Endless Legend is a 4X turn-based fantasy strategy game by the creators of Endless Space and Dungeon of the Endless. Control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
User reviews: Very Positive (919 reviews)
Release Date: Sep 18, 2014

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Recommended By Curators

"Civilization with some fresh ideas to both complicate and simplify things. Rough around a few edges, it's been eating up a lot of my time lately."

Recent updates View all (21)

September 25

[1.0.2] Release Notes

Hey everyone,

Yes, we're still here. :)

Thank you very much for the feedback on Endless Legend: it's helped fix tons of issues as you will find below. We are aware of some remaining issues and are still investigating, however, please make sure you report all your issues in the right section of the forum (here) and that you attach your files (as explained here) and give as much info as you can.


  • Added data to randomly change the AI's personality at the beginning of a new game
  • The game speed value is used to modify the AI building scoring
  • Players can now exchange resources when negotiating an open borders treaty during a Cold War
  • Through the Diplomacy, the Alliance relation between 2 empires allows you to attack a tierce Empire army within the territory of your ally, if you are protecting your own territory
  • Disabling multiple GUI elements during end of turn
  • Available improvements are now sorted by category, then industry cost, then custom sort (based on the new GuiSorting.xml file)
  • Improved the feedback of the active/activable luxury resources

  • Fixed an issue where the Founder Pack bonuses (Ice Wargs minor faction, Namkang hero and "A song of ice, only ice" custom faction trait) are not available for the owners of the EL Founder Pack
  • Fixed an issue where game remains stuck during the Battle simulation phase of the Manual battle when setting the "Encounter sequence" to "Advanced"
  • Fixed an issue where armies disappear when going on water tiles surrounded by terrain tiles
  • Fixed an issue where a skippable assert is generated when the user selects and then deselects multiple times a faction in the Diplomacy screen right after ending his turn
  • Fixed an issue where a skippable assert is generated when the user rapidly presses the Escape button several times while being in the faction selection screen


  • Fixed an issue where clients joining sessions while the host is in the loading screen remain stuck if the host closes the game
  • Fixed an issue where session does not appear for the previous host after a server migration
  • Fixed an issue where the host receives a skippable assert resulting in being stuck when resyncing the multiplayer session
  • Fixed an issue where if a client times out in a MP lobby, the host loses the session server and receives a "Failed to connect" notification
  • Fixed an issue where the client doesn't receive a message that the connection with host was lost if the Ethernet cable is removed or the uplink is lost

  • Fixed an issue where AI Empires do not build borough streets if they are custom factions with the Cellulose mutation trait
  • Fixed an issue where AI Empires have a very low priority for rebuilding minor villages
  • Fixed an issue where the AI is stuck when the frontier tile is a non stoppable one

  • Fixed an issue where the "Deep Generator" technology is available for custom factions without the "Vaulters" or "Mezari" affinity
  • Fixed an issue where several technologies are unavailable for custom factions with the "Mezari" affinity
  • Fixed an issue where the "Rookery" and "Mercenary Market" technologies are treated as separate technologies in the faction editor
  • Fixed an issue where the "Advanced Filigree" starting technology trait is available in the faction editor selection
  • Fixed an issue where custom factions can be created with the "Language Square" starting technology and the "Pitiless" trait

  • Fixed an issue where Settler can cost more than one population
  • Fixed an issue with the Winter additional effect "-1 resource on strategic resource deposit"
  • Fixed an issue where Winter River effect does not mention the dust malus in the Empire management screen
  • Fixed an issue where contradictory information is displayed in the "Empire bonuses" on the slow game speed
  • Fixed an issue where the notification for starvation will be displayed even when the city has 1 population
  • Fixed an issue where the "Imperial Kennels" city improvement does not increase the experience units gain per turn
  • Fixed an issue where the "Self-repairing Defences" city improvement does not grant an XP bonus
  • Fixed an issue where there is a inconsistency of the values of the different market tabs

