
Lead your people to victory on an ever-evolving world in this strategy game featuring asymmetric factions led by powerful heroes. Build your empire, wield political influence, and raise grand armies to wage war in a race to uncover dark secrets buried within the planet.
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ENDLESS Legend™ 2 is a fantasy strategy game where you lead wildly varied factions as they build grand empires and wage planet-spanning wars on an ever-evolving ocean world at the brink of extinction. Cataclysmic events have wrought havoc on the natural order, and the very world will change as time goes on revealing new opportunities for exploration and conquest to the bold and daring. Establish expansive cities to spread your influence and strengthen your economy, raise armies and command troops in turn-based tactical battles to overcome your enemies by force, and push forth into the unknown to uncover the dark secrets that lie at the planet’s core.

Whether you command righteous warriors descended from the stars, cursed knights seeking reprieve from their misfortune, or hive-minded beasts that know only how to fight, feed, and propagate, ENDLESS Legend™ 2 features vastly different factions each driven by their own philosophies, histories, capabilities, and narratives. Each of the factions have unique traits that set them apart from one another whether on the battlefield, in matters of commerce, with regards to empire-building, or in diplomatic affairs – it is up to you to adapt to their strengths and weaknesses and build strategies and distinct playstyles.
The choice of faction will influence every aspect of the game. Will you prefer to benefit from a constant state of fighting, untethered by the need to justify your wars, spawning additional warriors with each victorious battle to grow endlessly in strength? Will you choose to benefit from cohabitation and cooperation, spreading tendrils of influence throughout the world to build a network of allies, leveraging relationships with the minor factions of the planet to further enrich your empire? Or will you lead a people who feed upon their own kind for sustenance, taking advantage of a unique economy free from the needs of mere mortals? Learn what makes each faction distinct and use it to your advantage whether you’re leading them, or looking to destroy them.
Military doctrine varies greatly between the factions, providing unique opportunities for a capable commander to gain an advantage over their foe, even when out of combat. Build massive fortifications to defend cities and establish connections to powerful weapon and support systems waiting in orbit as the martial Kin of Sheredyn. Invest in the spread of coral so the spiritualist Aspects are able to support themselves outside of friendly territory. Dot the land with nests and burrows to quickly traverse vast distances and ambush enemies from beneath as the Necrophage hive.
Either auto-resolve combat or take direct control of individual units within your armies when battle begins, using the surrounding terrain to your advantage as you seek out chokepoints, cover, and the high ground. Apart from having faction-specific units, traits, weapons, and attributes, each faction also features special battlefield abilities that can turn the tide of battle if properly utilized. Where one faction might work best with a patient commander, able to meticulously maneuver troops to secure powerful adjacency bonuses, another might rely on force of numbers and overwhelming strength.
Recruit heroes and watch them grow over time as they gain new traits to bolster their abilities, build relationships that provide them with various boons, and acquire equipment useful both in and out of battle. Powerful commanders, properly trained and armed, can turn the tide of entire wars when wisely utilized.

Empires will rise and fall based on their ability to adapt to a changing world. Starting from a single humble city, expand according to your faction's unique strengths and limitations while adapting to the periodic monsoons and tidefalls. Build districts around your cities’ central structures, exploit strategic and luxury resources littered around the world, and develop your technological capabilities and industrial might.
Cataclysmic tidefalls will expose new opportunities and threats as the oceans recede to unveil new land ripe for expansion. While your existing territory will remain unscathed, the newly revealed terrain from the retreating oceans will open up new avenues of approach for you and your enemies, alongside new resources to exploit and new anomalies to explore. While this can fundamentally change the strategic value of various locations as time goes on, a wise leader will plan for the inevitable – will you prepare to expand into new lands as soon as a tidefall occurs, or focus on shoring up your defenses where you anticipate new landbridges to appear?
