City: Difference between revisions

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|-
|-
| Communal Habitations
| Communal Habitations
| +1 Population Slot<br>+3 Food per adjacent Food District<br>+3 Dust per adjacent Money District<br>+2 Science per adjacent Science District<br>+5 Approval per adjacent Industry District<br>+1 Influence per adjacent Pacified Village
| +1 Population Slot<br>+3 Food per adjacent Food District<br>+3 Dust per adjacent Money District<br>+2 Science per adjacent Science District<br>-5 Approval per adjacent Industry District<br>+1 Influence per adjacent Pacified Village
| 60
| 60
| Civil Order
| Civil Order
Line 139: Line 139:
| ''Acclaim! Acclaim! We shall raise mighty towers to the Lost's magnificence and we shall revel in its grace!''
| ''Acclaim! Acclaim! We shall raise mighty towers to the Lost's magnificence and we shall revel in its grace!''
|}
|}
== Faction specific districts ==
== Faction specific districts ==
{| class="wikitable"
{| class="wikitable"
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| Necrophage tech
| Necrophage tech
| ''Casting a watchful eye over Necrophage lands, nothing escapes the attention of the Saiadha swarm's Matriarch.''
| ''Casting a watchful eye over Necrophage lands, nothing escapes the attention of the Saiadha swarm's Matriarch.''
|}
== Resource districts ==
{| class="wikitable"
! Tier
! Strategic resources
! Luxury resources
! Base extractor cost
|-
| 1
| Titanium, Glassteel
| Klax, Hydromiel, Orchidia, Darkhorn, Redsang, Songsilk
| 60
|-
| 2
| Lazualin, Hyperium
| Dragon Root, Crystal Cap, Leviathan Ichor, Auric Coral, Dustwater
| 300
|-
| 3
| Eradione, Thalitine
| Yssridil, Dream Haze, Archite, Vilebark, Lunar Veins
| 600<br>10 Titanium (Strategic) / 10 Glassteel (Luxury)
|}
|}

Latest revision as of 01:07, 20 October 2026

Cities are an essential part of Endless Legend 2 as they form the backbone of a faction's economy. The first city an empire creates will always be its capital, and every empire has a city cap which starts at 3. Having more cities than the city cap will give increasing empire-wide City#Approval penalties.

Cities are created instantly but cost 45 Influence and the cost is increased by 10 for every territory the empire controls. Cities are made up of Foundations and Districts -- both of which retain the yields of the underlying land -- but Foundations can only be constructed next to Districts.

City user interface

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.

  1. City Stats - An overview of the contents within the Territories of your City, including:
    1. City Level – The District Level of your City Center. All factions can reach level 3, except Necrophages who reach level 4.
    2. Territories – How many territories your city may contain. This limit can be increased with Improvements.
    3. Mines & Quarries – The number of built/available resource extractors in the city. Hover for more details.
    4. Fortification – The Fortification level of your City, providing defensive bonuses for your units, and damage to attackers during a siege.
    5. Villages – The number of Pacified Villages/total amount of Villages of Minor Factions within the City Territories.
    6. Food Stock – 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.
    7. Militia – The number of militia in the city to protect against invaders.
    8. Approval – Approval provides bonuses to the City’s yields when it is high, and penalties when low.
  2. City Yields - 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.
    1. Food - Used to feed and grow your Population. Each City generates its own Food.
    2. Industry - Primarily used to create Structures and Units. Each City generates its own Industry.
    3. Dust - 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.
    4. Science - Used to research Technologies, how much this City contributes towards the Empire’s currently queued Technology. Science is combined at an Empire-wide level.
    5. Influence - 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.
  3. Population Breakdown - 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.
    1. Population Management - Shows the current Population/max Population within your Cities and Camps.
    2. Population Generation Type - 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.
    3. Population Vocations - 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.
  4. Construction Queue - 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.
  5. City Production Menu - A menu of various production items to manage your City.
    1. Foundations - 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.
    2. District - 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.
    3. Improvement - A specialized addition to a District that provides additional benefits unlocked by technologies or discovered through Quest rewards.
    4. Units - All Units that you can construct in your Empire.
    5. Population - 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.
    6. Landscaping - An expanded menu of landscaping options that provide potential benefits depending on your Empire Faction and your overall gameplay strategy.

Approval

Each city has an Approval value, which ranges from 0% to 100% affects the city'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.

The average Approval in every city becomes the Empire Approval, which affects the empire's Dust, Science and influence production.

Both city and empire Approval have four distinct states: Mutinous (0-24), Content (25-60), Happy and Jubilant.

Population

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.

  • Citizens produce +4 Food, +2 Dust and -3 Approval each.
  • Artisans produce 4 Industry, 2 Dust and -3 Approval each.
  • Scribes produce 1 Science and 2 Influence each.
  • Destitute appears when population is higher than the available slots in the other vocations and will start building Shanty districts.

The Population tab can be automated to assign all new population to one vocation or balance it between the three vocations.

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.

Improvements

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.

