Endless Legend™ - Symbiosis Download



Released 24 Jan 2019

AMPLITUDE Studios has started 2019 strong with a string of surprise expansion releases. At this point, I would argue that Endless Legend is easily worthy of a top five position amongst its 4X strategy brethren. Its newest (and final) expansion, Symbiosis, lends itself well to helping the core game stand amongst industry giants, literally. Unless you have a giant phobia of skyscraper sized insectoids, in which case maybe you should sit this one out.

Endless Legend Symbiosis-PLAZA. NOTES: At release time the 32bit version on steam wasnt available yet. We will deliver it with one of the next updates once the devs provide the correct files. This release is standalone and includes all the content we previously released. Endless Legend Symbiosis-PLAZA.torrent. The vinyl edition of Endless Legend incorporates two white vinyl discs in a sleeve design in the Endless Legend colors. Includes unlimited streaming of Endless Legend: Definitive Edition Soundtrack via the free Bandcamp app, plus high-quality download in MP3, FLAC and more.

Home»Fixes»PC»Endless Legend»Endless Legend: Symbiosis v1.7.2 All No-DVD PLAZA. I double dare you to fill this field! One more time, from the top. Symbiosis is the final expansion for Endless Legend, introducing the fungal Mykara faction and the massive and terrifying Urkan.

Candidly, Symbiosis is an amalgamation of fixing everything I dislike about single city civilizations and what I wish the Guardians from prior expansions were. Which is to say, just because the newest playable race doesn’t dance to my preferred rhythm doesn’t mean you should pass up this expansion. If you enjoy being a war-monger, having exploration be a core part of your overall strategy, or like the simplicity of only having to build something once, then the Mykara are going to be your jam.

The Mykara are all about evolution and assimilation, entirely through conquest. They cannot settle into new regions, instead opting to build Fungal Blooms on top of ruins, temples, extractors, pacified minor faction villages, you name it. Likewise, they don’t obtain new cities through conquest, instead turning them into fungal ghost towns that eventually yield a certain amount of their previous FIDSI total (Food, Industry, Science, Dust, and Influence) and special bonus traits for the Mykara, depending on what race previously owned that city. For example, conquering Vaulters gives a bonus to science output and some winter immunity. The Broken Lords give an increased Dust output and Health Regeneration based on how many villages you have pacified.

The vinyl edition of Endless Legend includes some of the best music from the original game and the various expansions: Endless Legend: Echoes of Auriga, Endless Legend: Shifters, Endless Legend: Tempest, Endless Legend: Inferno and Endless Legend: Symbiosis. The edition incorporates two white vinyl discs in a sleeve design in the Endless Legend.

Meanwhile, your capital city begins to blossom from all these external resources. Production pre-planning becomes critical given you cannot produce or build anywhere else. Luckily, Fungal Blooms are built with Food, completely independent of your Production Queue. As a result, the Mykara benefit immensely from early exploration of nearby resources and ruins, given they do not need to “own” the region in order to build Fungal Blooms. In the early game, most enemy civilizations will reach out saying they don’t wish to upset you by destroying your blooms. Later, you can expect minor and major enemies to actively try to sabotage your resource income, especially if you have built far away from a defensible location. Good thing for the Mykara, anywhere can be a defensible location.

You see, Fungal Blooms built on top of Ruins turn into fast-travel locations exclusively for the Mykara. It becomes very easy to focus on Food Output and exponentially build up a vast network of locations, effectively making Auriga your own personal subway system. All the while, you are most likely the first to visit numerous regions across the globe given your exploration focus, exploiting their various rewards and resources before other empires can claim them. It’s a huge win-win scenario, and it makes conquest significantly more feasible for a single-city civilization. Again, the only downside being you only truly have one city, so progression is going to feel extremely linear until you start being able to afford multiple standing armies. Not to mention, you shouldn’t recklessly leave your dominated cities undefended! As long as you are smart about staying on top of watching your regions borders (unlike me), you can “grow” to your heart’s content.

Apart from the Mykara, Symbiosis also introduces us to the Urkan. These massive insectoid beasts will appear randomly around the map, completely taking control of neutral regions of land. Players can choose to either appease the Urkan with bribes, slowly winning them over to their side, or defeating them in battle and enslaving them to their cause. It is worth noting that Urkans are extremely strong, especially against early-game armies. Unlike Guardians, who roam as solitary units and suffer increasingly from a single action economy, the Urkan store numerous lice armies inside of them. These high-attack minions will jut out of the Urkan’s massive orifices and defend their tremendous masters whenever needed. They may even run rampant and attack undefended locations if left to their own devices for too long.

