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!
VieuxChat wrote: A "sea" is just an hex full of water.
The description says "seas and lakes" It's to avoid such confusion, but computer wise it's very simple : is the hex full of water ? The computer doesn't know the difference between sea and lake.
It doesn't, but it should.
It was quite ridiculous when I was able to build a trading "sea port" in a 1 tile wide lake in the center of the continent. Games like civ recognise the difference and I don't see why Endless legend can't do the same. (But I'll agree that there are other more urgent things to fix for now.)
^^^ That is good to know because the interface is very misleading for the reasons/evidence I previously stated.
Ie, no progress bar completed when new units are qued...science with overflow completed that's unqued and then requed showing more turns needed than before.
michalk wrote: I believe this is incorrect both for research and production. Even if you didn't choose something, the extra research/production from the previous turn does carry over, but doesn't show in the interface. It will be applied to the research/building of your choosing, but in the following turn.
I did some in game experiments at some point and they confirm that. This is especially important as you're about to move into new research era.
I just testet that as well and there's overflow from both building and science without queueing up the research building in advance. One area where I think queueing can create an advantage though is with settler building where I think you can use the overflow to create a settler without ot with less food loss if you want to micromanage it.
timally wrote: when choosing a new hero from the market, mouse over and see his skills, usually at the bottom of the list. Some will give governor traits like dust efficiency and some army traits like army health boost. It helps optimize. You don't really want someone with food boost and slavery leading an army if you can help it..or army attack and damage boost sitting in your caapital
33. Indeed also hero stats seem randomized, so if you're looking for a fighter hero you should be looking at damage and related stats.
44. Hero units are specially important at getting some special bonuses like infantry killer, when fighting opponents with a lot of infantry and you have no unit with bonus to infantry damage.
when choosing a new hero from the market, mouse over and see his skills, usually at the bottom of the list. Some will give governor traits like dust efficiency and some army traits like army health boost. It helps optimize. You don't really want someone with food boost and slavery leading an army if you can help it..or army attack and damage boost sitting in your caapital
That is interesting. I assumed since it wasn't showing up via the in game interface (ie the little yellow progreys bars above structures in que) that it wasn't working.
DrakenKin wrote: Possible tip but I am not sure of its truth :
31. Always queu up researchs, so the overlow from the first one goes to the other. If you don't, the overflow is lost, as if you look at the progress of the research you selected after the first one is done, it always starts at 0% with nothing carried out from the previous one.
I believe this is incorrect both for research and production. Even if you didn't choose something, the extra research/production from the previous turn does carry over, but doesn't show in the interface. It will be applied to the research/building of your choosing, but in the following turn.
I did some in game experiments at some point and they confirm that. This is especially important as you're about to move into new research era.
32. You cannot move units on top of ruins. You can move through them but only if the arriving tile is empty (so you cannot join/attack an army which is just on the other side of the ruins). Also ruins tiles only cost 1 move, even if there is also forest on the tile.
Lost production is also fact. If you complete something most times during the next turn you will see a small portion of the next item in your que completed...that was your overflow from the last turn. If you try to unassigned it from the que it will warn you that current progress will be lost...but you haven't even had it qued up a single turn yet! The progress it speaks of is the over flow.
If your que was empty when you completed you last item and you then que something on the next turn, you will not see that same partial completion of the new item like you would have had it been qued up the turn before.
DrakenKin wrote: Possible tip but I am not sure of its truth :
31. Always queu up researchs, so the overlow from the first one goes to the other. If you don't, the overflow is lost, as if you look at the progress of the research you selected after the first one is done, it always starts at 0% with nothing carried out from the previous one.
I get the sense this is true for city building/unit construction as well (always have something queued up, so that left-over production isn't wasted). Can anyone confirm?
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This is fact. I have finished a que, and started my next researched tech, having X turns left towards it's completion. Accidently undeclared it as a research clearing the que...then requed it only to have it set for X + 1 turns until completion.
My overflow towards it's completion was lost.
This would suggest that it's a hair more science effecient to slways que a tenth research from a previous age and finish it once a new age unlocks, in a effort to not waste leftover science points. Worth the effort? I don't know, but you basicly get a tech or two for free in the long term.
31. Always queu up researchs, so the overlow from the first one goes to the other. If you don't, the overflow is lost, as if you look at the progress of the research you selected after the first one is done, it always starts at 0% with nothing carried out from the previous one.
It was quite ridiculous when I was able to build a trading "sea port" in a 1 tile wide lake in the center of the continent. Games like civ recognise the difference and I don't see why Endless legend can't do the same. (But I'll agree that there are other more urgent things to fix for now.)
The amount of water tiles in Endless Legend is low compared to Civ. Having two cities on the same lake is nearly impossible.
Thought it would be a good idea for people to post all the little things that may help others play this complex game.
1. A cities fortification score effectively gives the units there that number of extra Hit Points if attacked.
2. The arrow on the left hand bottom circle moves all units immediately rather than waiting for the end of the turn.
3. ALL the ruins on the entire map can be explored by you. Its not a race with the AI.
4. It requires 4 Borough Streets immediately around your City Centre to level it up.
5. Don't neglect luxury boosters. You can have as many different types as you have running at the same time. Five short then buy them in the Marketplace. NOTE: The more cities you have, the more it costs.
The description says "seas and lakes" It's to avoid such confusion, but computer wise it's very simple : is the hex full of water ? The computer doesn't know the difference between sea and lake.
21. Attacking armies in a region which is not controlled by the owner of the army does not require a declaration of war.
22. Quests you get through parley, exploring ruins, or your main quest can give you technologies as rewards. This way you can unlock Tier 3 glassteel/titanium weapons and armors.
23. Heroes get a fixed amount of XP per round, but they also win XP by participating to battles, exploring ruins, or for governors when you achieve the construction of a building.
24. Cities can only access tiles of their own region. Thus building district next to the border may prove less valuable.
25. Tiles where a river meet the sea are considered both river and sea and get bonuses as such.
26. Strategic and luxury resources are shown on the map when you enter the appropriate era. However, they can only be gathered when you discover the adequate technology.
27. The more technologies you get, the more expansive they become. You cannot get them all !
28. Moving to a forest tile costs 2 moves. However you can still do it if you only have 1 move left.
29. Selecting a global strategy for battles (attack, defend, hold position) defines the actions your units will perform if they are not able to complete their assignement. If you ignore this your units will seem to move randomly.
30. Do not settle near 3 tiles of sea if you want to be able to upgrade your city center to level 2 (required for cultist main quest ).
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