This page collects all the information and mechanics related to the 4 basic city yields. For other city- and empire-wide yields and their mechanics such as Faith icon.svg Faith, Influence.png Influence, and Stability.png Stability, please see their own individual pages.

FIMS stands for Food.png Food, Industry.png Industry, Money.png Money, and Science.png Science. These are the 4 basic yields for running an Empire in Humankind, and are produced in Cities and Outposts.

Producing the FIMS

All the FIMS yields come from cities and outposts; an uncontrolled territory cannot produce any yields for the empire.

Within a city, there will be 4 major sources of FIMS, and will produce FIMS every Turn.png turn:

The 4 basic Districts, and many of the Infrastructures, are categorized by Food-Industry-Money-Science as well.

Food is used to sustain and grow the Population icon.svg Population in a City or an Outpost.

Food Production

For Outposts, they generate Food.png Food based on their exploitation from surrounding tiles. To increase its Food.png Food production, you can build a Harbor or resource extractors to increase the exploitation area.

For Cities, they generate Food.png Food based on their exploitation from surrounding tiles or Population icon.svg Population working Specialist Slots. Cities can build additional Districts and Infrastructures to increase their Food.png Food production and its exploitation.

Food Consumption

A Population icon.svg Population, whether in an Outpost or a City, always consumes the same amount of Food.png Food, based on the formula below:

Humankind Food Consmption Graph.png
Food consumed relative to total city population

Total Food Consumption Formula

Food consumption = 0.25 * P2 + 6 * P

P = population count

Units, if not fully created and are still in the production queue, will still consume Food.png Food. The consumption is based on their Population icon.svg Population cost. Once a Unit is built, they will not consume Food.png Food anymore, and will have an upkeep instead.

Both City and Outpost have a Population icon.svg Population limit based on the total Specialist Slots. If a City or Outpost exceeds its Population icon.svg Population limit, it will receive a penalty of -16 Food.png per unemployed Population icon.svg .

Food Excess formula

Any excess Food.png Food contributes towards building a % of a new Population icon.svg Population, based on the formula below:

Pop Gain formula

% Pop Gain = 1 - 1/ (1 + 0.02 * Excess Food)

This gives diminishing returns for excessive food amounts, e.g. some values

  • 10 Excess Food -> 17% Pop Growth (1 Pop every 6 Turns)
  • 25 Excess Food -> 33% Pop Growth (1 Pop every 3 Turns)
  • 50 Excess food -> 50% Pop Growth (1 Pop every 2 Turns)
  • 100 Excess Food -> 67% Pop Growth (2 Pops over 3 Turns)
  • 150 Excess Food -> 75% Pop Growth (3 Pops over 4 Turns)
  • 200 Excess Food -> 80% Pop Growth (4 Pops over 5 Turns)
  • 450 Excess Food -> 90% Pop Growth (9 Pops over 10 Turns)
  • 950 Excess Food -> 95% Pop Growth (19 Pops over 20 Turns)

In the limit this equation tends to 1 Pop per turn (but It is impossible to actually ever reach 1 Pop per Turn).

Industry is used to build Constructibles - Units, Districts, Infrastructures, and Cultural Wonders, etc. - in the form of a City's production queue. It can be produced by Cities and its Districts, Population icon.svg Population working in Specialist Slots, and exploitations.

Industry.png Industry will not be lost if a City's Industry.png Industry per turn exceeds the cost of an item in the production queue; the Industry.png Industry overflow will be transferred to the next item in the queue, or stocked for the next Turn.png turn.

Science.png Science output for researching Technologies works the same way.

Money is the generic "currency" and can be used to buyout constructible items, trade resources from other Empires, upgrade Units, and pay the upkeep of Units. It is mostly produced by Market Quarters and Trade Routes, and the primary resource for buyout.

Constructible Money.png Buyout Cost=

P=remaining Production


Science is used to research Scientist star threshold icon.png Technologies in the tech tree.

If you researched all the technologies of the current Era before advancing into next Era, the extra/overflowing Science.png Science generated will not be "saved up", until the new technologies of next Era are available.


Categorizing primary resources for an empire into Food, Industry, Money, and Science is a concept drawing from the earlier Amplitude games, Endless Legend and Endless Space.

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