Research: Difference between revisions
No edit summary |
|||
| (13 intermediate revisions by 2 users not shown) | |||
| Line 10: | Line 10: | ||
! Effects | ! Effects | ||
! Faction | ! Faction | ||
|- | |||
| Civil Order || Society || Unlocks Improvement: Traveler's Shrine<br>+12 Approval on Capitals || All | |||
|- | |||
| Fencing || Society || Unlocks District: Farm<br>+1 Citizens Slot on Capital<br>+1 Artisans Slot on Capital || All | |||
|- | |||
| Voice of the Masses || Society || Unlocks District: Forum<br>+1 Scribes Slot on Capital || All | |||
|- | |||
| Currency || Economy || Unlocks District: Merchant's House<br>+8 Dust on Capital || All | |||
|- | |||
| Workshop || Economy || Unlocks District: Works<br>Unlocks Action: Remove Forest || All | |||
|- | |||
| Keystones || Discovery || Unlocks District: Bridge<br>Unlocks Action: Build Farm || All | |||
|- | |||
| Scientific Charter || Discovery || Unlocks District: Laboratory<br>Improves the rewards from Curiosities || All | |||
|- | |||
| Scavenging || Defense || +15 Health on Units<br>+5 Damage on Units<br>+25% Gains on Battle Spoils || All | |||
|- | |||
| Stonework || Defense || Unlocks District: Keep<br>+100 Fortification on Capital || All | |||
|- | |||
| The Strength of Garin || Defense || +5 Defense on Units<br>+2 Industry on Military Districts || Kin of Sheredyn | |||
|- | |||
| Asceticism || Society || +1 Protectorate Slot<br>+5 Defense while Defending on Units || Aspects | |||
|} | |} | ||
| Line 19: | Line 41: | ||
! Effects | ! Effects | ||
! Faction | ! Faction | ||
|- | |||
| Common Rights || Society || Unlocks Improvement: Scriptorium<br>+4 Influence on Capital || All | |||
|- | |||
| Creed || Society || Unlocks Improvement: Lodgings<br>Unlocks Improvement: Emergency Dwellings || All | |||
|- | |||
| Diplomat's Manse || Society || Unlocks Treaty: Immigration Policy<br>Unlocks: Win-Win Relations<br>+100 Influence || All | |||
|- | |||
| Foreign Affairs || Society || +1 Protectorate Slot<br>-25% Dust Cost for Bribe action || All | |||
|- | |||
| Seedbanks || Society || Unlocks Improvement: Laborers' Hut<br>Unlocks Improvement: Granary<br>Unlocks Converter: Toil in the Fields || All | |||
|- | |||
| Collective Will || Economy || Unlocks Improvement: Blast Furnace<br>+4 Food on Capital<br>+4 Industry in Capital || All | |||
|- | |||
| Dustlytics || Economy || Unlocks Improvement: Lithosphere Gallery<br>+6 Dust on City Hall<br>+4 Dust on Ministry || All | |||
|- | |||
| Markets || Economy || Unlocks District: Trading Post<br>Unlocks: Traders' Trails || All | |||
|- | |||
| Geology || Discovery || Unlocks: Rewild landscaping action<br>-25% Influence Cost for Found Camp action || All | |||
|- | |||
| Hydromatic Laboratory || Discovery || Unlocks Improvement: Hydropump<br>+25% Precision for season predictability || All | |||
|- | |||
| Materials Science || Discovery || Unlocks Improvement: Geodesic Dome<br>Unlocks Improvement: Beacon of Science<br>+4 Science on Capital || All | |||
|- | |||
| Shock Tactics || Defense || Unlocks Improvement: Garrison<br>+200 District Fortification on City Hall<br>+100 District Fortification on Ministry || All | |||
|- | |||
| Sheredyn's Creen || Defense || Unlocks Unit Specialization: Defender<br>Unlocks Unit Specialization: Explorer<br>Unlocks Unit Specialization: Harrier<br>Unlocks Unit Specialization: Warden || Kin of Sheredyn | |||
|- | |||
| The Hand of Garin || Defense || Unlocks Improvement: Legion Vaults<br>Unlocks Unit Specialization: Architect<br>-25% Industry Cost on Keep<br>-25% Industry Cost on Military-related improvements || Kin of Sheredyn | |||
|- | |||
| Choral Amplifier || Defense || Unlocks Unit Specialization: Crawler<br>Unlocks Unit Specialization: Resistor<br>Unlocks Unit Specialization: Stinger<br>Unlocks Unit Specialization: Surveyor || Aspects | |||
|- | |||
| Persuasion || Society || Unlocks Improvement: Consular Mission<br>Unlocks Diplomatic Ability: Force a Treaty || Aspects | |||
