FIDSI stands for Food, Industry, Dust, Science, and Influence. These are the five main resources in Endless Space 2, and are produced by Planets in owned systems. FIDSI is represented by the icon . Similarly, FIDS stands for Food, Industry, Dust, Science (no Influence), and is represented by the icon .
Approval has a significant impact on how much these resources are produced (except for ), and are calculated on an Empire-basis, while and are calculated on a System-basis. See their page for more information.
Any tooltip that says something along the lines of "+1 on System" will, as the text implies, give 1 Food, Industry, Dust, Science, and Influence to that system.
Food []
Planets need food in order to grow and support Population. Food output is greatly increased by System Approval. Fertile Planets naturally produce the most food (while also having the most Population slots).
The two main factors of food consumption are supporting the Population and creating Manpower. Another rarer consumption is exports to Outposts.
Notably, at the late-game can be converted to once the planet is completely filled with when the "Super Biofuel Factory" System Improvement is built, requiring the Stage 5 "Chlorophyll Chemistry" to be researched.
As long as a System's net food production is positive the system will eventually grow (unless all population slots are full). The growth is faster with more excess Food. If a system net Food production is negative, it begins to starve. At first the stockpile is used up, but if it is depleted a Population unit is removed and the stockpile is refilled to the maximum.
Special Cases[]
- For Riftborn (Visual Affinity) population never eats food and is ignored for the calculation, but may still produce food. However, Riftborn population WILL decrease if your population are starving.
- For Shipbound populations, food storage needed to grow a new pop is 1200. Vanilla Vodyani lower system food production by 1% per population percentage up to 50%, this can go into negatives.
- For Genehunters population, each population unit consumes twice as much food than a normal unit of population.
Growth[]
Food is only stockpiled locally for growth and is separate for every System. Reaching 300 stockpiled results in the spawning of a new population unit. Each additional 300 units of food generated in the same turn will result in the growth of another unit of the same population type. If you reach maximum capacity on all of your planets, have only Riftborn population, or are converting your food into another resource, your food will be forced to 0, regardless of how much production you have.
The Umbral Choir are the exception to this rule, allowing to have more than 1 spawned/turn if they have sufficient food and slots.
Each turn, every population type (race) will receive 50 to their growth score (this is visible by hovering over a race in the system panel). The population type selected to be grown next will be the one with the highest growth score. After the population type is selected, its growth score is reset to 0. The Chain Gang program will always choose the population with the highest growth score.
Starvation[]
Your food total will be lowered per population in your system. If you go below 0 food, your population will begin to starve and will start dying out. Once it reaches -300 food, a unit of the indicated type of population will die. The population that will die is the population with the highest growth score, making Riftborn population always starve out last.
"Super Population" refers to generic Umbral Shadows, as does Shipbound refer to any Vodyani-like population. It should be noted that the Shipbound Consumption does not include ark consumption.
Formula for food consumption:
Population Count = (Population - Population Not Using Growth + Genehunter Population + Super Population) * 300 * Game Speed Multiplier
Food Consumption = (((Population Count) ^ 1.28) / (300 * Game Speed Multiplier) * 1.1))
Genehunter Consumption = (((Population Count) ^ 1.28) / (300 * Game Speed Multiplier) * 1.1) - (Food Consumption * IsntGeneHunter)
Food Upkeep = Food Consumption + Genehunter Consumption + Manpower Conversion Consumption + Outpost Consumption
Shipbound Consumption = (((Total Shipbound Population) ^ 1.25) / (1200 * Game Speed Multiplier) * 2)
It's important to note that Population Count counts ALL population, including guardians, Riftborn, and Genehunter population. Genehunter Population is added again, to make them consume twice as much food, and Riftborn are removed, making them not count towards consumption. However, a bug in vanilla code causes the additional food consumption from Genehunters to be entirely negated, so Genehunter populations do not actually consume twice as much food.
Guardians do not appear to consume food, but they do count in as giving production as any other population unit.
Assuming all pops are normal, the consumption amount are as following:
As could be seen from the table, the consumed / increases with more population on the system, with an initial large increase that slows down with more population. Starting at 5.4 /with 1 it increases drastically until it almost doubles at ~10.1 / on a system with 9 . Afterwards, the increase in / becomes less significant.
