location, as pictured above. You can access your Quests by selecting the Quest Journal button on the left-side UI panel. Once there, you can access all of your quests to see where you need to head off adventuring to next.&lt;br /&gt;
&lt;br /&gt;
Tidefalls will also expose large swathes of land, allowing for exploration of never-before-seen sites and mysteries tied to your overall Narrative Quests to discover what is happening to Saiadha.&lt;br /&gt;
&lt;br /&gt;
=== Map elements ===&lt;br /&gt;
[[File:Curiosity example.jpg|thumb|A Curiosity]]&lt;br /&gt;
&#039;&#039;&#039;Curiosities&#039;&#039;&#039; are unusual sites your armies can collect by simply walking over them, granting you resources, items for your heroes, or sometimes narrative events. Most curiosities are permanent until picked up, but special types spawn during the Monsoon that disappear when the rain stops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies&#039;&#039;&#039; are special tile locations that your cities can exploit by placing a Foundation of them. They have much higher yields that normal tiles, and some of them even provide approval.&lt;br /&gt;
&lt;br /&gt;
Across Saiadha you may encounter deep rivers that your armies cannot just walk across. If you absolutely must cross though, right-click on the river to open a context menu that allows you to construct a temporary bridge that will last until the next Monsoon. You can also construct a dam this way if you have the required technology.&lt;br /&gt;
&lt;br /&gt;
=== Minor factions ===&lt;br /&gt;
Many of the territories of Saiadha are already inhabited by Minor Factions, and integrating them into your growing empire may have tremendous benefits. When you come across one of their single-tile villages denoted by a small, grey faction flag, you have three options to pacify them: Bribe them with Dust, earning you one of their units; ask for a quest that will pacify all villages in the same territory; or attack them and destroy their villages.&lt;br /&gt;
&lt;br /&gt;
Until a village is pacified, they will regularly spawn roaming armies. Some factions are aggressive and their armies will attack you, while others are peaceful and just roam about. However, during Monsoon all minor faction armies will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Pacification will provide the best diplomatic option for most Minor Factions. Once a village is pacified, if it is in a Territory with one of your Cities, you c an make it into a Protectorate by assimilating it (or cohabitating with it as the Aspects). Once the Protectorate agreement has been confirmed, they provide a range of benefits:&lt;br /&gt;
* &#039;&#039;&#039;Population Bonuses&#039;&#039;&#039; - Selecting the Minor Faction as the next population within any City boosts various aspects based on their unique conditions.&lt;br /&gt;
* &#039;&#039;&#039;Recruit Units&#039;&#039;&#039; - Each Minor Faction has a unique Unit that can be recruited.&lt;br /&gt;
* &#039;&#039;&#039;Cohabitation Effects&#039;&#039;&#039; - Minor Factions provide their Notables that can fill Official slots as well as stackable FIDSI effects per Pacified Village on certain buildings within your Empire.&lt;br /&gt;
While limited to a couple of Protectorate Agreements at the start of the game, certain Technologies can unlock more slots.&lt;br /&gt;
&lt;br /&gt;
== Expand ==&lt;br /&gt;
Expansion in the world of Shaiadha involves claiming explored Territories, establishing new Cities to grow your Empire, and engaging in Diplomacy with Major and Minor Factions.&lt;br /&gt;
&lt;br /&gt;
The world of Saiadha is divided into large areas called Territories, noted by a dashed border. Each Territory contains tiles containing FIDSI resources based on the terrain and possible Anomalies, Luxury/Strategic Resources, Minor Factions, and more.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, your first claimed Territory will become your Capital City. Fortunately, even if it takes a while to find the perfect spot, the &amp;quot;Prepared Settlement&amp;quot; effect boosts your FIDSI output by 50% for the number of turns it took before you established your Capital City. This effect ensures you don’t fall too far behind immediately.&lt;br /&gt;
&lt;br /&gt;
When you’re ready to establish your Capital City, select any Army, and select the Found Capital Button at the bottom of the screen. Optimal locations will pop up showing the FIDSI yields in the vicinity should you want a different location, if not, simply left-click on the desired tile, and the Capital City is officially established, and the Territory is yours.&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
Exploiting the world around you is necessary to exert your influence through managing your Cities, creating a robust economy that utilizes its Empire’s Resources, diving into Technological Research, and engages with the Minor Factions.&lt;br /&gt;
&lt;br /&gt;
Cities are your core means to grow your Empire across Saiadha. They are home to your population, develop FIDSI resources, and are responsible for creating your Units and Armies.&lt;br /&gt;
&lt;br /&gt;
Your Cities are comprised of Populations - citizens created using the excess generation of Food. Most of your Population will likely be the native faction you are playing. However, as you engage in diplomacy with Major and Minor Factions, you may have the opportunity to choose what population is created next, with each Major/Minor Faction having unique benefits within your city. Your Population fills up one of three Vocations within your City, increasing FIDSI resource generation depending on the Vocation Type and Buildings present. Note that some Faction Populations synergize with specific Vocations for even greater output.&lt;br /&gt;
&lt;br /&gt;
Your Cities contain Foundations - tiles in which you can construct buildings, called Districts. Selecting an empty Foundation will bring up all available buildings, each providing benefits for your City. Once all Foundations have been built on, you must use Influence to claim new ones to expand.&lt;br /&gt;
&lt;br /&gt;
Districts can be improved depending on the technology that has been researched. Selecting the Improvement button will highlight any Districts that can be improved, and selecting said Districts will bring up any available Improvements, usually costing Strategic Resources to upgrade.&lt;br /&gt;
&lt;br /&gt;
Approval is the last piece of City Management and measures the City’s inhabitants’ happiness. Each City has its own Approval rating, contributing to an average across all Cities that gives the Empire Approval. Within a City, Approval levels can cause positive or negative events, while Empire Approval impacts the Empire’s production of Dust, Science, and Influence. Hovering over any City Approval rating provides a breakdown of factors contributing to its level and the potential outcomes that can result from said rating.&lt;br /&gt;
&lt;br /&gt;
After the first Monsoon, the Empire Council will unlock, allowing you to assign Heroes and Notables from your population that will grant powerful empire-wide effects. After each Monsoon, an additional Council slot will open. At this time, you can reassign councilors for free, though you can also do so at any time for a small Dust fee.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Throughout the world of Saiadha are Resources ripe for the taking that can enhance City resource output. There are two types of Resources - Strategic and Luxury. Both can be harvested via Mines within your Territory, collected as Quest rewards, traded via a Trade Outpost, or used to fulfill Quests and sway factions in Diplomacy. Strategic Resources are used for Unit upgrades and District Improvements. Luxury Resources boost various parts of your Empire, be it approval, fortification, and increased FIDSI output in your Cities/Camps, increased experience gain on your Hero, and more.&lt;br /&gt;
&lt;br /&gt;
Trade is a straightforward process. After constructing a Trading Post, unlocked with the Era 2 Tech “Markets,” you can freely buy or sell any Strategic and Luxury Resource. Click on the resource icon in your main view to bring up a small window where you can buy or sell this resource by the unit, and in case of Luxury Resources activate their booster effect. The price of resources is determined by the demand for it, so as more players buy a resource its price will increase and will decrease once nobody is buying. These trends are shown in the window with a little arr ow next to the price.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Here’s a quick list of what your Economy process looks like:&lt;br /&gt;
* Establishing Cities and Camps secures access to Strategic and Luxury Resources, with optimal placements that maximize FIDSI resource generation.&lt;br /&gt;
* Food Production creates Populations to fill Vocations, allowing Industry Production to develop buildings inside your City and build Mines on Resource Deposits, Science Production to research Technologies, Dust Production to fuel your Armies and engage in Trade, and Influence to expand your Territories and engage in Diplomacy.&lt;br /&gt;
* Approval ratings can drastically affect a City &amp;amp; Empire’s Production of FIDSI resources. Utilize Trade to gather Luxury Resources that can boost Approval.&lt;br /&gt;
* Use Science buildings and improvements to quickly research Technologies to further your Empire with better buildings, units, and other advancements to take on other Major and Minor Factions.&lt;br /&gt;
* Utilize Notables to fill Council positions, providing you with potentially powerful buffs to your Empire’s production of any FIDSI Resources.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Technology plays a crucial role in the progression of your Empire, unlocking new Units, buildings, and other bonuses and abilities that help you advance in the game.&lt;br /&gt;
&lt;br /&gt;
Technology is researched in the Technology Screen, each requiring a specific amount of Science Investment to unlock. The benefits a Technology provides are shown as icons under the circle, and hovering over them will show you more details.&lt;br /&gt;
&lt;br /&gt;
Technologies are divided into six Eras of Technologies, each requiring a total amount of previous-era tech to be researched before you can advance, though it is not necessary to research every single technology in an era before you advance. Navigate between the eras using the large triangular buttons at the sides of the screen.&lt;br /&gt;
&lt;br /&gt;
== Exterminate ==&lt;br /&gt;
Whether through negative actions on the world map, expansion desires, or plain bad manners, War is bound to happen between two Major Factions.&lt;br /&gt;
&lt;br /&gt;
As the player, you can declare war via two means - Justified and Unjustified War through the Diplomacy Screen. A Justified War is free of any Influence cost but can only be declared if your public opinion of the other empire is Very Low. An Unjustified War costs more Influence the higher your Public Opinion is with the other f action, but it can be declared at any point regardless of prior Treaties and Declarations. This will immediately break any Treaties you currently have and cause immediate War Fatigue for you while being delayed for the faction you declared war on. More on that below.&lt;br /&gt;
&lt;br /&gt;
Two main factors to consider in war are War Score and War Fatigue. War Score measures the progress and momentum of a war between two factions, generated by winning battles and successfully sieging Cities. Once the War Score against the enemy faction is high enough, or a war has gone on for an extended period of time, they may offer surrender terms. You can view the War Score at any time by clicking on the warring faction in the Diplomacy Screen.&lt;br /&gt;
&lt;br /&gt;
War Fatigue simulates the growing weariness and instability caused by a long, drawn-out conflict. As the war continues&lt;br /&gt;
on, War Fatigue will start to decrease the Approval rating in your Cities, and could lead to rebellions. It’s important to watch your Cities during any conflict to see when War Fatigue becomes too much for them to handle, and consider ending the conflict.&lt;br /&gt;
&lt;br /&gt;
Speaking of ending a war, there are three resolutions to any war in ENDLESS Legend 2, accessible through the Diplomacy Screen:&lt;br /&gt;
* &#039;&#039;&#039;Surrender Demand&#039;&#039;&#039; - Demand the Empire surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
* &#039;&#039;&#039;White Peace&#039;&#039;&#039; - Hostilities will cease and no tribute will be given to any side.&lt;br /&gt;
* &#039;&#039;&#039;Surrender Offer&#039;&#039;&#039; - Offer to surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
Once a war has ended, all available Treaties and Declarations can be used. However, it may take some time before the opposing Empire has any positive relationship with you to engage in deeper Diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Victory conditions ==&lt;br /&gt;
The ultimate goal of Diplomacy is to push you towards winning the game, and in ENDLESSLegend 2, that means achieving Victory Conditions. There are three paths to victory, accessible through the Victory Screen:&lt;br /&gt;
* &#039;&#039;&#039;Awakening Victories&#039;&#039;&#039; - As you unravel the mysteries of what is happening on Saiadha, you will unlock seven different&lt;br /&gt;
* &#039;&#039;&#039;Score Victory&#039;&#039;&#039; - Have the highest score at the last turn of the game.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory&#039;&#039;&#039; - Be the last remaining Empire.&lt;br /&gt;
How you choose to win the game is up to you and your playstyle, but it’s well worth pursuing the Narrative Victory to learn the fate of Saiadha!&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=File:AUI.jpg&amp;diff=153</id>
		<title>File:AUI.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=File:AUI.jpg&amp;diff=153"/>
		<updated>2025-09-06T19:08:01Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
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	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=152</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=152"/>
		<updated>2025-09-06T15:00:09Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Diplomacy user interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless Legend 2 features nested tooltips, which allow you to lock a text box to hover over another tooltip inside. By default, you can hold shift to lock any tooltip. The tooltip lock also works by hovering over the initial tooltip for a certain amount of time before locking; however, this can be changed to a “mouse position” or middle-mouse-click function by heading to Settings -&amp;gt; UI -&amp;gt; Nested Tooltip Lock Mode.&lt;br /&gt;
&lt;br /&gt;
== Campaign map user interface ==&lt;br /&gt;
[[File:CMUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Empire Management&#039;&#039;&#039; - The left sidebar contains overviews of the various aspects making up your empire. From the top button:&lt;br /&gt;
## &#039;&#039;&#039;Empire Summary&#039;&#039;&#039; - Hover to see a brief description of your faction and any unique powers/units it can use. Select this button to bring you to an in-depth Empire Summary screen, containing detailed information from faction traits, units, and empire bonuses, to characters, your council, and population bonuses.&lt;br /&gt;
## &#039;&#039;&#039;Victory Conditions&#039;&#039;&#039; - Select this button to see your progression towards any Narrative or other Victory types and any key beats you’ve unlocked.&lt;br /&gt;
## &#039;&#039;&#039;Quest Journal&#039;&#039;&#039; - Contains all of your ongoing and completed quests across Faction, Pacification, and World victory types. This screen also contains Deeds, various objectives that you can try to accomplish first during specific Tidefalls. These will add enticing bonuses to your empire that last throughout the entire game.&lt;br /&gt;
## &#039;&#039;&#039;Cities &amp;amp; Camps&#039;&#039;&#039; - Provides an in-depth overview of all cities and camps within your empire.&lt;br /&gt;
## &#039;&#039;&#039;Protectorates&#039;&#039;&#039; - Assign and manage your Minor Faction Protectorates.&lt;br /&gt;
# &#039;&#039;&#039;Faction Features&#039;&#039;&#039; - Abilities and information unique to your faction are displayed here.&lt;br /&gt;
# &#039;&#039;&#039;Primary Resources&#039;&#039;&#039; - The stock and income of your two primary resources, Dust and Influence. Dust is used to buy out constructions, pay for Army Upkeep, purchase Strategic or Luxury Resources, and more. Influence is used to expand your Cities by building Foundations, assimilating Minor Factions, and performing Diplomacy Actions.&lt;br /&gt;
# &#039;&#039;&#039;Strategic &amp;amp; Luxury Resources&#039;&#039;&#039; - Strategic Resources are used to build Improvements and to specialize your Armies. Luxury Resources provide temporary boosts to Cities and armies. Click on any resource to buy and sell it (requires a Trading Post in your empire) or to activate luxury boosters.&lt;br /&gt;
# &#039;&#039;&#039;Notifications&#039;&#039;&#039; - Provides a list of messages about events inside and outside of your empire.&lt;br /&gt;
# &#039;&#039;&#039;Reminders &amp;amp; End Turn Sequences&#039;&#039;&#039; - A series of buttons to filter through needed actions before you end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Reminders/End Turn Button&#039;&#039;&#039; - Initially shows you the actions you have to take before ending your turn. Once all actions are complete, click here to end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Next Icons (Bottom Three Buttons)&#039;&#039;&#039; - These three bottom buttons allow you to filter through your Armies and Cities/Camps, while the “Finish Moves” button completes any pending Army actions.&lt;br /&gt;
# &#039;&#039;&#039;Hero’s Circle&#039;&#039;&#039; - Manage all of your Heroes, including their equipment, profiles and skill trees.&lt;br /&gt;
# &#039;&#039;&#039;Research&#039;&#039;&#039; - Opens the Research screen, allowing you to explore what technologies you want to research.&lt;br /&gt;
# &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Manage your diplomatic status with other Empires, including Treaties, Declarations, and Propositions.&lt;br /&gt;
# &#039;&#039;&#039;Yield And Grid Toggles&#039;&#039;&#039; - Customization toggles for your campaign map. Toggling on Yields will show the Tile output resources you will generate inside your Cities/Camps. Grid toggles the hexagonal grid on the world map, which is purely an aesthetic feature.&lt;br /&gt;
&lt;br /&gt;
== Cities user interface ==&lt;br /&gt;
Cities are an essential part of Endless Legend 2 as they form the backbone of your economy. You can open the city menu by left-clicking on the city banner or on the ground anywhere in its territory and close it by right-clicking anywhere in the window.&lt;br /&gt;
[[File:CUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;City Stats&#039;&#039;&#039; - An overview of the contents within the Territories of your City, including:&lt;br /&gt;
## &#039;&#039;&#039;Territories&#039;&#039;&#039; – How many territories your city may contain. This limit can be increased with Improvements.&lt;br /&gt;
## &#039;&#039;&#039;Mines &amp;amp; Quarries&#039;&#039;&#039; – The number of built/available resource extractors in the city. Hover for more details.&lt;br /&gt;
## &#039;&#039;&#039;Fortification&#039;&#039;&#039; – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.&lt;br /&gt;
## &#039;&#039;&#039;Villages&#039;&#039;&#039; – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.&lt;br /&gt;
## &#039;&#039;&#039;Food Stock&#039;&#039;&#039; – The amount of Food the City has stored. Consuming more food than you generate will deplete this stock. If there is no stock left, the City will experience Starvation.&lt;br /&gt;
## &#039;&#039;&#039;Militia&#039;&#039;&#039; – The number of militia in the city to protect against invaders.&lt;br /&gt;
## &#039;&#039;&#039;Approval&#039;&#039;&#039; – Approval provides bonuses to the City’s yields when it is high, and penalties when low.&lt;br /&gt;
# &#039;&#039;&#039;City Yields&#039;&#039;&#039; - The total generation of base resources (Food, Industry, Dust, Science, and Influence) per turn, primarily generated by Districts, Population, Improvements, Population, Technology, and other factors. Hover over each Resource to see a breakdown of its generation.&lt;br /&gt;
## &#039;&#039;&#039;Food&#039;&#039;&#039; - Used to feed and grow your Population. Each City generates its own Food.&lt;br /&gt;
## &#039;&#039;&#039;Industry&#039;&#039;&#039; - Primarily used to create Structures and Units. Each City generates its own Industry.&lt;br /&gt;
## &#039;&#039;&#039;Dust&#039;&#039;&#039; - Dust is a form of currency and has many purposes, including Army upkeep costs, accelerating City developments via Buyouts, and even when engaging in diplomacy. Dust is stocked at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Science&#039;&#039;&#039; - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Influence&#039;&#039;&#039; - Influence is used to build bigger Cities by attaching Territories, expand the Empire by establishing Camps in Territories, conduct Diplomacy with Major Factions, and assimilate Minor Factions. Influence is stocked at an Empire-wide level.&lt;br /&gt;
# &#039;&#039;&#039;Population Breakdown&#039;&#039;&#039; - Food surplus leads to population growth. At the top of the screen, right under the yield display, you can see a summary of your current/max population, the growth progress on the next population (click this to select the desired population type), and a summary of the jobs your population fills.&lt;br /&gt;
## &#039;&#039;&#039;Population Management&#039;&#039;&#039; - Shows the current Population/max Population within your Cities and Camps.&lt;br /&gt;
## &#039;&#039;&#039;Population Generation Type&#039;&#039;&#039; - Depending on diplomatic treaties and assimilation of Minor Factions, you can choose what species your City will produce next. Clicking on the dropdown menu provides all possible species, and hovering over each species provides the benefits they would bring to your City.&lt;br /&gt;
## &#039;&#039;&#039;Population Vocations&#039;&#039;&#039; - Provides a breakdown of what Vocations your population occupies, including the yields they provide to the City and your Empire. Note that if a citizen is created with no job availability, they become Destitute and do not provide any benefits.&lt;br /&gt;
# &#039;&#039;&#039;Construction Queue&#039;&#039;&#039; - The current and upcoming construction projects of the city. The bar above shows progress on the current construction and buttons to finish it instantly for Dust or cancel it. The queue can be rearranged through drag and drop. The button on the right allows you to convert industry to other resources if nothing is being built.&lt;br /&gt;
# &#039;&#039;&#039;City Production Menu&#039;&#039;&#039; - A menu of various production items to manage your City.&lt;br /&gt;
## &#039;&#039;&#039;Foundations&#039;&#039;&#039; - Foundations exploit a tile’s yields and serve as the basis for building districts. They can be placed instantly next to existing districts, exploited anomalies, or pacified villages for a cost in influence.&lt;br /&gt;
## &#039;&#039;&#039;District&#039;&#039;&#039; - Districts provide improved resource yields. When they are adjacent to four other districts, they will level up and provide an even bigger bonus. To build a District, first select an empty Foundation, then choose the district to build from the menu at the bottom.&lt;br /&gt;
## &#039;&#039;&#039;Improvement&#039;&#039;&#039; - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.&lt;br /&gt;
## &#039;&#039;&#039;Units&#039;&#039;&#039; - All Units that you can construct in your Empire.&lt;br /&gt;
## &#039;&#039;&#039;Population&#039;&#039;&#039; - A detailed breakdown of what Populations contribute to the City based on job type. You can move Populations to different jobs as needed or set an automation preference.&lt;br /&gt;
## &#039;&#039;&#039;Landscaping&#039;&#039;&#039; - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy user interface ==&lt;br /&gt;
You can engage in Diplomacy with another Major Faction anytime after initial contact using the Diplomacy button at the bottom right of your screen. The Diplomacy Screen contains several pieces of information and negotiation tactics that can aid in acceptance by the other party.&lt;br /&gt;
[[File:DUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Your Public Opinion&#039;&#039;&#039; - What your Empire thinks about the other Major Faction. High public opinion makes beneficial actions cheaper, low public opinion discounts aggressive actions and is needed to declare a justified war.&lt;br /&gt;
# &#039;&#039;&#039;Other Empire’s Public Opinion&#039;&#039;&#039; - What the other Empire thinks about you.&lt;br /&gt;
# &#039;&#039;&#039;Other Empire’s Empire Information&#039;&#039;&#039; - A range of information, including current Attitude, their Attitude towards other Major Factions, Empire traits, Units, and Unique Abilities.&lt;br /&gt;
# &#039;&#039;&#039;Diplomatic Options&#039;&#039;&#039; - The various diplomatic actions you can take. Each costs Influence and potentially other resources (if the other empire is reluctant to accept and needs to be bribed). When you select an action, the bott om of the screen will show whether the other empire would accept or refuse.&lt;br /&gt;
## Treaties are agreements between factions that focus on cooperation or non-aggression, and are considered Beneficial Interactions.&lt;br /&gt;
## Declarations are more unilateral decisions that signal a shift in the relationship between Major Factions, and can include harmful or beneficial interactions.&lt;br /&gt;
## Propositions are any current offering of Diplomacy from either Faction.&lt;br /&gt;
# &#039;&#039;&#039;Negotiation Tools&#039;&#039;&#039; - AA range of options, including Dust, Influence, and Strategic or Luxury Resources to entice the Major Faction to accept your agreement. This can be done manually or by using the Ask Acceptable Terms to automatically calculate what it would take for acceptance.&lt;br /&gt;
Keep in mind that while basic Diplomatic Treaties are limited at the game’s start, certain Technologies can unlock more&lt;br /&gt;
advanced ones, providing you with more strategic options to benefit your Empire.&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
Exploring the world of Saiadha will have you moving your Armies around to reveal new tiles on the map, seeking out Curiosities, encountering Minor &amp;amp; Major Factions to interact with, and discovering Narrative Quests for you to complete.&lt;br /&gt;
&lt;br /&gt;
Tiles not yet explored by your Armies are shrouded in a Fog of War, preventing you from seeing tile yields or any potential obstacles you may encounter. Once explored, tiles will always show its yield or Minor Faction towns, however, once out of sight of a current Army, will be semi-hidden, preventing sight of actively moving Armies from Major &amp;amp; Minor Factions as well as any event-created ones.&lt;br /&gt;
