ENDLESS™ Legend

ENDLESS™ Legend

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Review Guide for Endless Legends
By <™[-=> Cookiez <=-]™>
This is not a guide per se but a review of Endless Legends. I ran out of space due to the 8000 character limitation for the reviews and decided to place my thoughts in an Endless Legend guide.
   
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PROS
Fantastic. I love the story and combat system. It's basically an improved Civilizations game with a more complex build. I used the utterly broken Broken Lords for my first game win.

PROS
1. Stories
Yes, plural. It's so much more interesting compared to Civilizations' generic countries.

2. Different Units
Units come in 5 templates
a. Range Units (Archers with 3-4 hex range)
b. Infantry Units (Slashers with some interesting abilities like Chain Lightning)
c. Guardian Units (Basically the Mecha-Walker in Civilizations 5)
d. Flying Units (It's better to call them fast moving units)
e. Heroes (The generals of your armies, they can fight too.)
f. Calvary (Horsies)

Oddly, flying units still use a ship to cross the oceans.

3. Minor Races / Factions
I love it. Assimilating the Minor Races into your Empire is fantastic. They give you extra workers, a small racial bonus and a unique troop.

4. Combat in Strategic Mode
Fun. It's like playing Heroes of Might and Magic. If you're not interested in fighting, there's always an auto-resolve. It's better than another 4X game called Fallen Enchantress.

5. Reminders
Did you set a technology? Did you make sure all your cities are producing? No worries, Endless has a reminder set in case you forget.

6. Streamlined City Building
No need to pick single hex tiles to lock out your enemy. Once you settle in a region, you take over all the hex tiles there.

7. Auto Road Building
Just tech Imperial Highways and build Right of Way, to automatically join roads between your cities. No need to send silly workers all over the place, thus no need to tend to little bitty bits (micromanage). Do note that the roads do not connect to villages.

8. Heroes
I love the way you have a hero to lead your armies or to govern your city. It creates asymmetry in strategy. I especially like the idea of Minor Faction Heroes, they make assimilating so much fun. E.g. Sisters of Mercy hero.

9. Regions and Districts instead of tile buying
Instead of waiting for your culture points, you grab whole regions by settling a city anyway within the region. If you want to grow your city, increase by 2 population to build 1 burrough/district (Unless you're the Necrophages who only need 1 population to 1 district).
CONS 1
CONS
1. Large Maps Mean No Interaction
Sadly, there is no quick way to open up the map except through exploration. The fastest way I've experienced is trading map vision through diplomacy.

2. Empire Plan
It is extremely boring and only occurs ONCE every 20 turns. E.g. Turn 20, Turn 40, Turn 60 etc

There are only 4 directions and 4 Levels in each direction.
a. Economic
b. Military
c. Science
d. Influence

The Influence Points costs increases with the price of each city/region you settle (20/40/60/80 per 1/2/3/4 level * the number of cities you own)

For a game with over 9 resources, it's overall strategy is extremely boring and limited. I very rarely get the +2 Vision or go for +50% food.

3. Faction Quests
Some of them are so tedious and you need to have prior knowledge of the quest to complete it properly. Take the Broken Lords quests for example, I have a lot of gripes with this one.

(05. A False Redemption)
At a certain point, you have to takeover a random enemy city just to continue the quest. There are multiple problems at this point.
a. They don't provide the location of the city. Without map vision of the city, you won't know where to attack.
b. Even if you do know where it is, it belongs to an enemy and they are not going to give up a city for free.
c. The fastest way to reach the city was 5-7 moves and that was with map vision.

(07. From his cold dead hands)
Later on, you will get a magic spear design that you can equip your troops with.
a. To search a special ruin, you need to equip 8 units with a magic spear. Here's the problem, every spear requires a special resource that you won't have. If you don't save up enough from previous rounds, you have to wait multiple rounds to
a. Learn 2 special technologies to stack 8 units (4+2+2), so you have to spec that in your tech race.
b. Get special material to make that spear 8 times.
c. Build 8 units and equip them with the spear.
d. Kill enemies along the way and guarding the ruins.
e. Kill magical enemies that spawn after you infiltrate the ruins.

Even after all that, you've still not completed your faction quest.

3. Temple Ruins and Unspoiled Ruins
There is a percentage chance of getting no reward while exploring them. You actually have to research a technology that reduces the chance of getting nothing by 10%.

