I found myself not feeling like a horrible apocalyptic cockroach as Edwin Fege’s ravening shit overturns the coral fortress of the neighbouring Aspect Kingdom and fills the air with damp crunches on the lower polyp mandibles. I’ll go back to that feeling. Endless Legend 2 began early access on September 22nd, and now it’s been around 20 hours. I previously praised that new/reborn faction and retreated marine mechanics, but I’m going to continue to praise it, but there’s definitely a more comprehensive issue I want to deal with, as this fantastic scarab in a turn-based strategy game shocks towards 1.0.
First, it’s good, and if you forgive me, it’s like an outline. Because in this game it will help you put your feet under you. Endless Legend 2 sees a bunch of different species fighting for control of a flooded world with mysterious drainage drying. Roughly, it works like this: Starting in one city, slowly expanding, sending heroes and generic units with names to collect resources, collect resources, complete the bitty quest in exchange for more resources.
The hexagonal map consists of areas that can be colored by building villages, with a rich village of rich villages that can be destroyed or sedated to remove inconvenient roaming forces and add new unit types to the roster. There are five basic resources: Production is for buildings, and food is due to population growth (then it can generate other resources faster). The influence is primarily intended to expand cities and bring new hexagons within curtain walls for development. Science is for research, and dust is, among other things, the magical money used to instantly complete construction projects.
These basics unfold according to a gentle continuous technology tree of unlockable age, each covering ten technicians, with options to hone and refine the skipped skills. For high-tech units, rare items such as titanium are also required. Titanium must be tracked and mined or traded. This is a more statistical and concise progression structure than is found in many 4x strategic SIMs. With this focus on exploring heroes, Endless Legends 2 can be similar to an RPG with town construction components.
Each Army has a unit cap, which means fewer military victories about stacking units, leveling them out, and (in the case of heroes) do more about strengthening statistics with gear and new abilities. Your army generally feels more like a loose collection of Final Fantasy parties than the army. On the other hand, turn-based battle systems are a welcome advancement in the original game’s nasty pseudo-real-time approach, and are in itself very routine. It is deployed not on a clear battle map, but on a world map, dominated by Rock-Paper-Scissors’ relationships and rudimentary terrain tactics such as increasing defenses and occupying forests to lock in choke points.
If you play the first infinite legend, most of the above will shock you. Meanwhile, Tidefall may catch you. At semi-predictable intervals, ocean retreats and playable maps expand, combining the islands with the continent, exposing sunken treasures, fresh villages of minorities (did they hold their breath?), and dungeons embracing the most selected relics. One of the benefits of Tidefall Mechanics is that there are regular incentives to change your strategy. This peninsula is now a land bridge and the hoops are full of mad science lizards on the other side.
The associated thrills are trying to predict what could be exposed by the next Tidefall, and are attempting to plan that contingency, for example, by popping the settlement on a barren coastline first. The presentation of the flooded world is crafty. This is a real demonstration of what a shiny technological makeover can do for the sequel. You can create structures under the waves and measure the potential for new shortcuts to the Heartlands of rival power.

Speaking of rival power, a flooded world can help prevent you from encountering too many conflicting civilizations early on. I can’t give you an exact overview, and there are clear elements of chances, but in every game I played, most of the enemy citizens started on different islands. In this way, Endless Legend 2 has a relatively solid grasp of the period of exploration and discovery and the transition between trade, diplomatic jockeys and open wars.
Flow aside, there is a monsoon that reduces the viewing range of the unit, but it also produces fresh batches of collectable resources and dusty megafana that can be killed due to juicy trophies. The monsoon regenerates territory to start a second gold rush. Like Tidefalls, they bring a bit of unpredictability to Midgame, but learn to quickly exploit them by appointing city councillors with passive traits that kick in the rainy season, for example.
As the campaign unfolds, the initial spread of each faction’s quest will tie it into a core storyline that produces a set of possible end goals, in addition to the usual four times the staples of killing everyone and driving everyone away. I won’t ruin these, but it’s enough to say that after you have established an empire, it’s another way to shake you out of your rut.
So, how does the Fact choose to flesh out this already quite the meaty skeleton? Endless Legend 2 starts out early access with a more lean selection than its predecessor, and perhaps not as chaotic: Opening 5 (one more before 1.0) is basically tuned to one of the common 4x victory types. However, within these broad strokes, each ion is intoxicating.

