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!
So after tampering a bit around and figuring out how things works I learned couple things:
1) Items are definetely way to go.
Basically it opens loads more possiblities to both players and modders.
2) It's easy to add different abilities to items.
You just have to add those to base items and it's set.
I haven't yet tested how this works with making difference between different materials
3) You can easily change any stats of items by just editing SimulationDescription.XML file
Anyway to main topic.
Items:
Ranged weapons
Crossbows:
Crossbows have short range and while way stronger than normal bows shortbows are really really really slow.
Difference between heavy crossbow (titanium and that line) and light crossbow (glasssteel and that line) is that heavy crossbows has point-blank shot 2-3 while light crossbows can be used with shield.
Bows:
Bows have been spread to 2 different category:
Heavy Bows (Titanium and so on) are really slow... slowest weapon of entire game. They have range of 4 (testing 5) and deal moderate damage. They also comes with heavy defense penalty
Light Bows (Glass Steel and so on) are really fast, they have range of 2.
Normal Bows (non material bow) has range of 3 (same than units normally)
Casting Equipment
Important. Low Damage will be completly removed. To offset this casting stuff doesn't have heavy attack/damage and support units starts with lower base stats.
Basically Rods, Sceptres and Wands will be divided to 3 different category. "Black Mage" items, "White Mage" items and "Time Mage" items.
Black Mage items would have skills like life siphon, fire storm, chain lightning and so on.
White Mage items would have skills like Barkskin 3, Unleashed Potential and so on... if I figure out how healing does that too. Also I think that it's forced to have some kind of offensive effect too.
Time Mages have skills like Slow Down, Stun, Exhaustion and so on.
synra wrote: A problem I see with rebalancing each race to equal points is that it assumes that each trait is actually worth its stated points. There are quite a few traits where this seems to greatly vary from reality. E.g. almost every negative trait in the game is more painful than its point value would suggest (as illustrated by corresponding positive traits having double value) -- I guess for the main races this is mostly an issue for the necrophages. Starting technology traits seem pretty pointless, and then there are a lot of 'flavour' traits where one might think "why would you even want that?" -- with regards to the vaulters: I rarely come up short on strategic resources, certainly not enough to spend 15 points, and I wouldn't spend 5 points to make my towns better when... dying? (strength of the vault). Personally, I would score those traits maybe 5 and 2, heh.
I would disagree with the "no reason to play Argent Mages" for a couple of reasons: their research potential is absurd in the late game if you are able to appropriately utilise arcana of knowledge, and the Ateshi Zealot is incredibly strong (similar potency to other ranged units + hitting multiple targets). I also noticed something a bit odd when creating custom mages, you actually only need to grab their Arcanas, the other technologies you will get regardless. I absolutely agree with the point that all these things should be grouped into a single expensive trait (+35? +40?).
First of all, thank you for feedback. You are wonderful <3
I have basically same kind of doubt when it comes to races... problem really is that to see how these points works one should have to play game through with these.
I did spend last 3-4 hours playing Necrophages with those new 89 points and I felt that it wasn't too powerful.. actually right now I have problem that I don't have any food generation at all
I feel similary about starting techonologies... those are just kind "meh, I could have got it in 2 turns anyway" things which shouldn't definetely be 10 points but more like 2-3 points.
About case Vaulters... (should thank you for bringing this up).
I'm completly confused about this race. Should it be supreme reseach race or resource race? Should it be some kind of techomage race or just some human race which is good in everything?
As it is now there clearly is focus towards resources (well they get +50% to everything if they use holy gear) BUT they also has better research traits than say Ardent Mage what is research race for some people.
It's just bit confusing so I decided that for some time I just get rid of completly that research part and focus to resources.
About Ardent Mages then:
Their Pillars are wonderful (well atleast some) and their spells are not bad either BUT that doesn't change the thing that they have 45 points used.
I had basically 2 options, lower price of spell level traits to 1 and price of pillars all to 20 and just give them 1 dust per people. Or do as I did...
I did it this way and I honestly feel that I did mistake with it.
Future plans:
You did touch to this topic so I want to talk about this quickly.
I think that this game would be better if there would be minor affinity system. Where minor affinity would give direct plan for empire to follow and also would give starting technologies and so on.