Plan the development of your cities to focus on population growth, industrialization, and commerce, or prioritize their contribution to the sciences, your empire’s influence, and your military might – the choice is yours based on the needs of your burgeoning empire. Establish districts that provide fortifications or further the production of various resources, take advantage of adjacency and terrain bonuses, and pursue technological advancements that allow you to upgrade established districts or unlock entirely new options. Will you patiently seek out ideal locations to establish long-term economic hubs and military strongholds, or will you spread rapidly to secure new lands and increased productivity ahead of your enemies?
The lands around you are teeming with both opportunity and danger alike. Crush the weaker minor factions littered around the world to pillage their resources, or instead cultivate friendly relations and have them join your growing empire, incorporating their distinctive units and heroes to further strengthen your people. Explore ancient ruins and strange anomalies, braving the dangers of the unknown to enrich your lands and gain powerful artifacts to wield against your enemies.

A deep mystery lies buried beneath the surface of this once-tranquil ocean world, where an ancient power stirs in the darkness. Gain dominion over the planet through violent conquest, seek victory through diplomatic and technological advancements, pursue quests and tackle events that can alter the course of a campaign, or empower your sworn heroes to unveil the story of your people – the choice is yours.
Will you be a ruthless conqueror or a cunning builder? A cultivated diplomat or a flesh-eating beast? Will you bring harmony back to the planet, seeking out lost legends and heroes, or will you defy the fate that drives your faction and carve a legend of your own?
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As it is, I don't like the direciton it's going. I saw someone describe this as "endless humankind" and you know dude, ♥♥♥♥♥♥ slay. This game has this absolutely awful scaling system at its core that I just don't see them changing or removing, and it fundamentally sucks the fun out of the game at such a core level that nothing they could change about the game would make up for it. Everything you do scales in cost, and the rate at which it scales is absolutely staggering. The whole tech tree system is built on the assumption you're not going to get every tech, you're not even going to get every tech you want, because if you waste time going for techs from previous ages, all the future techs go up in cost by an absolutely absurd amount. Didn't get stone walls in the first age? well now that you're in the 4th age, it costs a billion science to get it, and if you do, the much more valuable techs of the current age will all go up in cost and you'll be forced to miss one of the newer age tech instead. Scaling cost of districts is similar. You can make a handful of districts in a city in a game, then the cost scaling means that all future districs will take so long as to be almost entirely unfeasible. Spend 20 turns trying to get a +3 bonus to industry why not. Especially notable with the necrophages, who have a 1 city system where district cost goes absolutely bananas. The scaling system is the big thing, but there's some other issues too, like exploration and expansion. I like the seasonal system where more landmass becomes available over time, but this game runs into a similar problem as age of wonders 4, where there's just SO MUCH for your armies to do, and it takes them SO LONG to get anywhere on the map, that you spend all game playing catchup with your armies. Don't like it. Give the armies more move points, increase game total turn length, or have less for your armies to do.
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Languages: English*, French, Italian, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese +4 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1K reviews with recorded playtime.
