Endless Legend ReeXamination #3

Here we are again, re-eXamining our 2014 GotY winner. This time around, we have another mini-expansion/DLC, Shadows, to look over. With this latest offering, Amplitude Studios added a new game mechanic that we have been clamoring for since the beta: espionage. This all comes topped with new gameplay mechanics, a few general enhancements and a new playable faction. Great, we can’t have enough of those!

16 ELS

The last two DLCs, one free and the other paid, expanded the endgame by adding a new victory condition, new titan units, cooperative quests and legendary deeds and buildings to the mid-game. With Shadows, Amplitude hopes to further improve every stage of the game.

There are a few lingering questions, though. What about the AI? Game optimization? Multiplayer connection issues and bugs both large and small? Are they still around? Those are all important issues, and I’m going to examine them. First, let’s take a look at the new faction and the gameplay mechanics Amplitude is introducing.

New Faction: The Forgotten

Who are they? Where did they come from? What are they all about?

The Forgotten are an espionage-focused faction that will strike fear in the hearts of Auriga’s denizens. They appear to be a Vaulter clan that was banished because of some ancient transgression. As the story goes, the Forgotten were exiled from the Vaulters’ underground kingdom and forced to fend for themselves on the wild and inhospitable surface of Auriga. Through sheer will and perseverance, the Forgotten survived and flourished. Now they are the masters of subterfuge and shadow fighting. Unlike the Dorgeshi, who were excommunicated from the Roving Clans, the Forgotten are not scattered and insignificant. They are ready to exact revenge and collect on an old debt.

Who’s afraid of the boogiemen? Pretty much everyone.

What really sets them apart from the other factions in Endless Legend, especially the Vaulters, is their ability to purchase science. Like the Broken Lords’ dismissal of food resources and application of dust to grow their numbers, the Forgotten don’t produce science and instead utilize dust to complete research. That’s right, they buy tech outright. That’s not all; they can also steal tech from their foes through a faction-exclusive espionage action.

The Forgotten are no slouches in combat either. What’s better than one sword or an axe or even a crossbow, you may want to know? Two of them, that’s what. The Forgotten utilize a dual-wield technique where the second weapon does half damage and provides half the bonuses. The combined values are phenomenal, especially in the early game.

They are also very stealthy. Forgotten units are invisible on the world map to anyone without detection technology unless they happen to be within one hex of the unit. That makes them an early-game juggernaut because they can eXplore and eXpand without a worry in the world. Unless a roaming army happens to accidentally run into them, that is. But even then, they are more than capable of defending themselves.

Screen Shot 2015-08-26 at 12.56.07 PM
“Who knows what evil lurks in the hearts of men? The Shadow knows!”

New Mechanic: Invisibility and Camouflage

The Forgotten’s stealthy units make them practically invincible early on. That’s pretty bold if you ask me, but it’s not exclusive to the faction. Anyone can gain a weaker form of this ability through an Era I camouflage ring. The accessory makes units invisible on forest tiles, but that’s it. Another way to have an invisible army is to acquire a Forgotten hero and mercenaries from the marketplace. If your army is composed of only stealthy units, then guess what? It’s invisible as well.

Don’t worry though, there is plenty of technology out there to counteract the invisible army marching toward your city. Heroes can equip a ring that allows them to detect invisible units within a certain range. Watchtowers can be used to detect invisible armies too, so don’t dawdle too long before building them. Since this is the Forgotten-centric DLC, they do get a nifty ability to cross closed borders as long as they remain undetected. If they find themselves near the detection range of an enemy, the player has the chance to move them out before they are “spotted.” If the units do get spotted by opposing forces, they can be attacked if at war or cold war, or ejected from the enemy province if there is a closed border treaty in place.

New Option: Looting and Pillaging

So, how do the Forgotten get all of this dust they need to buy their tech? Easily, if you’re a warmonger that is. The Forgotten get bonuses from one of Shadows’ new mechanics: looting and pillaging.

What’s this? You finally get to pillage? Bravo. Pillaging can only work during war and cold war diplomatic states. You place your invading army next to a pacified enemy village, watchtower or extractor then reap the benefits. Well, it’s not quite that easy. Like everything else in Endless Legend, structures have a defensive value. Once you deplete this value in a similar fashion to a city siege, you turn off its function and earn dust (extractor and watchtower), and steal its resources (extractor) or heal your troops (watchtower).

Screen Shot 2015-08-30 at 5.39.57 PM
Can’t we all just get along?

