ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
I personally play on Impossible and win .... sometimes. An active, opportunistic play style is very helpful. You definitely need to use diplomacy to stop snowballing empires from doing their thing. Joint war declarations are a powerful tool! An early era2 war against a weak target (or a target that is bound to be troublesome anyway like necros) can be a good boost to your economy. Luring the enemy near your cities to take advantage of ELCPs fortification can give you the boost you need to win. You also need to anticipate who will be a victory threat early on. A roving clan player that was free to expand is often one of the earliest victory threats (dust...). All in all - if you dont play too passive and deal with victory threats, you can typically delay winning empires to about turn 150. This ideally gives you the necessary time to get your own victory conditions in order. But as I said, I only manage to do that in about half of my games (and I like it that way!). I think most players agree that ELCP serious is comparable with Vanilla endless (except with less early game aggression probably).
I know of a few players that can beat endless, they usually (ab-)use advanced multiplayer mechanics like salting to gain an advantage. Endless is only for the hardcore crowd and I am okay with that.
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Hi, really loving the ELCP! I apologize if this is the wrong thread to ask, but didn't find any info elsewhere:
Is it simply a normal Vanilla description error, that the game's loading screen tips say that the Production cost discount for Minor Faction units from having more of their pacified villages in your regions applies to your whole Empire, but in my current experience the discount is only applied within the region the villages actually are? E.G. I have 3 Sisters of Mercy villages pacified in my whole Empire, they are all in the region Zydena, and only Zydena has lowered costs for making Sisters of Mercy units. This has held consistent for both games I've been playing recently, even with no Heroes / special buildings in the different cities.
Is this just a mistake with the Vanilla game's description, or is something going wrong?
Sorry if this was the wrong place to ask, but very thankful for the work put into ELCP!
As far as I recall, the Production Reduction cost of the tooltip only says "in city," not "on Empire."
I know that EL's (and ES2's) tooltips can be difficult to read given the quirks of the parser that creates them from the game data, but in general if it does not say "on Empire" in an "on city" effect, that effect applies only locally.
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As far as I recall, the Production Reduction cost of the tooltip only says "in city," not "on Empire."
I know that EL's (and ES2's) tooltips can be difficult to read given the quirks of the parser that creates them from the game data, but in general if it does not say "on Empire" in an "on city" effect, that effect applies only locally.
To clarify, I wasn't speaking of the tooltip for Minor Faction villages, but of one of the Loading Screen tips at the bottom of the screen, as is seen here. In that tip, it explicitly says it is a "within your Empire" effect, with the crescent "wreath" icon next it. The tooltip for the Minor Faction villages just doesn't say either way if it's on-empire or on-city, which as you point out usually means it's only local. However, in the same tooltip, the very next line also doesn't specify that the "+1 pacified and rebuilt village" is actually an Empire-wide effect either, so the village tooltip just seemed non-specific in both directions in this case. Since the tooltip didn't say one way or another, I figured the explicit Loading Screen tip was the only concrete description to go off of.
At any rate, just glad to hear that this is indeed how it's intended to work, so nothing going wrong in my game.
Can u create the possibility (option) to "Race specific heroes in market"? It would be cool addition. In my opinion - it more logical and immersion to be able to choose the heroes of only their own race. And expand the list of available races of heroes through capturing the capital of another race. That way, you could get other faction heroes, but only if you control their original capital.
I appeal to you, because you are the only mod developer who is theoretically capable of implementing this, as this requires deep access to the game code. What u think about it?
Can u create the possibility (option) to "Race specific heroes in market"? It would be cool addition. In my opinion - it more logical and immersion to be able to choose the heroes of only their own race. And expand the list of available races of heroes through capturing the capital of another race. That way, you could get other faction heroes, but only if you control their original capital.
I appeal to you, because you are the only mod developer who is theoretically capable of implementing this, as this requires deep access to the game code. What u think about it?
This is a gameplay change that goes beyond what I envision for ELCP (that is to stay mostly true to how Vanilla ELCP plays).