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Just absurd amounts of AI cheating for artifical difficulty. AI cheats on production AI cheats on movement AI cheats on unit regen AI cheats on Hero recruitment AI cheats on unit recruitment AI cheats on upkeep for units And worst of all, the game is balanced around the map expanding at certain time intervals, AI knows exactly where it will expand the most, exactly where resources will spawn in 50+ turns so it just plans for that and colonizes all regions that will be most efficient where the player has absolutely 0 knowledge of this. The last game had similar dogsh*t artificial difficulty with this but in this game its just 10x more cancerous with the way it's designed with regions gradually appearing. Minor civilizations are complete trash most of them, In the previous game they made a huge difference and could completely change the way the game evolves, in this their bonuses are so minor or worthless that you basically need multiple regions of the same race, which is already a low chance since the AI cheats on scouting and knows where every region with Minor civs are and have a huge bias to colonize those regions. This game is in dire need of rebalancing. If for example you have war declared on your on the higher difficulties you will just get non stop swarmed by AIs cheating recruitment, they will never want peace unless you have overwhelmingly stronger position than them, they will just constantly slow and bog you down, not caring about themselves while the other AI's use their map cheating and resource cheating to spam colonize the whole world. Faction balance is equally Terrible, with Sheredyn being atrociously bad even though they are the ''default'' race, their speciality is defense, but they have no economy whatsoever, so they will just get steamrolled by the dogsh*t cheating AI, but hey at least you can defend yourself the first 50 turns, then later they AI will just snowball with all their economy and bonuses. Having tankiness and defense as your specialisation in this game is just not good, everything moves 4-6 tiles a turn, while ranged units only have 4 tiles reach, as mentioned before AI cheats out of the ass and will almost always have more units, so they will just ignore your so called ''defensive specialists'' and steamroll your ranged, then youre stuck with a ♥♥♥♥♥♥♥ slow moving faction with no damage. Imagine playing Civilization 6 but your opponents has 2x your production, knows where all the Suzerains are, get 2x the envoys you do and starts with no Fog of War, thats what this game is like, you will never get any good regions because the AI just cheats out their ass and knows everything. They dont even need to scout, their scouting units are just there to grab resource piles on the map so they player doesnt get them. The core gameplay of this game, as opposed to the first one, is gradual exploration of new zones, which is completely pointless since the AI knows every single zone and what it will spawn for 500 turns in the future. Every change ive seen from this game as compared to the last one has been negative, from just core gameplay flow, speed of expansions to faction balance.
Stay out of early access games Edit for dev: I like the game, I really do as I did humankind and the other endless games. I've left feedback both on the forum and discord and done multiple surveys already. Although progress is moving along well as with the district cost balancing, many more features or QoL is still missing. Here is a few that I feel is still missing as of May. -People have been asking for a delay movement on turn start for the AI. While we get bombard with messages, they get first move(a major thing in simultaneous turns) and its just frustrating. -War is just total annihilation for one side. There is no warscore to claim small territory or victory in increments like in humankind. Either you die or you wipe them out, they don't accept surrenders. -Even on Endless difficulty, I know I've "won" by midgame(before 3rd monsoon) and its just a chore to click next turn. Guess this is a lack of endgame goals or things to do. -Tech balancing is terrible, you unlock next era with how many tech you researched. But going back to research a now vital tech(bridges or some diplomacy tech) or a tech for quest will increase ALL tech cost by the same amount. So its a detriment to research stuff in past era with you wan to keep progressing. Should make it so that previous research does not affect current era cost. -Some key infrastuctures or diplomacy option is locked behind a tech. Roads are lock behind a building and a tech so every game thats not necrophage, you're force to research it. Instead of say when you upgrade your city center to level 2, build roads to all ministries. -Let me move my outpost around like in humankind. While there are many more cons, here are some pros: -Minor faction are great and varied. Really gives great lore and a diverse world. -Monsoon/tidefall system is a great way for more land in 4x. Civ could never. Wish it was more frequent past midgame. -District building is really fun, although I disagree with some vital district still being so expensive or lock to certain tech; like roads. its Mini simcity, humankind really nailed that aspect of sprawling cities over the landscape. I don't think people should be paying $50 for an incomplete game and be frustrated or sour on other endless games. Its on its way to be a good game, its just not there yet.
