Endless Legend | |
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Developer(s) | Amplitude Studios |
Publisher(s) | Iceberg Interactive (formerly) Sega (current) |
Engine | Unity |
Platform(s) | Microsoft Windows, Mac OS X |
Release | 18 September 2014 |
Genre(s) | 4x, turn-based strategy |
Mode(s) | Single player and multiplayer |
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Endless Legend Digital Game. Play Endless Legend on PC and Mac. Endless Legend 'Frozen Fangs' Add-on. Adds “Ice Wargs” to the minor faction cast of the game. Adds Namkang to the hero cast of the game. Adds a unique “A song of only ice” trait for your custom factions. Official Digital Soundtrack. All Endless Legend tracks created. Endless Legend – Symbiosis brings forth new colossal beasts called Urkans as well as a brand-new faction: The Mykara. The Mykara Through evolution and assimilation, this ancient civilization rose from unicellular beings to full grown warriors. They serve only one purpose, bringing balance back to Auriga.
Endless Legend is a turn based4X fantasy-strategy game developed by Amplitude Studios and published by Iceberg Interactive for Microsoft Windows and Mac OS X in September 2014. The purpose of the game is to dominate the world of Auriga with one of the fourteen races/factions through either diplomacy or war while developing new technologies, exploring new lands and founding new cities.[1][2]
- Symbiosis is the final expansion for Endless Legend, introducing the fungal Mykara faction and the massive and terrifying Urkan beasts. Somehow the best 4X game just keeps getting bigger and more.
- Endless Legend (v1.6.2 S3 + All DLCs, MULTi7) FitGirl Repack, Selective Download from 1.9 GB.
- The Endless Legend Review covers the gorgeous turn based fantasy 4x strategy game and all of its expansions except Inferno and Symbiosis. It's more than a ma.
Endless Legend is the second game made by Amplitude Studios in their Endless series of titles, following Endless Space.
The game was later published by Sega after they acquired Amplitude Studios.
Gameplay[edit]
Endless Legend is a turn-based 4X strategy game, in which players take control of a fantasy faction to establish an empire through exploration, conquest, diplomacy and research.[3] The game is set in the land of Auriga, with the layout of its landmass and ecosystems being randomized per game, represented on a model-like map made up of a hexagonal grid.
The map is populated with a variety of terrain, each made up of biomes within the world which have effects on the player's units. Tiles and their layout are all randomly generated to create a unique playable world with each separate playthrough.
Fog of war covers the play space requiring exploration by the player's units to find resources, minor factions, and races that players must utilize and exploit to benefit their growing empires.
However, unlike other 4X games, the world map of Endless Legend is formed of separate regions. Once a city has been established within the borders of a region for the first time, the entire region becomes part of a faction's territory and control. At the start of each game, each faction begins with a settler unit to establish their first city and region. Regions can only host one city each within their borders.[4]
Faction[edit]
Players can choose from one of the fourteen available factions, each with their own unique characteristics including appearance, units, abilities and play-styles:[3]
- Wild Walkers: Former forest dwellers who have harnessed magic to control and shape the natural world.
- Broken Lords: Knights of honor and chivalry who have lost their humanity, remaining as specters within their suits of armor.
- Vaulters: Great smiths and craftsmen who have lived in solitude underground for most of the history prior.
- Mezari: Space settlers who must adapt the best they can to Auriga's terrestrial conditions due to a loss of their ship and technology.
- Necrophages: A great hive mind of insectoid creatures that can spread plagues while infecting and controlling others.
- Ardent Mages: Sorcerers who warp their bodies and minds to achieve great magical power and sustained life.
- Roving Clans: Travelers and merchants from distant lands of a nomadic tradition.
- Drakken: An ancient dragon race whose longevity has made them a wise race of scholars and diplomats.
