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	<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198309524382</id>
	<title>ENDLESS Legend 2 Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198309524382"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/Special:Contributions/76561198309524382"/>
	<updated>2026-10-23T20:08:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=253</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=253"/>
		<updated>2025-10-09T15:42:20Z</updated>

		<summary type="html">&lt;p&gt;76561198309524382: /* The Years of Trepidation */&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;
| Aquadynamics || Discovery || Unlocks Improvement: Fish Farms&amp;lt;br&amp;gt;+25 Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary Forces || Defense || Unlocks Improvement: Commanders&#039; Table&amp;lt;br&amp;gt;100 Fortifications on Keep || All&lt;br /&gt;
|-&lt;br /&gt;
| Banks || Economy || Unlocks Improvement: Thermal Baths&amp;lt;br&amp;gt;Unlocks Improvement: Lined Crates&amp;lt;br&amp;gt;+4 Industry on City Hall&amp;lt;br&amp;gt;+2 Industry on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Cultivation || Society || Unlocks Improvement: Windmill&amp;lt;br&amp;gt;+4 Food on Farm Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Dignitary Goodwill || Society || Unlocks Protectorate Slot: 1&amp;lt;br&amp;gt;Unlocks Unit Specialization: Minor fActionss Tier 2 || All&lt;br /&gt;
|-&lt;br /&gt;
| Digs || Discovery || Unlocks Landscaping Action: Scour&amp;lt;br&amp;gt;-25% Influence cost for Attach Camp Action || All&lt;br /&gt;
|-&lt;br /&gt;
| Dramatic Arts || Society || Unlocks Improvement: Parade Stands&amp;lt;br&amp;gt;-25% Industry cost on Forum || All&lt;br /&gt;
|-&lt;br /&gt;
| Guilds || Economy || Unlocks Improvement: Workers&#039; League&amp;lt;br&amp;gt;+4 Industry on Work Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Highway Patrol || Economy || Unlocks Improvement: Scientific Repository&amp;lt;br&amp;gt;Unlocks Improvement: Quarry Oversight&amp;lt;br&amp;gt;Unlocks Traders&#039; Trails: Paved Roads&amp;lt;br&amp;gt;0.2 Movement Points max to cross a road Tile || All&lt;br /&gt;
|-&lt;br /&gt;
| Hothouses || Society || Unlocks Improvement: Farming Cooperative&amp;lt;br&amp;gt;-25% Industry cost on Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Logistics || Defense || Unlocks Improvement: Watchman&#039;s Bell&amp;lt;br&amp;gt;-25% Industry on Keep || All&lt;br /&gt;
|-&lt;br /&gt;
| Mercenaries || Discovery || Unlocks Action: Hire Doomwraith Hunter&amp;lt;br&amp;gt;+20% Critical on Unit&amp;lt;br&amp;gt;-50% Turn cost for Close Rift Action || All&lt;br /&gt;
|-&lt;br /&gt;
| Public Works || Society || Unlocks Improvement: Museum&amp;lt;br&amp;gt;+2 Influence on Forum District || All&lt;br /&gt;
|-&lt;br /&gt;
| Standardization || Economy || Unlocks Improvement: Artisans&#039; Tools&amp;lt;br&amp;gt;-25% Industry cost on Works || All&lt;br /&gt;
|-&lt;br /&gt;
| The Gaze of Garin || Defense || Unlocks Improvement: Martial Discipline&amp;lt;br&amp;gt;Unlocks Unit Specialization: Greatsword || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Zelevas&#039; Stamina || Defense || Unlocks Unit Specialization: Pathfinder&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harasser&amp;lt;br&amp;gt;Unlocks Unit Specialization: Guardian&amp;lt;br&amp;gt;Unlocks Unit Specialization: Custodian || Kin of Sheredyn&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;
| Anomanology || Discovery || Unlocks Landscaping Action: Distort (creation of Anomalies)&amp;lt;br&amp;gt;+50% Precision for season predictability&amp;lt;br&amp;gt;-50% Turn cost on Landscaping Actions || All&lt;br /&gt;
|-&lt;br /&gt;