You are basically gambling with the ruins. The more difficult you make the game, the less likely you'll walk away with a reward. A better upgrade would be to increase the rewards by 10% and ensure that your searches don't give you nothing.

4. Vision
For large maps, you can't explore the entire map completely. You need a satellite tech.

5. Regions
Are they fair? If you look at some of them, they don't make sense as they are surrounded with very little space to expand.

6. Strategic Resources and Luxury Resources
Why are there you so many? There are 6 strategic and that's quite hard to track and then you have 15 Luxury Resources. You have just too many.

7. Hero Skills
Too generic. I especially hate the one in the middle.
"Indiana Bones.
Level 1: Reduces by 10% the odds to loot nothing after a search on ruins.
Level 2: Reduces by 10% the odds to loot nothing after a search on ruins."
This is a gambling skill for very little reward.

8. Ruins
They block expansion paths and only provide the resources under them. Other than quests, there is only a 60 Dust reward or nothing.

9. Espionage
What a fail. The only faction worth spying with, is the Forgotten. Only their heroes have a skill tree built for spying, with abilities to reduce the penalties when you fail a spy mission.

10. Hero Market
Why can't I buy my faction's hero? Every game, I have a list of heroes that shows every other faction's hero except my own. The cost for the first 3 heroes are exorbitant
1st hero 500+
2nd hero 700+
3rd hero 900+

Why the first 3 heroes? There is a Legendary Deed which aims for 30 military units. Dividing 30 units over 8 units per army, you get 4 armies of 8 and 1 with 6. 4 armies, 4 heroes as generals. This does not even consider the possibility that you might place a hero as a governor.

11. Espionage
This a luck game. Here's why.
a. You need vision of an enemy city to infiltrate. Other than the Drakken who start off with vision of the enemies capital, you have to manually explore the land to gain vision. If you're lucky, you'll find them fast. If not, good luck roaming the map.

b. Stealing technology
If the enemy didn't tech what you wanted, you're screwed with an useless tech.

c. Risk of failure
If your hero is caught during espionage, you lose a valuable unit, in terms of gold and experience. This is more likely to happen to non-Forgotten heroes as they do not have a get-out-of-jail-free skill. This is purely a game of chance.

12. Diplomatic Victory
Nearly impossible to complete. A tech, military or economic victory is way faster. The Diplomatic Point system is designed in such a way that you can't complete it. If you conquer an enemy, you lose the ability to take diplomacy points from them.

Edit: This is actually really easy to do. Depending on the size of the map and other settings, just hog like 20,000 Influence, force peace treaties and trade technologies and resources. Just give everything you can trade (technologies, resources, stockpiles, etc) so the influence cost is very high. It is the most unfulfilling victory condition as you can just dump everything and win.

13. Reminders for Hero Leveling
Sometimes, when the heroes level up, there are no reminders. This is extremely crucial at the start of the game as it can influence your gold, science, food and influence. Later on, it's not so important.

14. Naval Battles
I find not being able to wage naval combat quite strange. I thought Endless Legends would just simulate a flat wooden platform between 2 ships and let players fight it out. I would even consider a way to sink the ship so that you can lose all your troops in a wipe out.

15. Quest Victory
a.Roving Clans
It is so tedious to conduct the Quest Victory. You have to station units at all 5 Temple Ruins when it reaches the Victory Quest. I used the Roving Clans Faction Quest and regretted it. During the Faction Quest Stage, Stage 5 forces you to capture or destroy the city on <Random Enemy Region> to progress.

Without the ability to Declare War, you are forced to use the markets. You must tech Freelance Guards and Mercenary Markets (Luckily, you have this as your starting tech). Then all you need to do is pack a strong mercenary army, make them privateers and raze the target city to ashes.

b. Vaulters
I was unable to complete a quest victory in a 2 player game as the opponent were the Cultists and my quest required me to destroy/raze the single enemy city standing in my way. There wasn't any choice in choosing a Quest Victory.

16. Producing Settlers
I find that stagnating food supply while producing Settlers, is a peculiar balance mechanic. While I understand that it's for balance, I find that it slows the game down.

17. Watchtowers
Sometimes you get Watchtowers that are positioned towards the top and bottom edge of the map. These Watchtowers just don't make sense. There is nothing to see.

