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11 years ago
Oct 10, 2014, 8:52:55 AM
Hi all,



As stated in the dev blog, we want to implement a loading tips system to introduce information which is hard to give in the tutorial or manual. Each tip will be a phrase, with a possible image to illustrate the introduced notion.



Some examples:

  • "Tip: you can level up a city district by building four other districts around it"
  • "Tip: outfiting your units with powerful equipment is instrumental to victory in battle"
  • "Tip: the more friendly units surround a unit in battle, the more moral it gets" (illustration : image of the morale GUI in battle"



Please add to this thread the tips you think are important for understanding critical elements of the game.



Thanks!
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11 years ago
Oct 10, 2014, 4:56:57 PM
Here are some ideas (to improve with better phrasing)



Tip :♥Settlers consume all food production so you can assign food workers on something else



Tip :♥Anomaly yields can be great and so are river and lakes. Chose your district position carefully.



Tip :♥Expanding too quickly will make your happiness plummet and hurt your overall growth.



Tip : Some units are betters against others, an utter defeat can be turned into a great victory with better unit composition



Tip :♥Buying accessories and upgrading equipment can really improve heroes and armies.♥The cost is well worth it.



Tip :♥A beat-down opponent is more likely to accept a truce and give you techs and resources if you give him back a city he lost.
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11 years ago
Oct 10, 2014, 6:34:59 PM
Howdy folks...



Endless Legend seems to be a little bit like enhanced, really enhanced chess play. You need to clearly think what are you going to do with faction you've chosen and economics you've started with. Let's make it clear about economics - you'll need to build some resource basis to make sure you'll progress by the path of win you've decided to choose. Resources in EL (Food, Industry, Dust, Science, Influence) seems to be connected economically - so if you decide to start off with a mix of Industry and Food (to maximize growth of your cities) - you will be forced to use accumulated resources in mid-game and end-game. Why? Because that's your advantage. You have highly populated and well urbanized cities. You're able to produce a lot of units for war, expansion of your civilization. That's the simplest way. Let's pick up something more... advanced.

Let us make an assumption that we clearly wan't to have scientific victory. What's the plan then? Simply emphasize on science and screw rest of the stuff? Nope! To make sure you'll have proper science output from cities you need - A: big population - B: industry-advanced cities. With one of these you'll be able to strongly emphasize on science. But here's the trick - if you take big population - you'll be able to boost your science from the very beginning - but! - if you decide to go into Industry first - you'll be able to use it for a sake of science in mid-game. Think about it.



Think about everything you wan't to do. You wan't economical victory? Think about what's more profitable. Screw sympathies. It's all about money so you need to choose what will give you biggest Dust output. Even if it'll be connected with hypothetical war with another faction (to take rich-filled territories and opponent city).



What I see that... this game seems to force player to think as a real ruler of faction he has chosen. I'm not going to give you guys clearly technical tips. I think it'll just destroy all fun from exploring this game and it's mechanics.



Like I said. Think what have you done yet, what are you doing now - and most important - plan what are you going to do in the future - cause - maybe your neighbor will have troubles with surviving winter... or... maybe he's being constantly raided by mobs? And you can use this for your own - raid him too and simply take his valuable cities and territory.



PS> To the "Guy near the window" from live stream - I hope you read this post - if you are reading it, here's what I'm saying: There was NO sister of mine. I was trollin' to see you guys laughing more. Cheers! smiley: approval
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11 years ago
Oct 10, 2014, 6:47:28 PM
Keep your cities garrisoned with more than just militia.



Selling units on the marketplace is a great source of dust.



Cultists can rebuild a destroyed village by converting it at twice the normal influence cost.
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11 years ago
Oct 10, 2014, 7:29:34 PM
Verithar wrote:
Howdy folks...



