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Endless Legend



Civ 5 for people that don't like Civ 5




Endless Legend is a 4x game that, at first glance, looks very similar to game that is far more widely known- Sid Meier's Civilization V.


However, the game ends up playing very differently because of several fundamental differences across all fields- economy, military, cities, diplomacy, technology, the list goes on.  The game is played on a map of varying size constructed from hexes that are worked into the game world(that is, hexes are easy to tell apart because the terrain is contoured into hexagons to match).  This looks somewhat unnatural but does wonders for clarity of play, and gives the landscape a "harsh" feeling that matches the intended atmosphere of Auriga, the planet's setting.


The game is an odd mix between fantasy and sci-fi, but largely can be categorized into the former(though technically it would be the latter in terms of lore).


Endless Legend is the precursor to Dungeon of the Endless, but takes place after it and is an entirely different game despite both being "4x."







Before beginning, you must choose a faction.  Endless Legend has eight basic factions.  Additionally, the Mezari are a reskin of the Vaulter faction, the Forgotten are a DLC faction, and the Allayi are also a DLC faction.


You can also create a custom faction using a visual preset from one of the main factions, and mixing and matching traits from a pool of custom faction traits and main faction traits.




Each faction has a different playstyle:


Wild Walkers are powerful expansionists who can create a large number of cities and citizens quickly, with boosts to both Food and Industry.  They are a nature-loving people who dwell in homes lovingly created out of trees and rocks, preferring to mesh with nature rather than overwhelm it.


Broken Lords are a faction adept at accumulating large amounts of money, and are extremely powerful on defense.  They do not require Food to grow, and do not use it whatsoever.  They receive bonuses to Dust and have extremely high defensive ratings for their troops.  All of their units do not heal normally; they are healed by spending Dust, either per-unit or per-army (this trait also applies to heroes of the faction).  They are, as a people, souls bound to suits of armor because of a tragic mishap in the past, and rely on Dust for sustenance rather than Food.


Vaulters are scientific curiosity incarnate.  They receive bonuses to Science income and are primarily ranged in combat, and are otherwise well-rounded.  They can also boost certain FIDSI resources by selecting a Holy Resource booster from their strategic resources, and boost effectiveness of any armor or weapons using that resource while active.  They live underground as a people due to a strong familiarity with the underground chambers of Auriga(the Vaulters are essentially the descendants of those who escaped in Dungeon of the Endless), and value progress and knowledge above all.


Necrophages are a dangerous insect-like faction that has powerful bonuses to Food and can expand their cities very quickly, becoming a surprisingly dangerous foe in numbers with powerful front-line heroes.  As a society, they are a hive mind, working towards one goal and one purpose: extermination of everyone who is not a Necrophage.


Ardent Mages are a powerful glass-cannon faction that focuses pure anger into weapon form.  Using pain as their focus, they can accumulate Dust and Science quickly if managed well.  They can become quite dangerous in combat, as when they take damage, they deal more of it.  They exist by causing themselves pain to reach ever-higher heights of sorcery using Dust, and for the greatest Ardent Mages, no pain is too great.


Roving Clans are a mercantile faction that has the power to ban any other player from buying or selling heroes or resources on the market.  They are unable to declare war, but if war is declared upon them, their units are more than capable of holding their own.  They are capable of rapidly accumulating Dust if well-managed, and are unpleasant to make an enemy of.


Drakken are a diplomatic race above all, who receive large bonuses to Influence gain and can force an enemy faction to accept a peace treaty at their whim.  They are a race of dragonlike loremasters, who value knowledge and the past.  The youngest Drakken cannot fly, but the eldest, or Ancients, are magnificent creatures that can fly and breathe fire like dragons of legend.


Cultists of the Eternal End are a powerful Influence- and Approval-gaining faction that can force minor factions anywhere in the world to accept their rule.  Though they cannot possess more than one city(ever), their military units are varied, and they can accept a large number of minor faction units to offset these gaps.  They prize indoctrination and call for the brutal end of all Endless artifacts and traces; they brook no opposition, and are arguably the most dangerous faction to most sentient species.


