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Endless Legend is a 4X turn-based fantasy strategy game by the creators of Endless Space and Dungeon of the Endless. Create your own Legend!
Release Date: Sep 18, 2014
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[1.0.0] Release Notes

September 18

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!


https://www.youtube.com/watch?v=wTt1c9IIoRI



RELEASE NOTES [1.0.0]

CHANGES AND ADDITIONS
  • 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

FIXES
  • 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

KNOWN ISSUES
  • 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

30 comments Read more

Endless Legend is golden!

September 18



Message from Mathieu, CEO at Amplitude Studios:

"Hi all,

This is it, the day of release has finally come for Endless Legend.

What started as "Hey, let’s make Endless Space in a fantasy setting" bloomed into a gargantuan (for Amplitude’s size at least) fantasy 4X. We are very tired, it has been long and stressful, but we are very proud of what we have achieved. We are also very proud of having matured this game with you during Early Access, so thanks again for your trust, support and spot-on feedback.

As we stated in the past, release is just a step in the life cycle of Endless Legend -- a step which is necessary to receive press reviews and ship the game to retail stores. It is a foundation on which we will build together in the coming months. You have plenty of ideas and we do too (having some booze tonight will likely improve that), and I am confident the game will grow in all aspects for the best.

We had a pizza night yesterday at Amplitude, polishing and fixing the last nagging issues, and we were very happy with what we had in our hands. The game is arriving on Windows 32 and 64 bit versions, as well as on Mac 32 bits. We have some issues with external middleware that is preventing us from releasing a 64 bits Mac version right now, but it is at least breathing so it should not take too long. The 32 bit version of the game runs fine on Mac 64 bit systems, however. The Linux version is breathing as well, also with a few middleware issues, but we should be able to release it shortly.

The game releases in English, French, German, Polish and Russian. Other languages will follow soon (think of two languages close to French)"



Tonight's release


Compared to the last public version you received, you will discover:
  • The Cultists faction (more details below!): very exotic, very fun, very dangerous. If an AI plays it next to you, make sure you kill them before they overwhelm you. I was defeated yesterday evening by those bastards, thanks Nosferatiel :)
  • Custom factions: our Technical Director has already found the one killer custom faction he is inordinately proud of.
  • Final animated ambassadors for all factions, including the large ones (negotiation screen) and smaller ones (diplomatic status)
  • The Mezari faction (for Endless Legend [classic or founder] Dungeon of the Endless founder pack owners)
  • The Icewarg minor faction (for Endless Legend founder pack owners)
  • The Drakken special hero (for Endless Legend founder pack owners)
  • The Nydia minor faction, for all. It may feel reminiscent of another faction from another Amplitude game. #tease
  • Lots of AI tuning and improvements, faction behaviour has been improved (if you play next to a Roving Clans empire get ready to see mercenaries coming your way, even though he claims you are his best friend).
  • All battle data has been re-tweaked. I loved the way the battle played yesterday, yet we still cannot wait to get your opinion on which unit or faction is overpowered or underpowered. Try to keep in mind the global balancing though; for example, the Broken Lords hero is very strong, but expanding BL cities is expensive, so this makes them a conquering faction, rather than an expanding one.
  • We have also rebalanced some buildings’ costs, minor faction difficulty, region sizes, etc. to make the game experience fluid and interesting at all stages
  • We have of course fixed tons of bugs, especially some nightmarish random crashes and freezes which were very hard to nail down.

Known issues
  • In some rare situations (which we cannot reproduce here or at QA), generating the game fails. Make sure you have administrative rights when you launch the game, and also using the Win 7 compatibility trick might help. We have upgraded the Steamworks middleware to a more recent version to make sure we kill all Steam related issues.
  • In some specific cases in multiplayer, performing multiple join/leaves can result in desyncs. Re-hosting the game fixes the desync. Our QA has reported complete MP sessions with no desync at all, so the MP experience should be very smooth
  • There may be some German/Russian texts not perfectly fitting in boxes, but nothing game breaking there.