Обзор на версию игры из раннего доступа, так что надеюсь, что всё ещё может измениться и цвет рецензии поменяется на голубой. Меня в целом уже задолбали ранние доступы. Я понимаю, что разработчикам это удобно: мало того, что тестировщикам не надо платить, так они ещё и сами доплачивают за свой опыт! Но серьёзно... Я могу понять ранний доступ к играм маленьких инди компаний, могу понять, когда версия игры "в раннем доступе" уже почти полностью отполирована и ей остаётся месяца 3 до релиза. Ну максимум полгода. Здесь это не так, тут полноценного релиза ждать минимум год. А пока что будьте добры и терпите баги. Кстати, чтобы сообщить о багах, надо пройти несколько кругов ада бюрократического произвола, я лучше сразу отзыв в стим напишу. Баги, которые не исправлены на 13.03.2026, просто чтобы вы понимали уровень игры на данный момент: *Если ваш противник - некрофаг, то после победы над ним вы не сможете уничтожить нарытые им по всей карте норы. Игра говорит "Чтобы это сделать, вам необходимо объявить этому игроку войну. А у вас влияния столько нет". Это не у меня влияния нет, это игрока уже в игре нет... Бесит. *Чудеса света. На карте генерируются 5-6 чудес света, и если захватить зону, где такая фигулина находится, можно получать классные бонусы. В теории. На практике у меня чудеса света не работают. Ну или работают через раз... Отдельная боль - ачивка, где надо контролировать все чудеса света на карте за одно прохождение. Я захватила 1 раз, за аспектов. Ачивку не дали. Я захватила второй раз, за некрофагов, покрыв 90% территории карты. Ачивку не дали. Сильно бесит. *Моё прохождение за Владык Праха накрылось, потому что на мой город на определенном ходу нападала армия нейтралов. Я легко могла отбиться армией с героем, но бой просто... не начинался. Жмешь отступить - игнор, жмешь "автоматическое разрешение" - игнор, вручную тоже не запускалось. Самый последний из автосейвов не помог: там уже была армия этих нейтралов на этой территории, и любой бой (осада, просто атака из этого региона и т д) приводил к такому же результату. Выбесило на максимум, думала дропнуть игру. Ладно, баги рано или поздно пофиксят, но что насчет геймплея в целом? Я обожаю первую часть, я наиграла в неё неприлично много времени и порой очень хочется в неё вернуться. Я обожала механику наступления зимы и чувство, что ты не успеваешь, критически не успеваешь. Ты постоянно спешишь, потому что буквально чувствуешь эту опасность, что ждет твою расу из-за умирания планеты. И за каждую расу ты испытываешь совершенно разные чувства. Здесь же всё.. иначе. Вместо Ауриги мы оказываемся на Сайдахе, планете, затопленной водой. У нас есть сезон ясной погоды, который меняется сезоном муссонов, когда на карте появляются новые объекты для взаимодействия и ресурсы, и за ним следует "отход вод". (сюда можно вставить шутку про "а что, планета умеет рожать?", но мне лень). После "отхода вод" открываются новые территории. И так несколько раз, пока вся планета не станет доступна для исследования (да, по итогу у вас будет тупо гигантский сухой континет). В первые несколько раз весело, а потом с каждым разом всё тухлее и тухлее. Нет никакого чувства опасности, желания куда-то спешить. Даже желания исследовать новые территории нет, и вот почему: У игры крайне плохо с реиграбельностью. На карте много квестов, но У ВСЕХ РАС И У ВСЕХ ГЕРОЕВ в этих квестах одинаковые диалоги. И выборы. Да, вы можете отыграть няшку-некрофажку, правда это может сломать вам квест. Например, в квесте про солдата, которого надо либо казнить сразу, либо провести расследование, можно выбрать опцию два. Для продвижения по квесту после этой опции надо дважды провести переговоры с малой фракцией. А некрофаги не говорят с малыми фракциями, даже опции такой нет - можно только атаковать деревни. Ну и нафига тогда в квесте делать возможным такой выбор? По карте ходят "звездные герои". Этих звездных героев можно присоединить к себе, если выполнить их квесты. Их трое на всю карту... и всю игру! В каждой игре, что вы создадите, будут те же самые герои, и герои всех рас будут говорить с ними одинаково. Ммм, нарратив! В итоге каждая катка превращается в безумное повторение одного и того же: те же квесты, те же диалоги, те же чудеса света, те же герои... Ждешь начало муссонов, лутаешь карту, ждешь начало отхода вод, идешь зачищать крепости. Закрываешь разломы, чтобы