Some examples of that:
Empire focused Ardent Mage (40 trait points, AM only):
*Gets all Pillar spells at start
*Can research all Pillar spells up to level 6
*Gets only level 1 combat spells
Forest focused Wild Walkers:
*Gets +1 food and production from forest tiles
*+20% attack
*+1 visibility
*Gets tier 1 weapon research and tier 1 resource technologies at start
Or similar things... of those those 2 were just quite awful examples.
Anyway I first want to go through Units then through Buildings and then through Main Quest line... just to see how those things works, how to edit those and whether those makes any sense and what bonuses you really get.
A problem I see with rebalancing each race to equal points is that it assumes that each trait is actually worth its stated points. There are quite a few traits where this seems to greatly vary from reality. E.g. almost every negative trait in the game is more painful than its point value would suggest (as illustrated by corresponding positive traits having double value) -- I guess for the main races this is mostly an issue for the necrophages. Starting technology traits seem pretty pointless, and then there are a lot of 'flavour' traits where one might think "why would you even want that?" -- with regards to the vaulters: I rarely come up short on strategic resources, certainly not enough to spend 15 points, and I wouldn't spend 5 points to make my towns better when... dying? (strength of the vault). Personally, I would score those traits maybe 5 and 2, heh.
I would disagree with the "no reason to play Argent Mages" for a couple of reasons: their research potential is absurd in the late game if you are able to appropriately utilise arcana of knowledge, and the Ateshi Zealot is incredibly strong (similar potency to other ranged units + hitting multiple targets). I also noticed something a bit odd when creating custom mages, you actually only need to grab their Arcanas, the other technologies you will get regardless. I absolutely agree with the point that all these things should be grouped into a single expensive trait (+35? +40?).
Base stats of units (these are stats without armors, weapons, heroes or empire modifiers)
I'll update later what skills do.
About attack & damage and defense.
First of all I want some clarification for this... I will eventually hopefully find this from xml files but if someone has already dived to these pretty please tell how this exactly works.
First both attacker and defender rolls dice based to how much their defense and attack is.
If attacker random roll is way higher than defender random roll unit deals 1.5 more damage
If attacker random roll is higher than defender random roll then unit deals it's own damage
if attacker random roll is lower than defender random roll then unit deals 50% less damage
if attacker random roll is way lower than defender random roll then unit deals 0 damage
Initiative apperantly means how quickly unit acts in combat. Movement means how much unit can move in combat. Life means maximum life unit has.
Wild Walkers:
Dekari Ranger:
Tier 0: starter unit
Role: Ranged damage dealer
Life: 60
Attack: 55
Initiative 35
Speed: 4/4
Defense: 18
Damage: 30
Long Ranged, Attack range of 4 tiles
Forest Rage, +50% attack on forest tiles
Point-Blank Power 1, +10% attack when performing close range attack
Block 1, +2 defense when attacked
Agache Shaman:
Tier 1: can be researched on 1st era
Role: Support
Life: 36
Attack: 8
Initiative 30
Speed: 4/4
Defense: 34
Damage: 14
Bark Skin 3, 15% of unit attack bonus goes to supported unit Defense as a flat modifier... (make sure what this actually means)
Low Damage 1, Lowers your attack by 25%... it can't be 75% as xml says since that would be just insane. (I am going to get rid completly of this one.. it's just stupid)
Forest Rage, +50% attack bonus on forest tiles
Slow Down, Opponent is slowed on next turn
