Terrain
The map in Endless Legend consists of hexagonal tiles of terrain. Tiles are a major source of
FIDSI, especially
food and
industry. A city gathers
from city tiles as well as adjacent non-city tiles, referred to as a city's exploitation. A tile has a base terrain type as well as a number of possible modifiers, including anomalies, features (like rivers and roads), and points of interest (like ruins and minor faction villages). A tile's base yield is determined its terrain type. This can be further augmented by a large number of modifiers, including City Improvements, Research, and Hero Skills.
Basic Terrain Types
Note that most factions cannot gather
food on volcanic terrain. See the section below for more details.
Volcanic Terrain
Most factions cannot gather any
Food from volcanic terrain, including
added by City Improvements, governor skills, and so on. For the
Kapaku the situation is reversed: they can only gather
from volcanic terrain, but not regular terrain. Most factions also cannot regenerate
Life on volcanic terrain, except when standing on city tiles. The Kapaku do not have this restriction, and their armies (both Kapaku and non-Kapaku units) regenerate normally on all terrain types.
The Kapaku can volcanoform normal tiles into volcanic terrain. Once done, this cannot be reversed.
ELCP Changes
In ELCP the
Food yield of all volcanic tiles is reduced by 1. Additionally, the Kapaku hero skill Heat of the Hearth has been modified to grant +2
for districts on volcanic terrain. Notably, this bypasses the normal terrain restrictions for gathering
and is one of the only ways for non-Kapaku factions to gather food on volcanic tiles. In ELCP, Kapaku
Geomancers also gain the ability to temporarily volcanoform the terrain around them at the beginning of every turn.
Modifiers
Innate Faction Bonuses
- The
Wild Walkers faction gain +1
Industry on terrain with forests due to their "Living Towns" faction trait. - The
Broken Lords faction gain +1
Dust on terrain with
Dust due to their "Dust Efficient" faction trait, and cannot see/gather/use
Food due to their "Appetite for Dust" faction trait. - The
Necrophages faction lose -1
Food on terrain with
Food due to their "Agriculturally Challenged" faction trait. - The
Vaulters faction gain +1
Science on terrain with
Science due to their "Knack for Knowledge" faction trait. - The
Forgotten faction cannot see/gather/use
Science due to their "Science Phobic" faction trait. - The
Morgawr faction gain +1
Industry and +1
Science on terrain with River, and +2
Industry and +2
Science on terrain with Sea or Lake due to their "Hydrophilic" faction trait. - The
Kapaku faction can only see/gather/use
Food on Volcanic terrain due to their "Born of Ash" faction trait, while all other factions cannot see/gather/use
Food on Volcanic terrain.
Technology
No More Ties
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As the Morgawr grow more powerful, their mental strength and physical enhancements allow them to cut the ties that bind them to water. | |||||||||||
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Effects:
+1 | ||||||||||||
City Improvements
Fish Farm
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Costs:
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Nets and cages by the shores of lakes and along reefs increase fish yields, raising Food production. | |||||||||
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Effects:
Need an exploited lake or sea tile to be built | |||||||||||
Fertilizer Plant
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Costs:
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Chemical and biological fertilizers, applied in industrial quantities to the soil, greatly increase Food production. | |||||||||
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Effects:
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Canal System
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Costs:
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The creation of a network for rapidly transporting goods gives an immediate Industry bonus to your City. | |||||||||
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Effects:
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Lumber Mill
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Costs:
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Better machines for transforming bucked and limbed logs into cants and flitches increase the amount of Industry produced on forest tiles. | |||||||||
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Effects:
Need an exploited forest tile to be built | |||||||||||
Automated Production
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Costs:
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Centralized stocks of raw materials, distribution centers, and co-located factories increase Industrial output. | |||||||||
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Effects:
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Dust Filtration
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Costs:
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When ice melts and rivers and seas grow warmer in the summer season, a combination of magnetics and very fine filters can be used to harvest Dust directly from the waters. | |||||||||
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Effects:
Need an exploited lake or sea tile to be built | |||||||||||
Dust Transmuter
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Costs:
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A marvel of magic and alchemy, this glowing edifice is magically linked to pylons throughout the city. By exciting existing Dust in the ground, baser elements can, over time, transmute into Dust. | |||||||||
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Effects:
+10 | |||||||||||
Dust Revitalizer
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Costs:
