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'm curious to know how "technology" works in the game in general. The design doc makes it sound like the player uses dust to achieve magical effects. At the same time, its description of technology sounds like the same description of technological advancement in a non-fantasy game.
In about every TBS fantasy game I can think of, the research of spells takes the place of the research of technology. Access to more complex armaments/units in such games (Master of Magic comes instantly to mind) is dictated by the improvements built in each city and the characteristics of such cities, such as the surrounding terrain and the city's race.
Are spells, in the classic sense, distinct from technologies, or are they one and the same? Id est, does one research technologies separately from "spells," if one can call them that? If they are separate, that would be marvelous. I've been longing for a game that has a spell research tree independent of its technology research tree.
Varadhon wrote: (1) I notice that each of these resources uses the same FIDS symbols in ES. However, there appears to be a fifth present here. It is located at the end of the row of resources and is denoted by a pink star. The only "resource" I recall being associated with as star in ES was command points. I'm curious to know what this star means in the EL context. See the city-management screenshot above for context.
The strength of any faction on Auriga lies in its ability to develop, and to do this it must know how to exploit its environment.
When the player takes possession of a region, they choose a location to build a city.
This city has the ability to exploit its immediate environment. Each 'tile' around the city brings a combination of Dust (money), food, production and science as well as numerous resources of varying commercial value.
But rather than choose which tile to exploit, the player chooses which resource each unit of population generates: food, industry, money or science(1).
To improve the capabilities of its city, the player builds buildings. Buildings affect revenue production, but can also improve the overall capacity of the city or its surrounding tiles.
The player will soon realize that the city lacks space to grow, and will have to extend its influence by building new boroughs. Each barony may extend the influence of the city to at least 3 adjacent tiles.
But each region has its share of scarce resources to exploit, and the discovery of new technologies will allow the player to link these resources to the main city.
(1) I notice that each of these resources uses the same FIDS symbols in ES. However, there appears to be a fifth present here. It is located at the end of the row of resources and is denoted by a pink star. The only "resource" I recall being associated with as star in ES was command points. I'm curious to know what this star means in the EL context. See the city-management screenshot above for context.
@ Varadhon: I was wondering the same thing on how magic would be applied in relation to technology. Even before EL was announced, after reading all the amazing things Dust can do, thought it might as well be magic, so I picture the Dust along the lines of being the spells themselves and as you learn more about the Dust's abilities, you could learn new spells.
@ Stealth_Hawk: I would just want more to increase the variability of buildings or units. As mentioned by the Devs you can make silver spears for example, I would want the option of iron, bronze, gold, etc. which each could give added bonuses.
Also, it would increase your reliability on trading or conquering the strategic resources you need, and hopefully the diplomacy will be better to make this aspect more fun .
Varadhon wrote: I'm curious to know how "technology" works in the game in general. The design doc makes it sound like the player uses dust to achieve magical effects. At the same time, its description of technology sounds like the same description of technological advancement in a non-fantasy game.
In about every TBS fantasy game I can think of, the research of spells takes the place of the research of technology. Access to more complex armaments/units in such games (Master of Magic comes instantly to mind) is dictated by the improvements built in each city and the characteristics of such cities, such as the surrounding terrain and the city's race.
Are spells, in the classic sense, distinct from technologies, or are they one and the same? Id est, does one research technologies separately from "spells," if one can call them that? If they are separate, that would be marvelous. I've been longing for a game that has a spell research tree independent of its technology research tree.
Maybe Dust is the "Mana" in Endless Legends.
Stealth_Hawk wrote: Hmmmmm, probably the one point I disagree on with you guys... Maybe I am missing something obvious? But here's why I like few strategic resources:
Lets say you have 48 techs/buildings/units/whatever that require any one of the different strategic resources. So lets say you divide that by 6 resources, which comes out to 8 things per strategic resource type. Now, if you have 12, that narrows down to 4 per resources.
So let's say you start out missing one resource type that you want. In case A, that means you lose 8 abilities, but in case B, you only lose 4. Effectively, This means that the loss of a resource you like/your faction likes, forces you to adapt and be resourceful on a planet that is pretty much depleted anyways.
So all in all, I think it gives them far more strategic weight and importance. Only as long as the strategic resources are equally powerful
Well yeah i agree IF ressources are that more important in Endless Legend as they are in Endless Space
Hmmmmm, probably the one point I disagree on with you guys... Maybe I am missing something obvious? But here's why I like few strategic resources:
Lets say you have 48 techs/buildings/units/whatever that require any one of the different strategic resources. So lets say you divide that by 6 resources, which comes out to 8 things per strategic resource type. Now, if you have 12, that narrows down to 4 per resources.
So let's say you start out missing one resource type that you want. In case A, that means you lose 8 abilities, but in case B, you only lose 4. Effectively, This means that the loss of a resource you like/your faction likes, forces you to adapt and be resourceful on a planet that is pretty much depleted anyways.
So all in all, I think it gives them far more strategic weight and importance. Only as long as the strategic resources are equally powerful
Sovereign wrote: Its to find out the combinations which are game changers ; )
If you mean something like Sloppy Sawbones or careful analysis then i agree.
Definitely. Those types should be the first to go.
But I would also like to see the 'flat' kinds of traits modified. IE, scientists, which gives +10% science. Great and all, but a little bit boring.
Now things like Tolerant and Solid Citizens aren't that boring. In fact, they really back up the lore a great deal.
So It would be cool if all the traits took on multiple roles (ofc they would be very closely related roles) and each role would back up and enhance the lore a great deal. /2cents
SpaceTroll wrote: I hear you guys. I definitely don't want to loose that customization richness either. Just what I want to avoid as much as possible, is to have traits that are not game changers.
Its to find out the combinations which are game changers ; )
If you mean something like Sloppy Sawbones or careful analysis then i agree.
SpaceTroll wrote: in each region we have minor factions, that can be pacified, through pacific or military means. in return they will contribute to your empire by giving your their traits or military units.
mhhh thats sounds indeed quite intressting...i could imagine a race/Nation that is specalized and relays much on enslaving like the TES Darkelves or emhhh well Dixieland.
SpaceTroll wrote: in each region we have minor factions, that can be pacified, through pacific or military means. in return they will contribute to your empire by giving your their traits or military units.
And can we please, please, have more than just empires in this game? empires are nice and all, but they get kind of boring since bigger=better
in each region we have minor factions, that can be pacified, through pacific or military means. in return they will contribute to your empire by giving your their traits or military units.
I like the idea of other than military pressures and something that has been lacking for long in tbs games. Perhaps it could be as simple as you gaining more efficiency in producing if you focused on something and then becoming more dependent on others for your other resources. Say one starts in a very fertile land that gives a lot of food growth, while other starts in great mountain lands with lots of irons for an industrial boost. Both could build ineffective food and industry, or effective only one and trade with each other. I see only one problem with this as with trade in general, if the system is only depending on trust and the game is won by a single person then everyone will boycot or hinder the leader, this is very different from the real world where in fact it pays to trade with the superpowers and there is no "end" game.
Some way to solve this is that trade happens no matter what, but the degree of trade and how easy it is for the people depends on the ruler. So you can put blockades up but if someone has a lot of food surpluss and your people is starving they will smuggle food if they have too etc.
my question is how will the seasons effect armies? you can't just have your army stuck in the middle of nowhere during the dark season. will they take damage if that happens? it would make sense if your armies had to settle down in a city or a fort to avoid the cold.
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