&lt;br /&gt;
Moving your Armies is as simple as right-clicking on the desired location you want your selected Army to head towards, and the Army will immediately move as far as its Movement Points allow it. You can also hold the right mouse button and drag around to determine how many turns your Army would take to move to a specific location. The number of tiles you can move in a turn is determined by the Army’s Movement Points and the terrain of the tiles. Each tile has a Movement Cost associated with it. With this in mind, you may only be able to move 1-2 tiles despite having more than three Movement Points, so it is advantageous to be intentional about moving your Armies, especially while exploring at the start of your game.&lt;br /&gt;
[[File:Quest example.jpg|thumb|A Quest]]&lt;br /&gt;
Quests will be a driving force behind your exploration of Saiadha, as you will often need to either discover a new place not seen yet or bring an army to a specific location, as pictured above. You can access your Quests by selecting the Quest Journal button on the left-side UI panel. Once there, you can access all of your quests to see where you need to head off adventuring to next.&lt;br /&gt;
&lt;br /&gt;
Tidefalls will also expose large swathes of land, allowing for exploration of never-before-seen sites and mysteries tied to your overall Narrative Quests to discover what is happening to Saiadha.&lt;br /&gt;
&lt;br /&gt;
=== Map elements ===&lt;br /&gt;
[[File:Curiosity example.jpg|thumb|A Curiosity]]&lt;br /&gt;
&#039;&#039;&#039;Curiosities&#039;&#039;&#039; are unusual sites your armies can collect by simply walking over them, granting you resources, items for your heroes, or sometimes narrative events. Most curiosities are permanent until picked up, but special types spawn during the Monsoon that disappear when the rain stops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies&#039;&#039;&#039; are special tile locations that your cities can exploit by placing a Foundation of them. They have much higher yields that normal tiles, and some of them even provide approval.&lt;br /&gt;
&lt;br /&gt;
Across Saiadha you may encounter deep rivers that your armies cannot just walk across. If you absolutely must cross though, right-click on the river to open a context menu that allows you to construct a temporary bridge that will last until the next Monsoon. You can also construct a dam this way if you have the required technology.&lt;br /&gt;
&lt;br /&gt;
=== Minor factions ===&lt;br /&gt;
Many of the territories of Saiadha are already inhabited by Minor Factions, and integrating them into your growing empire may have tremendous benefits. When you come across one of their single-tile villages denoted by a small, grey faction flag, you have three options to pacify them: Bribe them with Dust, earning you one of their units; ask for a quest that will pacify all villages in the same territory; or attack them and destroy their villages.&lt;br /&gt;
&lt;br /&gt;
Until a village is pacified, they will regularly spawn roaming armies. Some factions are aggressive and their armies will attack you, while others are peaceful and just roam about. However, during Monsoon all minor faction armies will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Pacification will provide the best diplomatic option for most Minor Factions. Once a village is pacified, if it is in a Territory with one of your Cities, you c an make it into a Protectorate by assimilating it (or cohabitating with it as the Aspects). Once the Protectorate agreement has been confirmed, they provide a range of benefits:&lt;br /&gt;
* &#039;&#039;&#039;Population Bonuses&#039;&#039;&#039; - Selecting the Minor Faction as the next population within any City boosts various aspects based on their unique conditions.&lt;br /&gt;
* &#039;&#039;&#039;Recruit Units&#039;&#039;&#039; - Each Minor Faction has a unique Unit that can be recruited.&lt;br /&gt;
* &#039;&#039;&#039;Cohabitation Effects&#039;&#039;&#039; - Minor Factions provide their Notables that can fill Official slots as well as stackable FIDSI effects per Pacified Village on certain buildings within your Empire.&lt;br /&gt;
While limited to a couple of Protectorate Agreements at the start of the game, certain Technologies can unlock more slots.&lt;br /&gt;
&lt;br /&gt;
== Expand ==&lt;br /&gt;
Expansion in the world of Shaiadha involves claiming explored Territories, establishing new Cities to grow your Empire, and engaging in Diplomacy with Major and Minor Factions.&lt;br /&gt;
&lt;br /&gt;
The world of Saiadha is divided into large areas called Territories, noted by a dashed border. Each Territory contains tiles containing FIDSI resources based on the terrain and possible Anomalies, Luxury/Strategic Resources, Minor Factions, and more.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, your first claimed Territory will become your Capital City. Fortunately, even if it takes a while to find the perfect spot, the &amp;quot;Prepared Settlement&amp;quot; effect boosts your FIDSI output by 50% for the number of turns it took before you established your Capital City. This effect ensures you don’t fall too far behind immediately.&lt;br /&gt;
&lt;br /&gt;
When you’re ready to establish your Capital City, select any Army, and select the Found Capital Button at the bottom of the screen. Optimal locations will pop up showing the FIDSI yields in the vicinity should you want a different location, if not, simply left-click on the desired tile, and the Capital City is officially established, and the Territory is yours.&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
Exploiting the world around you is necessary to exert your influence through managing your Cities, creating a robust economy that utilizes its Empire’s Resources, diving into Technological Research, and engages with the Minor Factions.&lt;br /&gt;
&lt;br /&gt;
Cities are your core means to grow your Empire across Saiadha. They are home to your population, develop FIDSI resources, and are responsible for creating your Units and Armies.&lt;br /&gt;
&lt;br /&gt;
Your Cities are comprised of Populations - citizens created using the excess generation of Food. Most of your Population will likely be the native faction you are playing. However, as you engage in diplomacy with Major and Minor Factions, you may have the opportunity to choose what population is created next, with each Major/Minor Faction having unique benefits within your city. Your Population fills up one of three Vocations within your City, increasing FIDSI resource generation depending on the Vocation Type and Buildings present. Note that some Faction Populations synergize with specific Vocations for even greater output.&lt;br /&gt;
&lt;br /&gt;
Your Cities contain Foundations - tiles in which you can construct buildings, called Districts. Selecting an empty Foundation will bring up all available buildings, each providing benefits for your City. Once all Foundations have been built on, you must use Influence to claim new ones to expand.&lt;br /&gt;
&lt;br /&gt;
Districts can be improved depending on the technology that has been researched. Selecting the Improvement button will highlight any Districts that can be improved, and selecting said Districts will bring up any available Improvements, usually costing Strategic Resources to upgrade.&lt;br /&gt;
&lt;br /&gt;
Approval is the last piece of City Management and measures the City’s inhabitants’ happiness. Each City has its own Approval rating, contributing to an average across all Cities that gives the Empire Approval. Within a City, Approval levels can cause positive or negative events, while Empire Approval impacts the Empire’s production of Dust, Science, and Influence. Hovering over any City Approval rating provides a breakdown of factors contributing to its level and the potential outcomes that can result from said rating.&lt;br /&gt;
&lt;br /&gt;
After the first Monsoon, the Empire Council will unlock, allowing you to assign Heroes and Notables from your population that will grant powerful empire-wide effects. After each Monsoon, an additional Council slot will open. At this time, you can reassign councilors for free, though you can also do so at any time for a small Dust fee.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Throughout the world of Saiadha are Resources ripe for the taking that can enhance City resource output. There are two types of Resources - Strategic and Luxury. Both can be harvested via Mines within your Territory, collected as Quest rewards, traded via a Trade Outpost, or used to fulfill Quests and sway factions in Diplomacy. Strategic Resources are used for Unit upgrades and District Improvements. Luxury Resources boost various parts of your Empire, be it approval, fortification, and increased FIDSI output in your Cities/Camps, increased experience gain on your Hero, and more.&lt;br /&gt;
&lt;br /&gt;
Trade is a straightforward process. After constructing a Trading Post, unlocked with the Era 2 Tech “Markets,” you can freely buy or sell any Strategic and Luxury Resource. Click on the resource icon in your main view to bring up a small window where you can buy or sell this resource by the unit, and in case of Luxury Resources activate their booster effect. The price of resources is determined by the demand for it, so as more players buy a resource its price will increase and will decrease once nobody is buying. These trends are shown in the window with a little arr ow next to the price.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Here’s a quick list of what your Economy process looks like:&lt;br /&gt;
* Establishing Cities and Camps secures access to Strategic and Luxury Resources, with optimal placements that maximize FIDSI resource generation.&lt;br /&gt;
* Food Production creates Populations to fill Vocations, allowing Industry Production to develop buildings inside your City and build Mines on Resource Deposits, Science Production to research Technologies, Dust Production to fuel your Armies and engage in Trade, and Influence to expand your Territories and engage in Diplomacy.&lt;br /&gt;
* Approval ratings can drastically affect a City &amp;amp; Empire’s Production of FIDSI resources. Utilize Trade to gather Luxury Resources that can boost Approval.&lt;br /&gt;
* Use Science buildings and improvements to quickly research Technologies to further your Empire with better buildings, units, and other advancements to take on other Major and Minor Factions.&lt;br /&gt;
* Utilize Notables to fill Council positions, providing you with potentially powerful buffs to your Empire’s production of any FIDSI Resources.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Technology plays a crucial role in the progression of your Empire, unlocking new Units, buildings, and other bonuses and abilities that help you advance in the game.&lt;br /&gt;
&lt;br /&gt;
Technology is researched in the Technology Screen, each requiring a specific amount of Science Investment to unlock. The benefits a Technology provides are shown as icons under the circle, and hovering over them will show you more details.&lt;br /&gt;
&lt;br /&gt;
Technologies are divided into six Eras of Technologies, each requiring a total amount of previous-era tech to be researched before you can advance, though it is not necessary to research every single technology in an era before you advance. Navigate between the eras using the large triangular buttons at the sides of the screen.&lt;br /&gt;
&lt;br /&gt;
== Exterminate ==&lt;br /&gt;
Whether through negative actions on the world map, expansion desires, or plain bad manners, War is bound to happen between two Major Factions.&lt;br /&gt;
&lt;br /&gt;
As the player, you can declare war via two means - Justified and Unjustified War through the Diplomacy Screen. A Justified War is free of any Influence cost but can only be declared if your public opinion of the other empire is Very Low. An Unjustified War costs more Influence the higher your Public Opinion is with the other f action, but it can be declared at any point regardless of prior Treaties and Declarations. This will immediately break any Treaties you currently have and cause immediate War Fatigue for you while being delayed for the faction you declared war on. More on that below.&lt;br /&gt;
&lt;br /&gt;
Two main factors to consider in war are War Score and War Fatigue. War Score measures the progress and momentum of a war between two factions, generated by winning battles and successfully sieging Cities. Once the War Score against the enemy faction is high enough, or a war has gone on for an extended period of time, they may offer surrender terms. You can view the War Score at any time by clicking on the warring faction in the Diplomacy Screen.&lt;br /&gt;
&lt;br /&gt;
War Fatigue simulates the growing weariness and instability caused by a long, drawn-out conflict. As the war continues&lt;br /&gt;
on, War Fatigue will start to decrease the Approval rating in your Cities, and could lead to rebellions. It’s important to watch your Cities during any conflict to see when War Fatigue becomes too much for them to handle, and consider ending the conflict.&lt;br /&gt;
&lt;br /&gt;
Speaking of ending a war, there are three resolutions to any war in ENDLESS Legend 2, accessible through the Diplomacy Screen:&lt;br /&gt;
* &#039;&#039;&#039;Surrender Demand&#039;&#039;&#039; - Demand the Empire surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
* &#039;&#039;&#039;White Peace&#039;&#039;&#039; - Hostilities will cease and no tribute will be given to any side.&lt;br /&gt;
* &#039;&#039;&#039;Surrender Offer&#039;&#039;&#039; - Offer to surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
Once a war has ended, all available Treaties and Declarations can be used. However, it may take some time before the opposing Empire has any positive relationship with you to engage in deeper Diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Victory conditions ==&lt;br /&gt;
The ultimate goal of Diplomacy is to push you towards winning the game, and in ENDLESSLegend 2, that means achieving Victory Conditions. There are three paths to victory, accessible through the Victory Screen:&lt;br /&gt;
* &#039;&#039;&#039;Awakening Victories&#039;&#039;&#039; - As you unravel the mysteries of what is happening on Saiadha, you will unlock seven different&lt;br /&gt;
* &#039;&#039;&#039;Score Victory&#039;&#039;&#039; - Have the highest score at the last turn of the game.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory&#039;&#039;&#039; - Be the last remaining Empire.&lt;br /&gt;
How you choose to win the game is up to you and your playstyle, but it’s well worth pursuing the Narrative Victory to learn the fate of Saiadha!&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=151</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=151"/>
		<updated>2025-09-06T14:57:03Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Cities user interface */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless Legend 2 features nested tooltips, which allow you to lock a text box to hover over another tooltip inside. By default, you can hold shift to lock any tooltip. The tooltip lock also works by hovering over the initial tooltip for a certain amount of time before locking; however, this can be changed to a “mouse position” or middle-mouse-click function by heading to Settings -&amp;gt; UI -&amp;gt; Nested Tooltip Lock Mode.&lt;br /&gt;
&lt;br /&gt;
== Campaign map user interface ==&lt;br /&gt;
[[File:CMUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Empire Management&#039;&#039;&#039; - The left sidebar contains overviews of the various aspects making up your empire. From the top button:&lt;br /&gt;
## &#039;&#039;&#039;Empire Summary&#039;&#039;&#039; - Hover to see a brief description of your faction and any unique powers/units it can use. Select this button to bring you to an in-depth Empire Summary screen, containing detailed information from faction traits, units, and empire bonuses, to characters, your council, and population bonuses.&lt;br /&gt;
## &#039;&#039;&#039;Victory Conditions&#039;&#039;&#039; - Select this button to see your progression towards any Narrative or other Victory types and any key beats you’ve unlocked.&lt;br /&gt;
## &#039;&#039;&#039;Quest Journal&#039;&#039;&#039; - Contains all of your ongoing and completed quests across Faction, Pacification, and World victory types. This screen also contains Deeds, various objectives that you can try to accomplish first during specific Tidefalls. These will add enticing bonuses to your empire that last throughout the entire game.&lt;br /&gt;
## &#039;&#039;&#039;Cities &amp;amp; Camps&#039;&#039;&#039; - Provides an in-depth overview of all cities and camps within your empire.&lt;br /&gt;
## &#039;&#039;&#039;Protectorates&#039;&#039;&#039; - Assign and manage your Minor Faction Protectorates.&lt;br /&gt;
# &#039;&#039;&#039;Faction Features&#039;&#039;&#039; - Abilities and information unique to your faction are displayed here.&lt;br /&gt;
# &#039;&#039;&#039;Primary Resources&#039;&#039;&#039; - The stock and income of your two primary resources, Dust and Influence. Dust is used to buy out constructions, pay for Army Upkeep, purchase Strategic or Luxury Resources, and more. Influence is used to expand your Cities by building Foundations, assimilating Minor Factions, and performing Diplomacy Actions.&lt;br /&gt;
# &#039;&#039;&#039;Strategic &amp;amp; Luxury Resources&#039;&#039;&#039; - Strategic Resources are used to build Improvements and to specialize your Armies. Luxury Resources provide temporary boosts to Cities and armies. Click on any resource to buy and sell it (requires a Trading Post in your empire) or to activate luxury boosters.&lt;br /&gt;
# &#039;&#039;&#039;Notifications&#039;&#039;&#039; - Provides a list of messages about events inside and outside of your empire.&lt;br /&gt;
# &#039;&#039;&#039;Reminders &amp;amp; End Turn Sequences&#039;&#039;&#039; - A series of buttons to filter through needed actions before you end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Reminders/End Turn Button&#039;&#039;&#039; - Initially shows you the actions you have to take before ending your turn. Once all actions are complete, click here to end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Next Icons (Bottom Three Buttons)&#039;&#039;&#039; - These three bottom buttons allow you to filter through your Armies and Cities/Camps, while the “Finish Moves” button completes any pending Army actions.&lt;br /&gt;
# &#039;&#039;&#039;Hero’s Circle&#039;&#039;&#039; - Manage all of your Heroes, including their equipment, profiles and skill trees.&lt;br /&gt;
# &#039;&#039;&#039;Research&#039;&#039;&#039; - Opens the Research screen, allowing you to explore what technologies you want to research.&lt;br /&gt;
# &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Manage your diplomatic status with other Empires, including Treaties, Declarations, and Propositions.&lt;br /&gt;
# &#039;&#039;&#039;Yield And Grid Toggles&#039;&#039;&#039; - Customization toggles for your campaign map. Toggling on Yields will show the Tile output resources you will generate inside your Cities/Camps. Grid toggles the hexagonal grid on the world map, which is purely an aesthetic feature.&lt;br /&gt;
&lt;br /&gt;
== Cities user interface ==&lt;br /&gt;
Cities are an essential part of Endless Legend 2 as they form the backbone of your economy. You can open the city menu by left-clicking on the city banner or on the ground anywhere in its territory and close it by right-clicking anywhere in the window.&lt;br /&gt;
[[File:CUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;City Stats&#039;&#039;&#039; - An overview of the contents within the Territories of your City, including:&lt;br /&gt;
## &#039;&#039;&#039;Territories&#039;&#039;&#039; – How many territories your city may contain. This limit can be increased with Improvements.&lt;br /&gt;
## &#039;&#039;&#039;Mines &amp;amp; Quarries&#039;&#039;&#039; – The number of built/available resource extractors in the city. Hover for more details.&lt;br /&gt;
## &#039;&#039;&#039;Fortification&#039;&#039;&#039; – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.&lt;br /&gt;
## &#039;&#039;&#039;Villages&#039;&#039;&#039; – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.&lt;br /&gt;
## &#039;&#039;&#039;Food Stock&#039;&#039;&#039; – The amount of Food the City has stored. Consuming more food than you generate will deplete this stock. If there is no stock left, the City will experience Starvation.&lt;br /&gt;
## &#039;&#039;&#039;Militia&#039;&#039;&#039; – The number of militia in the city to protect against invaders.&lt;br /&gt;
## &#039;&#039;&#039;Approval&#039;&#039;&#039; – Approval provides bonuses to the City’s yields when it is high, and penalties when low.&lt;br /&gt;
# &#039;&#039;&#039;City Yields&#039;&#039;&#039; - The total generation of base resources (Food, Industry, Dust, Science, and Influence) per turn, primarily generated by Districts, Population, Improvements, Population, Technology, and other factors. Hover over each Resource to see a breakdown of its generation.&lt;br /&gt;
## &#039;&#039;&#039;Food&#039;&#039;&#039; - Used to feed and grow your Population. Each City generates its own Food.&lt;br /&gt;
## &#039;&#039;&#039;Industry&#039;&#039;&#039; - Primarily used to create Structures and Units. Each City generates its own Industry.&lt;br /&gt;
## &#039;&#039;&#039;Dust&#039;&#039;&#039; - Dust is a form of currency and has many purposes, including Army upkeep costs, accelerating City developments via Buyouts, and even when engaging in diplomacy. Dust is stocked at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Science&#039;&#039;&#039; - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Influence&#039;&#039;&#039; - Influence is used to build bigger Cities by attaching Territories, expand the Empire by establishing Camps in Territories, conduct Diplomacy with Major Factions, and assimilate Minor Factions. Influence is stocked at an Empire-wide level.&lt;br /&gt;
# &#039;&#039;&#039;Population Breakdown&#039;&#039;&#039; - Food surplus leads to population growth. At the top of the screen, right under the yield display, you can see a summary of your current/max population, the growth progress on the next population (click this to select the desired population type), and a summary of the jobs your population fills.&lt;br /&gt;
## &#039;&#039;&#039;Population Management&#039;&#039;&#039; - Shows the current Population/max Population within your Cities and Camps.&lt;br /&gt;
## &#039;&#039;&#039;Population Generation Type&#039;&#039;&#039; - Depending on diplomatic treaties and assimilation of Minor Factions, you can choose what species your City will produce next. Clicking on the dropdown menu provides all possible species, and hovering over each species provides the benefits they would bring to your City.&lt;br /&gt;
## &#039;&#039;&#039;Population Vocations&#039;&#039;&#039; - Provides a breakdown of what Vocations your population occupies, including the yields they provide to the City and your Empire. Note that if a citizen is created with no job availability, they become Destitute and do not provide any benefits.&lt;br /&gt;
# &#039;&#039;&#039;Construction Queue&#039;&#039;&#039; - The current and upcoming construction projects of the city. The bar above shows progress on the current construction and buttons to finish it instantly for Dust or cancel it. The queue can be rearranged through drag and drop. The button on the right allows you to convert industry to other resources if nothing is being built.&lt;br /&gt;
# &#039;&#039;&#039;City Production Menu&#039;&#039;&#039; - A menu of various production items to manage your City.&lt;br /&gt;
## &#039;&#039;&#039;Foundations&#039;&#039;&#039; - Foundations exploit a tile’s yields and serve as the basis for building districts. They can be placed instantly next to existing districts, exploited anomalies, or pacified villages for a cost in influence.&lt;br /&gt;
## &#039;&#039;&#039;District&#039;&#039;&#039; - Districts provide improved resource yields. When they are adjacent to four other districts, they will level up and provide an even bigger bonus. To build a District, first select an empty Foundation, then choose the district to build from the menu at the bottom.&lt;br /&gt;
## &#039;&#039;&#039;Improvement&#039;&#039;&#039; - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.&lt;br /&gt;
## &#039;&#039;&#039;Units&#039;&#039;&#039; - All Units that you can construct in your Empire.&lt;br /&gt;
## &#039;&#039;&#039;Population&#039;&#039;&#039; - A detailed breakdown of what Populations contribute to the City based on job type. You can move Populations to different jobs as needed or set an automation preference.&lt;br /&gt;
## &#039;&#039;&#039;Landscaping&#039;&#039;&#039; - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Diplomacy user interface ==&lt;br /&gt;
You can engage in Diplomacy with another Major Faction anytime after initial contact using the Diplomacy button at the bottom right of your screen. The Diplomacy Screen contains several pieces of information and negotiation tactics that can aid in acceptance by the other party.&lt;br /&gt;
[[File:DUI.jpg]]&lt;br /&gt;
# Your Public Opinion - What your Empire thinks about the other Major Faction. High public opinion makes beneficial actions cheaper, low public opinion discounts aggressive actions and is needed to declare a justified war.&lt;br /&gt;
# Other Empire’s Public Opinion - What the other Empire thinks about you.&lt;br /&gt;
# Other Empire’s Empire Information - A range of information, including current Attitude, their Attitude towards other Major Factions, Empire traits, Units, and Unique Abilities.&lt;br /&gt;
# Diplomatic Options - The various diplomatic actions you can take. Each costs Influence and potentially other resources (if the other empire is reluctant to accept and needs to be bribed). When you select an action, the bott om of the screen will show whether the other empire would accept or refuse.&lt;br /&gt;
## Treaties are agreements between factions that focus on cooperation or non-aggression, and are considered Beneficial Interactions.&lt;br /&gt;
## Declarations are more unilateral decisions that signal a shift in the relationship between Major Factions, and can include harmful or beneficial interactions.&lt;br /&gt;
## Propositions are any current offering of Diplomacy from either Faction.&lt;br /&gt;
# Negotiation Tools - AA range of options, including Dust, Influence, and Strategic or Luxury Resources to entice the Major Faction to accept your agreement. This can be done manually or by using the Ask Acceptable Terms to automatically calculate what it would take for acceptance.&lt;br /&gt;
Keep in mind that while basic Diplomatic Treaties are limited at the game’s start, certain Technologies can unlock more&lt;br /&gt;
advanced ones, providing you with more strategic options to benefit your Empire.&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