Endless Legend seems to be a little bit like enhanced, really enhanced chess play. You need to clearly think what are you going to do with faction you've chosen and economics you've started with. Let's make it clear about economics - you'll need to build some resource basis to make sure you'll progress by the path of win you've decided to choose. Resources in EL (Food, Industry, Dust, Science, Influence) seems to be connected economically - so if you decide to start off with a mix of Industry and Food (to maximize growth of your cities) - you will be forced to use accumulated resources in mid-game and end-game. Why? Because that's your advantage. You have highly populated and well urbanized cities. You're able to produce a lot of units for war, expansion of your civilization. That's the simplest way. Let's pick up something more... advanced.

Let us make an assumption that we clearly wan't to have scientific victory. What's the plan then? Simply emphasize on science and screw rest of the stuff? Nope! To make sure you'll have proper science output from cities you need - A: big population - B: industry-advanced cities. With one of these you'll be able to strongly emphasize on science. But here's the trick - if you take big population - you'll be able to boost your science from the very beginning - but! - if you decide to go into Industry first - you'll be able to use it for a sake of science in mid-game. Think about it.



Think about everything you wan't to do. You wan't economical victory? Think about what's more profitable. Screw sympathies. It's all about money so you need to choose what will give you biggest Dust output. Even if it'll be connected with hypothetical war with another faction (to take rich-filled territories and opponent city).



What I see that... this game seems to force player to think as a real ruler of faction he has chosen. I'm not going to give you guys clearly technical tips. I think it'll just destroy all fun from exploring this game and it's mechanics.



Like I said. Think what have you done yet, what are you doing now - and most important - plan what are you going to do in the future - cause - maybe your neighbor will have troubles with surviving winter... or... maybe he's being constantly raided by mobs? And you can use this for your own - raid him too and simply take his valuable cities and territory.



PS> To the "Guy near the window" from live stream - I hope you read this post - if you are reading it, here's what I'm saying: There was NO sister of mine. I was trollin' to see you guys laughing more. Cheers! smiley: approval
That might be hard to fit in one spot.



*Roving Clans - don't like the placement of your city? move it then

*Wild Walkers - Ranged, lots of mixed ranged units

*Vaulters/Mezari - don't forget to leave a movement point so you can teleport to an emergency
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11 years ago
Oct 12, 2014, 5:18:46 PM
Nijel wrote:
Tip: Expanding too quickly will make your happiness plummet and hurt your overall growth.
Are we playing the same game?



Counter Tip: There is no disadvantage to being on more cities. Expand as much as you can, conquer if necessary, short periods of happiness malus will be easily overcome by the triple/quadruple science production and lead you into permanent Fervent on all cities, strong armies and a very strong position to boot. Just don't expand into swamps.



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Tip: Moving additional armies next to tiles of a sieged city to advance the siege progress faster.

Tip: When a siege destroys the fortifications the garrison inside (except militia) will start to take damage equivalent to the siege value.

Tip (Vaulters): Equipment made of your holy resource is 50% more powerful then normal.

Tip (Mezari): While your Holy Resource is active your cities incur 50% less expansion disapproval.

Tip (Ardent Mages): When playing Ardent Mages, in combat you have abilities you can use.

Tip: Plan your cities for future tech. See a forest, river, lake or sea tile? That may be +1 resource now but it can easily turn into +4 and more with a little research. Don't expand into a desolate wasteland just because of one nice anomaly and nothing else.

Tip: If you don't play a race with Library unlocked don't settle your city in the region with no science.

Tip: Placing workers on science production is the most effective way to quickly research.

Tip: Trade routes help you keep your economy in the blank.

Tip: Trade routes increase in effectiveness as game progresses and as you trade with allies.

Tip: Use Luxuries to keep your people happy.

Tip: Sometimes its worth building a bad city if you can get a lot of luxuries and strategic resources from the region.

Tip: Consider the defensive nature of the position you are building your city in and the defensive position your enemy will have when they attack.

Tip: You will need 2 population for every District.

Tip: Giving a Warnings or Praise to your neighbor will lower or increase respectively, the cost of war and other diplomatic actions.

Tip: Diplomatic Victory is achieved by being the most diplomatic not necessarily everyone being your ally.