CONS 2
18. Morgwar/Formorians
2017: The Morgwar design is probably copied directly from one of the races in Dungeons and Dragons. In DnD, the Formorians are the disgusting evil forest fey. The design is very much similar to DnD and the sunken city of freaks is like Bioshock's Rapture. It feels like Endless Legends is running out of original ideas. While Formorians are Irish folklore, the design is very similar to the ones used in D&D online, with grotesque bodies and eyeballs growing everywhere.

In Endless Legends, Iceberg Interactive basically switched the names of the Morgwar and the Fomorians.

19. Cumbersome Alloy Item Builds
Whenever you tech up the Special Alloy Item Builds , it is a tedious and cumbersome affair. After you tech up the Special Alloy, you must
a. Edit a new unit with the items (This is the most tedious part)
b. Calculate the cost of the additional alloys
c. Retrofit or build that unit

Couldn't you just simplify it?

What's worse is that you have to tech an armour variant and a weapon variant. They are 2 separate techs.
CONS 3
20. Pearls
What the ♥♥♥♥ is this? You're making the game even more cumbersome by spawning resources that players have to collect.

21. Altar of Auriga
It's getting worse. You added another parallel layer of complexity that is a copy of the tech tree. Iceberg Interactive seems to have given up on innovation after a while.

22. Restrictive Gameplay by Tech
Why do you need to restrict the trading of resources, buying heroes, peace treaties and privateering behind technologies? If anything, these things should be default options available from the start. It's thematically unsound.

Why would you need to tech Diplomatic Manse AND give influence points to suggest a peace treaty? This is like teching to learn how to speak.

Why do you need to tech to learn how to trade? It seems kind of strange that a gameplay basic needs to be researched, like researching bartering. It reduces one aspect of gameplay of the market. You can create interaction for the Roving Clans with all the players using the Market. Increased player interaction, you can start banning players from the Market and get transaction fees early.

Why tech to hire heroes? Having to tech to hire Heroes is weird. Most of the time, the best governors are the Cultists one. Since the Cultists are designed to have only 1 City ever, their governors give all pop +1 in everything. I would enjoy more variety of heroes from the neutral races. If you were copying from Heroes of Might and Magic, all they did was install a Tavern and you can hire heroes. Teching is just weird. I mention this later under Suggestions.

23. Morgwar Naval Units
The Morgwar have units like the Vore and Leviathan which are pure water units. They can never go on land. This is so stupid. What if the map had no water? 2 wasted techs and 2 wasted units. It's so dumb. The race techs are totally map dependent. At least, make them amphibious, create a way to move on rivers or create water hexes.

24. Adding Hyrdofoils to Sea Creatures
WTF? How do you add metallic hydrofoils to a Vore or a Leviathan? Amplitude Studios didn't even playtest it properly.

25. Naval Unit Weaknesses
a. You can't attack a coastal city with naval units unless they have coastal bombardment
b. The ice shelf prevents you from spawning naval units in your dock region
c. They can't reinforce a land battle.

It's like a separate game altogether. Naval units play by themselves. Is this a wholesale copy of naval ships from Civilizations? Naval units can help to bombard from sea, you know? This is why you need amphibious units. You give land units to sail on the turn 1 but no way for naval units to go on land. You reversed the problem instead.

26. Diplomatic Victory
The most unfulfilling method. I actually won by just dumping all my tech and resources for the AI's tech and land. All I needed was just a huge Influence hoard. Extremely unthematic.
SUGGESTIONS 1
1. Vison
Extended scouting towers, some sort of scouting technology or a mist of war instead of a fog of war.

2. Minor Factions

a. Voiceovers
To have some voiceover for each of the races, just for immersion.

b. More Minor Faction Heroes
I love the Sisters of Mercy Hero and hope to see at least 1 unique hero of each Minor Faction. You have 16 Minor Factions so 16 heroes would be a cinch.

c. Balance issues
Not all the Minor Factions are equal and what Minor Faction you get is semi-random.

Certain races benefit a lot from assimilating racial combos E.g. Delver + Broken Lords. (Broken Lords need Dust generators). While some combs just plain suck as they have no use for their racial traits. E.g. Bos + Broken Lords (Broken Lords don't use Food, so the +5% Food is useless to them)

Most players would build new colonies adjacent to one another so trying to extend to get the Minor Faction of your choice is quite a bad idea, so please don't let it be up to luck.

3. Ruins
Allow them to be built over or restored. This is in-line with the theme and could expand the story. You could finish restoring temples or archaelogy sites. Also, this ensures that you never run out of buildings to build. Currently, you get into situations where you might build watch towers for vision.