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New methods and alchemies for extracting Dust are particularly useful where it has already been found, as Dust that is supposedly dormant can be infused with power. | |||||||||
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Effects:
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Geomic Labs
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Costs:
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This new science, based on the study of the natural rock formations of Auriga, brings a wealth of new knowledge to the city. | |||||||||
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Effects:
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Verda's Temple
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Costs:
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The subtleties of Dust are numerous and easy to overlook. Only through its methodical study will its secrets be discovered. This temple, replete with terrifying contraptions, will aid that endeavor. | |||||||||
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Effects:
+2 | |||||||||||
Large-Scale Aquatic Center
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Costs:
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A dedicated facility investigating all things aquatic from lake fish to seabed flora confers an immediate Science bonus for every non-river water tile. | |||||||||
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Effects:
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Imperial Funding
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Costs:
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By judiciously doling out money to private concerns or universities, the Empire can speed research in promising new sciences. | |||||||||
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Effects:
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Hero Skills
Anomalies
Anomalies are unique terrain features that appear semi-randomly across the land of Auriga. Many of these strange features are remnants of the many experiments performed by the Endless during their time on Auriga.
The bonuses provided by anomalies is in addition to the base
FIDSI output of the tile they are on, making them very valuable for city development, especially during a city's founding. One should ideally place a city on as many anomalies as they can (within reason) when founding a new city to reap the benefits of boosted FIDSI and Approval.
Many anomalies have restrictions on what types of regions and tiles they can appear on. For example, Ice Sculptures only appear in Arctic regions, while the Life Tree only appears on forest tiles.
Anomaly Modifiers
As with basic terrain, there are a handful of City Improvements and Hero Skills provide bonuses to the output of terrain with anomalies.
City Improvements
Cryometric Monitors
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Costs:
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Recent scientific improvements allow careful and accurate measurement of temperature fluctuations. Studying this data leads to improved ability to predict the arrival of the next Dark Season. | |||||||||
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Effects:
-40% Margin of error for season predictability on empire | |||||||||||
Hero Skills
Ardent Mages: Scientific Literacy (+2/3/3
on terrain with anomaly)
Roving Clans: Traveling Salesman (+2/3/3
on terrain with anomaly)
Additional Terrain Features
Rivers
Rivers provide +1
Food to whatever tile they pass through. There are number of mechanics that can greatly improve the
FIDSI output of tiles with rivers. A river always flows to a sea or lake, which one can find by following the river's direction. Note that the last tile of the river, where it intersects the sea or lake, is also considered a river tile, so it can get multiple bonuses from the
Morgawr's Hydrophilic trait, or from both the Dust Dredger as well as Dust Filtration.
City Improvements
Dust Dredger
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Costs:
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Sifting with sophisticated nets in wells, rivers and floodplains helps isolate this precious magical resource, increasing city Dust production. | |||||||||
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Effects:
Need an exploited river tile to be built | |||||||||||
Irrigation Networks
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Costs:
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Modern materials and machines allow the creation of vast networks of irrigation, making arable land more productive and rendering dry land arable. | |||||||||
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Effects:
Need an exploited river tile to be built | |||||||||||
Hydromatic Laboratory
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Costs:
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New laboratories can be built that take advantage of a river's current. These provide power for experiments as well as a wealth of information about the river itself. | |||||||||
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Effects:
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Ice Works
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Costs:
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Far from being wastelands, frozen lakes and rivers provide fish, furs, ice, and other useful products during winter. | |||||||||
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Effects:
Need an exploited River, Lake or Sea Tile to be built | |||||||||||
Hero Skills
Broken Lords: Aquatic Dust (+1/2/2
Dust on terrain with river)
Drakken: Irrigation Expert (+1/2/2
Food on terrain with river)
Faction Traits
Morgawr: Hydrophilic (+1
Industry and +1
Science on terrain with river). Additionally the
Mastermind and Morgawr Heroes have much reduced movement cost on river tiles.
