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!
NightReaper wrote: Maybe a dynamic where you can acquire tech on the battlefield as part of a plunder system (if you win the battle of course)?
Look at Assyria in Civ 5; "When a city is conquered, gain a free Technology already discovered by its owner. Gaining a city through a trade deal does not count, and it can only happen once per enemy city." There is also the spy steal mechanic in Civ, this ability feels a bit similar to it. There is no tech trading, which is something EL should also follow in.
Reverse engineering could also be interesting.
However, such a system can be a fickle mistress. Such a thing would have to be carefully balanced to prevent warmongers from gaining a tech upper-hand over someone pro science or absolutely everyone else anyway... the game becomes a hopeless steam roll once they conquer one person who went a different tech path and slurp up all those extra techs and benefits along with someones empire and resources. It would feel more balanced if everyone was following a fixed path and were at similar levels, so tons of techs would not be gained by the warmonger. However due to the nature of EL's tech tree it would be wise to be rather heavy handed on players trying to receive extra techs this way so they only gain a few rather than the other half they ignored on the tech tree.
Igncom1 wrote: While I am not a fan of the dynamic cost increase for technology's, I do have an idea that would promote specialisation:
Say for instance, researching a military tech increased the cost of all techs by 5%, but because you have now researched one tech in the military tree, all military techs are now also 1% cheaper, resulting in the other trees still being 5% more expensive, but the military tree is only 4$ more expensive.
Of course it could be a little less about having a tech in a field, but more about the quantity:
4 economic techs, 3 military, 5 magic (or something), you now only get a discount on the magic tech as you have more magic techs then other kinds, but hen you have 2 of the tech groups with more then the others like, 5 eco, 3 military, 5 magic. The bonus is is either removed or 2 smaller ones are applied.
Just a thought.
A nice thought that should be chewed over. Its like your Empire attracts certain kinds of researchers and inventors because of what your "leading in" appeals to me.
Hopefully the techs will not be stupid and will feel like you pursued a different design choice and ideology or what-not; so airforces to groundforces, or attack to defense, building up or building out or building under; rather than feeling like your civ or faction never researched how to cook but have flying cars.
Digitalhawk96 wrote: A nice thought that should be chewed over. Its like your Empire attracts certain kinds of researchers and inventors because of what your "leading in" appeals to me.
Hopefully the techs will not be stupid and will feel like you pursued a different design choice and ideology or what-not; so airforces to groundforces, or attack to defense, building up or building out or building under; rather than feeling like your civ or faction never researched how to cook but have flying cars.
different races should research different technologies to make up for their weaknesses i.e. how cravers use mechanical limbs because they are better than their normal limbs.
- Receive some reseach points in techs known by ennemies when we capture a town (for civil tech) / win (major) battle (for military tech)
With this system, it becomes interesting for smart races (like elves in med-fan univers) to be protectionist, secret and not open to other. In the same manner, mindless races are less valuable like allies but can evolued by war (who speak about Orc style ? lol).
orcs and elves in my opinion are quite unoriginal in fantasy games, they need unique races like the vaulters with their crossbow gun shield things. also different techs making different weapons based on how you want to play is a nice idea. maybe you want to go ranged and snipe instead of focusing on a shieldwall.
Adventurer_Blitz wrote: orcs and elves in my opinion are quite unoriginal in fantasy games, they need unique races like the vaulters with their crossbow gun shield things. also different techs making different weapons based on how you want to play is a nice idea. maybe you want to go ranged and snipe instead of focusing on a shieldwall.
I don't want some orcs or elves. One part of Endless originality is its races. I just make a symetry between a world known by all and how is your faction in a particular game.
Reactions aren't link to your race but to your situation in game.
If you are far away in research, to my mind, it's normal to want to keep this advance and for that you start to be isolate and secret. If you don't do that it's also normal that other factions living near you learn from you faster than by itself.
In the same way, if you are under-evolueted, noone want to approach you except for your gold, ressources or simply for exploit you and the only way for you to grow become war.
But what i also dont want are too many pseudo races which are infact just factions of the same species.