Tenei Walker:
Tier: 2
Role: tank/melee
Life: 180
Attack: 33
Initiative 18
Speed: 4/4
Defense: 42
Damage: 40
Forest Rage, +50% attack bonus on forest tiles
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1)
Broken Lords:
Stalwarts:
Life: 140
Attack: 27
Initiative 10
Speed: 4/4
Defense: 52
Damage: 22
Dust Care, Can be Healed with Dust
Soul Leach, Recovers 20% of life when the target attacked this turn dies
Fast 1, +1 battle movement
Infantry Slayer 1, +20% damage dealt to infantries
Block 1, +2 defense when attacked
Ryder:
Life: 108
Attack: 37
Initiative 22
Speed: 6/6
Defense: 34
Damage: 32
Dust Care, Can be Healed with Dust
Charge 1, After charging towards enemy unit 25% more damage
Lifedrain 1, Drains 2? health from enemy unit
Slow 1, -1 to maximum battle movement
Stun 1, Targeted unit won't attack next turn
Dust Bishop:
Life: 144
Attack: 6
Initiative 6
Speed: 4/4
Defense: 28
Damage: 38
Dust Care, Can be Healed with Dust
Ranged, Attack range of 3 tiles
Low Damage 1, Lowers your attack by 25%... it can't be 75% as xml says since that would be just insane. (I am going to get rid completly of this one.. it's just stupid)
Life Siphon, Drains enemy health and heals everyone around unit
Exhaustion 1, -10% defense penalty to target
Vaulters:
Marine:
Life: 68
Attack: 47
Initiative 21
Speed: 4/4
Defense: 22
Damage: 34
Technolover, +50% bonus if equipment if made from holy resource
Ranged, attack range of 3 tiles
Point-Blank Power 1, +10% attack bonus in melee
Block 1, +2 defense
Dawn Officer:
Life: 116
Attack: 27
Initiative 33
Speed: 6/6
Defense: 38
Damage: 22
Charge 1, +25% attack bonus after moving
Fast 2, +2 to battle movement speed
Technolover, +50% bonus if equipment if made from holy resource
Ranger Slayer1, +10% bonus against ranged units
Block 1, +2 defense
Titan:
Life: 156
Attack: 33
Initiative 14
Speed: 4/4
Defense: 56
Damage: 30
Defensive Impulse, Deals 50% damage to adjanced units when attacked
Slow 1, -1 movement speed on battle
Technolover, +50% bonus if equipment if made from holy resource
Infantry Slayer 1, +10% bonus against infantry units
Block 1, +2 defense in combat
Necrophages:
Forager:
Life: 100
Attack: 31
Initiative 31
Speed: 4/4
Defense: 38
Damage: 24
Disease, Target loses 10% health every turn, when target dies it spreads disease to units next to it
Disease Immunity, Immune to diseases and paratisism
Ranged Slayer 1, +10% damage bonus against ranged units
Block 1, +2 defense
Necrodrone:
Life: 124
Attack: 51
Initiative 30
Speed: 6/6
Defense: 36
Damage: 44
Disease, Target loses 10% health every turn, when target dies it spreads disease to units next to it
Disease Immunity, Immune to diseases and paratisism
Fly, unit is able to move freely on battlescreen
Sweep strike back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Proliferator:
Life: 52
Attack: 9
Initiative 26
Speed: 4/4
Defense: 32
Damage: 30
Disease Immunity, Immune to diseases and paratisism
Ranged, Unit is able to fire 3 tiles distance
Paratisism, Unit who dies with Parasite spawns Forager unit in the end of combat if Necrophage wins.
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Arden Mages:
Telsem Warlock:
Life: 92
Attack: 51
Initiative 16
Speed: 4/4
Defense: 20
Damage: 52
Ardern Fire, Convert lost life into attack
Fast 1, Unit movement in battle is +1
Sweep strike back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Ateshi Zealot:
Life: 60
Attack: 55
Initiative 20
Speed: 4/4
Defense: 22
Damage: 38
Arden Fire, Convert lost life into attack
Ranged, Unit can fire up to 3 tiles
Fire Rain, Deals normal damage to target, deals 50% of that damage to units next to target
Slow Down, Can slow target down
Eneqa Wing:
Life: 132
Attack: 53
Initiative 30
Speed: 6/6
Defense: 34
Damage: 42
Arden Fire, Convert lost life into attack
Fly, Unit can move freely on battle
Revive, Will turn to egg once killed, if victorious in war will hatch.