| Armor Design || Defense || Unlocks Improvement: Protective Carapaces&amp;lt;br&amp;gt;-15% Industry cost on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Education || Society || Unlocks Treaty: Shared Victory&amp;lt;br&amp;gt;+400 Influence&amp;lt;br&amp;gt;+40 Public Opinion on my Empire&amp;lt;br&amp;gt;+40 Public Opinion on the other Empire || All&lt;br /&gt;
|-&lt;br /&gt;
| Elite Focus || Defense || Unlocks Unit Specialization: Bowmaster&amp;lt;br&amp;gt;Unlocks Unit Specialization: Executor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Commander&amp;lt;br&amp;gt;Unlocks Unit Specialization: Champion || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Financial Literacy || Economy || Unlocks Improvement: Cashier&#039;s Lodge&amp;lt;br&amp;gt;+25% Dust on Population Vocations || All&lt;br /&gt;
|-&lt;br /&gt;
| Glory of Empire || Society || Unlocks Improvement: Imperial Secretariat&amp;lt;br&amp;gt;+2 Influence on Forums Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Bureaucracy || Society || Unlocks Improvement: Teahouse&amp;lt;br&amp;gt;+50 Influence on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Inventors&#039; Endowments || Discovery || Unlocks Improvement: Philosophers&#039; Circle&amp;lt;br&amp;gt;-25% Industry cost on Laboratory || All&lt;br /&gt;
|-&lt;br /&gt;
| Land Management || Economy || Unlocks Improvement: Collections Bureau&amp;lt;br&amp;gt;-25% Industry cost on Merchant&#039;s House || All&lt;br /&gt;
|-&lt;br /&gt;
| Large-scale Demolition || Economy || Unlocks Improvement: Ore Breaker&amp;lt;br&amp;gt;Unlocks Improvement: Land Clearance&amp;lt;br&amp;gt;Unlocks Action: Clear Ridge&amp;lt;br&amp;gt;+50% Industry per Population on Artisans || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Engineering || Defense || Unlocks Improvement: Fortified Cities&amp;lt;br&amp;gt;-2 Dust Upkeep on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Preservation || Society || Unlocks Improvement: Canning Shed&amp;lt;br&amp;gt;Unlocks Improvement: Nectar Silo&amp;lt;br&amp;gt;+50% Food per Population on Citizens || All&lt;br /&gt;
|-&lt;br /&gt;
| Research Institute || Discovery || Unlocks Improvement: Field Studies&amp;lt;br&amp;gt;+50% Science on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Prizes || Discovery || Unlocks Improvement: Grant Treasury&amp;lt;br&amp;gt;Unlocks Converter: Citizen Science&amp;lt;br&amp;gt;+2 Science on Laboratories Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| The Nurture of Garin || Defense || Unlocks Unit Specialization: Vanguard&#039;s Sword&amp;lt;br&amp;gt;+1 Industry on Population || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Tolls and Taxation || Economy || Unlocks Improvement: Customs Inspector&amp;lt;br&amp;gt;+8 Dust on Merchant&#039;s House Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| University || Discovery || Unlocks Improvement: Lecture Hall&amp;lt;br&amp;gt;4 Science on Laboratory Districts || All&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;br /&gt;
| Arcana of the Ancients || Discovery || +15% Science on City Hall&amp;lt;br&amp;gt;-20% on all Technology research cost || All&lt;br /&gt;
|-&lt;br /&gt;
| Civilization Optimizations || Society || +1 Industry on Population per Jubilant City&amp;lt;br&amp;gt;+1 Dust on Population per Jubilant City&amp;lt;br&amp;gt;+1 Science on Population per Jubilant City&amp;lt;br&amp;gt;+1 Influence on Population per Jubilant City&amp;lt;br&amp;gt;-50% cost to grow all Populations || All&lt;br /&gt;
|-&lt;br /&gt;
| Dust Seismology || Economy || +15% Dust on City Hall&amp;lt;br&amp;gt;-50% Buyout cost on Unit&amp;lt;br&amp;gt;-50% Buyout cost on District&amp;lt;br&amp;gt;-50% Buyout cost on Improvement || All&lt;br /&gt;
|-&lt;br /&gt;