Additionally, the DLC factions are as follows:


Forgotten take advantage of a DLC-added mechanic for espionage, and are very powerful at it, with their heroes having double the spying capability of any other and possessing powerful counter-espionage defenses.  They buy their research using Dust rather than researching conventionally, and so must be well-run to yield good results.  They fight from the shadows, dealing massive damage in lightning strikes, and are reclusive, but direct, as a people.


Allayi are strange beings who are, more than any other race, in tune with Auriga.  They gain different bonuses in summer and winter, and though they are slow to expand, they are extremely powerful if underestimated.  They despise desecration of the planet, and are generally unfriendly to exploitation of the planet.






Endless Legend has a randomly-generated map(that can be tweaked with various conditions in the pre-game menu) that has all types of terrain.  Biomes are created in regions, with the available biomes being forest(mostly wooded), grassland(mostly grass, some woods), desert(very little in the way of vegetation, usually mostly flat), tundra(mostly rocky, with some snow and ice), arctic(mostly snow, a fair amount of ice, some specialized anomalies), and rocky(mostly rocky ground, little vegetation, can be quite varied in elevation), along with a few I'm probably missing that have more minor differences.  Each type of terrain offers different bonuses and penalties; for example, deserts offer more in the way of income but little food, grasslands offer plenty of opportunity for food but are otherwise reasonably balanced, and arctic provides great science bonuses but little of anything else.  Forests cut movement by half except for Flying units, who are also capable of ignoring elevation differences as long as they are operating in armies of exclusively Flying units.


Strategic and luxury resources spawn all around the game world.  Strategic resources spawn usually in small numbers, and include Titanium and Glassteel(tier 1), Adamantian and Palladian(tier 2), and Hyperium and Mithrite(tier 3).  These resources will be discussed further later.  Luxury resources are too many to list, and provide varying bonuses when used as a booster(booster costs start at 10 of the resources, and go up by 5 per number of cities you own after the first).


The game cycles two seasons, summer and winter.  In summer, movement and resources are normal, and the game plays as regular.  In winter, all movement is halved(with the exception of one custom faction trait) on armies, FIDSI production is cut by varying amounts, and other, more miscellaneous negative effects can be applied.  (FIDSI will be discussed in depth shortly.)


Minor factions spawn all around the game world, with one faction per region, and up to three villages per region.  (Multiple examples of the same faction can spawn in different regions.)  Minor faction villages will spawn hostile units of their type until pacified.  Once pacified(either by force, diplomacy, or a bribe) they will provide an additional citizen to any city in the region for each pacified village and will exploit the FIDSI tiles immediately surrounding the village.  Minor factions will also provide their unit type to any faction that assimilates them into their empire(which is separate from pacification and will be discussed further).


Only one city can be founded per region, and with the exception of Roving Clans cities cannot be moved once founded, so founding location is a tactical choice in and of itself.  Once founded, the entire region becomes yours, but this does not mean you can see all of it.  You can expand your line of sight with Watchtowers, and expand both LoS and FIDSI gain by building Districts.  Districts are placed adjacent to existing city tiles, and all tiles in a radius around a District are added to the city's FIDSI exploitation.  Each district, however, adds -10 approval rating, so this must be counteracted, lest the city fall to terrible approval ratings, and its FIDSI plummet.




First, what is FIDSI?


FIDSI is Food, Industry, Dust, Science, and Influence.  It is the five main resources used in the game.


Food is used for growing the number of citizens.  Its production is halted to produce a Settler for a new city, with the city losing 1 citizen at the conclusion of the Settler's production.


Industry is used for constructing essentially anything.  The higher the Industry, the faster you'll build.


Dust is the game's currency.  It is used for purchasing from the market, can be used in diplomatic trading, and if you possess enough, you can buy out current productions, completing them instantly(or more accurately, they'll be ready the following turn).  Dust is, in reality, a collection of tiny nanobots left behind by an ancient race known as the Endless that have wondrous capabilities- hence many of the more fantasy-like elements of the game.


Science is used for researching technologies.  Poor Science production can ruin your empire as you fall out of pace, and rapid production can give you a cutting-edge advantage.


Influence is used for all manners of diplomacy.  Any and every diplomatic action requires Influence to perform, with the spender being the initiator of the deal.  This ranges from peace treaties, to trading, to closing and opening borders.  Influence is also used for Empire Plans, which will be discussed in more depth later.