Exploring the world of Saiadha will have you moving your Armies around to reveal new tiles on the map, seeking out Curiosities, encountering Minor &amp;amp; Major Factions to interact with, and discovering Narrative Quests for you to complete.&lt;br /&gt;
&lt;br /&gt;
Tiles not yet explored by your Armies are shrouded in a Fog of War, preventing you from seeing tile yields or any potential obstacles you may encounter. Once explored, tiles will always show its yield or Minor Faction towns, however, once out of sight of a current Army, will be semi-hidden, preventing sight of actively moving Armies from Major &amp;amp; Minor Factions as well as any event-created ones.&lt;br /&gt;
&lt;br /&gt;
Moving your Armies is as simple as right-clicking on the desired location you want your selected Army to head towards, and the Army will immediately move as far as its Movement Points allow it. You can also hold the right mouse button and drag around to determine how many turns your Army would take to move to a specific location. The number of tiles you can move in a turn is determined by the Army’s Movement Points and the terrain of the tiles. Each tile has a Movement Cost associated with it. With this in mind, you may only be able to move 1-2 tiles despite having more than three Movement Points, so it is advantageous to be intentional about moving your Armies, especially while exploring at the start of your game.&lt;br /&gt;
[[File:Quest example.jpg|thumb|A Quest]]&lt;br /&gt;
Quests will be a driving force behind your exploration of Saiadha, as you will often need to either discover a new place not seen yet or bring an army to a specific location, as pictured above. You can access your Quests by selecting the Quest Journal button on the left-side UI panel. Once there, you can access all of your quests to see where you need to head off adventuring to next.&lt;br /&gt;
&lt;br /&gt;
Tidefalls will also expose large swathes of land, allowing for exploration of never-before-seen sites and mysteries tied to your overall Narrative Quests to discover what is happening to Saiadha.&lt;br /&gt;
&lt;br /&gt;
=== Map elements ===&lt;br /&gt;
[[File:Curiosity example.jpg|thumb|A Curiosity]]&lt;br /&gt;
&#039;&#039;&#039;Curiosities&#039;&#039;&#039; are unusual sites your armies can collect by simply walking over them, granting you resources, items for your heroes, or sometimes narrative events. Most curiosities are permanent until picked up, but special types spawn during the Monsoon that disappear when the rain stops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies&#039;&#039;&#039; are special tile locations that your cities can exploit by placing a Foundation of them. They have much higher yields that normal tiles, and some of them even provide approval.&lt;br /&gt;
&lt;br /&gt;
Across Saiadha you may encounter deep rivers that your armies cannot just walk across. If you absolutely must cross though, right-click on the river to open a context menu that allows you to construct a temporary bridge that will last until the next Monsoon. You can also construct a dam this way if you have the required technology.&lt;br /&gt;
&lt;br /&gt;
=== Minor factions ===&lt;br /&gt;
Many of the territories of Saiadha are already inhabited by Minor Factions, and integrating them into your growing empire may have tremendous benefits. When you come across one of their single-tile villages denoted by a small, grey faction flag, you have three options to pacify them: Bribe them with Dust, earning you one of their units; ask for a quest that will pacify all villages in the same territory; or attack them and destroy their villages.&lt;br /&gt;
&lt;br /&gt;
Until a village is pacified, they will regularly spawn roaming armies. Some factions are aggressive and their armies will attack you, while others are peaceful and just roam about. However, during Monsoon all minor faction armies will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Pacification will provide the best diplomatic option for most Minor Factions. Once a village is pacified, if it is in a Territory with one of your Cities, you c an make it into a Protectorate by assimilating it (or cohabitating with it as the Aspects). Once the Protectorate agreement has been confirmed, they provide a range of benefits:&lt;br /&gt;
* &#039;&#039;&#039;Population Bonuses&#039;&#039;&#039; - Selecting the Minor Faction as the next population within any City boosts various aspects based on their unique conditions.&lt;br /&gt;
* &#039;&#039;&#039;Recruit Units&#039;&#039;&#039; - Each Minor Faction has a unique Unit that can be recruited.&lt;br /&gt;
* &#039;&#039;&#039;Cohabitation Effects&#039;&#039;&#039; - Minor Factions provide their Notables that can fill Official slots as well as stackable FIDSI effects per Pacified Village on certain buildings within your Empire.&lt;br /&gt;
While limited to a couple of Protectorate Agreements at the start of the game, certain Technologies can unlock more slots.&lt;br /&gt;
&lt;br /&gt;
== Expand ==&lt;br /&gt;
Expansion in the world of Shaiadha involves claiming explored Territories, establishing new Cities to grow your Empire, and engaging in Diplomacy with Major and Minor Factions.&lt;br /&gt;
&lt;br /&gt;
The world of Saiadha is divided into large areas called Territories, noted by a dashed border. Each Territory contains tiles containing FIDSI resources based on the terrain and possible Anomalies, Luxury/Strategic Resources, Minor Factions, and more.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, your first claimed Territory will become your Capital City. Fortunately, even if it takes a while to find the perfect spot, the &amp;quot;Prepared Settlement&amp;quot; effect boosts your FIDSI output by 50% for the number of turns it took before you established your Capital City. This effect ensures you don’t fall too far behind immediately.&lt;br /&gt;
&lt;br /&gt;
When you’re ready to establish your Capital City, select any Army, and select the Found Capital Button at the bottom of the screen. Optimal locations will pop up showing the FIDSI yields in the vicinity should you want a different location, if not, simply left-click on the desired tile, and the Capital City is officially established, and the Territory is yours.&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
Exploiting the world around you is necessary to exert your influence through managing your Cities, creating a robust economy that utilizes its Empire’s Resources, diving into Technological Research, and engages with the Minor Factions.&lt;br /&gt;
&lt;br /&gt;
Cities are your core means to grow your Empire across Saiadha. They are home to your population, develop FIDSI resources, and are responsible for creating your Units and Armies.&lt;br /&gt;
&lt;br /&gt;
Your Cities are comprised of Populations - citizens created using the excess generation of Food. Most of your Population will likely be the native faction you are playing. However, as you engage in diplomacy with Major and Minor Factions, you may have the opportunity to choose what population is created next, with each Major/Minor Faction having unique benefits within your city. Your Population fills up one of three Vocations within your City, increasing FIDSI resource generation depending on the Vocation Type and Buildings present. Note that some Faction Populations synergize with specific Vocations for even greater output.&lt;br /&gt;
&lt;br /&gt;
Your Cities contain Foundations - tiles in which you can construct buildings, called Districts. Selecting an empty Foundation will bring up all available buildings, each providing benefits for your City. Once all Foundations have been built on, you must use Influence to claim new ones to expand.&lt;br /&gt;
&lt;br /&gt;
Districts can be improved depending on the technology that has been researched. Selecting the Improvement button will highlight any Districts that can be improved, and selecting said Districts will bring up any available Improvements, usually costing Strategic Resources to upgrade.&lt;br /&gt;
&lt;br /&gt;
Approval is the last piece of City Management and measures the City’s inhabitants’ happiness. Each City has its own Approval rating, contributing to an average across all Cities that gives the Empire Approval. Within a City, Approval levels can cause positive or negative events, while Empire Approval impacts the Empire’s production of Dust, Science, and Influence. Hovering over any City Approval rating provides a breakdown of factors contributing to its level and the potential outcomes that can result from said rating.&lt;br /&gt;
&lt;br /&gt;
After the first Monsoon, the Empire Council will unlock, allowing you to assign Heroes and Notables from your population that will grant powerful empire-wide effects. After each Monsoon, an additional Council slot will open. At this time, you can reassign councilors for free, though you can also do so at any time for a small Dust fee.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Throughout the world of Saiadha are Resources ripe for the taking that can enhance City resource output. There are two types of Resources - Strategic and Luxury. Both can be harvested via Mines within your Territory, collected as Quest rewards, traded via a Trade Outpost, or used to fulfill Quests and sway factions in Diplomacy. Strategic Resources are used for Unit upgrades and District Improvements. Luxury Resources boost various parts of your Empire, be it approval, fortification, and increased FIDSI output in your Cities/Camps, increased experience gain on your Hero, and more.&lt;br /&gt;
&lt;br /&gt;
Trade is a straightforward process. After constructing a Trading Post, unlocked with the Era 2 Tech “Markets,” you can freely buy or sell any Strategic and Luxury Resource. Click on the resource icon in your main view to bring up a small window where you can buy or sell this resource by the unit, and in case of Luxury Resources activate their booster effect. The price of resources is determined by the demand for it, so as more players buy a resource its price will increase and will decrease once nobody is buying. These trends are shown in the window with a little arr ow next to the price.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Here’s a quick list of what your Economy process looks like:&lt;br /&gt;
* Establishing Cities and Camps secures access to Strategic and Luxury Resources, with optimal placements that maximize FIDSI resource generation.&lt;br /&gt;
* Food Production creates Populations to fill Vocations, allowing Industry Production to develop buildings inside your City and build Mines on Resource Deposits, Science Production to research Technologies, Dust Production to fuel your Armies and engage in Trade, and Influence to expand your Territories and engage in Diplomacy.&lt;br /&gt;
* Approval ratings can drastically affect a City &amp;amp; Empire’s Production of FIDSI resources. Utilize Trade to gather Luxury Resources that can boost Approval.&lt;br /&gt;
* Use Science buildings and improvements to quickly research Technologies to further your Empire with better buildings, units, and other advancements to take on other Major and Minor Factions.&lt;br /&gt;
* Utilize Notables to fill Council positions, providing you with potentially powerful buffs to your Empire’s production of any FIDSI Resources.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Technology plays a crucial role in the progression of your Empire, unlocking new Units, buildings, and other bonuses and abilities that help you advance in the game.&lt;br /&gt;
&lt;br /&gt;
Technology is researched in the Technology Screen, each requiring a specific amount of Science Investment to unlock. The benefits a Technology provides are shown as icons under the circle, and hovering over them will show you more details.&lt;br /&gt;
&lt;br /&gt;
Technologies are divided into six Eras of Technologies, each requiring a total amount of previous-era tech to be researched before you can advance, though it is not necessary to research every single technology in an era before you advance. Navigate between the eras using the large triangular buttons at the sides of the screen.&lt;br /&gt;
&lt;br /&gt;
== Exterminate ==&lt;br /&gt;
Whether through negative actions on the world map, expansion desires, or plain bad manners, War is bound to happen between two Major Factions.&lt;br /&gt;
&lt;br /&gt;
As the player, you can declare war via two means - Justified and Unjustified War through the Diplomacy Screen. A Justified War is free of any Influence cost but can only be declared if your public opinion of the other empire is Very Low. An Unjustified War costs more Influence the higher your Public Opinion is with the other f action, but it can be declared at any point regardless of prior Treaties and Declarations. This will immediately break any Treaties you currently have and cause immediate War Fatigue for you while being delayed for the faction you declared war on. More on that below.&lt;br /&gt;
&lt;br /&gt;
Two main factors to consider in war are War Score and War Fatigue. War Score measures the progress and momentum of a war between two factions, generated by winning battles and successfully sieging Cities. Once the War Score against the enemy faction is high enough, or a war has gone on for an extended period of time, they may offer surrender terms. You can view the War Score at any time by clicking on the warring faction in the Diplomacy Screen.&lt;br /&gt;
&lt;br /&gt;
War Fatigue simulates the growing weariness and instability caused by a long, drawn-out conflict. As the war continues&lt;br /&gt;
on, War Fatigue will start to decrease the Approval rating in your Cities, and could lead to rebellions. It’s important to watch your Cities during any conflict to see when War Fatigue becomes too much for them to handle, and consider ending the conflict.&lt;br /&gt;
&lt;br /&gt;
Speaking of ending a war, there are three resolutions to any war in ENDLESS Legend 2, accessible through the Diplomacy Screen:&lt;br /&gt;
* &#039;&#039;&#039;Surrender Demand&#039;&#039;&#039; - Demand the Empire surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
* &#039;&#039;&#039;White Peace&#039;&#039;&#039; - Hostilities will cease and no tribute will be given to any side.&lt;br /&gt;
* &#039;&#039;&#039;Surrender Offer&#039;&#039;&#039; - Offer to surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
Once a war has ended, all available Treaties and Declarations can be used. However, it may take some time before the opposing Empire has any positive relationship with you to engage in deeper Diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Victory conditions ==&lt;br /&gt;
The ultimate goal of Diplomacy is to push you towards winning the game, and in ENDLESSLegend 2, that means achieving Victory Conditions. There are three paths to victory, accessible through the Victory Screen:&lt;br /&gt;
* &#039;&#039;&#039;Awakening Victories&#039;&#039;&#039; - As you unravel the mysteries of what is happening on Saiadha, you will unlock seven different&lt;br /&gt;
* &#039;&#039;&#039;Score Victory&#039;&#039;&#039; - Have the highest score at the last turn of the game.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory&#039;&#039;&#039; - Be the last remaining Empire.&lt;br /&gt;
How you choose to win the game is up to you and your playstyle, but it’s well worth pursuing the Narrative Victory to learn the fate of Saiadha!&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=150</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=150"/>
		<updated>2025-09-06T14:54:19Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Minor factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless Legend 2 features nested tooltips, which allow you to lock a text box to hover over another tooltip inside. By default, you can hold shift to lock any tooltip. The tooltip lock also works by hovering over the initial tooltip for a certain amount of time before locking; however, this can be changed to a “mouse position” or middle-mouse-click function by heading to Settings -&amp;gt; UI -&amp;gt; Nested Tooltip Lock Mode.&lt;br /&gt;
&lt;br /&gt;
== Campaign map user interface ==&lt;br /&gt;
[[File:CMUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Empire Management&#039;&#039;&#039; - The left sidebar contains overviews of the various aspects making up your empire. From the top button:&lt;br /&gt;
## &#039;&#039;&#039;Empire Summary&#039;&#039;&#039; - Hover to see a brief description of your faction and any unique powers/units it can use. Select this button to bring you to an in-depth Empire Summary screen, containing detailed information from faction traits, units, and empire bonuses, to characters, your council, and population bonuses.&lt;br /&gt;
## &#039;&#039;&#039;Victory Conditions&#039;&#039;&#039; - Select this button to see your progression towards any Narrative or other Victory types and any key beats you’ve unlocked.&lt;br /&gt;
## &#039;&#039;&#039;Quest Journal&#039;&#039;&#039; - Contains all of your ongoing and completed quests across Faction, Pacification, and World victory types. This screen also contains Deeds, various objectives that you can try to accomplish first during specific Tidefalls. These will add enticing bonuses to your empire that last throughout the entire game.&lt;br /&gt;
## &#039;&#039;&#039;Cities &amp;amp; Camps&#039;&#039;&#039; - Provides an in-depth overview of all cities and camps within your empire.&lt;br /&gt;
## &#039;&#039;&#039;Protectorates&#039;&#039;&#039; - Assign and manage your Minor Faction Protectorates.&lt;br /&gt;
# &#039;&#039;&#039;Faction Features&#039;&#039;&#039; - Abilities and information unique to your faction are displayed here.&lt;br /&gt;
# &#039;&#039;&#039;Primary Resources&#039;&#039;&#039; - The stock and income of your two primary resources, Dust and Influence. Dust is used to buy out constructions, pay for Army Upkeep, purchase Strategic or Luxury Resources, and more. Influence is used to expand your Cities by building Foundations, assimilating Minor Factions, and performing Diplomacy Actions.&lt;br /&gt;
# &#039;&#039;&#039;Strategic &amp;amp; Luxury Resources&#039;&#039;&#039; - Strategic Resources are used to build Improvements and to specialize your Armies. Luxury Resources provide temporary boosts to Cities and armies. Click on any resource to buy and sell it (requires a Trading Post in your empire) or to activate luxury boosters.&lt;br /&gt;
# &#039;&#039;&#039;Notifications&#039;&#039;&#039; - Provides a list of messages about events inside and outside of your empire.&lt;br /&gt;
# &#039;&#039;&#039;Reminders &amp;amp; End Turn Sequences&#039;&#039;&#039; - A series of buttons to filter through needed actions before you end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Reminders/End Turn Button&#039;&#039;&#039; - Initially shows you the actions you have to take before ending your turn. Once all actions are complete, click here to end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Next Icons (Bottom Three Buttons)&#039;&#039;&#039; - These three bottom buttons allow you to filter through your Armies and Cities/Camps, while the “Finish Moves” button completes any pending Army actions.&lt;br /&gt;
# &#039;&#039;&#039;Hero’s Circle&#039;&#039;&#039; - Manage all of your Heroes, including their equipment, profiles and skill trees.&lt;br /&gt;
# &#039;&#039;&#039;Research&#039;&#039;&#039; - Opens the Research screen, allowing you to explore what technologies you want to research.&lt;br /&gt;
# &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Manage your diplomatic status with other Empires, including Treaties, Declarations, and Propositions.&lt;br /&gt;
# &#039;&#039;&#039;Yield And Grid Toggles&#039;&#039;&#039; - Customization toggles for your campaign map. Toggling on Yields will show the Tile output resources you will generate inside your Cities/Camps. Grid toggles the hexagonal grid on the world map, which is purely an aesthetic feature.&lt;br /&gt;
&lt;br /&gt;
== Cities user interface ==&lt;br /&gt;
Cities are an essential part of Endless Legend 2 as they form the backbone of your economy. You can open the city menu by left-clicking on the city banner or on the ground anywhere in its territory and close it by right-clicking anywhere in the window.&lt;br /&gt;
[[File:CUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;City Stats&#039;&#039;&#039; - An overview of the contents within the Territories of your City, including:&lt;br /&gt;
## &#039;&#039;&#039;Territories&#039;&#039;&#039; – How many territories your city may contain. This limit can be increased with Improvements.&lt;br /&gt;
## &#039;&#039;&#039;Mines &amp;amp; Quarries&#039;&#039;&#039; – The number of built/available resource extractors in the city. Hover for more details.&lt;br /&gt;
## &#039;&#039;&#039;Fortification&#039;&#039;&#039; – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.&lt;br /&gt;
## &#039;&#039;&#039;Villages&#039;&#039;&#039; – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.&lt;br /&gt;
## &#039;&#039;&#039;Food Stock&#039;&#039;&#039; – The amount of Food the City has stored. Consuming more food than you generate will deplete this stock. If there is no stock left, the City will experience Starvation.&lt;br /&gt;
## &#039;&#039;&#039;Militia&#039;&#039;&#039; – The number of militia in the city to protect against invaders.&lt;br /&gt;
## &#039;&#039;&#039;Approval&#039;&#039;&#039; – Approval provides bonuses to the City’s yields when it is high, and penalties when low.&lt;br /&gt;
# &#039;&#039;&#039;City Yields&#039;&#039;&#039; - The total generation of base resources (Food, Industry, Dust, Science, and Influence) per turn, primarily generated by Districts, Population, Improvements, Population, Technology, and other factors. Hover over each Resource to see a breakdown of its generation.&lt;br /&gt;
## &#039;&#039;&#039;Food&#039;&#039;&#039; - Used to feed and grow your Population. Each City generates its own Food.&lt;br /&gt;
## &#039;&#039;&#039;Industry&#039;&#039;&#039; - Primarily used to create Structures and Units. Each City generates its own Industry.&lt;br /&gt;
## &#039;&#039;&#039;Dust&#039;&#039;&#039; - Dust is a form of currency and has many purposes, including Army upkeep costs, accelerating City developments via Buyouts, and even when engaging in diplomacy. Dust is stocked at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Science&#039;&#039;&#039; - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Influence&#039;&#039;&#039; - Influence is used to build bigger Cities by attaching Territories, expand the Empire by establishing Camps in Territories, conduct Diplomacy with Major Factions, and assimilate Minor Factions. Influence is stocked at an Empire-wide level.&lt;br /&gt;
# &#039;&#039;&#039;Population Breakdown&#039;&#039;&#039; - Food surplus leads to population growth. At the top of the screen, right under the yield display, you can see a summary of your current/max population, the growth progress on the next population (click this to select the desired population type), and a summary of the jobs your population fills.&lt;br /&gt;
## &#039;&#039;&#039;Population Management&#039;&#039;&#039; - Shows the current Population/max Population within your Cities and Camps.&lt;br /&gt;
## &#039;&#039;&#039;Population Generation Type&#039;&#039;&#039; - Depending on diplomatic treaties and assimilation of Minor Factions, you can choose what species your City will produce next. Clicking on the dropdown menu provides all possible species, and hovering over each species provides the benefits they would bring to your City.&lt;br /&gt;
## &#039;&#039;&#039;Population Vocations&#039;&#039;&#039; - Provides a breakdown of what Vocations your population occupies, including the yields they provide to the City and your Empire. Note that if a citizen is created with no job availability, they become Destitute and do not provide any benefits.&lt;br /&gt;
# &#039;&#039;&#039;Construction Queue&#039;&#039;&#039; - The current and upcoming construction projects of the city. The bar above shows progress on the current construction and buttons to finish it instantly for Dust or cancel it. The queue can be rearranged through drag and drop. The button on the right allows you to convert industry to other resources if nothing is being built.&lt;br /&gt;
# &#039;&#039;&#039;City Production Menu&#039;&#039;&#039; - A menu of various production items to manage your City.&lt;br /&gt;
## &#039;&#039;&#039;Foundations&#039;&#039;&#039; - Foundations exploit a tile’s yields and serve as the basis for building districts. They can be placed instantly next to existing districts, exploited anomalies, or pacified villages for a cost in influence.&lt;br /&gt;
## &#039;&#039;&#039;District&#039;&#039;&#039; - Districts provide improved resource yields. When they are adjacent to four other districts, they will level up and provide an even bigger bonus. To build a District, first select an empty Foundation, then choose the district to build from the menu at the bottom.&lt;br /&gt;
## &#039;&#039;&#039;Improvement&#039;&#039;&#039; - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.&lt;br /&gt;
## &#039;&#039;&#039;Units&#039;&#039;&#039; - All Units that you can construct in your Empire.&lt;br /&gt;
## &#039;&#039;&#039;Population&#039;&#039;&#039; - A detailed breakdown of what Populations contribute to the City based on job type. You can move Populations to different jobs as needed or set an automation preference.&lt;br /&gt;
## &#039;&#039;&#039;Landscaping&#039;&#039;&#039; - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
Exploring the world of Saiadha will have you moving your Armies around to reveal new tiles on the map, seeking out Curiosities, encountering Minor &amp;amp; Major Factions to interact with, and discovering Narrative Quests for you to complete.&lt;br /&gt;
&lt;br /&gt;
Tiles not yet explored by your Armies are shrouded in a Fog of War, preventing you from seeing tile yields or any potential obstacles you may encounter. Once explored, tiles will always show its yield or Minor Faction towns, however, once out of sight of a current Army, will be semi-hidden, preventing sight of actively moving Armies from Major &amp;amp; Minor Factions as well as any event-created ones.&lt;br /&gt;
&lt;br /&gt;
Moving your Armies is as simple as right-clicking on the desired location you want your selected Army to head towards, and the Army will immediately move as far as its Movement Points allow it. You can also hold the right mouse button and drag around to determine how many turns your Army would take to move to a specific location. The number of tiles you can move in a turn is determined by the Army’s Movement Points and the terrain of the tiles. Each tile has a Movement Cost associated with it. With this in mind, you may only be able to move 1-2 tiles despite having more than three Movement Points, so it is advantageous to be intentional about moving your Armies, especially while exploring at the start of your game.&lt;br /&gt;
[[File:Quest example.jpg|thumb|A Quest]]&lt;br /&gt;
