Research

From ENDLESS Legend 2 Official Wiki

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

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

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