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 like the new cycle of hero availability - it would be neat if there were more heroes of races in the current game available though. Perhaps the heroes offered exclusively to a given major faction could originate from that major factio - with the pool of more varied heroes opening up as heroes become non-exclusive? A smaller random sampling could also introduce heroes of factions not in use in the current game for variety and options.
Even though I was hoping for something else for the GDD (faction and unit info plix?) all this sounds really cool. Looking forward to seeing how much the factions will differentiate and how varied the unit rooster will be!
The Roving Clans sound like an incredibly fun reply to Civ V's Venice. Ruling the world through money, oh boy! Assuming everything interface wise is as intuitive as it was in ES, things should be interesting for the player. I just hope the AI is properly able to process the risks in such a variable rich environment.
One comment though, and I do hate to bring up a concept from Civ V again, but...
Rather than have the levels of minor faction units bound to the current turn, why not have their technology always on par with the highest tech player? This balances out a research rush in that there's always some entity with weapons as shiny as your own, and minor factions can potentially provide the support you need vs. a race which is technologically superior. Don't know if that makes sense. Keep up the amazing work!
DarkMeph wrote: That sounds like you are forcing us in to choosing to have Roving clans in the game?
DarkMeph
Or it might be a clever way to let the player disallow/handicap the marketplace? But more likely another reason for the player to explore the world. either way it all sounds like fun to me
The Marketplace enables players to buy and sell goods to a neutral entity, and not directly to other players
The origin of goods is not indicated: you won’t know who sold them
Buying and selling are instant and always in Dust
Though players can always sell to the Marketplace and buy exclusive Heroes, meeting at least once the Roving Clans faction is the condition to buy “public” goods through the Marketplace screen
The Roving Clans faction has access to more exchange information, special Marketplace actions and takes fees for each transaction made
GOODS FAMILIES
Strategic Resources
Luxuries
Units
Heroes
Boosters*
Boosters*: generated through cities, boosters enable the player to store Food , Industry or Science to be used on other cities or sold through the Marketplace
SIMULATED CONTENT AND PRICES
Several effects are applied to goods available in the Marketplace:
Starting Price / Minimum Price / Maximum Price
The starting price is the price of one item that has never been on sale before
It’s n times the Minimum Price and 1/n times the Maximum Price
Nothing can never yield less than the minimum price
Inflation
Inflation is always added to the price of goods. It’s a percentage that increases every turn from turn 0, by a set value (+1%). Ex: at turn 30, every item has its price increased by 30%
Transaction Fees
There is a fee taken for every transaction made in the Marketplace: a buying fee of +x% when buying, and a selling fee of -x% when selling (part of these fees are returned to the Roving Clans)
Tendency
Each time an item is bought, the price of the Goods Family is increased by x%. Each time an item is sold its price is reduced by x%
Depreciation
Each time an item ends its turn not being sold, price goes down by x%
Referring Price
The referring price is the price that is displayed to the player, the amount of Dust she must pay to buy or to sell the item through the Marketplace
Units' and Heroes' starting prices are based on their unit type, equipment and level, a correspondence in Dust being made whatever the cost in Industry or in Strategic Resource.
STOCK MANAGEMENT
Surplus Items
Each Goods Family has a maximum quantity that can be stored. For Units and Heroes, oldest goods on the market are removed when new goods are added within the max quantity limit (per Goods Family)
Neutral Region Supplies
From the first turn of the game, depending on the number of Luxury and Strategic Resource deposits as well as the number of Minor Faction villages in each neutral region (no City built), a defined amount of Luxuries , Strategic Resources and Minor Faction units are added up
Then, by Goods Family, x% of each total is injected into the Marketplace
Level of these Minor Faction units are bound to the current turn
Neutral Region supply stops for every Goods Family each time a defined amount is reached
EXCLUSIVE HEROES
General
Each player has a set of exclusive heroes during a limited amount of time, that can only be seen and bought by him during that period.
The quantity of Exclusive Heroes can change with Techs, Traits or Faction Affinity
Transaction Fees are not applied on an Exclusive Hero's price
A multiplier is applied to their price for each new exclusive hero bought by the player
Replacement
Once bought, the Exclusive Hero is automatically replaced by a new one at the beginning of the next turn
If not bought, after a cooldown of n turns, the Hero becomes public and a new Exclusive Hero is added
New Exclusive Heroes get a level fitting with the current Turn and get pre-unlocked skills fitting with their profile and their current level (1 skill per level)
VIP FEEDBACK
One question from Eysteinh: "I think markets will not be as efficient so there will be much more market manipulation and strategy than say if you had 1000+ buyers and sellers", to which we replied:
Goods point. That’s partly why we also need these rules and cursors to play with in order to keep the Marketplace as much playable and fun as we can. Beyond that, we also love the idea that there are no direct transactions between Players through the Marketplace, so that scrapping or selling units can have unpredictable consequences if you don’t pay enough attention. Besides, no one can tell neither if it's you who flood the market with units or resources… Also, like for neutral regions injecting goods at each turn, probably more can be done to influence the market all along the game.
And the Roving Clans... Their abilities will mainly be there to break the rules and to have an impact on the transaction flows.
I really like that the marketplace is "blind", in that you can't tell who is doing the selling. I like the idea that I could be buying from ally or my arch enemy, and that there is a little risk in the transaction. It also makes it harder to get shut out from the economy just because the other factions don't like you.
It also gives an incentive to kill the Roving Clans as a market-independent warmonger, while hedonistic "throw the dust out of the window"-players might even jump to the Clans' defense, just to have a place to buy stuff. ^^
i hope the roving clans is strong enough that they don't die to an early game rush. but i would love if there was a more militant money faction like the sheredyn though.
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