Guides & Walkthroughs New Guides Popular RPG Action Strategy Adventure YouTube Guides Mobile App

Endless Legend Game Guide by gamepressure.com

Endless Legend Game Guide

Table of Contents

Roving Clans | Playable factions Endless Legend Guide

Last update: 18 October 2016

 

Traders of the desert.

A faction of traders and nomads oriented towards making money and towards amicable relations with its neighbors. Good for the players that want to win in a peaceful way, who favor calm development of cities over wars. It requires familiarization with the game slight enough to be suitable for beginners.

Hints for those who play as Roving Clans:

Make money on trade. The faction receives detailed information on purchases made by the other factions. Also, it receives 10% of the incurred expenses back, which may be very useful, in the case of multiplayer. If you do not want any of the players to use market, you can ban them from trading. You can do that during diplomatic talks. Banning someone from market requires you to spend Influence Points. Classes also receive more information on transactions made in the market. Remember, however, that cities start trading between each other in the second era so, do not expect to make quick money this way.

Buy in the market. Since the very beginning of the game, you have access to the market, where you can buy mercenaries, heroes and resources. If you focus on the production of Dust, you will, simply, be able to buy the majority of materials and units. It especially pays off to buy mercenaries. Your faction ensures them with a bonus to vitality and to movement points. Also, you can sell the units that you have, in the market, if necessary. Take advantage of that, if the upkeep of your army costs you too much, or when you have lots of weak units that you do not need anymore.

Do not get on your neighbors' nerves. Clans cannot declare wars and, eventually, respond to enemy attacks, and negotiate truce. This means that you need to build new cities faster than the others, otherwise there will be no space for you left. And you will not win it, if someone else does not declare war on you, in the first place. There are two important upsides of that, however. First of all, you save up Influence Points, which you would have, otherwise, to spend on the declaration of war. You can spend them on changing your Empire Plan. Secondly, at the same time, at which you sign a peace treaty, you also sign a commercial and a scientific ones. Thanks to this, you obtain more Dust and science points, which saves you even more Influence Points that you would otherwise have to spend on both treaties.

Moving cities. Clans can pack their cities and relocate them. So, you do not need to attach that much attention to exploration and exploration of regions, before you seize them. If it turns out that the new location is unsuitable for your needs, you can simply relocate the city. This will take one turn and, after it is put together, it is treated like a settler. You can also take advantage of this during war. If the enemy is marching towards your city, and you know that you will not be able to hold it, pack your stuff and relocate to a safer area. You can also try and steal an enemy city: seize it, pack it up and send to your territory to unpack it in a safe location. After it is unpacked, the city takes up only one field and it has all of the structures that have already been built there. Rebuilding each one of districts in that city takes one turn and all of the districts can be rebuilt simultaneously. Therefore, you are capable of unpacking the city, and restoring it to the state in which it can be used, within one turn.

Blitzkrieg. All of your units and heroes move on horses, or other animals. This means high speed and initiative in your army. Take advantage of that, during quick raids into the enemy territory and while luring the enemy into traps. If you cannot fight, simply get away to a safe distance. The majority of the opponents will not be able to catch up with you. If you want to fight, remember that you have both short-ranged and long-ranged units. And heroes among the latter. Fit your army to the enemy's capabilities. Cavalry also means faster exploration of the map, thanks to the higher amount of movement points. At the same time, do not hesitate to dispatch your units by themselves. They are fast so, they will be able to escape the wandering bands. It is enough that you are careful, while exploring the unknown areas, so the units still have several movement points left, up their sleeve.

Perform quests. Thanks to quests of the storyline, clans gain access to the following technologies:

the first era. High Towers. After they are built, the range of vision, of city centers and districts is longer and the entire city yields additional 5 science points. Can be built only once. An excellent reconnaissance technology. Build towers in the border city. Whenever you want to colonize new areas, simply relocate the city there and build another one in the location where the city used to be. Thanks to this, one of the borders will know about the adversary's actions. It is especially useful in the city that borders with Necrophages or any other belligerent faction.

The third era. Trader's Tent. All of the trading routes in cities generate 50% more Dust. It is a very useful technology, in combination with the 3rd level of the imperial plan, in "economy and population", and with abilities of heroes. Not necessarily will it alter the outcome of the game, but it will definitely speed up the victory.

The fourth era.

Chain Suspension. The building requires Right of Way to be built in the city, as well as the production of Dust at the level of 30.

Thanks to the structure, the city gains 2 additional trading routes. In extreme situations, it allows you to trade with five other cities, all at the same time. This provides you with large amounts of Dust and science points. Unfortunately, it becomes available very late into the game, due to which its usefulness drops.

Money Talks. A diplomatic technology. You can cause a high inflation in another faction. Thanks to this, all of the trading routes of that faction yield 20% less Dust and science points. After you impose this limitation on a faction, you can also lift it. Again, it becomes available very late, but it is still very useful, even then. It does not damage factions, such as Broken Lords too much, but in the case of Necrophages or Wild Walkers it can have severe effects.

See/Add Comments

You are not permitted to copy any image, text or info from this page.

This site is not associated with and/or endorsed by the Iceberg Interactive or Amplitude Studios. All logos and images are copyrighted by their respective owners.

Copyright © 2000 - 2024 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games.