Obviously I’m a few years late to the party but reading this thread through from the start I feel like I’m playing a different game in light of the criticisms that have been aired. As I said earlier, I’m a 4X noob, relatively speaking, but I’ve had very little trouble wrapping my head around most things here. I mean, I think Amplitude have done an incredible job of making most information I need easily accessible and easy to read (passages of block caps notwithstanding. Seriously, drop the all caps). Contrary to some comments here I feel like nearly every turn I’ve had something new to deal with and assess and mull over, and that’s fantastic. Whether it’s moving my units around to explore ruins, collecting pearls, taking the high ground to get a better lay of the land, or rethinking my construction/science queues and worker priorities.
I also don’t really get the criticism that there’s not enough units for each faction. Something I’m a really big fan of with Endless Legend is its restraint with cities, armies, heroes and loot. I’m 100 turns in and currently I’ve got four cities with garrisoned armies in wait, two heroes and… three pieces of loot. Those three pieces of loot/gear were very exciting to find/be rewarded because they’re rare and special. Age of Wonders 3 felt like a fire hose of stuff each turn and I found it was just a bit too much. It seemed that almost every other turn there was a new hero waiting to join me and any gear just got lost amongst them. Levelling too seemed more frequent and across so many heroes that got unwieldy. The identities of these heroes were usually fuzzy at best. Compare that to EL where I’m very attached to my two heroes and if I got a third right now I’d be thrilled. Edit: I got a new hero, yay! You only have a handful of faction units to start with but when you assimilate or research new ones it’s genuinely exciting, and you see what cool stuff they do and contemplate how they can be integrated into your ranks. I just find it all a lot more manageable, elegant and involving as a result. Less is more.
I read complaints about winter too and, sure, it slows down your units, reduces visibility and production, but I had a look what tech and gear could mitigate these effects and managed to offset them for the most part. I’m playing as the Wind Walkers so I’m not sure how this tallies up with the other factions but my Agache Shamans I equipped with tier 1 gear but added some trinkets to boost their movement and vision. My Empire Plan buffs movement and the added vision synergises well with another tech I got which buffs movement further if an enemy is in sight. This means that my Shamans (or ‘Runners’ as I’ve renamed this unit) are brilliant at braving the winter and grabbing pearls. They’re even faster in summer. To add to this I also just researched Ice Works which has buffed the industry production hugely on river and sea/lake tiles (+10 per tile!), so much so that winter is now a good time to be building stuff!
One thing that totally escaped me that only clicked in the last 10 turns or so is that, yeah, cities can be upgraded too. Districts I’d noticed could be upgraded but I pretty much ignored that in favour of sprawl to grab more resources. My approval rating has been hovering around fervent for a long time now thanks to boosters and the right buildings. Soon I’ll start levelling districts however and then I’m hoping I can be the first to get 100% approval for a reward in the next era. Edit: the Vaulters beat me it to it. They only had one region to maintain…
I love trying to work out what technologies and other effects will synergise well with different exploitations. That’s where most of my time is spent from turn to turn, looking for opportunities to fully exploit what I’ve got. I acquired the Abbey of Anomalies the other day and wasn’t sure where to place it then… bam, saw the Golden Tree. That’s one hell of a match. It makes me want to go back to Reus.
I find the anomalies and resources very flavourful too, in both their descriptions and appearance.
I’ve done enough combat now to say that I enjoy it despite it being flawed in some ways. I don’t like the tangle of white, red and blue/green arrows flying everywhere and sometimes it’s not possible to move unit A on to a hex that unit B is currently on but will move out of before unit A gets their turn. It can be a little confusing and clumsy at times. That said, I much prefer stacks to ‘1UPT’ (took me a while to work out what that meant) and especially the way that all the action happens on the strategic map itself instead of zooming into a discrete battlefield like AoW3. I’m not knocking AoW3 here, just that I appreciate the grounding in the strategic layer. It’s abstract sure, but it’s smooth and tidy. I find that I’m having plenty of control over my units though provided I make sure to use the ‘CTRL +’ function to chain a couple of orders and keep an eye on the combat behaviour (aggressive,defensive and hold position). All in all, I’m surprised how much I’ve been enjoying this aspect of the game given it’s allegedly the weakest element.
Anyway, I’m at turn 120~ now and aiming to grab a far flung resource rich region on the other side of the continent which is technically across the sea from my four cities. Hoping I can set up a ‘round the world’ maritime trade route. In the meantime I’m working through the faction quests, building science and hoping the Morgawr keeps itself to itself. It’s military might is at least four times greater than the nearest faction! :-/