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!
This project seems well on its design way, just a lore question : you say people of the winter / summer but they are different than people of the night/day? (Lycanthrope if they need the moon would be more a summer people because the winter is not the night but the fog/hidden sky).
Will it be turn/based / real time / mixed? (simultaneous turns?)
I am quite sure that you guys are going to excel in the economic/expansion side, as endless space does that very well . The only thing I would recommend you is to really put a lot of extra effort in making a good/complex combat system, where you can feel really in control of your army.
ps: I have been testing Endless Dungeon lately and although I liked it a lot, I really missed to have more control over the combat, specifically regarding positioning and selection of targets
I have an idea on how the culture influence of an empire could help him. If more an empire export his culture to an another empire more the bonus of the luxe ressources he exports are strong for this empire (more you export your culture more you export the trend of consumming the ressources you produce). This could be a 'weapon' for the non military player to force peace (and so trade).
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Steph'nie wrote: Each season can last decades and at the beginning of the game it will be difficult to predict a season's beginning and duration.
I sort of jumped the gun and asked this in the GDD 1 thread. Does this mean that season length is variable and some predictive research will be possible? Will season severity be variable beyond season related events (e.g., mild winter, average winter, harsh winter, very harsh winter)?
Steph'nie wrote: As for pathfinding: it will not be affected by seasons.
Hmm. I this set in stone? Glaciation and flooding would be fantastic mechanics.
Edit: Come to think of it, even if this doesn't affect pathfinding, it could affect available resources. A glacier could be a source of science (one would think the dark season would be the primary research topic on Auriga). When they retreat, they could leave minerals behind and the rocky hills there could be a source of industry.
I'm very interested in this game and I have a question. I played Civilization 5 and Endless space and in this two game I found that military was obligatory even for faction 'non-military' (as the Sophon). When an enemy is near victory, the only 'pressure' you can apply is military and I would like more diverse ways.
In this world, say you export food to a country and all country's food only come from your country. If you cut the export, the importing country will be without food and food production infrastructure. It's a way of putting pressure.
An another thinq is culture export. Two country with the same culture have more diplomatic bond. And exporting your culture help exporting your product and boost your economy (see USA with coca cola and fast food).
In my player experience (and perhaps I'm alone) I don't like spending more than half of my ressource on military when I want to play isolationist or science. I don't know if units very efficient in defense and suboptimal in offense for a low cost would be balanced ? I think 4x games needs few units specifically designed for defense.
But I don't denied that perhaps I miss these aspect in previous games
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I have to say that I love the idea of Quests unlocking unique tech for that game. It's going to add so much replayability and really make each game memorable.
Wow. This game is stunningly beautiful already. Just 2 questions though:
1) I notice only three types of terrain: Flatlands, hills, and forests. Is it planned to have more? I know the document talks about things like waterfalls, so thats good. But is there a plan to add more "biomes" if you will? ie mountains, jungles, frozen prairies near the poles, etc. I think that would breath even more life into the game
2) Just echoing everyone else's question: Will there be custom factions, and will that be done differently than ES? If so, I hope its more customizable than the one in ES.
Stealth_Hawk wrote: ^^ Well if you just were gonna conquer them, there couldn't really be a limit, and you couldn't replace a minor faction with another, thus starting a revolt lol
But the more function they get, the better the flavor of the game gets. So I am in full agreement
Imagine is minor faction adds functionality that only they can offer. Each major faction has it's own unique units, architecture, tech tree, and the minor factions add their own flavor.
^^ Well, if they couldn't have function on their own, there really wouldn't be much of a point to conquering them. I mean, a powerful minor faction that is disrupting trade routes can be used, and it would also be beneficial to win them over and unblock the trade routes. But a minor race that can't do anything on its own probably wouldn't catch the players eye.
But the more function they get, the better the flavor of the game gets. So I am in full agreement
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