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I found a couple bugs I'd like to report, but I am not sure if they are related to the Community Patch, so I'll ask here to see if you guys think it might be related:
1) Vaulters Story Quest 5 didn't trigger after taking a city in a region and checking the ruins as the Quest asks (Prompt for finishing Quest 4 did pop up) . I did both things in the same turn. Could that be the reason? I don't have a save file of this, though. As playing again from my safe file from a few days earlier did not trigger the bug again. I also found online that this was a common bug in 2015. Is it still around and just happens on rare occassions? I had never had that happen to me with any other Faction Quest, and I've finished the storyline of all Factions without the ELCP at this point, as well as 4 storylines with the ELCP.
2) I attacked a "transport ship" Urkan that was reinforced by the enemy's second army. I killed the Urkan, but did not finish off the enemy's secondary army. The Urkan teleported to land and became neutral. I attacked it again, and it was too easy. I checked its stats and noticed it was still in "transport ship" mode. Turning it to army mode returned its stats to normal. I have a couple save files of this funny bug. I'll probably report it tomorrow if this is confirmed not related at all to the ELCP.
In generally my credo is: Save or it didnt happen. That doesnt mean I dont believe it didnt happen, but I need reproducable behavior to actually do something about it within a reasonable timeframe.
That Urkan thing on the other side should be easy to reproduce, so I can probably do something about that.
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Thank you, eitherway and thanks for the ELCP, as it has made the game even more fun.
And if I may, I'd like to suggest some ideas for certain improvements for some Technologies that I've found rather pointless in the current incarnation. Maybe you could consider these suggestions and discuss them to see if improvements can be arranged:
Pillage: Add "+1 Fortification damage on Units" on Empire. I think it would flavourfully make sense, as the ability says that you are training your troops for raids, and it could provide a pretty decent buff to techs.
Moreover, maybe consider making the "Ring of the Boreal Owl" cost more, but give some mobility advantage, such as +1 movement or "no additional cost for movement on forest", so it can compete with the Iron movement amulet. Similarly, the "Insignia of the Hunter" could cost more but give a Vision upgrade.
Advanced Alloys: Upon having researched both this technology and "Alchemical Alloys", you also get "Exotic Alloys". I think it would be flavourful, as it would mean you have reached Titanium/Glasteel "mastery". It would lead to very cheap Equipment of these materials, so it might unlock a brand new way to play.
Advanced Armors: Same.
The other Alloys/Armors techs are probably worthwhile on their own, so I don't think doing this exact same thing would make sense for Paladium, Adamantine, Mithirtite or Hyperium.
Borough Government:
Imperial Kennels: +2XP on Hero per turn. Admittedly, I just like the idea of heroes training puppers.
Materials Hoard: Should be much cheaper industry wise, as you want to put it in your least protected cities. I would suggest 300 Industry, or maybe even 250 at the cost of a slightly bigger Titanium Price.
Medical Center: I would suggest either making it also cheaper, or maybe increase its heal. 20% could be fair. Alternatively, maybe Medical Center could also recover an additional 20% to the Governor (on top of the heal to all the base units). I think that could be interesting because sometimes I want to heal a wounded Hero, and it could be interesting if there was a City, where I could do that.
Unexpected Allies:
Inquisitors Divinity: I think you want this the most in the City where you will build the Temple of the Earth's Core, as well as some border cities that a player could be interested in stealing, and you don't want to spend too much Industry in either of those cases, but you don't want to make it to cheap and make Spies pointless. A solution could be raising the Resource Cost to decrease the Industry Cost.
Bells and Whistles: I think improving it too much could nullify the Pillage buff I proposed, but how about increasing the vision of non-Watchtower Regional buildings by 1? And for all Cultist cities? I feel like the Cult is particularly prone to researching this technology, since it has more problems than other factions to keep Spies away.
Isolation Sciences and Nutrition Chemistry:
These feel a bit like traps right now, as in a newbie might not realize that they are bad, but once he read a guide or understood the game better, he'd slap himself for not realizing all the valuable Glassteel wasted on them that could have been going to a faster Economic victory, and the only good thing they could get from these two is the Patriotic Propaganda Legendary Deed, which would only benefit them if they had a huge army that they probably don't because a lot of Industry was spent on these. I can't think of many interesting solutions for this, though. Maybe adding a general effect like making Luxury Resources last 1-2 extra turns could balance Nutrition Chemistry, and Subterranean Gardens could increase Approval? Both ideas feel rather unelegant to me.
