Thanks for watching and I really hope you enjoyed the video. Let me know which faction you'd like to see next!
@Buffaloguy19913 жыл бұрын
The Kapaku are always a fun time.
@joeld.k.76523 жыл бұрын
Would love to see Morgawr. I can't tell how good they are and have never won a game with them.
@ThomasSimkins3 жыл бұрын
The Forgotten are at their peak(s) in the early game and in the late game. Early on techs are cheap enough that they can ‘out-research’ most of the other factions, giving them a significant tech lead. Meanwhile, invisibility means your explorers/armies aren’t going to get harassed by minor faction armies (as much…). This makes them great at rushes, possibly second to Draken (who knows everyone’s starting positions). Mid-game, the Forgotten really need to stockpile enough dust to quickly get (and use) the dust techs, or they will start to flounder in tech while other factions start hitting their stride. This is when their opponents will start getting their revenge and try to push the Forgotten into a downward spiral (you need dust to buy techs, but you need cities to produce dust, but you cannot conquer/hold cities since you are behind in tech). However, if the Forgotten manage to jump that hurdle, they quickly regain their status as a powerhouse with their spies and heavy-hitting armies. Or they could take all that dust and start spamming out techs (since they can buy more than 1 tech per turn), giving them a surprise science victory (which is usually cheaper than an eco-victory). And IIRC, but invisible armies ignore closed borders. They just cannot move directly next to a city (and possibly units… I never bothered to check…). This means ‘closed borders’ don’t stop pillaging, nor does it stop the Forgotten from occupying enemy chokepoints *before* war even starts. Also, there is one use for the ‘Dust Opportunists’ trait: Draining the Broken Lord’s bank in the middle of a war.
@uglygekko91593 жыл бұрын
So true! They are really good with early rush tactics but drop off hard in Era 2/Era 3. Problem with pillaging in enemy territories is that once the borders are closed, you have to stay outside of vision range. It's not just being adjacent but it turns into the whole vision range of armies/watchtowers/cities or you get kicked out of the border the next turn.
@ThomasSimkins3 жыл бұрын
@@uglygekko9159 Thanks, I didn’t realize that. Hmm… I wonder if invisible units could trespass someone’s territory if the ‘Reduce Watchtower LoS’ action was taken by a spy. Thats something I’ll have to try (if it ever comes up…).
@Vodkarn3 жыл бұрын
@@uglygekko9159 One issue that the Forgotten have that people often don't notice is that while you can buy technologies, every technology you OWN makes it cost MORE. So stealing techs makes your next tech more expensive. This means especially mid game you're spending 3 turns of dust on one technology, and unable to buy anything else.
@uglygekko91593 жыл бұрын
@@Vodkarn For sure! This is another problem with stealing techs. Another issue I discovered is that sometimes you can get a quest (from ruins or parley) which gives you a tech that you don't want and that quest can be too easy to complete (e.g. get a level 2 district). But since you can't abandon quests you're basically forced to get the tech and increase the cost of all your techs. This is a problem with all factions to be honest, but especially the Forgotten.
@skyyward1113 жыл бұрын
In order to get past the mid game successfully, Forgotten must build up enough Myst armies to continue pillaging 1 or 2 neighbors in order to keep their dust income rolling and their techs ahead of everyone else. Avoid pillaging all neighbors because you don't want to piss off everyone at the same time. What you didn't take into account in this video is the fact that any armies you produce will pay for themselves as long as you continue to pillage every turn.
@ericb83423 жыл бұрын
This video is very well structured! I'm not sure if you decided not to continue the series, but I'm hoping for it! I'd be especially curious to hear your take on the Ardent Mages. I'd like to mention that the Endless Legend Community Patch made some changes that significantly help the Forgotten: Assassins were given Minor Faction Slayer 2, Arboreal Dust Dowsing was connected to Sang Froid to make the middle governing abilities easier to reach (though Forgotten governors are still less ideal than Broken Lords ones), and Pillaging speed and recovery were both doubled, making it far easier to hit-and-run effectively. Oh, and Dust Opportunists was buffed by about a level.
@uglygekko91593 жыл бұрын
I appreciate that and I am working on another Endless Legend video but it won't be part of this "factions" series - athough more of those to come! It has taken a long time because I've been learning a lot about video editing in my spare time and hopefully have improved the quality of my next video. It should be out soon and I hope you like it! I will probably follow up with more in this series soon after.
@Kisuke3233 жыл бұрын
Morgawr next pls.
@corbeaubm3 жыл бұрын
Good vid, would watch more about any faction if you make 'em.
@Ninakoru Жыл бұрын
Yeah very accurate description of the class, there you go the like. Forgotten can snowball like no other but is incredibly hard to setup specially on higher difficulties, your questline must advance smoothly and you're always short on gold.
@dfdfafadfadfadf3 жыл бұрын
In the latest ELCP patch 2.7.0. Forgotten unit Assasin received decent buff.
@uglygekko91593 жыл бұрын
Yea just got it! I think they needed that update. Assassins were just too fragile early game.
@Wikist23 ай бұрын
Thank you!
@athullnexus5450 Жыл бұрын
Pleae make more faction guides. I am so lost and bad at this game it is laughable.
@bannedcommander29322 жыл бұрын
The Forgotten are nowhere near the best faction for stabbing allies in the back. The Roving Clans and their privateers are and always have been the ultimate backstabbers, at least in single player where the AI is utterly clueless. The Forgotten are probably the hardest faction to play because so many of their strengths come in intangible forms and rely on player skill rather than on raw stats and bonuses (looking at you Kapaku). Scouting is key in their early game, because they must balance their weak economy by finding and grabbing the best regions. Their stealth settlers are a huge help because they can scout independently and establish cities without an escort if necessary. Consequently, it is often worth putting a movement boost trinket on them. They also often reach Era II first so they have some early initiative to play with. In terms of their weaknesses, you did not mention their extreme potential to get screwed by the world generator if they get dumped into cold (science heavy) regions. Their already shaky eco often can't afford to take the early hit. Their playstyle doesn't help either because it focuses on having more heroes and smaller forces spread over a large area, all of which cost extra dust. Their army, while undoubtedly strong, is also quite inflexible because of its fragility and difficulty in incorporating minor faction units to cover its weaknesses.