Minor factions are a special case. Pillaging them gives you an additional option. Where watchtowers and extractors give you dust, resources or heal your units, the minors can be temporarily disabled. This stops their ally from getting their assimilation bonus, but the real kicker is that they will also give you loot the way searching a ruin does. The one exemption from this rule are villages converted by the Cultists of the Eternal End, which can’t be pillaged. Any faction can do this, but the Forgotten get a pillaging bonus for every unit involved, an 80% bonus to dust, as well as a looting option when destroying a pacified hostile village. But watch out – the minors with their roaming armies can pillage you right back. Don’t leave your regions lightly defended or they will be ravaged. I unfortunately found this out firsthand.

I know, it sounds a little wild, but don’t worry. The defender can get protective bonuses through research, building city improvements and governor abilities. Overall, it is a pretty neat idea.

New Gameplay: Espionage and Counterespionage

Finally, we’ve come to the crossroads. Do you focus on espionage or counterespionage? How about both!

Let’s talk about espionage first. In Shadows, espionage can only be conducted by heroes. These versatile units could always lead your armies and govern your cities, and now they can be spies. What do spies do? Spy of course, that’s a no-brainer. Having said that, first you need to amass influence because to start spying, you must spend influence points. Heroes can also act as spy catchers, making them more crucial to city administration than ever before.

Screen Shot 2015-08-30 at 10.17.26 PM
This is not the spy you’re looking for…

To begin spying, you first need to send out scouts to locate rival cities. If you don’t know where the city is, how can you infiltrate it? Once you find the city, it will appear in the infiltration site menu. You’ll need to assign a spy to that duty. If they get in there undetected, you begin earning infiltration points the following turn. The longer you go undiscovered, the more points you accumulate. As you gain levels, you get more and more interesting choices which can impact both the city and the greater empire. You can damage their city defenses. You can decrease science production. You can reduce the industrial output of the city as well as the morale. You can kill the populace and injure the governor. The Forgotten also have the ability to steal technology from other factions. There are other choices of course, but these are a few of my favorites.

Thankfully, you get some passive benefits while you increase your infiltration. You can glean knowledge about diplomatic interactions between the infiltrated faction and its opponents. You can see what they are building and their activity in the marketplace. In essence, you can see what the city sees, which includes their garrisoned units.

When you conduct an espionage action, you use up your infiltration points and you start all over again. Every successful action results in bonus XP for your hero. But your spy may be caught, too. (No one said being a spy was easy.) The higher your seniority level is at the time you execute your action, the less likely you are to fail. Seniority is a misnomer though, because it’s really about how long you have been infiltrated, and not the length of time your hero has been a spy. Actions performed on an empire level are less likely to blow your spy’s cover, whereas actions taken against a particular city will most likely reveal you immediately. If you can carry out an action without your target finding out, you stand a better chance of escaping. A discovered spy can be captured and held as a prisoner or wounded, which results in the spy either staying hidden or returning injured to your academy at home.

Screen Shot 2015-08-30 at 11.58.56 PM

The life of a prisoner on Auriga is not easy. You are beaten daily while being asked about how many lights you see… Okay, I made that part up. A captured hero is out of commision though. They will be held captive for a certain number of turns depending on your game speed (15/30 turns fast/normal). You can get them back earlier via a diplomatic trade or by paying a ransom. During this time, the gracious host pays ten percent of the maintenance costs for having the spy as its guest. When returned, the hero has unceremoniously been stripped of all dignity, equipment and most of his/her health.

Finally, there is always the roundup. The city militia walks door to door and conducts paper checks throughout your region, searches through your underwear drawers, and empties your wine cellar. Okay, maybe I made that up too, but I’m not too far off. To conduct a roundup, you give up 50% of worker production to flush out any and all spies. After a few turns as the city security percentage goes up, the door kicking begins, and shortly after that, the hard questioning starts. There is plenty to like here, and I am sure that much teeth gnashing will be done until the right balance is struck.

Open Issue: Game A.I.

Is the strategic AI able to get out of it’s own way? How about the tactical AI? Is it any better?

Good questions. My main concern (that the AI wouldn’t use espionage well) was for naught. The AI appeared to make decent use of the new mechanics, by way of scouting out my territory and occasionally embedding a spy. How do I know? I found them during a couple of roundups. They also built up their watchtowers every now and again.

I have also seen the AI making better use of its resources. City placement has slightly improved. Enemy armies are diverse and well-equipped. The AI searches for ruins and pursues the accompanying quests. I’ve even lost out to the AI when going for legendary buildings and deeds on a regular basis. However, I am still not impressed with the AI’s ability to defend its cities. The development team needs to give the AI some more attention in that department. Diplomatically speaking, the AI is generally aware of the global state and how it can leverage trades and treaties to advance its position. Unfortunately, solid alliances are still rare.