| Mass Psychology || Society || +20 Approval on City Hall&amp;lt;br&amp;gt;+15% Influence on City Hall || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Conditioning || Defense || +50 Health on Unit&amp;lt;br&amp;gt;-50% Dust Upkeep on Unit&amp;lt;br&amp;gt;+5 Minimal Damage on Unit&amp;lt;br&amp;gt;+10 Maximum Damage on Unit&amp;lt;br&amp;gt;+10 Defense on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Stock Exchange || Economy || +100% Food on District&amp;lt;br&amp;gt;+100% Industry on District&amp;lt;br&amp;gt;+100% Influence on District&amp;lt;br&amp;gt;+100% Dust on District&amp;lt;br&amp;gt;+100% Science on District&amp;lt;br&amp;gt;-50% Influence cost on Foundation || All&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198309524382</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=252</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=252"/>
		<updated>2025-10-09T15:41:45Z</updated>

		<summary type="html">&lt;p&gt;76561198309524382: /* The Years of Revelation */&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;
| Aquadynamics || Discovery || Unlocks Improvement: Fish Farms&amp;lt;br&amp;gt;+25 Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary Forces || Defense || Unlocks Improvement: Commanders&#039; Table&amp;lt;br&amp;gt;100 Fortifications on Keep || All&lt;br /&gt;
|-&lt;br /&gt;
| Banks || Economy || Unlocks Improvement: Thermal Baths&amp;lt;br&amp;gt;Unlocks Improvement: Lined Crates&amp;lt;br&amp;gt;+4 Industry on City Hall&amp;lt;br&amp;gt;+2 Industry on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Cultivation || Society || Unlocks Improvement: Windmill&amp;lt;br&amp;gt;+4 Food on Farm Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Dignitary Goodwill || Society || Unlocks Protectorate Slot: 1&amp;lt;br&amp;gt;Unlocks Unit Specialization: Minor fActionss Tier 2 || All&lt;br /&gt;
|-&lt;br /&gt;
| Digs || Discovery || Unlocks Landscaping Action: Scour&amp;lt;br&amp;gt;-25% Influence cost for Attach Camp Action || All&lt;br /&gt;
|-&lt;br /&gt;
| Dramatic Arts || Society || Unlocks Improvement: Parade Stands&amp;lt;br&amp;gt;-25% Industry cost on Forum || All&lt;br /&gt;
|-&lt;br /&gt;
| Guilds || Economy || Unlocks Improvement: Workers&#039; League&amp;lt;br&amp;gt;+4 Industry on Work Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Highway Patrol || Economy || Unlocks Improvement: Scientific Repository&amp;lt;br&amp;gt;Unlocks Improvement: Quarry Oversight&amp;lt;br&amp;gt;Unlocks Traders&#039; Trails: Paved Roads&amp;lt;br&amp;gt;0.2 Movement Points max to cross a road Tile || All&lt;br /&gt;
|-&lt;br /&gt;
| Hothouses || Society || Unlocks Improvement: Farming Cooperative&amp;lt;br&amp;gt;-25% Industry cost on Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Logistics || Defense || Unlocks Improvement: Watchman&#039;s Bell&amp;lt;br&amp;gt;-25% Industry on Keep || All&lt;br /&gt;
|-&lt;br /&gt;
| Mercenaries || Discovery || Unlocks Action: Hire Doomwraith Hunter&amp;lt;br&amp;gt;+20% Critical on Unit&amp;lt;br&amp;gt;-50% Turn cost for Close Rift Action || All&lt;br /&gt;
|-&lt;br /&gt;
| Public Works || Society || Unlocks Improvement: Museum&amp;lt;br&amp;gt;+2 Influence on Forum District || All&lt;br /&gt;
|-&lt;br /&gt;
| Standardization || Economy || Unlocks Improvement: Artisans&#039; Tools&amp;lt;br&amp;gt;-25% Industry cost on Works || All&lt;br /&gt;
|-&lt;br /&gt;
| The Gaze of Garin || Defense || Unlocks Improvement: Martial Discipline&amp;lt;br&amp;gt;Unlocks Unit Specialization: Greatsword || Kin of Sheredyn&lt;br /&gt;
|-&lt;br /&gt;
| Zelevas&#039; Stamina || Defense || Unlocks Unit Specialization: Pathfinder&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harasser&amp;lt;br&amp;gt;Unlocks Unit Specialization: Guardian&amp;lt;br&amp;gt;Unlocks Unit Specialization: Custodian || Kin of Sheredyn&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;
| Anomanology || Discovery || Unlocks Landscaping Action: Distort (creation of Anomalies)&amp;lt;br&amp;gt;+50% Precision for season predictability&amp;lt;br&amp;gt;-50% Turn cost on Landscaping Actions || All&lt;br /&gt;