- Cult of the Eternal End: A fanatical cult that spreads influence on lesser races, mechanical in their appearance and thought, who wish to destroy the relics of the Endless, the advanced alien race that once counted Auriga among the planets under their possession.
The following factions have been added in game expansions (denoted in parentheses):
- Forgotten(Shadows): Survivors from a 'thought to be extinct faction' embracing the shadows by specializing into deception, infiltration, and sabotage.
- Allayi(Shifters): Ancient beings from the time of the Endless who change form with the seasons and hold a tight bond with Auriga.
- Morgawr(Tempest): Ancient underwater folk who rose from the depths of Auriga.
- Kapaku(Inferno): Emigrants forced from their volcanic homeworld who seek to transform Auriga into a 'paradise of ash and fire'.
- Mykara(Symbiosis): A race of fungal humanoids who arose with the newly awakened Urkans.
Resources[edit]
Faction controlled cities are used to generate resources, construct buildings and recruit armies. There are five different key resources each faction requires to remain stable and grow: food, industry, dust, science, and influence.
- Food is used to increase and sustain the population.
- Industry is used to produce units and buildings.
- Dust is the standard currency in Auriga.
- Science is used for research.
- Influence is used for empire level actions, in which the player gains boons like a boosted attack on units or additional resource gain. Influence is also required for diplomatic proposals with other factions.
Resources are gained through the properties on game world tiles within a city's border, buildings the player has constructed and research. How much of a resource a city can gather is dictated by a city's workforce, gained by its native population, which can grow.
Workers are the main tool for gaining resources. They are placed to collect certain resources for the player, with more workers on a certain task gaining more resources.
Research[edit]
Another aspect of Endless Legend is the progression of research. Research is cut into four areas within multiple eras. The four areas of research are military, science and industry, empire and expansion, and economy and population. Each aspect is intended to tailor the experience to the player and pushes toward that player's specific goal of victory.[5]
Cities[edit]
Cities are where armies are raised. Armies are composed of individual units spawned by the player, with different units types having their own abilities and uses in combat. Players move armies through an action points system. Each movement and interaction subtracts one action point until the counter hits zero, at which point no further actions can be taken.[3] The units are used for exploration, combat, diplomacy, and questing. Units in an army can be outfitted with different equipment researched and purchased by the player or found. Acquired equipment can change the statistics of a units to the player's liking. Armies can also include a hero, a powerful unit with the ability to gain skill points to temper the character to a player's playstyle.[5]
Quest[edit]
Endless Legend also has a quest system where quests are found in the game world. Many of these are completed through the use of armies. Quests differ between factions and are the main source of story content throughout the game.[4] Completing all of the player's chosen faction's quests is also one possible victory condition for a player. Armies can accomplish quests given by other faction for diplomacy points. Diplomacy is used to gain favor with other faction, and if enough influence points are gained alliances can be formed.[4] On the other hand, a declaration of war between the player and another faction can also occur if a player helps that faction's enemy. Outside of both peace and war, all players begin in a state of 'cold war'.
Win conditions[edit]
There are nine win conditions in the game:
- Quest Victory: complete all of the faction's quests and the epilogue quest.
- Elimination Victory: No other faction is left alive.
- Score victory: having the highest number of overall points at the end of the 300th turn in a normal game.
- Expansion Victory: 80% of the map is claimed by a player.
- Economic Victory: in a normal game, 555.500 Dust has been collected by a player.
- Diplomatic Victory: in a normal game, collecting 3000 Diplomatic Points.
- Wonder Victory: complete all of the faction's quests and build the associated Wonder.
- Scientific Victory: the player must discover five of six technologies in the 6th era.
- Supremacy Victory: be the only remaining player in control of their starting capital.
