PlayCraft / Endless Legend 2

District Guide

Every buildable district in Endless Legend 2: what it produces, how it levels up, what unlocks it, and how to get the most out of it. All from the real 1.0 game data, not a guidebook.

Built from 1.0 game data 41 districts 8 faction lines Strategy notes

All districts

Search or filter the full district list. Every district has its own link, so you can share exactly the one you mean. Try them in the District & City Planner.

Farm

All factions Food Era 1

Tier 1 yields: Food +3; Food +1 (on matching terrain).

Tier 1: Farm → Advanced Farm → Grand Farm.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Fencing (Era 1).

Strategy notes

  • The +1 terrain bonus applies on matching terrain, so a well-placed Farm makes 4 Food, not 3. Foundations keep the land tile's yields, and your district keeps the foundation's, so the tile you pick matters twice.
  • Last Lords don't eat food. They run on Dust, so Farms are nearly dead weight in their cities. Spend those foundations on Dust districts instead. Last Lords
  • Sandshapers can't harvest Food from anything but Sand tiles, and Sand doesn't occur naturally. Terraform first, then farm, or lean on the Oasis. Sandshapers

Works

All factions Industry Era 1

Tier 1 yields: Industry +3; Industry +1 (on matching terrain).

Tier 1: Works → Advanced Works → Grand Works.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Workshop (Era 1).

Strategy notes

  • Workshop is an Era 1 tech, so this is one of the earliest districts you can build. Industry turns plans into buildings, so an early Works compounds all game.

Merchant's House

All factions Dust Era 1

Tier 1 yields: Dust +6; Dust +1 (on matching terrain).

Tier 1: Merchant's House → Advanced Merchant's House → Grand Merchant's House.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Currency (Era 1).

Strategy notes

  • Currency is an Era 1 tech, making this your earliest Dust income. Every faction spends Dust; the sooner it flows, the sooner your plans stop waiting on it.
  • This is the Last Lords' lifeline. They don't eat, they spend Dust to wake more slumbering lords and grow. Dust districts first, everything else second. Last Lords

Laboratory

All factions Science Era 1

Tier 1 yields: Science +4; Science +1 (on matching terrain).

Tier 1: Laboratory → Advanced Laboratory → Grand Laboratory.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Scientific Charter (Era 1).

Strategy notes

  • Scientific Charter is an Era 1 tech: the earliest Science district in the game. Science wins the tech race, and the tech race gates every other district on this page.
  • Tahuks weaponize Science. Build Laboratories to feed Holy Oculum Actions: divert research to charge abilities like upgrading Observatories or turning a whole region to glass. Tahuks

Forum

All factions Influence Era 2

Tier 1 yields: Influence +4.

Tier 1: Forum → Advanced Forum → Grand Forum.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Voice of the Masses (Era 2).

Strategy notes

  • The only common district gated behind Era 2 (Voice of the Masses). Influence pays for foundations, so Forum output is expansion fuel. No Influence, no new districts.
  • The Kin feel approval swings harder than anyone. Keep Forums and approval sources paired so Religious Favor stays a bonus, not a penalty. Kin of Sheredyn

Keep

All factions Military Era 1

Tier 1 yields: Unit XP +150 (on unit creation); Fortification +200.

Tier 1: Keep → Advanced Keep → Grand Keep.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

The only district with an extra foundation rule in the game data. If you cannot place foundations near a planned Keep, this gate is the likely reason.

Unlocked by Stonework (Era 1).

Strategy notes

  • +150 XP on every unit built here adds up fast. A city with a Keep doesn't just defend itself, it graduates veterans.
  • A defensive faction's best friend. Fortification plus veteran troops is exactly how the Kin like to fight: from ground they hold. Kin of Sheredyn

Grand Keep - Offensive

All factions Military No tech

Tier 1 yields: Approval +6; Unit XP +150 (on unit creation); Fortification +200; Vision +1; Range +3; Damage +30.

Tier 1: Grand Keep - Offensive → Grand Keep - Offensive → Grand Keep - Offensive.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

An offensive Keep variant found in the game data with its own yield set.

No technology needed.

Strategy notes

  • An offensive Keep variant with no tech gate: Approval +6, Vision +1, Range +3, Damage +30 on top of the Keep's fortification and unit XP. A forward fortress that shoots back.

Communal Habitations

All factions Population No tech

Tier 1 yields: Housing houses population.

Tier 1: Communal Habitations → Advanced Habitations → Grand Habitations.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Strategy notes

  • No tech needed, so this is your housing from the start. A city that can't house its growth can't grow. Build it before you need it.
  • Severed Claws' Habitations work differently: no population slots, but faster growth, and that population then adds slots and cuts district costs. Rebuild pacified villages to feed the engine. Severed Claws

Trading Post

All factions Dust Era 2

Tier 1 yields: Dust +6; Stockpile +25 on 22 resources (strategic resource stockpile cap).