Screen Shot 2015-08-30 at 11.59.46 PM
What? You don’t want an alliance then?

The tactical AI is a different beast. I am not as frustrated as I used to be, but I often find my units taking unnecessary damage when the AI has to make decisions for me. I am very meticulous when giving my troops orders, and as long as their target is alive, my troops do well. The moment their target is killed, the troops go nuts! It’s like their parents left and forgot to tell them what to do. This has been a problem from the beginning and it’s still a problem now. With the addition of some new AI developers to the Amplitude staff, I am hoping that some fixes will be implemented soon.

Currently, I still have to say that the tactical combat AI is the biggest weakness in Endless Legend. The second biggest weakness is the lack of proper instruction on how to wage war and what all the commands do. A nice tutorial could easily fix that.

Feature Improvement: Multiplayer

Desync to the left and balancing to the right. Since I’m not a huge online multiplayer gamer, I asked my Steam friends (going by their Steam handle) that play Endless Legend to pitch in. Here’s what they’ve said:

Vieux Chat said, “Endless Legend’s multiplayer has been improved with each release because each additional mechanic adds depth. Espionage adds a lot to diplomatic gameplay. The desync issue is much less troublesome than before, and the AI is improving. Unfortunately, it still does a poor job with tactical combat.”

Propbuddha said, “Endless Legend has the plumbing to provide the best multiplayer 4X experience available. Simultaneous actions, turn timer options and fast-paced tactical combat allow for streamlined play. The new Shadows expansion/DLC brings a lot to the table for multiplayer. Espionage and Stealth add in a layer of paranoia that is a lot of fun in multiplayer games. Desyncs continue to happen occasionally but are quickly resolved via a restart from the last turn.

The biggest problem with Endless Legend multiplayer is a lack of options to shorten the game’s length for groups that can’t play for six hours straight. Two or three hours is really the limit a gamer can expect other players to stay engaged. Also lacking is the ability to pre-arrange teams for co-op or team games. These options are very popular with multiplayer strategy gamers. If Amplitude is serious about supporting multiplayer gaming, these options, along with balancing and optimization, are must-haves.”

Nosferatiel said, “Shadows creates a sense of paranoia and the plentiful opportunities to spread the blame, making for a very interesting mechanical addition for the MP community.”

Panczasu said, “Paranoia. Distrust. And more backstabbing. With espionage, MP games are very different from what they used to be. Now you never know what dangers might lie in wait, or if people are plotting to destroy your empire.

Some of that was present in the past but not to this extent. Now you really need to watch your back, for a single spy can be your undoing. I personally love to plant a spy in my friends’ cities, kill their population and place the blame on someone else, claiming that all I did was alter diplomatic costs to improve our trade. Yes, I’m evil like that.

Espionage is one thing, but you cannot ignore stealth either. Every faction can send hidden armies to their so-called allies and suddenly attack an unprotected city. It really forces you to pay closer attention to your borders and to make a choice: should I invest in some stealth detection or just hope that nobody tries to attack me?

In short, everything you do in Shadows multiplayer is more risky but also more rewarding. If you manage to establish a good alliance despite the paranoia, you are likely to quickly rise above others. Question is: how much trust are you willing to put in others?”

Ongoing Improvement: Bugs and more bugs

So, what’s still bugging the greater community? I asked several players that have put hundreds of hours in the game. They all reported that they seldom have any issues in single player. The multiplayer de-syncs are mostly resolved. A quick reload through the lobby results in a return to normalcy as your game picks up where it was left off.

For the most part, Endless Legend is a pretty solid game as long as you meet the minimum requirements and have the right settings on. I’m sure there are people out there still experiencing problems, but I would chalk it up to their specific configuration. I have played EL on a PC and Mac without many issues since before the game was officially released.

Conclusion: State of the State and beyond…

Shadows is a fantastic DLC, but that’s just my opinion. I am sure some will disagree. I think the main points of contention can be distilled into four parts: AI, endgame, balance/optimization and the future.

The AI is improving, but it is a slow-going process. I have faith in Amplitude and their developers, so I will stay patient and keep giving them feedback. If they are able to create an AI that can challenge the player without cheating (too much), I think that Endless Legend will be the best terrestrial fantasy 4X game for me and many others.

The endgame, another weakness in EL that’s been identified by many in the 4X community, has received a tiny boost. The Forgotten also have an interesting main quest, one which I will not ruin for you. But overall, the thing I miss most are the cinematic endings which are a thing of days long gone. Maybe a couple of comic panels, I don’t know exactly what, but anything is better than a single flash of a victory screen. There is still hope.