Tip: Every main quest line has nice bonuses along the way.

Tip: At the end of your main quest line you can build a Wonder which will win you the game once constructed. Just make sure you have the required industry to do it quick.

Tip: When plopping your city down think 6 districts ahead at least. A small city is a city that's not pulling its own weight.



-



Joke Tips (true for the current state of the game)



Tip: Cultists are just a player controlled minor faction, kill them like all the others in the early game.

Tip: Ever want to get rid of the ugly city name label? F10 toggles the interface

Tip: To rotate the camera press Home and End

Tip: The counter to range is +1 range or more initiative or aoe range or just tougher range units then the other guy.

Tip: When melee fights range the outcome is either not great, terrible or worse, depending on if your melee units have flying.

Tip: The races of Auriga can can shoot the most poorly used projectile weapon in the history of human warfare with more precision, power and distance then modern ICBMs, so if you see terrain malus you may as well consider it a buff to your own units.

Tip: Use mechanics such as Morale to power up your weak range units that can kill any melee army anyway.

Tip: You can kill infinity Sisters of Mercy villages with any unit.

Tip: Against any other faction other then Necrophages Sisters of Mercy will potentially nerf your own units.

Tip: Fighting in your territory you are always at a disadvantage.

Tip: You can make the enemies own cities impassable terrain with just one unit singing, no matter how weak the unit.

Tip: If you attack 9 enemy armies with a settler their entire armada will be too tired to take over your undefended city.

Tip: Boats are invincible.
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11 years ago
Oct 12, 2014, 8:36:02 PM
Urban planning matters. Level 2 districts power your empire, so it's worth having some in nearly every region you control. Optimizing your cities to maximize your level 2 districts makes a significant strategic advantage over less-savvy players (or the AI).



There are three configurations of a five-hex city that provide a level 2 district in the "middle". On a seven-hex grid, top-to-bottom and left-to-right, fill hexes 1-5 for a "solid four" configuration; 1-4 and 7 make a "one-and-three"; and 1-2, 4, 6-7 create a "two-and-two" group. Every other arrangement is symmetric on these three.



The geometry makes a huge difference for optimizing your city layout. The most efficient city plan, bar none, is a triangle. With a six hex triangle city, you arrange for THREE level 2 districts. As you expand, every district on a full side that isn't a corner grows to a level 2, so at four on a side you have 7 level 2, at five-per-side you create 11, etc.



Another useful config is a two-row "urban strip". Alternating hexes of districts in two adjacent rows means any district that isn't on an end is a level 2 district, so expansion after hex five creates a new level two district on the inside with every additional build on an end. This is a great option for coastal cities, and with the right builds you can "bend" the strip around corners, sixty degrees at a time.



One more option I've used is an six-hex "urban cross": four districts in a diagonal row, with one district on either side of the midline. It creates a pair of one-and-three level 2s, with the "three" ends overlapping.



These layouts and more will make your empire dominant. Use them wisely! smiley: cool
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11 years ago
Oct 13, 2014, 5:01:26 AM
  • Tip : Heroes earn bonus XP each turn for commanding an army or a city. The larger the army or garrison, the bigger the bonus.
  • Tip : Heroes earn a flat XP bonus when their army fights a battle or their city finishes a building.
  • Tip : Each army costs 4 dust per turn plus the upkeep of all units inside. Spreading out has advantages but costs more dust.
  • Tip : A high Damage unit could simply miss if their Attack is much less than the enemy's Defense.
  • Tip : A high Attack unit won't be effective if their Damage is much less than the enemy's Health.
  • Tip : You can reassign groups of workers at once. Simply click a worker and all the others behind him will be selected.
  • Tip : If you need to make kingdom-wide changes you can reassign your workers from the City Menu.
  • Tip : An army that is out of movement points may still use its action on an adjacent tile.
  • Tip : You could save some production by building a city district in place of a resource extractor. (for example: Glassteel)
  • Tip : Temples and minor factions block your city's expansion to that tile but not your exploitation.





I'll add more to this post if I think of more.



