Endless Legend 2 builds its economy on two intersecting systems: a season cycle of Monsoons and Tidefalls that physically reshapes the map, and a six-era technology tree that gates the buildings, districts, and empire powers a factionfaction. An in-game group or nation players can align with or fight against, with its own goals and reputation system. can use. Expansion and resource planning have to account for both at once, because the era you are in determines what you can build, and the season you are in determines what you can reach. This guide breaks down how those systems interact and how to plan across them.
The season cycle: Monsoon and Tidefall
Saiadha is not static. Periodically the world enters a Monsoon, violent storms that bring both dangers and opportunities to exploration. After a Monsoon, a Tidefall can occur: the waters recede, revealing new land, new resource deposits, and new connections between players. The deeper the game goes, the more land is exposed and the richer the rewards, but also the more contested the map becomes.
Amplitude iterated heavily on the pacing. An earlier version ran eight small Tidefalls per match, so frequent that players stopped noticing them. The shipped version uses fewer, larger Tidefalls so each one is a genuine event that changes the strategic picture. Derek Paxton noted in the State of the Game post that the system worked well in testing, at least across the first 90 turns.
There are no naval technologies or units. By design, the oceans disappear, so the game never asks players to build fleets. The reward for pushing into a Tidefall is access to newly exposed regions and the resources and curiosities they hold. Monsoons also drop strategic resources in their curiosities and rewards, and the resource dropped corresponds to what the following recess reveals, giving players who take the risk of gathering during a storm an early look at what is coming.
FIDSI and how resources work
The five basic resources are grouped as FIDSI: Food, Industry, Dust, Science, and Influence. Each behaves differently.
- Food is stored at the city level. Positive Food grows population; negative Food shrinks it, starting with the population that consumes the most.
- Industry is stored at the city level and builds units and structures, or converts into other resources through converter actions. Unused Industry stores up to one turn of surplus that applies to the next construction.
- Dust is stored at the empire level and pays army upkeep, accelerates construction through buyouts, and buys strategic and luxury resources.
- Science is stored at the empire level and researches technologies.
- Influence is stored at the empire level and builds Foundations, attaches or evolves camps, and conducts diplomacy.
Strategic resources — Titanium, Glassteel, Lazualin, Hyperium, Eradione, and Thalitine — are mined from deposits and used for unit upgrades and district improvements. Luxury resources are quarried and activate booster effects across the empire, affecting approval, fortification, FIDSI output, and hero experience. Each empire can store a capped amount of each strategic resource, and trade lets you buy or sell any strategic or luxury resource once you build a Trading Post, unlocked by an Era 2 markets technology.
The era tree and what each era unlocks
Technologies are organized into six eras, each divided across several domains. Researching a set of technologies in the current era advances to the next. Era base costs climb sharply from the early eras to the late eras, so the pace of research matters more as the game runs long.
Era 1, the Years of Survival, establishes the city-building toolkit. Civil Order unlocks the Traveler’s Shrine and capital approval. Voice of the Masses unlocks the Forum. Scientific Charter unlocks the Laboratory. Stonework provides early military bonuses and the Keep district. Early technologies also unlock the Farm, Works, and Bridge districts and other foundational improvements. Faction-specific techs begin here: the Kin get The Strength of Garin, and the Aspects get Asceticism.
A notable shift arrived in Update 13, Steady Tides. Forum, Keep, and Laboratory districts moved to Era 2 for most factions, with exceptions to preserve asymmetry: Kin keep the Keep in Era 1, Tahuk keep the Laboratory in Era 1, and Aspects keep the Forum in Era 1. The design intent was tighter control over early Science and Influence pacing, and the developers reported a positive reaction during the public test branch.
Era 2, the Years of Toil, deepens the economy and diplomacy. Common Rights unlocks the Scriptorium. Diplomat’s Manse unlocks a vision-exchange treaty. Shock Tactics unlocks the Garrison. Other Era 2 technologies expand lodging, emergency housing, trade posts and roads, and season predictability. Faction techs continue: Kin get Sheredyn’s Creen and The Hand of Garin, Aspects get Choral Amplifier and Persuasion.
