Vaulters | Playable factions Endless Legend Guide
Last update: 18 October 2016
Vault dwellers.
The faction of warriors and scientists. They can quickly cover long distances and obtain more strategic resources, than their opponents. At the initial stage of the game, they are dangerous, thanks to crossbowmen. Later on they can easily get the upper hand over the rivals, when it comes to scientific development. It is recommended for the players with some experience with the game.
Hints for those who play as Vaulters:
Research and discover. This faction receives an additional science point, from the areas that supply science. For this reason, while building in your city, or expanding it, pay attention to the fields that provide an appropriate bonus (Red Rock, Mountain Rock, Sandstone Swirls, anomalies, such as Wizard Stone and Earthspine). Also, try to develop technologies that increase the rate of scientific development. A big facilitation is the technology of Endless Recycling (the third era), but only in the cities with numerous districts. With appropriate planning, you can bring about the situation, where you can take advantage of the facilities of the third Era, while the rest are still sticking to the second Era. This makes a tremendous difference that tips the scales to your advantage. Exploit it.
Pick the holy resource. Vaulters can name one of the strategic resources holy. This requires a certain amount of that resource, identical as in the case of luxury resources (10 for 1 city, 15 for 2 and so on). You can use that for:
1. Erecting unique and useful structures, such as Deep Generator (the second era).
2. Temporary strengthening of a faction. The holy resource is also treated as a luxury resource, which means that you can use up some of it, in order to gain several useful bonuses for 10 turns.
Teleporting between cities.
Boosting the production of the holy resource by 200%, during the Winter.
Reluctance of the population, towards expansion -50%.
An additional bonus, dependant on the individual resource:
- Titanium (the first era) - each city produces 20% science points more
- Glassteel (the first era) - each city produces 20% more Dust
- Adamantian (the third era) - each city produces 20% industry points more
- Palladian (the third era) - each city produces 20% more food
- Mithrite (the fourth era) - each city produces 15% industry points and 15% Dust more
- Hyperium (the fourth era) - each city produces 15% science points and 15% food more
You can use the holy resource often, because the faction has a bonus to the production of strategic resources. You can also use this bonus while buying a better equipment for your units. In spite of that, your choice is very limited. It is hardly probable that you manage to reach the equipment of the fourth era and the resources of the third era also become available quite late into the game. Therefore, you should pick Titanium or Glassteel, depending on which one you consider more useful and which one you are producing more of. Especially that you do not pick the holy resource permanently and at a later stage of the game, you will be allowed to activate another strategic resource.
NOTE! Up until you pick your holy resource, technologies of the deep generator and Endless Recycling can be viewed in the research window. Similarly, you will not be able to view the buildings that require the holy resource, in the city window, up until it is active.
NOTE2! If you are erecting a structure that requires the holy resource, and the bonus from that resource depletes before the works end, the structure will not be completed and the building will stop. It will be resumed after you reactivate the holy resource.
Teleport. The ability to teleport between cities requires you to activate the holy resource, but it is one of the best things in the entire game. You can teleport any of your units to any city, even if it is located at the other end of the continent. Thanks to this, you can easily reinforce the defense of besieged cities, or of the newly-conquered ones. You can also transport settlers over to the areas with no settlements in them, or you can play a tricky game. Seize a city behind the enemy lines, raze it to the ground and teleport your units over to you. Or, instead of burning the city down, you can use the city to teleport your units there and make him fight on two fronts. You can also teleport away from the enemy areas, as well as the neutral ones, the only condition is to activate the holy resource. Of your supply of the holy resource is sufficiently high, consider teleportation as the quintessence of your strategy.
Raze all of your enemies to the ground. Marine, the Vaulters's basic unit, are armed with crossbows. When deployed correctly, and in large numbers, they are capable of obliterating the enemy before he manages to approach them. If you want to achieve military victory quickly, marines will help you make that plan come true. Also the first hero of the faction is a crossbowman, which additionally strengthens your army at the beginning. Still, if you do not want to take advantage of crossbowmen, this faction also has cavalry and heavy infantry.
Seize the initiative. A quick technological development will provide you with access to many useful structures. Thanks to them, you will quickly get the upper hand over the opponents and, as a result, you will be able to make them react to your actions. If you want to fight, be the first one to start the war. Thanks to the technological superiority, you will have a greater chance to win. If not, develop your cities and gain advantage over your opponents, either in the technological race, or for points. Your armies will be capable of defending the cities and, if the need arises, you can develop the Strength of the Vault (the third era), a building that boosts the city defenses and the rate at which they regenerate their defense points.
Perform quests. Thanks to the main storyline, the faction gains access to new technologies:
the second era: Winter Shelters. Thanks to this technology, food production does not drop in cities, during winter. This allows you to widen the gap between yourself and the rest of the players. Especially later into the game, when winters are more frequent and longer.
The fourth era:
Resource Magnetron. A structure that increases the production of holy resource by 10 units, in cities. It can be built only once and it requires 30 units of titanium.
Extreme Yields. Increases the production of the holy resource all around the empire, by 200%. In combination with the above structure, holy resource can be activated, virtually, for the whole time and all of the units can use the equipment made of it. Still, due to the late stage of the game, both of the bonuses may not be used to their fullest extent. Simply, there may be no need to.