Maintaining a decent supply of all five resources is critical to play(although it is notable that Influence is generally sidelined, as it is rare you need large quantities of it).  
Cities are where all production of resources is done.  The capital city receives an automatic small bonus to resources and usually a further boost from the Founder's Memorial, provided one does not wait(for some reason) to build it later.  Cities as a whole are impassable to any units except their owners', for whom them provide a small movement boost while traveling through.  
For each citizen a city has, it has an additional worker to assign to provide extra production for any one of the five FIDSI resources.  Additionally, workers are provided for each pacified village in the city's region.  Each worker boosts production by +4, but there are improvements for cities that cause citizens to provide more production per worker.  This may not sound like much, but when a city has 10 citizens and all of them throw into Industry, +40 production early game can be critical, and late game, cities can have many citizens- I've seen as high as 50 personally and it can go higher.  (Imagine when you have +7, or even +11 production, as some improvements can bump you up to per worker.)  Workers can boost a city's already powerful production of a resource, or bolster a flagging one to prevent zeroes or even negatives (which are possible on Food and Dust income).  Dust, Science, and Influence are empire-wide resources; Food and Industry are a city-by-city basis.
City improvements can improve nearly anything about a city; there are improvements for fortification to assist in repelling invaders, improvements to boost FIDSI, and even mines for strategic and luxury resources are improvements.  Many improvements exist that are exclusive to specific factions (and custom factions with the requisite traits).
Industry production in a city is also used to build individual units.  Units will be discussed in further depth in the Military/Combat section of this review.
Districts are constructed as extensions of the city in the same manner as improvements, and can be constructed at a ratio of 1 district per 2 citizens in a city.  District cost(in Industry) doubles for each District built, as does the cost in Dust to buy out the production.  
Buying productions out may sound extremely cheap in terms of strategy, but the game manages to strike a good balance for the pricing of purchasing out productions.  Very powerful productions are equally expensive, and it requires a very powerful economy to continually buy things out.  Units in particular can become quite expensive once upgraded.
City approval can affect resource production either positively or negatively.  Poor approval can plummet FIDSI, while excellent approval can skyrocket it.
Heroes will be discussed in more depth in the Heroes section, but they can be added as Governors, increasing various FIDSI resources or other aspects of the city based on their upgrades.
Minor factions can be Assimilated for an Influence cost; there is a limit to the number of factions you can assimilate, and you must own a region where at least one pacified village of that faction is.  Each village in the assimilated faction provides an extra amount of a FIDS resource or a unit stat bonus, and provides its unit design to build.
Finally, units can be garrisoned in cities, which means they will automatically be present in any military defense of a city.  Cities automatically have a garrison of several Militia units, which are generally weak or generic soldiers culled from the city's populace that serve as emergency soldiers.  Governors are also automatically in a city's garrison.  Garrisoned units will have the city's current Fortification value added to their health; for cities with high fortification, this can be formidable indeed.  Fortification health also has a sort of "shield gating" where damage cannot be applied to both fortification health and regular unit health in the same attack(if the fortification health is removed entirely).
Research is critical to gameplay, and is conducted in Eras.  A new Era of research is unlocked by acquiring nine Researches from the previous Era, and all players begin the game at Era 1.
Eras provide increasingly advanced and powerful technologies to research, and have a varying number of technologies each.  Research is required for such critical activities as access to the Marketplace, traveling across the sea, and mining and utilizing new strategic resources.  Entering a new Era will also marginally increase Industry costs of units, and increase their starting level by 1(before any additions from improvements).  Minor faction power is also influenced by the player with the highest research.
Although it is entirely feasible to research more than nine technologies per Era, unless one has a high science production, it is often more hindrance than help as it may set you behind.
Many researches are used to acquire new city Improvements to build.
Finally, Era 6 has only six researches; five improve one specific FIDSI resource to an incredible amount, while the sixth gives massive bonuses to unit life and damage.  Researching all six results in a science victory.
Units in Endless Legend are highly modular, and have a number of stats that affect their movement and combat effectiveness.  You can create various unit designs from a single unit, that may serve different purposes, and units can be upgraded when a unit design is changed for a cost in Dust and the difference in any new materials used.
Units are upgraded with helmets, breastplates, and greaves, as well as weaponry to boost their stats.  They can also be equipped with accessories for further boosts.
Strategic Resources are used to create armor and accessories better than the standard Iron, but are more expensive to field.  Players must strike a balance between cost effectiveness and unit strength when producing large numbers of units, and it is important to account for weakness and strength in their army composition when coming up with a new unit design.  Minor faction units from assimilated factions can also be used to create unit designs outside their faction's regular purview.
Units have an upkeep of Dust per turn, which increases each level marginally.
Unit stats are as follows: 
Life is how much health a unit has, effectively how much damage it can take before dying.
Speed is a unit's movement on the game world; this is separate from Battle Movement, which is usually one or two tiles less.