4. Empire Plan
8 Directions instead of combining them into 4. This would prevent the problems of broken combos.

a. Science (For technology, % tech gain, free tech and Strategic Resources)
b. Industry (For building cost reduction, unit cost reduction and Wonder building)
c. Economic (For trade routes, cheaper heroes/neutrals/commodities, % Dust gain and Luxury Resources)
d. Military (For damage, unit life, defense, range, military upkeep and initiative)
e. Exploration (For vision, movement points, and sailing)
f. Quest (To basically help skip over certain impossible quests or to generate new quests)
g. Diplomacy (For approval, increasing Influence point gain, helping with Peace/Parley with the AI and Tribute)
h. Espionage (For Spy Seniority, city XP gain, vision of enemies, reduced risk of getting caught, reduced jail time and access to better spying options)

This will allow players to add variety to the game and let them choose their strategy. You could combo them according to your playstyle. The Quest path is particularly important as it will cover Faction Quests, Co-op Quests, Lore Quests and Victory Quests.

5. Diplomatic Victory
In its current form (Jan 2016), it is near impossible to complete a Diplomatic Victory in either multiplayer or single player. My suggestion is to create a global voting council where all the major and minor factions are included. The 15 Minor Factions will encompass 60% of the voting bloc, the other 40% will be divided among the Major Factions you are playing with. Every pacified Minor Faction will provide you 4% of votes required to win the Diplomatic Victory.

To win a Diplomatic Victory, you would need 60% of all the votes and for anyone to tech United Empires Council (it doesn't have to be you).

If you're in an alliance with a Major Faction, you automatically gain the loyalty of their assimilated minor factions. You will still have to convert the non-assimilated ones. If a player chooses to be hostile, you can't win the game, unless another player votes for you. Thus, you will need to break the allegiance of their assimilated factions through espionage, bribery or war and convert them. You could even have secret allegiances with the Minor Factions.

Thematically, a Diplomatic Victory would mean that you have converted/manipulated all the minor races to your side and they will rise up against anyone who goes against you. This also follows the lore in-game, as you can see the Drakken leading a negotiation table with all the races in the cut-scene.

6. An Underground Major Faction
I would make a Major Faction that is able to dig underground/burrow. Like Mole People. Their traits will allow them to dig in units into temporary fortifications. Camouflage by burying themselves.

7. Map Filter Suggestion (Anomaly Markers at the Map Overview Level)
Anomalies are very important. Various technologies, quests and buildings require anomalies to bring out their full potential. E.g. Quest (Dust Gives, Dust Takes) requires X Anomalies to be built over in your Empire. Cryometric Monitors add +15 Science for anomalies.

I would suggest a map filter just like the FIDLS for anomalies. If you turn it on, at the overview level you can see how many anomalies you have in one region and where they are.

8. Tiny Caravans
I would like to see the trade routes come alive. If you zoom in all the way, you would be able to see caravans moving along the trade routes but only at the deepest zoom. The tiny caravans would also disappear if you're at war with your trade ally or if you're under siege. They would look like ants from normal zoom. The more profitable your trade routes, the more "ants" there will be. You'll also be able to note how many trade routes you have just by looking at the roads that have "ants". Trade routes will be visible to all players with vision so you can estimate how much each player is earning from trade.

9. Day & Night
It would be interesting to see how combat will evolve when there's night and day. Currently, it is always day. It could be auto-stealth during the night, so even if your vision was able to reach the enemy, they would be camouflaged.

10. City Improvements
If I build a Mill Foundry in the City, I want to see smoke billowing out of one of the burroughs. If I build the Mercenary Market, I want to see a tiny tent with little units. If I build the Central Market, a tiny bazaar in one of the burroughs. You'll need to zoom in on the city to see the details.

All these effects can be turned off in the settings menu.

11. Weather
During winter, I was hoping certain water regions would freeze over, creating a frozen bridge.

12. Population / Workers / Burroughs
I have difficulty estimating the optimum stage when workers should be pulled out of Food and placed into Industry, Science or Coin. A tutorial covering this aspect would be good.

Rather than building a burrough, what if burroughs come free? As long your cities' population increase, you get free burroughs. This would make food more valuable and you get to focus your mind on other things. So, for every 2 population growth, you get 1 free burrough. For Necrodrones, you get 1 free burrough for every 1 population. For the Broken Lords, buying 2 workers would get them 1 free burrough. Food won't let you win the game unlike Science and Dust.