  • Fixed an issue where the "Stun" capacity is always successful
  • Fixed an issue where the "Ardent Fire" capacity is not functional
  • Fixed an issue where the "Increased Fire 3" capacity of Ardent Mages heroes does not function properly
  • Fixed an issue where the "Increased Fire 3" capacity of the Ardent Mages heroes does not have a visual effect when used
  • Fixed an issue where the "Increased Fire 3" capacity status effect is not displayed on the supported unit
  • Fixed an issue where the "Improved Movement" combat effects do not apply
  • Fixed an issue where the "Confidence" bonus does not function properly
  • Fixed an issue where the "Sharp Sense" bonus does not function properly
  • Fixed an issue where the "Higher Ground" bonus does not function properly
  • Fixed an issue where the "Higher Ground" effect does not appear in the unit status effects during manual combat
  • Fixed an issue where support class heroes do not have the "Ranged" capacity
  • Fixed an issue where Roving Clans heroes do not have the "Ranged" capacity
  • Fixed an issue where the Preacher's "Unleashed Potential" support ability does not have any sound effects
  • Fixed an issue where the Ardent Mages pillar buttons remain functional and do not become greyed out when ending the turn
  • Fixed an issue where the battle FX of the Ice Wargs are missing

  • Fixed an issue where First Encounter between Empires occurs without mutual vision
  • Fixed an issue where a user is not prompted with the First Encounter notification when discovered using the "Vision and Map Exchange" treaty
  • Fixed an issue where no encounter notification is generated at the start of the session when playing against a Drakken empire

  • Fixed an issue where building multiple "Verda's Temple" at the same time breaks the Ardent Mage questline
  • Fixed an issue where the chapter 7 of the Roving Clans major faction is too difficult to complete compared to other major faction questlines
  • Fixed an issue where the reward for the "Power and Prestige" side quest is too low for the first era

  • Fixed an issue with the walk animation of the Urces units
  • Fixed several issues with the animations of the Vaulters and Mezari ambassadors

  • Fixed several issues with the French, German, Russian and Polish localisations
  • Fixed an issue where spacing between words cannot be noticed due to the font choice in quest descriptions (modification of the kerning values)

~Amplitude Studios

22 comments Read more

September 18

[1.0.0] Release Notes

Hey everyone,

We are very glad to announce that Endless Legend is now out of Early Access and officially released on Steam! Check out the release notes below and our trailer!



  • Added the Cultists of the Eternal End faction
  • Enabled the customization of factions
  • Added the Nydia Minor faction
  • Added the Mezari faction (reskin of the Vaulters - Dungeon of the Endless Founder Pack owners)
  • Added the Ice Wargs Minor faction (Endless Legend Founder pack owners)
  • Added the Researcher Namkang (new hero - Endless Legend Founder pack owners)
  • Added the Auto-Explore and Sleep Army actions
  • Added Steam achievements and Trading Cards.
  • Added 2D cursor. Behaviour:
    • Grey => nothing special
    • Blue => a selection is possible
    • Red => only an offensive interaction is possible
    • Green => any other interaction is possible
  • Changed Heroes' starting abilities
  • Slightly increased Watchtower cost (from 125 to 160)
  • Updated units stats (now defence and attack are within the same range)
  • Updated unit costs
  • Updated the life siphon capacity
  • Improved the Broken Lords Infantry and the Ardent Mages Battle Mage
  • Increased the costs of Drakken's force peace and alliance
  • Nerfed the Ceratan
  • Balanced Cultists number conversion costs and converted village upkeep
  • Changing several times a diplomatic status will now have a significant impact on diplomatic costs
  • A besieged city cannot be traded
  • Increased the costs for technology exchanges
  • Fade out the audio properly during loading, and restore it properly at the end of loading
  • Removed end turn SFX on the button
  • The player is now redirected to the main menu after an error occurred while joining a lobby
  • Minor factions can now attack cities starting turn 100th, besiege them starting turn 50th and attack converted villages starting turn 15th
  • The AI can now research the military technology from era 6th.
  • Improved the assimilation heuristic: now it assimilates the greatest strength belief instead of just the first minor faction
  • Roving Clans uses Privateers for their war now
  • AI armies are never idle now, if there's no more patrol missions we will assign several armies for the same missions
  • Bank accounts are used to compute the Dust exchange appreciation
  • Added Polish and Russian localizations