Attack is used to calculate the unit's chance to do full damage, less damage, or increased damage in an attack.  Exceptionally poor attack can result in complete misses, with a maximum miss chance of 25%.
Defense is used to calculate the unit's chance to receive full damage, less damage, or increased damage in an attack.  Exceptionally high defense, as is likely obvious from the previous stat, will result in increased misses against the unit.
Initiative is the unit's speed in combat.  The higher this stat is, the sooner the unit will move in combat compared to other units.
Damage is the unit's direct damage capability.  How much damage the unit actually does is based on its Attack, but nevertheless it is important to raise this as it influences the base value for calculation.
Units also have various traits that can add additional powers or capabilities, such as poison immunity or the ability to attack twice in one phase.
Additionally, there are several unit types:
Infantry are front-line soldiers, meant to weather assaults and perform devastating melee attacks.
Cavalry are fast units with typically lower defense that specialize in quick, less powerful attacks to lock enemies down from moving, or lightning strikes to cripple enemy units.
Ranged units wield bows or crossbows and have several tiles' range, with the ability to fire over other units.  They have typically lower life.
Support units wield ranged staves, and can be used to debuff enemies or heal allies, in addition to the damage from their attack(which is typically on the lower end).
Flying units are rather varied, but can all ignore terrain penalties(except from winter).
Warfare in Endless Legend is waged between armies, not individual units.  Army sizes begin at 4 units(plus optional hero) per army, and can be expanded via research.  One army takes up one tile of space on the game world outside of combat.
Once an army attacks another army(or a city), a battle screen shows up (above, though this is post-battle) where the attacker and defender can choose to exclude or include nearby armies as Reinforcements in the battle, view the relative army strength against each other, and the defender can choose to Retreat, if they are not defending a city.
After this, the battle begins in earnest, and a 9x9 grid area of the world map is selected around the two armies' locations(or around the city being attacked).  The map is simplified; trees and terrain differences are sketched in, though elevations remain detailed.  Forests still require two movement points for a unit to pass through, however.  The two armies face off, and each gets a Reinforcement flag(or several).
The two initiating armies will spawn facing off in their entirety, with one half of the battlefield delegated to each opponent.  Reinforcement units will spawn one at a time per Battle Phase, per Reinforcement Flag.
The battle starts with players setting their units' starting position, with respect to the half of the battlefield delegated to them.  This allows for strategic unit formations to be placed, even if the player loses out on initiative later in the battle.
Battle is conducted in Phases, of which there are six.  Each phase begins with a planning stage, where you issue orders for the battle stage to be commenced.  Though you can issue orders outside your units' movement ranges, they will be unable to move as far.  The computer can automatically assign orders to your units based on your setting army-wide in the pre-battle screen, or per unit: offensive will make the unit automatically plot an attack move to the nearest(or most powerful, in the case of multiple units at same distance) enemy, defensive will make the unit retreat from enemy units, and hold position will issue no automatic orders to the unit.  The computer's orders can be overrode easily before the battle stage is entered.
In the battle stage of combat, units move to complete their ordered actions.  Units with higher Initiative stat will go first(regardless of faction), and most units cannot move or attack after attacking or being attacked.  Units that are attacked multiple times will counterattack the first time, but will not react except to take a defensive posture in following assaults.  Units' damage to each other is determined by their compared attack/defense stats, as well as the attacker's damage stat.  As implied, units move one at a time.
Heroes in a battle are used the same as individual units- just more powerful ones.
Victory in combat is purely through annihilating all of the enemy side's units.  If all of the enemy's units are not killed within six Phases, it is considered a draw- however, killed units will remain dead, aside from heroes. (Killed heroes in combat will resurrect if there are any units left alive in their army, with 1 Life.)
Heroes are a critical part of gameplay.  Each player starts with one hero native to their faction, and more can be acquired by purchasing them from the Marketplace(after Mercenary Market has been researched).  Heroes on the Marketplace increase in cost marginally every turn, and every so often will increase in level.  There are ten heroes on the market for each player at any one time except immediately after one is bought, with seven of them available to all players and three exclusive to the viewing player.
Heroes can be used as powerful army commanders or city governors.  As commanders, heroes can be outfitted with weaponry and armor that would normally be too expensive to mass-produce, and can provide powerful assistance on the battlefield depending on their unit type, essentially the ultimate form of that type. (It should be noted there is only one Flying hero, who is a secret hero, and there are no Cavalry heroes.)
Infantry heroes hail from Broken Lords, Cultists of the Eternal End, and Necrophages; Ranged heroes yield from Vaulters, Wild Walkers and Roving Clans; Support heroes originate from the Ardent Mages and Drakken.  Additionally, the Forgotten DLC faction are Infantry, and the Allayi are Ranged.  There is also an Infantry hero from a Minor Faction called the Sisters of Mercy who comes with a DLC.
Heroes can be upgraded as they level up with new traits that can enhance their role.  It is best to specialize a hero entirely for fighting or governing, and when their experience points are spent well, heroes can become a force to be reckoned with, sometimes even slaying units in one blow, or weathering pitiless attacks that would cripple regular soldiers.
Heroes have more Dust per turn upkeep than regular units, and it increases at a higher rate as well.