|} | |} | ||
| Line 28: | Line 82: | ||
! Effects | ! Effects | ||
! Faction | ! Faction | ||
|- | |||
| Citizenship || Society || Unlocks Improvement: Halls of Power<br>+2 Influence on City Hall<br>+1 Influence on Ministry | |||
|- | |||
| Embassy || Society || Unlocks Treaty: Deeper Collaboration<<br>Unlocks Treaty: Joint Military<br>Unlocks Treaty: Vision Exchange | |||
|- | |||
| Hydrology || Society || Unlocks Improvement: Irrigation Channels<br>Unlocks Improvement: Wood Ash Pit<br>+2 Food on Farms Districts | |||
|- | |||
| Statecraft || Society || +1 Protectorate Slot<br>Unlocks Specialization: Tier 1 for all minor factions | |||
|- | |||
| Urban Planning || Society || Unlocks Improvement: Citizens' Center<br>+4 Food on City Hall<br>+2 Food on Ministry | |||
|- | |||
| Arboreal Insights || Economy || Unlocks Improvement: Lumber Yard<br>Unlocks Action: Reforest<br>+2 Industry on Works Districts | |||
|- | |||
| Commerce || Economy || Unlocks Improvement: Alchemists' Commission | |||
|- | |||
| Dustnomics || Economy || Unlocks Improvement: Dust Blasting | |||
|- | |||
| Pyrometallurgy || Economy || Unlocks Improvement: Spire of Industry | |||
|- | |||
| Collective Sacrifice || Discovery | |||
|- | |||
| Research Grants || Discovery || Unlocks Improvement: Research Station | |||
|- | |||
| Conscription || Defense || Unlocks Improvement: Military Efficiency | |||
|} | |} | ||
| Line 37: | Line 115: | ||
! Effects | ! Effects | ||
! Faction | ! Faction | ||
|- | |||
| Aquadynamics || Discovery || Unlocks Improvement: Fish Farms<br>+25 Precision for season predictability || All | |||
|- | |||
| Auxiliary Forces || Defense || Unlocks Improvement: Commanders' Table<br>100 Fortifications on Keep || All | |||
|- | |||
| Banks || Economy || Unlocks Improvement: Thermal Baths<br>Unlocks Improvement: Lined Crates<br>+4 Industry on City Hall<br>+2 Industry on Ministry || All | |||
|- | |||
| Cultivation || Society || Unlocks Improvement: Windmill<br>+4 Food on Farm Districts || All | |||
|- | |||
| Dignitary Goodwill || Society || Unlocks Protectorate Slot: 1<br>Unlocks Unit Specialization: Minor fActionss Tier 2 || All | |||
|- | |||
| Digs || Discovery || Unlocks Landscaping Action: Scour<br>-25% Influence cost for Attach Camp Action || All | |||
|- | |||
| Dramatic Arts || Society || Unlocks Improvement: Parade Stands<br>-25% Industry cost on Forum || All | |||
|- | |||
| Guilds || Economy || Unlocks Improvement: Workers' League<br>+4 Industry on Work Districts || All | |||
|- | |||
| Highway Patrol || Economy || Unlocks Improvement: Scientific Repository<br>Unlocks Improvement: Quarry Oversight<br>Unlocks Traders' Trails: Paved Roads<br>0.2 Movement Points max to cross a road Tile || All | |||
|- | |||
| Hothouses || Society || Unlocks Improvement: Farming Cooperative<br>-25% Industry cost on Farm || All | |||
|- | |||
| Logistics || Defense || Unlocks Improvement: Watchman's Bell<br>-25% Industry on Keep || All | |||
|- | |||
| Mercenaries || Discovery || Unlocks Action: Hire Doomwraith Hunter<br>+20% Critical on Unit<br>-50% Turn cost for Close Rift Action || All | |||
|- | |||
| Public Works || Society || Unlocks Improvement: Museum<br>+2 Influence on Forum District || All | |||
|- | |||
| Standardization || Economy || Unlocks Improvement: Artisans' Tools<br>-25% Industry cost on Works || All | |||
|- | |||
| The Gaze of Garin || Defense || Unlocks Improvement: Martial Discipline<br>Unlocks Unit Specialization: Greatsword || Kin of Sheredyn | |||
|- | |||
| Zelevas' Stamina || Defense || Unlocks Unit Specialization: Pathfinder<br>Unlocks Unit Specialization: Harasser<br>Unlocks Unit Specialization: Guardian<br>Unlocks Unit Specialization: Custodian || Kin of Sheredyn | |||
|} | |} | ||
| Line 46: | Line 156: | ||
! Effects | ! Effects | ||
! Faction | ! Faction | ||
|- | |||