  • Fixed several issues where the game crashes when exiting to desktop
  • Fixed an issue where the game remains in front of other programs when alt-tabbed
  • Fixed an issue where the game doesn't start on the primary monitor
  • Fixed an issue where the assimilation AI layer tries to assimilate an already assimilated minor faction
  • Fixed an issue where minor factions do not conquest cities
  • Fixed an issue where the AI does not make enough extension
  • Fixed an issue where the AI Empires have a very low priority for building Extractors
  • Fixed an issue where the AI doesn't react to player sneak attacks on capitals
  • Fixed an issue where, when making extension, the AI does not try to level up districts
  • Fixed an issue where tropical mountain forest is wrongly linked to tropical rock forest
  • Fixed an issue with the Bark Skin capacity
  • Fixed an issue where the master volume is reset each turn
  • Fixed an issue where units do not auto split from armies when the destination is not adjacent
  • Fixed an issue where the militia will never have more action point after a first battle
  • Fixed an issue where the siege action could not be started when the district is an extension/centre and located over a cliff
  • Fixed several issues with unique items
  • Fixed an issue where a desync occurs when building a district in the area of a pillar
  • Fixed an issue where a desync occurs with clients using different languages
  • Fixed an issue when going back to the lobby after a desync. Sometimes a client would reload the game as if he was ready
  • Fixed an issue where the player is no longer considered as an AI if they were not ready when the game started
  • Fixed several issues with the display of the Upkeep
  • Fixed several issues with the buttons and layout for the Big Screen UI
  • Fixed an issue where the armies spawned in the Ardent Mages chapter 7 do not attack the correct city if the user reaches chapter 7 and then loads a game which was saved before completing chapter 6
  • Fixed an issue where battle effects are visible through the fog of war in multiplayer sessions

  • Conversion trait has unwanted consequences when used for custom factions (especially, if you choose to be able to have more than 1 city).
  • Some issues can be encountered with the Urces walk animation.

Have fun! :)

~Amplitude Studios

34 comments Read more


“Plays out on one of the greatest, most beautiful maps in strategy gaming history. It combines style, substance, and setting into a marvelous overall experience for both empire management and tactical combat.”
8.3/10 – IGN

“Reinvents the 4X genre, mirroring what XCOM did for tactical turn-based games, and they have, as today Endless Legend brings the genre to new heights.”
9/10 – Hooked Gamers

“Endless Legend combines fantastic fiction with compelling strategy. Underpinning it all is a strong design philosophy that connects the tenets of the 4X genre together seamlessly, while providing a plethora of options without being overwhelming. Even during a time when we’re seeing a lot of 4X offerings, it sets itself apart, promising something different from its contemporaries.”
9/10 – PC Games N

About the Game Packs

About This Game

Create your own Legend
Another sunrise, another day of toil. Food must be grown, industries built, science and magic advanced, and wealth collected. Urgency drives these simple efforts, however, for your planet holds a history of unexplained apocalypse, and the winter you just survived was the worst on record. A fact that has also been true for the previous five.

As you discover the lost secrets of your world and the mysteries of the legends and ruins that exist as much in reality as in rumor, you will come to see that you are not alone. Other peoples also struggle to survive, to grow, and perhaps even to conquer.

You have a city, a loyal populace, and a few troops; your power and magic should be sufficient to keep them alive. But beyond that, nothing is certain… Where will you go, what will you find, and how will you react? Will your trail be one of roses, or of blood?

Explore fantastic lands.
  • Lead one of eight civilizations each with a unique gameplay style and storyline.
  • Survive through cold dark seasons that drive Auriga to its end. Will it also be yours?
  • Experience an endless replayability with randomly generated worlds and quests.
  • Set the size, shape, topography and more... to create your own world to discover.

Expand beyond the unknown.
  • Conquer, build and develop villages into feared fortresses or wonderful cities.
  • Assimilate powerful minor factions and use their special traits and units wisely.
  • Hire, equip and train your heroes to become army leaders or city governors.
  • Raise your civilization by finding mysterious artefacts and forgotten technologies.

Exploit every opportunity.
  • Evolve your civilization through the discovery of new advanced technologies.
  • Collect Dust, luxuries and strategic resources tradable on the marketplace.
  • Keep one step ahead of other civilizations through trade and subtle diplomacy.
  • Choose from different victory conditions and adapt your strategy on the fly.

Exterminate fools who defy you.
  • Experience an innovative dynamic simultaneous turn-based battle system.
  • Use unit equipement, abilities and the terrain to overcome your opponents.
  • Zoom out of a battle and rule the other aspects of your empire seamlessly.
  • Define your custom civilizations and confront those created by your friends.

