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!
licker wrote: So stockpile is converting your production to food/research/production.
That last one is weird I guess, but if you want to save 250 prod for a quick pump on something it makes sense. Would make more sense if you could transfer it to a different city. Or can you?
Production is probably the best of the three even though at first glance it seems pointless. Yes you can spend it at a different city, so it greatly speeds up growth of new cities. Also if you are researching something that you know you will want to build in multiple cities, you can get some of that construction done while it is still being researched by saving up some industry stockpiles. Or you can have a city far from the war front contribute to building units at the front again via industry stockpiles.
I can see no reason to ever not spend the research stockpile as soon as it is produced. This one is more of a conversion than a stockpile.
For your garisoned units that cannot repel a siege because they can't move toward besiegers.
This happen when you use right click, because units seek to move to that location and sometimes cannot because of cliffs and such.
What you want to do is to click on the ''Attack'' order (should be right bottom corner of your screen).
After selecting attack (icone is two swords crossed), left click on the army you want to repel, and the fight will start - you need to be to a tile next to the target.
Stealth_Hawk wrote: 2 population required per borough, 4 boroughs to level up a city venter, and three adjacent Burroughs to level up a city district
Hi there. First post. Very much enjoying EL so far, minus the repeated crashes.
At any rate, related to Boroughs I'm wondering about the happiness effects. Each borough appears to give -10 happiness to your region, and if you build 4 of them around a city you get a level, which according to the description grants +10 happiness. So if I'm concerned about happiness, I'm wondering why this is a smart way to go, as I end up with -40 happiness total and +10 happiness total, for a total of -30 happiness. Whereas if I just build off in a particular direction to gain access to tiles that I want to exploit, it seems like I can minimize the impact to happiness.
Am I missing something here? I'm at a point in the game that I've researched all techs that improve happiness, and a few of my larger cities just aren't very happy at this point, so leveling up city centers and districts would seem foolhardy.
Edit: my forum title is Space Recruit? I'm so not that!
Deverash wrote: Ok. I've been trying to level up a city, but it seems I can't build anymore Burroughs. Is there a requirement I'm missing for how many burroughs you can build in a city? Maybe population?
2 population required per borough, 4 boroughs to level up a city venter, and three adjacent Burroughs to level up a city district
Ok. I've been trying to level up a city, but it seems I can't build anymore Burroughs. Is there a requirement I'm missing for how many burroughs you can build in a city? Maybe population?
bacon wrote: To level up a city/district, it has to be surrounded on all sides by a district, when this happens it changes into something more impressive. I don't think there's any way to tell what level they are outside of guessing.
Ah, okay. Both of my big cities long and skinny rather than growing symetrically. Unfortunately, one of them is near the border so may not be able to grow in the necessary directions.
To level up a city/district, it has to be surrounded on all sides by a district, when this happens it changes into something more impressive. I don't think there's any way to tell what level they are outside of guessing.
I've been playing for 2 days (first wildwalkers now vaulters) now and have figured out pretty much everything except this. I currently have 2 quests where I need to get a city or a city+district to level 2. I have a couple of big cities (4+ districts) but can't figure out how to get them to level 2. Didn't see the answer in the manual.
licker wrote: Recently I had a single indie unit sieging a city which had 2 guys in the garrison. I could form them into an army, but I could not attack the sieger. I had to send a 2nd force over, and still... they couldn't attack the sieger either until I moved them around 'behind' him (this all could have been due to a cliff, sometimes I have a hard time seeing them when they run east west, however, if due to a cliff, then there's an issue with seigers being unattackable by garrisons, which doesn't make any sense, so maybe you shouldn't be able to seige across a cliff?).
Also on sieges, is there any indication of how they are progressing? I had a large force sieging a city for turns before I got bored of not knowing what was going on and just had them attack it. I have a force of 6 BLs sieging one of my cities for several turns (no garrison) and no way to tell what's going on there either.
