Unlike diplomacy, it requires much more of them.

Successive levels become available right after you advance to the next era.

20 turns between the instances of defining an empire plan, may constitute a difference.

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Especially that the bonuses and discounts offered by it are quite high.

The plan requiresInfluence Points.

Thanks to simulation, you are able to find out how many.

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Several turns before you set another plan, use this option.

Thanks to this, you will know if you should temporarily increase the production of Influence Points in cities.

There is no one good Empire plan.

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It is necessary that you select bonuses depending on what you need and on the situation.

Similarly with bonuses for units, if you are not waging any war, at the moment.

You have 5 cities.

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While determining the plan, you will be able to monitor expenses on a regular basis.

The first era.Each citizen that producesDust, now produces 3 units more.

As for the rest, the bonus is lower, because there are less people assigned toDustproduction.

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If your main concern is the production ofDust, select this plan.

Otherwise, buy it only if you are interested in additional bonuses.

It is an excellent bonus for the factions that produce, rather than buying, buildings.

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Very useful, especially at later stages of the game, where each building is costly.

The third era.All of the trading routes in cities generate income higher by 50%.

Very useful, especially if you own many cities that trade with each other.

Endless Legend

The latter is useful for each of the races, especially forNecrophages.

The fourth era.Eliminates market payments.

These occur during selling and buying and they raise and lower the price.

If you produce lots of it, however, the price fluctuations are not that important to you.

The reduction of unit production, by 25%.

It is useful at the beginning, when you should probably manufacture more units to defend against neutral bands.

The second era.Each unit receives a bonus of 30% to attack.

Unnecessary in peace time, especially if you have already pacified all of the neighboring villages.

In wartime, it is an important bonus, especially for strong units and heroes.

The third era.Decreases cost of buildings and units, all around the empire, by 50%.

A bonus necessary for all of the empire.

The fourth era.Each unit receives a bonus of 50% to health points.

The first era .Cities generate 20% science points more.

At the initial stage of the game, take it on the spot.

Thanks to this, you will save several turns on inventions and you will reach the second era faster.

The second era.Each city receives 25 additional points to support.

The third era.A +2 bonus to the production of science points in winter.

It is unclear, whether it is a bonus per city or per a field of the map.

Still, it is additional 2 points which will always be of use.

If, during the next 20 turns, there is going to be winter, invest in this level.

Otherwise, you could ignore it.

The fourth era.Cities generate 100 science points more.

The first era.Each unit receives +2 to the range of vision.

It is good during wartime and during reconnaissance, especially if you have dispatched many groups.

The second era.decreases the cost of the buildings that you buy, by 33%.

The third era.Each unit receives +4 movement points.

The fourth era.Increases food production by 50% in summer time.

Invest in this level only in the case of urgency.

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