| Anomanology || Discovery || Unlocks Landscaping Action: Distort (creation of Anomalies)<br>+50% Precision for season predictability<br>-50% Turn cost on Landscaping Actions || All | |||
|- | |||
| Armor Design || Defense || Unlocks Improvement: Protective Carapaces<br>-15% Industry cost on Unit || All | |||
|- | |||
| Cultural Education || Society || Unlocks Treaty: Shared Victory<br>+400 Influence<br>+40 Public Opinion on my Empire<br>+40 Public Opinion on the other Empire || All | |||
|- | |||
| Elite Focus || Defense || Unlocks Unit Specialization: Bowmaster<br>Unlocks Unit Specialization: Executor<br>Unlocks Unit Specialization: Commander<br>Unlocks Unit Specialization: Champion || Kin of Sheredyn | |||
|- | |||
| Financial Literacy || Economy || Unlocks Improvement: Cashier's Lodge<br>+25% Dust on Population Vocations || All | |||
|- | |||
| Glory of Empire || Society || Unlocks Improvement: Imperial Secretariat<br>+2 Influence on Forums Districts || All | |||
|- | |||
| Imperial Bureaucracy || Society || Unlocks Improvement: Teahouse<br>+50 Influence on Scribes || All | |||
|- | |||
| Inventors' Endowments || Discovery || Unlocks Improvement: Philosophers' Circle<br>-25% Industry cost on Laboratory || All | |||
|- | |||
| Land Management || Economy || Unlocks Improvement: Collections Bureau<br>-25% Industry cost on Merchant's House || All | |||
|- | |||
| Large-scale Demolition || Economy || Unlocks Improvement: Ore Breaker<br>Unlocks Improvement: Land Clearance<br>Unlocks Action: Clear Ridge<br>+50% Industry per Population on Artisans || All | |||
|- | |||
| Military Engineering || Defense || Unlocks Improvement: Fortified Cities<br>-2 Dust Upkeep on Unit || All | |||
|- | |||
| Preservation || Society || Unlocks Improvement: Canning Shed<br>Unlocks Improvement: Nectar Silo<br>+50% Food per Population on Citizens || All | |||
|- | |||
| Research Institute || Discovery || Unlocks Improvement: Field Studies<br>+50% Science on Scribes || All | |||
|- | |||
| Scientific Prizes || Discovery || Unlocks Improvement: Grant Treasury<br>Unlocks Converter: Citizen Science<br>+2 Science on Laboratories Districts || All | |||
|- | |||
| The Nurture of Garin || Defense || Unlocks Unit Specialization: Vanguard's Sword<br>+1 Industry on Population || Kin of Sheredyn | |||
|- | |||
| Tolls and Taxation || Economy || Unlocks Improvement: Customs Inspector<br>+8 Dust on Merchant's House Districts || All | |||
|- | |||
| University || Discovery || Unlocks Improvement: Lecture Hall<br>4 Science on Laboratory Districts || All | |||
|} | |} | ||
| Line 55: | Line 199: | ||
! Effects | ! Effects | ||
! Faction | ! Faction | ||
|- | |||
| Arcana of the Ancients || Discovery || +15% Science on City Hall<br>-20% on all Technology research cost || All | |||
|- | |||
| Civilization Optimizations || Society || +1 Industry on Population per Jubilant City<br>+1 Dust on Population per Jubilant City<br>+1 Science on Population per Jubilant City<br>+1 Influence on Population per Jubilant City<br>-50% cost to grow all Populations || All | |||
|- | |||
| Dust Seismology || Economy || +15% Dust on City Hall<br>-50% Buyout cost on Unit<br>-50% Buyout cost on District<br>-50% Buyout cost on Improvement || All | |||
|- | |||
| Mass Psychology || Society || +20 Approval on City Hall<br>+15% Influence on City Hall || All | |||
|- | |||
| Military Conditioning || Defense || +50 Health on Unit<br>-50% Dust Upkeep on Unit<br>+5 Minimal Damage on Unit<br>+10 Maximum Damage on Unit<br>+10 Defense on Unit || All | |||
|- | |||
| Stock Exchange || Economy || +100% Food on District<br>+100% Industry on District<br>+100% Influence on District<br>+100% Dust on District<br>+100% Science on District<br>-50% Influence cost on Foundation || All | |||
|} | |} | ||
Latest revision as of 15:42, 9 October 2025
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're used for, all technologies are shown in one of four domains: Society, Economy, Discovery, and Defense.