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Roving Clans:
Dervish:
Life: 100
Attack: 29
Initiative 32
Speed: 6/6
Defense: 38
Damage: 28
Charge 2, Unit gets +50% attack on first attack after moving
Fast 1, units movement speed on battle is +1
Stun, attacked unit can't act on next turn
Block 1, +2 defense
Kassai:
Life: 92
Attack: 43
Initiative 27
Speed: 7/7
Defense: 38
Damage: 28
Ranged, Unit can fire up to 3 tiles
Fast 2, Units batlte movement speed is +2
Block 1, +2 Defense
Point-Blank Power 1, +10% attack when in melee range
Yirmak:
Life: 108
Attack: 53
Initiative 34
Speed: 5/5
Defense: 34
Damage: 50
Fast 1, Battle movement speed +1
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Drakken:
Drakkenling:
Life: 164
Attack: 25
Initiative 18
Speed: 4/4
Defense: 48
Damage: 18
Fast Learner, gains +25% exp
Fast 1, Battle movement speed +1
Block 1, +2 defense
Infantry Slayer 1, +10% damage against i nfantry
Wyvern:
Life: 100
Attack: 49
Initiative 22
Speed: 6/6
Defense: 26
Damage: 46
Fly, unit can move freely on batlte
Fast Learner, gains +25% exp
Fast 1, +1 movement speed on combat
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Ancient:
Life: 132
Attack: 11
Initiative 34
Speed: 4/4
Defense: 38
Damage: 36
Fly, Unit can move freely on battle
Ranged, Unit can fire up to 3 tiles
Fast Learner, gains +25% exp
Low Damage 1, Unit deals less damage
Shared Wisdom, +1 morale to adjanced units
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Cultists:
Preacher:
Life: 36
Attack: 7
Initiative 26
Speed: 4/4
Defense: 32
Damage: 18
Unleashed Potential, +10% to all target stats
Ranged, Unit can fire up to 3 tiles
Low Damage 1, Unit deals less combat damage
Slow Down, Unit can slow target down
Fanatic:
Life: 124
Attack: 35
Initiative 30
Speed: 6/6
Defense: 30
Damage: 30
Sweep Strike Back 2, Counters with Sweep Strike (attack hits all units in cone of 1) +75% damage
Nameless Guard:
Life: 84
Attack: 59
Initiative 25
Speed: 4/4
Defense: 24
Damage: 44
Ranged, Unit can fire up to 3 tiles
Point-Blank Power 1, +10% attack when in melee range
Block 1, +2 defense
There is probably loads of mistakes then... Also I later add those traits and short description of each unit.
Basically yesterday when I was watching Filthyrobots stream we started to talk how units are not spread correctly (some races starts with damn good ranged units but ends up with awful units while some races starts with really awful melee units but ends to nice units) and how there just few units there is in per race.
Still remembering what happened in Endless Space and how I did lost my will to mod any games I was quite unsure about whether I should commit at first (I mean, I have work which is quite stressful and takes 10-12 hours per day and so on).
But remembering how ES went I realized that if we as a modders don't do this it will take months to get anything done.
Anyway to cut all that crap aside.
What I am trying to make:
Basically this mod is spread to 3 steps:
1) Each and every race uses 90 points.. custom races will have 80 points.
This is fair seeing how custom race can easily be more powerful.
None base affinity is changed, I belive that they are all fine and problems what those causes comes from awful unit balance.
2) Amount of different units in armies are multiplied by either 2 or 3. (Even more if game can handle it)
This may make certain hero skills way more better (+x damage, +x% damage, +x defense, +x% defense) while lowering others (+x damage or health to hero). These needs to be balanced.
Idea is to a) make fights feel more controlled and feel bigger and b) to lower heroes way to affect to combats
Each and every race starts with both Ranged AND Tank unit.
Tank unit will have 2 task depending how player gears it, it can either be normal melee unit OR unit which is made to create zoc area around archers.
This ofcourse forces players to use more and more hold ground combat option but then again... it's best
Each race will get atleast 4 units.
Basically each race gets healer like unit, heavy dude, flier, debuffer/buffer or something... these needs to be invented for every race.
c) Buildings
For this I need loads of suggestions. I mean, I am basically thinking whether it would be possible to make cities based to produce certain things like research, units, money and so on.
Did learn funny thing... it's possible to unlock Mezari race by just editing one text to true instead of false.... Do not do that though, it crashes game.
About installing this zip file:
It should be 1 file called factions.xml. There is hopefully no chance that it can include any viruses but if you are unsure check it first.
Installing:
Unpack this file to your \Steam\SteamApps\common\Endless Legend\Public\Simulation Folder.
Uninstalling:
Remove file factions.xml from your simulation folder. Make Steam check validity of your files. It should notice eventually that you are missing 1 file and should load it.
Any and all feedback is welcomed.
If there is any bugs report those asap, I will fix those as soon as I am just able.