The Cultists of the Eternal End


Because you guys made this happen: here's a preview of the Cultists of the Eternal End, Endless Legend's faction entirely designed by the community with Nosferatiel, Telum and Adazu in particular. So enjoy!









https://www.youtube.com/watch?v=u1_pD4pJOGg



We'll share more info on the actual release later today so stay tuned!


~Amplitude Studios

21 comments Read more

About the Game Packs

About the 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.

PC System Requirements

    Minimum:
    • 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
    Recommended:
    • 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

Mac System Requirements

    Minimum:
    • 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
    Recommended:
    • 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
47 of 77 people (61%) found this review helpful
25.3 hrs on record
I want to like it but it needs more work. It's definitely fun, up to a point, but it feels like a premature release. I'll list what bothers me rather than what I like, because what I like is basically already stated in the game's description.

User-Friendliness:
1) The game has simultaneous turns. Fine with other players, but against the AI, you basically go last. The AI all operate at processor speed and you can only react. I tried reloading a savegame several times to "beat them to it" (in this case moving my tiny army away from the roaming minor faction army) but if you do manage to select and click away before them you get a "cursor unspecified" error or something like that.

2) Information on progressing. I couldn't find any tooltips regarding how to level up city tiles, for example, in-game. There was also nothing in the wiki (which is what the in-game "Archive" button of the menu links to). I found it in a Steam discussion, but the fact remains that the game doesn't carry all the resources needed for the player to understand it. I realize some of the information I've struggled to find might have been in some part of the tutorial, but when I started it, it got stuck on an unclickable map where I couldn't do anything so I just made a game.

Bugs:
1) You can queue up research projects. Great idea. But sometimes you cannot un-queue one, resulting in it being your research project for the turns to come.

2) I've had a handful of crashes. The game creates a report folder for you which is nice, and optimistic for upcoming improvements, but there are still crashes.

3) In combat I have had units either skip their turn or ignore my orders. The attack queue works by initiative, with the highest going first, then the second highest, etc. For example, I had a hero going up against a couple of silics (very slow crystal creatures) and, while I couldn't tell which it was between skipping a turn or going defensive when I told her to attack, she basically did not attack (when she was first in attack queue). This happens sparsely, but it can really put a stick in your wheels.

Design Choices:
1) The territory mechanic basically divides the world hex map up into provinces, where only one city can exist at a time. So if it becomes claimed you have to siege the city that's there to perform an action on any of the tiles the territory contains (except searching ruins). This is just personal taste but I find it limiting in the sense that there is no real competition over resource nodes along the borders, you have to take the territory directly to be able to build exploitation on a tile, even if it's undefended by the enemy. Furthermore if there are several anomalies on a territory that would be interesting or advantageous to build on, you cannot if it is too far from the city. I think that if it has to be territories, that creating villages would be an interesting addition to fill the vast space up a little bit.

2) Minor Factions are basically village tiles that ar defended by members of a native race and ocasionally spawn a small army that wanders aimlessly. This is a fun idea but lacks variety in the sense that they all basically act the same: roam around attacking and sieging anything that moves (or doesn't move). There is a lack of identity to these different races; some of the races have their flavor text stating they are withdrawn, but they will attack you anyway without provokation.

3) Minor factions will often harrass your cities. They start a siege, meaning its "exploitation tiles" become unproductive and you lose any benefits that rely on outside contact. The problem comes when you don't have the forces to deal with this siege: unlike a player conquering a city, who has to gradually gain control over it to be able to raze it, which then takes one turn in and of itself, a lost siege to roaming minors results in its instant destruction with all its upgrades along with it. Very frustrating, in my opinion.