Quests will be a driving force behind your exploration of Saiadha, as you will often need to either discover a new place not seen yet or bring an army to a specific location, as pictured above. You can access your Quests by selecting the Quest Journal button on the left-side UI panel. Once there, you can access all of your quests to see where you need to head off adventuring to next.&lt;br /&gt;
&lt;br /&gt;
Tidefalls will also expose large swathes of land, allowing for exploration of never-before-seen sites and mysteries tied to your overall Narrative Quests to discover what is happening to Saiadha.&lt;br /&gt;
&lt;br /&gt;
=== Map elements ===&lt;br /&gt;
[[File:Curiosity example.jpg|thumb|A Curiosity]]&lt;br /&gt;
&#039;&#039;&#039;Curiosities&#039;&#039;&#039; are unusual sites your armies can collect by simply walking over them, granting you resources, items for your heroes, or sometimes narrative events. Most curiosities are permanent until picked up, but special types spawn during the Monsoon that disappear when the rain stops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies&#039;&#039;&#039; are special tile locations that your cities can exploit by placing a Foundation of them. They have much higher yields that normal tiles, and some of them even provide approval.&lt;br /&gt;
&lt;br /&gt;
Across Saiadha you may encounter deep rivers that your armies cannot just walk across. If you absolutely must cross though, right-click on the river to open a context menu that allows you to construct a temporary bridge that will last until the next Monsoon. You can also construct a dam this way if you have the required technology.&lt;br /&gt;
&lt;br /&gt;
=== Minor factions ===&lt;br /&gt;
Many of the territories of Saiadha are already inhabited by Minor Factions, and integrating them into your growing empire may have tremendous benefits. When you come across one of their single-tile villages denoted by a small, grey faction flag, you have three options to pacify them: Bribe them with Dust, earning you one of their units; ask for a quest that will pacify all villages in the same territory; or attack them and destroy their villages.&lt;br /&gt;
&lt;br /&gt;
Until a village is pacified, they will regularly spawn roaming armies. Some factions are aggressive and their armies will attack you, while others are peaceful and just roam about. However, during Monsoon all minor faction armies will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Pacification will provide the best diplomatic option for most Minor Factions. Once a village is pacified, if it is in a Territory with one of your Cities, you c an make it into a Protectorate by assimilating it (or cohabitating with it as the Aspects). Once the Protectorate agreement has been confirmed, they provide a range of benefits:&lt;br /&gt;
* &#039;&#039;&#039;Population Bonuses&#039;&#039;&#039; - Selecting the Minor Faction as the next population within any City boosts various aspects based on their unique conditions.&lt;br /&gt;
* &#039;&#039;&#039;Recruit Units&#039;&#039;&#039; - Each Minor Faction has a unique Unit that can be recruited.&lt;br /&gt;
* &#039;&#039;&#039;Cohabitation Effects&#039;&#039;&#039; - Minor Factions provide their Notables that can fill Official slots as well as stackable FIDSI effects per Pacified Village on certain buildings within your Empire.&lt;br /&gt;
While limited to a couple of Protectorate Agreements at the start of the game, certain Technologies can unlock more slots.&lt;br /&gt;
&lt;br /&gt;
== Expand ==&lt;br /&gt;
Expansion in the world of Shaiadha involves claiming explored Territories, establishing new Cities to grow your Empire, and engaging in Diplomacy with Major and Minor Factions.&lt;br /&gt;
&lt;br /&gt;
The world of Saiadha is divided into large areas called Territories, noted by a dashed border. Each Territory contains tiles containing FIDSI resources based on the terrain and possible Anomalies, Luxury/Strategic Resources, Minor Factions, and more.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, your first claimed Territory will become your Capital City. Fortunately, even if it takes a while to find the perfect spot, the &amp;quot;Prepared Settlement&amp;quot; effect boosts your FIDSI output by 50% for the number of turns it took before you established your Capital City. This effect ensures you don’t fall too far behind immediately.&lt;br /&gt;
&lt;br /&gt;
When you’re ready to establish your Capital City, select any Army, and select the Found Capital Button at the bottom of the screen. Optimal locations will pop up showing the FIDSI yields in the vicinity should you want a different location, if not, simply left-click on the desired tile, and the Capital City is officially established, and the Territory is yours.&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
Exploiting the world around you is necessary to exert your influence through managing your Cities, creating a robust economy that utilizes its Empire’s Resources, diving into Technological Research, and engages with the Minor Factions.&lt;br /&gt;
&lt;br /&gt;
Cities are your core means to grow your Empire across Saiadha. They are home to your population, develop FIDSI resources, and are responsible for creating your Units and Armies.&lt;br /&gt;
&lt;br /&gt;
Your Cities are comprised of Populations - citizens created using the excess generation of Food. Most of your Population will likely be the native faction you are playing. However, as you engage in diplomacy with Major and Minor Factions, you may have the opportunity to choose what population is created next, with each Major/Minor Faction having unique benefits within your city. Your Population fills up one of three Vocations within your City, increasing FIDSI resource generation depending on the Vocation Type and Buildings present. Note that some Faction Populations synergize with specific Vocations for even greater output.&lt;br /&gt;
&lt;br /&gt;
Your Cities contain Foundations - tiles in which you can construct buildings, called Districts. Selecting an empty Foundation will bring up all available buildings, each providing benefits for your City. Once all Foundations have been built on, you must use Influence to claim new ones to expand.&lt;br /&gt;
&lt;br /&gt;
Districts can be improved depending on the technology that has been researched. Selecting the Improvement button will highlight any Districts that can be improved, and selecting said Districts will bring up any available Improvements, usually costing Strategic Resources to upgrade.&lt;br /&gt;
&lt;br /&gt;
Approval is the last piece of City Management and measures the City’s inhabitants’ happiness. Each City has its own Approval rating, contributing to an average across all Cities that gives the Empire Approval. Within a City, Approval levels can cause positive or negative events, while Empire Approval impacts the Empire’s production of Dust, Science, and Influence. Hovering over any City Approval rating provides a breakdown of factors contributing to its level and the potential outcomes that can result from said rating.&lt;br /&gt;
&lt;br /&gt;
After the first Monsoon, the Empire Council will unlock, allowing you to assign Heroes and Notables from your population that will grant powerful empire-wide effects. After each Monsoon, an additional Council slot will open. At this time, you can reassign councilors for free, though you can also do so at any time for a small Dust fee.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Throughout the world of Saiadha are Resources ripe for the taking that can enhance City resource output. There are two types of Resources - Strategic and Luxury. Both can be harvested via Mines within your Territory, collected as Quest rewards, traded via a Trade Outpost, or used to fulfill Quests and sway factions in Diplomacy. Strategic Resources are used for Unit upgrades and District Improvements. Luxury Resources boost various parts of your Empire, be it approval, fortification, and increased FIDSI output in your Cities/Camps, increased experience gain on your Hero, and more.&lt;br /&gt;
&lt;br /&gt;
Trade is a straightforward process. After constructing a Trading Post, unlocked with the Era 2 Tech “Markets,” you can freely buy or sell any Strategic and Luxury Resource. Click on the resource icon in your main view to bring up a small window where you can buy or sell this resource by the unit, and in case of Luxury Resources activate their booster effect. The price of resources is determined by the demand for it, so as more players buy a resource its price will increase and will decrease once nobody is buying. These trends are shown in the window with a little arr ow next to the price.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Here’s a quick list of what your Economy process looks like:&lt;br /&gt;
* Establishing Cities and Camps secures access to Strategic and Luxury Resources, with optimal placements that maximize FIDSI resource generation.&lt;br /&gt;
* Food Production creates Populations to fill Vocations, allowing Industry Production to develop buildings inside your City and build Mines on Resource Deposits, Science Production to research Technologies, Dust Production to fuel your Armies and engage in Trade, and Influence to expand your Territories and engage in Diplomacy.&lt;br /&gt;
* Approval ratings can drastically affect a City &amp;amp; Empire’s Production of FIDSI resources. Utilize Trade to gather Luxury Resources that can boost Approval.&lt;br /&gt;
* Use Science buildings and improvements to quickly research Technologies to further your Empire with better buildings, units, and other advancements to take on other Major and Minor Factions.&lt;br /&gt;
* Utilize Notables to fill Council positions, providing you with potentially powerful buffs to your Empire’s production of any FIDSI Resources.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Technology plays a crucial role in the progression of your Empire, unlocking new Units, buildings, and other bonuses and abilities that help you advance in the game.&lt;br /&gt;
&lt;br /&gt;
Technology is researched in the Technology Screen, each requiring a specific amount of Science Investment to unlock. The benefits a Technology provides are shown as icons under the circle, and hovering over them will show you more details.&lt;br /&gt;
&lt;br /&gt;
Technologies are divided into six Eras of Technologies, each requiring a total amount of previous-era tech to be researched before you can advance, though it is not necessary to research every single technology in an era before you advance. Navigate between the eras using the large triangular buttons at the sides of the screen.&lt;br /&gt;
&lt;br /&gt;
== Exterminate ==&lt;br /&gt;
Whether through negative actions on the world map, expansion desires, or plain bad manners, War is bound to happen between two Major Factions.&lt;br /&gt;
&lt;br /&gt;
As the player, you can declare war via two means - Justified and Unjustified War through the Diplomacy Screen. A Justified War is free of any Influence cost but can only be declared if your public opinion of the other empire is Very Low. An Unjustified War costs more Influence the higher your Public Opinion is with the other f action, but it can be declared at any point regardless of prior Treaties and Declarations. This will immediately break any Treaties you currently have and cause immediate War Fatigue for you while being delayed for the faction you declared war on. More on that below.&lt;br /&gt;
&lt;br /&gt;
Two main factors to consider in war are War Score and War Fatigue. War Score measures the progress and momentum of a war between two factions, generated by winning battles and successfully sieging Cities. Once the War Score against the enemy faction is high enough, or a war has gone on for an extended period of time, they may offer surrender terms. You can view the War Score at any time by clicking on the warring faction in the Diplomacy Screen.&lt;br /&gt;
&lt;br /&gt;
War Fatigue simulates the growing weariness and instability caused by a long, drawn-out conflict. As the war continues&lt;br /&gt;
on, War Fatigue will start to decrease the Approval rating in your Cities, and could lead to rebellions. It’s important to watch your Cities during any conflict to see when War Fatigue becomes too much for them to handle, and consider ending the conflict.&lt;br /&gt;
&lt;br /&gt;
Speaking of ending a war, there are three resolutions to any war in ENDLESS Legend 2, accessible through the Diplomacy Screen:&lt;br /&gt;
* &#039;&#039;&#039;Surrender Demand&#039;&#039;&#039; - Demand the Empire surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
* &#039;&#039;&#039;White Peace&#039;&#039;&#039; - Hostilities will cease and no tribute will be given to any side.&lt;br /&gt;
* &#039;&#039;&#039;Surrender Offer&#039;&#039;&#039; - Offer to surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
Once a war has ended, all available Treaties and Declarations can be used. However, it may take some time before the opposing Empire has any positive relationship with you to engage in deeper Diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Victory conditions ==&lt;br /&gt;
The ultimate goal of Diplomacy is to push you towards winning the game, and in ENDLESSLegend 2, that means achieving Victory Conditions. There are three paths to victory, accessible through the Victory Screen:&lt;br /&gt;
* &#039;&#039;&#039;Awakening Victories&#039;&#039;&#039; - As you unravel the mysteries of what is happening on Saiadha, you will unlock seven different&lt;br /&gt;
* &#039;&#039;&#039;Score Victory&#039;&#039;&#039; - Have the highest score at the last turn of the game.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory&#039;&#039;&#039; - Be the last remaining Empire.&lt;br /&gt;
How you choose to win the game is up to you and your playstyle, but it’s well worth pursuing the Narrative Victory to learn the fate of Saiadha!&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=149</id>
		<title>Map Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=149"/>
		<updated>2025-09-06T14:52:52Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Victory settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World settings ==&lt;br /&gt;
World settings determine the generation of the world map.&lt;br /&gt;
* &#039;&#039;&#039;World Size&#039;&#039;&#039; determines how large the map will be. It has the following options:&lt;br /&gt;
** Tiny: Recommended for 2 players. The number of luxury resource types will be limited to 6.&lt;br /&gt;
** Small: Recommended for 3 players. The number of luxury resource types will be limited to 10.&lt;br /&gt;
** Medium: Recommended for 4 players. The number of luxury resource types will be limited to 13.&lt;br /&gt;
** Large: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
** Huge: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
* &#039;&#039;&#039;Map Archetype&#039;&#039;&#039; determines the shape of the world. It has the following options:&lt;br /&gt;
** Archipelago: World is made of small islands. Each empire starts on their own island. Tidefall will happen quickly.&lt;br /&gt;
** Pangaea: World is made of one large continent. Tidefall will be delayed.&lt;br /&gt;
** Continents: World is made of large islands. Each empire starts on the same island. Tidefall will be slightly delayed.&lt;br /&gt;
* &#039;&#039;&#039;World Wrap&#039;&#039;&#039; determines if the map is continuous or not. It has the following options:&lt;br /&gt;
** No: Side edges of the map have impassable terrain.&lt;br /&gt;
** Yes: Side edges of the map loop back to the other side.&lt;br /&gt;
* &#039;&#039;&#039;World Generation Seed&#039;&#039;&#039; is used for world generation. Using the same seed will result in the same map being generated. Seed will be random if the setting is left empty.&lt;br /&gt;
* &#039;&#039;&#039;Lake Odds&#039;&#039;&#039; determines the number of lakes that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Lake Size&#039;&#039;&#039; determines the size of lakes. It has the following options:&lt;br /&gt;
** Small&lt;br /&gt;
** Average&lt;br /&gt;
** Big&lt;br /&gt;
* &#039;&#039;&#039;Rivers&#039;&#039;&#039; determines the number of rivers that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Some&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Ridges and Cliffs&#039;&#039;&#039; determines the number of ridges and cliffs that will be present on the map. It has the following options:&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Strategic Resource Amount&#039;&#039;&#039; determines the number of strategic resource deposits that will be present on the map. It has the following options:&lt;br /&gt;
** Scarce&lt;br /&gt;
** Normal&lt;br /&gt;
** Abundant&lt;br /&gt;
* &#039;&#039;&#039;Monsoon Curiosities&#039;&#039;&#039; determines whether or not Monsoon curiosities can appear. It has the following options:&lt;br /&gt;
** Default&lt;br /&gt;
** None&lt;br /&gt;
&lt;br /&gt;
== Pace settings ==&lt;br /&gt;
* &#039;&#039;&#039;Game Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;End Turn Timer Mode&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Turn Timer Duration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Extra Turn Time per City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Timer Mode&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pre-Founding Scouting Bonus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No Rush Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Victory settings ===&lt;br /&gt;
Victory settings decide which victory conditions will be available in the game and how difficult they are.&lt;br /&gt;
* &#039;&#039;&#039;Victory Conditions Difficulty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Score Victory:&#039;&#039;&#039; Be the empire with the highest score when the turn timer ends.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory:&#039;&#039;&#039; Be the last empire standing.&lt;br /&gt;
* &#039;&#039;&#039;Population Victory:&#039;&#039;&#039; Have enough types of population. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Industry Victory:&#039;&#039;&#039; Build wonders. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Science Victory:&#039;&#039;&#039; Research enough late game technologies. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Economic Victory:&#039;&#039;&#039; Store enough resources. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Diplomacy Victory:&#039;&#039;&#039; Maintain a high Public Opinion from other empires. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Supremacy Victory:&#039;&#039;&#039; Control enough territories. Unlocks late in the game.&lt;br /&gt;
* &#039;&#039;&#039;Exploration Victory:&#039;&#039;&#039; Close enough Rifts. Unlocks late in the game.&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
Difficulty settings determine how hard the game is going to be.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty&#039;&#039;&#039; determines how the AI will act and what bonuses it receives. It has the following options:&lt;br /&gt;
** Initiate: AI will not declare war or attack players and receives major penalties.&lt;br /&gt;
** Novice: AI will not betray players and receives minor penalties.&lt;br /&gt;
** Explorer: AI behaves normally.&lt;br /&gt;
** Adept: AI receives small economic bonuses.&lt;br /&gt;
** Hero: AI receives moderate bonuses.&lt;br /&gt;
** Stellar: AI receives large bonuses.&lt;br /&gt;
** Endless: AI receives massive bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Peaceful Mode:&#039;&#039;&#039; If turned on AI empires will never declare war or initiate attacks but will fight according to the difficulty level if they are declared war upon.&lt;br /&gt;
* &#039;&#039;&#039;Iron Man:&#039;&#039;&#039; If turned on the game will only have a single save which is overwritten each turn.&lt;br /&gt;
* &#039;&#039;&#039;Mortal Heroes:&#039;&#039;&#039; If turned on heroes will die if they run out of Health.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=148</id>
		<title>Map Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=148"/>
		<updated>2025-09-06T14:49:33Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World settings ==&lt;br /&gt;
World settings determine the generation of the world map.&lt;br /&gt;
* &#039;&#039;&#039;World Size&#039;&#039;&#039; determines how large the map will be. It has the following options:&lt;br /&gt;
** Tiny: Recommended for 2 players. The number of luxury resource types will be limited to 6.&lt;br /&gt;
** Small: Recommended for 3 players. The number of luxury resource types will be limited to 10.&lt;br /&gt;
** Medium: Recommended for 4 players. The number of luxury resource types will be limited to 13.&lt;br /&gt;
** Large: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
** Huge: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
* &#039;&#039;&#039;Map Archetype&#039;&#039;&#039; determines the shape of the world. It has the following options:&lt;br /&gt;
** Archipelago: World is made of small islands. Each empire starts on their own island. Tidefall will happen quickly.&lt;br /&gt;
** Pangaea: World is made of one large continent. Tidefall will be delayed.&lt;br /&gt;
** Continents: World is made of large islands. Each empire starts on the same island. Tidefall will be slightly delayed.&lt;br /&gt;
* &#039;&#039;&#039;World Wrap&#039;&#039;&#039; determines if the map is continuous or not. It has the following options:&lt;br /&gt;
** No: Side edges of the map have impassable terrain.&lt;br /&gt;
** Yes: Side edges of the map loop back to the other side.&lt;br /&gt;
* &#039;&#039;&#039;World Generation Seed&#039;&#039;&#039; is used for world generation. Using the same seed will result in the same map being generated. Seed will be random if the setting is left empty.&lt;br /&gt;
* &#039;&#039;&#039;Lake Odds&#039;&#039;&#039; determines the number of lakes that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Lake Size&#039;&#039;&#039; determines the size of lakes. It has the following options:&lt;br /&gt;
** Small&lt;br /&gt;
** Average&lt;br /&gt;
** Big&lt;br /&gt;
* &#039;&#039;&#039;Rivers&#039;&#039;&#039; determines the number of rivers that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Some&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Ridges and Cliffs&#039;&#039;&#039; determines the number of ridges and cliffs that will be present on the map. It has the following options:&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Strategic Resource Amount&#039;&#039;&#039; determines the number of strategic resource deposits that will be present on the map. It has the following options:&lt;br /&gt;
** Scarce&lt;br /&gt;
** Normal&lt;br /&gt;
** Abundant&lt;br /&gt;
* &#039;&#039;&#039;Monsoon Curiosities&#039;&#039;&#039; determines whether or not Monsoon curiosities can appear. It has the following options:&lt;br /&gt;
** Default&lt;br /&gt;
** None&lt;br /&gt;
&lt;br /&gt;
== Pace settings ==&lt;br /&gt;
* &#039;&#039;&#039;Game Speed&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;End Turn Timer Mode&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Turn Timer Duration&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Extra Turn Time per City&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Battle Timer Mode&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Pre-Founding Scouting Bonus&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;No Rush Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Victory settings ===&lt;br /&gt;
Victory settings decide which victory conditions will be available in the game and how difficult they are.&lt;br /&gt;
* &#039;&#039;&#039;Victory Conditions Difficulty&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Score Victory:&#039;&#039;&#039; be the empire with the highest score when the turn timer ends.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory:&#039;&#039;&#039; be the last empire standing.&lt;br /&gt;
* &#039;&#039;&#039;Population Victory:&#039;&#039;&#039; unlocks late in the game&lt;br /&gt;
* &#039;&#039;&#039;Industry Victory:&#039;&#039;&#039; unlocks late in the game&lt;br /&gt;
* &#039;&#039;&#039;Science Victory:&#039;&#039;&#039; unlocks late in the game&lt;br /&gt;
* &#039;&#039;&#039;Economic Victory:&#039;&#039;&#039; unlocks late in the game&lt;br /&gt;
* &#039;&#039;&#039;Diplomacy Victory:&#039;&#039;&#039; unlocks late in the game&lt;br /&gt;
* &#039;&#039;&#039;Supremacy Victory:&#039;&#039;&#039; unlocks late in the game&lt;br /&gt;
* &#039;&#039;&#039;Exploration Victory:&#039;&#039;&#039; unlocks late in the game&lt;br /&gt;
&lt;br /&gt;
== Difficulty settings ==&lt;br /&gt;
Difficulty settings determine how hard the game is going to be.&lt;br /&gt;
* &#039;&#039;&#039;Difficulty&#039;&#039;&#039; determines how the AI will act and what bonuses it receives. It has the following options:&lt;br /&gt;
** Initiate: AI will not declare war or attack players and receives major penalties.&lt;br /&gt;
** Novice: AI will not betray players and receives minor penalties.&lt;br /&gt;
** Explorer: AI behaves normally.&lt;br /&gt;
** Adept: AI receives small economic bonuses.&lt;br /&gt;
** Hero: AI receives moderate bonuses.&lt;br /&gt;
** Stellar: AI receives large bonuses.&lt;br /&gt;
** Endless: AI receives massive bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Peaceful Mode:&#039;&#039;&#039; If turned on AI empires will never declare war or initiate attacks but will fight according to the difficulty level if they are declared war upon.&lt;br /&gt;
* &#039;&#039;&#039;Iron Man:&#039;&#039;&#039; If turned on the game will only have a single save which is overwritten each turn.&lt;br /&gt;
* &#039;&#039;&#039;Mortal Heroes:&#039;&#039;&#039; If turned on heroes will die if they run out of Health.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=File:DUI.jpg&amp;diff=147</id>
		<title>File:DUI.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=File:DUI.jpg&amp;diff=147"/>
		<updated>2025-09-06T14:37:24Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=146</id>
		<title>Major Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=146"/>
		<updated>2025-09-06T14:36:21Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major Factions are the factions players can select for themselves of AIs when starting a new game. Every faction has 8 unique logos to choose from.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Major Faction&lt;br /&gt;
! Faction Affinity&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Kin of Sheredyn&lt;br /&gt;
| Devout Force&lt;br /&gt;
| &#039;&#039;An offshoot of the United Empire, the Kin arrived on Saiadha decades ago, but dreams of conquest and glory were quickly dashed against the rocks of this unforgiving ocean world. With their original, inspirational leader lost to the wilds, the mantle of leadership has fallen upon General Shaparenko, who dreams that the Kin will one day do more than merely survive.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aspects&lt;br /&gt;
| Coral Chorus&lt;br /&gt;
