PlayCraft / Endless Legend 2

District & City Planner

Lay out a city on a hex grid and watch districts hit their level-up thresholds live. Every district, yield, and tech gate below comes from the real 1.0 game data, not a guidebook.

Built from 1.0 game data 41 districts 8 faction lines 6 eras of tech gates

Level-up sandbox

Loading district data…

Pick a district from the palette, then click hexes to place it. Click a placed district to remove it. Your layout is saved in this browser. Foundations are assumed under every district you place.

District reference

Every buildable district in the 1.0 data: what it produces at Tier 1, its full tier line, and the technology that unlocks it.

How districts work

Start with a foundation. Foundations go on land tiles next to your City Hall, your Ministry, or another district. They cost Influence and finish instantly, and they keep the yields of the land underneath.

Build a district on top. Every district sits on a foundation and keeps everything the foundation had. Districts are the economic heart of your city: farms grow food, works hammer out industry, laboratories research science, and so on.

Surround districts to level them up. A district with 4 neighboring districts can rise to Tier 2. With 6 neighbors it can reach Tier 3. Necrophage districts play by their own rule: a single neighboring district levels them up, thanks to the Matriarch's Eye. Higher tiers produce more. The exact Tier 2 and Tier 3 numbers are not in the game data, so we show Tier-1 yields only and never guess the rest.

Stuck placing foundations? You are not alone, it is one of the most asked questions about the game. Foundations must sit next to your City Hall, Ministry, or an existing district, on explored land in your territory, with no enemy army on the tile. The Keep is the only district with an extra foundation rule in the game files, so if foundations refuse to go down near a planned Keep, that gate is the likely reason. When in doubt, build outward from your City Hall.

Know your centers. The City Hall is always your first district. Outside the capital you found cities by upgrading camps, and attaching a camp to an existing city instead creates a Ministry, a second center that funnels another region's resources into the city.

About this data

Every district here comes from the v1.0 game files we parsed ourselves: 41 buildable districts across 8 faction lines, with Tier-1 yields taken straight from the game's descriptor effects and tier lines resolved through the game's own upgrade chains. No guidebook guesses.

Level thresholds (4 neighbors for Tier 2, 6 for Tier 3, 1 for Necrophage) are exact values from the game's level-up definitions. Neighbor counting in the sandbox uses real hex adjacency: any adjacent placed district counts.

What we do not show, on purpose. Tier 2 and Tier 3 yield scaling is not in the extracted data, so the planner labels it honestly instead of estimating. District industry costs need live game state to compute, so they are never shown. Foundation Influence costs are not in the data either. A few effects with undecodable values are skipped rather than guessed.

Small data quirks we handled. The Necrophage Tier-2 rows link to Tier-3 names missing their "_v2" suffix while the _v2 Tier-3 rows exist; we follow the intended rows. The City Hall has a Tier-4 row in the data, but it is literally named "[TBD]" and its upgrade link is empty, so we treat Tier 4 as unfinished and stop the tier line at Tier 3. The Order of Zelevas has no dedicated district rows and uses the common set.

Found a number that looks off in-game? Tell us. The pipeline re-runs every patch, and corrections ship with the next data import.

More Endless Legend 2 tools

Unit & Army Builder

Built from 1.0 game data

Browse all 193 units, compare stats side by side, and compose 8-unit battalions, powered by real v1.0 game data.

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Tech-Tree Explorer

Built from 1.0 game data

Browse all 264 technologies era by era, see exactly what each unlocks, and plan research paths through the game's real era gates (Era 2 opens at 8 techs, then every 8) with compounding science costs, powered by real v1.0 game data.

Open tool