Arts Council
Now this one feels rather obviously bad even to a new player, I think. You don't usually need more approval this late and the Science/Influence bonus is very small, and the Industry/Resource cost is rather prohibitive. That said, I think you could make it a little bit more interesting for example making it give +10 Science and +10 Influence on Ruins. Probably still bad for its cost, but it'd feel a bit more unique.
Dust-Enhanced Buildings
The Arena of Champions is prettygood by itself, the Ontogon however is a bit confused, because it is so expensive you will be spending too many turns trying to build it outside one of your industrial cities, but you also don't want a newbie hero in your Industrial City. I think it should probably have its construction cost reduced, or also give extra Exp per turn to the Units.
Imperial News Network
Another research that is largelly obviously bad. That said, I think there is an open spot for a role this technology could serve: +10 Security on City where this is built. Flavor could also make sense, as the newspaper could inform the masses about the Public enemy.
Self-Driving Plows
This is probably the worst Era 6 tech, and few will pobably take it for that reason. Luckily, I think I have a decent idea that could also be flavourful: "+100% on extraction of Luxury Resources on Empire" Luxury Resources are tied to the category since Era I, so I feel it makes sense. And I think I've been in the position where I could take an ability like that in some occasssions, when I have several Luxury extractors that just don't satisfy the Empire's needs.
Some of these buildings already received hefty buffs, and others I see frequently used (Imperial News Network specifically). Please always take into account that depending on your settings and your level of play, different techs and buildings may become valuable. I will think about your suggestion for Self-Driving Plows though.
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Some of these buildings already received hefty buffs, and others I see frequently used (Imperial News Network specifically). Please always take into account that depending on your settings and your level of play, different techs and buildings may become valuable. I will think about your suggestion for Self-Driving Plows though.
Yeah, thinking about it, you are probably right about INN and what I said about it was pretty dumb. Although in my defense, I've only played in single player, always go for Science, Economic, or Wonder victories, only once went for an expansion victory, and it was with the Necrophages, and tbh, I was falling asleep when I wrote that part of the post, so I am almost surprised it even came out as real sentences.
And really, even if you only consider the Self-Driving Plows suggestion, that is enough to make me happy, because that idea was actually the first one I had and what motivated me to write the "list of all the technologies I find too weak" in the first place. The rest of suggestions were probably not really that good, anyway. Thank you.
First of I wanted to say thank you for this community patch! It makes the gameplay experience so much better!
One thing I would wish you could fix though, would be the automated city government. I know it isn't a popular mechanic (people tend to optimize by themselves) but those of us who would like to use it, mostly stay clear of it because of the horrible mechanics.
It works adequate enough in everything but "balance". Then it's just horrible.I always envisioned this particular setting to actually balance ressources and population, not put mostly everything in industry and a little food. :(
Don't know if this is doable but I and certainly many others would welcome a fix to it.
First of I wanted to say thank you for this community patch! It makes the gameplay experience so much better!
One thing I would wish you could fix though, would be the automated city government. I know it isn't a popular mechanic (people tend to optimize by themselves) but those of us who would like to use it, mostly stay clear of it because of the horrible mechanics.
It works adequate enough in everything but "balance". Then it's just horrible.I always envisioned this particular setting to actually balance ressources and population, not put mostly everything in industry and a little food. :(
Don't know if this is doable but I and certainly many others would welcome a fix to it.
Does anyone have a link to the changelogs of the versions before version 2.0.1? Thought I might do some reading up on all the features of the ELCP, and was thinking to start at the beginning. Or will starting from version 2.0.1 give me an accurate enough idea of ALL the features? Or does someone have a sort of summary I can read? Was actually thinking of trying to make my own complete summary of ALL the changes and additions you've made to the base game.
A funny idea occurred to me the other day: would it possible and desirable to randomise the location of new pearls over the winters?
My impressions is that at the moment they always appear in the same spot. And it there are already uncollected pearls, the cluster will just grow. Which turns pearl collection away from exploration to routine fetch exercise, similar to visiting those shops each week in HoMM 3. I find that actually pretty repetitive and tedious.
Randomisation could add a little wiggle to it in that you again have to find where the pearls are. And I do like how "stealing" pearls can impact diplomatic relations.
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