Science

**Science** () is a FIDSI resource that is used to research new technologies.

#### Basic Terrain

Of the basic terrain types, Rocks provide the highest boost to Science, generally providing 2  on a tile, with Crystal Field tile providing 3  and the Crystal Ice, Sandstone, and Tundra Rocks providing only 1 . Among other terrain types only a few tiles have Science output; the Crystal Forest, Enchanted Forest, Red Soil, Dirt Field, Snow, and Snowy Field tiles all provide 1 . Among Volcanic terrain tiles, Badlands provide 1  and Basalt Plains and Lava Swirls both provide 2 .

#### Anomalies

Anomalies on a tile provide an additional bonus to its FIDSI output, and there are a number of anomalies that provide a bonus of 2, 4, or 6  on a tile.

* 2 : Azotic Exotics, Black Dust, Chromatic Land, Dragon Tree, Geysers, Laval Chimneys, Life Tree, Meteor Fields, Spiral Rock Peel.
* 4 : Botanical Garden, Crystal Flowers, Earthspine, Earth Tower, Geothermal Pit, Lava Geyser, Moss Pearls, Mutant Marsh.
* 6 : Ice Sculptures, Mychordia, Stasis Pillar, Wizard Stone.

### Faction Traits

Some factions have unique interactions with Science:

* The  Vaulters get +1  on terrain with Science due to their "Knack for Knowledge" trait.
* The  Drakken get +2  on terrain with Ruins due to their "Endless Excavation" trait.
* The  Forgotten cannot see/gather/use  due to their "Science Phobic" trait; Instead, technologies can be bought out with  Dust.
* The  Morgawr get +2  on terrain with Sea or Lake and +1  on terrain with River due to their "Hydrophilic" trait.
* The  Kapaku get +2  on terrain with Ruins and receive  on successful ruins searches due to their "Endless Fascination" trait.

### City Improvements

This list includes any City Improvement that increases a city's Science output, even indirectly. Some of the improvements listed have additional effects that do not affect Science production, but for simplicity those effects are not listed.

### Expansions

Again, while many of these expansions have other effects, only those affecting Science production have been listed.

### Trade Routes

Trade Routes passively produce Dust and Science, but require some work to establish. The first step in creating trade routes is to research Imperial Highways or Cargo Docks. These technologies allow the Right of Way or Cargo Docks improvements to be built, which allow cities to be connected by land or by sea respectively. Two cities are connected by land if they are in adjacent regions and have both built the Right of Way improvement. Two cities are connected by sea if they border the same ocean and have both built the Cargo Docks improvement in that ocean. Additionally, if two cities are connected by land or by sea to a third city, then they are also connected themselves. This means that two cities may be connected via a complicated series of alternating land and sea routes.

Further details on how Trade Routes work and how to improve them can be found on the Trade Routes page.

###  Approval

Unlike Food and Industry where a given city's approval affects production in only that city, the overall approval of the empire affects the production of Science in all cities equally.

 Fervent | 90-100 | +30%

### Heroes

Heroes provide a number of ways to increase the Science output of a city for which they are the governor, whether that be through capacities, skills, or accessories.

### Miscellaneous

#### Arcana

The Ardent Mages start with the Arcana of Matter technology researched, which unlocks the Pillar of Knowledge for placement. This pillar increase the  Science output of tiles within range depending on the Arcana level as shown here:

 2
 3
 4
 5

Upon obtaining the Cold Engineering technology by completing Chapter 5, Part 1 of the Ardent Mages faction quest, the Pillar of Knowledge will produce an additional +3  on tiles within its range during winter.

#### Assimilation

The Haunts provide an assimilation bonus of +5%  on cities per pacified and rebuilt village, up to 30% .

#### Empire Plan

The Science and Industry branch of the Empire Plan provides two different means to further increase Science production. Tier 1 provides a bonus +20%  on Cities, and Tier 3 provides +2  on Districts.

#### Fortresses

Different parts of oceanic Fortresses provide different amounts of Science income. Between the three Citadels, Bastions provide 1  and Listening Posts provide 2 , while Manufactoriums provide no Dust.

Among the other facilities that make up the parts of a Fortress extending off the Citadel, Strategic Resource facilities provide an additional +1 .

#### Resource Boosters

A number of Luxury resources (and Strategic resources for the Vaulters and Mezari) can be used to increase empire-wide Food production.

  Hyperium | +15%

#### Stockpiles

Science Stockpiles can be applied to the Empire for a lump-sum quantity of Science at the end of the turn. Note that, unlike Food and Industry Stockpiles, Science Stockpiles apply to the Empire as a whole rather than specific cities.

#### Technology

The only technology that directly increases Science output without the need to build a city improvement is the Era IV technology Difference Engine, which increases the Science output of cities by 100%.

#### Urkans

Chaka has the Chymical Warfare training available. Upon unlocking this training, while Chaka is rooted in a region, cities owned by Chaka's owner and their allies will get a +50%  bonus, while enemy cities will get a -25%  penalty.

## Cost Reduction

Aside from simply producing Science, there are also a few ways to reduce the  cost of researching technology, though this often comes with a condition that the reduction only applies to technology of a certain Era.

* The Broken Lords unique technology Archaeologist reduces the cost to research Era I technologies by 20%
* Building the Alchemic Institute reduces the cost to research technology from past Eras by 20%