получить "много праха", а на деле -- три копейки. И так до победы. Честно говоря, пока что не очень весело. Игре критически нужно больше разнообразия. Я даже не прошу больше рас на данный момент (у этих-то баланс сломан), можно пожалуйста лучше прописать квесты, диалоги, сделать разницу в отыгрыше? Каждая игра -- это один и тот же лидер чужой расы за ИИ, с одними и теми же именами, и одними и теми же героями. Какой-то скорее бесконечный день сурка. Единственное различие -- это квест вашей расы. Но... Честно говоря, и они ощущаются не слишком хорошо прописанными (особенно у некрофагов), линейными и не вызывающими особого интереса. Ещё один слой проблем, который мешает наслаждаться игрой, это, как говорится, "не баг, а фича". *Квестовые локации могут сгенерироваться рандомно на территории вашего города... и заблокировать его развитие. Ахаха, ахахаха, вот это прикол. *Баланс отсутствует. Городов стало сильно меньше, развиваются они медленее, а порой просто хочется махнуть на развитие рукой. Строишь мастерские, но следующее здания только растут в стоимости производства, потому что такое тут масштабирование. Ммм потратить 76 ходов чтобы получить +3 к производству... Спасибо но нет. Если вы играете за Владык Праха, вы можете изи копить деньги и выкупать здания из очереди. Если играете за аспектов -- можете выкупать ещё и за влияние. А если вы некрофак, у которого в целом только 1 город... Ну, здоровья погибшим. *Иногда требования для выполнения квестов тоже несбалансированы. Например, по одному из квестов Аспектов (раса, которая растит кораллы), надо сделать так, чтобы кораллы покрыли 2 территории полностью. Я успела уже ПОБЕДИТЬ НА КАРТЕ, а территории никак не заполнялись. Я упрямая и безумная, поэтому я продолжила играть на карте, просто чтобы узнать, чем всё кончится, при этом активно застраивая уже освоенные территории и тыкая везде где можно еще споры этих несчастных кораллов. Территории заросли на 265 ход)) *Помните я говорила, что стоимость развития городов масштабируется совершенно безумно? Есть кое-что, что не масштабируется вовсе! И это награды за квесты малых фракций и квесты мира. Получить 300 голды когда в ход получаешь 10 -- ну, спасибо... *Дипломатия бессмысленна, скорее можете считать, что ее нет. ИИ делают предложения, которые выгодны только в начале игры, после их подачки вообще не актуальны. А еще нельзя торговаться с ИИ. Если ты сделал предложение и тебе отказали... Ну, иди поплачь, че. *Ресурсы нельзя продавать по 5-10 штук сразу. Это безумие. Надо продать 50 стеклостали? Ну, тыкни, раз тебе надо, 50 раз. Спасибо большое! Знаете, что самое обидное? Что у игры есть потенциал. Мне нравится графика, нравятся многие дизайнерские решения, нравится развивать отряды, нравятся битвы, нравятся некоторые идеи. Очень нравятся малые фракции. Нравится система совета. Нравится система спутников у героев и их кринж-диалоги друг с другом. Я в полном восторге от расы Тахуков! Это местные учёные, у которых одновременно и религиозный строй, и научный. Это прикольно и необычно. Мне понравился расовый квест Владык Праха, но эти ребята мои любимки еще с первой части и я очень рада, что они появились в мире EL снова. Я бы с удовольствием играла в эту игру снова и снова, если бы в ней было больше разнообразия, больше контента, больше вознаграждений за квесты, если бы в ней была интересная дипломатия и больше отыгрыша. Но пока что процентов 80 игры надо до/переделать. А ещё игре очень не хватает такого же уникального саундтрека, как в первой части, когда у каждой фракции своя уникальная и запоминающаяся тема... Пойду ещё раз still angry на репите переслушаю.
The game has potential if you're looking to play multiplayer, with a variety of mechanics that breathe new life into this genre. But if all you're concerned about is single player.... The AI is absolute crap, there's functionally zero challenge, even worse than the original Endless legends. Just for an example, in my current game, one of the AI bordering my territory declared war on me. I ignored it for about 15 turns as it did almost nothing, then sent 2 armies and crushed them completely Turned out they didn't really build any armies for the war. When the AI is on that level, all the shiny mechanics are reduced to the level of polishing a turd. Maybe it'll get better, but it wasn't as if Endless Legend had great AI either.
