Endless legend seeds
There are a lot of really great things about this game, but sometimes it’s hard to generate a map that offers anything unique or different from the last map I played.
I was surprised to find a lack of map seed information out there on the web, so I generated a bunch of random maps, selecting 7 of my favorites from the bunch and fine-tuned each to accentuate what I think gives it a unique look.
Note: It’s not enough just to copy the “seed”, as a few options can drastically change the map output. It is safe to change the size of the map, lakes, islands, and data on the land tiles themselves (hemispheres, rivers, resources, etc)
#1 – “Ocean River” – 3 continents separated by a thin line of ocean tiles. A few lone islands in a large ocean for the explorers
#2 – “Behemoth Continents” – for those who like sprawling land-based games with realistic-looking land masses
#3 – “Archipelago” – Giant ocean with a few scattered islands. Land is scarse. Each territory will be protected and highly contested
#4 – “Ye Olde Continent Map” – Good starting map. Each player should have a decent-sized chunk of land to call their own
#5 – “Game of Thrones” – looks vaguely similar to the landmasses in the books. Closest thing I could find just plugging in numbers
#6 – “Duel” – Two large, circular continents, separated by “gateway” islands that can monitor anyone crossing to the other side
#7 – “Nunavut” – Similar to Canada’s Northern territories. There are lots of feathery land masses, lakes, oceans, and inland seas
Add more in the comments if you find more neat-looking seeds 🙂 To reveal the whole map on the first turn, add “–enablemoddingtools” in the launch options in your steam library before you launch the game. Once you’ve created a map, press [Enter] to get into the chat menu and type “/lightmeup”.
Endless legend seeds There are a lot of really great things about this game, but sometimes it’s hard to generate a map that offers anything unique or different from the last map I played. I
Constructed creatures that broke out of their prisons deep beneath the oceans, the Morgawr are driven to seek the surface by forces they do not understand. Once the planet is theirs, however, their ambition may not be sated.
The Morgawr are intimately linked to water, getting huge Science and Industry bonuses for exploiting sea tiles. They can also freely embark and move faster on rivers. They use psychic abilities to control minor factions and manipulate major ones.
- 1 Lore
- 2 Faction Traits
- 2.1 Neptunian
- 2.2 Catspaw
- 2.3 Seeds of Dissent
- 3 Unique Technologies
- 4 Military Units
- 5 Heroes
- 6 Faction Quest
- 7 Gallery
Lore [ edit ]
While much is known of the surface of Auriga, its oceans still guard many mysteries. While the nations of the planet learned to meet, trade, and war on the seas, another force arose from beneath them.
They are – or is? – the Morgawr, a twisted and possessed people that seem to be symbiotic creations of sea life and other, unimaginable species.
Constructed creatures that broke out of their prisons in the abysses of Auriga, the Morgawr are driven to seek the surface by forces they do not understand.
Only trusting the waters, the Morgawr can disembark and embark everywhere and their troop transports are faster and stronger than anyone else.
Masters of mind control and suggestion, they can control roaming Minor Faction armies for their own nefarious purposes.
Once the planet is theirs, however, their ambition may not be sated.
Faction Traits [ edit ]
Improves transport ships unlocked by the shipyard technology
|Only trusting the waters, this faction has faster, stronger troop transports and can disembark and embark anywhere.|
|Riders of the Wild Winds||Dust Eclipse Effect||+4 Movement on water on units during dust eclipse||As natural seafarers, the Morgawr are the only faction able to take advantage of the high winds and rough seas that characterize the oceans during Dust Eclipses.|
|Catspaw||Trait||Can take control of roaming armies or fleets
Can identify other empire’s privateers or armies controlled by “Cat’s Paw”
|Masters of mind control and suggestion, roaming Minor Faction armies can be controlled by the faction for their own nefarious purposes.|
|Hydrophilic||Trait||+2 on terrain with Sea or Lake
+2 on terrain with Sea or Lake
+1 on terrain with River
+1 on terrain with River
|Driven by a fear of drying out and turning to lowly dust, this faction is most productive close to water.|
|Sea Traders||Trait||Some technologies are modified:
Era II technology “Imperial Highways” cannot be researched
Era III technology “Cargo Docks” is moved to Era II
|Masters and mistresses of the seas in all their forms, the faction will not trade on land. Trade on the sea provides Dust and Science bonuses.|
|Seeds of Dissent||Trait||Can make pacified villages hostile again||Seemingly content and pacified Minor Faction villages in neutral regions can be instigated to rise up and cause trouble.|
|The Black Spot||Trait||Unlocks the Diplomatic Declaration “The Black Spot”||Cursing a selected Major Faction with the Black Spot gives any empire that destroys units of that cursed empire extra Dust.|
|Breaching Wave||Technology||Makes available the Faction-specific technology Breaching Wave.|
|Aquapulvistics||Starting Technology||Unlocks the Aquapulvistics Technology.|
|Shipyard||Starting Technology||Unlocks the Shipyard Technology.|
Neptunian [ edit ]
This trait eliminates the movement cost of embarking and disembarking, making it possible to embark and disembark multiple times a turn. It also provides the faction with an improved version of the Transport Ship which has higher base attributes across the board.
Catspaw [ edit ]
For a small Influence cost, the Morgawr can take control of any normal roaming army they can see on the map, including Fomorians. Units controlled this way function similarly to Privateers; they have an increased upkeep cost, cannot complete quests, search ruins, or talk to villages or fortresses, and appear as normal roaming armies to all other empires. However, control of these armies can be relinquished at any time for no cost.
Seeds of Dissent [ edit ]
With this ability, it is possible to turn villages that have been destroyed or pacified back into unpacified villages by spending some Influence . The amount of influence required to do this requires on a few factors, including the Minor Faction, the condition of the village, if it’s in a region occupied by another empire, the number of cities you control, and your technological era. Here is a rough method to approximate the cost of Seeds of Dissent:
The cheapest cost is for a destroyed village in neutral territory during Era I when you only have 1 city, which will be about 30 , varying slightly depending on the minor faction. A village that is in neutral territory but has been pacified – either by bribe or a quest – will cost roughly twice as much. For every additional city founded or technological era reached, the cost for both of these will increase by about 10 . If the village is in a territory occupied by another empire, then all of the values listed before are approximately doubled.
Constructed creatures that broke out of their prisons deep beneath the oceans, the Morgawr are driven to seek the surface by forces they do not understand. Once the planet is theirs, however, their ambition may not be sated… The Morgawr are intimately linked to water, getting huge Science and…