I find that this would speed up the game and provide a more accurate depiction of your city. Currently, you could have 20 workers and 0 burrough expansions in a city. Thematically, It just doesn't reflect the situation accurately.

Additionally, it would make the announcement that your city population has grown more eventful. For every even-numbered population growth, an announcement would be made telling players that they get to place a new burrough. Currently, the announcements tell you that city X has grown by 1 population, which doesn't really matter, as you can't build a burrough unless your city has grown by 2 population.



SUGGESTIONS 2
11. Tradeable Cities
Currently, you can only trade cities when you negotiate a peace treaty after declaring a war. This is extremely tedious and prevents certain faction quests from being completed. It would make trade extremely valuable if you were able to trade cities, help hasten faction quests and encourage more interaction. You could sell a city for Dust, then build troops with said Dust and take it back.

12. Completing Quests
As the Cultist, it is very important to keep track of your pacification quests. You want to be able to time your quests such that they coincide with sufficient Influence Points for Conversion. You don't want to bring your Preacher on a long journey just to convert a Village.

I would suggest that the cup symbol (quest marker) appear on all relevant quests locations, even outside of vision. A shining light just doesn't cut it as multiple quests have shining lights. You need to know where and what to do at that location. If a Village needs you to bring 3 Minor Faction troops, I want to be able to keep track of it. I don't want to be guessing if that Village wants 10 Dye, 10 Glassteel or 3 Minor Faction Troops. Worst of all, I don't need a reminder only when I have vision of said Village.

13. Watchtowers
Let Watchtowers be placed according to the needs of the player. Instead of a fixed static location which sometimes point to nowhere, let players decide where to spawn watchtowers. Watchtowers are by themselves an inefficient action, so why not let players choose to optimize their locations? You can still limit the number of Watchtowers to 4 per region.

Also, all spies to gain the vision of Watchtowers as well.

14. Teleportation Ruins
In Huge maps, player interaction is all but impossible between certain players due to geography. To combat this issue, allow 2-way teleportation ruins. This allows players to jump from 1 location to another and bypass the lengthy trip through enemy/ally territory.

It will also serve as a strategic form of gameplay as players would have to beware of attacks from behind as well. For islands maps, it will help to bypass the dreaded Drakken Force Peace Treaty ability by allowing troops to magically teleport onto their domain.

I would probably suggest a Temple Ruin tech in Era III-IV. This Temple Ruin tech would allow players to rebuild the former Endless technology from the Temple Ruins. Thematically, this means that the Temple Ruins are actually teleportation ruins/runes.

15. Voiceover
Breathe life into your characters.

16. Alloys and Armour Technologies
In normal games, I would never tech Era I and Era II Alloys and Armours [AA] (Advanced AA and Alchemical AA). Tier 3 AA are naturally stronger that these items and only require Industry to upgrade/retrofit.

I would suggest that researching these alloys unlock
a. Governing items.
E.g. An item that gives +5 Industry/Dust/Food/Science/Influence

b. Passive bonuses
In combat, +5% damage per Alloy tech and +5% defense per Armour tech, so it's cumulative. E.g. If you tech Advanced Alloy (Era I) and Alchemical Alloy (Era II), you would get 5%+5%=10% damage on your units, even without upgrading your units.

That way it lessens the problem of having to buy/extract special resources like Glassteel, for upgrading your units. It will also give players an incentive to not skip lower Tiered Alloy and Armour technologies.

Uncommon, Rare, Marvellous and Endless/Puissant Tiers will also add 5% each. Your theoretical total would be a +30% damage and defense, if you manage to tech all alloy and armour technologies.

17. Trade Route Improvements
a. Minor Faction Trade
Thematically, why wouldn't you trade with Minor Factions? Sure, they are small villages but I think they can add to the total number of trade routes.

b. Luxury and Strategic Resource Trade
With an increase in trade routes, you can gain Strategic resources or Luxury Resources. This can tie-in with point a.

c. Industry, Food, Influence Points
Why should trade be limited to just Dust and Science? How do you expect to get more Food, Science and Industry stockpiles? It seems strange that you can only buy them in the Market. Why can't Trade Routes give them to you?

d. Sea Trade
I think that is already covered by Cargo Docks.