Right now I would not buy this game. The AI is out of wack. Other factions spread way faster and build way more units than they should be able to. Hell even minor factions are pumping out stacks that are somehow bigger and stronger than my best units. Every game I have played so far has been ruined by AIs having so much more that's so much better than what I can possibly do at any time.
This game while i really want to like it is so unbalanced to enjoy. Theres only 5 factions to play with one being the meta (the aspects), and one being the worst (the kin). All other factions play uniquely however the difference between the ceiling and floor of power level makes you only want to play the meta faction (The Aspects). The new custom factions while are a good idea are just absolutely busted as they have traits that borderline break the game. I saw units running around with 300+ damage by turn 72. That basically one shots all other units by that point in the game. I wouldn't recommend this game until more balancing happens Additionally, win conditions in this game are not fair or really viable in some options. Path of worship problem is that you must make certain monuments in different cities. If your city that contains your monument of the lost is destroyed you lose credit toward that path. In Path of the master, all it takes to prevent you from winning is another faction raiding one dungeon thats across the map and you immediately get blocked out of that path. Now Path of the Empress (I think thats what its called) requires to research 2 final era technologies, and pacify 36 minor factions. Once progress is made in that path you cannot lose it. For example if you pacify a minor faction then lose that region and minor faction to another player you will still maintain your progress toward that victory path meaning that once you achieve win condition you cannot be stopped victory is guarunteed for the next 10 turns. The Aspects, also have an ability to force treaties on enemy factions as long as they have enough influence. I played a game where the aspects chose to run the path of the empress (which as i explained before you cannot stop the progress they make toward the victory condition unless you by force take them out of the game). Every time i tried to raid them the AI immediately forced a "white truce" on me and my buddy (as we were both trying to stop them from winning.) as soon as we declared war on them. The white truce for those of you that dont know means that for the next 10 turns you are not allowed make any declarations toward that faction. Meaning that the aspects have the potential to guarantee victory by not allowing people to play the game.
Just based on the little time I've had in the game. I don't necessarily want to recommend it, but I also don't want to not recommend it. This is one of those in the middle situations. The game itself is pretty good. A lot of the good stuff from games like Civ 7 and Civ 6 are in here plus obviously the original endless legend and humankind. Influence has a variety of uses and the cast, as per usual, is pretty diverse in playstyle and overall complexity. The combat is slightly similar to the first game with some quirks. The tech tree follows the same as the first game, and overall the game is decent fun if you don't think too hard about it. Now for the problems: The first issue I want to address with the game in its current state as of June 11th, 2026, is that combat kinda stinks. Compared to the first game, heroes are absolutely broken in this game. A single hero, with the right skills and mediocre equipment, can easily solo whole armies. I was very confused and went through several forums trying to figure out how the combat flows in this game. Everyone just says the same thing: you need the right skills and a buffed up hero. This is especially present on less war-based factions such as the Khaluk and Sheredyn. The Khaluk basically don't have any armies until middle game when they unlock their last unit and have some beefed up heros. When trying the Kahluk, I basically just had to alt f4 if I ever spawned near the necrophage and occasionally with the lost souls since they can be aggressive early too. This seems to be the case for other factions as well where, if you have a good hero, battles become trivial where the hero just wipes everyone. I had a lost souls hero run in and completely rock my entire army despite having a science advantage and equal experience. On that topic, having a large amount of science doesn't provide a huge advantage. This can be good or bad depending. I would argue that its good when the combat itself is balanced. The issue is that my units getting slightly more health and damage plus an upgraded skill does nothing to a 200 dmg area ability from a hero. I appreciate that they don't want runaway science victories until late game, but the heroes are such a misery. They removed equipment customization for units in this game but kept it for heroes. This means that units cannot have the higher production cost "beefy" variants that you could design in the first game. Again, this can be positive since armies would feel more balanced fighting despite a science advantage, but heroes are the entire army. Not to mention, that