If you have any ideas how to fix something, tell as soon as possible. I will change it eventually.
If you hate me, don't bother to tell it... nothing I can do to that Factions.zip
Hi, I'm new here. I own two of the three current amplitude games and will own the third shortly. I have to say that I agree with most of what you've put forward here after playing endless legend for a while. I think more variety in units would be nice. I understand Amplitude's philosophy in creating this game, and while I love their game I don't think it would hurt to create a mod which goes against that philosophy. After all, mods are for fulfilling extra desires of the player base including features which may not be officially supported.
I have to add to the list of requested features here in this type of total mod you are talking about. I would say I would like to see the leveling system and skill tree revised and rebalanced for heroes. I feel like the way the skills are layed out right now does not make alot of sense progression wise.
I have some modding ability/skill and would be potentially willing to help create a mod like what you are talking about in my spare time.
Basically thing with this list is that people can see what I am thinking and suggesting. If you see something stupid please give me feedback.
Broken Lords:
Problem with Broken Lords in the start is that too few points have been used. Also some of those points are just not well thought.
Really really really needed is:
Business Man level 3: +30% dust Basically missing this is just silly.
Also
Enterpreneur instead of Empire Mint, This would mean that instead of having to build one building to each city (and really strong early game) one should research Empire Mint asap and late game would be way stronger.
This leaves Broken Lords to 89 points which I can't fix yet... I will fix it later.
Wild Walkers:
Problem with original Wild Walkers is that they have used too few points and they are too set to forest tiles... I may later fix forest traits so that those are balanced compared to rest but right now I am just trying to get rid of all forest traits.
Industry Efficient instead of Living Towns, maybe even Food Efficient for them... reason for this is that Living Towns costs exactly as much as Industry Efficient while being way way way weaker.
Another problem right now is that best WW unit is Archer with nearly none health... I want to get rid of defense bonus for them just because they are already too weak to take hits.
Offense First instead of Way of the Woodlands... though Optimal Defense is not completly out of picture
Starting reseach:
Advanced Alloys, just to improve their early weapons even more
After this we have 75 points out from 90.
I added them Fast Travelers 2 and then Fragile Health 2 and Weak Defense
Vaulters:
Main problem with Vaulters point spend atm is that they are doing 2 things at the same time. Based to points they are the supreme research race AND the supreme luxury race.
Way I suggest that it's fixed is that we reduce their research bonuses a bit.
I suggest following:
Endless Excavation, makes sense for race who tries to abuse country anyway... and hey, it's best 10 point skill for them which I did found
Veins of Auriga, this is almost like made for them
Starting research: (I oppose this a bit)
Pit Library
Open Pit-Mine
Techonology one can research:
Deep Generator
Strenght of the Vault
Necrophages:
Necrophages is one of the more balanced race even without changing anything.
Basically only thing I don't understand for them is cheaper districts. As I understand them they are pure war like race.
Taking it out I have 25 points to even more encourage their playstyle.
So just one major change:
Big Armies (1) and Fast Movement (1) instead of Cheaper Districts
Filler:
Advance Diarchy, one of the better 5 point talents.
Later I am going to see whether I can even more encourage their warlike playing style.
Ardent Mages:
Ardent Mages are just silly right now, there is none reason to play them.
First of all, their all points go to technologies and second of all some of those techonologies are just meaningless.
What I want to do in long run is to give them more expensive trait which gives them all of those at start.
But since this is meant for quick fix I will just improve their dust generation (dust is mana used to cast spells).
First of all this ends to 92 points.
New Traits:
Dust Efficient: +1 dust per terrain... this means that they are able to start to cast spells way earlier. After this your beginning city generates 7 (with Business Man 3 it's nearly 10 dust per turn) additional dust at turn which means that you get free pillar every 4-6th turn at start.
Business Man 3: +30% dust per turn. Same reasoning than with Dust Efficient. Basically togethere these 2 means that you are way more free to cast spells.
Roving Clans:
I am not going to change Roving Clans until I have played several games with them.. as it is now it fulfills all goals I have set and it's well thought and well made.
Drakken:
Drakkens have been well thought but for diplomatic and empire orientated race they have way too little "culture" generation... that should be rised higher. Thankfully I have 15 points AND if everything goes wrong even 10 points from Empire Mint.