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.
The Years of Survival
The Years of Survival is the first era. Technologies from it have a base cost of 24 Science.
| Technology | Domain | Effects | Faction |
|---|---|---|---|
| Civil Order | Society | Unlocks Improvement: Traveler's Shrine +12 Approval on Capitals |
All |
| Fencing | Society | Unlocks District: Farm +1 Citizens Slot on Capital +1 Artisans Slot on Capital |
All |
| Voice of the Masses | Society | Unlocks District: Forum +1 Scribes Slot on Capital |
All |
| Currency | Economy | Unlocks District: Merchant's House +8 Dust on Capital |
All |
| Workshop | Economy | Unlocks District: Works Unlocks Action: Remove Forest |
All |
| Keystones | Discovery | Unlocks District: Bridge Unlocks Action: Build Farm |
All |
| Scientific Charter | Discovery | Unlocks District: Laboratory Improves the rewards from Curiosities |
All |
| Scavenging | Defense | +15 Health on Units +5 Damage on Units +25% Gains on Battle Spoils |
All |
| Stonework | Defense | Unlocks District: Keep +100 Fortification on Capital |
All |
| The Strength of Garin | Defense | +5 Defense on Units +2 Industry on Military Districts |
Kin of Sheredyn |
| Asceticism | Society | +1 Protectorate Slot +5 Defense while Defending on Units |
Aspects |
The Years of Toil
The Years of Toil is the second era. Technologies from it have a base cost of 33 Science.
| Technology | Domain | Effects | Faction |
|---|---|---|---|
| Common Rights | Society | Unlocks Improvement: Scriptorium +4 Influence on Capital |
All |
| Creed | Society | Unlocks Improvement: Lodgings Unlocks Improvement: Emergency Dwellings |
All |
| Diplomat's Manse | Society | Unlocks Treaty: Immigration Policy Unlocks: Win-Win Relations +100 Influence |
All |
| Foreign Affairs | Society | +1 Protectorate Slot -25% Dust Cost for Bribe action |
All |
| Seedbanks | Society | Unlocks Improvement: Laborers' Hut Unlocks Improvement: Granary Unlocks Converter: Toil in the Fields |
All |
| Collective Will | Economy | Unlocks Improvement: Blast Furnace +4 Food on Capital +4 Industry in Capital |
All |
| Dustlytics | Economy | Unlocks Improvement: Lithosphere Gallery +6 Dust on City Hall +4 Dust on Ministry |
All |
| Markets | Economy | Unlocks District: Trading Post Unlocks: Traders' Trails |
All |
| Geology | Discovery | Unlocks: Rewild landscaping action -25% Influence Cost for Found Camp action |
All |
| Hydromatic Laboratory | Discovery | Unlocks Improvement: Hydropump +25% Precision for season predictability |
All |
| Materials Science | Discovery | Unlocks Improvement: Geodesic Dome Unlocks Improvement: Beacon of Science +4 Science on Capital |
All |
| Shock Tactics | Defense | Unlocks Improvement: Garrison +200 District Fortification on City Hall +100 District Fortification on Ministry |
All |
| Sheredyn's Creen | Defense | Unlocks Unit Specialization: Defender Unlocks Unit Specialization: Explorer Unlocks Unit Specialization: Harrier Unlocks Unit Specialization: Warden |
Kin of Sheredyn |
| The Hand of Garin | Defense | Unlocks Improvement: Legion Vaults Unlocks Unit Specialization: Architect -25% Industry Cost on Keep -25% Industry Cost on Military-related improvements |
Kin of Sheredyn |
| Choral Amplifier | Defense | Unlocks Unit Specialization: Crawler Unlocks Unit Specialization: Resistor Unlocks Unit Specialization: Stinger Unlocks Unit Specialization: Surveyor |
Aspects |
| Persuasion | Society | Unlocks Improvement: Consular Mission Unlocks Diplomatic Ability: Force a Treaty |
Aspects |
The Years of Invention
The Years of Invention is the third era. Technologies from it have a base cost of 42 Science.