|-&lt;br /&gt;
| Armor Design || Defense || Unlocks Improvement: Protective Carapaces&amp;lt;br&amp;gt;-15% Industry cost on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Education || Society || Unlocks Treaty: Shared Victory&amp;lt;br&amp;gt;+400 Influence&amp;lt;br&amp;gt;+40 Public Opinion on my Empire&amp;lt;br&amp;gt;+40 Public Opinion on the other Empire || All&lt;br /&gt;
|-&lt;br /&gt;
| Elite Focus || Defense || Unlocks Unit Specialization: Bowmaster&amp;lt;br&amp;gt;Unlocks Unit Specialization: Executor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Commander&amp;lt;br&amp;gt;Unlocks Unit Specialization: Champion || All&lt;br /&gt;
|-&lt;br /&gt;
| Financial Literacy || Economy || Unlocks Improvement: Cashier&#039;s Lodge&amp;lt;br&amp;gt;+25% Dust on Population Vocations || All&lt;br /&gt;
|-&lt;br /&gt;
| Glory of Empire || Society || Unlocks Improvement: Imperial Secretariat&amp;lt;br&amp;gt;+2 Influence on Forums Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Bureaucracy || Society || Unlocks Improvement: Teahouse&amp;lt;br&amp;gt;+50 Influence on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Inventors&#039; Endowments || Discovery || Unlocks Improvement: Philosophers&#039; Circle&amp;lt;br&amp;gt;-25% Industry cost on Laboratory || All&lt;br /&gt;
|-&lt;br /&gt;
| Land Management || Economy || Unlocks Improvement: Collections Bureau&amp;lt;br&amp;gt;-25% Industry cost on Merchant&#039;s House || All&lt;br /&gt;
|-&lt;br /&gt;
| Large-scale Demolition || Economy || Unlocks Improvement: Ore Breaker&amp;lt;br&amp;gt;Unlocks Improvement: Land Clearance&amp;lt;br&amp;gt;Unlocks Action: Clear Ridge&amp;lt;br&amp;gt;+50% Industry per Population on Artisans || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Engineering || Defense || Unlocks Improvement: Fortified Cities&amp;lt;br&amp;gt;-2 Dust Upkeep on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Preservation || Society || Unlocks Improvement: Canning Shed&amp;lt;br&amp;gt;Unlocks Improvement: Nectar Silo&amp;lt;br&amp;gt;+50% Food per Population on Citizens || All&lt;br /&gt;
|-&lt;br /&gt;
| Research Institute || Discovery || Unlocks Improvement: Field Studies&amp;lt;br&amp;gt;+50% Science on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Prizes || Discovery || Unlocks Improvement: Grant Treasury&amp;lt;br&amp;gt;Unlocks Converter: Citizen Science&amp;lt;br&amp;gt;+2 Science on Laboratories Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| The Nurture of Garin || Defense || Unlocks Unit Specialization: Vanguard&#039;s Sword&amp;lt;br&amp;gt;+1 Industry on Population || All&lt;br /&gt;
|-&lt;br /&gt;
| Tolls and Taxation || Economy || Unlocks Improvement: Customs Inspector&amp;lt;br&amp;gt;+8 Dust on Merchant&#039;s House Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| University || Discovery || Unlocks Improvement: Lecture Hall&amp;lt;br&amp;gt;4 Science on Laboratory Districts || All&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;br /&gt;
| Arcana of the Ancients || Discovery || +15% Science on City Hall&amp;lt;br&amp;gt;-20% on all Technology research cost || All&lt;br /&gt;
|-&lt;br /&gt;
| Civilization Optimizations || Society || +1 Industry on Population per Jubilant City&amp;lt;br&amp;gt;+1 Dust on Population per Jubilant City&amp;lt;br&amp;gt;+1 Science on Population per Jubilant City&amp;lt;br&amp;gt;+1 Influence on Population per Jubilant City&amp;lt;br&amp;gt;-50% cost to grow all Populations || All&lt;br /&gt;
|-&lt;br /&gt;
| Dust Seismology || Economy || +15% Dust on City Hall&amp;lt;br&amp;gt;-50% Buyout cost on Unit&amp;lt;br&amp;gt;-50% Buyout cost on District&amp;lt;br&amp;gt;-50% Buyout cost on Improvement || All&lt;br /&gt;
|-&lt;br /&gt;