Reception[edit]
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Endless Legend received positive reviews from critics. Review aggregation website Metacritic gathered an average rating of 82 out of 100 based on 35 reviews for the PC version.[7] and GameRankings gathered a score of 83% based on 20 reviews.[6]
Endless Legend™ - Symbiosis Download Torrent
PC Gamer US gave it an 89 out of 100 stating,'Amplitude Studios has created another astounding story-driven game, that really has taken the best bits of RTS, RPG, and 4X, drawing much from Endless Space, and spun it differently for every faction.'[4]IGN commented, 'It combines style, substance, and setting into a marvelous overall experience for both empire management and tactical combat.' giving it an 8.3 out of 10 [10]GameSpot warned of passive and weak AI but remarked, 'Endless Legend's driving forces are so thoroughly executed that it serves as an imperfect, but well worthwhile step in the series, and hopefully a sign of things to come.' giving it an 8 out of 10.[9]
Rock, Paper, Shotgun named Endless Legend Game of the Year in 2014.[11]
References[edit]
- ^Barret, Ben. 'Endless Legend's Early Access Not Endless, Ends Soon'. Rock Paper Shotgun. Retrieved 8 October 2014.
- ^Kaiser, Rowan. 'A Cartographer's Dream'. IGN. IGN. Retrieved 8 October 2014.
- ^ abcCampbell, Colin (22 July 2014). 'Endless Legend seeks the perfect imbalance to keep players exploring and exterminating'. Polygon. Polygon. Retrieved 16 November 2014.
- ^ abcdeGriliopoulos, Dan (14 October 2014). 'Endless Legend review - PC Gamer'. PC Gamer. Future. Archived from the original on 28 December 2014. Retrieved 16 November 2014.
- ^ abParrish, Peter (6 May 2014). 'Endless Legend Early Access Preview'. incgamers. Retrieved 16 November 2014.
- ^ ab'Endless Legend for PC - GameRankings'. Archived from the original on 9 December 2019. Retrieved 5 July 2016.
- ^ ab'Endless Legend'. Retrieved 5 July 2016.
- ^'Endless Legend - Test'. Retrieved 5 July 2016.
- ^ ab'Endless Legend Review'. Retrieved 5 July 2016.
- ^ abKaiser, By Rowan. 'Endless Legend Review'. Retrieved 5 July 2016.
- ^'The Bestest Best Game Of 2014: Endless Legend'. Rock, Paper, Shotgun. 24 December 2014. Retrieved 7 January 2015.
External links[edit]
Wikiquote has quotations related to: Endless Legend |
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Endless_Legend&oldid=993276279'
Released 24 Jan 2019
AMPLITUDE Studios has started 2019 strong with a string of surprise expansion releases. At this point, I would argue that Endless Legend is easily worthy of a top five position amongst its 4X strategy brethren. Its newest (and final) expansion, Symbiosis, lends itself well to helping the core game stand amongst industry giants, literally. Unless you have a giant phobia of skyscraper sized insectoids, in which case maybe you should sit this one out.
Candidly, Symbiosis is an amalgamation of fixing everything I dislike about single city civilizations and what I wish the Guardians from prior expansions were. Which is to say, just because the newest playable race doesn’t dance to my preferred rhythm doesn’t mean you should pass up this expansion. If you enjoy being a war-monger, having exploration be a core part of your overall strategy, or like the simplicity of only having to build something once, then the Mykara are going to be your jam.
The Mykara are all about evolution and assimilation, entirely through conquest. They cannot settle into new regions, instead opting to build Fungal Blooms on top of ruins, temples, extractors, pacified minor faction villages, you name it. Likewise, they don’t obtain new cities through conquest, instead turning them into fungal ghost towns that eventually yield a certain amount of their previous FIDSI total (Food, Industry, Science, Dust, and Influence) and special bonus traits for the Mykara, depending on what race previously owned that city. For example, conquering Vaulters gives a bonus to science output and some winter immunity. The Broken Lords give an increased Dust output and Health Regeneration based on how many villages you have pacified.