Balancing and optimizing games takes time. The game needs to be (critical) bug-free and stable. It’s hard to optimize games when something is wrong at its core. I think once the majority of content is added to the game, the real work to improve the game can begin. The game is very stable and mostly bug-free in single player mode. Amplitude has done lots of post-release support in the past and I do not expect them to stop now.

That leaves just one question: where’s my aquatic gameplay? I think the next expansion/DLC will bring that to us, and maybe a little something something as well. Here is what I’d like to see in that eXpansion: A few more strategic and luxury resources unique to aquatic tiles as well as a new type of aquatic city. Then we’ll have the accompanying minor factions. I hope the aquatic combat is as good as its terrestrial counterpart. Currently, ships sail past each other and wave. During the harsh winters when Auriga freezes, ships put on ice skates and slide from one land mass to another. Well, that’s probably not true, but how else can they traverse the frozen waters of the planet? I know that I am being wishful, but so far, my wishes have come true, albeit one at a time.

Yeah, this would make for an awesome faction aesthetic. Hint hint!

What the future holds and what we’re yearning for are plentiful. I would love to be able to rename my hero. I’ve heard the reasoning behind why it’s not feasible, but I remember that initially, you couldn’t rename your regions either because it messed with the quests. That was corrected by Amplitude, and I think they need to fix the hero naming conventions as well. I am so tired of Hero I, II and III running my cities and armies. This is Endless Legend, and not Endless Space. The Horatio don’t exist yet – well, that’s not true, they might, but at least they don’t on Auriga as far as I can tell.

Endless Legend is by far my favorite 4X game since Endless Space. With this latest addition, I know I will break my 360 hours played in Endless Space. The game is that good, and Shadows is worth every penny, I would say. It brings us a full-fledged faction and a massive new gameplay mechanic that everyone has been clamoring for. We also have continued support for multiplayer and some new AI development in the works. All in all, for $12.99 (US), Shadows is a must-have for fans of Endless Legend or terrestrial 4X in general.


Nasarog played for 12+ hours with a public build plus an additional 11+ hours with a VIP build (for a grand total of 345 hours) on a Macbook Pro 2.9 GHz Intel Core i7 with 8gb ddr3 RAM using OSX 10.9.5

Disclosure: Because of my VIP status with Amplitude Studios, and due to NDA requirements, I requested the help of several active and prolific Endless Legend (VIP) players for editing suggestions and fact-checking my work. I would like to thank: Propbuddha, Nosferatiel, Vieux Chat and Panczasu for their contributions and general badassery in the EL community. Thanks guys.

17 thoughts on “Endless Legend ReeXamination #3

  1. The past year has been weird for me.

    Endless Legends has prompted me to question whether I even like 4x games.

    I dove into it at first. It has a really interesting story, and great world building, and it drips with theme. And there are some excellent improvements that really give it some ways in which it beats out my prior 4x favorite, Civ 5.

    But eventually I started to feel like… for all the wonder and life and vision in the world… I was building more hammers so I could build a bigger thing that made more hammers so I could build a thing that would pay the upkeep on the stuff that makes the hammers so I could build more hammers. And I started to wonder whether I was really playing a Freemium game without the Freemium.

    4x has some great aspects. The four Xes themselves are awesome. But so much of the genre is devoted to skinner box upgrade paths that create an addicting feeling, but… but ultimately… you only make an actually meaningful decision every fifteen minutes or so. Everything else is walking your civilization through on auto pilot, upgrading the things so you can upgrade the other things.

    Age of Wonders 3 broke me out of that funk. The tactical combat is highly effective, and even battles with obvious outcomes can be interesting because they provide an opportunity to carefully level your units. And city management is minimized in favor of tactical and strategic warfare.

    I have high hopes for Stars Beyond Reach, because I’m hoping it will do for city management and tech trees what AOW3 did for combat- make it an interesting and fun instead of an upgrade grind.

    I really like the idea of 4x, particularly, the scenarios that it tries to recreate. But I’m just not in the market anymore for games that involve chaining upgrades indefinitely in hopes that my upgrades chain faster than the AIs and I win, having made only two or three material choices along the way.


    1. I actually like 4x’es for their combination of decisions and more “autopilot” aspects. A meaningful decision every 10-15 minutes is actually fine by me – when I want to make the time/decision ratio smaller, I play chess. It does suck when this ratio increases in the very late game, though.

      Liked by 1 person

    2. @ Patrick Hickey

      This is an amazingly astute comment. One of my big criticisms of 4X games is that they are too often concerned with “going through the motions” instead of providing more interesting and divergent choices.