| Mass Psychology || Society || +20 Approval on City Hall&amp;lt;br&amp;gt;+15% Influence on City Hall || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Conditioning || Defense || +50 Health on Unit&amp;lt;br&amp;gt;-50% Dust Upkeep on Unit&amp;lt;br&amp;gt;+5 Minimal Damage on Unit&amp;lt;br&amp;gt;+10 Maximum Damage on Unit&amp;lt;br&amp;gt;+10 Defense on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Stock Exchange || Economy || +100% Food on District&amp;lt;br&amp;gt;+100% Industry on District&amp;lt;br&amp;gt;+100% Influence on District&amp;lt;br&amp;gt;+100% Dust on District&amp;lt;br&amp;gt;+100% Science on District&amp;lt;br&amp;gt;-50% Influence cost on Foundation || All&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198309524382</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=251</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=251"/>
		<updated>2025-10-09T14:04:19Z</updated>

		<summary type="html">&lt;p&gt;76561198309524382: /* The Years of Revelation */&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;
| Aquadynamics || Discovery || Unlocks Improvement: Fish Farms&amp;lt;br&amp;gt;+25 Precision for season predictability || All&lt;br /&gt;
|-&lt;br /&gt;
| Auxiliary Forces || Defense || Unlocks Improvement: Commanders&#039; Table&amp;lt;br&amp;gt;100 Fortifications on Keep || All&lt;br /&gt;
|-&lt;br /&gt;
| Banks || Economy || Unlocks Improvement: Thermal Baths&amp;lt;br&amp;gt;Unlocks Improvement: Lined Crates&amp;lt;br&amp;gt;+4 Industry on City Hall&amp;lt;br&amp;gt;+2 Industry on Ministry || All&lt;br /&gt;
|-&lt;br /&gt;
| Cultivation || Society || Unlocks Improvement: Windmill&amp;lt;br&amp;gt;+4 Food on Farm Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Dignitary Goodwill || Society || Unlocks Protectorate Slot: 1&amp;lt;br&amp;gt;Unlocks Unit Specialization: Minor fActionss Tier 2 || All&lt;br /&gt;
|-&lt;br /&gt;
| Digs || Discovery || Unlocks Landscaping Action: Scour&amp;lt;br&amp;gt;-25% Influence cost for Attach Camp Action || All&lt;br /&gt;
|-&lt;br /&gt;
| Dramatic Arts || Society || Unlocks Improvement: Parade Stands&amp;lt;br&amp;gt;-25% Industry cost on Forum || All&lt;br /&gt;
|-&lt;br /&gt;
| Guilds || Economy || Unlocks Improvement: Workers&#039; League&amp;lt;br&amp;gt;+4 Industry on Work Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Highway Patrol || Economy || Unlocks Improvement: Scientific Repository&amp;lt;br&amp;gt;Unlocks Improvement: Quarry Oversight&amp;lt;br&amp;gt;Unlocks Traders&#039; Trails: Paved Roads&amp;lt;br&amp;gt;0.2 Movement Points max to cross a road Tile || All&lt;br /&gt;
|-&lt;br /&gt;
| Hothouses || Society || Unlocks Improvement: Farming Cooperative&amp;lt;br&amp;gt;-25% Industry cost on Farm || All&lt;br /&gt;
|-&lt;br /&gt;
| Logistics || Defense || Unlocks Improvement: Watchman&#039;s Bell&amp;lt;br&amp;gt;-25% Industry on Keep || All&lt;br /&gt;
|-&lt;br /&gt;
| Mercenaries || Discovery || Unlocks Action: Hire Doomwraith Hunter&amp;lt;br&amp;gt;+20% Critical on Unit&amp;lt;br&amp;gt;-50% Turn cost for Close Rift Action || All&lt;br /&gt;
|-&lt;br /&gt;
| Public Works || Society || Unlocks Improvement: Museum&amp;lt;br&amp;gt;+2 Influence on Forum District || All&lt;br /&gt;
|-&lt;br /&gt;
| Standardization || Economy || Unlocks Improvement: Artisans&#039; Tools&amp;lt;br&amp;gt;-25% Industry cost on Works || All&lt;br /&gt;
|-&lt;br /&gt;
| The Gaze of Garin || Defense || Unlocks Improvement: Martial Discipline&amp;lt;br&amp;gt;Unlocks Unit Specialization: Greatsword || All&lt;br /&gt;
|-&lt;br /&gt;
| Zelevas&#039; Stamina || Defense || Unlocks Unit Specialization: Pathfinder&amp;lt;br&amp;gt;Unlocks Unit Specialization: Harasser&amp;lt;br&amp;gt;Unlocks Unit Specialization: Guardian&amp;lt;br&amp;gt;Unlocks Unit Specialization: Custodian || All&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;