A few modifiers affect the amount of consumed, specifically, Niris Assimilation Trait "Haymakers" (-25% consumption when Happy), Haroshem Assimilation Trait "Space Dieticians" (-10% consumption) as well as their Collection Bonus Law "High Quality Food Staples Act" (-20% consumption).
Manpower []
Manpower is, generally speaking, created through the conversion of Food. There are alternative methods of production, such as population bonuses. Manpower, due to how frequently it is made available, is often considered "the sixth FIDSI". Manpower is used to provide troops to ships, defend systems, and in rare occasions, through trade. Colonial Base provides a starting manpower conversion rate of 10%, though you can build additional manpower buildings to increase this conversion rate.
-> conversion stops when stock is full.
Further Reading:
Industry []
Systems use Industry to build System Improvements, Ships, and Planetary Specializations. When something is placed in the build queue, the System will use its Industry production to automatically contribute to that task at the beginning of the next turn. Once enough turns have passed, the task will complete automatically, and a new improvement can be selected. Industry is stockpiled for 1 turn on Systems, so excess industry from a completed improvement will be carried over to the project selected in the next turn. Industry is separate for every System. Hot Planets naturally produce the most industry.
It can also be used as resource conversion, in particular, -> 25%/50% or is available once the relevant tech is researched.
Dust []
This section is about the resource known as Dust, if you wish to read about Dust within the lore, click here.
Dust is the primary currency in Endless Space 2. It is an empire-wide resource, meaning it is stockpiled to be used for various purposes at any time, such as trading, maintenance, upgrades, the Marketplace, and Buyout. Dust output is increased by a high Empire Approval. Sterile Planets naturally produce the most dust.
Upkeep []
Upkeep represents the maintenance costs of your fleets, heroes, and systems. Each turn, your amount in upkeep will be subtracted from your stock of dust. If your Dust stock goes below 0 then fleets, system improvements, and heroes will start being forcibly sold by the game as a way to keep you out of debt.
Inflation[]
The cost of Buyouts, items in the Marketplace, and Upkeep increase linearly with inflation. Dust inflation is particularly devastating to factions like Lumeris, since their colonization mechanic scales with Inflation (then again, they ARE the -producing faction, usually bankrupting other factions instead if they set up trading well). If they fail to produce enough dust to keep up, then Inflation will eventually out-scale them. Something important to note is that Dust income does NOT scale with Inflation. The Lumeris have the ability to build an Empire effect that temporarily lowers inflation for their empire by 0.25 for 5 turns.
Dust Inflation Formula:
[[Dust]] Inflation = (Global [[Dust]] Production * 0.000175)
In other words, 1.75x increase per 10k production, or 1x increase per ~5,714 production. This means that if the income of dust comes exclusively through per Turn mechanics (as opposed to destroying ships, selling resources, etc) they will become less valuable for the same amount of quantity of each Dust earned. Earning 5,714 will be devalued to only 2857 , (doubled amount) 11428 will be devalued to only 3809 (decrease of 1905 , or~66% decrease in value).
In essence, this means that having a high production does not neccessairily give you an advantage, but it does apply disadvantage to opponents as a result of simply making all their purchases much more expensive.
Care should be noted that the inflation mechanics are checked every turn dependant on the previous turn's production amount, and they will get adjusted accordingly. This may cause a sudden boost of inflation (i.e lots of -improvements built, trade routes made, Heroes assigned that produce ) or deflation (commonly as a result of blockades, destructive wars and destroyed/non-functional trade routes), in such cases, there may be a notification from the market about greatly increased/decreased price for purchasing/selling resources (it seems AI also has more frequent market activity during such times).
Buyouts []
For all factions, Dust can be used to instantly complete System Improvements, Ships, and other constructible entities. In order to use this, you must research Multi-Thread Management.
Buyout Cost Formula:
Buyout Cost = ((Industry Cost ^ 1.2125) + 50) * Inflation
(In simpler, but less accurate, math, this generally translates to roughly 3-4x the Industry cost, times Dust Inflation.)
For a slightly more in-depth X multiplier -> conversion, it is as following (does not account for the +50 Base Cost and inflation):
2x at 27 2.5x at 77 3x at 176 , 3.5x at 350, 4x at 700, 4.5x at 1200, 5x at 1900, 5.5x at 3000 , 6x at 5000
For reference, most system improvements cost 160/280/560/1120/2240, while planet colonizations cost 160/320/640.