Imo Endless Space has too much of them.
we got 5! out of 12 "Races" of Homo Sapiens in Endless Space thats way to much. Almost 50% of the factions are humans.
I mean i like the Vaulters, i like their idea,their artwork, their ship design, their playstyle
but still as they were released i was thinking "what? another human faction"?
Edit: I think it was necessary to create a logical lore which allows us to play humans in Endless Legend but i realy hope that the Vaulters will be the only Homo Sapiens in EL.
I would like to see other creatures you could ride on other than Horses, elephants or Horses and Elephant or Elephant Horse. Researching into Animal behaviour and habitats could mean you get better creatures to ride on.
Sovereign wrote: I dont want any orcs or elves either.
But what i also dont want are too many pseudo races which are infact just factions of the same species.
Imo Endless Space has too much of them.
we got 5! out of 12 "Races" of Homo Sapiens in Endless Space thats way to much. Almost 50% of the factions are humans.
I mean i like the Vaulters, i like their idea,their artwork, their ship design, their playstyle
but still as they were released i was thinking "what? another human faction"?
Edit: I think it was necessary to create a logical lore which allows us to play humans in Endless Legend but i realy hope that the Vaulters will be the only Homo Sapiens in EL.
People just like being superior to others. We've enslaved animals for our own purposes. Riding them into combat. That's been done for who knows how long and it only really stopped in the 1940s (Polish cavalry is the last I can think of). For entertainment; I just watched a really depressing documentary about orca whales at sea world (Blackfish) and it made humans look completely barbaric. So who knows how successful people would be at colonizing other planets and how many splinter groups there would be (Pilgrims, UE, Sheredyn) or what we would do with other intelligent life.
Also I think the Devs just focused more on diversifying humans, just to cover all aspects of style.
Bear cavalry and laser beam narwhals sound awesome (though one does sound more silly than the other )
Igncom1 wrote: While I am not a fan of the dynamic cost increase for technology's, I do have an idea that would promote specialisation:
Say for instance, researching a military tech increased the cost of all techs by 5%, but because you have now researched one tech in the military tree, all military techs are now also 1% cheaper, resulting in the other trees still being 5% more expensive, but the military tree is only 4$ more expensive.
Of course it could be a little less about having a tech in a field, but more about the quantity:
4 economic techs, 3 military, 5 magic (or something), you now only get a discount on the magic tech as you have more magic techs then other kinds, but hen you have 2 of the tech groups with more then the others like, 5 eco, 3 military, 5 magic. The bonus is is either removed or 2 smaller ones are applied.
Just a thought.
I like this idea.
I hope it is possible to interact diplomatically at least in part from the beginning instead of having to search for the specific technology.
well the thing about endless space was that everyone was a different species (mostly) and they all came from different planets and had wildly different languages and customs. for another species to be able to communicate with them, researching a technology makes sense. however, in endless legend everyone is from the same planet and probably will have interacted with each other for a long time. so i doubt the language barrier will be too much of a problem. though having an alliance between the two most powerful races in the first 5 turns wouldn't be ideal either
Any chance to incorporate some randomness to the technology tree? I find myself always taking the exact same path (with minor variations) in Endless Space - same as Sovereign. Currently playing Pandora: First Contact, and I *LOVE* the random technology tree they've implemented - makes for much more interesting decisions (and as Sid Meier has said "tough/interesting decisions are the heart of any good strategy game")
Keep up the great work!
Randomized techs do add to making each game within the game more diverse whether it is the way they are connected, being given some techs and forbidden others and so on, an amount of this would be nice as it adds to this unique player state within the game, general player balance might be difficult to maintain however as someone could have a major advantage because of the way they are set-up from the get go in general. However if the techs on a similar level have similar significance to changing the game state, this will not be to much of a problem. In fact I think it becomes a factor similar to terrain set-up and resource locations around you, the idea of making the most that you can out of what you are given be it tech, resources or neighbors.
Nice. Cost increases of tech.. is there a way to adjust that so that, low level tech doesn't cost as much as high level tech even if it's researched later? Because otherwise, this makes very little sense.
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