For example, if you are a necrophage, you will not engage in many diplomacy as you are an apocalypse ant. You are prepared to roll unstoppable land: each time you win, each battle you win produces a handful of free megamagots. It gives them corpses, evolves them into hornets, and becomes a mantid that spits out acid, and a giant centipede. You will not build cities in other regions, but create sleazy dens for fast travel that can expand into nests and widen the range of your central city. The downside is that once your core falls, it can be extremely difficult to recover.
By contrast, if you’re one of those crazy science lizards, you’ll over-accelerate your research by turning your entire territory into glass, holding your most creaky, remote units very quickly, and quickly splashing out your pushy bug neighbors. You can also build a cute little Sauron Tower on the ridge you pass by for bonus bofin points or defensive death ray purposes. And you can send your most embarrassing nerd zealot, what you’ve been called, spy in their cities and create extra influence overseas, while sending you to other empire labor.
Here is the load that you pick and choose. So many different ways toppings in the Civ Score table. There are so many ways to burst woodworking in general victory conditions. I’ve been exploding as a necrophage, and I look forward to grasping tough and hysterical lab coat nonsense. Nonetheless, I feel that Legend of Endless 2 is a bit disappointing in the location.

Perhaps the most important thing from a 4x regular perspective is that AI hasn’t yet shown a good fight. Take the harsh fate of my aspect neighbor in the scenario from my first paragraph. A fierce and malicious sea people, Aspect is a diplomatic figure in Endless Legend 2, capable of feeding some resilient troops, but is suitable for pleading with other citizens by sowing the territory with dustrich corals that serve as surveillance networks.
If you are an aspect player and parked next to the burgeoning necrophage hive, and it’s likely that the creepy Clayley isn’t standing up to talk about things, you need a plan B. My Aspectcham didn’t have a plan B. Therefore, it is now a calcium carbonate soup in the abdomen of a very large weevil. After declaring war – it is much easier if your masses are required and your masses are made up of greedy insects – it took less than 10 turns to completely annihilate them.
It could be just a lucky draw, not a weak knee AI. I haven’t played enough games to call it. It’s more comfortable to make judgments about the RPG quest elements and related writing in Endless Legend 2. Again, the factions are wonderfully different, but the shared 4x mechanisms plunge through in places, making you think especially that Star Trek aliens are people with docky tans and Avanguard’s nose jobs.

Like Star Trek, many of them can be a matter of production costs. As the amplitude is not just a vast studio, it’s just become independent, so it’s not surprising that you’ll encounter some efficiencies. Many of the Infinite Legend 2 Quest Lines are written vaguely enough to be applied to any faction, or given or taken the appropriate noun. Fact also shares many exciting “+5%” technologies with interchangeable art and flavoured texts. I know the kind of thing that says, “The wheels change better than the square.”
However, I don’t think it’s just saving development resources. In general, writing appears to be trapped in both the form of a limp quest style about choosing to pay three rewards, and the fact that all factions have a government structure consisting of rulers, generals and heroes, with a core storyline and named.
Necrophages are assumed to be harmless, devastated forces that allow them to bite the map without taking into account both the cultural and biological nuances of the individuals and enemies that make up the horde. But in conversation, strangely enough…human. In one quest, my Necrophage Queen praised the army for covering up and equipping a wooden baton to minimize the chance of contamination while visiting the burial site.
Wooden baton! I noticed that Ali has surprisingly complicated quarantine protocols, which doesn’t seem to be so necrotic to me. These are not UN peacekeeping forces. I thought the Golden Rule was to eat everything and then understand it. Similarly, I love that aspects are essentially perceptive sea reefs and have units similar to barnacles and clusters of rebellious sea grass. So why do they participate in traditional character-based dialogue? They should communicate through electrochemistry and they will ring it.

It can be argued that these are actually necessary compromises in games that don’t want to be five completely different strategy games devised by five different species. But imagine how funny life would be if the sentence was properly pushed into new strange realms and dumped some of these lukewarm traits and frameworks to pursue the strange kind of 4x.
I don’t think necrophages should name the character at all. Or, if the aspect had no units, what if it was instead the formation of a kind of invasive terrain that thrives by attracting other life forms and acting as an indirect resident force? I think I succumb to the idea of blue skis that lead to endless release delays and locate the past past what is desirable or viable in a 4x strategy game. Still, it’s an early age for the never-ending legend 2, and there’s still time to revisit the writings of the quest and bully some of its moderately stifling weirdness.
(TagStoTRASSLATE) Infinite Legend 2 (T) Amplitude Studio (T) Fantasy (T) Hooded Horse (T) PC (T) Simulation (T) Strategy (T) Strategy: GRAND Strategy/4X (T) Strategy: Turn-Based Strategy