Tier 1: Trading Post → Advanced Trading Post → Grand Trading Post.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Also raises the stockpile cap on 20 strategic resources.

Unlocked by Markets (Era 2).

Strategy notes

  • Markets is an Era 2 tech. Dust +6 plus +25 stockpile cap on strategic resources: the cap raise matters once you're stockpiling for big projects.

Altar

All factions Special Era 3 Era 3

Tier 1 yields: Approval +1; Food +1; Industry +1; Influence +1; Dust +1; Science +1.

Tier 1: Altar → Advanced Altar → Grand Altar.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Must be built on an anomaly tile.

Unlocked by Geology (Era 3), Matriarch's Orison (Era 3).

Strategy notes

  • Geology is an Era 3 tech, and it must sit on an anomaly tile. Anomalies are rare, so when you find one, the Altar turns it into a little bit of everything: +1 across six yields.

Bridge

All factions Special Era 1

Tier 1 yields: No flat yield in game data.

Tier 1: Bridge → Advanced Bridge → Grand Bridge.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Bridge variants need a river tile.

Unlocked by Keystones (Era 1).

Strategy notes

  • Needs a river tile and shows no flat yield in the data. Build it for the crossing and its exploitation improvement slots, not for income.

Monument to the Lost

All factions Special No tech

Tier 1 yields: No flat yield in game data.

Tier 1: Monument to the Lost.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Tied to a victory condition. No yields in the game data.

No technology needed.

Strategy notes

  • Tied to a victory condition: no yields, no tech. Build it when you're chasing that win, not before.

City Hall

All factions City center No tech

Tier 1 yields: No flat yield in game data.

Tier 1: City Hall → Advanced City Hall → Grand City Hall. (A Tier 4 row exists in the data but is unfinished and unwired.)

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Your first district in every city. A Tier 4 row exists in the data but is unfinished (literally named [TBD]) and not wired up, so the planner stops at Tier 3.

No technology needed.

Strategy notes

  • Your first district in every city. No tech, no yields in the data. Foundations must sit next to it or another district, so your opening layout decides the city's whole shape.

Matriarch's Lair (City Hall)

Necrophage City center No tech

Tier 1 yields: No flat yield in game data.

Tier 1: Matriarch's Lair (City Hall) → Advanced Matriarch's Lair (City Hall) → Grand Matriarch's Lair (City Hall). (A Tier 4 row exists in the data but is unfinished and unwired.)

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

The Necrophage city center. Levels up with a single adjacent district, like all Necrophage districts.

No technology needed.

Strategy notes

  • Your city center levels with a single adjacent district too. Keep building outward and even the capital's core keeps upgrading. Necrophage

Ministry

All factions City center No tech

Tier 1 yields: Fortification +250; Dust +4.

Tier 1: Ministry → Advanced Ministry → Grand Ministry.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Created by attaching a camp to an existing city instead of founding a new one. Funnels another region's resources into the city.

No technology needed.

Strategy notes

  • Born when you attach a camp to an existing city instead of founding a new one. Dust +4, Fortification +250, and it funnels another region's resources into the city: a second economic heart.

Foundation

All factions Special No tech

Tier 0 yields: No flat yield in game data.

Tier 0: Foundation.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Not a district itself: the base layer every district is built on. Costs Influence, builds instantly, keeps the land tile's yields.

No technology needed.

Strategy notes

  • Not a district at all: the base layer. Costs Influence, builds instantly, keeps the land tile's yields, and your district keeps them in turn. Pick foundation tiles for their land, not just their position.

Haven

All factions Special No tech

Tier 1 yields: Approval +3.

Tier 1: Haven.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Strategy notes

  • Approval +3 with no tech. A hero den that smooths early approval while your city finds its feet.

Shanty

All factions Special No tech

Tier 1 yields: Housing houses population.

Tier 1: Shanty.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Farm

Aspects Food Era 1

Tier 1 yields: No flat yield in game data.

Tier 1: Farm → Advanced Farm → Grand Farm.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

The Aspects' own district line. No flat yields are recorded for it in the game data.

Unlocked by Fencing (Era 1).

Strategy notes

  • The Aspects' own line shows no flat Tier-1 yield in the game data, so don't plan your economy around it. Their power is the coral network, not these districts. Aspects

Works

Aspects Industry Era 1

Tier 1 yields: No flat yield in game data.

Tier 1: Works → Advanced Works → Grand Works.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

The Aspects' own district line. No flat yields are recorded for it in the game data.

Unlocked by Workshop (Era 1).