4) Combat decisions the player makes are constrained to selecting a controlled unit and then its target. The target can be an enemy (will attack), an ally (will buff it if possible), or a tile (will move to(ward) it). However these actions, for all your units, are chosen at once, then enacted with the "Launch" button. This means that a unit cannot "move to selected tile and then attack" - he can only attack if the enemy was directly selected as target. Why is this an issue? Because surprisingly often, units of the front line variety will opt to dash behind an enemy to attack, if they have the movepoints; this makes support and ranged units very difficult to defend. Furthermore a ranged unit cannot "move back then attack" even if not yet engaged; its either move or attack, and you have little control over how the attack plays out. The lack of control over the formations, where to attack from, etc, is not something I enjoy about the battles.

5) Landscaping is mostly automatic. By landscaping I mean the way in which you can affect the appearance of the map. Roads come about via a technology that unlocks trade-route-establishing buildings. Once built in one city, roads will spawn to all neighboring cities (neighboring territories). This is done automatically and sometimes awkwardly; I once had a road overlap a river for most of their mutual length. The result was a very long and silly bridge that looked like a boardwalk was built over the river. Watchtowers cannot be built where needed, but rather on pre-determined tiles once the towers themselves become available. You cannot raze/permanently remove minor faction settlements. There are few reasons why you would want to, but sometimes just for esthetics it would be nice.
Posted: September 21
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10 of 14 people (71%) found this review helpful
20.7 hrs on record
I want to start off by saying that endless legend is my first, “Real” 4x strategy game. I have tons of time in games Like Civilization 5, and Total War games, but nothing as in-depth as a full blown 4x title. Until now!

Endless Legend takes place in the realm of Endless, I guess. From what I hear the game is set in the same universe as there other Amplitude titles. As you begin the game you will jump into the role as one of eight different factions. Each with a very unique style. Anything from the Wild Walkers who worship the earth and the land, but have very few powerful fighters, too groups like the Drakken who fight for equality and diplomacy above all else. Though there is not much upfront lore about each faction (minus a brief opening cut scene before each single player game) Each Faction feels incredibly unique. Making multiple play throughs, and multi-player a blast.

Graphically, Endless legend is phenomenal. Featuring a map that looks like it was taken straight from a table top board game, and more colors that I thought were possible. Which really helped me to immerse myself in the world. A world in which you will be spending lots of time.

Like other 4x games, Endless legend is one you’re in for the long haul. An average single player game can take 8-10 hours. Plenty more when in multiplayer, playing against smarter more politically minded people. Bringing up a few interesting issues.

20 hours in, I’ve found the AI to be almost unresponsive. In my first game (after the short tutorial) I played for about 5 hours. Having almost no contact, with any other races (of which there were 6). Except a few minor races which are very aggressive unless pacified. In a second game; that is now lingering into the 10 hour mark, I’ve had the pleasure of being nose to nose with 3 factions, only to relies that they don’t give a damn, what I do, think, or say. One enemy did declare war on me, but only because he is a “war type faction”. His minions carelessly threw themselves at my walls only to die time and time again. It felt like he was doing this only because the game said he had to, in order to fulfill his role, not because it was the best strategic decision. (I was playing on hard difficulty)

Other than some Dumb AI, the gameplay is solid. City management is as deep as ever featuring an approval system, resource management, and growth. Resources types are plentiful, and the tech tree is very easy to understand. It must be noted that you won’t be teaching down a linear path anymore. Endless Legend, allows players to tech as they please entering a new era every 9 researched techs.

Combat in Endless legend is a bit wonky, but fun none the less. Armies, fight each other on the same hexes in which they are positioned on the world map. Clearing away minor debris like trees and towns, for an instanced battle. Bonuses are given for terrain, and certain units gain bonuses based on faction traits. Once things kick off, you can issue unit orders, then press go to see you're warriors go to work. Most of the time units are smart and fight to win even if you have given them orders detrimetal to there sucess. Other times though units can move into compromising positions, without so much as a notification this is possbile. Also, I have found that Factions like the Wild Walkers, who are range based, have a rough start. Entire armies can get wiped out in a single battle because of their low defense and inability to run from most melee enemies effectively. Thankfully upgrading your units nullifies this issue.