Districts

Most Districts can only be constructed over a Foundation. They provide their own resource output in addition to their tile's native production. Clicking on a Foundation will display all Districts that can be constructed.

Most Districts can be leveled up once by surrounding it with 4 other Districts. Level 2 Districts will double the base yields. City Centers, the Holy Oculum and Necrophage Districts can be upgraded to Level 3 by surrounding it with 4 Level 2 Districts

District Effects per level Cost Required technology Description
Communal Habitations +1 Population Slot
+3 Food per adjacent Food District
+3 Dust per adjacent Money District
+2 Science per adjacent Science District
-5 Approval per adjacent Industry District
+1 Influence per adjacent Pacified Village
60 Civil Order Nice and cozy, how everyone likes it.
Keep +200 District Fortification
+150 Unit Experience on creation
+50 Fortification per adjacent level 2 District (max 6)
150 Stonework On the outside, hard walls to repel the enemy. On the inside, hard truths to forge new soldiers.
Works +3 Industry
+1 Industry on tile producing the resource
+3 Industry per adjacent Mountain (max 6)
+2 Industry per adjacent District (max 6)
51 Workshop The ceaseless noise of industry is music to a leader's ears.
Farm +3 Food
+1 Food on tile producing the resource
+2 Food per adjacent Lake, River, Coast or Ocean (max 6)
+2 Food per adjacent District (max 6)
+3 Food per adjacent Industry District
60 Fencing With dedicated toil, this land can feed many.
Merchant's House +6 Dust
+1 Dust on tile producing the resource
+6 Dust per adjacent District (max 6)
+4 Dust per adjacent Industry District
150 Currency A convenient place for handling just about every need related to Dust.
Laboratory +4 Science
+1 Science on tile producing at least two types of yields
+2 Science per adjacent District (max 6)
+4 Science per adjacent Food District
150 Scientific Charter Scholars from all corners of the land come together here to learn the secrets of the world.
Forum +4 Influence
+2 Influence per adjacent level 2 District (max 6)
+5 Approval per adjacent Population District
150 Voice of the Masses A lively square where citizens can meet and mingle.
Bridge +3 Food per adjacent Food District
+3 Industry per adjacent Industry District
+3 Dust per adjacent Money District
+2 Science per adjacent Science District
60 Keystones Solid construction means this bridge will—hopefully—last the ages.
Trading Post +6 Dust
+25 stock capacity to all resources
+4 Dust per adjacent Bridge
+6 Dust per adjacent Pacified Village (max 6)
150 Markets A hub of commerce and gossip.
Altar +1 Vision Range
+1 Food, Industry, Dust, Science, Influence and Approval
10 Hyperium Matriarch's Orison A sacred structure that magnifies the ancient power residing in the underlying anomaly.
Pacified Village 67 These once wild inhabitants of Saiadha have accepted the bonds and benefits of cooperation.
Monument to the Lost 1500
25 Hyperium
5 Thalitine
Acclaim! Acclaim! We shall raise mighty towers to the Lost's magnificence and we shall revel in its grace!

Faction specific districts

Faction District Effects per level Adjacency bonuses Cost Required technology Description
Kin of Sheredyn Divined Monument +8 Influence +6 Food per adjacent Food District (max 6)
+4 Industry per adjacent Industry District (max 6)
+6 Dust per adjacent Money District (max 6)
+4 Science per adjacent Science District (max 6)
+5 Approval per adjacent Population District (max 6)
300
10 Glassteel
+10 Glassteel per Divined Monument already built
A monument to Kin resilience, the statue at the middle of the square swells soldiers' hearts with pride.
Last Lord Lord's Estate Dust (net) 150 Villagers toil with fearful eyes as they labor for the glory of the Lords.
Last Lord Soul Repository +5 Approval
Dust (net)
150 Feudalism Primordial Lords, after the deepest slumber among the stars, are born again here from spirit dregs.
Tahuk Holy Oculum +8 Science
Grants SGE Level
−25% cost from Science District reduction
+4 Science per adjacent Science District (max 6) 250 Gift of the Sages, heart of our empire, the Holy Oculum's powers are mighty, but are they always righteous?
Necrophage Feedhole +5 Food
+3 Strip Tile Yield
30 Corpses
+30 Corpses per Feedhole already built
Necrophage tech The stench from this gaping maw has been known to sicken soldiers leagues away.
Necrophage Matriarch's Eye +10 Influence 30 Corpses
+30 Corpses per Matriarch's Eye already built
Necrophage tech Casting a watchful eye over Necrophage lands, nothing escapes the attention of the Saiadha swarm's Matriarch.

Resource districts

Tier Strategic resources Luxury resources Base extractor cost
1 Titanium, Glassteel Klax, Hydromiel, Orchidia, Darkhorn, Redsang, Songsilk 60
2 Lazualin, Hyperium Dragon Root, Crystal Cap, Leviathan Ichor, Auric Coral, Dustwater 300
3 Eradione, Thalitine Yssridil, Dream Haze, Archite, Vilebark, Lunar Veins 600
10 Titanium (Strategic) / 10 Glassteel (Luxury)