| &#039;&#039;Their origins lost to the distant past, the Aspects are a symbiotic species, part machine, part coral, with physically distinct individuals who find blissful union in the Chorus—a mind gestalt where all Aspects can psychically come together. Obsessed with preserving the balance on Saiadha through empathy and understanding, the Aspects&#039; peaceful existence has been upended by a devastating dieback of their life-enhancing coral fields. Will Saiadha ever see the Illuminated Realm again?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Necrophage&lt;br /&gt;
| Hive Society&lt;br /&gt;
| &#039;&#039;Confined to the depths ages past, the Saiadhan swarm have only just emerged to the surface to establish a beachhead on one of the world’s windswept islands. Bitter fighting with the bronze plates has occupied their recent attentions, but they aim to make up for lost time under the command of their Prime, One-Who-Stalks-Afar. Always hostile, always ravenous, the Necrophage are a powerful, menacing presence.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=145</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=145"/>
		<updated>2025-09-06T14:35:00Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Curiosities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow Districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blaze Grapes&#039;&#039;&#039;&lt;br /&gt;
| 5 Food&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A Saiadhan delicacy, the flesh of these gargantuan grapes is succulent and nourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Unless Monsoon Curiosities have been disabled at game creation, Levitations curiosities will appear when the Monsoon starts and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will become hostile&lt;br /&gt;
&lt;br /&gt;
Tidefall is a season when Coastal Waters recede, exposing additional land.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=144</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=144"/>
		<updated>2025-09-06T14:32:18Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Victory conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless Legend 2 features nested tooltips, which allow you to lock a text box to hover over another tooltip inside. By default, you can hold shift to lock any tooltip. The tooltip lock also works by hovering over the initial tooltip for a certain amount of time before locking; however, this can be changed to a “mouse position” or middle-mouse-click function by heading to Settings -&amp;gt; UI -&amp;gt; Nested Tooltip Lock Mode.&lt;br /&gt;
&lt;br /&gt;
== Campaign map user interface ==&lt;br /&gt;
[[File:CMUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Empire Management&#039;&#039;&#039; - The left sidebar contains overviews of the various aspects making up your empire. From the top button:&lt;br /&gt;
## &#039;&#039;&#039;Empire Summary&#039;&#039;&#039; - Hover to see a brief description of your faction and any unique powers/units it can use. Select this button to bring you to an in-depth Empire Summary screen, containing detailed information from faction traits, units, and empire bonuses, to characters, your council, and population bonuses.&lt;br /&gt;
## &#039;&#039;&#039;Victory Conditions&#039;&#039;&#039; - Select this button to see your progression towards any Narrative or other Victory types and any key beats you’ve unlocked.&lt;br /&gt;
## &#039;&#039;&#039;Quest Journal&#039;&#039;&#039; - Contains all of your ongoing and completed quests across Faction, Pacification, and World victory types. This screen also contains Deeds, various objectives that you can try to accomplish first during specific Tidefalls. These will add enticing bonuses to your empire that last throughout the entire game.&lt;br /&gt;
## &#039;&#039;&#039;Cities &amp;amp; Camps&#039;&#039;&#039; - Provides an in-depth overview of all cities and camps within your empire.&lt;br /&gt;
## &#039;&#039;&#039;Protectorates&#039;&#039;&#039; - Assign and manage your Minor Faction Protectorates.&lt;br /&gt;
# &#039;&#039;&#039;Faction Features&#039;&#039;&#039; - Abilities and information unique to your faction are displayed here.&lt;br /&gt;
# &#039;&#039;&#039;Primary Resources&#039;&#039;&#039; - The stock and income of your two primary resources, Dust and Influence. Dust is used to buy out constructions, pay for Army Upkeep, purchase Strategic or Luxury Resources, and more. Influence is used to expand your Cities by building Foundations, assimilating Minor Factions, and performing Diplomacy Actions.&lt;br /&gt;
# &#039;&#039;&#039;Strategic &amp;amp; Luxury Resources&#039;&#039;&#039; - Strategic Resources are used to build Improvements and to specialize your Armies. Luxury Resources provide temporary boosts to Cities and armies. Click on any resource to buy and sell it (requires a Trading Post in your empire) or to activate luxury boosters.&lt;br /&gt;
# &#039;&#039;&#039;Notifications&#039;&#039;&#039; - Provides a list of messages about events inside and outside of your empire.&lt;br /&gt;
# &#039;&#039;&#039;Reminders &amp;amp; End Turn Sequences&#039;&#039;&#039; - A series of buttons to filter through needed actions before you end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Reminders/End Turn Button&#039;&#039;&#039; - Initially shows you the actions you have to take before ending your turn. Once all actions are complete, click here to end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Next Icons (Bottom Three Buttons)&#039;&#039;&#039; - These three bottom buttons allow you to filter through your Armies and Cities/Camps, while the “Finish Moves” button completes any pending Army actions.&lt;br /&gt;
# &#039;&#039;&#039;Hero’s Circle&#039;&#039;&#039; - Manage all of your Heroes, including their equipment, profiles and skill trees.&lt;br /&gt;
# &#039;&#039;&#039;Research&#039;&#039;&#039; - Opens the Research screen, allowing you to explore what technologies you want to research.&lt;br /&gt;
# &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Manage your diplomatic status with other Empires, including Treaties, Declarations, and Propositions.&lt;br /&gt;
# &#039;&#039;&#039;Yield And Grid Toggles&#039;&#039;&#039; - Customization toggles for your campaign map. Toggling on Yields will show the Tile output resources you will generate inside your Cities/Camps. Grid toggles the hexagonal grid on the world map, which is purely an aesthetic feature.&lt;br /&gt;
&lt;br /&gt;
== Cities user interface ==&lt;br /&gt;
Cities are an essential part of Endless Legend 2 as they form the backbone of your economy. You can open the city menu by left-clicking on the city banner or on the ground anywhere in its territory and close it by right-clicking anywhere in the window.&lt;br /&gt;
[[File:CUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;City Stats&#039;&#039;&#039; - An overview of the contents within the Territories of your City, including:&lt;br /&gt;
## &#039;&#039;&#039;Territories&#039;&#039;&#039; – How many territories your city may contain. This limit can be increased with Improvements.&lt;br /&gt;
## &#039;&#039;&#039;Mines &amp;amp; Quarries&#039;&#039;&#039; – The number of built/available resource extractors in the city. Hover for more details.&lt;br /&gt;
## &#039;&#039;&#039;Fortification&#039;&#039;&#039; – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.&lt;br /&gt;
## &#039;&#039;&#039;Villages&#039;&#039;&#039; – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.&lt;br /&gt;
## &#039;&#039;&#039;Food Stock&#039;&#039;&#039; – The amount of Food the City has stored. Consuming more food than you generate will deplete this stock. If there is no stock left, the City will experience Starvation.&lt;br /&gt;
## &#039;&#039;&#039;Militia&#039;&#039;&#039; – The number of militia in the city to protect against invaders.&lt;br /&gt;
## &#039;&#039;&#039;Approval&#039;&#039;&#039; – Approval provides bonuses to the City’s yields when it is high, and penalties when low.&lt;br /&gt;
# &#039;&#039;&#039;City Yields&#039;&#039;&#039; - The total generation of base resources (Food, Industry, Dust, Science, and Influence) per turn, primarily generated by Districts, Population, Improvements, Population, Technology, and other factors. Hover over each Resource to see a breakdown of its generation.&lt;br /&gt;
## &#039;&#039;&#039;Food&#039;&#039;&#039; - Used to feed and grow your Population. Each City generates its own Food.&lt;br /&gt;
## &#039;&#039;&#039;Industry&#039;&#039;&#039; - Primarily used to create Structures and Units. Each City generates its own Industry.&lt;br /&gt;
## &#039;&#039;&#039;Dust&#039;&#039;&#039; - Dust is a form of currency and has many purposes, including Army upkeep costs, accelerating City developments via Buyouts, and even when engaging in diplomacy. Dust is stocked at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Science&#039;&#039;&#039; - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Influence&#039;&#039;&#039; - Influence is used to build bigger Cities by attaching Territories, expand the Empire by establishing Camps in Territories, conduct Diplomacy with Major Factions, and assimilate Minor Factions. Influence is stocked at an Empire-wide level.&lt;br /&gt;
# &#039;&#039;&#039;Population Breakdown&#039;&#039;&#039; - Food surplus leads to population growth. At the top of the screen, right under the yield display, you can see a summary of your current/max population, the growth progress on the next population (click this to select the desired population type), and a summary of the jobs your population fills.&lt;br /&gt;
## &#039;&#039;&#039;Population Management&#039;&#039;&#039; - Shows the current Population/max Population within your Cities and Camps.&lt;br /&gt;
## &#039;&#039;&#039;Population Generation Type&#039;&#039;&#039; - Depending on diplomatic treaties and assimilation of Minor Factions, you can choose what species your City will produce next. Clicking on the dropdown menu provides all possible species, and hovering over each species provides the benefits they would bring to your City.&lt;br /&gt;
## &#039;&#039;&#039;Population Vocations&#039;&#039;&#039; - Provides a breakdown of what Vocations your population occupies, including the yields they provide to the City and your Empire. Note that if a citizen is created with no job availability, they become Destitute and do not provide any benefits.&lt;br /&gt;
# &#039;&#039;&#039;Construction Queue&#039;&#039;&#039; - The current and upcoming construction projects of the city. The bar above shows progress on the current construction and buttons to finish it instantly for Dust or cancel it. The queue can be rearranged through drag and drop. The button on the right allows you to convert industry to other resources if nothing is being built.&lt;br /&gt;
# &#039;&#039;&#039;City Production Menu&#039;&#039;&#039; - A menu of various production items to manage your City.&lt;br /&gt;
## &#039;&#039;&#039;Foundations&#039;&#039;&#039; - Foundations exploit a tile’s yields and serve as the basis for building districts. They can be placed instantly next to existing districts, exploited anomalies, or pacified villages for a cost in influence.&lt;br /&gt;
## &#039;&#039;&#039;District&#039;&#039;&#039; - Districts provide improved resource yields. When they are adjacent to four other districts, they will level up and provide an even bigger bonus. To build a District, first select an empty Foundation, then choose the district to build from the menu at the bottom.&lt;br /&gt;
## &#039;&#039;&#039;Improvement&#039;&#039;&#039; - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.&lt;br /&gt;
## &#039;&#039;&#039;Units&#039;&#039;&#039; - All Units that you can construct in your Empire.&lt;br /&gt;
## &#039;&#039;&#039;Population&#039;&#039;&#039; - A detailed breakdown of what Populations contribute to the City based on job type. You can move Populations to different jobs as needed or set an automation preference.&lt;br /&gt;
## &#039;&#039;&#039;Landscaping&#039;&#039;&#039; - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
Exploring the world of Saiadha will have you moving your Armies around to reveal new tiles on the map, seeking out Curiosities, encountering Minor &amp;amp; Major Factions to interact with, and discovering Narrative Quests for you to complete.&lt;br /&gt;
&lt;br /&gt;
Tiles not yet explored by your Armies are shrouded in a Fog of War, preventing you from seeing tile yields or any potential obstacles you may encounter. Once explored, tiles will always show its yield or Minor Faction towns, however, once out of sight of a current Army, will be semi-hidden, preventing sight of actively moving Armies from Major &amp;amp; Minor Factions as well as any event-created ones.&lt;br /&gt;
&lt;br /&gt;
Moving your Armies is as simple as right-clicking on the desired location you want your selected Army to head towards, and the Army will immediately move as far as its Movement Points allow it. You can also hold the right mouse button and drag around to determine how many turns your Army would take to move to a specific location. The number of tiles you can move in a turn is determined by the Army’s Movement Points and the terrain of the tiles. Each tile has a Movement Cost associated with it. With this in mind, you may only be able to move 1-2 tiles despite having more than three Movement Points, so it is advantageous to be intentional about moving your Armies, especially while exploring at the start of your game.&lt;br /&gt;
[[File:Quest example.jpg|thumb|A Quest]]&lt;br /&gt;
Quests will be a driving force behind your exploration of Saiadha, as you will often need to either discover a new place not seen yet or bring an army to a specific location, as pictured above. You can access your Quests by selecting the Quest Journal button on the left-side UI panel. Once there, you can access all of your quests to see where you need to head off adventuring to next.&lt;br /&gt;
&lt;br /&gt;
Tidefalls will also expose large swathes of land, allowing for exploration of never-before-seen sites and mysteries tied to your overall Narrative Quests to discover what is happening to Saiadha.&lt;br /&gt;
&lt;br /&gt;
=== Map elements ===&lt;br /&gt;
[[File:Curiosity example.jpg|thumb|A Curiosity]]&lt;br /&gt;
&#039;&#039;&#039;Curiosities&#039;&#039;&#039; are unusual sites your armies can collect by simply walking over them, granting you resources, items for your heroes, or sometimes narrative events. Most curiosities are permanent until picked up, but special types spawn during the Monsoon that disappear when the rain stops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies&#039;&#039;&#039; are special tile locations that your cities can exploit by placing a Foundation of them. They have much higher yields that normal tiles, and some of them even provide approval.&lt;br /&gt;
&lt;br /&gt;
Across Saiadha you may encounter deep rivers that your armies cannot just walk across. If you absolutely must cross though, right-click on the river to open a context menu that allows you to construct a temporary bridge that will last until the next Monsoon. You can also construct a dam this way if you have the required technology.&lt;br /&gt;
&lt;br /&gt;
=== Minor factions ===&lt;br /&gt;
Many of the territories of Saiadha are already inhabited by Minor Factions, and integrating them into your growing empire may have tremendous benefits. When you come across one of their single-tile villages denoted by a small, grey faction flag, you have three options to pacify them: Bribe them with Dust, earning you one of their units; ask for a quest that will pacify all villages in the same territory; or attack them and destroy their villages.&lt;br /&gt;
&lt;br /&gt;
Until a village is pacified, they will regularly spawn roaming armies. Some factions are aggressive and their armies will attack you, while others are peaceful and just roam about. However, during Monsoon all minor faction armies will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Pacification will provide the best diplomatic option for most Minor Factions. Once a village is pacified, if it is in a Territory with one of your Cities, you c an make it into a Protectorate by assimilating it (or cohabitating with it as the Aspects). Once the Protectorate agreement has been confirmed, they provide a range of benefits:&lt;br /&gt;
* Population Bonuses - Selecting the Minor Faction as the next population within any City boosts various&lt;br /&gt;
aspects based on their unique conditions.&lt;br /&gt;
* Recruit Units - Each Minor Faction has a unique Unit that can be recruited.&lt;br /&gt;
* Cohabitation Effects - Minor Factions provide their Notables that can fill Official slots as well as stackable FIDSI effects per Pacified Village on certain buildings within your Empire.&lt;br /&gt;
While limited to a couple of Protectorate Agreements at the start of the game, certain Technologies can unlock more slots.&lt;br /&gt;
&lt;br /&gt;
== Expand ==&lt;br /&gt;
Expansion in the world of Shaiadha involves claiming explored Territories, establishing new Cities to grow your Empire, and engaging in Diplomacy with Major and Minor Factions.&lt;br /&gt;
&lt;br /&gt;
The world of Saiadha is divided into large areas called Territories, noted by a dashed border. Each Territory contains tiles containing FIDSI resources based on the terrain and possible Anomalies, Luxury/Strategic Resources, Minor Factions, and more.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, your first claimed Territory will become your Capital City. Fortunately, even if it takes a while to find the perfect spot, the &amp;quot;Prepared Settlement&amp;quot; effect boosts your FIDSI output by 50% for the number of turns it took before you established your Capital City. This effect ensures you don’t fall too far behind immediately.&lt;br /&gt;
&lt;br /&gt;
When you’re ready to establish your Capital City, select any Army, and select the Found Capital Button at the bottom of the screen. Optimal locations will pop up showing the FIDSI yields in the vicinity should you want a different location, if not, simply left-click on the desired tile, and the Capital City is officially established, and the Territory is yours.&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
Exploiting the world around you is necessary to exert your influence through managing your Cities, creating a robust economy that utilizes its Empire’s Resources, diving into Technological Research, and engages with the Minor Factions.&lt;br /&gt;
&lt;br /&gt;
Cities are your core means to grow your Empire across Saiadha. They are home to your population, develop FIDSI resources, and are responsible for creating your Units and Armies.&lt;br /&gt;
&lt;br /&gt;
Your Cities are comprised of Populations - citizens created using the excess generation of Food. Most of your Population will likely be the native faction you are playing. However, as you engage in diplomacy with Major and Minor Factions, you may have the opportunity to choose what population is created next, with each Major/Minor Faction having unique benefits within your city. Your Population fills up one of three Vocations within your City, increasing FIDSI resource generation depending on the Vocation Type and Buildings present. Note that some Faction Populations synergize with specific Vocations for even greater output.&lt;br /&gt;
&lt;br /&gt;
Your Cities contain Foundations - tiles in which you can construct buildings, called Districts. Selecting an empty Foundation will bring up all available buildings, each providing benefits for your City. Once all Foundations have been built on, you must use Influence to claim new ones to expand.&lt;br /&gt;
&lt;br /&gt;
Districts can be improved depending on the technology that has been researched. Selecting the Improvement button will highlight any Districts that can be improved, and selecting said Districts will bring up any available Improvements, usually costing Strategic Resources to upgrade.&lt;br /&gt;
&lt;br /&gt;
Approval is the last piece of City Management and measures the City’s inhabitants’ happiness. Each City has its own Approval rating, contributing to an average across all Cities that gives the Empire Approval. Within a City, Approval levels can cause positive or negative events, while Empire Approval impacts the Empire’s production of Dust, Science, and Influence. Hovering over any City Approval rating provides a breakdown of factors contributing to its level and the potential outcomes that can result from said rating.&lt;br /&gt;
&lt;br /&gt;
After the first Monsoon, the Empire Council will unlock, allowing you to assign Heroes and Notables from your population that will grant powerful empire-wide effects. After each Monsoon, an additional Council slot will open. At this time, you can reassign councilors for free, though you can also do so at any time for a small Dust fee.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Throughout the world of Saiadha are Resources ripe for the taking that can enhance City resource output. There are two types of Resources - Strategic and Luxury. Both can be harvested via Mines within your Territory, collected as Quest rewards, traded via a Trade Outpost, or used to fulfill Quests and sway factions in Diplomacy. Strategic Resources are used for Unit upgrades and District Improvements. Luxury Resources boost various parts of your Empire, be it approval, fortification, and increased FIDSI output in your Cities/Camps, increased experience gain on your Hero, and more.&lt;br /&gt;
&lt;br /&gt;
Trade is a straightforward process. After constructing a Trading Post, unlocked with the Era 2 Tech “Markets,” you can freely buy or sell any Strategic and Luxury Resource. Click on the resource icon in your main view to bring up a small window where you can buy or sell this resource by the unit, and in case of Luxury Resources activate their booster effect. The price of resources is determined by the demand for it, so as more players buy a resource its price will increase and will decrease once nobody is buying. These trends are shown in the window with a little arr ow next to the price.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Here’s a quick list of what your Economy process looks like:&lt;br /&gt;
* Establishing Cities and Camps secures access to Strategic and Luxury Resources, with optimal placements that maximize FIDSI resource generation.&lt;br /&gt;
* Food Production creates Populations to fill Vocations, allowing Industry Production to develop buildings inside your City and build Mines on Resource Deposits, Science Production to research Technologies, Dust Production to fuel your Armies and engage in Trade, and Influence to expand your Territories and engage in Diplomacy.&lt;br /&gt;
* Approval ratings can drastically affect a City &amp;amp; Empire’s Production of FIDSI resources. Utilize Trade to gather Luxury Resources that can boost Approval.&lt;br /&gt;
* Use Science buildings and improvements to quickly research Technologies to further your Empire with better buildings, units, and other advancements to take on other Major and Minor Factions.&lt;br /&gt;
* Utilize Notables to fill Council positions, providing you with potentially powerful buffs to your Empire’s production of any FIDSI Resources.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Technology plays a crucial role in the progression of your Empire, unlocking new Units, buildings, and other bonuses and abilities that help you advance in the game.&lt;br /&gt;
&lt;br /&gt;
Technology is researched in the Technology Screen, each requiring a specific amount of Science Investment to unlock. The benefits a Technology provides are shown as icons under the circle, and hovering over them will show you more details.&lt;br /&gt;
&lt;br /&gt;
Technologies are divided into six Eras of Technologies, each requiring a total amount of previous-era tech to be researched before you can advance, though it is not necessary to research every single technology in an era before you advance. Navigate between the eras using the large triangular buttons at the sides of the screen.&lt;br /&gt;
&lt;br /&gt;
== Exterminate ==&lt;br /&gt;
Whether through negative actions on the world map, expansion desires, or plain bad manners, War is bound to happen between two Major Factions.&lt;br /&gt;
&lt;br /&gt;
As the player, you can declare war via two means - Justified and Unjustified War through the Diplomacy Screen. A Justified War is free of any Influence cost but can only be declared if your public opinion of the other empire is Very Low. An Unjustified War costs more Influence the higher your Public Opinion is with the other f action, but it can be declared at any point regardless of prior Treaties and Declarations. This will immediately break any Treaties you currently have and cause immediate War Fatigue for you while being delayed for the faction you declared war on. More on that below.&lt;br /&gt;
&lt;br /&gt;
Two main factors to consider in war are War Score and War Fatigue. War Score measures the progress and momentum of a war between two factions, generated by winning battles and successfully sieging Cities. Once the War Score against the enemy faction is high enough, or a war has gone on for an extended period of time, they may offer surrender terms. You can view the War Score at any time by clicking on the warring faction in the Diplomacy Screen.&lt;br /&gt;
&lt;br /&gt;
War Fatigue simulates the growing weariness and instability caused by a long, drawn-out conflict. As the war continues&lt;br /&gt;
on, War Fatigue will start to decrease the Approval rating in your Cities, and could lead to rebellions. It’s important to watch your Cities during any conflict to see when War Fatigue becomes too much for them to handle, and consider ending the conflict.&lt;br /&gt;
&lt;br /&gt;
Speaking of ending a war, there are three resolutions to any war in ENDLESS Legend 2, accessible through the Diplomacy Screen:&lt;br /&gt;
* &#039;&#039;&#039;Surrender Demand&#039;&#039;&#039; - Demand the Empire surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
* &#039;&#039;&#039;White Peace&#039;&#039;&#039; - Hostilities will cease and no tribute will be given to any side.&lt;br /&gt;
* &#039;&#039;&#039;Surrender Offer&#039;&#039;&#039; - Offer to surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
Once a war has ended, all available Treaties and Declarations can be used. However, it may take some time before the opposing Empire has any positive relationship with you to engage in deeper Diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Victory conditions ==&lt;br /&gt;
The ultimate goal of Diplomacy is to push you towards winning the game, and in ENDLESSLegend 2, that means achieving Victory Conditions. There are three paths to victory, accessible through the Victory Screen:&lt;br /&gt;
* &#039;&#039;&#039;Awakening Victories&#039;&#039;&#039; - As you unravel the mysteries of what is happening on Saiadha, you will unlock seven different&lt;br /&gt;
* &#039;&#039;&#039;Score Victory&#039;&#039;&#039; - Have the highest score at the last turn of the game.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory&#039;&#039;&#039; - Be the last remaining Empire.&lt;br /&gt;
How you choose to win the game is up to you and your playstyle, but it’s well worth pursuing the Narrative Victory to learn the fate of Saiadha!&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=143</id>