Quests are gained from parleying with Minor Factions and from exploring Ruins that dot Auriga's surface.  They can provide a myriad of rewards- for parleying, they can simply provide pacification, or they can provide both pacification and a powerful bonus of some type, ranging from free resources to instantly acquired, rare technologies that cannot be normally researched.  Quests from Ruins are especially potent, as they often have a powerful end result that is usually difficult to achieve.  One quest even gives the player a Broken Lords hero for free, equipped with a powerful hero-only accessory.
Quests are also part of each faction's unique story quest line, which gives lore about the faction while also supplying the player with bonuses when it is followed.  The faction quest line is not required to be completed, but it can provide anything from free heroes to free technologies when followed.  Completing the entire quest line results in a victory.
Empire Plans
Empire Plans allow an empire to capitalize on a particular type of gameplay by putting points into one of four categories, whether they favor industrialization and science, military power, economy, or expansion.
New Empire Plans are unlocked as you progress through scientific Eras, and each level of planning costs Influence.  Higher levels cost more Influence, at an exponential value.
Endless Legend's faction AI is perhaps its weakest point.  It suffers from the same negatives as many other strategy games, although Amplitude Studios is actively improving it: it has a tendency to amass resources and do little of intelligence with them, plans for war poorly, and sometimes makes odd diplomatic decisions.  It is, with certain resources or deals, easy to manipulate AI, while other times the AI can be capricious.
AI does change per faction, with different priorities.  AIs have very strange habits of assigning workers to production, however, making the graph that shows player scores very erratic for computer players as they assign workers to all different categories every turn.  However, it is undeniable that the AI will expand quickly and powerfully, with increasing speed the higher the difficulty, and can quickly grow to very dangerous size and strength if not dealt with carefully(and depending on faction).
Endless Legend's soundtrack, as with Dungeon of the Endless, is a masterpiece.  It fits the game to a tee, and is some of my favorite music of this style; that is, EL uses primarily strings and woodwind instruments, with several drums, for a classical music feel to match its apparent time period.
Several examples:



