Broken Lords | Endless Legend Wiki | FANDOM powered by Wikia
monuments. Their relationship with Dust is intense and dangerous; under its influence they can . between the empire of the Broken Lords and the land bridge of the. Burning .. In fact, Andom sees not merely the end of the Endless and of the. Endless Legend is a rich game with a lot of game concepts that you get to know little by little. Some factions, such as the Broken Lords, make extensive use of Dust and When the End Turn icon in the lower right is clicked a turn passes: Cities .. disabled or cannot be built due to the loss of their connection with the city. Endless Legend is a fantasy 4X game, floating in the ocean of grand strategy games While other factions rely on food for growth, the Broken Lords feed on dust, The end result is always the same, though: they join the empire. already met and developed relationships, making it easier to start trading.
This isn't a faction thing but a terrain spawn thing. For the faction trait effect, Wild Walkers get a forest tile production bonus but that only applies during summer. Their FIDSI distribution tends to be dust poor tiles that lack dustperhaps to balance out their production bonus and even if they can find dust tiles, these usually appear outside forests, which means there's a possibility they would have to sacrifice some forest bonus tiles for dust rich tiles. If you play as Vaulters, you don't get a forest tile bonus, but a science one in all seasons and strategic resource bonuses.
If you read their faction traits, they get insane science bonuses. I did mention that barren lands give a hard time for all factions, but the difference is that Vaulters tend to get all rounded FIDSI tiles even if the overall FIDSI output is lower when settling in barren areas. If you play some other factions, their tiles will lack one of the FIDSI types due to their faction trait. The Broken Lords have no use for food tiles because they use dust to grow their population.
These require decent knowledge of the game's mechanics and the reason why those factions are not recommended for beginners.
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Originally posted by Val: Another thing I learned the hard way is that if you aren't lucky with Forest start you don't need Public Library, and you don't need Geodic Lab early in either case. There's just no point in all of this early science if you can't build a thing. Mill foundry is pretty much usually the first you go for no matter what faction you play.
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It really depends on the situation and faction trait. You'll get better at prioritizing research depending on the situation as you gain more experience.
And the third thing is that unhappiness penalty can grow pretty severe which is, again, you don't really notice as WW, cuz they are swimming in productiontherefore it seems that limiting yourself to 3 or maybe 4 early cities would be the best. Overall it feels that playing WW vs playing Vaulters is like growing a plant in a greenhouse vs growing it in mud by the highway. It is fat with novel ideas, from its peculiar tactical combat, to its fascinating factions.
I have been a warmonger, a being of pure energy trapped inside a suit of armour, watching my armies sweep across the face of the world like a merciless machine. I have been a peacemaker, a measured dragon, bringing the races together to create something better. And I have been an insectoid monster, feasting on the corpses of my foes and inspiring fear and hatred.
Two years ago, Amplitude launched its space 4X game, Endless Space. It was laden with potential, but it was held back by a messy research system, a sterile universe and its slow pace.
It takes the potential of the previous game, placing it in a strange sci-fi fantasy world — one that exists within the Endless Space universe — and improves on almost every aspect. This is immediately apparent when starting up a game for the first time.
Endless Legend is stunning — a beautiful, hex-based game with a distinct art style that merges sci-fi and fantasy comfortably. Factions are a high point overall. Each of the nine factions has a hook that drives games forward. The aforementioned Broken Lords are a personal favourite. They are a race of honourable warriors and nobles that are starting to fall to darkness. Their physical forms have been left behind, and they exist as pure energy, locked inside gorgeous suits of armour.
What sets them apart is their hunger for dust, the currency of Endless Legend. While other factions rely on food for growth, the Broken Lords feed on dust, which completely changes their priorities when it comes to building new cities, researching tech and even healing units. Each race makes a strong impression, though, thanks to their lore and themes being tied to actual mechanics. On the other end of the spectrum are the hideous Necrophages. Rounding out the denizens of Auriga, the world of Endless Legend, are the minor factions.
They have villages, too, which become the focus of most interactions with these little groups. These villages can be bribed, conquered or placated through quests. The end result is always the same, though: An assimilated minor faction provides bonuses to its new masters, including additional units.
Quests make up a big part of the game. These ones do tend to be on the bland side, but offer diversions and direction.
Larger quests tie into the story of each faction. The premise of the Broken Lords questline, for instance, deals with the division within the empire. There are those who wish to keep their humanity and not feed on others like vampires, while the other group is more aggressive and power hungry.
Each objective is accompanied by a story arc, fleshing out the already intriguing empires even more. A sense of constant progress runs throughout the game, and Amplitude has employed several systems to make empires feel like they are consistently growing in logical ways. Research goals are split into eras.