System Requirements

    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 2.5Ghz Intel Core 2 Quad Q8300 or equivalent
    • Memory: 4 GB RAM
    • Graphics: 1GB nVidia Geforce GT460 or equivalent, 500 MB ATI HD4850 or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 3 GB available space
    • Sound Card: DirectX 9 Compatible Audio
    • OS: Windows Vista / 7 / 8 / 8.1
    • Processor: 3.5Ghz Intel Core i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: 1GB nVidia Geforce GTX660 or equivalent, 1GB ATI HD7850 or equivalent
    • DirectX: Version 9.0c
    • Hard Drive: 3 GB available space
    • Sound Card: DirectX 9 Compatible Audio
    • OS: MAC OS X 10.8 or higher
    • Processor: 1.7 GHz Intel Core i5
    • Memory: 4 GB RAM
    • Graphics: 512 MB AMD Radeon HD 4850, NVidia GeForce 640 or Intel HD 4000
    • Hard Drive: 3 GB available space
    • OS: MAC OS X 10.8 or higher
    • Processor: 2nd Generation Intel Core i5 (or greater)
    • Memory: 8 GB RAM
    • Graphics: 1 GB NVidia 750 (or better)
    • Hard Drive: 3 GB available space
Helpful customer reviews
751 of 826 people (91%) found this review helpful
112.6 hrs on record
Early Access Review
This is less of a review and more of a preview of what you can expect from this game. I know that steam says I barely played EL - that's because I've been playtesting this game for several months before release. As such, I'm also inherently biased so take that into account.

Why should you buy this game? The short answer is - if you have any doubts, don't buy it. Wait for the full release and then do your research and see if it's the kind of game that you will enjoy :)
Personally though, I think that EL stands strong among other 4X games. It feels fresh and unique in many areas where 4X were starting to get stale. There's a lot to talk about so I'll just go over some of the bigger features:

Firstly, the city management aspect. Like in most 4Xs once you make a city you can grow it, make improvements, train troops, gather food, industry, science, dust/gold and influence (FIDSI in short). But population works differently - you assign your workers (you population) to specific areas like food generation or influence generation. The amount of population working on that is multiplied by various bonuses (but it's at least *3) and then other various other bonuses are also added to the amount of FIDSI you can generate. This gives you a lot of control over what your city does (more so then in civ where you're much more dependent on the tiles around your city).

Secondly, empire management. Every 20 turns you (and all other players) choose your "empire plan" which will define how you play for the next 20 turns. You need influence to invest into your empire plan - the more influence you invest, the better. You also have more options in empire plan as you enter new eras.
Another use for influence is in diplomacy - all diplomatic actions (closing borders, declaring war, etc) require some influence. You can also spend influence to improve your influence with AIs. Right now however, this aspect of the game only has basic functionality because there's no multi (yet) and the AI is fairly dumb (for now).
Additionally, the tech is non-linear, meaning that you have free control over which tech you want to go for next. There are no prerequisites to anything. However, you have to choose what you research wisely as technology gets progressively more expensive. The only limitation are the eras. Basically, in order to unlock tech from next era, you need at least 10 tech from previous era.

Thirdly, army management. There are 5 main unit types in the game: infantry, ranged units, support units, cavalry and flying units. Each faction has access to 3 unit templates (+the settlers) which you can then customize to decent extend. For example, you can equip your infantry with weapons that will help you fight cavalry - which normally is a good counter to infantry.
Because each race can only use 3 basic templates (in as many versions as they want of course, I'm just talking about the infantry/support/etc kind of templates), you also have to rely on assimilating minor factions into your empire. Minor factions will grant you an empire bonus and give access to their unique unit templates. This allows you to make up for the fact that you don't natively have access to certain unit type. For example, the Wild Walkers faction has no access to flyers so they can assimilate Khazanji minor faction to gain access to Demons - a new flying unit template. There are of course limitations to how many races you can assimilate.

Fourthly, the battles. They're quite unique since they're played on world map (like in civ) but are little skirmishes by themselves (like in AoW3 but you have less control). Each battle starts with a deployment phase and planning phase (during which you give your units orders). Then, the battle kicks in and you watch how your units duke it out. After a while you get the opportunity to change your orders around if you so choose. You also have to remember that there's elevation in this game - attacking from high ground will give you a decisive advantage while using cliffs can lead to some Hot Gates scenarios. The battles still have ways to go, true, but they're quite enjoyable already, even in alpha state.

Lastly, the world. Auriga (the planet you play on) looks gorgeous and I wouldn't hesitate saying that it's one of the best looking 4X games (if not the best). Aside from great visuals, there are numerous things to discover on Auriga - there are many anomalies (special tiles that are usually very good), ruins to explore (they are persistent btw), minor faciton villages, and a huge amount of various biomes. Plus the standard - resource deposits and so on.
Also, let's not forget about quests. Each faction has a storyline expressed via a quest system. Every player is given a set of quests that they can complete for rewards (completing all of them will win you the game but that's not implemented yet). Aside from these main quests, you can also gain various side quests from minor factions, ruins and so on. The quests are quite interesting and make the game feel more alive, they also let you discover the lore of the game.