18. Privateering
I think it's a major hassle to attack an enemy with privateers.

a. You need Era I (Mercenary Markets) and Era II (Freelance Guards) technologies, as you need to buy units from the Market AND manually change their status to Privateers on your territory. If you build your racial units, it's pretty obvious who is attacking.

b. You need to manually send the units to attack another player. Assuming he's not an AI, he will know the direction of where the units come from.

I suggest simplifying the procedure to just paying a bounty on a target city. After a certain period of time, mercenaries will attack said city. The more you pay, the more mercenaries will attack and the stronger they will be. It will also help players to reach enemies that are geographically too far to attack. Warning messages will appear when hostile mercenaries appear on your land.

If you are the Roving Clans, you will have inside information on who paid the bribes and who is attacking whom. Other players just know that someone bought out mercenaries but they won't know who it is. Also, as the Roving Clans, this will help you fight a proxy war, since you can't declare war on players.



SUGGESTIONS 3
19.Variety of Units
I noticed that every major race has only 4 units (1 settler and 3 military). I would like to suggest 5 military per race bringing the total to 6 units. In the current form, I believe it is a rock-paper-scissors system but I can't be sure as I usually auto-resolve battles. If it is true, I would like to suggest 5 military units instead, 1 for each Technological age. Why?

a. It gives depth to each race allowing each race to have special builds that can be customised to play style.
b. It allows for strategic rushing for certain units.
c. It adds variety and makes the theme/lore for each race more interesting. The variety will be very rich and you will expound on even more details for each race.
d. At level 5, 1 race may have an ultimate ranged unit, another an ultimate siege breaker, yet another an ultimate melee fighter.
e. Rock-paper-scissors-lizard-spock. As long as the number of military units is an odd number, you can always balance the units.
f. No need to keep on using generic elementals to buff your troops.
g. It would make a good expansion for the game.

Lastly, to help you along, the equivalent analogy is fighter, mage, thief, cleric, dwarf tank and elf archer military units.

20. Rework Cumbersome Item Build
Just built-in passives please. E.g. The moment you tech Glasssteel alloy weapons, all your units attack +10, Glasssteel alloy armor, defense +10

No need to count alloys and retrofit. Smooths the gameplay. Units will always use the highest alloy tech combination. E.g. Glassteel Weapons and Hyperium Armour. +10 Attack and +80 Armour. The numbers can be changed.

Players can choose their build they can invest the resources into units with strong attack or strong defense. They won't have to edit their units and do stupid accounting.

Whatever it is, REMOVE THE NEED TO EDIT YOUR UNITS MANUALLY MID GAME.

21. Rework Cumbersome Luxury Resources
If you have enough resources, the game will ask you if you want to spend it. The suggested limit is 50. Once you have 50 of a luxury resource, the game will ask you if you want to use it or sell it to the Market. No need to worry about stacking tons of wine.

22. Rework Stupid Techs like Diplomatic Manse
Diplomatic Manse is super dumb. You have to research a tech to do a peace treaty. Something that is on by default in other 4X games. You already have a stupid system of using influence to do basic diplomacy.

22. Rework Espionage
Don't use Heroes at all. Just integrate Espionage into Diplomacy. So much simpler and it is thematic. You can finally justify the use of influence for spying and by integrating it into Diplomacy, it will make it far more interesting and exciting to talk to people.

23. Magic Powers
Civilizations has a nuclear missile. What do you have? Use magic, if you want to create something interesting, tech magic with the Altar of Auriga, not stupid Winter techs. Summon meteor storms, raise the sea levels, cast invisibility, zap units with lightning bolt, fireball.

I hope to see this in the future.

24. User Interface : All Resources on 1 Tab
Just place the Strategic Resources, Luxury Resources and Stockpiles on the map. You can even make it a drop down. Also, resource income in brackets. You already do this with every other resource ie Dust 500 (+50). So, create a Glassteel 20 (+5), Wine 15 (+10).

Everything is seen on the map, no need to switch to another page just to find other resources. All resources should be seen immediately. You should also be able trigger luxury resource powers from the map as well. Just move your mouse to the top-left corner click a drop down and everything will appear. You can also hide it with with the same drop down.

24. User Interface : All Technologies on 1 Tab
The Altar of Auriga is just another technology circle. It's so silly. Just add it to the current technology tree or create a separate branch with another circle. Also, having the Altar of Auriga button on the bottom right is just blocking people.

25. Watchtower Version : Mobile Watchtowers
August 2017: Instead of sedentary watchtowers, allow them to upgrade to mobile watchtowers.

