Broken Lords | Playable factions Endless Legend Guide
Last update: 18 October 2016
Dust-driven machines.
The constructs function thanks to Dust. In spite of several important shortcomings, it is one of the most flexible and strongest factions in the game, which can be led in many different ways. With appropriate strategy, it is easy lead them to victory, especially the economic and military ones. Good for everyone, with the emphasis on beginners. Still, players need to be prepared for more plentiful instances of micromanagement of the empire. Grows vehemently with progress in the game.
Hints for those who play as Broken Lords:
Produce Dust. While playing as Lords you need to base your economy on Dust production. Without it, you cannot create new citizens, cities and you will not be able to heal the wounded units. That is why, while building a new city, try to pick the spots that produce as much Dust as possible, such as deserts. Especially that each Dust-producing field yields one unit more. While picking the Empire Plan, always select bonuses to Dust production and lower costs of buying buildings. While selecting the faction to assimilate, always pick the ones that provide high financial bonuses.
Control your costs. Each successive citizen costs more. The price depends on the number of your subjects in the city and the entire empire, as well as on time spent playing. In general, the more subjects and the later a turn, the higher the prices, which means that later into the game, you will most probably have many cities of low population. You really need to consider and reconsider the option to conquer a metropolis, because you may, later on, have problems with increasing its population. On the other hand, what pays off is conquering the smaller cities, which you then will be able to expand at low cost, and leaving the empty areas for later. It is then that building a city from a scratch, buying all of the necessary buildings and citizens will be very cheap. Also, remember that each battle means the necessity to heal your units. You cannot do that without Dust, and the cost is higher with your progress into the game.
Buy what you need. With production of Dust sufficiently high, you can ignore industry. Assign the majority of citizens to Dust production. Do not produce units and buildings and buy them instead. Do not conquer neutral villages and bribe them instead. In the case of the meager of resources, use the market. By focusing on making money, you are capable of buying everything that you need. Remember, however that you will be producing enough Dust to cover your needs, only later into the game and until then, you need to expand cities somehow. So, do not be too hasty to ignore industry and gradually limit its significance, at the pace at which you produce more and more money.
Make provisions for winter. If there is nothing to produce at the cities, make industrial, or scientific, provisions. You never know when you run out of Dust and you will have to create units the traditional way.
Focus on research. You cannot manufacture food and work out new technologies. Therefore, your technology tree is smaller than in the case of the other factions. In exchange, it allows you to invent the required units and buildings faster. While selecting the technologies, focus on bonuses for production of Dust, trade and on decreasing the costs to upkeep and produce new units and buildings. You could also use access to industrial supplies and market.
Do not worry about the contentment of people. Later into the game, you can ignore people's support altogether. Lower food production does not concern you and you can ignore the ones to industrial production, thanks to high production of Dust, for which to buy everything. In other words, ensure support for as long as you need it and not longer.
Seize new lands carefully. Expansion costs for Lords are very high. Apart from that, some of the lands, plains that produce food only, are useless to them. If, however, you have no other choice, make sure that you build cities in such a way, so as to make the useless grounds be one, or two, out of the six that surround the city center. While expanding them, also make sure that the new districts do not reach the areas that are useless to you.
Expand in any way you want to. There are no diplomatic limitations on you so, it depends on you only, whether you win the game thanks to conquest, amassing the highest amount of points or the highest production of Dust. Also, this means that you can freely choose in which direction you want to conduct research, depending on the situation on the map. Remember, however that your priority is still the production of Dust.
Fight carefully. Lords do not have ranged units and their heroes, and the basic infantry, fight at close quarters. You need to accept the fact that you will be sustaining losses, in the initial battles, or high healing costs. With lots of money for healing and the best equipment, your army will be, nearly, invincible.
Do not hire just anybody. While buying a hero, note his abilities. Each one that provides a bonus to food production is useless to you so, if a character has no other valuable attributes, it is better to invest in someone else. As for governers of cities, the Lord heroes are at an advantage. Only they have a set of abilities with bonuses to Dust production(Aquatic Dust, Dust Diviner, Dust Trickery).
Win thanks to money. Later into the game, you should already have enough Dust, to be able to buy the entire garrisons, even in the newly-conquered cities. If your profits allow that, pick the weakest of the neighbors. Conquer his city, buy new units there and move your armies ahead. If necessary, also send the fresh garrison into the battle and buy another one to replace it. Also, do not forget to equip them with the best possible gear and heal them after every battle. By utilizing this strategy, you will be able to defeat all of your opponents, one by one.
Complete quests. Thanks to the main storyline, Broken Lords gain access to several technologies useful to them:
Era I: Archeologist. The Science Points cost of all technologies of the first era is 10% lower. In other words, not only there is less to develop in the first era, but also you can do that faster.
Era II:
- Penitent Chapel. Each Broken Lords unit regenerates 0.1 health points per turn, per each pacified village. With the costs of healing in mind, and the necessity to assimilate, at least 20 villages to feel the effect of this bonus in the first place, it is not too useful.
- Dust Crematorium. Each experience level that units receive is turned into 1 Dust. It is unclear, however, if the point comes from combat, the unit's ability (some of them allow for the units to be trained at the army) or some other source.