Populations

From ENDLESS Legend 2 Official Wiki

Populations are an essential part of your cities in Endless Legend 2, and are key to your economy. Founding a city gives that city 1 population unit of the empire's original population. Populations are grown with Food and require a Food upkeep. Empires with the Knightly Husks affinity cannot naturally grow pops, instead feeding them and buying them out with Dust.

Reaching certain thresholds of a given Population in your empire will unlock various bonuses, depending on the Population.

Population growth

Populations grow passively based on the city's Food production. The bar at the middle of the top bar in the City screen shows current Population growth and allows the player to swap which population type is currently growing in the city. This does not reset growth progress. The amount of growth needed for a new pop scales exponentially based on the total amount of pops already in the settlement.

Populations usually have an upkeep of -4 Food, or -4 Dust if the player is a Knightly Husks empire.

Population buyout

Certain faction traits and affinities, such as Knightly Husks and Hive Society, allow Populations to be instantly created with certain resources (Dust for Knightly Husks and Corpses for Hive Society). Buyout cost scales the same as growth cost.

Other sources of population

Assimilating a Minor Faction whose pacified Villages are in the borders of your Cities will spawn 1 Population per village in their corresponding cities. This population can only be spawned once, even if the assimilation is swapped. The Knightly Husks affinity allows the Last Lords to build Lords' Estates on pacified Minor Faction villages, which will passively generate populations that can then be Rounded Up for a marginal Influence cost.

Major Factions

Major Faction population types

These population types appear in normal gameplay.

Major Faction Population Effects Pop Scale Bonuses
Description
Aspect +1 Influence per Population Type in the same category[1] 5 Ascetic Existence improvement
Strange artificial creatures, blending the organic and the artificial, Aspects nonetheless make diligent, peaceful citizens.
15 +1 Influence on Aspect Pop
30 +10% Influence on City with Aspects
Kin Of Sheredyn +2 Industry on Artisans 5 Military Press improvement
Tough and industrious, Kin of Sheredyn citizens are a boon to any settlement.
15 +1 Industry on Kin Pop
30 +10% Industry on City with Kin
Last Lord
+2 Dust

-3 Approval on Citizens

5 Altar of Channeling improvement
In their suits of glowing plate, Last Lords can be unnerving citizens, yet their conduct is often unimpeachable.
15 +1 Dust on Last Lord Pop
30 +10% Dust on City with Last Lords
Necrophage +1 Dust

+2 Food on Citizens

+1 Industry on Artisans

+1 Influence on Scribes

5 Larval Pulp improvement
Often disconcerting for other citizens, Necrophage are nonetheless strong, able workers.
10 -30% Influence cost on Foundation
-30% Industry cost on District
15 -30% Influence cost on Found Camp
-30% Dust cost on Burrow
-30% Influence cost to evolve Nest
30 +1 Food on Necrophage Citizens

+1 Industry on Necrophage Artisans
+1 Influence on Necrophage Scribes

50 -100% Dust Upkeep cost on non-Hero Unit
File:Tahuk.png Tahuk +1 Science 5 Astronomy Club improvement
Gifted with curious, devoted minds, Tahuks are worthy additions to any settlement.
15 +1 Science on File:Tahuk.png Tahuk Pop
30 +10% Science on City with File:Tahuk.png Tahuks

Special population types

These population types are unique to their Faction and have a special border, with a white triangle in the upper right corner. They cannot be grown in other empires, even with a Migration Treaty, and cannot be grown normally.

Special Population Effects Pop Scale Bonuses
Description
Divine
Kin of Sheredyn only
+4 Food on Citizens
+3 Industry on Artisans
+3 Science on Scribes

+50 Influence cost on Divine Service action on Empire
-3 Approval if another Population Type is in the same category

3 +2 Resilience on Heroes
Divine Population created by the Kin of Sheredyn's Divine Service Holy Commandment. 6 +2 Might on Heroes
9
+2 Intuition on Heroes

+2 Determination on Heroes

Primordial Last Lord
Last Lords only
+1 Dust on Last Lord Pop[2]
+1 Influence on Last Lord Pop[2]
5 +1 Science on Primordial Last Lord
Above ordinary citizens, Primordial Last Lords elevate the souls of other populations like no other. 15 +1 Influence on Primordial Last Lord
30 +1 Dust on Primordial Last Lord
Called
Tahuks only

Varies; always includes -1 Science[3]
5 -90% on Stars' Light, Service of Spirit, and Eternal Sunshine costs
Tahuk inhabitants who have splintered from orthodox thinking, producing differing yields after each Tidefall. 15 *0.9 Dust on Sacred Flames activation cost
30 +1 Influence per Character appointed to the Council on Galvanized Called