In addition, the real reason why the Urkan fascinate me is because of their resource bonuses and dedicated tech tree! Urkan, when domesticated, can sit within neighboring neutral lands and effectively extract the resources for your empire remotely. In addition, at the cost of giving up Luxury Resources, you can upgrade your Urkan to give massive percentage bonuses to your various city outputs. We’re talking a flat 20% increase to all Dust income and 50 Approval rating at the same time, just for existing next door, as an example. Likewise, you can settle an Urkan right at your enemy neighbor’s border, making that region temporarily yours, which means you can retrofit your armies to your newest available technologies right as you’re about to lay the smackdown. Each Urkan is unique from its brothers, offering specific bonuses to offensive and defensive playstyles, which means different civilizations and players may focus on capturing different Urkans first.

Should you manage to domestic all three Urkan, you can unlock Coordinated Tremors. At that point, honestly things just become silly, as you can watch three giant Kaiju bugs rein chaos from anywhere within an opponent’s territory. City sieges become laughably easy, which blends well with the Mykara’s pursuits of dominance by force. Notably, the Mykara do have race-unique researches that allow them to better benefit from Urkan domestication, like the ability to garrison friendly units inside of Urkans. Did I mention that like the Mykara, Urkans can burrow to any visible location as long as it is unowned by any empire? Guardians, eat your heart out.

Overall, Symbiosis does a good job of taking a pre-existing 4X strategy trope, the single-city civilization, and spicing it up with unique mechanics. Offering fast travel as soon as you have Fungal Blooms built atop ruins makes the Mykara into terrifying shocktroopers, while also making exploration around the globe meaningful and more rewarding towards your overall strategy. Meanwhile the Urkan are equal parts massive world-smashing insects and extremely potent bonus generators. I’m excited to play with them via other civilizations, and see just how well I can incorporate them into my strategies going forward. It's not my personal favorite expansion, it ends Endless Legends' legacy on a high note, and helps shore up the game to truly offer a wide array of win conditions and play-styles.

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The Endless Legend Community Patch (or ELCP) is a user-made patch by LeaderEnemyBoss that fixes many bugs, modifies the UI and attempts to improve the AI.

More information and a Download link can be found in it's thread on the official Amplitude forums: [1]

Below is a quote of the feature list from that thread, a full changelog can be found here: [2]

Feature List[edit]

Mods

Symbiosis
  • The following mods are included and act as a base for many changes I made
  • 'Improved AI' by ninakoru (link)
  • 'Status Panel Fix' by Fluffiest (link)
Endless legend™ - symbiosis download pdf


General & UI

  • Allows the use of steam workshop mods without disabling Achievements
  • Hosts can set up Handicaps for individual players, increasing or decreasing their FIDSI income in cities
  • Allows modifying the default move speed of Armies, similar to how the battle speed can be altered (by morgoth)
  • Allows defining at which zoom level the detailed 3D World map transitions into the abstract map (by morgoth)
  • Selecting a Unit Design in a City's construction menu with the right or middle mouse button opens the Unit Designer
  • Selecting the Icon of a known living Empire on the End-Turn-Panel with the right or middle mouse button now opens the diplomatic Negotiation Screen with that Empire
  • Capacity list icons are now colored depending on the Capacity Provider (Unit Design, Hero specific or Item), Color coding can be configured in the game's UI options menu
  • Resource stock and income values between 1000 and 10000 are now truncated to one decimal place (Implemented by fellow modder Cornebre)
  • The Academy screen is sorted more sensible (Heros that need level ups or jobs are sorted to the front)
  • Assimilation effects are now displayed in the tooltip of Villages as well
  • By default Kapaku starting regions are assured to be volcanic (even if volcanic terrain is set to 'none')


