ENDLESS™ Legend

ENDLESS™ Legend

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Jojo_Fr Jan 27, 2019 @ 5:36am
Mykara are actually very underpowered : Let's get the devs to buff them !
Hello.

I am Jojo_Fr i got 3000 hours of playing in this game. I play in multiplayer.

If you find like me the Mykara very underpowered, let's get the devs to buff them here :

https://www.games2gether.com/endless-legend/forums/6-game-design/threads/32959-feedback-on-the-mykara-the-urkans-balance-and-suggestions-about-it


The new mechanics of the expansion are very interesting but the fact that they are so weak waste everything.

In the Game2Gether (official Amplitude forum) you can post something to incitate the devs to buff them.


Here a a list of the 3 main things we propose to buff them :

- Each fungalised village give +1 pop to the city and +1 influence.

- Each fungalised ruins owned gives +2 science to the city.

- 50% influence cost and booster cost added by fungal bloom owned. It's super hard to have influence early game. But you need some fungal to grow. You don't have cultist governor to farm influence. And you have more important things to do that farming influence (you have to farm food, science or industry).
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Showing 1-15 of 38 comments
Martial.Lore Jan 27, 2019 @ 7:05am 
I am playing Mykara for the first time on serious difficulty, endless game length. I have not found them to be underpowered, except with regard to one thing: symbiosis of enemy cities causes a big hit to influence cost on the empire plan, and a spike in luxury booster cost. Given that the only thing you can do with a city that has completed symbiosis is destroy it (the final step), I think that that is the solution. The Mykara don't want an expansive, planet-wide collection of symbiotic cities--they want to return those cities to the earth.

At turn 200 I have built the Museum of Auriga, the Industrial Megapole and the Alchemical Institute so far in what is now the largest city on the planet. I have all of the Urkans under my control. I can produce an entire hero-led army almost as soon as it is needed. My armies can instantly arrive on top of enemy armies, anywhere on the map. I'm not feeling underpowered, at least not yet.
Last edited by Martial.Lore; Jan 27, 2019 @ 7:19am
Astasia Jan 27, 2019 @ 8:09am 
Upvoted and fully agree with your points Jojo. If you get a perfect start the faction is "playable" but still lags behind massively early game. Later game they can take advantage of a few specific mechanics to get a strong boost, but some of their core gameplay just falls apart.

In addition to everything you mentioned, bloom costs also very quickly become ridiculous. When it costs 100 food per turn for 20 turns (endless speed) to create a new bloom, when is that ever going to pay off? By the time I got to t3 resources I found myself buying them on the market or using ocean citadels to get them rather than blooms, because the blooms just aren't worth it. The cost scaling on them needs to be cut down to like 1/3, or perhaps they need to scale based on map size or resource density, if they don't already.
RetiredReplicant Jan 27, 2019 @ 8:59am 
Early to Mid game there is a definate issue. On my second game and I find that the blooms cost scale too aggressively. Limited to one city, great! No baked in abilties to scale up fidsi except for food and no reason to buy blooms (food sink)...?

If they're to be played as an aggressive faction then they need the ability to destory cities more quickly. 8 turns is way too long, especially with the scaling costs on luxuries and science.
RetiredReplicant Jan 27, 2019 @ 9:04am 
I do think that I misunderstood their design philosphy first play through. Mykara are definately not a "tall" faction. They should be played "wide" with a emphasis on apopcalypic scouring of sentient life from the surface of Auriga.
Khardinal Jan 27, 2019 @ 11:29am 
Should also remove or lower the penalties you get from overgrowth cities...
Overgrowth cities give just as much disadvantage to Luxura booster, Empire Plan, Approval.
As if it was a normal city, only it is not and really nothing more than a FIDSI tick.
On top of that the extractors in that region only give 50%

Probably a bug, but when you destroy the village in your starter city.
And use overgrowth, it will not add +1 population even though saying +1 in the city.

Taling about bugs, there is also a quest to build X in one of your cities.
While you already have that building in your capital.
Unaware that we can't build in captured cities.

It's a one city faction that does not really have a racial one city governer.

Their starting technologies don't really fit with their faction.
Cultivation would fit their race much better than science ...

Though only 1 city it only has level 2 districts.

Overgrowth feels weak and expensive.
I rather grow my city +2 pop and have a district that can exploit 3 tiles.

During Cold War the AI can and will destroy overgrowth inside your borders.
Yes you can close borders and sign peace.
But it's not ilke we are drowning in Influence with this faction

Feels to me that this faction only has weaknesses and no strengths.