| Anomanology || Discovery || Unlocks Landscaping Action: Distort (creation of Anomalies)&amp;lt;br&amp;gt;+50% Precision for season predictability&amp;lt;br&amp;gt;-50% Turn cost on Landscaping Actions || All&lt;br /&gt;
|-&lt;br /&gt;
| Armor Design || Defense || Unlocks Improvement: Protective Carapaces&amp;lt;br&amp;gt;-15% Industry cost on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Education || Society || Unlocks Treaty: Shared Victory&amp;lt;br&amp;gt;+400 Influence&amp;lt;br&amp;gt;+40 Public Opinion on my Empire&amp;lt;br&amp;gt;+40 Public Opinion on the other Empire || All&lt;br /&gt;
|-&lt;br /&gt;
| Elite Focus || Defense || Unlocks Unit Specialization: Bowmaster&amp;lt;br&amp;gt;Unlocks Unit Specialization: Executor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Commander&amp;lt;br&amp;gt;Unlocks Unit Specialization: Champion || All&lt;br /&gt;
|-&lt;br /&gt;
| Financial Literacy || Economy || Unlocks Improvement: Cashier&#039;s Lodge&amp;lt;br&amp;gt;+25% Dust on Population Vocations || All&lt;br /&gt;
|-&lt;br /&gt;
| Glory of Empire || Society || Unlocks Improvement: Imperial Secretariat&amp;lt;br&amp;gt;+2 Influence on Forums Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Bureaucracy || Society || Unlocks Improvement: Teahouse&amp;lt;br&amp;gt;+50 Influence on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Inventors&#039; Endowments || Discovery || Unlocks Improvement: Philosophers&#039; Circle&amp;lt;br&amp;gt;-25% Industry cost on Laboratory || All&lt;br /&gt;
|-&lt;br /&gt;
| Land Management || Economy || Unlocks Improvement: Collections Bureau&amp;lt;br&amp;gt;-25% Industry cost on Merchant&#039;s House || All&lt;br /&gt;
|-&lt;br /&gt;
| Large-scale Demolition || Economy || Unlocks Improvement: Ore Breaker&amp;lt;br&amp;gt;Unlocks Improvement: Land Clearance&amp;lt;br&amp;gt;Unlocks Action: Clear Ridge&amp;lt;br&amp;gt;+50% Industry per Population on Artisans || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Engineering || Defense || Unlocks Improvement: Fortified Cities&amp;lt;br&amp;gt;-2 Dust Upkeep on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Preservation || Society || Unlocks Improvement: Canning Shed&amp;lt;br&amp;gt;Unlocks Improvement: Nectar Silo&amp;lt;br&amp;gt;+50% Food per Population on Citizens || All&lt;br /&gt;
|-&lt;br /&gt;
| Research Institute || Discovery || Unlocks Improvement: Field Studies&amp;lt;br&amp;gt;+50% Science on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Prizes || Discovery || Unlocks Improvement: Grant Treasury&amp;lt;br&amp;gt;Unlocks Converter: Citizen Science&amp;lt;br&amp;gt;+2 Science on Laboratories Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| The Nurture of Garin || Defense || Unlocks Unit Specialization: Vanguard&#039;s Sword&amp;lt;br&amp;gt;+1 Industry on Population || All&lt;br /&gt;
|-&lt;br /&gt;
| Tolls and Taxation || Economy || Unlocks Improvement: Customs Inspector&amp;lt;br&amp;gt;+8 Dust on Merchant&#039;s House Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| University || Discovery || Unlocks Improvement: Lecture Hall&amp;lt;br&amp;gt;4 Science on Laboratory Districts || All&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;br /&gt;
| Arcana of the Ancients || Discovery || +15% Science on City Hall&amp;lt;br&amp;gt;-20% on all Technology research cost || All&lt;br /&gt;
|-&lt;br /&gt;
| Civilization Optimizations || Society || +1 Industry on Population per Jubilant City&amp;lt;br&amp;gt;+1 Dust on Population per Jubilant City&amp;lt;br&amp;gt;+1 Science on Population per Jubilant City&amp;lt;br&amp;gt;+1 Influence on Population per Jubilant City&amp;lt;br&amp;gt;-50% cost to grow all Populations || All&lt;br /&gt;
|-&lt;br /&gt;
| Dust Seismology || Economy || +15% Dust on City Hall&amp;lt;br&amp;gt;-50% Buyout cost on Unit&amp;lt;br&amp;gt;-50% Buyout cost on District&amp;lt;br&amp;gt;-50% Buyout cost on Improvement || All&lt;br /&gt;