In general, I do recommend this game but encourage you to do some more research first. Especially if you plan buying it in its alpha state.
Also, this review is mostly a quote from a wall of text I wrote on the forums once. Just FYI ;)
Posted: April 24
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292 of 325 people (90%) found this review helpful
60.7 hrs on record
Early Access Review
New to Amplitdue's games and looking for some Pros and Cons on buying Early Access? Well heres some for you.

*** Updated as of Beta v 0.5.18 S3 ***


-An incredible amount of visual polish for an Early access game, and its only going to get better. You can zoom in far out or insanely close. Up close the details are stunning. And zooming far out gives you a ancient looking map with all the details you need.

-It's a Completely unique game. Coming from someone who enjoys the Civ series thouroughly, this game feels totally different and adds yet another delicious 4X flavor to my palate. Some things that make it different: High Ground advantadge, Adaptively Progressive Tech trees, The Market, Minor faction integration, and much more.

-Unique factions: I've played all of the major factions in complete games. This much I can tell you: If you play two factions with the same strategy it will not end well for you. Their uniqueness adds allot of immersion to the game.

Cons: (Will be updated as game progresses)

-The GUI is set up in such a way that you can easily make a mis-click with units and suffer consequences you never intended. There is a high chance this will be polished up before release.

-The economics of the game feel flat. The dissaproval systems are pretty linear and leave a little to be wanted, however there is more economic depth planned and even more will most likely be added before Early Access ends.

[This game contained many cons at EA release but these are since gone]

Endless Space problems not found in Endless Legend:

-Steamrolling combat. Endless Space suffured from this, however combat is deep and thought provoking in Endless Legend even in early access. Also, there is much less of a "Rock Paper Scissor" feel to the game

-Endless Space had a lack of Diversity. Endless Legend on the other hand is teeming with diversity.

-Immersion. From seeing heroes fight on screen, to a richly stylized GUI, to incredible artwork, Endless Legend pulls you into the game's universe and keeps you there.

Overall, this game is an incredible EA game, and a steal with the release sales. And to speak of bugs, beyond a minor one here and there, they are practically non existent.

So looking for Endless entertaiment? This is it.
Posted: April 24
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176 of 191 people (92%) found this review helpful
2.9 hrs on record
This is the most surprizingly great game I've ever seen on Steam.
Surprizing because considering the small price, and considering I'm a fan of the Civilization saga since the first one, I was expecting a nice game inspired by Civilization but certainly not as good.
Well I was wrong. This game is at least as good as Civilization, and probably even better because :
- it has way better graphics (including a real 3D map with elevations : on the contrary to Civ you can 'climb' hills to reach a plateau for example to shoot arrows from above... and of course this gives you bonus) and a very cool and modern User interface
- it has RPG elements (quests but also a good heroes management in which you can customize the equipement and also chose specilizations like you do in any RPG)
- it has turn based battles (which I love... but you still can use automatic battle resolution if you prefer)
- it has seasons with real effects on the game
- it has an interesting units customization feature (in Civ the upgrade system is more basic here you can equip you units with new shield, armor, weapons but also items that give some extra points... it's very RPG inspired)
- it has a very usefull and well made training.
So, it is a good combo of TRPG and 4X games. Exactly what, personnaly, I was looking for for a long time !!!
Posted: September 19
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157 of 172 people (91%) found this review helpful
47.8 hrs on record
Early Access Review
Civ 5, Heroes of Might and Magic had a baby together and that baby grew up and had a baby with Endless Space and this baby has now grown up and it is glorious in every level.

Incredibly polished, incredibly neat, incredibly addictive and a game that stands out from the rest. If you like Empire-builders, this game is for you!

Ignore the "Early access". This game is ready to be sold. I have only experienced one single bug in this game and the MP works like a clockwork. It's highly optimised, full of features and pretty to look at. I wish more Devs would make their games this way, it warms my heart!
Posted: September 18
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176 of 205 people (86%) found this review helpful
10.0 hrs on record
Early Access Review
**Updated 4/26/14** All Future Updates will be found in chronological order as you continue to read.

First Day Launch Review. Will update as updates come (to the best of my ability).

For those who decide to look and say TL;DR - Great game, Worth the Price, Alpha = Better than any Alpha I have played, Missing Some features and directions, but will be fixed over patches as is known to happen with Amplified Studios.