Era 3, the Years of Invention, widens the civic and production options. Citizenship unlocks Halls of Power. Commerce unlocks the Alchemists’ Commission. Research Grants unlocks the Research Station. Diplomatic technologies here open joint military and vision-sharing treaties.
Era 4, the Years of Revelation, adds infrastructure for sustained empires. Banks, Cultivation, Guilds, and Highway Patrol with paved roads all live here, alongside Mercenaries technology for hiring additional units. The Kin faction tech The Gaze of Garin and other Kin techs expand their unit specialization tree.
Era 5, the Years of Trepidation, is where the empire matures. Anomanology lets you create anomalies and boosts season predictability. Financial Literacy expands Dust income, alongside further taxation and trade technologies. University and Research Institute deepen Science output. A Shared Victory treaty becomes available through the era’s civic technologies.
Era 6, the Years of Reckoning, caps the tree with empire-wide multipliers. Arcana of the Ancients boosts Science on city halls and reduces technology research costs. Civilization Optimizations boosts every FIDSI yield on Jubilant cities. Dust Seismology reduces buyout costs. Stock Exchange doubles all district yields. Military Conditioning adds large flat bonuses to unit health, damage, and defense.
How seasons reshape expansion and planning
The interaction between seasons and the era tree is where planning lives. Early expansion is gated by Influence for Foundations and by the Era 1 district set. Because the era tree moves most districts to Era 2, the opening turns are about choosing which single starting district to lean on, then racing to eight Era 1 techs so Era 2 unlocks the full toolkit.
Tidefalls change the calculation. When a recess opens new land, the player who can reach it first gains new regions, new deposits, and new curiosities. That favors factions with mobility and early military reach, and it favors players who have stored Influence and units ready to colonize. The season predictability system, boosted by technologies like Hydromatic Laboratory and Aquadynamics, lets players time their expansion to the recess rather than reacting to it.
Winter planning also touches food. Food is city-stored and population is the engine of every yield, so a recession that exposes food-rich tiles or a Monsoon that disrupts exploration can stall a city that over-expanded. The Update 13 district cost changes reinforced this: basic districts became cheaper to scale, while elite districts (Laboratory, Forum, Keep) became more expensive and forced specialization choices.
Resource planning across the tree
Strategic resource access is uneven by design. The default setting gives recess regions a 25 percent chance of no strategic, 50 percent of one, and 25 percent of two. To keep technologically advanced or unlucky players from stalling, Update 13 added strategic resources to Monsoon curiosities and added improvements like Ore Sifter and Scientific Repository that passively generate specific resources. This smooths the path into the higher eras where unit upgrades and district improvements demand multiple resource types.
Luxury deposits now appear from the start of the game rather than being gated, which creates early competition for secondary resources and gives camps more value in the early stages. Trade, opened by Era 2 Markets, lets players fill gaps by buying from the market, with prices rising as more players buy a resource.
How factions bend the systems
Faction asymmetry cuts across both seasons and the tree. The Kin of Sheredyn keep the Keep in Era 1, so they fortify and defend from the opening turns. The Tahuk keep the Laboratory in Era 1, so they research early and divert that Science into Holy Oculum abilities. The Aspects keep the Forum in Era 1 and lean on protectorate slots and coral-based expansion that ignores the naval gap. The Last Lords convert population into Dust and run a gold-driven economy. The Necrophage skip diplomatic techs and push expansion through Scavenger Lairs and Larva upgrades.
The common thread is that each faction’s starting district shapes how it uses the Era 1 window before the rest of the tree opens. Planning your first eight Era 1 techs around your faction’s signature district is the most reliable way to reach Era 2 with a working economy.
Putting it together
A calendar-efficient Endless Legend 2 plan treats seasons and eras as two clocks running at once. Spend Era 1 establishing your faction’s signature district and racing to eight techs. Use Monsoons to gather resources that preview the next recess. Time expansions to Tidefalls so you reach exposed land with Influence and units ready. Specialize elite districts rather than spreading thin, because their cost scales hard. And plan the Era 6 finish around the multipliers — Arcana, Stock Exchange, Civilization Optimizations — that turn a mature empire into a winning one. The season cycle and the era tree are not separate games; they are the same clock, and the players who read both at once are the ones who reach the Years of Reckoning ahead.