if you find a rare piece of equipment early, your hero can just clash of clans queen walk everyone. It is very disappointing considering the complexity of the combat system itself when heroes can just stomp everything. This also causes another issue where heroes are so strong that, to balance it, the devs made them really hard to come by. The only way to regularly gain heroes is to research a tech to unlock them. This means that, to have remotely decent military power, you're force to forgo a tech each era to ensure you have a full force of heroes. To top this all off, you can have multiple heroes in a single army unlike the last game. This means that, if youre lucky, you can have 4 heroes in an army together each doing full health bars of dmg together by early mid game. This also means that the devs got rid of the "governer" system of the first game where you could station heroes in cities for bonuses. Its a little devastating for me to see most of the military and hero mechanics I enjoyed gutted or removed from the game to make heroes absolutely broken for no reason. The first game is much better in this regard. Another huge gripe I had while playing was the district system. Once you get a couple of forums, the game is practically over. After a few turns of getting influence, you can buy practically half a territory of tiles in one turn. If that doesn't satisfy you, then you can simply add three cities to your empire for just a couple hundred influence. If you placed your forums right, you can gain nearly 100 influence a turn very early on. They nerfed this by moving forums to the second era of tech, but its another snowball by early mid game. The only challenge to this game is the early game, but because there are so few factions in general, its basically either alt f4 or have a good start. Kahuk and sheredyn are okay, necrophage is snowbally but decent, and aspects and lost souls seem good. If you spawn next to necro and lost souls early, alt f4, otherwise play it out and level up your hero until it solos armies. I'm not sure why we couldn't just have 1 district type per city or something. The district system was awful in Civ 6, and its terrible in Civ 7. This game has a terrible amalgamation of both. It takes the insane yield bonuses of civ 6 that lets you snowball, and it takes the unlimited placement of civ 7 that takes up ages each turn to figure out the best location to throw down. They originally had it so that production cost increases per total districts but changed to each individual district. I think it may have been a step in the wrong direction. The majority of improvements feel so mediocre when it takes sometimes up to 9 turns to build one while I could build my 15th district that provides the same yields or more of an improvement while upgrading other districts and takes way less turns to build. If you have a ridge its game over. Several well placed workshops, then some forums/farms, and you're off to the races. Every district takes 0 time to make and give massive boosts if you plan your city right. Not only does the stupid adjacency bonus stuff make for a harder snowball on a good start, but it is also incredibly time consuming. No one wants to spend 30minutes planning out the placement of each district for each city to maximize the bonus yields of each tile. It feels miserable for most people, and if you like multiplayer, good luck finding a group who all want 10 minute turns of meticulous district planning. Once of the worst things to come to 4X by far. Finally, another issue I noticed was the sheer production cost of units. This alone isn't a bad thing, but it is so easy to acquire units through any other method than standard production that it is genuinely a waste of time. Bribing a village instead of doing their quest is way more efficient half the time. But if you don't want to miss out, you can start their quest, see what the rewards are, then bribe after if you don't like the quest reward. This means you can farm good quests and units for full armies very easily. If you eventually reach the point of properly balancing heroes, players can still just farm full armies off minor factions and quests. In guides/forums, it is suggested to never produce units until much later in the game because of this. They also recommend getting specific skills and items for each hero to 1 tap armies. If you're not studying guides/tutorials, you end up getting stomped by the ai's heroes every battle instead since the ai is aware of how strong experience and heroes are. Eventually you'll be forced to play with powering up your heroes and just gathering full armies using a small amount of dust to bribe the minor factions. I would like to mention, I like the tidefall despite other people's complaints. I think its fun to play around and usually you'll be in a spot where setting up a new city doesn't feel bad. It is a much better implementation than the age of exploration in civ 7. I like most of the changes and new elements in this game, but the heroes crushing combat and the brain dead ai past early game makes it much less enjoyable than just playing the first game. I really like the skeleton, but it needs a lot more time to bake and finish up with balancing + finalizing mechanics.