Strategy notes

  • The Aspects' own line shows no flat Tier-1 yield in the game data, so don't plan your economy around it. Their power is the coral network, not these districts. Aspects

Laboratory

Aspects Science No tech

Tier 1 yields: No flat yield in game data.

Tier 1: Laboratory → Advanced Laboratory → Grand Laboratory.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

The Aspects' own district line. No flat yields are recorded for it in the game data.

No technology needed.

Strategy notes

  • The Aspects' own line shows no flat Tier-1 yield in the game data, so don't plan your economy around it. Their power is the coral network, not these districts. Aspects

Farm

Necrophage Food Era 1

Tier 1 yields: Food +3; Food +1 (on matching terrain).

Tier 1: Farm → Advanced Farm → Grand Farm.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Fencing (Era 1).

Strategy notes

  • Same yields as the common Farm, but one neighbor levels it. Scatter Farms wide instead of packing them tight. Necrophage

Works

Necrophage Industry Era 1

Tier 1 yields: Industry +3; Industry +1 (on matching terrain).

Tier 1: Works → Advanced Works → Grand Works.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Workshop (Era 1).

Strategy notes

  • Same +3 Industry as the common Works. The Necrophage edge isn't the yield, it's the leveling: one neighbor and it's done. Necrophage

Merchant's House

Necrophage Dust Era 1

Tier 1 yields: Dust +6; Dust +1 (on matching terrain).

Tier 1: Merchant's House → Advanced Merchant's House → Grand Merchant's House.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Currency (Era 1).

Strategy notes

  • Dust +6 from Era 1, leveled with a single neighbor. Cheap to slot into every young hive city. Necrophage

Laboratory

Necrophage Science Era 2

Tier 1 yields: Science +4; Science +1 (on matching terrain).

Tier 1: Laboratory → Advanced Laboratory → Grand Laboratory.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Scientific Charter (Era 2).

Strategy notes

  • Gated a full era later than the common Laboratory (Era 2, not Era 1). Feedhole food first, science second: that's the hive's order of operations. Necrophage

Forum

Necrophage Influence Era 2

Tier 1 yields: Influence +4.

Tier 1: Forum → Advanced Forum → Grand Forum.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Voice of the Masses (Era 2).

Strategy notes

  • Influence +4 like the common Forum. Influence buys foundations, and the hive expands fast, so keep one in young cities. Necrophage

Communal Habitations

Necrophage Population No tech

Tier 1 yields: Housing houses population.

Tier 1: Communal Habitations → Advanced Habitations → Grand Habitations.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Strategy notes

  • Housing with no tech, leveled by one neighbor. Hive cities fill up fast, so plan housing before the growth wave hits. Necrophage

Trading Post

Necrophage Dust Era 2

Tier 1 yields: Dust +6; Stockpile +25 on 22 resources (strategic resource stockpile cap).

Tier 1: Trading Post → Advanced Trading Post → Grand Trading Post.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Also raises the stockpile cap on 20 strategic resources.

Unlocked by Markets (Era 2).

Strategy notes

  • Same Dust and stockpile cap as the common Trading Post. One-neighbor leveling makes it nearly free to slot in anywhere. Necrophage

Bridge

Necrophage Special Era 1

Tier 1 yields: No flat yield in game data.

Tier 1: Bridge → Advanced Bridge → Grand Bridge.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Bridge variants need a river tile.

Unlocked by Keystones (Era 1).

Strategy notes

  • Needs a river tile like the common Bridge. No flat yield in the data: build it for the crossing, not the income. Necrophage

Feedhole

Necrophage Special Era 1

Tier 1 yields: Food +5; Tile yields x3 (tile-yield strip).

Tier 1: Feedhole → Advanced Feedhole → Grand Feedhole.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Levels up with a single adjacent district (Matriarch's Eye), instead of the usual 4 then 6.

Unlocked by Corrosive Saliva (Era 1).

Strategy notes

  • Corrosive Saliva is an Era 1 tech: research it first. The Feedhole is your earliest food engine at Food +5 with tripled tile yields. Necrophage
  • It levels up with a single neighboring district. Feedholes are why Necrophage cities explode early while everyone else is still clustering for Tier 2. Necrophage

Matriarch's Tail

Necrophage Special Era 2

Tier 1 yields: Range +3; Damage +30; Unit XP +150 (on unit creation); Fortification +200; Vision +1.

Tier 1: Matriarch's Tail → Advanced Matriarch's Tail → Grand Matriarch's Tail.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Levels up with a single adjacent district (Matriarch's Eye), instead of the usual 4 then 6.

Unlocked by Stonework (Era 2).

Strategy notes

  • A military district that levels with one neighbor. Your forward cities can field veteran troops almost as soon as they're founded. Necrophage

Matriarch's Eye

Necrophage Special No tech

Tier 1 yields: Influence +10.