Customizing units in Endless Legend, has been a blast. Changing everything from a units name down to every last piece of gear. I love outfitting my soldiers with new weapons, amour, and accessories, all of which have to be balanced around you're production and resource amounts. Add to much high tech gear, and your units will take too many turns to build. Add two few upgrades and your units could be combat ineffective. The balancing act is one that allows for a lot of experimentation, as well as challenge.

It has to also be said that features like trade routes, some odd buildings, like watchtowers, and unit abilities, are confusing to understand, at least for the first 10-15 hours. The game is terrible at telling you why you need these buildings / abilities, or how to access relevant information, on the subject. Luckily a bit of mucking around, and experimentation allows you to get the hang of things. Tool tips galore!

All in all, Endless Legend is, an amazing game. It offers up some of the best fantasy strategy out there, and does it in a way that is not only familiar to strategy fans, but unique in its factions, worlds, and lore. If you can get passed, a few AI issues, and a rough combat system, you will find a deep, engaging strategy experience, at an incredible price. Endless Legend is actually Golden!
Posted: September 21
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7 of 11 people (64%) found this review helpful
5.2 hrs on record
Disclosure: based on about an hour with the game, did not play Early Access, but have been watching this... Also, 4x vet since '91.

So far, a very compelling package. Strong strategic combat elements, polished presentation, unexpected depth of options (large-screen GUI, tile geometry, etc.) I think this is right up there with the Civ:CTP series as far as new concepts and how it can influence the genre. I'm already exhibiting drug seeking-behavior for playtime...

That said, I'm expecting a patch or two, not so much for any crashes (I experienced one occasion of having to force exit, because a prompt had apparently disappeared), but for general UI cleanup/intuitive pass... Basically, another coat of poly before this fine woodwork is finshed.

Based on current quality and freshness, I have zero concern with this game's future.
Posted: September 20
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7 of 11 people (64%) found this review helpful
15.6 hrs on record
Excellent game! As someone who loves strategy and 4X games both, I find this to be very enjoyable. I'm on turn 210 of my first game and still playing obsessively, having only taken a break once to shower, once to eat and once to sleep. :P While there are some things that could certainly be improved upon, as is true with any game, it strikes a very good balance between management, exploration and strategy and is quite good fun as it is.

If you enjoyed Endless Space, or if you've enjoyed games like Civilization or Age of Wonders, you're almost sure to enjoy this. It has shades of both Civ V and Age of Wonders, but enough unique features (and more than enough uniqueness in factions) to stand apart from them, and I definitely wouldn't call it a "clone" of either. And some features, like diplomacy, are done similarly to both games but, in my opinion, a bit better than either.

Short story: If you enjoy 4X games, don't overlook this as a "me too" copy sort of game. This is definitely a game you should give a chance; I'll bet you won't be sorry you did.
Posted: September 21
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2 of 2 people (100%) found this review helpful
19.7 hrs on record
Lets start with the bad one :
- Bad AI, if you are veteran in Civ games, then start your difficulty above normal, although this is your first campaign
- No need to fight in manual mode, just play in auto, save your time. Unless you fight another human player
- Need more polished animation

Now the good one :
- Fresh gameplay, not another typical Civ games. Although seem weird for the first time, but you will enjoy it later.
- Different faction, different strategy. And you have faction quest. Its awesome! Finish the quest to unravel the story.
- Unlimited replaybility.
- Great artwork, beatifull, love it. That season change is amazing!
- Good soundtrack, need more creepy music though.

This game has more potential, need more scenario, need more faction, need more magical wonder, or super badass monster who can wipe all faction alone. There will be DLC no doubt. So if you fans of Fall from Heaven Mod in Civ 4 like me. Then this game is for you. Cheers~

Rate 8/10
Posted: September 21
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626 of 692 people (90%) found this review helpful
98.7 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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