Beginner's Guide: Difference between revisions

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The first objective in every game is founding the capital city. Ideally the capital city should be founded in the middle of tiles providing multiple resources. Explore the nearby tiles.
The first objective in every game is founding the capital city. Ideally the capital city should be founded in the middle of tiles providing multiple resources. Explore the nearby tiles.


== Armies ==
Each army is made up of up to 6 units. On the map only the most important unit in an army will be displayed. Every unit has 5 statistics:
Each army is made up of up to 6 units. On the map only the most important unit in an army will be displayed. Every unit has 5 statistics:
* Health: When a unit's health reaches zero the unit is killed. Heroes will be incapacitated instead of being killed.
* Health: When a unit's health reaches zero the unit is killed. Heroes will be incapacitated instead of being killed.
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== Resources ==
== Resources ==
There are five primary resources in Endless Legend 2. Together they are called FIDSI and stand for:
There are five primary resources in Endless Legend 2. Together they are called FIDSI and stand for:
* Food is primarily used to grow a city's population.
* Food is stored on a city-level. Every population consumes Food. If Food is positive the population progressively grows. If Food is negative the population progressively declines, starting with the ones that consume the most Food.
* Industry is primarily used to create units and structures but can also have more exotic uses like powering converters or allowing landscaping. If a City is not using Industry, it will store up to one turn of their production as surplus. The surplus will be instantly added to the next construction when one is ordered.
* Industry is stored on a city-level and is primarily used to create units and structures or be converted into another resource via Convert Actions, but can also have more exotic uses like powering converters or allowing landscaping. If a City is not using Industry, it will store up to one turn of their production as surplus. The surplus will be instantly added to the next construction when one is ordered.
* Science is used to research technologies.
* Science is stored on an empire-level and is used to research technologies.
* Dust is primarily used to pay for army upkeep, accelerate constructions via Buyouts, or bribing minor factions, but has numerous other uses as well. Dust is stored at the empire-level.
* Dust is stored on an empire-level and is primarily used to pay for army upkeep, accelerate constructions via Buyouts, purchase Strategic and Luxury resource, or bribing minor factions, but has numerous other uses as well.
* Influence is to build bigger cities, expand the empire's territory via camps and conduct diplomacy with other empires. Influence is stored at the empire-level.
* Influence is stored on an empire-level and is to build Foundations, attach or evolve Camps, and conduct diplomacy with other empires.
 
== Cities ==
Cities are made up of Foundations and Districts, both of which retain the yields of the underlying land. Foundations can only be constructed next to Districts and most Districts can only be constructed over a Foundation. Foundations cost Influence but are created instantly. Districts provide their own resource output in addition to their tile's native production.
 
The first city an empire creates will always be its capital.


== Map ==
== Map ==

Revision as of 19:21, 3 September 2025

The first objective in every game is founding the capital city. Ideally the capital city should be founded in the middle of tiles providing multiple resources. Explore the nearby tiles.

Armies

Each army is made up of up to 6 units. On the map only the most important unit in an army will be displayed. Every unit has 5 statistics:

  • Health: When a unit's health reaches zero the unit is killed. Heroes will be incapacitated instead of being killed.
  • Defense: Reduces incoming Damage.
  • Damage: Reduces the attacked unit's Health.
  • Critical Chance: Chance to inflict 150% of the unit's Damage with each attack.
  • Movement Points: Used to move on both the strategy and tactical map. Some tiles cost more of fewer Movement Points to travel on, depending on their terrain and features. If the army contains multiple units it will have the Movement Points of the unit with the fewest. Founding a city consumes all Movement Points.

Resources

There are five primary resources in Endless Legend 2. Together they are called FIDSI and stand for:

  • Food is stored on a city-level. Every population consumes Food. If Food is positive the population progressively grows. If Food is negative the population progressively declines, starting with the ones that consume the most Food.
  • Industry is stored on a city-level and is primarily used to create units and structures or be converted into another resource via Convert Actions, but can also have more exotic uses like powering converters or allowing landscaping. If a City is not using Industry, it will store up to one turn of their production as surplus. The surplus will be instantly added to the next construction when one is ordered.
  • Science is stored on an empire-level and is used to research technologies.
  • Dust is stored on an empire-level and is primarily used to pay for army upkeep, accelerate constructions via Buyouts, purchase Strategic and Luxury resource, or bribing minor factions, but has numerous other uses as well.
  • Influence is stored on an empire-level and is to build Foundations, attach or evolve Camps, and conduct diplomacy with other empires.

Cities

Cities are made up of Foundations and Districts, both of which retain the yields of the underlying land. Foundations can only be constructed next to Districts and most Districts can only be constructed over a Foundation. Foundations cost Influence but are created instantly. Districts provide their own resource output in addition to their tile's native production.

The first city an empire creates will always be its capital.

Map

The map is made up of hexagonal tiles. Every tile will have a specific terrain type that depends on its native Biome. Tiles can change their terrain type over the years through either natural phenomena or empire design. Tiles that are adjacent to Coastal or Ocean tiles receive a +1 bonus to their Food output.

A group of tiles contained together inside a closed border constitutes a territory. The edges of a territory are displayed with a line of dashes on the map. Each territory can only have one city or camp.

Terrain Output Movement cost Description
Bush 1 Food 1 Laden with fruit, plants grow happily in this soil.
Dense Bush 2 Food 1 Ripe berries hide behind every leaf in this inviting thicket.
Forest 1 Industry 2 A thicket of sturdy trees reach skyward.
Dense Forest 2 Industry 2 Rooted so closely together, the trees' scent is almost overpowering.
Grove 1 Food
1 Industry
2 The trees offer strong timber and pungent nourishment.
Ocean
Coastal Water