Lava Flows
Lava flows provide +1
Industry on the tiles they pass through. Units that walk over lava flows lose 25% of their maximum
Life, and units that end their turn on a lava flow in battle lose 10% of their maximum
Life.
Kapaku units do not experience this due to the Inner Fire capacity, and the Daemon also doesn't due to the Flamewalker capacity. The Flamewalker capacity can be given to other units by equipping them with the Flamewalkers.
Additionally, the Lava Works city improvement further increases the
FIDSI output from Lava flow tiles.
Cliffs
Cliffs separate terrain tiles with substantial differences in height and block the movement of armies. However, if all units in the army have the Fly capacity, they can pass over cliffs freely.
Roads
Roads are automatically generated between cities in adjacent regions upon building the Right of Way city improvement unlocked by researching Imperial Highways. Paved roads are generated within the region of a city that has built Right of Way, while unpaved roads are generated in a region with a city that has not built Right of Way, but is adjacent to one that has.
Paved Roads in friendly and allied tiles reduce movement to 0.5, and can be further reduced by researching Endless Mechanisms. In order for Trade Routes to form between cities on land, there must be a continuous path of paved roads between the two cities.
Points of Interest
Points of Interest are various terrain features that can be interacted with or built on top of. Points of interest include ruins, resource deposits, minor faction villages, and watchtower foundations.
Foundations
| “ | Some ancient architect laid a foundation here that has stood the test of time. Given its location and the quality of the work, it is an ideal place to build a Watchtower. | „ |
Foundations are revealed upon reaching Era II, and there are usually 2 to 4 within a region. Watchtowers (Watchtower, Lookout Towers, Remotuscope Factory) and Defensive Towers (Tower of Truth, Tower of Fidelity) can be built on these foundations.
Ruins
Ruins are spread throughout the map. They are ancient structures left by the Endless that, when searched, have a chance to produce a reward that depends on the type of ruin, and a Hero that searches ruins will receive a reward of 8 XP. Additionally, searching a Sunken Ruin will consume the remaining Movement of the army.
Exploring ruins will have one of the following effects[1]:
- 20%: Quest
- 60%: Instant reward
- 20%: Nothing
The Search Party Technology and Indiana Bones Skills each reduce the chance of getting nothing by 10% and increase the chance to get a Quest or Reward by 5%.
The
Drakken gain +2
Science and +3
Influence on terrain with Ruins due to their "Endless Excavation" faction trait.
The
Allayi receive a small amount of
Pearls on a successful Ruins search due to their "Pearl Sensitive" faction trait.
The
Kapaku gain +2
Science on terrain with Ruins and receive an amount of
Science on a successful Ruins search due to their "Endless Fascination" faction trait. Additionally, the Kapaku receive the Aurigan Archive and Inner Peace technologies for completing the last two chapters of their faction quest, which provide +8
Science and +15
Influence on terrain with Ruins respectively.
Resources
Terrain tiles with
Strategic Resources provide +1
Science and terrain tiles with
Luxury Resources provide +1
Dust. Such tiles (and therefore effects) are only revealed upon reaching the appropriate Era for the resource. Additionally, building the Advanced Quarry in a city provides an additional +50
Industry on terrain with Strategic Resource.
Villages
Every region contains 1 to 3 Minor Faction Villages, all of the same type of Minor Faction, with an Empire's starting region always only having 1 village. Villages start out neutral, and will over time produce roaming armies that will attack units and pillage buildings. These villages can be pacified either by attacking and defeating the village, bribing them with a sum of Dust
, or completing a quest for them. Note that the last two options require the Language Square technology to do, and completing a pacification quest will pacify all villages in a region, making it more effective for regions with multiple villages. Once a village is pacified, it will no longer produce roaming armies, and if there is a city in that region, then the owner of the city will gain 1
per pacified village (though this doesn't count towards the city's total population), as well as the ability to assimilate the minor faction for a passive bonus and the ability to make that faction's units.
References
- ↑ See
SimulationDescriptors[PointOfInterest].xml