		<title>Map Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=143"/>
		<updated>2025-09-06T14:30:40Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* World settings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World settings ==&lt;br /&gt;
* &#039;&#039;&#039;World Size&#039;&#039;&#039; determines how large the map will be. It has the following options:&lt;br /&gt;
** Tiny: Recommended for 2 players. The number of luxury resource types will be limited to 6.&lt;br /&gt;
** Small: Recommended for 3 players. The number of luxury resource types will be limited to 10.&lt;br /&gt;
** Medium: Recommended for 4 players. The number of luxury resource types will be limited to 13.&lt;br /&gt;
** Large: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
** Huge: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
* &#039;&#039;&#039;Map Archetype&#039;&#039;&#039; determines the shape of the world. It has the following options:&lt;br /&gt;
** Archipelago: World is made of small islands. Each empire starts on their own island. Tidefall will happen quickly.&lt;br /&gt;
** Pangaea: World is made of one large continent. Tidefall will be delayed.&lt;br /&gt;
** Continents: World is made of large islands. Each empire starts on the same island. Tidefall will be slightly delayed.&lt;br /&gt;
* &#039;&#039;&#039;World Wrap&#039;&#039;&#039; determines if the map is continuous or not. It has the following options:&lt;br /&gt;
** No: Side edges of the map have impassable terrain.&lt;br /&gt;
** Yes: Side edges of the map loop back to the other side.&lt;br /&gt;
* &#039;&#039;&#039;World Generation Seed&#039;&#039;&#039; is used for world generation. Using the same seed will result in the same map being generated. Seed will be random if the setting is left empty.&lt;br /&gt;
* &#039;&#039;&#039;Lake Odds&#039;&#039;&#039; determines the number of lakes that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Lake Size&#039;&#039;&#039; determines the size of lakes. It has the following options:&lt;br /&gt;
** Small&lt;br /&gt;
** Average&lt;br /&gt;
** Big&lt;br /&gt;
* &#039;&#039;&#039;Rivers&#039;&#039;&#039; determines the number of rivers that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Some&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Ridges and Cliffs&#039;&#039;&#039; determines the number of ridges and cliffs that will be present on the map. It has the following options:&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Strategic Resource Amount&#039;&#039;&#039; determines the number of strategic resource deposits that will be present on the map. It has the following options:&lt;br /&gt;
** Scarce&lt;br /&gt;
** Normal&lt;br /&gt;
** Abundant&lt;br /&gt;
* &#039;&#039;&#039;Monsoon Curiosities&#039;&#039;&#039; determines whether or not Monsoon curiosities can appear. It has the following options:&lt;br /&gt;
** Default&lt;br /&gt;
** None&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=142</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=142"/>
		<updated>2025-09-06T14:27:14Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Exterminate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless Legend 2 features nested tooltips, which allow you to lock a text box to hover over another tooltip inside. By default, you can hold shift to lock any tooltip. The tooltip lock also works by hovering over the initial tooltip for a certain amount of time before locking; however, this can be changed to a “mouse position” or middle-mouse-click function by heading to Settings -&amp;gt; UI -&amp;gt; Nested Tooltip Lock Mode.&lt;br /&gt;
&lt;br /&gt;
== Campaign map user interface ==&lt;br /&gt;
[[File:CMUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Empire Management&#039;&#039;&#039; - The left sidebar contains overviews of the various aspects making up your empire. From the top button:&lt;br /&gt;
## &#039;&#039;&#039;Empire Summary&#039;&#039;&#039; - Hover to see a brief description of your faction and any unique powers/units it can use. Select this button to bring you to an in-depth Empire Summary screen, containing detailed information from faction traits, units, and empire bonuses, to characters, your council, and population bonuses.&lt;br /&gt;
## &#039;&#039;&#039;Victory Conditions&#039;&#039;&#039; - Select this button to see your progression towards any Narrative or other Victory types and any key beats you’ve unlocked.&lt;br /&gt;
## &#039;&#039;&#039;Quest Journal&#039;&#039;&#039; - Contains all of your ongoing and completed quests across Faction, Pacification, and World victory types. This screen also contains Deeds, various objectives that you can try to accomplish first during specific Tidefalls. These will add enticing bonuses to your empire that last throughout the entire game.&lt;br /&gt;
## &#039;&#039;&#039;Cities &amp;amp; Camps&#039;&#039;&#039; - Provides an in-depth overview of all cities and camps within your empire.&lt;br /&gt;
## &#039;&#039;&#039;Protectorates&#039;&#039;&#039; - Assign and manage your Minor Faction Protectorates.&lt;br /&gt;
# &#039;&#039;&#039;Faction Features&#039;&#039;&#039; - Abilities and information unique to your faction are displayed here.&lt;br /&gt;
# &#039;&#039;&#039;Primary Resources&#039;&#039;&#039; - The stock and income of your two primary resources, Dust and Influence. Dust is used to buy out constructions, pay for Army Upkeep, purchase Strategic or Luxury Resources, and more. Influence is used to expand your Cities by building Foundations, assimilating Minor Factions, and performing Diplomacy Actions.&lt;br /&gt;
# &#039;&#039;&#039;Strategic &amp;amp; Luxury Resources&#039;&#039;&#039; - Strategic Resources are used to build Improvements and to specialize your Armies. Luxury Resources provide temporary boosts to Cities and armies. Click on any resource to buy and sell it (requires a Trading Post in your empire) or to activate luxury boosters.&lt;br /&gt;
# &#039;&#039;&#039;Notifications&#039;&#039;&#039; - Provides a list of messages about events inside and outside of your empire.&lt;br /&gt;
# &#039;&#039;&#039;Reminders &amp;amp; End Turn Sequences&#039;&#039;&#039; - A series of buttons to filter through needed actions before you end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Reminders/End Turn Button&#039;&#039;&#039; - Initially shows you the actions you have to take before ending your turn. Once all actions are complete, click here to end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Next Icons (Bottom Three Buttons)&#039;&#039;&#039; - These three bottom buttons allow you to filter through your Armies and Cities/Camps, while the “Finish Moves” button completes any pending Army actions.&lt;br /&gt;
# &#039;&#039;&#039;Hero’s Circle&#039;&#039;&#039; - Manage all of your Heroes, including their equipment, profiles and skill trees.&lt;br /&gt;
# &#039;&#039;&#039;Research&#039;&#039;&#039; - Opens the Research screen, allowing you to explore what technologies you want to research.&lt;br /&gt;
# &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Manage your diplomatic status with other Empires, including Treaties, Declarations, and Propositions.&lt;br /&gt;
# &#039;&#039;&#039;Yield And Grid Toggles&#039;&#039;&#039; - Customization toggles for your campaign map. Toggling on Yields will show the Tile output resources you will generate inside your Cities/Camps. Grid toggles the hexagonal grid on the world map, which is purely an aesthetic feature.&lt;br /&gt;
&lt;br /&gt;
== Cities user interface ==&lt;br /&gt;
Cities are an essential part of Endless Legend 2 as they form the backbone of your economy. You can open the city menu by left-clicking on the city banner or on the ground anywhere in its territory and close it by right-clicking anywhere in the window.&lt;br /&gt;
[[File:CUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;City Stats&#039;&#039;&#039; - An overview of the contents within the Territories of your City, including:&lt;br /&gt;
## &#039;&#039;&#039;Territories&#039;&#039;&#039; – How many territories your city may contain. This limit can be increased with Improvements.&lt;br /&gt;
## &#039;&#039;&#039;Mines &amp;amp; Quarries&#039;&#039;&#039; – The number of built/available resource extractors in the city. Hover for more details.&lt;br /&gt;
## &#039;&#039;&#039;Fortification&#039;&#039;&#039; – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.&lt;br /&gt;
## &#039;&#039;&#039;Villages&#039;&#039;&#039; – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.&lt;br /&gt;
## &#039;&#039;&#039;Food Stock&#039;&#039;&#039; – The amount of Food the City has stored. Consuming more food than you generate will deplete this stock. If there is no stock left, the City will experience Starvation.&lt;br /&gt;
## &#039;&#039;&#039;Militia&#039;&#039;&#039; – The number of militia in the city to protect against invaders.&lt;br /&gt;
## &#039;&#039;&#039;Approval&#039;&#039;&#039; – Approval provides bonuses to the City’s yields when it is high, and penalties when low.&lt;br /&gt;
# &#039;&#039;&#039;City Yields&#039;&#039;&#039; - The total generation of base resources (Food, Industry, Dust, Science, and Influence) per turn, primarily generated by Districts, Population, Improvements, Population, Technology, and other factors. Hover over each Resource to see a breakdown of its generation.&lt;br /&gt;
## &#039;&#039;&#039;Food&#039;&#039;&#039; - Used to feed and grow your Population. Each City generates its own Food.&lt;br /&gt;
## &#039;&#039;&#039;Industry&#039;&#039;&#039; - Primarily used to create Structures and Units. Each City generates its own Industry.&lt;br /&gt;
## &#039;&#039;&#039;Dust&#039;&#039;&#039; - Dust is a form of currency and has many purposes, including Army upkeep costs, accelerating City developments via Buyouts, and even when engaging in diplomacy. Dust is stocked at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Science&#039;&#039;&#039; - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Influence&#039;&#039;&#039; - Influence is used to build bigger Cities by attaching Territories, expand the Empire by establishing Camps in Territories, conduct Diplomacy with Major Factions, and assimilate Minor Factions. Influence is stocked at an Empire-wide level.&lt;br /&gt;
# &#039;&#039;&#039;Population Breakdown&#039;&#039;&#039; - Food surplus leads to population growth. At the top of the screen, right under the yield display, you can see a summary of your current/max population, the growth progress on the next population (click this to select the desired population type), and a summary of the jobs your population fills.&lt;br /&gt;
## &#039;&#039;&#039;Population Management&#039;&#039;&#039; - Shows the current Population/max Population within your Cities and Camps.&lt;br /&gt;
## &#039;&#039;&#039;Population Generation Type&#039;&#039;&#039; - Depending on diplomatic treaties and assimilation of Minor Factions, you can choose what species your City will produce next. Clicking on the dropdown menu provides all possible species, and hovering over each species provides the benefits they would bring to your City.&lt;br /&gt;
## &#039;&#039;&#039;Population Vocations&#039;&#039;&#039; - Provides a breakdown of what Vocations your population occupies, including the yields they provide to the City and your Empire. Note that if a citizen is created with no job availability, they become Destitute and do not provide any benefits.&lt;br /&gt;
# &#039;&#039;&#039;Construction Queue&#039;&#039;&#039; - The current and upcoming construction projects of the city. The bar above shows progress on the current construction and buttons to finish it instantly for Dust or cancel it. The queue can be rearranged through drag and drop. The button on the right allows you to convert industry to other resources if nothing is being built.&lt;br /&gt;
# &#039;&#039;&#039;City Production Menu&#039;&#039;&#039; - A menu of various production items to manage your City.&lt;br /&gt;
## &#039;&#039;&#039;Foundations&#039;&#039;&#039; - Foundations exploit a tile’s yields and serve as the basis for building districts. They can be placed instantly next to existing districts, exploited anomalies, or pacified villages for a cost in influence.&lt;br /&gt;
## &#039;&#039;&#039;District&#039;&#039;&#039; - Districts provide improved resource yields. When they are adjacent to four other districts, they will level up and provide an even bigger bonus. To build a District, first select an empty Foundation, then choose the district to build from the menu at the bottom.&lt;br /&gt;
## &#039;&#039;&#039;Improvement&#039;&#039;&#039; - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.&lt;br /&gt;
## &#039;&#039;&#039;Units&#039;&#039;&#039; - All Units that you can construct in your Empire.&lt;br /&gt;
## &#039;&#039;&#039;Population&#039;&#039;&#039; - A detailed breakdown of what Populations contribute to the City based on job type. You can move Populations to different jobs as needed or set an automation preference.&lt;br /&gt;
## &#039;&#039;&#039;Landscaping&#039;&#039;&#039; - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
Exploring the world of Saiadha will have you moving your Armies around to reveal new tiles on the map, seeking out Curiosities, encountering Minor &amp;amp; Major Factions to interact with, and discovering Narrative Quests for you to complete.&lt;br /&gt;
&lt;br /&gt;
Tiles not yet explored by your Armies are shrouded in a Fog of War, preventing you from seeing tile yields or any potential obstacles you may encounter. Once explored, tiles will always show its yield or Minor Faction towns, however, once out of sight of a current Army, will be semi-hidden, preventing sight of actively moving Armies from Major &amp;amp; Minor Factions as well as any event-created ones.&lt;br /&gt;
&lt;br /&gt;
Moving your Armies is as simple as right-clicking on the desired location you want your selected Army to head towards, and the Army will immediately move as far as its Movement Points allow it. You can also hold the right mouse button and drag around to determine how many turns your Army would take to move to a specific location. The number of tiles you can move in a turn is determined by the Army’s Movement Points and the terrain of the tiles. Each tile has a Movement Cost associated with it. With this in mind, you may only be able to move 1-2 tiles despite having more than three Movement Points, so it is advantageous to be intentional about moving your Armies, especially while exploring at the start of your game.&lt;br /&gt;
[[File:Quest example.jpg|thumb|A Quest]]&lt;br /&gt;
Quests will be a driving force behind your exploration of Saiadha, as you will often need to either discover a new place not seen yet or bring an army to a specific location, as pictured above. You can access your Quests by selecting the Quest Journal button on the left-side UI panel. Once there, you can access all of your quests to see where you need to head off adventuring to next.&lt;br /&gt;
&lt;br /&gt;
Tidefalls will also expose large swathes of land, allowing for exploration of never-before-seen sites and mysteries tied to your overall Narrative Quests to discover what is happening to Saiadha.&lt;br /&gt;
&lt;br /&gt;
=== Map elements ===&lt;br /&gt;
[[File:Curiosity example.jpg|thumb|A Curiosity]]&lt;br /&gt;
&#039;&#039;&#039;Curiosities&#039;&#039;&#039; are unusual sites your armies can collect by simply walking over them, granting you resources, items for your heroes, or sometimes narrative events. Most curiosities are permanent until picked up, but special types spawn during the Monsoon that disappear when the rain stops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies&#039;&#039;&#039; are special tile locations that your cities can exploit by placing a Foundation of them. They have much higher yields that normal tiles, and some of them even provide approval.&lt;br /&gt;
&lt;br /&gt;
Across Saiadha you may encounter deep rivers that your armies cannot just walk across. If you absolutely must cross though, right-click on the river to open a context menu that allows you to construct a temporary bridge that will last until the next Monsoon. You can also construct a dam this way if you have the required technology.&lt;br /&gt;
&lt;br /&gt;
=== Minor factions ===&lt;br /&gt;
Many of the territories of Saiadha are already inhabited by Minor Factions, and integrating them into your growing empire may have tremendous benefits. When you come across one of their single-tile villages denoted by a small, grey faction flag, you have three options to pacify them: Bribe them with Dust, earning you one of their units; ask for a quest that will pacify all villages in the same territory; or attack them and destroy their villages.&lt;br /&gt;
&lt;br /&gt;
Until a village is pacified, they will regularly spawn roaming armies. Some factions are aggressive and their armies will attack you, while others are peaceful and just roam about. However, during Monsoon all minor faction armies will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Pacification will provide the best diplomatic option for most Minor Factions. Once a village is pacified, if it is in a Territory with one of your Cities, you c an make it into a Protectorate by assimilating it (or cohabitating with it as the Aspects). Once the Protectorate agreement has been confirmed, they provide a range of benefits:&lt;br /&gt;
* Population Bonuses - Selecting the Minor Faction as the next population within any City boosts various&lt;br /&gt;
aspects based on their unique conditions.&lt;br /&gt;
* Recruit Units - Each Minor Faction has a unique Unit that can be recruited.&lt;br /&gt;
* Cohabitation Effects - Minor Factions provide their Notables that can fill Official slots as well as stackable FIDSI effects per Pacified Village on certain buildings within your Empire.&lt;br /&gt;
While limited to a couple of Protectorate Agreements at the start of the game, certain Technologies can unlock more slots.&lt;br /&gt;
&lt;br /&gt;
== Expand ==&lt;br /&gt;
Expansion in the world of Shaiadha involves claiming explored Territories, establishing new Cities to grow your Empire, and engaging in Diplomacy with Major and Minor Factions.&lt;br /&gt;
&lt;br /&gt;
The world of Saiadha is divided into large areas called Territories, noted by a dashed border. Each Territory contains tiles containing FIDSI resources based on the terrain and possible Anomalies, Luxury/Strategic Resources, Minor Factions, and more.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, your first claimed Territory will become your Capital City. Fortunately, even if it takes a while to find the perfect spot, the &amp;quot;Prepared Settlement&amp;quot; effect boosts your FIDSI output by 50% for the number of turns it took before you established your Capital City. This effect ensures you don’t fall too far behind immediately.&lt;br /&gt;
&lt;br /&gt;
When you’re ready to establish your Capital City, select any Army, and select the Found Capital Button at the bottom of the screen. Optimal locations will pop up showing the FIDSI yields in the vicinity should you want a different location, if not, simply left-click on the desired tile, and the Capital City is officially established, and the Territory is yours.&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
Exploiting the world around you is necessary to exert your influence through managing your Cities, creating a robust economy that utilizes its Empire’s Resources, diving into Technological Research, and engages with the Minor Factions.&lt;br /&gt;
&lt;br /&gt;
Cities are your core means to grow your Empire across Saiadha. They are home to your population, develop FIDSI resources, and are responsible for creating your Units and Armies.&lt;br /&gt;
&lt;br /&gt;
Your Cities are comprised of Populations - citizens created using the excess generation of Food. Most of your Population will likely be the native faction you are playing. However, as you engage in diplomacy with Major and Minor Factions, you may have the opportunity to choose what population is created next, with each Major/Minor Faction having unique benefits within your city. Your Population fills up one of three Vocations within your City, increasing FIDSI resource generation depending on the Vocation Type and Buildings present. Note that some Faction Populations synergize with specific Vocations for even greater output.&lt;br /&gt;
&lt;br /&gt;
Your Cities contain Foundations - tiles in which you can construct buildings, called Districts. Selecting an empty Foundation will bring up all available buildings, each providing benefits for your City. Once all Foundations have been built on, you must use Influence to claim new ones to expand.&lt;br /&gt;
&lt;br /&gt;
Districts can be improved depending on the technology that has been researched. Selecting the Improvement button will highlight any Districts that can be improved, and selecting said Districts will bring up any available Improvements, usually costing Strategic Resources to upgrade.&lt;br /&gt;
&lt;br /&gt;
Approval is the last piece of City Management and measures the City’s inhabitants’ happiness. Each City has its own Approval rating, contributing to an average across all Cities that gives the Empire Approval. Within a City, Approval levels can cause positive or negative events, while Empire Approval impacts the Empire’s production of Dust, Science, and Influence. Hovering over any City Approval rating provides a breakdown of factors contributing to its level and the potential outcomes that can result from said rating.&lt;br /&gt;
&lt;br /&gt;
After the first Monsoon, the Empire Council will unlock, allowing you to assign Heroes and Notables from your population that will grant powerful empire-wide effects. After each Monsoon, an additional Council slot will open. At this time, you can reassign councilors for free, though you can also do so at any time for a small Dust fee.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Throughout the world of Saiadha are Resources ripe for the taking that can enhance City resource output. There are two types of Resources - Strategic and Luxury. Both can be harvested via Mines within your Territory, collected as Quest rewards, traded via a Trade Outpost, or used to fulfill Quests and sway factions in Diplomacy. Strategic Resources are used for Unit upgrades and District Improvements. Luxury Resources boost various parts of your Empire, be it approval, fortification, and increased FIDSI output in your Cities/Camps, increased experience gain on your Hero, and more.&lt;br /&gt;
&lt;br /&gt;
Trade is a straightforward process. After constructing a Trading Post, unlocked with the Era 2 Tech “Markets,” you can freely buy or sell any Strategic and Luxury Resource. Click on the resource icon in your main view to bring up a small window where you can buy or sell this resource by the unit, and in case of Luxury Resources activate their booster effect. The price of resources is determined by the demand for it, so as more players buy a resource its price will increase and will decrease once nobody is buying. These trends are shown in the window with a little arr ow next to the price.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Here’s a quick list of what your Economy process looks like:&lt;br /&gt;
* Establishing Cities and Camps secures access to Strategic and Luxury Resources, with optimal placements that maximize FIDSI resource generation.&lt;br /&gt;
* Food Production creates Populations to fill Vocations, allowing Industry Production to develop buildings inside your City and build Mines on Resource Deposits, Science Production to research Technologies, Dust Production to fuel your Armies and engage in Trade, and Influence to expand your Territories and engage in Diplomacy.&lt;br /&gt;
* Approval ratings can drastically affect a City &amp;amp; Empire’s Production of FIDSI resources. Utilize Trade to gather Luxury Resources that can boost Approval.&lt;br /&gt;
* Use Science buildings and improvements to quickly research Technologies to further your Empire with better buildings, units, and other advancements to take on other Major and Minor Factions.&lt;br /&gt;
* Utilize Notables to fill Council positions, providing you with potentially powerful buffs to your Empire’s production of any FIDSI Resources.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Technology plays a crucial role in the progression of your Empire, unlocking new Units, buildings, and other bonuses and abilities that help you advance in the game.&lt;br /&gt;
&lt;br /&gt;
Technology is researched in the Technology Screen, each requiring a specific amount of Science Investment to unlock. The benefits a Technology provides are shown as icons under the circle, and hovering over them will show you more details.&lt;br /&gt;
&lt;br /&gt;
Technologies are divided into six Eras of Technologies, each requiring a total amount of previous-era tech to be researched before you can advance, though it is not necessary to research every single technology in an era before you advance. Navigate between the eras using the large triangular buttons at the sides of the screen.&lt;br /&gt;
&lt;br /&gt;
== Exterminate ==&lt;br /&gt;
Whether through negative actions on the world map, expansion desires, or plain bad manners, War is bound to happen between two Major Factions.&lt;br /&gt;
&lt;br /&gt;
As the player, you can declare war via two means - Justified and Unjustified War through the Diplomacy Screen. A Justified War is free of any Influence cost but can only be declared if your public opinion of the other empire is Very Low. An Unjustified War costs more Influence the higher your Public Opinion is with the other f action, but it can be declared at any point regardless of prior Treaties and Declarations. This will immediately break any Treaties you currently have and cause immediate War Fatigue for you while being delayed for the faction you declared war on. More on that below.&lt;br /&gt;
&lt;br /&gt;
Two main factors to consider in war are War Score and War Fatigue. War Score measures the progress and momentum of a war between two factions, generated by winning battles and successfully sieging Cities. Once the War Score against the enemy faction is high enough, or a war has gone on for an extended period of time, they may offer surrender terms. You can view the War Score at any time by clicking on the warring faction in the Diplomacy Screen.&lt;br /&gt;
&lt;br /&gt;
War Fatigue simulates the growing weariness and instability caused by a long, drawn-out conflict. As the war continues&lt;br /&gt;
on, War Fatigue will start to decrease the Approval rating in your Cities, and could lead to rebellions. It’s important to watch your Cities during any conflict to see when War Fatigue becomes too much for them to handle, and consider ending the conflict.&lt;br /&gt;
&lt;br /&gt;
Speaking of ending a war, there are three resolutions to any war in ENDLESS Legend 2, accessible through the Diplomacy Screen:&lt;br /&gt;
* &#039;&#039;&#039;Surrender Demand&#039;&#039;&#039; - Demand the Empire surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