26. Watchtower Version : Fortresses
August 2017: Upgrade the watchtowers into fortresses/bunkers. These fortresses will tend project control. This links to point 27. Once you upgrade to fortresses, these fortresses can also link to the teleport network.

27. Small Medium and Large Regions
Instead of every region being a fixed size, divide them into small, medium or large regions. Players always start on a large region which is the standard region size. Small regions can be where watchtowers/fortresses exist. Medium regions can be where neutral races exert control.

It will also affect rare resource distribution. Small regions get 1 rare resource, medium regions get 2 rare resources and large regions get 3 rare resources.

Only large regions get names on the strategic view. This makes the map more manageable and easier to break apart. Imagine a jigsaw puzzle or a major country with minor provinces.

28. Integrating Settles as 1 Population
September 2017: I noticed this after playing as the Allayi and razing my cities. After razing, you gain a settler. However, you may not want to settle a city. You can only disband a settler. So, I suggest that you send a settler back to the city and change it back into 1 population. This problem has been highlighted on the forums as well.
SUGGESTIONS 4
29. Terraforming
Change the land to your will.

a. Land reclaimation
b. Create a river tile

30. 4 Seasons
Only summer and winter? Bring in spring and autumn as well.

31. New Race - Terraformers
September 2017: This new race changes the map. You can tunnel underground, dredge new rivers, create dams, build land bridges and the best one of all, create a mountain range to defend yourself. Or demolish a mountain range.

I was thinking of a plant-like race. Let's call them Plants for now.

a. Cultivate
You can increase the FDIS of any tiles you own by 1. E.g. +1 F or D or I or S.

b. Terraforming : Irrigation/River Engineering
You can make rivers on tiles you own. However, they need to be connected to an existing river. The plant race will have a special unit to do this. I call it the Engineer. Names can be improved. They can use their Terraforming ability on the tile they are on or adjacent tiles.

c. Terraforming : Demolish or Raise
Just like above, the Engineer unit can move onto mountains and demolish them. They can even do the opposite and create mountain ranges for defensive purposes. However, it is very Dust expensive. You can even do crazy things like surround a 1 hex city with 6 mountains and trap/protect it. Obviously, you can't terraform districts or cities. Hexes you don't control can't be terraformed either.

d. Terraforming : Land Bridge
Want to connect 2 islands instead of learning sailing? Build a land bridge tile by tile. You can even cut off oceans if you control opposite island regions and the ocean fortress (which you probably won't).

d. Friendly
You can extend Burroughs from pacified neutral race cities. Normally, you can only extend burroughs from the central settlement. This racial power allows you to build burroughs from the cities you pacified. That way you don't have a single big sprawl but spread out builds.

32. Trade Route FDIS Improvements
I have no idea why trade routes only give Dust and Science. Every trade route should give FDIS. Thematically, it makes sense. Since when does trade only revolve around technology and money? If you trade in real life, you will end up learning about different cultures. Don't tell me you don't trade food in real life?

However, depending on your race, you will get different things. E.g. Draken want Influence through trade. Maybe the Cultist want food through their trade route? Allow players to trade the FDIS and change the flow of the game.

33. Flying Units and Water
Can flying units please fly over water? That will be thematic and accurate. This will encourage more sea battles and boost scouting efforts. While it will give those with early flying units an advantage, mixed troops cannot move on water until they get sailing. Naval combat will be more interesting with flyers attacking naval ships.

34. Neutral Territories by Minor Factions
October 2017: Currently, minor factions come with a region. If you get region A, you can get up to 3 villages of a minor race. Thematically, it makes no sense as closing borders can affect enemy players even when you have no influence over the minor faction villages.

My suggestion is to give each minor faction village a small region that belongs to them. Join these minor faction regions to a major region. and delineate these minor faction lands from the major region. Additionally, assign a strategic resource or luxury resource to the minor faction region. Approximately, they should be 12 hexes large (6 surrounding the village and 6 more distributed by adjacency. As for the free worker, it will go to the nearest allied region. If there are multiple regions connected to it, it will just automatically choose the city that is closer in distance. If the distance is the same, it will go to the weaker allied city to help build it up. Alternatively, you can control where the workers go.

Benefit 1. This will allow better balancing of the map generator as the regions are not bogged down by minor faction village placement. The map generator will generate major regions for the players and fill up any empty gaps with minor faction villages. Think of it as breaking the map into smaller jigsaw puzzle pieces that are more balanced. You could even set a filter while map generating to only produce villages of one race. E.g. All minor faction villages are Urces.

