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!
So long as units are invisible, they can ignore closed borders-- but if you're detected, you'll be kicked out
You can pillage a resource and siege a city at the same time with a single army
Pillaging an extractor in a region under siege won't give any strategic resources
Roving Clans players can use Setseke Ho to kick any spies out of their city
Stealth grants camouflage, so you don't need both on one unit
Stealthed armies can enter battle as reserves without warning, so beware of ambush!
You can see if an infiltrated city is undergoing a roundup from its Security tooltip; this is a good time for any last-minute actions or exfiltration
Infiltration actions are guaranteed, even if they lead to your spy's capture
Even if your spy is disabled, you keep active vision on the city he or she had infiltrated, so you can re-infiltrate immediately
Your best defense against infiltration is to prevent others from ever acquiring vision on your city center via closed borders, but beware those pesky stealthed units
There's a new "graphs" option in game options that you can set to obscure information available from the Scores graph in the absence of infiltration
Two empires will only ever be formally "introduced" for purposes of diplomacy with detection of each others' units/cities, so that introductions won't tip your opponent off to the presence of any stealthy units
Via vision actions, you can hopscotch infiltrators across an empire to, say, a capital upon which you have never previously laid eyes
Infiltrating a city enables you to see the inside of the city in real time as though it were yours (what is being constructed, what the garrison is, etc.), though you cannot control the city in any way.
Infiltrating a city allows you to perform actions against the infiltrated city: Target Governor / Decrease Fortifications / Decrease Production / Decrease Population.
On the infiltrated Empire
Infiltrating a city also means infiltrating an empire. It therefore gives you access to some very important strategical information such as:
The scores and victory-progressions of the infiltrated empire (assuming the option has been set in the game menu through the game settings menu)
The diplomatic relations, treaties and mood of the other empires towards the empire you have infiltrated. This is accessible through the Leader Screen.
Infiltrating an empire allows you to perform actions against the infiltrated city: Steal Technology (if Forgotten) / Decrease Science Production (if not Forgotten) / Steal Vision / Decrease Diplomatic Cost / Reveal Spy / Decrease Morale.
Infiltration
Infiltrating Cities
Heroes can now also be assigned to Spy on a foreign city, provided the city is visible. Your empire can only place one Spy in each opposing city.
Infiltrating has a cost in influence bound to your current Era and the scale of your empire, and also the target city population
Spies always start at level 1 of infiltration once infiltrated.
Unlocking Infiltration Actions
Once infiltrated, your Spy gains Infiltration Points every turn. Spies proceed to the next Infiltration Level when they have accumulated enough Infiltration Points.
Spies gain access to different Infiltration actions based on their current Infiltration Level.
Each category of action has a cost in influence that is bound to the current Era and the scale of your empire.
Each time a Spy performs an Infiltration Action it loses all its Infiltration Points and so returns to Infiltration Level 1.
Seniority
Each action triggered grants a bonus of “Infiltration Points per turn” to your Spy. This bonus is equal to the level of the action triggered. These bonuses stack: they represent the Seniority of your Spy for this specific infiltration of this specific city.
Seniority, Hero Skills and Hero Abilities are the only way that a Hero’s Infiltration Point gain can be accelerated.
The Seniority bonus is reset if your Spy leaves the city for any reason.
City Security
Spies always succeed in performing their Infiltration Actions. Their action may have consequences though, depending on the Security level of the City they have infiltrated.
The higher the Security is, the higher the odds that the Spy will be Wounded (-50% of Max Life), Disabled or even Captured.
Only if your Spy is captured, disabled or wounded is the targeted empire notified or their presence in a cities and so may well launch a roundup (see more below).
In general, if your spy remains unnoticed, the targeted empire is also notified but are not told where the Spy is or who sent it.
In most cases a low security means a higher chance that your Spy will remain unscathed and, ideally, unnoticed.
City Roundup
Any city can start a roundup at any time.
Once activated, the Roundup starts accumulating Security bonuses at the cost of 50% of the per pop city production.
After a few turns of activation, it will try to flush spies in the city, based on the current city security value (like if a spy was performing an action).
Special Cases
Spies in Cities Destroyed
Spies infiltrated in cities when they are destroyed are Disabled and sent back to the Academy.
Captured Spies in Empire Destroyed
Spies captured in empires that are destroyed are sent back to the Academy with no penalties.
The Pillage army action can be unlocked through a new Technology in Era I.
Pillage is only possible in Cold War or War and not possible from the sea.
To pillage, an army must be located next to a pacified and rebuilt village, a watchtower or an extractor belonging to another empire. Converted villages cannot be pillaged.
As with Siege power, the Pillage Power of an army is directly bound to the level of its units and can be modified by Hero abilities granted by some items.
Pillage Power & Building Defence
Items and Hero skills increasing Siege Power also increase the Pillage Power, and vice-versa.
Each regional building has its own Pillage Defence value which depends on its type, level (for watch towers) and, where applicable, City improvements and Hero Governor items.
When a pillage is interrupted regional building regenerate Pillage Defence each turn at a rate determined by similar factors.
Pillage Effects
Once all the building’s Pillage Defence points have been depleted, the following effects are applied:
Watch Towers
Disables vision and regeneration for X turns (depending on game speed)
Instantly grants Dust and Life Points to each unit in the pillaging army (bound to the time of deactivation)
Extractors
Disables resource production for X turns (depending on game speed)
Instantly grants Dust and resources (bound to the time of deactivation). The resource type depends on the type of extractor.
Pacified-&-Built Villages
Disables any pacification bonuses granted by the village. If this village is the only non-pillaged village of an assimilated minor-faction then this factions assimilation bonuses are likewise removed.
Instantly grants Dust (bound to the time of deactivation) plus a random “loot” reward generated from the same set as ruins.
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