Tier 1: Matriarch's Eye → Advanced Matriarch's Eye → Grand Matriarch's Eye.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Levels up with a single adjacent district (Matriarch's Eye), instead of the usual 4 then 6.

No technology needed.

Strategy notes

  • Influence +10 with no tech gate, and it grants the instant level-up: every Necrophage district beside it levels with one neighbor instead of 4 then 6. Build it early and cluster around it. Necrophage
  • Don't skip this. The whole Necrophage district game is fast leveling, and the Eye is what makes it happen.

Ravenous Recycler

Severed Claws Special No tech

Tier 1 yields: Food +6.

Tier 1: Ravenous Recycler → Advanced Ravenous Recycler → Grand Ravenous Recycler.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Strategy notes

  • Food +6 with no tech needed: the strongest flat Food district in the data. But there's no queen and no Matriarch's Eye, so Severed Claws districts level the slow way, 4 neighbors then 6. Severed Claws

False Eye

Severed Claws Special No tech

Tier 1 yields: Fortification +500; Influence +20; Vision +2.

Tier 1: False Eye → Advanced False Eye → Grand False Eye.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Strategy notes

  • Fortification +500, Influence +20, Vision +2, no tech gate. Put one in border cities: a fortress that sees everything coming. Severed Claws

Oasis

Sandshapers Food No tech

Tier 1 yields: Food +3; Food +2 (on matching terrain).

Tier 1: Oasis → Advanced Oasis → Oasis (Tier 3).

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Strategy notes

  • Food +3 (+2 on matching terrain) with no tech needed. Since you can't harvest Food from non-Sand tiles, the Oasis is your lifeline. Terraform Sand first, then settle. Sandshapers

Sand Fabrik

Sandshapers Industry Era 1

Tier 1 yields: Industry +3; Industry +1 (on matching terrain); Industry +2 (on matching terrain).

Tier 1: Sand Fabrik → Advanced Sand Fabrik → Sand Fabrik (Tier 3).

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Workshop (Era 1).

Strategy notes

  • Industry +3 with +1 and +2 terrain bonuses: on the right Sand tile this is the strongest Tier-1 Industry district in the game. Terraforming isn't flavor for Sandshapers, it's the economy. Sandshapers

Alramshakal's Altar

Sandshapers Special No tech

Tier 1 yields: Dust +100; Unit upkeep -50% (unit upkeep reduction).

Tier 1: Alramshakal's Altar → Advanced Alramshakal's Altar → Grand Alramshakal's Altar.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

A Sandshaper wonder. The Dust and upkeep numbers are flat values from the game data.

No technology needed.

Strategy notes

  • Dust +100 and halved unit upkeep, no tech gate. Terraforming the world before you can eat is expensive. This wonder pays for the project. Sandshapers

Soul Repository

Last Lords Special Era 1

Tier 1 yields: Approval +5.

Tier 1: Soul Repository → Soul Repository → Soul Repository.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

Unlocked by Feudalism (Era 1).

Strategy notes

  • Feudalism is an Era 1 tech: Approval +5 from the start. The Last Lords are weak early, so cheap stability while you wake more lords matters. Last Lords

Lord's Estate

Last Lords Special No tech

Tier 1 yields: No flat yield in game data.

Tier 1: Lord's Estate.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Divined Monument

Kin of Sheredyn Special No tech

Tier 1 yields: Influence +8.

Tier 1: Divined Monument → Advanced Divined Monument → Grand Divined Monument.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

No technology needed.

Strategy notes

  • Influence +8, no tech. Influence buys foundations, and foundations are how the Kin develop the land they hold instead of sprawling outward. Kin of Sheredyn

Holy Oculum

Tahuks Special No tech

Tier 0 yields: Science +8.

Tier 0: Holy Oculum → Sacred Oculum → Divine Oculum.

Higher tiers raise yields. Exact Tier 2/3 numbers are not in the game data.

The Tahuks' holy district starts at Tier 0 and levels through Sacred Oculum to Divine Oculum.

No technology needed.

Strategy notes

  • Science +8 with no tech needed, double a Laboratory's output. It also unlocks Holy Oculum Actions: divert some of that science to charge abilities like upgrading Observatories or turning a region to glass. Tahuks

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. Every district below is built on top of one.

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. Higher tiers produce more, but the exact Tier 2 and Tier 3 numbers are not in the game data, so this guide shows Tier-1 yields only and never guesses the rest.

For the full mechanics write-up and a sandbox where you can watch districts hit their level-up thresholds live, see the District & City Planner.

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.

What we do not show, on purpose. Tier 2 and Tier 3 yield scaling is not in the extracted data. 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.

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

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