I also have encountered the issue with the Independents sieging a city across a cliff that prevented me from attacking, most frustrating part is it can make vaulters teleport ability useless on cliff cities. I do feel like something needs to be done about this. Either the sieged city needs to be allowed to attack the sieges from any location they can be sieged from , or the palisades need to be adjusted for more mobility.
I find it odd that something generally thought as a more defensible location (a cliff on the high ground) actually seems detrimental to defense.
Also untested question: Can you move across a cliff if you add a district at the bottom or top of a cliff? If so this might be a more viable option and should be noted to players who experience this issue. Edit: Just tested the theory, and yes you can, unfortunately this means that if you build a city on or next to a cliff you need to build districts on all sides of the cliff as soon as possible in order to make it easy to remove sieges.
While the game is visually stunning and has a lot of potential to offer, I do feel like it is hard to see cliffs and certain terrain features, especially after you have placed a city on or near them. Any way that they could work on this would be immensely appreciated. (the only suggestions i can think of at the moment might be to allow camera rotation, if the models aren't rendered as true 3-dimensional objects then perhaps a toggle button on the UI for city names/scenery)
Place for general questions which can't be found (or aren't looked for hard enough in some cases...)
How do I break a siege? Recently I had a single indie unit sieging a city which had 2 guys in the garrison. I could form them into an army, but I could not attack the sieger. I had to send a 2nd force over, and still... they couldn't attack the sieger either until I moved them around 'behind' him (this all could have been due to a cliff, sometimes I have a hard time seeing them when they run east west, however, if due to a cliff, then there's an issue with seigers being unattackable by garrisons, which doesn't make any sense, so maybe you shouldn't be able to seige across a cliff?).
Also on sieges, is there any indication of how they are progressing? I had a large force sieging a city for turns before I got bored of not knowing what was going on and just had them attack it. I have a force of 6 BLs sieging one of my cities for several turns (no garrison) and no way to tell what's going on there either.
Lexxx20 wrote: Yes, you can! Stockpiles can be accessed from 'Empire' tab and given to any city you own. I usually give Food Stockpiles (which I get for killed enemies as Necrophages) to new founded cities to boost populance from 1 to 3 in 1 turn.
So that's where it's hidden...
lol... I looked and looked and couldn't find anything anywhere, but I must have missed it on the empire page.
Good to know, now I can churn my new cities so much faster. I wonder though, is this a bit OP honestly?
As far as I can tell a high defensive value in a city directly relates to damage reduction by units within that city space. Not sure how useful it is, but this is my two cents.
Have had units taking 0 damage on city tiles with high defense.
Heya FirstPhoenix - the Bestiary has some of those traits in an appendix. I am not sure how up-to-date it is but I found it quite handy for those sort of questions!
I've been having problems with sieges, too. The fact that they prevent units inside cities from attacking is very frustrating. Also, they supposedly decrease the defensive value of cities. What is defensive value? What does it specifically do?
Yes, you can! Stockpiles can be accessed from 'Empire' tab and given to any city you own. I usually give Food Stockpiles (which I get for killed enemies as Necrophages) to new founded cities to boost populance from 1 to 3 in 1 turn.
So stockpile is converting your production to food/research/production.
That last one is weird I guess, but if you want to save 250 prod for a quick pump on something it makes sense. Would make more sense if you could transfer it to a different city. Or can you?
The way I understand it from playing as much of the Necrophages as is possible at the moment.
Stockpiles work as a stockpile of 250 of that resource that you can add to a city (or across empire for science) that will instantly add 250 of that resource. unfortunately at the time I am posting this it doesn't seem to stack, and there are certain points where i used up a stockpile but didn't get the bonuses at the selected city.
for the food it is a good way to bolster a new towns pop, production is good to get a few of the early city improvements put down in one turn at a new city. The science one atm is very weak for when you get it. At that point most of the research cost is in the 2000-4000 range so 250 added science isnt noticeable without being able to stack.
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