|-&lt;br /&gt;
| Mass Psychology || Society || +20 Approval on City Hall&amp;lt;br&amp;gt;+15% Influence on City Hall || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Conditioning || Defense || +50 Health on Unit&amp;lt;br&amp;gt;-50% Dust Upkeep on Unit&amp;lt;br&amp;gt;+5 Minimal Damage on Unit&amp;lt;br&amp;gt;+10 Maximum Damage on Unit&amp;lt;br&amp;gt;+10 Defense on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Stock Exchange || Economy || +100% Food on District&amp;lt;br&amp;gt;+100% Industry on District&amp;lt;br&amp;gt;+100% Influence on District&amp;lt;br&amp;gt;+100% Dust on District&amp;lt;br&amp;gt;+100% Science on District&amp;lt;br&amp;gt;-50% Influence cost on Foundation || All&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198309524382</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=250</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=250"/>
		<updated>2025-10-09T14:03:54Z</updated>

		<summary type="html">&lt;p&gt;76561198309524382: /* The Years of Trepidation */&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;
| Anomanology || Discovery || Unlocks Landscaping Action: Distort (creation of Anomalies)&amp;lt;br&amp;gt;+50% Precision for season predictability&amp;lt;br&amp;gt;-50% Turn cost on Landscaping Actions || All&lt;br /&gt;
|-&lt;br /&gt;
| Armor Design || Defense || Unlocks Improvement: Protective Carapaces&amp;lt;br&amp;gt;-15% Industry cost on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Education || Society || Unlocks Treaty: Shared Victory&amp;lt;br&amp;gt;+400 Influence&amp;lt;br&amp;gt;+40 Public Opinion on my Empire&amp;lt;br&amp;gt;+40 Public Opinion on the other Empire || All&lt;br /&gt;
|-&lt;br /&gt;
| Elite Focus || Defense || Unlocks Unit Specialization: Bowmaster&amp;lt;br&amp;gt;Unlocks Unit Specialization: Executor&amp;lt;br&amp;gt;Unlocks Unit Specialization: Commander&amp;lt;br&amp;gt;Unlocks Unit Specialization: Champion || All&lt;br /&gt;
|-&lt;br /&gt;
| Financial Literacy || Economy || Unlocks Improvement: Cashier&#039;s Lodge&amp;lt;br&amp;gt;+25% Dust on Population Vocations || All&lt;br /&gt;
|-&lt;br /&gt;
| Glory of Empire || Society || Unlocks Improvement: Imperial Secretariat&amp;lt;br&amp;gt;+2 Influence on Forums Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Bureaucracy || Society || Unlocks Improvement: Teahouse&amp;lt;br&amp;gt;+50 Influence on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Inventors&#039; Endowments || Discovery || Unlocks Improvement: Philosophers&#039; Circle&amp;lt;br&amp;gt;-25% Industry cost on Laboratory || All&lt;br /&gt;
|-&lt;br /&gt;
| Land Management || Economy || Unlocks Improvement: Collections Bureau&amp;lt;br&amp;gt;-25% Industry cost on Merchant&#039;s House || All&lt;br /&gt;
|-&lt;br /&gt;
| Large-scale Demolition || Economy || Unlocks Improvement: Ore Breaker&amp;lt;br&amp;gt;Unlocks Improvement: Land Clearance&amp;lt;br&amp;gt;Unlocks Action: Clear Ridge&amp;lt;br&amp;gt;+50% Industry per Population on Artisans || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Engineering || Defense || Unlocks Improvement: Fortified Cities&amp;lt;br&amp;gt;-2 Dust Upkeep on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Preservation || Society || Unlocks Improvement: Canning Shed&amp;lt;br&amp;gt;Unlocks Improvement: Nectar Silo&amp;lt;br&amp;gt;+50% Food per Population on Citizens || All&lt;br /&gt;
|-&lt;br /&gt;
| Research Institute || Discovery || Unlocks Improvement: Field Studies&amp;lt;br&amp;gt;+50% Science on Scribes || All&lt;br /&gt;
|-&lt;br /&gt;
| Scientific Prizes || Discovery || Unlocks Improvement: Grant Treasury&amp;lt;br&amp;gt;Unlocks Converter: Citizen Science&amp;lt;br&amp;gt;+2 Science on Laboratories Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| The Nurture of Garin || Defense || Unlocks Unit Specialization: Vanguard&#039;s Sword&amp;lt;br&amp;gt;+1 Industry on Population || All&lt;br /&gt;