*** Written in Early Access Update #28*** I don't think this game is ready for most players yet. Unless you want to be fighting bugs, freezes, and poor design, hold off until they're done cooking. Major issues I've encountered: + Game freezes and must be force-quit on Monsoon transition cinematics sometimes. In multiplayer, this is persistent until the host reloads the game. + Game AI is poorly designed, once you're at war with the AI once, even if you're on the defensive and get a white peace after a few skirmishes, they hate you for the rest of the game and will be at war with you every time the truce expires. Having been at war with you before is enough of an opinion malus that you're not going to overcome it in time - and this applies to the "peaceful" factions, not just the warlike ones. + The AI demands ludicrous sums - 25-30 turns of Dust production - for peace even when they're losing. I've never seen them take a white peace or surrender, no matter how desperate the situation. + Tech leads don't translate effectively into military leads due to other resource constraints. You don't get much in the way of new units, and the ability to unlock new tiers is irrelevant because you're not going to get advanced resources until the third season anyways. + Even with a production lead on normal difficulty, you're going to have less unit power than the AI and will have to resort to a swarm strategy, fighting multiple skirmishes on the same front with disposable units. I enjoyed Endless Legend I and Endless Space for what they were, and I'll probably enjoy EL2 when it's ready, but I'm putting the game back on a shelf for a while until it's release-ready.
Someone asked in the Amplitude discord how this game compared to EL1, and people seemed to find my answer helpful, so I thought I'd send it over here too. here's what I'd say I like most about EL2 that isn't in EL1 so far: * the game is *breathtakingly* beautiful. * the world is incredibly strange and alien in a way EL1 didn't always manage (visually and thematically Auriga was, but mechanically it wasn't always quite there). Reminds me of how Civ: BE should have been (and in its better moments managed to be). * there's a bit more story and exploration of narratives within the game itself, instead of disconnected quests as EL1 had. * the ability to build different types of districts makes citybuilding *vastly* more interesting and entertaining, like Civ 6 or humankind. here's what I'd say I like most about EL2 that EL1 also had: * the use of quests to give the player objectives to fulfill * the control of territory making map control a bit less arbitrary * the fun abilities and cool power fantasy of the combat here's what I'd say EL2 doesn't quite manage to do that EL1 did, currently (I trust this will be fixed in time): * the quests and storyline stuff is *very* same-y, every playthrough makes it feel like I'm telling effectively the same story * the anomalies don't feel very impactful or interesting, I barely notice them on my screen, in EL1 there were moments I was going "oh ♥♥♥♥♥♥♥♥♥ look at that weird thing, that's so cool" when trying to find where to found cities (though the addition of natural wonders to the game does mean there are even cooler moments similar to this) * combat feels a bit less tactical, positioning less important, different unit classes less relevant. It feels more important to field the overall strongest army and just slam into your opponents (or have heroes with the correct completely broken nutso abilities) than to have a well-rounded army that fulfills different roles and plays well around the terrain, which usually felt more important in EL1. * I find myself missing the presence of "wonders" ("Spires" in EL1), megastructures and huge projects that I can put the industrial might of my empire behind. I actually don't think Spires were very well implemented in EL1, and would much rather see a wonder system like Humankind had for this game. Anyway, in whole, I think this game marries a lot of the best parts of EL1 (creativity, quest system, power fantasy combat), Humankind (cool city building, sprawling megacities, balanced expansion), Civ Beyond Earth (strange alien world, world that it feels like reacts and interacts with you as you move through it), and its own blend of creative ideas - in my eyes the retracting water level and the tides are a legitimately *genius* solution to the issue of space crunch in 4x as a genre, though I think they aren't currently implemented necessarily as well as they could be. Still, the fact that new land literally comes out from the ocean around you over the course of the game to provide players room to expand, *and* that's where all the most valuable resources and best territory is... I mean it's just a perfect solution. "New World" settings in historic 4xs *wish* they could do that. I'd love to see the storyline improved, the combat tightened up, some new mechanics introduced, heroes made more unique, anomalies made more impactful, some mechanics I feel are silly/unnecessary reworked or removed (the river/stream differentiation for example) and bugs ironed out (but it's early access and getting monthly patches, so of course there are bugs), but I'm incredibly incredibly stoked to see more of this game. It's a fantastic experience so far, and I want more.
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