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Endless Legend 2: Getting Started (First 50 Turns)

First-game route for Endless Legend 2 — how to pick a faction, expand around the tides, and decide when a war is worth starting.

Verified for version1.0

Endless Legend 2 is won in the planning layer, long before the battles. Your first game should teach you one economy and one neighbourhood; everything else follows.

Your first game, in order

  1. Pick one official faction and read its economy as a sentence. If you cannot describe how it earns and spends, it is the wrong first pick.
  2. Scout before you settle. The tides mean the map changes around your choice — know which land is exposed now and which will be.
  3. Build a compact first cluster rather than a long line. Tight cities defend each other and share the terrain bonuses the era is offering.
  4. Pick an early hero and commit to a role. Heroes grow through use; a general used everywhere is a hero that is good at nothing.
  5. Fight the battles that matter by hand. Use manual resolution to learn how your units actually trade, and automate the rest.
  6. Choose a victory path by the mid-game. Not permanently — but a plan beats reacting, and you need to know what you are accumulating.
  7. Watch rivals' economies, not their armies. In a game with several win conditions, the dangerous opponent is the one quietly completing something.

What not to do in game one

Do not build a custom faction, do not spread across every coastline the tides expose, and do not start a war you cannot name the prize for. Each of those needs the context your second game will have.

Sources

Related guides

FAQ

Which faction should a new player pick?

One of the official factions, and preferably one whose economy you can describe in a sentence after reading its description. Custom factions are for your second game, not your first.

How do I handle the tides?

Expand for the current era and scout for the next one. Keep an eye on what the water exposes and floods before you commit a city to a coastline.

When should I start a war?

When you can name the objective — a region, a resource, or a rival that is close to winning. Wars without an objective cost the same and return nothing.