Nijel wrote:
Tip :♥Settlers consume all food production so you should assign food workers to something else.



Tip :♥When a Settler is complete, it reduces the city population by one.



Tip :♥Anomaly yields are great but rivers and lakes can be improved with technology. Chose your city hall and district positions carefully.



Tip :♥Expanding to new cities will drop your kingdom's happiness while using luxury boosters will raise it temporarily.



Tip :♥Expanding a city's districts will drop that city's happiness while leveling a district up and certain buildings will raise it permanently.



Tip :♥High happiness increases all yields while low happiness reduces them.




I re-phrased some of these for you. You have some good Tip ideas there.



nightbasilisk wrote:
Tip: Trade helps you keep your economy in the black. Look for the 'Right of Way' technology to get started.

Tip: Trade routes increase in effectiveness as cities grow in population and as the road network expands.

Tip: Consider the defensive nature of the position you are building your City Hall.

Tip: You will need 2 population for a new city District. Necrophages may build additional Districts.




Re-phrased some of yours. You also have good Tip ideas.



nightbasilisk wrote:
Joke Tips

Tip: Ever want to see the landscape without the city name label? F10 toggles the interface. To rotate the camera press Home and End




This isn't really a joke tip, its legit. I actually like the beauty of this terrain.



AmpliMath wrote:
Hi all, As stated in the dev blog, we want to implement a loading tips system to introduce information which is hard to give in the tutorial or manual. Each tip will be a phrase, with a possible image to illustrate the introduced notion. Please add to this thread the tips you think are important for understanding critical elements of the game.


I rewrote my tips to make them one phrase or two. Sometime you just need two.

I wouldn't call these "critical" elements, tho. These are more like "nuances" or "unintuitive".
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10 years ago
Nov 30, 2014, 8:17:43 AM
Adventurer_Blitz wrote:
Cultists can rebuild a destroyed village by converting it at twice the normal influence cost.




I second this!



  • Diplomacy is about more than ending wars. You can trade technologies and make strategic agreements with other players. [Diplomat'sManseillustration?]
  • Mix it up on the battlefield. Try building your armies with multiple unit types. [illustrationofmultipletypesofunits]
  • With the Freelance Guards technology, you can use mercenary and minor faction units to wage war without diplomatic consequences. [FreelanceGuardstechillustration]
  • The Roving Clans can't declare war, but they can ban other players from the Marketplace. Don't tempt them. [illustrationofRovingClans]
  • Influence is used to set Empire Plans, assimilate minor factions, and make diplomatic agreements. Don't underestimate its value. [GloryofEmpireillustration]
  • Knowledge is power. If you fall behind on research, you may find your armies rapidly becoming obsolete. [illustrationfromaweapons/armortechorBrigadeSystemtech]
  • Heroes can make armies more powerful and cities more productive. Assign them wisely.
  • Master the multiplier. You can equip your heroes with accessories that strengthen your whole army.

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10 years ago
Dec 7, 2014, 10:33:07 AM
* Don't neglect influence! Plan ahead and remember to stockpile it for empire plans, for they give you huge global boosts.

* The bigger your empire, the more influence you need for empire plans.

* Think carefully whether you should stockpile your luxuries or not. While the base cost for global luxury power-ups is 10 resources, it increases by 5 for every city you found or conquer.
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10 years ago
Dec 14, 2014, 12:15:33 PM
Cultists tip : you can convert a destroyed village! It just costs a lot of influence.

Cultists tip : you can never have too much influence.

Cultists tip : the more villages you convert, the more influence it costs. Choose carefully!



Vaulters tip : The holy resource is active booster strategic resource. Pick it carefully as it is used to build units and buildings.
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10 years ago
Dec 20, 2014, 7:06:59 PM
-The cost of mercenary (heroes and units) increase with time. If you get"mercenary market" technology during the first turns, you can get very fast secondary heroe or extra warriors, for a profitable price !



(ok that is a single tip, but omfg its so cost effective to rush mercenary market technolgy! )
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