|-&lt;br /&gt;
| Tolls and Taxation || Economy || Unlocks Improvement: Customs Inspector&amp;lt;br&amp;gt;+8 Dust on Merchant&#039;s House Districts || All&lt;br /&gt;
|-&lt;br /&gt;
| University || Discovery || Unlocks Improvement: Lecture Hall&amp;lt;br&amp;gt;4 Science on Laboratory Districts || All&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;br /&gt;
| Arcana of the Ancients || Discovery || +15% Science on City Hall&amp;lt;br&amp;gt;-20% on all Technology research cost || All&lt;br /&gt;
|-&lt;br /&gt;
| Civilization Optimizations || Society || +1 Industry on Population per Jubilant City&amp;lt;br&amp;gt;+1 Dust on Population per Jubilant City&amp;lt;br&amp;gt;+1 Science on Population per Jubilant City&amp;lt;br&amp;gt;+1 Influence on Population per Jubilant City&amp;lt;br&amp;gt;-50% cost to grow all Populations || All&lt;br /&gt;
|-&lt;br /&gt;
| Dust Seismology || Economy || +15% Dust on City Hall&amp;lt;br&amp;gt;-50% Buyout cost on Unit&amp;lt;br&amp;gt;-50% Buyout cost on District&amp;lt;br&amp;gt;-50% Buyout cost on Improvement || All&lt;br /&gt;
|-&lt;br /&gt;
| Mass Psychology || Society || +20 Approval on City Hall&amp;lt;br&amp;gt;+15% Influence on City Hall || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Conditioning || Defense || +50 Health on Unit&amp;lt;br&amp;gt;-50% Dust Upkeep on Unit&amp;lt;br&amp;gt;+5 Minimal Damage on Unit&amp;lt;br&amp;gt;+10 Maximum Damage on Unit&amp;lt;br&amp;gt;+10 Defense on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Stock Exchange || Economy || +100% Food on District&amp;lt;br&amp;gt;+100% Industry on District&amp;lt;br&amp;gt;+100% Influence on District&amp;lt;br&amp;gt;+100% Dust on District&amp;lt;br&amp;gt;+100% Science on District&amp;lt;br&amp;gt;-50% Influence cost on Foundation || All&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198309524382</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=249</id>
		<title>Research</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/ENDLESS_Legend_2/index.php?title=Research&amp;diff=249"/>
		<updated>2025-10-09T14:03:00Z</updated>

		<summary type="html">&lt;p&gt;76561198309524382: /* The Years of Reckoning */&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;br /&gt;
| Arcana of the Ancients || Discovery || +15% Science on City Hall&amp;lt;br&amp;gt;-20% on all Technology research cost || All&lt;br /&gt;
|-&lt;br /&gt;
| Civilization Optimizations || Society || +1 Industry on Population per Jubilant City&amp;lt;br&amp;gt;+1 Dust on Population per Jubilant City&amp;lt;br&amp;gt;+1 Science on Population per Jubilant City&amp;lt;br&amp;gt;+1 Influence on Population per Jubilant City&amp;lt;br&amp;gt;-50% cost to grow all Populations || All&lt;br /&gt;
|-&lt;br /&gt;
| Dust Seismology || Economy || +15% Dust on City Hall&amp;lt;br&amp;gt;-50% Buyout cost on Unit&amp;lt;br&amp;gt;-50% Buyout cost on District&amp;lt;br&amp;gt;-50% Buyout cost on Improvement || All&lt;br /&gt;
|-&lt;br /&gt;
| Mass Psychology || Society || +20 Approval on City Hall&amp;lt;br&amp;gt;+15% Influence on City Hall || All&lt;br /&gt;
|-&lt;br /&gt;
| Military Conditioning || Defense || +50 Health on Unit&amp;lt;br&amp;gt;-50% Dust Upkeep on Unit&amp;lt;br&amp;gt;+5 Minimal Damage on Unit&amp;lt;br&amp;gt;+10 Maximum Damage on Unit&amp;lt;br&amp;gt;+10 Defense on Unit || All&lt;br /&gt;
|-&lt;br /&gt;
| Stock Exchange || Economy || +100% Food on District&amp;lt;br&amp;gt;+100% Industry on District&amp;lt;br&amp;gt;+100% Influence on District&amp;lt;br&amp;gt;+100% Dust on District&amp;lt;br&amp;gt;+100% Science on District&amp;lt;br&amp;gt;-50% Influence cost on Foundation || All&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>76561198309524382</name></author>
	</entry>
</feed>