AI

  • AI turn times in the late game are reduced significantly
  • In general the AI should be more challenging (without additional cheats!) and less apathetic, most notably on difficulties higher than normal
  • AI units will no actively try to move away from reinforcement locations (by morgoth)
  • The AI is significantly smarter about choosing settling locations
  • Heavily improved stockpile usage and how the AI fills its production queues, they should now build more efficiently
  • Reworked Resource-Market usage, AIs will buy what they need now (including stockpiles) and will no longer sell everything they cant use immediatly
  • Improved AI trading behavior, AIs cant be exploited as easily and will engage in trades on their own
  • Improved Urkan Management: AIs are smarter about obtaining, training and using Urkans
  • Improved AIs teching and and equipment choices
  • Improved diplomatic AI - AIs will be more proactive about diplomacy, the goal is to make block building and long lasting alliances more likely (ongoing)
  • Diplomatic and teching behavior is influenced by the Victory condition the AI currently pursues, AIs now do try to actively achieve Victory, and try to prevent others from doing so
  • Overhauled war logic, AIs will consider attacking and defending with stronger Armies, Armies can group up now and defend endangered cities
  • Improved encounter logic - AIs should be smarter when it comes to reinforcing, retreating and attacking (ongoing)
  • Experimental Quest solving logic (currently for some global Quests and the Victory questline)
  • Made many special case improvements to the Cultists behavior in order to make them more competitive
  • Improved spying and teching logic of the Forgotten to prevent them from falling behind so hard
  • Morgawr will now use their 'dissent' and 'catspaw' abilities deliberatly when they dont like you
  • Kapaki now place their golem camps smartly and know how to use their special industry boosters (they didnt before)
  • Vaulter and Mykara can use their respective teleport abilities
  • Drakken make use of their 'Force Status' diplomatic abilities
  • Roving Clans may consider buying and using Privateers when they are rich enough
  • Reworked Pillar and Spell usage of the Ardent Mages
  • An Advanced World Setting 'Replace Inland Seas' transforms oceans without Fortress access to Inland Waters (prevents AI spamming ships into small lakes)
  • ... and maaaaaaaany bugfixes
Endless legend™ - symbiosis download torrent


(non AI-)Bugfixes

Endless Legend™ - Symbiosis Download Torrent

  • Luxury Alchemists no longer increases the duration of stockpiles and infiltration actions
  • fixed an endless siege bug, also sieges are no longer canceled if a besieging army leaves the besieged city but there are still others present
  • Hovering over the 'End Turn'-Button no longer reveals scores of other empires, if score display is set to 'partial' or 'none'
  • Players can now only dismantle buildings if they have full ownership over a (recently conquered) city
  • Fixed Sacrifice Population (Necrophages) not scaling with game speed


Balance[xml]

  • Forgotten: 'Dust Opportunist' was buffed and the possible range of stolen Dust is displayed in its tooltip
  • Mykara: too many buffs to list, also made peaceful play with them less limiting, as Symbiosis traits can now also be aquired peacefully with a special diplomatic city trade action!
  • Urkans have been made considerably weaker in order to make them less of a 'must have' game winner
  • Activating a Luxury Booster when that Booster is already active now only resets the time instead of adding it on top
  • Made the second Necrophage quest a bit easier
  • Broken lords have an easier time doing early quests, 10% cheaper pop buyout, dust bishops of more initiative
  • Increased the Influence cost of 'Catspaw' for Fomorian Armies by about 50%
  • Diplomatic, Economic and Wonder Victory are harder to achieve, Victory Warning appear earlier
  • Oceans yield less strategic and luxury resources in the early game, less FIDSI overall, and many facilities got nerfed
  • Increased HP loss when retreating to 60%
  • Reduced Damage and HP bonus of Serum of Iteru by 50%
  • Mercenary Corps/Freelance Guards now also reduce the Buyout cost of Mercenaries and Heros by 20%
  • Increased the market value of Stockpiles (for buying and selling!)
  • Decreased construction costs of stockpiles across the board
  • Marketban can not be reused for two turns after removal
  • Force Truce can not be used for 5 turns if a Drakken has started the war
  • Introduced multiplicative stacking for Production Cost Reduction and Buyout Cost Reduction (Buildings and Units)
  • This basically means, that stacking these reductions gets less effective the more you do it, 100% reductions are no longer reachable


Balance[core]

  • Units can only be sold in owned territory (withing borders, owned fortresses or converted villages)

The following settings can be configured in the pre game options:

  • Removed the ability to conquer cities and fortresses (whose region are owned by the target) of blackspot victims without declaring war
  • Stockpiles are 'fused together' when being upgraded
  • Added a new ruleset for how Diplomatic Points from treaties accumulate, they are now buffered and get transferred each turn instead of all at once (prevents instant Diplomatic-Victories via treaty spam)
  • Introduced a new optional feature: progressive tech trade costs - The Influence cost of tech trading in creases the more often you do it
  • Introduced a new rule-set for Fortification Armor and when it applies
  • Allows Fortification Armor to be applied when attacking out of a besieged City (see [This Link] for more inofrmation)


Modding

  • the Debug command '/Autoturn' is now available for modders to use (useful for testing AI behaviour)
  • new cheat commando: '/ShowMeTheStockpiles' (player gets the specified amount of each stockpile, 10 by default)
  • New Debug-Command: '/Teleport' teleports the selected army to a world coordinate of the players choice
  • The god cursor ('G') now shows the current world position
  • With modding tools enabled, selecting a technology in the Research Screen while pressing the 'G'-Key instantly unlocks that technology
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