Sadly only trait (this has to be fixed) which produces stars is Arcana of Authority.
Then again since this is meant for quick balance fix right now I will give that to them
That leaves enough points for Naive which is almost like made for them.
So new traits:
Arcane of Authority
Naive
Cultists:
Cultists is fine if one just gets rid of Military Science.
myrec wrote: And there it comes... TOO COMPLICATED. If you want game with many different armies you should play something else, there are many choices. But here in Endless Legend they even said that they want to keep number of different unit low to push you to make difficult choices. And you can outfit unit with 2 different weapons so you have like 6 units for each Faction now.
And yes I agree that you should have these 2 designs at the start already. (That would make Wild Walkers have 1 ranged=bow and 1 close combat=xbow specialists at the start)
And we have heavy cavalry. Roving Clans have it. But when it moves as slow as Infantry and have HP of Infantry and dmg of Infantry... then why we call it heavy Cavalry?
Same with Vaulter's Dawn Officer. It's fast Infantry, but when it moves like Cavalry and have charge like it .... why call it fast Infantry?
I think many game developers understand that to have meaningful choices is to have real differences.
Just one question, one question only: Have you tried?
I mean it's easy to say something stupid or ridiculous but before there is anyone who has actually tried anything it's just... well...
Anyway I clearly see that you are not interested about any part of this so quess I can safely ignore you then
And there it comes... TOO COMPLICATED. If you want game with many different armies you should play something else, there are many choices. But here in Endless Legend they even said that they want to keep number of different unit low to push you to make difficult choices. And you can outfit unit with 2 different weapons so you have like 6 units for each Faction now.
And yes I agree that you should have these 2 designs at the start already. (That would make Wild Walkers have 1 ranged=bow and 1 close combat=xbow specialists at the start)
And we have heavy cavalry. Roving Clans have it. But when it moves as slow as Infantry and have HP of Infantry and dmg of Infantry... then why we call it heavy Cavalry?
Same with Vaulter's Dawn Officer. It's fast Infantry, but when it moves like Cavalry and have charge like it .... why call it fast Infantry?
I think many game developers understand that to have meaningful choices is to have real differences.
Now then you are both correct and still bit incorrect.
As I see every single faction should have these 2 unit types from beginning:
Ranged and Infantry
With beginning I mean turn 1 so that every starting army would have 1 infantry, 1 ranged and hero.
After that of course it would be have to be balanced by race.
Also I am not really keen to follow that thought that we have just Support, Cavalry and so on...
I mean why can't we have heavy cavalry with more hitpoints and ability to carry heavier armor and then fast moving scout cavalry which could speed from one side of map to another but die instantly if somebody stares it?
Or Supports, as it is now there isn't nearly any healers and yet game supports idea of healing... why couldn't some races like Wild Walkers have healer unit? Then Necrophages could have support which would lower target unit movement and damage while dealing bit damage too.
Basically, what I want to do is to get rid of this thought that we can have just 5 type of units and instead spread it to dozens if not more.
For same reason I would like to call tier 0 infantry tank since basically it would be slow, have hitpoints and wouldn't deal that much damage.
I don't think that all factions need more units. I think that not every faction have access to all possible unit type is good. And there are like more than 4 types of units. Infantry, ranged, cavalry, support and flying. And every faction have 3 of these. Lists in order of unlocking.
Vaulters have R,C,I
Wild Walkers have R,S,I
Broken Lords have I,C,S
Necrophages have I,F,S
Arden Mages have I,R,F
Roving Clans have C,R,I
Drakken have I,F,S
Cultists have S,C,R
There are one combination two times, namely I,R,C (cause that is somehow default combination)
There are some combination missing, namely I,C,F and R,C,F and C,S,F
If roving clans or valuters get flyer instead of infantry in era 2 that would make them all different, but I think this is ok for now. There could be more factions later.
So when you Major faction don't have cavalry, you have to be lucky to get one.
If Minotaurs and these Ice beasts were cavalry instead of infantry than it would be 4xI,2xR,3xC,2xS,3xF
And if Urces or Silics would start to trow rocks instead of attacking melee than it would be 3xI,3xR,3xC,2xS,3xF and that's really nice close and different options. And if they add some debuffing support as 15th Minor than it will be 3xI,3xR,3xC,3xS,3xF
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