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Notes -
Endless Legend 2 is pretty good (tho only ok if you actually play past early game), I'm glad to say it is not entirely over for Amplitude after all. Has the usual advantages: quality visuals + music effectively conveying grandeur, decently creative worldbuilding, anchoring to common universe, familiar FIDSI icons, varied mechanics. Has most of the usual flaws: grandeur is paper thin (world feels tiny, centered on squads of hero plus 5 units max), pacing and balance issues, clown parade of too many factions with quirky mechanics.
Notably loved the monsoon->tidefall mechanic - ocean recedes in multiple pulses, revealing new areas, initial landmass less than a third of total. Had no idea the mechanic is there, fun to be surprised. "New world" style maps (second, empty landmass locked behind midgame tech) are my favourite in Civ5-style 4X games, you get to enjoy the dynamic parts of early game twice. If only limited colonial wars were a common mechanic.
Shame about the terrible balance - Endless difficulty is trivial if you avoid early war. On normal pacing, you can saturate the mechanics (finish tech tree, build everything in capital and spam 6 units out a turn) before last tidefall. On slower, it's only worse. Combat is too bursty. Terrain manipulation (dams, terraforming, scouring) has zero depth to it, disappointing. Generic, common events firing for ~all factions/heroes: a human, a machine-coral hybrid, an animated stone statue, a fucking zergling are all just westoid millennials deep down inside.
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