Because of the way buyout system works, it is much more efficient to buyout multiple small-effort/mostly completed projects over a fresh grand one. Therefore rushing 7 Drone Networks (160 each) costing ~3640 is around 25% less costly than rushing 1 Predictive Logistics (1120 ) ~5030 .
Project that can be completed in 1 Turn cannot be bought out, however, it is possible to buyout said project by switching the project with another one and then proceeding to be bought out, saving the cost.
The United Empire "Emperor's Will" affinity has the ability to use Influence to buyout not only System constructibles, but Technologies as well. This ability is incredibly hard to take advantage, as Influence is the hardest to obtain FIDSI in the game, and Technologies/Buildings are often MORE expensive Influence-wise than they are to just build or research normally. It is worth noting that effects that reduce Buyout cost also affect Influence buyouts.
Influence Cost Formula:
System Improvement Buyout Cost = ((Industry Cost) ^ 1.1) + 100
Technology Buyout Cost = ((Science Cost) ^ 1.01) + 150
Science []
Science is used to research technologies. It works just like industry does for buildings, but is empire wide. When a technology is finished, any leftover science is stockpiled for 1 turn, and used for the next technology in the queue. Science output is increased by a high Empire Approval. Cold Planets naturally produce the most science.
The cost of technologies scales with every previous technology researched by your faction, and with the tier the technology is in. The quadrant the tech is in does not have any inherent effect on the cost, but various effects can alter the costs of techs in specific quadrants only.
Science Cost Formula:
Base Cost = (((1 + (Total Unlocked Technologies * 3)) ^ 1.05 - Total Unlocked Technologies + 15) * 2) ^ 1.25
Technology Cost = Base Cost * Stage Multiplier * Quadrant Multiplier
Wonder Technology Cost = 3 * Base Cost * Stage 6 Multiplier * (1 - (1 - Quadrant Multiplier) / 2)
Stage | Multiplier | Quadrant | Multiplier |
---|---|---|---|
Stage 1 | 1.25 | Science and Exploration | 1 |
Stage 2 | 2 | Economy and Trade | 1 |
Stage 3 | 7.5 | Empire Development | 1 |
Stage 4 | 20 | Military | 1 |
Stage 5 | 50 | ||
Stage 6 (wonder) | 50 |
Influence []
Influence is an Empire's diplomatic currency. No default or starting Planet types produce Influence directly, as it must be produced by System Improvements, Heroes, and some Population types. Unique Planets and some anomalies are the only way to naturally generate influence on a planet, as it is not associated with any planet tag.
Influence produced by a system is automatically used to expand the colored border around it, called its Influence area. The Influence area gives the base "vision" around a planet, revealing foreign (non-cloaked) ships; a planet's vision radius can be increased beyond the Influence area borders by several System Improvements. Systems within the Influence area are considered owned: special (non-planetary) systems grant their bonus to the system covering them; uncolonized systems cannot be colonized by other factions; and if the influence area expands to envelop a foreign system, it can be invaded without declaring war, or be captured peacefully if Pacific Conversion has been unlocked. When two faction's Influence areas collide, a sharp border is created between them; the system with the higher Influence production will gradually "push" the other faction's influence area backwards (which can be seen by a regular faint "pulsing" of the area borders in the direction they'll grow the next turn).
The Unfallen and Umbral Choir do not have influence radius, and the former cannot be converted with Influence Conversion. Vodyani's influence radius is reset if they undock their Ark.
Empire-wide Influence is stockpiled and used for Diplomacy. Pacifying Minor Civilizations, switching Tactics Cards, Bartering, Laws, and other actions in the Senate require Influence, with Laws and some Diplomatic actions costing per turn influence. The United Empire can spend Influence to buy System Improvements or Research Technologies (See Buyouts for more info).
Influence Radius = ((System Influence / Game Speed Multiplier) / π)^0.4 (1.5 + (50 / System Influence))
Law Initial Influence Cost = Max(20% of your Total Empire Points, 5)
Tactic Card Changeout Cost = (20 + (Remaining Turns * 0.5) * (Maximum Command Points * 3 * Min(Remaining Turns, 1))