What I also would like to see is being able to tunnel into an enemy region.
They can't use ruins anyway.
And you can destroy overgrowth while it's still growing so you can act.

Would also be nice to use overgrowth on enemy resources that are not extracted yet.
Sort of like the skyfin, but only this time with a negative diplomatic penalty or something.


All in all to wrap it up.
To me it feels like a faction with only penalties and no advantages.
Got about 1500 hours played in Endless Legend.
Last edited by Khardinal; Jan 27, 2019 @ 11:56am
Elliott Jan 27, 2019 @ 11:50am 
While I dont play multiplayer or go mega deep into mechanics I will agree with you and say this is the first faction Ive played in Endless Legend that feels at odds with itself in some way. Burning all but one of a factions cities seems the best way to play which seems at odds with a fungus that wants to spread and grow not practice scorched earth.

Why would an overgrown city even incur empire plan penalties? Its not being administrated in any way and is abandoned just being used as a literal resorce for the Mykara
RetiredReplicant Jan 27, 2019 @ 12:16pm 
Originally posted by Elliott:
While I dont play multiplayer or go mega deep into mechanics I will agree with you and say this is the first faction Ive played in Endless Legend that feels at odds with itself in some way. Burning all but one of a factions cities seems the best way to play which seems at odds with a fungus that wants to spread and grow not practice scorched earth.

Why would an overgrown city even incur empire plan penalties? Its not being administrated in any way and is abandoned just being used as a literal resorce for the Mykara

I think that's their character arc. Apopcalyptic scourge that cleanses the planet every so often. I can appreciate the design, but then they need to provide more mechanics for a"tall" faction. More district levels, more snowballing of fidsi and an appropriate hero to govern. At least that's my take after 2 games.

I'm growing to like the destroying of cities, just think it needs to be done faster. 8 turns can be killer if you don't time you're military campaign right. Getting hit with an Empire Plan in the middle of wiping a continent really hurts.
Jojo_Fr Jan 27, 2019 @ 12:37pm 
Thank you for your participation guys. It seems we agree mostly on the observation and the solutions !

You should post in the official amplitude forum maybe it can incitation the devs to correct these problems.



I disagree with that vision of Mykara are an eco-apocalyptic faction.

First, because there is already one perfect civ for that : The Cultists of the Eternal End.

Their name is clear.

They are the ultimate Attila army : They target, conquier and raze cities. Until any civilisation is dead, except their owns.



And yes the overgrown city is very bad designed now it is. it's just a gigant fungalised structure so there should be no booster cost increase, or influence cost. Maybe just a small cost like 4 fungal bloom.

It's not at all in the design of the Mykara to raze all the city their overgrown. Or maybe the smallest city, and keep the largest one.


In my opnion, Mykara should be strongly incitate to assimilate factions. Keeping overgrown city why not, but more, assimilate cities.

It's very diffrent from the Cultist bulldozer strategy.

But for that, Assimilation bonus should be a lot better than it is now. A lot !


Elliott Jan 27, 2019 @ 2:27pm 
Originally posted by RetiredReplicant:
Originally posted by Elliott:
While I dont play multiplayer or go mega deep into mechanics I will agree with you and say this is the first faction Ive played in Endless Legend that feels at odds with itself in some way. Burning all but one of a factions cities seems the best way to play which seems at odds with a fungus that wants to spread and grow not practice scorched earth.

Why would an overgrown city even incur empire plan penalties? Its not being administrated in any way and is abandoned just being used as a literal resorce for the Mykara

I think that's their character arc. Apopcalyptic scourge that cleanses the planet every so often. I can appreciate the design, but then they need to provide more mechanics for a"tall" faction. More district levels, more snowballing of fidsi and an appropriate hero to govern. At least that's my take after 2 games.

I'm growing to like the destroying of cities, just think it needs to be done faster. 8 turns can be killer if you don't time you're military campaign right. Getting hit with an Empire Plan in the middle of wiping a continent really hurts.

I dint see that as Jojo said the Cultists are the apocalyptic destroyers. The Mykara have an achievement for possesing so many overgrown cities at once it feels like they are meant to infest not eradicate. And from a gameplay diversity standpoint we already have a one city razing faction in our good friends the cultists, do we really need an inferior version?

You should be rewarded for taking and holding overgrown cities but im not getting my hopes up for any significant changes some bug fixes and minor balance changes perhaps but I think the faction needs some reworking it probably wont get.
Khardinal Jan 27, 2019 @ 2:44pm 
Originally posted by Jojo_Fr:

I disagree with that vision of Mykara are an eco-apocalyptic faction.

First, because there is already one perfect civ for that : The Cultists of the Eternal End.


