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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.
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.
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.
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.
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.
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 !
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.
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 "
Watch towers are great, by the way, as they give you a sort of leapfrog effect allowing you to explore in relative safety.
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".
It seems like a faction that needs a perfect start.
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.
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.