* &#039;&#039;&#039;White Peace&#039;&#039;&#039; - Hostilities will cease and no tribute will be given to any side.&lt;br /&gt;
* &#039;&#039;&#039;Surrender Offer&#039;&#039;&#039; - Offer to surrender and pay a specific amount of Dust as tribute.&lt;br /&gt;
Once a war has ended, all available Treaties and Declarations can be used. However, it may take some time before the opposing Empire has any positive relationship with you to engage in deeper Diplomacy.&lt;br /&gt;
&lt;br /&gt;
== Victory conditions ==&lt;br /&gt;
The ultimate goal of Diplomacy is to push you towards winning the game, and in ENDLESSLegend 2, that means achieving Victory Conditions. There are three paths to victory, accessible through the Victory Screen:&lt;br /&gt;
* &#039;&#039;&#039;Awakening Victories&#039;&#039;&#039; - As you unravel the mysteries of what is happening on Saiadha, you will unlock seven different&lt;br /&gt;
Narrative Victory conditions. Note that Narrative Victories are not implemented in the preview build.&lt;br /&gt;
* &#039;&#039;&#039;Score Victory&#039;&#039;&#039; - Have the highest score at the last turn of the game.&lt;br /&gt;
* &#039;&#039;&#039;Conquest Victory&#039;&#039;&#039; - Be the last remaining Empire.&lt;br /&gt;
How you choose to win the game is up to you and your playstyle, but it’s well worth pursuing the Narrative Victory to learn the fate of Saiadha!&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=141</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Beginner%27s_Guide&amp;diff=141"/>
		<updated>2025-09-06T14:24:08Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Minor factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Endless Legend 2 features nested tooltips, which allow you to lock a text box to hover over another tooltip inside. By default, you can hold shift to lock any tooltip. The tooltip lock also works by hovering over the initial tooltip for a certain amount of time before locking; however, this can be changed to a “mouse position” or middle-mouse-click function by heading to Settings -&amp;gt; UI -&amp;gt; Nested Tooltip Lock Mode.&lt;br /&gt;
&lt;br /&gt;
== Campaign map user interface ==&lt;br /&gt;
[[File:CMUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;Empire Management&#039;&#039;&#039; - The left sidebar contains overviews of the various aspects making up your empire. From the top button:&lt;br /&gt;
## &#039;&#039;&#039;Empire Summary&#039;&#039;&#039; - Hover to see a brief description of your faction and any unique powers/units it can use. Select this button to bring you to an in-depth Empire Summary screen, containing detailed information from faction traits, units, and empire bonuses, to characters, your council, and population bonuses.&lt;br /&gt;
## &#039;&#039;&#039;Victory Conditions&#039;&#039;&#039; - Select this button to see your progression towards any Narrative or other Victory types and any key beats you’ve unlocked.&lt;br /&gt;
## &#039;&#039;&#039;Quest Journal&#039;&#039;&#039; - Contains all of your ongoing and completed quests across Faction, Pacification, and World victory types. This screen also contains Deeds, various objectives that you can try to accomplish first during specific Tidefalls. These will add enticing bonuses to your empire that last throughout the entire game.&lt;br /&gt;
## &#039;&#039;&#039;Cities &amp;amp; Camps&#039;&#039;&#039; - Provides an in-depth overview of all cities and camps within your empire.&lt;br /&gt;
## &#039;&#039;&#039;Protectorates&#039;&#039;&#039; - Assign and manage your Minor Faction Protectorates.&lt;br /&gt;
# &#039;&#039;&#039;Faction Features&#039;&#039;&#039; - Abilities and information unique to your faction are displayed here.&lt;br /&gt;
# &#039;&#039;&#039;Primary Resources&#039;&#039;&#039; - The stock and income of your two primary resources, Dust and Influence. Dust is used to buy out constructions, pay for Army Upkeep, purchase Strategic or Luxury Resources, and more. Influence is used to expand your Cities by building Foundations, assimilating Minor Factions, and performing Diplomacy Actions.&lt;br /&gt;
# &#039;&#039;&#039;Strategic &amp;amp; Luxury Resources&#039;&#039;&#039; - Strategic Resources are used to build Improvements and to specialize your Armies. Luxury Resources provide temporary boosts to Cities and armies. Click on any resource to buy and sell it (requires a Trading Post in your empire) or to activate luxury boosters.&lt;br /&gt;
# &#039;&#039;&#039;Notifications&#039;&#039;&#039; - Provides a list of messages about events inside and outside of your empire.&lt;br /&gt;
# &#039;&#039;&#039;Reminders &amp;amp; End Turn Sequences&#039;&#039;&#039; - A series of buttons to filter through needed actions before you end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Reminders/End Turn Button&#039;&#039;&#039; - Initially shows you the actions you have to take before ending your turn. Once all actions are complete, click here to end your turn.&lt;br /&gt;
## &#039;&#039;&#039;Next Icons (Bottom Three Buttons)&#039;&#039;&#039; - These three bottom buttons allow you to filter through your Armies and Cities/Camps, while the “Finish Moves” button completes any pending Army actions.&lt;br /&gt;
# &#039;&#039;&#039;Hero’s Circle&#039;&#039;&#039; - Manage all of your Heroes, including their equipment, profiles and skill trees.&lt;br /&gt;
# &#039;&#039;&#039;Research&#039;&#039;&#039; - Opens the Research screen, allowing you to explore what technologies you want to research.&lt;br /&gt;
# &#039;&#039;&#039;Diplomacy&#039;&#039;&#039; - Manage your diplomatic status with other Empires, including Treaties, Declarations, and Propositions.&lt;br /&gt;
# &#039;&#039;&#039;Yield And Grid Toggles&#039;&#039;&#039; - Customization toggles for your campaign map. Toggling on Yields will show the Tile output resources you will generate inside your Cities/Camps. Grid toggles the hexagonal grid on the world map, which is purely an aesthetic feature.&lt;br /&gt;
&lt;br /&gt;
== Cities user interface ==&lt;br /&gt;
Cities are an essential part of Endless Legend 2 as they form the backbone of your economy. You can open the city menu by left-clicking on the city banner or on the ground anywhere in its territory and close it by right-clicking anywhere in the window.&lt;br /&gt;
[[File:CUI.jpg]]&lt;br /&gt;
# &#039;&#039;&#039;City Stats&#039;&#039;&#039; - An overview of the contents within the Territories of your City, including:&lt;br /&gt;
## &#039;&#039;&#039;Territories&#039;&#039;&#039; – How many territories your city may contain. This limit can be increased with Improvements.&lt;br /&gt;
## &#039;&#039;&#039;Mines &amp;amp; Quarries&#039;&#039;&#039; – The number of built/available resource extractors in the city. Hover for more details.&lt;br /&gt;
## &#039;&#039;&#039;Fortification&#039;&#039;&#039; – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.&lt;br /&gt;
## &#039;&#039;&#039;Villages&#039;&#039;&#039; – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.&lt;br /&gt;
## &#039;&#039;&#039;Food Stock&#039;&#039;&#039; – The amount of Food the City has stored. Consuming more food than you generate will deplete this stock. If there is no stock left, the City will experience Starvation.&lt;br /&gt;
## &#039;&#039;&#039;Militia&#039;&#039;&#039; – The number of militia in the city to protect against invaders.&lt;br /&gt;
## &#039;&#039;&#039;Approval&#039;&#039;&#039; – Approval provides bonuses to the City’s yields when it is high, and penalties when low.&lt;br /&gt;
# &#039;&#039;&#039;City Yields&#039;&#039;&#039; - The total generation of base resources (Food, Industry, Dust, Science, and Influence) per turn, primarily generated by Districts, Population, Improvements, Population, Technology, and other factors. Hover over each Resource to see a breakdown of its generation.&lt;br /&gt;
## &#039;&#039;&#039;Food&#039;&#039;&#039; - Used to feed and grow your Population. Each City generates its own Food.&lt;br /&gt;
## &#039;&#039;&#039;Industry&#039;&#039;&#039; - Primarily used to create Structures and Units. Each City generates its own Industry.&lt;br /&gt;
## &#039;&#039;&#039;Dust&#039;&#039;&#039; - Dust is a form of currency and has many purposes, including Army upkeep costs, accelerating City developments via Buyouts, and even when engaging in diplomacy. Dust is stocked at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Science&#039;&#039;&#039; - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.&lt;br /&gt;
## &#039;&#039;&#039;Influence&#039;&#039;&#039; - Influence is used to build bigger Cities by attaching Territories, expand the Empire by establishing Camps in Territories, conduct Diplomacy with Major Factions, and assimilate Minor Factions. Influence is stocked at an Empire-wide level.&lt;br /&gt;
# &#039;&#039;&#039;Population Breakdown&#039;&#039;&#039; - Food surplus leads to population growth. At the top of the screen, right under the yield display, you can see a summary of your current/max population, the growth progress on the next population (click this to select the desired population type), and a summary of the jobs your population fills.&lt;br /&gt;
## &#039;&#039;&#039;Population Management&#039;&#039;&#039; - Shows the current Population/max Population within your Cities and Camps.&lt;br /&gt;
## &#039;&#039;&#039;Population Generation Type&#039;&#039;&#039; - Depending on diplomatic treaties and assimilation of Minor Factions, you can choose what species your City will produce next. Clicking on the dropdown menu provides all possible species, and hovering over each species provides the benefits they would bring to your City.&lt;br /&gt;
## &#039;&#039;&#039;Population Vocations&#039;&#039;&#039; - Provides a breakdown of what Vocations your population occupies, including the yields they provide to the City and your Empire. Note that if a citizen is created with no job availability, they become Destitute and do not provide any benefits.&lt;br /&gt;
# &#039;&#039;&#039;Construction Queue&#039;&#039;&#039; - The current and upcoming construction projects of the city. The bar above shows progress on the current construction and buttons to finish it instantly for Dust or cancel it. The queue can be rearranged through drag and drop. The button on the right allows you to convert industry to other resources if nothing is being built.&lt;br /&gt;
# &#039;&#039;&#039;City Production Menu&#039;&#039;&#039; - A menu of various production items to manage your City.&lt;br /&gt;
## &#039;&#039;&#039;Foundations&#039;&#039;&#039; - Foundations exploit a tile’s yields and serve as the basis for building districts. They can be placed instantly next to existing districts, exploited anomalies, or pacified villages for a cost in influence.&lt;br /&gt;
## &#039;&#039;&#039;District&#039;&#039;&#039; - Districts provide improved resource yields. When they are adjacent to four other districts, they will level up and provide an even bigger bonus. To build a District, first select an empty Foundation, then choose the district to build from the menu at the bottom.&lt;br /&gt;
## &#039;&#039;&#039;Improvement&#039;&#039;&#039; - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.&lt;br /&gt;
## &#039;&#039;&#039;Units&#039;&#039;&#039; - All Units that you can construct in your Empire.&lt;br /&gt;
## &#039;&#039;&#039;Population&#039;&#039;&#039; - A detailed breakdown of what Populations contribute to the City based on job type. You can move Populations to different jobs as needed or set an automation preference.&lt;br /&gt;
## &#039;&#039;&#039;Landscaping&#039;&#039;&#039; - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.&lt;br /&gt;
&lt;br /&gt;
== Explore ==&lt;br /&gt;
Exploring the world of Saiadha will have you moving your Armies around to reveal new tiles on the map, seeking out Curiosities, encountering Minor &amp;amp; Major Factions to interact with, and discovering Narrative Quests for you to complete.&lt;br /&gt;
&lt;br /&gt;
Tiles not yet explored by your Armies are shrouded in a Fog of War, preventing you from seeing tile yields or any potential obstacles you may encounter. Once explored, tiles will always show its yield or Minor Faction towns, however, once out of sight of a current Army, will be semi-hidden, preventing sight of actively moving Armies from Major &amp;amp; Minor Factions as well as any event-created ones.&lt;br /&gt;
&lt;br /&gt;
Moving your Armies is as simple as right-clicking on the desired location you want your selected Army to head towards, and the Army will immediately move as far as its Movement Points allow it. You can also hold the right mouse button and drag around to determine how many turns your Army would take to move to a specific location. The number of tiles you can move in a turn is determined by the Army’s Movement Points and the terrain of the tiles. Each tile has a Movement Cost associated with it. With this in mind, you may only be able to move 1-2 tiles despite having more than three Movement Points, so it is advantageous to be intentional about moving your Armies, especially while exploring at the start of your game.&lt;br /&gt;
[[File:Quest example.jpg|thumb|A Quest]]&lt;br /&gt;
Quests will be a driving force behind your exploration of Saiadha, as you will often need to either discover a new place not seen yet or bring an army to a specific location, as pictured above. You can access your Quests by selecting the Quest Journal button on the left-side UI panel. Once there, you can access all of your quests to see where you need to head off adventuring to next.&lt;br /&gt;
&lt;br /&gt;
Tidefalls will also expose large swathes of land, allowing for exploration of never-before-seen sites and mysteries tied to your overall Narrative Quests to discover what is happening to Saiadha.&lt;br /&gt;
&lt;br /&gt;
=== Map elements ===&lt;br /&gt;
[[File:Curiosity example.jpg|thumb|A Curiosity]]&lt;br /&gt;
&#039;&#039;&#039;Curiosities&#039;&#039;&#039; are unusual sites your armies can collect by simply walking over them, granting you resources, items for your heroes, or sometimes narrative events. Most curiosities are permanent until picked up, but special types spawn during the Monsoon that disappear when the rain stops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies&#039;&#039;&#039; are special tile locations that your cities can exploit by placing a Foundation of them. They have much higher yields that normal tiles, and some of them even provide approval.&lt;br /&gt;
&lt;br /&gt;
Across Saiadha you may encounter deep rivers that your armies cannot just walk across. If you absolutely must cross though, right-click on the river to open a context menu that allows you to construct a temporary bridge that will last until the next Monsoon. You can also construct a dam this way if you have the required technology.&lt;br /&gt;
&lt;br /&gt;
=== Minor factions ===&lt;br /&gt;
Many of the territories of Saiadha are already inhabited by Minor Factions, and integrating them into your growing empire may have tremendous benefits. When you come across one of their single-tile villages denoted by a small, grey faction flag, you have three options to pacify them: Bribe them with Dust, earning you one of their units; ask for a quest that will pacify all villages in the same territory; or attack them and destroy their villages.&lt;br /&gt;
&lt;br /&gt;
Until a village is pacified, they will regularly spawn roaming armies. Some factions are aggressive and their armies will attack you, while others are peaceful and just roam about. However, during Monsoon all minor faction armies will attack you on sight.&lt;br /&gt;
&lt;br /&gt;
Pacification will provide the best diplomatic option for most Minor Factions. Once a village is pacified, if it is in a Territory with one of your Cities, you c an make it into a Protectorate by assimilating it (or cohabitating with it as the Aspects). Once the Protectorate agreement has been confirmed, they provide a range of benefits:&lt;br /&gt;
* Population Bonuses - Selecting the Minor Faction as the next population within any City boosts various&lt;br /&gt;
aspects based on their unique conditions.&lt;br /&gt;
* Recruit Units - Each Minor Faction has a unique Unit that can be recruited.&lt;br /&gt;
* Cohabitation Effects - Minor Factions provide their Notables that can fill Official slots as well as stackable FIDSI effects per Pacified Village on certain buildings within your Empire.&lt;br /&gt;
While limited to a couple of Protectorate Agreements at the start of the game, certain Technologies can unlock more slots.&lt;br /&gt;
&lt;br /&gt;
== Expand ==&lt;br /&gt;
Expansion in the world of Shaiadha involves claiming explored Territories, establishing new Cities to grow your Empire, and engaging in Diplomacy with Major and Minor Factions.&lt;br /&gt;
&lt;br /&gt;
The world of Saiadha is divided into large areas called Territories, noted by a dashed border. Each Territory contains tiles containing FIDSI resources based on the terrain and possible Anomalies, Luxury/Strategic Resources, Minor Factions, and more.&lt;br /&gt;
&lt;br /&gt;
When starting a new game, your first claimed Territory will become your Capital City. Fortunately, even if it takes a while to find the perfect spot, the &amp;quot;Prepared Settlement&amp;quot; effect boosts your FIDSI output by 50% for the number of turns it took before you established your Capital City. This effect ensures you don’t fall too far behind immediately.&lt;br /&gt;
&lt;br /&gt;
When you’re ready to establish your Capital City, select any Army, and select the Found Capital Button at the bottom of the screen. Optimal locations will pop up showing the FIDSI yields in the vicinity should you want a different location, if not, simply left-click on the desired tile, and the Capital City is officially established, and the Territory is yours.&lt;br /&gt;
&lt;br /&gt;
== Exploit ==&lt;br /&gt;
Exploiting the world around you is necessary to exert your influence through managing your Cities, creating a robust economy that utilizes its Empire’s Resources, diving into Technological Research, and engages with the Minor Factions.&lt;br /&gt;
&lt;br /&gt;
Cities are your core means to grow your Empire across Saiadha. They are home to your population, develop FIDSI resources, and are responsible for creating your Units and Armies.&lt;br /&gt;
&lt;br /&gt;
Your Cities are comprised of Populations - citizens created using the excess generation of Food. Most of your Population will likely be the native faction you are playing. However, as you engage in diplomacy with Major and Minor Factions, you may have the opportunity to choose what population is created next, with each Major/Minor Faction having unique benefits within your city. Your Population fills up one of three Vocations within your City, increasing FIDSI resource generation depending on the Vocation Type and Buildings present. Note that some Faction Populations synergize with specific Vocations for even greater output.&lt;br /&gt;
&lt;br /&gt;
Your Cities contain Foundations - tiles in which you can construct buildings, called Districts. Selecting an empty Foundation will bring up all available buildings, each providing benefits for your City. Once all Foundations have been built on, you must use Influence to claim new ones to expand.&lt;br /&gt;
&lt;br /&gt;
Districts can be improved depending on the technology that has been researched. Selecting the Improvement button will highlight any Districts that can be improved, and selecting said Districts will bring up any available Improvements, usually costing Strategic Resources to upgrade.&lt;br /&gt;
&lt;br /&gt;
Approval is the last piece of City Management and measures the City’s inhabitants’ happiness. Each City has its own Approval rating, contributing to an average across all Cities that gives the Empire Approval. Within a City, Approval levels can cause positive or negative events, while Empire Approval impacts the Empire’s production of Dust, Science, and Influence. Hovering over any City Approval rating provides a breakdown of factors contributing to its level and the potential outcomes that can result from said rating.&lt;br /&gt;
&lt;br /&gt;
After the first Monsoon, the Empire Council will unlock, allowing you to assign Heroes and Notables from your population that will grant powerful empire-wide effects. After each Monsoon, an additional Council slot will open. At this time, you can reassign councilors for free, though you can also do so at any time for a small Dust fee.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
Throughout the world of Saiadha are Resources ripe for the taking that can enhance City resource output. There are two types of Resources - Strategic and Luxury. Both can be harvested via Mines within your Territory, collected as Quest rewards, traded via a Trade Outpost, or used to fulfill Quests and sway factions in Diplomacy. Strategic Resources are used for Unit upgrades and District Improvements. Luxury Resources boost various parts of your Empire, be it approval, fortification, and increased FIDSI output in your Cities/Camps, increased experience gain on your Hero, and more.&lt;br /&gt;
&lt;br /&gt;
Trade is a straightforward process. After constructing a Trading Post, unlocked with the Era 2 Tech “Markets,” you can freely buy or sell any Strategic and Luxury Resource. Click on the resource icon in your main view to bring up a small window where you can buy or sell this resource by the unit, and in case of Luxury Resources activate their booster effect. The price of resources is determined by the demand for it, so as more players buy a resource its price will increase and will decrease once nobody is buying. These trends are shown in the window with a little arr ow next to the price.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Here’s a quick list of what your Economy process looks like:&lt;br /&gt;
* Establishing Cities and Camps secures access to Strategic and Luxury Resources, with optimal placements that maximize FIDSI resource generation.&lt;br /&gt;
* Food Production creates Populations to fill Vocations, allowing Industry Production to develop buildings inside your City and build Mines on Resource Deposits, Science Production to research Technologies, Dust Production to fuel your Armies and engage in Trade, and Influence to expand your Territories and engage in Diplomacy.&lt;br /&gt;
* Approval ratings can drastically affect a City &amp;amp; Empire’s Production of FIDSI resources. Utilize Trade to gather Luxury Resources that can boost Approval.&lt;br /&gt;
* Use Science buildings and improvements to quickly research Technologies to further your Empire with better buildings, units, and other advancements to take on other Major and Minor Factions.&lt;br /&gt;
* Utilize Notables to fill Council positions, providing you with potentially powerful buffs to your Empire’s production of any FIDSI Resources.&lt;br /&gt;
&lt;br /&gt;
=== Technology ===&lt;br /&gt;
Technology plays a crucial role in the progression of your Empire, unlocking new Units, buildings, and other bonuses and abilities that help you advance in the game.&lt;br /&gt;
&lt;br /&gt;
Technology is researched in the Technology Screen, each requiring a specific amount of Science Investment to unlock. The benefits a Technology provides are shown as icons under the circle, and hovering over them will show you more details.&lt;br /&gt;
&lt;br /&gt;
Technologies are divided into six Eras of Technologies, each requiring a total amount of previous-era tech to be researched before you can advance, though it is not necessary to research every single technology in an era before you advance. Navigate between the eras using the large triangular buttons at the sides of the screen.&lt;br /&gt;
&lt;br /&gt;
== Exterminate ==&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=140</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=140"/>
		<updated>2025-09-06T14:22:08Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Seasons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow Districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blaze Grapes&#039;&#039;&#039;&lt;br /&gt;
| 5 Food&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A Saiadhan delicacy, the flesh of these gargantuan grapes is succulent and nourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Levitations are special curiosities that will only appear during the Monsoon and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will become hostile&lt;br /&gt;
&lt;br /&gt;
Tidefall is a season when Coastal Waters recede, exposing additional land.&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=139</id>
		<title>Map Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map_Settings&amp;diff=139"/>
		<updated>2025-09-06T14:17:25Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: Created page with &amp;quot;== World settings == * &amp;#039;&amp;#039;&amp;#039;World Size&amp;#039;&amp;#039;&amp;#039; determines how large the map will be. It has the following options: ** Tiny: Recommended for 2 players. The number of luxury resource types will be limited to 6. ** Small: Recommended for 3 players. The number of luxury resource types will be limited to 10. ** Medium: Recommended for 4 players. The number of luxury resource types will be limited to 13. ** Large: Recommended for 6 players. All luxury resource types will be present....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== World settings ==&lt;br /&gt;
* &#039;&#039;&#039;World Size&#039;&#039;&#039; determines how large the map will be. It has the following options:&lt;br /&gt;
** Tiny: Recommended for 2 players. The number of luxury resource types will be limited to 6.&lt;br /&gt;
** Small: Recommended for 3 players. The number of luxury resource types will be limited to 10.&lt;br /&gt;
** Medium: Recommended for 4 players. The number of luxury resource types will be limited to 13.&lt;br /&gt;
** Large: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
** Huge: Recommended for 6 players. All luxury resource types will be present.&lt;br /&gt;
* &#039;&#039;&#039;Map Archetype&#039;&#039;&#039; determines the shape of the world. It has the following options:&lt;br /&gt;
** Archipelago: World is made of small islands. Each empire starts on their own island. Tidefall will happen quickly.&lt;br /&gt;
** Pangaea: World is made of one large continent. Tidefall will be delayed.&lt;br /&gt;
** Continents: World is made of large islands. Each empire starts on the same island. Tidefall will be slightly delayed.&lt;br /&gt;
* &#039;&#039;&#039;World Wrap&#039;&#039;&#039; determines if the map is continuous or not.&lt;br /&gt;
* &#039;&#039;&#039;World Generation Seed&#039;&#039;&#039; is used for world generation. Using the same seed will result in the same map being generated. Seed will be random if the setting is left empty.&lt;br /&gt;
* &#039;&#039;&#039;Lake Odds&#039;&#039;&#039; determines the number of lakes that will be present on the map. It has the following options:&lt;br /&gt;
** None&lt;br /&gt;
** Few&lt;br /&gt;
** Average&lt;br /&gt;
** Many&lt;br /&gt;
* &#039;&#039;&#039;Lake Size&#039;&#039;&#039; determines the size of lakes. It has the following options:&lt;br /&gt;