I like the idea of overgrown cities, a weed faction that just spreads and grows.

But like you said.
You end up burning your cities. We already have Bulldozing Cultists for that.
Because your approval drops, you can't use luxury boosters.
Only get 50% from extractors and can't use buildings / heroes in those cities to mine more.
And since you can't make nice triangles in captured cities and assign workers to Influence.
You're lucky to get some tier 2 empire plan bonuses.


I personally prefer a penalty to the FIDSI those cities give.
And leave Luxury Booster / Empire Plan / Approval ajustments untouched.

I even wouldn't mind if we could not garrison any units in those to make up for it.
We can use tunnels to protect the overgrown areas we conquered.

" THEY ARE COMING OUT OF THE WALLS "
Carnasid Jan 27, 2019 @ 3:00pm 
I feel like I've had very different experiences with Mykara. It was the first time on Endless difficulty I ended up not worrying about empire plans beyond just the tier 1 science boost. I also didn't spend much time burning enemy cities, rather just getting a few solid armies together and cutting huge swathes through opposing empire territories and spewing fungus all over the map. It felt a bit like playing Plague Inc. in how you spread.

Watch towers are great, by the way, as they give you a sort of leapfrog effect allowing you to explore in relative safety.
Grzemek Jan 27, 2019 @ 4:28pm 
If you couldn't garrison anything in overgrown cities you would be lucky to complete one trait assimilation in your whole game, even against 10000 empires/players.

Minor factions go absolutely ♥♥♥♥♥♥♥♥ crazy on overgrown cities and raze them faster than Thanos snaps his fingers. Those cities are stuck at 0 natural troops/militia (and 100 fortification ALWAYS, but that doesn't matter since they are empty and 1 wimp can raze it momentarily). So you need to carry a security army around too when you are conquering, or lose war momentum by making sure there are absolutely no neutral armies at least in 1 region radius around your overgrown cities.

Because minors WILL leave their regions and just tunnel vision your cities. It's insane. It's the first time I see neutral armies behaving like this, and I had some huge swaths of conquered regions in my EL "career".
Godzilla Rose Jan 27, 2019 @ 5:25pm 
Originally posted by Sabotague:
If you couldn't garrison anything in overgrown cities you would be lucky to complete one trait assimilation in your whole game, even against 10000 empires/players.

Minor factions go absolutely ♥♥♥♥♥♥♥♥ crazy on overgrown cities and raze them faster than Thanos snaps his fingers. Those cities are stuck at 0 natural troops/militia (and 100 fortification ALWAYS, but that doesn't matter since they are empty and 1 wimp can raze it momentarily). So you need to carry a security army around too when you are conquering, or lose war momentum by making sure there are absolutely no neutral armies at least in 1 region radius around your overgrown cities.

Because minors WILL leave their regions and just tunnel vision your cities. It's insane. It's the first time I see neutral armies behaving like this, and I had some huge swaths of conquered regions in my EL "career".
Yeah I've had this even with non-neutral armies where they go ♥♥♥♥♥♥♥♥ and target all my spore things. I mean it makes sense its like a human player finding the cultists and doing their best to mess them up before they get too strong. Still though cultists have a lot of early game ways to mitigate this way more than the weak mycara.

It seems like a faction that needs a perfect start.
VoidInsanity Jan 27, 2019 @ 8:29pm 
The thing about Overgrown cities is that they are easily/instantly recaptured and not worth defending, so you destroy them but then its stupidly easy for any other random faction to sneak in a new city, putting you in the same bad position.

IMO, after X amount of time (based on size of city) the city itself becomes a City ruin, same as a temple ruin but with its current functions. So the reward for defending overgrown cities is that region can never be settled again rather than the current almost nothing.
Martial.Lore Jan 28, 2019 @ 12:13am 
I don't know what some people might be trying to do, or what settings they have their campaign set up for, but I am totally, totally in control of everything on Auriga, while playing the "underpowered" Mykara.

I have all the Urkans.
I have all the Legendary buildings.
I have 3 times more influence than I need for my empire plans.
I can get my armies around 50% of the planet instantly.
I am generating well over 1000 influence per turn.
My city is approaching 40 population.
My armies have 5-7 times more total health than any of the AI.
Fungus is seems to be everywhere!
I control 3 overgrown cities out of 4 captured in total (one destroyed).
I am only on turn 320 of an Endless length campaign.
Small map, 4 factions.
Harsh winter setting.
On serious difficulty.

I really don't think I would have much of a problem scaling up to a larger map with more factions.
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Date Posted: Jan 27, 2019 @ 5:36am
Posts: 38