      In many ways, I think Endless Legends is the pinnacle of this civ-style 4X game. At it’s core it is a big giant optimization problem (or at least it feels that way to me). Build hammers, research bigger hammers, etc., exactly as you describe. Most of the choices in the game revolve around issues of timing to squeeze the most efficiency out of your hammers. And if you optimize better than the other empires, there isn’t much anyone can do about it.

      The problem is that there isn’t enough uncertainty in the game, either coming from the game’s systems or other players/empires. In the absence of uncertainty, it makes it relatively easy to optimize for whatever end-game solution you are going for, and at this point it really isn’t a game of Strategy anymore. There is little challenge or uncertainty in outwitting or outmaneuvering your opponents, and I’m convinced that Strategy, with a capital-S, really hinges around the uncertain interactions with your opponents. In Endless Legends, too much of the weight of the game is on your own empire development, which lacks uncertainty, and boils down to a heavy reliance on optimization.

      This is why, for me as well, Age of Wonders III is a vastly more interesting Strategy game. I’ll take neurotic AI’s that break alliances to try and backstab me anytime because it introduces uncertainty and forces me to strategize around where I deploy my armies. I love being in the position of having too much to do with too little time and resources to do it all, and having to make tough choices about what direction to go. AoW does this better for me.


  2. Hmm, very interesting. I can see where you are coming from, and totally understand you. It is a failing of 4X, but, without our feedback and constant prodding, that won’t change. AoW3 is a 4X-lite in the guise of an amazing war-game. I too really enjoy the combat there, it’s one of the best I’ve ever played.


  3. The AI is lacking. The multiplayer is lacking. I can’t play it well by myself. I can’t play it well with other people. Endless Legend is the biggest 4X mistake I’ve ever made and I simply can not understand why it’s as popular as it is.


    1. That is weird, because I know plenty of people and by plenty, I mean, lots and lots of people that not only enjoy it, but don’t have any issues. Many of the ones that had de-sunching issues, don’t anymore. Could your system be under the minimum specs? Maybe your connection? I just don’t know.

      But biggest mistake? That’s a little extreme, no?

      Anyways, I hope you get it figured out. Have you tried contacting someone at Amplitude?


      1. They have had several AI updates, including a major update focusing on AI. Anyways, I am not here to defend the game, and each of our experiences will vary, but I am surprised is all.

        To each our own I suppose.

        By the way, thank you for checking out an older piece like this, and taking the time to comment. Good, bad and in-between, we do appreciate your time.



      1. I don’t like it because it doesn’t play well. Endless Space had the same problem with the AI (in my opinion.) The only game Amplitude has ever made with a halfway decent AI is Dungeon of the Endless and that is no prize to win given the genre shift (it is a fun game though. I’ll give them that.)

        I’ll be honest, I don’t get the love this company is getting. I own all three of their games because I heard how good they are and I’m just not seeing it.


  4. There is something about this comment system. I can’t reply to the post I want to. It only has the reply button seemingly at random. Anyway:

    Troy “TC” Costisick.

    My background with 4x games begins with Civ1 for dos and has grown to encompass all the other civ games (Realism Invictus for Civ 4 is still my all-time favorite incarnation of Civ although Acken’s balance mod for Civ 5 is damn good too,) as well as Tolmekian’s and Kosh’s fixes for Galciv2 (before they got rolled in via official patch) and a smattering of tried-but-failed 4xs from the aforementioned endless games to CTP, SMAC/SMAX (I got into Alpha Centauri too late. Modern UIs have spoiled me) and anything else that looked worth trying.

    My true forte is roguelikes; the harder the better. ADOM will always be my favorite game of all time. Been playing it for 15+ years. I’ll beat it someday.

    I’ll be buying AoW3 and Thea next month as I’ve seen great reviews and videos regarding their AI and AoW3’s multiplayer (for my buddies and I.) I was looking forward to Dominions 4 (to the point of emailing the devs to ask for a little help with font size) but the lacking AI and the utter lack of response from the team turned me off.

    As an aside, why do so many potentially great games have such tiny damn fonts? Paradox is the absolute worst in this regard but I notice it cropping up with a lot of 4x/strategy games. Is it so hard to include UI scaling or font options? Even a “bold fonts” option would help a little.


      1. I’m going to stream both when I get them next month. I’m not a known streamer but if this site would like, I can send them links to my videos when they get uploaded. Seems to me like more exposure is a good thing right?

        I mean since my attempt at a written review went so badly last year (that’s for maybe one person who remembers that debacle. At least I got Stardock to institute larger fonts.)

        Liked by 1 person


Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s