** Small&lt;br /&gt;
** Average&lt;br /&gt;
** Big&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=138</id>
		<title>Endless Legend II Official Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=138"/>
		<updated>2025-09-06T14:07:47Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:EL2 logo.png|200px|link=https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: left;&amp;quot; | Official Community Wiki for Endless Legend 2&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;[[Endless Legend 2]]&#039;&#039;&#039; is 4X strategy game. Lead your people to victory on an ever-evolving world in this strategy game featuring asymmetric factions led by powerful heroes. Build your empire, wield political influence, and raise grand armies to wage war in a race to uncover dark secrets buried within the planet.&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
If you want to help, [[Special:UserLogin|log in here]] and [https://discord.com/invite/KJKN939Zae find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/amplitude Developer&#039;s Discord]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Important pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
* [[Beginner&#039;s Guide]]&lt;br /&gt;
* [[Game Settings]]&lt;br /&gt;
* [[City]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Hero]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Council]]&lt;br /&gt;
* [[Major Factions]]&lt;br /&gt;
* [[Minor Factions]]&lt;br /&gt;
* [[Map]]&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=137</id>
		<title>Major Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=137"/>
		<updated>2025-09-06T14:07:21Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major Factions are the factions players can select for themselves of AIs when starting a new game. Every faction has 8 unique logos to choose from.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Major Faction&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Kin of Sheredyn&lt;br /&gt;
| &#039;&#039;An offshoot of the United Empire, the Kin arrived on Saiadha decades ago, but dreams of conquest and glory were quickly dashed against the rocks of this unforgiving ocean world. With their original, inspirational leader lost to the wilds, the mantle of leadership has fallen upon General Shaparenko, who dreams that the Kin will one day do more than merely survive.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aspects&lt;br /&gt;
| &#039;&#039;Their origins lost to the distant past, the Aspects are a symbiotic species, part machine, part coral, with physically distinct individuals who find blissful union in the Chorus—a mind gestalt where all Aspects can psychically come together. Obsessed with preserving the balance on Saiadha through empathy and understanding, the Aspects&#039; peaceful existence has been upended by a devastating dieback of their life-enhancing coral fields. Will Saiadha ever see the Illuminated Realm again?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Necrophage&lt;br /&gt;
| &#039;&#039;Confined to the depths ages past, the Saiadhan swarm have only just emerged to the surface to establish a beachhead on one of the world’s windswept islands. Bitter fighting with the bronze plates has occupied their recent attentions, but they aim to make up for lost time under the command of their Prime, One-Who-Stalks-Afar. Always hostile, always ravenous, the Necrophage are a powerful, menacing presence.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=136</id>
		<title>Major Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Major_Factions&amp;diff=136"/>
		<updated>2025-09-06T14:05:13Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: Created page with &amp;quot;Major Factions are the factions players can select for themselves of AIs when starting a new game. Every faction has 8 unique logos to choose from. {| class=&amp;quot;wikitable&amp;quot; ! Major Faction ! Description |- | Kin of Sheredyn | &amp;#039;&amp;#039;An offshoot of the United Empire, the Kin arrived on Saiadha decades ago, but dreams of conquest and glory were quickly dashed against the rocks of this unforgiving ocean world. With their original, inspirational leader lost to the wilds, the mantle o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Major Factions are the factions players can select for themselves of AIs when starting a new game. Every faction has 8 unique logos to choose from.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Major Faction&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Kin of Sheredyn&lt;br /&gt;
| &#039;&#039;An offshoot of the United Empire, the Kin arrived on Saiadha decades ago, but dreams of conquest and glory were quickly dashed against the rocks of this unforgiving ocean world. With their original, inspirational leader lost to the wilds, the mantle of leadership has fallen upon General Shaparenko, who dreams that the Kin will one day do more than merely survive.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Aspects&lt;br /&gt;
| &#039;&#039;Their origins lost to the distant past, the Aspects are a symbiotic species, part machine, part coral, with physically distinct individuals who find blissful union in the Chorus—a mind gestalt where all Aspects can psychically come together. Obsessed with preserving the balance on Saiadha through empathy and understanding, the Aspects&#039; peaceful existence has been upended by a devastating dieback of their life-enhancing coral fields. Will Saiadha ever see the Illuminated Realm again?&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=135</id>
		<title>Endless Legend II Official Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Endless_Legend_II_Official_Wiki&amp;diff=135"/>
		<updated>2025-09-06T13:39:40Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:EL2 logo.png|200px|link=https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: left;&amp;quot; | Official Community Wiki for Endless Legend 2&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;[[Endless Legend 2]]&#039;&#039;&#039; is 4X strategy game. Lead your people to victory on an ever-evolving world in this strategy game featuring asymmetric factions led by powerful heroes. Build your empire, wield political influence, and raise grand armies to wage war in a race to uncover dark secrets buried within the planet.&lt;br /&gt;
&lt;br /&gt;
This wiki&#039;s goal is to become the community&#039;s repository of knowledge, free and editable by all and useful for newcomers, experienced players, and modders alike.&lt;br /&gt;
&lt;br /&gt;
If you want to help, [[Special:UserLogin|log in here]] and [https://discord.com/invite/KJKN939Zae find our chat room on Discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://store.steampowered.com/app/3407390/ENDLESS_Legend_2/ Steam Page]&lt;br /&gt;
* [https://discord.com/invite/amplitude Developer&#039;s Discord]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Important pages&amp;lt;/h2&amp;gt;&lt;br /&gt;
* [[Beginner&#039;s Guide]]&lt;br /&gt;
* [[City]]&lt;br /&gt;
* [[Resources]]&lt;br /&gt;
* [[Hero]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Council]]&lt;br /&gt;
* [[Major Factions]]&lt;br /&gt;
* [[Minor Factions]]&lt;br /&gt;
* [[Map]]&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Minor_Factions&amp;diff=134</id>
		<title>Minor Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Minor_Factions&amp;diff=134"/>
		<updated>2025-09-06T13:37:06Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minor Factions are made up of one or more villages in a territory. They will not expand but will only align with an empire if given sufficient motivation. As time passes Minor Faction villages can create roaming armies that may attack.&lt;br /&gt;
&lt;br /&gt;
Minor Faction villages may be pacified, which will make them no longer spawn armies and existing armies will never attack the empire that pacified them but the empire that pacified them also cannot attack them. Armies adjacent to a village have three ways to pacify it, which do not cost any movement points:&lt;br /&gt;
* They can bribe the village with Dust. This will pacify the village. The first village in the region will cost 150 Dust to pacify while the second one will cost 250.&lt;br /&gt;
* They can parley to receive a quest. If completed it will pacify all villages in the territory.&lt;br /&gt;
* They can attack the village. If the army wins the battle the village will be destroyed and can be rebuilt into a pacified village.&lt;br /&gt;
Empires that have a city in the same territory as a pacified Minor Factions village can assimilate the Minor Faction into a Protectorate by spending Influence. Assimilating a Minor Faction into a Protectorate unlocks a unique unit, councilor trait and notable, gives cities one Minor Faction population for each pacified village in the same territory, and grants a permanent bonus that scales with each village from that Minor Faction that is pacified. Every empire can initially support one Protectorate and the number can be increased up to 4 by various technologies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minor Faction&lt;br /&gt;
! Unit&lt;br /&gt;
! Councilor Trait&lt;br /&gt;
! Notable&lt;br /&gt;
! width=15% | Protectorate effects per Pacified Village&lt;br /&gt;
! width=35% | Description&lt;br /&gt;
|-&lt;br /&gt;
| Sollusk&lt;br /&gt;
| Imperial Pike&lt;br /&gt;
| Scavenger Tactics&lt;br /&gt;
| Kesatörs&lt;br /&gt;
| +1 Intuition&amp;lt;br&amp;gt;+1 Might&lt;br /&gt;
| &#039;&#039;A proud race that once hailed from a powerful empire, the Sollusk have been reduced to highway robbery and petty thievery as they try to survive Saidha&#039;s calamitous past.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ochlings&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10% Gains on Battle Spoils&lt;br /&gt;
| Scharf&lt;br /&gt;
| &#039;&#039;The bane of careless travelers, tribes of aggressive, Dust-loving Ochlings can be found on every isle of Saiadha, but their evil reputation masks a sad truth: in reality, they are but pitiful addicts.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ametrine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +0.5 Strategic Resources of Mines&lt;br /&gt;
| Chiolite&lt;br /&gt;
| &#039;&#039;The ossified remains of the Ametrine still exist on the seabed, speaking to an age when these creatures of mineral and rock stalked the ancient deserts alone. Saiadha has seen so much in the intervening eras, but the Ametrine still wish to renew the bonds to the ancestors.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Resources&amp;diff=133</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Resources&amp;diff=133"/>
		<updated>2025-09-06T13:33:09Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Strategic resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are three types of resources: basic, strategic and luxury.&lt;br /&gt;
== Basic resources ==&lt;br /&gt;
There are five basic resources in Endless Legend 2. Together they are called FIDSI and stand for:&lt;br /&gt;
* Food is stored on a city-level. Every population consumes Food. If Food is positive the population progressively grows. If Food is negative the population progressively declines, starting with the ones that consume the most Food.&lt;br /&gt;
* Industry is stored on a city-level and is primarily used to create units and structures or be converted into another resource via Convert Actions, but can also have more exotic uses like powering converters or allowing landscaping. If a City is not using Industry, it will store up to one turn of their production as surplus. The surplus will be instantly added to the next construction when one is ordered. Everything that costs Industry will show the number of turns it takes to complete next to the cost.&lt;br /&gt;
* Dust is stored on an empire-level and is primarily used to pay for army upkeep, accelerate constructions via Buyouts, purchase Strategic and Luxury resource, or bribing minor factions, but has numerous other uses as well.&lt;br /&gt;
* Science is stored on an empire-level and is used to research technologies.&lt;br /&gt;
* Influence is stored on an empire-level and is to build Foundations, attach or evolve Camps, and conduct diplomacy with other empires.&lt;br /&gt;
Cities can convert Industry into other basic resources. Which conversions are available depends on what technologies the empire has researched.&lt;br /&gt;
&lt;br /&gt;
== Strategic resources ==&lt;br /&gt;
Strategic sesources are used to construct more advanced Units and Improvements as well as unlock Unit Specializations. They are harvested by building Mines on strategic resource deposits and can also be bought and sold. More rarely they can also be obtained from quests or by defeating powerful monsters. Every empire can store up to 30 of each strategic resource. There are 6 strategic resources:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Resource&lt;br /&gt;
! Deposit tile output&lt;br /&gt;
! Deposit movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Titanium || 3 Science || 2 || &#039;&#039;Revealed by sheared outcroppings, the unmistakable shine of Titanium means that a light, strong metal is waiting to be extracted.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Glasteel || || &#039;&#039;Heated to high enough temperatures, the curving leaves of Glassteel plate melt into a hard substance with restorative properties.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Luxury resources ==&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Resources&amp;diff=132</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Resources&amp;diff=132"/>
		<updated>2025-09-06T13:27:27Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are three types of resources: basic, strategic and luxury.&lt;br /&gt;
== Basic resources ==&lt;br /&gt;
There are five basic resources in Endless Legend 2. Together they are called FIDSI and stand for:&lt;br /&gt;
* Food is stored on a city-level. Every population consumes Food. If Food is positive the population progressively grows. If Food is negative the population progressively declines, starting with the ones that consume the most Food.&lt;br /&gt;
* Industry is stored on a city-level and is primarily used to create units and structures or be converted into another resource via Convert Actions, but can also have more exotic uses like powering converters or allowing landscaping. If a City is not using Industry, it will store up to one turn of their production as surplus. The surplus will be instantly added to the next construction when one is ordered. Everything that costs Industry will show the number of turns it takes to complete next to the cost.&lt;br /&gt;
* Dust is stored on an empire-level and is primarily used to pay for army upkeep, accelerate constructions via Buyouts, purchase Strategic and Luxury resource, or bribing minor factions, but has numerous other uses as well.&lt;br /&gt;
* Science is stored on an empire-level and is used to research technologies.&lt;br /&gt;
* Influence is stored on an empire-level and is to build Foundations, attach or evolve Camps, and conduct diplomacy with other empires.&lt;br /&gt;
Cities can convert Industry into other basic resources. Which conversions are available depends on what technologies the empire has researched.&lt;br /&gt;
&lt;br /&gt;
== Strategic resources ==&lt;br /&gt;
Strategic sesources are used to construct more advanced Units and Improvements as well as unlock Unit Specializations. They are harvested by building Mines on strategic resource deposits. More rarely they can also be obtained from quests or by defeating powerful monsters.&lt;br /&gt;
&lt;br /&gt;
== Luxury resources ==&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=131</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=131"/>
		<updated>2025-09-06T13:12:28Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Anomaly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow Districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blaze Grapes&#039;&#039;&#039;&lt;br /&gt;
| 5 Food&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A Saiadhan delicacy, the flesh of these gargantuan grapes is succulent and nourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Levitations are special curiosities that will only appear during the Monsoon and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will become hostile&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=130</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=130"/>
		<updated>2025-09-06T13:10:51Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Seasons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Levitations are special curiosities that will only appear during the Monsoon and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will become hostile&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Minor_Factions&amp;diff=129</id>
		<title>Minor Factions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Minor_Factions&amp;diff=129"/>
		<updated>2025-09-06T13:04:11Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Minor Factions are made up of one or more villages in a territory. They will not expand but will only align with an empire if given sufficient motivation. As time passes Minor Faction villages can create roaming armies that may attack.&lt;br /&gt;
&lt;br /&gt;
Minor Faction villages may be pacified, which will make them no longer spawn armies and existing armies will never attack the empire that pacified them but the empire that pacified them also cannot attack them. Armies adjacent to a village have three ways to pacify it, which do not cost any movement points:&lt;br /&gt;
* They can bribe the village with 150 Dust. This will pacify the village.&lt;br /&gt;
* They can parley to receive a quest. If completed it will pacify all villages in the territory.&lt;br /&gt;
* They can attack the village. If the army wins the battle the village will be destroyed and can be rebuilt into a pacified village.&lt;br /&gt;
Empires that have a city in the same territory as a pacified Minor Factions village can assimilate the Minor Faction into a Protectorate by spending Influence. Assimilating a Minor Faction into a Protectorate unlocks a unique unit, councilor trait and notable, gives cities one Minor Faction population for each pacified village in the same territory, and grants a permanent bonus that scales with each village from that Minor Faction that is pacified. Every empire can initially support one Protectorate and the number can be increased up to 4 by various technologies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Minor Faction&lt;br /&gt;
! Unit&lt;br /&gt;
! Councilor Trait&lt;br /&gt;
! Notable&lt;br /&gt;
! width=15% | Protectorate effects per Pacified Village&lt;br /&gt;
! width=35% | Description&lt;br /&gt;
|-&lt;br /&gt;
| Sollusk&lt;br /&gt;
| Imperial Pike&lt;br /&gt;
| Scavenger Tactics&lt;br /&gt;
| Kesatörs&lt;br /&gt;
| +1 Intuition&amp;lt;br&amp;gt;+1 Might&lt;br /&gt;
| &#039;&#039;A proud race that once hailed from a powerful empire, the Sollusk have been reduced to highway robbery and petty thievery as they try to survive Saidha&#039;s calamitous past.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ochlings&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +10% Gains on Battle Spoils&lt;br /&gt;
| Scharf&lt;br /&gt;
| &#039;&#039;The bane of careless travelers, tribes of aggressive, Dust-loving Ochlings can be found on every isle of Saiadha, but their evil reputation masks a sad truth: in reality, they are but pitiful addicts.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Ametrine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +0.5 Strategic Resources of Mines&lt;br /&gt;
| Chiolite&lt;br /&gt;
| &#039;&#039;The ossified remains of the Ametrine still exist on the seabed, speaking to an age when these creatures of mineral and rock stalked the ancient deserts alone. Saiadha has seen so much in the intervening eras, but the Ametrine still wish to renew the bonds to the ancestors.&#039;&#039;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=128</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=128"/>
		<updated>2025-09-06T13:01:49Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Anomaly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Orchids&#039;&#039;&#039;&lt;br /&gt;
| 4 Food&amp;lt;br&amp;gt;4 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Delicious fruits sit beneath the fronds of Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Levitations are special curiosities that will only appear during the Monsoon and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will attack anyone nearby&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=127</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Map&amp;diff=127"/>
		<updated>2025-09-06T12:59:09Z</updated>

		<summary type="html">&lt;p&gt;76561198107421680: /* Curiosities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.&lt;br /&gt;
&lt;br /&gt;
A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Cities and camps can perform Landscaping to change the terrain of a tile.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Terrain&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barren&#039;&#039;&#039;&lt;br /&gt;
| &lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;This exhausted soil produces nothing, except an eerie stillness.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Botanical Ruins&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The remnants of an ancient civilizations&#039; agriculture, perhaps?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bush&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Laden with fruit, plants grow happily in this soil.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Bush&#039;&#039;&#039;&lt;br /&gt;
| 2 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Ripe berries hide behind every leaf in this inviting thicket.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Duse Lode&#039;&#039;&#039;&lt;br /&gt;
| 2 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The earth is rich with Dust, the ground illuminated with a faint golden light.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dust Lode&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Glimmers move in eddies and swirls on the ground&#039;s surface.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Golden Scrub&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;The infiltration of Dust hasn&#039;t stopped the plantlife flourishing.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reaping Wastes&#039;&#039;&#039;&lt;br /&gt;
| 1 Dust&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Broken mechanisms litter the ground, still glowing with Dust.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;A thicket of sturdy trees reach skyward.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dense Forest&#039;&#039;&#039;&lt;br /&gt;
| 2 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Rooted so closely together, the trees&#039; scent is almost overpowering.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grove&#039;&#039;&#039;&lt;br /&gt;
| 1 Food&amp;lt;br&amp;gt;1 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;The trees offer strong timber and pungent nourishment.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lattice Forest&#039;&#039;&#039;&lt;br /&gt;
| 1 Industry&amp;lt;br&amp;gt;1 Science&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Strange formations lodge in the trunks of the trees, fascinating scholars.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ridge&#039;&#039;&#039;&lt;br /&gt;
| Impassable&lt;br /&gt;
| Impassable&lt;br /&gt;
| &#039;&#039;Craggy rock crops from the ground, making passage difficult.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ocean&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Coastal Water&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Anomaly ===&lt;br /&gt;
An Anomaly is a terrain that has a much greater output than regular terrain but does not allow districts to be constructed on it.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Anomaly&lt;br /&gt;
! Output&lt;br /&gt;
! Movement cost&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fiber Spines&#039;&#039;&#039;&lt;br /&gt;
| 6 Industry&lt;br /&gt;
| 2&lt;br /&gt;
| &#039;&#039;Few native fauna come close to the manufacturing riches of this species.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Purple Leaf&#039;&#039;&#039;&lt;br /&gt;
| 3 Food&amp;lt;br&amp;gt;3 Science&amp;lt;br&amp;gt;5 Approval&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Many Saiadhans find the raw leaf bitter, but cooked the taste is transformed.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Saiadhan Boars&#039;&#039;&#039;&lt;br /&gt;
| 6 Food&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;A proud sight, these thunderous beasts like to wallow in shallow ponds.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spiral Crabs&#039;&#039;&#039;&lt;br /&gt;
| 6 Dust&lt;br /&gt;
| 1&lt;br /&gt;
| &#039;&#039;Crustaceans that embed Dust in their distinctive shells.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== River ===&lt;br /&gt;
River is a terrain type that cannot be passed through. Instead, ordering an army to move on a tile with River terrain will bring the option to spend one turn building build one of the following:&lt;br /&gt;
* Temporary Bridge allows armies to move on the tile. The Temporary Bridge lasts for a limited number of turns and if an army is on it when it collapses the army will be destroyed. Temporary Bridges cannot be constructed during a Monsoon.&lt;br /&gt;
* Dam costs 50 Dust and requires the Keystones technology to be researched. It can be attacked by enemy armies.&lt;br /&gt;
&lt;br /&gt;
== Curiosities ==&lt;br /&gt;
Curiosities are atypical sites that can be explored by armies by placing an army or foundation on them. When explored curiosities give a one-time reward such as Dust, Influence, Strategic Resources, Luxury Resources, and many others. Most curiosities remain on the map until they are explored.&lt;br /&gt;
&lt;br /&gt;
Levitations are special curiosities that will only appear during the Monsoon and disappear when the Monsoon ends. Exploring them gives 50 Dust and restores 2 Movement Points to the army that visited them.&lt;br /&gt;
&lt;br /&gt;
== Seasons ==&lt;br /&gt;
Saiadha goes through three cyclical seasons: Clear Skies, Monsoon and Tidefall. The turn wheel will indicate the current season and a rough approximation of how long it lasts.&lt;br /&gt;
&lt;br /&gt;
The Monsoon is a season of intense rainfall. During the Monsoon Brambles thrust from the ground and creatures rise from Rifts and Fortresses. When a Monsoon starts empires can reorganize their Council. During a Monsoon the following effects take place:&lt;br /&gt;
* +20 Health Regeneration on units starting their turn in a non-allied territory&lt;br /&gt;
* +100% gains on Battle Spoils&lt;br /&gt;
* -1 Vision Range on units&lt;br /&gt;
* Levitations curiosities appear on the map&lt;br /&gt;
* Villages that aren&#039;t pacified will attack anyone nearby&lt;/div&gt;</summary>
		<author><name>76561198107421680</name></author>
	</entry>
</feed>