Note: Has both planning and battle stage parts



This is usually a pretty ugly topic.  However, Amplitude Studios has some pretty great track records with DLC: That is, none of their DLC is pointless, and it's all priced pretty accurately to its content addition.  All of the DLC adds some form of actual content for gameplay.  Whether DLC is used in multiplayer is determined by the host: that is, if the host has a DLC, all players in the game will have full access to all DLC content while in that game, which is staggeringly... great, and refreshing from forcing players to both have a DLC to use it together. (I have all the DLCs if anyone wants to pick up the game but doesn't want to buy all of them, and feels like having a game.)
Guardians - $9.99 USD

Guardians adds several new, powerful units called Guardians that are acquired mid-late game, that are enormously powerful, but extremely expensive/time consuming to construct and cannot be added to armies.  Additionally, the DLC adds Legendary Deeds for each Era that award a special trait or resource bundle to the faction that completes them first, and Legendary Buildings that are extremely costly to construct but provide huge, specialized bonuses and behave otherwise like districts.
Shadows - $12.99 USD
Shadows adds an entire new faction, the Forgotten, as well as Espionage to gameplay mechanics.  Espionage allows a hero to embed in another faction's city, and after a number of turns perform infiltration actions that temporarily hinder either that city or that city's empire in some way, such as crippling production, killing citizens, or demolishing science.  Spies can be wounded or captured in the attempt, or entirely incapacitated.  The DLC also adds the ability to pillage other factions' mines and tiles.
Echoes of Auriga - $7.99 USD
Echoes of Auriga adds seven new soundtracks (all of which I have heard, they're absolutely beautiful) to the game's already excellent score, and some new equipment items for units and heroes inspired by the music.
The Lost Tales - $1.99 USD
The Lost Tales adds a ton of new quests to the game that flesh out the lore of the Minor Factions in the game, in addition to adding a new hero from the Sisters of Mercy Minor Faction, Sapiri Kugua.  She can be found and bought from the Mercenary Market.
Shifters - $12.99 USD
Shifters adds an entire new faction, the Allayi, as well as a mechanic called the Altar of Auriga.  During winter, players can find Pearls of Auriga that can be used to construct an Altar of Auriga district in one of their cities, which allows players to have a chance to directly affect the outcome of the next winter, for a cost in Pearls.  It also adds a lot of new possible debuffs from winter.
The Pros and Cons
-The game provides quite a lot of playtime and replayability, with huge faction quest lines and amounts of lore to learn, as well as a very large number of factions and highly varied game worlds.
-It is easy to save and load a game, be it single- or multi-player.
-DLCs are fairly priced and provide quite a lot of content for your buck.  They're supported fairly in multiplayer, too.
-The game is updated reasonably regularly; Amplitude Studios as a whole does not abandon its games.
-The game is a rare fresh take on the 4x genre, so often dominated by Civ.
-The game autosaves every turn, ensuring even a crash or other mishap won't cripple your game.  It keeps up to five turns' worth of autosaves, preventing bloating your computer with savegames.
-Brilliant soundtrack.
-In multiplayer, the game has an annoying tendency to desync players, which requires a full restart of the match(from the last save).
-The AI is generally "average," with occasional moments of blinding stupidity and the even more occasional moment of true genius.
-There is little unit variation per faction, with only three units per faction plus the settler unit, and one unit for each minor faction.
-There are odd gaps in the soundtrack during play on occasion; some type of bug that Amplitude seems to have either difficulty resolving or is disinclined to address.
-It can get fairly boring in multiplayer to have to wait for another player to perform a battle.  There's an "auto" option, but it doesn't always work out how you'd think, and sometimes is downright counterproductive to use.
-Load times are pretty bad.  It takes a glacial age to actually generate new maps.  This would be worse if it wasn't average to sit in games for over an hour before stopping.
Let me know what you think!  I'm always looking for people to play this with.
Edited by Tiamat
Tucker933 and Kavawuvi like this

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On 5/16/2016 at 0:40 AM, Tiamat said:

Civ 5 for people that don't like Civ 5



I enjoyed reading the review though, extremely thorough and well-thought out....half tempted to buy it

Tiamat likes this

Now they know why they fear the Perfection. Now they know why they're afraid of the Dark.


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3 hours ago, PerfectDark said:



I enjoyed reading the review though, extremely thorough and well-thought out....half tempted to buy it


I'd totally play it with you.  I have all the DLCs as well, meaning we'd have access to all of 'em.

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