Meanwhile, your capital city begins to blossom from all these external resources. Production pre-planning becomes critical given you cannot produce or build anywhere else. Luckily, Fungal Blooms are built with Food, completely independent of your Production Queue. As a result, the Mykara benefit immensely from early exploration of nearby resources and ruins, given they do not need to “own” the region in order to build Fungal Blooms. In the early game, most enemy civilizations will reach out saying they don’t wish to upset you by destroying your blooms. Later, you can expect minor and major enemies to actively try to sabotage your resource income, especially if you have built far away from a defensible location. Good thing for the Mykara, anywhere can be a defensible location.
You see, Fungal Blooms built on top of Ruins turn into fast-travel locations exclusively for the Mykara. It becomes very easy to focus on Food Output and exponentially build up a vast network of locations, effectively making Auriga your own personal subway system. All the while, you are most likely the first to visit numerous regions across the globe given your exploration focus, exploiting their various rewards and resources before other empires can claim them. It’s a huge win-win scenario, and it makes conquest significantly more feasible for a single-city civilization. Again, the only downside being you only truly have one city, so progression is going to feel extremely linear until you start being able to afford multiple standing armies. Not to mention, you shouldn’t recklessly leave your dominated cities undefended! As long as you are smart about staying on top of watching your regions borders (unlike me), you can “grow” to your heart’s content.
Apart from the Mykara, Symbiosis also introduces us to the Urkan. These massive insectoid beasts will appear randomly around the map, completely taking control of neutral regions of land. Players can choose to either appease the Urkan with bribes, slowly winning them over to their side, or defeating them in battle and enslaving them to their cause. It is worth noting that Urkans are extremely strong, especially against early-game armies. Unlike Guardians, who roam as solitary units and suffer increasingly from a single action economy, the Urkan store numerous lice armies inside of them. These high-attack minions will jut out of the Urkan’s massive orifices and defend their tremendous masters whenever needed. They may even run rampant and attack undefended locations if left to their own devices for too long.
In addition, the real reason why the Urkan fascinate me is because of their resource bonuses and dedicated tech tree! Urkan, when domesticated, can sit within neighboring neutral lands and effectively extract the resources for your empire remotely. In addition, at the cost of giving up Luxury Resources, you can upgrade your Urkan to give massive percentage bonuses to your various city outputs. We’re talking a flat 20% increase to all Dust income and 50 Approval rating at the same time, just for existing next door, as an example. Likewise, you can settle an Urkan right at your enemy neighbor’s border, making that region temporarily yours, which means you can retrofit your armies to your newest available technologies right as you’re about to lay the smackdown. Each Urkan is unique from its brothers, offering specific bonuses to offensive and defensive playstyles, which means different civilizations and players may focus on capturing different Urkans first.
Should you manage to domestic all three Urkan, you can unlock Coordinated Tremors. At that point, honestly things just become silly, as you can watch three giant Kaiju bugs rein chaos from anywhere within an opponent’s territory. City sieges become laughably easy, which blends well with the Mykara’s pursuits of dominance by force. Notably, the Mykara do have race-unique researches that allow them to better benefit from Urkan domestication, like the ability to garrison friendly units inside of Urkans. Did I mention that like the Mykara, Urkans can burrow to any visible location as long as it is unowned by any empire? Guardians, eat your heart out.
Overall, Symbiosis does a good job of taking a pre-existing 4X strategy trope, the single-city civilization, and spicing it up with unique mechanics. Offering fast travel as soon as you have Fungal Blooms built atop ruins makes the Mykara into terrifying shocktroopers, while also making exploration around the globe meaningful and more rewarding towards your overall strategy. Meanwhile the Urkan are equal parts massive world-smashing insects and extremely potent bonus generators. I’m excited to play with them via other civilizations, and see just how well I can incorporate them into my strategies going forward. It's not my personal favorite expansion, it ends Endless Legends' legacy on a high note, and helps shore up the game to truly offer a wide array of win conditions and play-styles.