| Technology | Domain | Effects | Faction |
|---|---|---|---|
| Citizenship | Society | Unlocks Improvement: Halls of Power +2 Influence on City Hall +1 Influence on Ministry | |
| Embassy | Society | Unlocks Treaty: Deeper Collaboration< Unlocks Treaty: Joint Military Unlocks Treaty: Vision Exchange | |
| Hydrology | Society | Unlocks Improvement: Irrigation Channels Unlocks Improvement: Wood Ash Pit +2 Food on Farms Districts | |
| Statecraft | Society | +1 Protectorate Slot Unlocks Specialization: Tier 1 for all minor factions | |
| Urban Planning | Society | Unlocks Improvement: Citizens' Center +4 Food on City Hall +2 Food on Ministry | |
| Arboreal Insights | Economy | Unlocks Improvement: Lumber Yard Unlocks Action: Reforest +2 Industry on Works Districts | |
| Commerce | Economy | Unlocks Improvement: Alchemists' Commission | |
| Dustnomics | Economy | Unlocks Improvement: Dust Blasting | |
| Pyrometallurgy | Economy | Unlocks Improvement: Spire of Industry | |
| Collective Sacrifice | Discovery | ||
| Research Grants | Discovery | Unlocks Improvement: Research Station | |
| Conscription | Defense | Unlocks Improvement: Military Efficiency |
The Years of Revelation
The Years of Revelation is the fourth era. Technologies from it have a base cost of 51 Science.
| Technology | Domain | Effects | Faction |
|---|---|---|---|
| Aquadynamics | Discovery | Unlocks Improvement: Fish Farms +25 Precision for season predictability |
All |
| Auxiliary Forces | Defense | Unlocks Improvement: Commanders' Table 100 Fortifications on Keep |
All |
| Banks | Economy | Unlocks Improvement: Thermal Baths Unlocks Improvement: Lined Crates +4 Industry on City Hall +2 Industry on Ministry |
All |
| Cultivation | Society | Unlocks Improvement: Windmill +4 Food on Farm Districts |
All |
| Dignitary Goodwill | Society | Unlocks Protectorate Slot: 1 Unlocks Unit Specialization: Minor fActionss Tier 2 |
All |
| Digs | Discovery | Unlocks Landscaping Action: Scour -25% Influence cost for Attach Camp Action |
All |
| Dramatic Arts | Society | Unlocks Improvement: Parade Stands -25% Industry cost on Forum |
All |
| Guilds | Economy | Unlocks Improvement: Workers' League +4 Industry on Work Districts |
All |
| Highway Patrol | Economy | Unlocks Improvement: Scientific Repository Unlocks Improvement: Quarry Oversight Unlocks Traders' Trails: Paved Roads 0.2 Movement Points max to cross a road Tile |
All |
| Hothouses | Society | Unlocks Improvement: Farming Cooperative -25% Industry cost on Farm |
All |
| Logistics | Defense | Unlocks Improvement: Watchman's Bell -25% Industry on Keep |
All |
| Mercenaries | Discovery | Unlocks Action: Hire Doomwraith Hunter +20% Critical on Unit -50% Turn cost for Close Rift Action |
All |
| Public Works | Society | Unlocks Improvement: Museum +2 Influence on Forum District |
All |
| Standardization | Economy | Unlocks Improvement: Artisans' Tools -25% Industry cost on Works |
All |
| The Gaze of Garin | Defense | Unlocks Improvement: Martial Discipline Unlocks Unit Specialization: Greatsword |
Kin of Sheredyn |
| Zelevas' Stamina | Defense | Unlocks Unit Specialization: Pathfinder Unlocks Unit Specialization: Harasser Unlocks Unit Specialization: Guardian Unlocks Unit Specialization: Custodian |
Kin of Sheredyn |
The Years of Trepidation
The Years of Trepidation is the fifth era. Technologies from it have a base cost of 63 Science.