Let me start by saying, this is EASILY the best Early Access game I have seen come to Steam. It is already VERY polished for a game still in Alpha. The graphics are actually more impressive than I expected from an Alpha version. Glitches? Kept to a minimum so far, in fact, I don't think I have really seen anything that was more then a moment's annoyance.

A previous review I read said, it takes too many clicks for a unit to make an action, compared to Civ. I disagree. I select the unit, tell it to walk to the tile i want, once its there, it pops up and says "Do this action?" And I can say Yes or no. Quite simple. Attacking another unit? Select your unit and click the other one. Very simple, not tedious, not a pain, and considering how much this game LACKS in direction at its current stage, its refreshing to be given instructions to understand.

The game plays like a combination of Age of Wonders (I,II,II), Civ (Any), Fallen Enchantress and Endless Space. It takes the best part of each game, and mixes them together. Want an easy way to build you cities and manage your workers? Done. Want to have a little more control over battle but still have it streamlined so it doesn't bog down your game? Done.

The Tech tree is similar to the Endless Space Tech Tree with a few differences. Right now, you can only research the Tech of the "Age" you are in. You gain levels in "Age" by researching so many of the previous "Age's" technologies. For example, you start at the First Age and can not advance to the Second until you have researched 10 technologies. The only catch on this is, you do not need to research certain technologies to unlock more advanced ones. For example, if you do not research Age One Weapons, you can still research Age Two Weapons. I am sure this is something that will be addressed in a later patch.

I have so much more to say, but I just want to play! More updates and information to come!

**Update 4/26/14**

So now that I have some more time to expand upon things I wrote earlier, I am going to do my best to do so.

So as I have said, this game plays like a combination of a few games. Most notably it feels like Fallen Enchantress and Civilization games. Allow the following to help explain what I mean by this.

Fallen Enchantress - The biggest similarities come from how the units stack. You stack armies onto a single tile. You are also limited to how many units can be in a single stack. This is based upon your hero and your tech tree. There are roaming bands of armies (mostly made up of creatures) as well as the other empire's armies. When you initiate battle, you will also notice that it has a similar system that shows you how balanced the fight will be. It differitiates slightly from here though. You pick if you want your armies to play offensively, defensively or stay put. Then, your battle takes place on the actual hexagons of the campaign map, but it is limited to a small area. It does not go to a difference screen where the single hexagon turns out to be some huge 12x12 area inside of that single tile. This means that you can potentially start a battle in a part of the world map, knowing that they have to come through a bottleneck because of a mountain range with only one entrance. Once you start your battle, you have the opportunity to place your units in the desired hexagons prior to the fight starting. this allows you to protect your ranged by playing them behind mountains or cliffs and adds a nice level of strategy into the battle, while not becoming so tedious that you spend hours in a single battle (for example a Total War game where you might spend 10+ minutes arranging your armies perfectly). After you have placed your units, you get to choose what units target which enemy units. Then once the round starts, the action is streamlined and you are along for the ride. This helps streamline battle, but it does have rounds where you can re-adjust your strategy to ensure your victory.

*A quick note I will need to add more to later, they also allow you to upgrade/change gear on your armies just like in Fallen Enchantress. I will need to expand on this more later.

Civilation - It is similar mostly through building and placing cities. You also have control over what your population works on in each city (i.e. FIDSI - Food, Industry, Dust, Science and Influence . You build expansions on your city, utilize resources in your region and basically control your settlements expansions.

A couple quick notes I want to make here.

* You can only create one settlement in each region. Choose wisely. You *can* still use any resource in that region, even if you are not settled next to it. This mainly makes you choose wisely when it comes to the resources available in the tiles near you.

*Influence and Empire Direction - You use influence to choose the direction of your empire every 20 turns. I made the mistake (due to lack of instructions) of thinking this feature was not implemented. You do not just click the direction you wish to go, you must click and DRAG it to the marker line. I spent my first 60 turns before I realized this.

*There is no tutorial. This is not a game to learn 4x strategy on. It is still being developed. There are truly no directions and you will make mistakes or wrongful assumptions. It may frustrate you when you do so. Save often, you will appreciate when you can go back 20+ turns because you didn't fully understand the consequences of an action you took so long ago, thinking it wouldn't effect you the way it did. I am sure a tutorial will be available upon release if not sooner. If you have any questions, you may also feel free to add me and I will answer them to the best of my ability.

MORE UPDATES TO COME!! Check Back often please! Feel free to comment! If you find something lacking, please let me know so I can help you make more informed decisions!
Posted: April 24
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