r/EndlessLegend

EL2: I'm kind of sick the AI moving an army 6 tiles in real time and hitting me with a folding chair due to faster reflexes in my turn based game, can we get a mode where armies are given orders at the start of the turn, and execute them simultaneously at the end of a turn?

I know I can and do preplan my army marching orders and set the "act now" hotkey to Q and mash that MF every time I press end turn, but sometimes I forget or elsewise am somehow rudely reminded that this game isn't really turn based.

TBH it really kills the vibe, especially when something unexpected happens and suddenly it becomes a fast paced RTS to dodge a stack with my scout or race for a treasure or rush my army to secure a position etc.

Its like all the worst parts of RTS and turn based, being neither positively exciting nor truly comfy because at any moment the game force me into an RTS situation.

EG:

Army Control setting for people who like the current system:

1)) "Simultaneous" turns: (vanilla) the current method of he who clicks first, wins.

-TBH you should be able to just walk away with no penalty if someone tries to fight you but you have more movement left than them. Annoying that in a turn based game, my 4/4 movement Scout can be forced to retreat itself to death because a 0/3 movement unit ran out of the fog of war and attacked it.

What I want though is:

2)) Planned Simultaneous: All unit/Army movements are "Planned" by all players during the shared turn, and then when all players press "end Turn" all armies advance down the exact paths they were given, if they bump into other armies, they will ignore/block/attack based on diplomatic status.

You then have a "Conflict Phase" where you resolve all the Conflicts from armies bumping into each other (deciding whether to let people go, attack them, Hold them in place to force them to attack you, etc).

Units should also be able to intelligently "Chasedown" other armies, in that case they'll do it tile by tile during the Movement Phase, maybe getting a +1 move bonus if they are locked onto and chasing another army within their own borders.

reddit.com
u/Which-Worldliness556 — 18 hours ago

Population Management: I REALLY want Humankind’s Expert Policy custom filter + a checkbox for “prioritise pop specialty over policy.”

Also i want the game to actually obey my pop rules lol, it keeps auto assigning as Balanced even when I set the filter to food priority.

In Humankind you can directly Tier the pop job assignent rules, eg auto assigning pops to Farmers>Workers>scribes.

This would be a godsend as I really like to try to unlock the population bonuses.

reddit.com
u/Which-Worldliness556 — 8 days ago

Retro Review: Endless Legend

Here is a Retro Review I did recently for Endless Legend 1. I hope the community finds it enjoyable! I covered the game, DLC, mechanics and overall recommendation.

youtu.be
u/Krydia_Seriphzion — 12 days ago

Feedback: Sheredyn should have a building reduction cost for adjacent district

I've been thinking about the new construction cost update, and honestly, I like the new system: it encourages you to be more cautious and not overdo it. However, I feel like the Sheredyn are penalized more than any other faction. One of their core strategy involves building many adjacent districts and reach level 2 or 3 , but this makes it harder to build specialized districts over time, preventing you from building or annexing territories for fear of skyrocketing production costs. Furthermore, you're incentivized to annex territories rather than create new cities, making it even more difficult to consistently grow your cities without having to give up essential districts like the trading post.

Sheredyn doesn't have inherent industry bonus apart their population bonus, nor they have dust or food bonus. It is jarring to have a faction that should be the builder type having such a hard time.

My hot take is to give for Sheredyn a unique reduction cost for district built adjacent existing ones, that not only help them keeping up with other faction bonuses, but also make it more thematically: Sheredyn drive in unity and adjacency, not only in combat but also in their way of managing settlements, districts built afar from each other get logically punished for lack of supply chain.

My suggestion is this, what do you think?

reddit.com
u/Lasburra — 11 days ago
▲ 13 r/EndlessLegend+1 crossposts

Academy and Start of the Game Heroes Lore?

I am curious what is the lore of the game when you first start the game. For example. Playing United Empire as part of tutorial. I just start out with a planet and start spreading out. Did some quests until I get one that give me Starter Hero. His background says that he already out and around and became a legend who then left for Academy a mysticial school for Heroes. The quest to get him basically state that we know him and that he is in Academy and that we need to do something to make him want to join us again. Not to mention there is galaxy also quest to find Academy first. How did we know about Academy when it was unknown to us?

My question is how is he already out there beyond our system before the start of the game when we just start expanding. How did we already know of Academy? How did he even find Academy and us not know anything about it much less so know that he is at Academy rather than disappear and end up in MIA record when he disappear from the system?

I assume same is the case with other factions and their Starter Heroes. What is the lore here Am I missing something here? Maybe United Empire is already spareborne before start of the game? Maybe Academy or their heroes already visit United Empire homeworld before they went spaceborne and so they know of it long before they went space.

reddit.com
u/Necrorifter — 11 days ago

Question/Request for Devs

My bigest focus is on multiplayer. Because thats what makes the game alive longterm for me. Bugs, features, i believe that all of that will be perfect over time.
Right now, the game is played in multipalyer only by group of friends, and its imposible to have like open public lobby. Becuase noone simply join or host those. I hope that it will be better with release of the game.

So to my question about how to improve experience from multiplayer:

Will there be any ranked ladder? Meaning its at least partially regulated, so people have incentives to not leave the game, compete for second places etc?

Second problem with multiplayer is Time inconzistency of turns. One turn can take from 10sec to...in extreme 30mins(with big battle) even with all curent timers setted on their respective minimums. So its imposible to determine how long aproximately the game will last. Is there any option to force turn end while a battle is ongoing? (or at least set custom timer with like +2sec per unit in battle, instead of minimum of 5)

Third, to allow selfbalance of the custom trait, to be able to ban some of them >whitch can also lead to some data about whats offten banned and its neccesary to look at.
But i udnerstand that custom faction are more for fun than to be balanced around.

But point ONE is like my bigest issue/request.
Because i paly 4X strategies for a quite long time and i know it can be solved, yet almsot noone tryes to. For example Northgard solved it very nicely.

reddit.com
u/Tmazik — 11 days ago

Basically the title. I played the game 6 months ago and didn't have this problem.But now, in my campaign , everything besides workshops and farms take literally 300+ turns to finish. Workshops and farms take 2-3 turns, as normal. So what am I doing wrong? Thanks

reddit.com
u/ButtlordBonerjam — 13 days ago