| Technology | Domain | Effects | Faction |
|---|---|---|---|
| Anomanology | Discovery | Unlocks Landscaping Action: Distort (creation of Anomalies) +50% Precision for season predictability -50% Turn cost on Landscaping Actions |
All |
| Armor Design | Defense | Unlocks Improvement: Protective Carapaces -15% Industry cost on Unit |
All |
| Cultural Education | Society | Unlocks Treaty: Shared Victory +400 Influence +40 Public Opinion on my Empire +40 Public Opinion on the other Empire |
All |
| Elite Focus | Defense | Unlocks Unit Specialization: Bowmaster Unlocks Unit Specialization: Executor Unlocks Unit Specialization: Commander Unlocks Unit Specialization: Champion |
Kin of Sheredyn |
| Financial Literacy | Economy | Unlocks Improvement: Cashier's Lodge +25% Dust on Population Vocations |
All |
| Glory of Empire | Society | Unlocks Improvement: Imperial Secretariat +2 Influence on Forums Districts |
All |
| Imperial Bureaucracy | Society | Unlocks Improvement: Teahouse +50 Influence on Scribes |
All |
| Inventors' Endowments | Discovery | Unlocks Improvement: Philosophers' Circle -25% Industry cost on Laboratory |
All |
| Land Management | Economy | Unlocks Improvement: Collections Bureau -25% Industry cost on Merchant's House |
All |
| Large-scale Demolition | Economy | Unlocks Improvement: Ore Breaker Unlocks Improvement: Land Clearance Unlocks Action: Clear Ridge +50% Industry per Population on Artisans |
All |
| Military Engineering | Defense | Unlocks Improvement: Fortified Cities -2 Dust Upkeep on Unit |
All |
| Preservation | Society | Unlocks Improvement: Canning Shed Unlocks Improvement: Nectar Silo +50% Food per Population on Citizens |
All |
| Research Institute | Discovery | Unlocks Improvement: Field Studies +50% Science on Scribes |
All |
| Scientific Prizes | Discovery | Unlocks Improvement: Grant Treasury Unlocks Converter: Citizen Science +2 Science on Laboratories Districts |
All |
| The Nurture of Garin | Defense | Unlocks Unit Specialization: Vanguard's Sword +1 Industry on Population |
Kin of Sheredyn |
| Tolls and Taxation | Economy | Unlocks Improvement: Customs Inspector +8 Dust on Merchant's House Districts |
All |
| University | Discovery | Unlocks Improvement: Lecture Hall 4 Science on Laboratory Districts |
All |
The Years of Reckoning
The Years of Reckoning is the sixth era. Technologies from it have a base cost of 360 Science.
| Technology | Domain | Effects | Faction |
|---|---|---|---|
| Arcana of the Ancients | Discovery | +15% Science on City Hall -20% on all Technology research cost |
All |
| Civilization Optimizations | Society | +1 Industry on Population per Jubilant City +1 Dust on Population per Jubilant City +1 Science on Population per Jubilant City +1 Influence on Population per Jubilant City -50% cost to grow all Populations |
All |
| Dust Seismology | Economy | +15% Dust on City Hall -50% Buyout cost on Unit -50% Buyout cost on District -50% Buyout cost on Improvement |
All |
| Mass Psychology | Society | +20 Approval on City Hall +15% Influence on City Hall |
All |
| Military Conditioning | Defense | +50 Health on Unit -50% Dust Upkeep on Unit +5 Minimal Damage on Unit +10 Maximum Damage on Unit +10 Defense on Unit |
All |
| Stock Exchange | Economy | +100% Food on District +100% Industry on District +100% Influence on District +100% Dust on District +100% Science on District -50% Influence cost on Foundation |
All |