Benefit 2. This will improve the action of influencing villages as they now come with a resource. You can still attack them to add their lands to your own. Any minor faction land that is attacked will be absorbed into your empire. So, you can attack a minor faction village far away and it will become yours. You can use that as a landing ground to heal troops, provide garrisoning and produce minor faction troops. You can't build anything on the minor faction lands except extractors.
E.g. Mithrite lies on a neutral village territory. You either pacify them and they mine it for you or you attack them and mine it yourself.

Benefit 3. Strategically, certain minor faction villages may lie on the borders of 2 empires and being the first to influence the minor faction village yields strategic advantage (Garrisoning, trade route and free soldiers).

Benefit 4. No need to place 3 villages of the same race on 1 region. You can have 3 different races surround a major region. Heck, you don't even need to be limited to 3 villages.

March 2018
Benefit 5. It will encourage players to trade territories. Ceding a city is a major no-no but ceding a neutral/AI territory will be more likely. You can even give the neutrals the entire zone so they serve as a massive land barrier.

Benefit 6. Easier placement of land blocs. No need to worry about trade routes not connecting.

Benefit 7. More trade routes. Trading with yourself is pretty boring, trade with neutral villages and influence them. Make them attack your enemies instead of buying mercenaries.

Benefit 8. More options for spying. Spy on neutral races too.

35. Super Siege/Power Unit for each Race
October 2017: Each race should have their own unit for winning the end game.

For the Ardent Mages, I was thinking of a giant floating crystal unit that is dragged by slaves. The crystal charges up each turn and fire a devastating AOE beam every alternate turn (i.e. 1 turn charge, 1 turn fire).

Generic elementals are kind of boring.

36. River Travel
Match 2018: Just in case anyone forgets that this doesn't exist in the Civ series and other 4X games.

37. Combining Cities
Match 2018: I want the option to create a megacity when 2 cities touch and join. There will be a criteria for joining them.

1. Both need to be of a certain minimum size for combining, City Centre 2. That means each city centre must have AT LEAST 4 districts. That way players can't just settle multiple locations and combine them immediately. By default, you need 8 population for 4 districts. The Necrophages need only 4.

You can imagine how cool it is to have a massive Necrophage hive that spreads all over the land.

2. Both cities must be touching by 1 adjacent district.

3. You are given an option to combine the cities. It is optional, not compulsory.

4. Combining always results in only a single City Centre 2. Always the bigger city.

5. Tradeoffs will occur. Buildings will not be destroyed. Instead you can have multiple copies. This is linked to suggestion stating that I want to be able to see a foundry take up a single hex. You combine 2 cities and you get a sprawling landscape. You can still only queue builds in a single queue but your industry will be double so you can double build in one turn. Unhappiness also increases dramatically as you have more population

6. Easier to manage. Now you have no need to micromanage 10 cities. You can combine them into megacities which are easier for you to manage.

38. Upgrading
March 2018: E.g.Mill Foundry 1 to Mill Foundry 2
9 Comments
<™[-=> Cookiez <=-]™>  [author] 19 Jun, 2016 @ 1:40pm 
How do I move it to a blog post?
tempest.of.emptiness 19 Jun, 2016 @ 10:10am 
This is not a guide. Please remove. If you have more to say in review of a game than will fit in the space provided for reviews, consider a blog post as an alternative to misusing the ability to post more characters in a guide.
<™[-=> Cookiez <=-]™>  [author] 3 Feb, 2016 @ 7:55am 
Now that you know that definition, did you read the PROS and CONS?
Purple 3 Feb, 2016 @ 7:34am 
Criticism is the practice of judging the merits and faults of something. Not what you like, or dont.
<™[-=> Cookiez <=-]™>  [author] 2 Feb, 2016 @ 5:49pm 
Ok, I think someone doesn't understand the meaning of a critic.
Purple 2 Feb, 2016 @ 10:48am 
You dont did a critic, you did a " i like it, i dont like it"
_DOOMMASTER_ 1 Jan, 2016 @ 2:24pm 
Yeah I am all over the world ^^
<™[-=> Cookiez <=-]™>  [author] 1 Jan, 2016 @ 11:46am 
Lol Doom.. It's you again... Hehe
_DOOMMASTER_ 1 Jan, 2016 @ 10:55am 
Very NICE!!!!!!!!!!!!