Minor Factions

Minor Faction Population Effects Pop Scale Bonuses
Description
Ametrine +2 Science on Artisans 5 Ametrine Arcade improvement
Protected by their hard exteriors, Ametrine citizens maintain a powerful connection to the land.
15 +1 Science on Ametrine Pop
30 +10% Science on City with Ametrines
Blackhammer +50 Fortification[4] 5 Blackhammers' Smithy improvement
Well-versed with hammer and forge, Blackhammer citizens are very industrious.
15 +1 Industry on Blackhammer Pop
30 +10% Industry on City with Blackhammers
The Consortium +4 Dust on Scribes 5 Consortium improvement
Consortium description.
15 +1 Dust on Consortium Pop
30 +10% Dust on City with Consortium
Daughter of Bor +1 Industry on Artisans
+2 Damage on Militia[5]
+2 Defense on Militia[5]
5 Bor's Sparring Ring improvement
Often keeping to themselves, Daughters of Bor citizens are skilled artisans with unique traditions of craft.
15 +1 Industry on Daughters Pop
30 +10% Industry on City with Daughters
Foundling +2 Science if sharing vocation with another Pop Type[6]
-3 Approval if sharing vocation with another Pop Type[6]
5 Foundling Apothecary improvement
Ardent believers and enthusiastic workers, Foundling citizens give their all to any task their teacher approves.
15 +1 Science on Foundling Pop
30 +10% Science on City with Foundlings
Gorog -2 Food on Citizens 5 Gorog Shrine improvement
Possessed with immense strength, Gorog citizens can be intimidating but make good workers.
15 +1 Industry on Gorog Pop
30 +10% Industry on City with Gorog
Green Scions +4 Food on Citizens 5 Scions' Greenhouse improvement
Expert gardeners, Green Scion citizens thrive where there are plants to be tended.
15 +1 Food on Green Scion Pop
30 +10% Food on City with Green Scions
Hoy and Ladhran +2 Influence on Citizens

+2 Influence on Scribes

5 Hoy Salvage Depot improvement
Resourceful and resilient, Hoy and Ladhran citizens are inseparably bonded wherever they go.
15 +1 Food on Hoy and Ladhran Pop
30 +10% Food on City with Hoy and Ladhran
Hydracorn +3 Influence

-3 Approval on Citizens

5 Hydracorn's Moonhollow improvement
Wild creatures, Hydracorn citizens may be more likely to engage in ritual battle during waxing moons.
15 +1 Influence on Hydracorn Pop
30 +10% Influence on City with Hydracorns
Noquensii +3 Influence on Scribes 5 Noquensii Playhouse improvement
Though viewed by many as bad omens, Noquensii citizens lift spirits with their melodious songs.
15 +1 Influence on Noquensii Pop
30 +10% Influence on City with Noquensii
Ochling +3 Dust if sharing vocation with another Pop Type[6]
-2 Approval if sharing vocation with another Pop Type[6]
5 Ochlings' Den improvement
No matter what else is going on around them, Ochling citizens always have an eye for Dust.
15 +1 Dust on Ochling Pop
30 +10% Dust on City with Ochlings
Oneiroi +2 Dust on Citizens

+2 Dust on Artisans

5 Oneiroi Warren improvement
When awakened from hibernation, Oneiroi citizens are usually attracted to the shine of valuable objects.
15 +1 Food on Oneiroi Pop
30 +10% Food on City with Oneiroi
Sollusk +3 Industry

-2 Approval if sharing vocation with another Pop Type[6]

5 Sollusk Imperatium improvement
Ferocious brawlers, Sollusk citizens make up in enthusiasm what they lack in discipline.
15 +1 Influence on Sollusk Pop
30 +10% Influence on City with Sollusks
Unseeing Seers +2 Dust on Citizens

+2 Science on Scribes

5 Unseeing Seers' Cauldron improvement
Usually occupied by the advancement of their studies, Unseeing Seer citizens can draw crowds with their predictions.
15 +1 Science on Unseeing Seer Pop
30 +10% Science on City with Unseeing Seers
Xavius +4 Approval if sharing vocation with another Pop Type[6] 5 Xavius Night Watch improvement
Despite their impish nature, Xavius citizens are a force to be reckoned with when organized.
15 +2 Approval on Xavius Pop
30 +15 Approval on City with Xavius
  1. ↑ All "per Population Type in the same category" effects don't count their own Population Type.
  2. ↑ 2.0 2.1 Last Lord buff only works on Last Lords working the same Vocation as the Primordial Last Lord.
  3. ↑ Called have a random yield, which changes each Tidefall and whenever Tahuk Festival is used. The following are the possible yields Called can have:

    +1 Food, -1 Science

    +1 Industry, -1 Science

    +1 Dust, -1 Science

    +1 Influence, -1 Science

    +5 Approval, -1 Science

    +5 Dust, -2 Science

    +1 Food, +1 Industry, +1 Dust, +1 Influence, -2 Science

  4. ↑ Applies to all territories in the city; only increments the city Fortification value by the noted value (instead of applying to that total per-territory like other effects)
  5. ↑ 5.0 5.1 Applies to all militia of the city. Currently bugged to apply to all militia in the empire under certain conditions.
  6. ↑ 6.0 6.1 6.2 6.3 6.4 6.5 localized as "if another Pop Type in the same category". Pop Type must be different.