Victory

There are nine different possible ways to achieve **victory** in Endless Legend. Some of the conditions are modified by the map size and game speed. The ninth (Quest) was added in the Eye on the Stars update.

### Wonder

Upon completing the final chapter of their Faction Quest, every faction unlocks the ability to build the Temple of the Earth's Core. The first faction to complete this construction wins a Wonder victory. This victory is most easily achieved by the  Wild Walkers.

  Focus:  |  Victory

36000 40 40

  **Effects:**
Triggers the Wonder Victory once builtLimited to one copy in your empire

### Quest

After the Faction questline is complete, a Victory Quest line begins. This five-part quest involves finding and repairing a crashed spaceship so that your faction can leave Auriga. This victory type is also considered the canon ending of Endless Legend, with the Vaulters having rebuilt the Argosy and left. This victory is most easily achieved by the  Allayi.

### Expansion

This victory is achieved by a faction possessing more than 80% of the regions in the world. This victory is unachievable for the  Cultists or  Mykara, as they are unable to produce settlers and therefore found new cities due to their "High Seat of the Queen" and "Creeping Presence" faction affinity, respectively. This victory is most easily achieved by the  Broken Lords,  Morgawr, and  Kapaku.

### Supremacy

This victory will be given to the last faction that controls their original capital city. Note that the winning faction does not necessarily need to conquer other capitals itself. This victory is most easily achieved by the  Cultists,  Forgotten, and  Mykara.

### Elimination

This victory is given to the last remaining faction, when all other factions are completely eliminated. Usually a Supremacy or Expansion victory is achieved first if they are not disabled at the game start, and a Shared victory cannot be achieved simultaneously since this victory type requires that *all* other factions be killed off, even those the victory might have an alliance with. This victory is most easily achieved by the  Necrophages.

### Scientific

This victory is given to the first faction that researches 5 out of the 6 technologies in research era VI. This victory is most easily achieved by the  Vaulters and  Ardent Mages. The technologies that apply to this victory type are as follows:

  Focus:  |  Science

  **Effects:**
+100%  (+80%  with ELCP) on citiesCounted for the **Scientific Victory**

  Focus:  |  Dust

  **Effects:**
+100%  on citiesCounted for the **Scientific Victory**

  Focus:  |  Industry

  **Effects:**
+100%  on citiesCounted for the **Scientific Victory**

  Focus:  |  Food

  **Effects:**
+100%  on citiesCounted for the **Scientific Victory**

  Focus:  |  Military

  **Effects:**
+100% Life  on units (+50% with ELCP)+100% Damage  on units (+50% with ELCP)Counted for the **Scientific Victory**

  Focus:  |  Influence

  **Effects:**
+100%  on citiesCounted for the **Scientific Victory**

### Economic

This victory is achieved by the first faction that accumulates a certain total amount of  Dust over the entirety of the game. This does not mean that the given amount of Dust must be in the faction's possession at once, but rather that the faction has produced that much dust over the course of the entire game. The amount required for victory is dependent on the map size and game speed as shown in the table below. This victory is most easily achieved by the  Roving Clans and  Broken Lords.

Dust  Required for Economic Victory:
 Fast
 Normal
 Slow
 Endless

with ELCP (needs confirmation):
 Fast
 Normal
 Slow
 Endless

### Diplomatic

This victory is achieved by the first faction that accumulates a certain total amount of  Diplomatic Points over the entirety of the game. Diplomatic Points are gained by diplomatic interactions with other empires. Negotiating treaties or trades will give a lump-sum amount of Diplomatic Points equal to approximately 20% (7,5% with ELCP) of the Influence  spent by you in the negotiation. One-sided declarations such as warning/compliment, force peace, war, as well as declaration of war in a trade, do not provide any points. Diplomatic Points are also gained over time based on your diplomatic status with other empires: 4 / (8 with ELCP) in Alliance, 2 / (3 with ELCP) in Peace, and 1 / otherwise. The amount required for victory is dependent on the map size and game speed as shown in the table below. This victory is most easily achieved by the  Drakken.

Diplomatic Points Required for Diplomatic Victory:
 Fast
 Normal
 Slow
 Endless

#### ELCP balance changes

With ELCP most diplomatic treaties no longer generate lump-sum amount of Diplomatic Points  for the Diplomatic Victory except for the following:

* Technology trade
* City trade
* Fortresses trade
* Market Ban Removal
* Black Spot Removal
* Prisoner Exchange

This change was made to prevent a common method of achieving Diplomatic Victory via tons of basically worthless resource exchanges, which was not engaging gameplay. Next to Alliances the main way of gaining Diplomatic Points  is tech trading. Note that with ELCP default settings, tech trades can get quite expensive and therefore net many Diplomatic Points .

#### ELCP ruleset

With the ELCP, there is a new ruleset for how Diplomatic Points  accumulate from **Diplomatic Treaty** with another empire (not making a Declaration). Diplomatic points  gained from **Diplomatic Relationships** are unaffected by this change.

Instead of immediatly gaining Diplomatic Points  from treaties, they are now stored in a **Buffer** instead. Each turn a fixed amount of Diplomatic Points  are transferred from this Buffer to the player's account. This effectively makes "from 0 to 100" Diplomatic Victories impossible. The default transfer-limit per turn is 30 , it is influenced by game speed, map size and also can be altered by the "Diplomatic Point Gain" multipliers (United Empires Council tech, Advanced Winter effects). Buffer and transfered amount are displayed in a new info panel in the lower left of the diplomacy screen.

This ruleset is active by default and can be deactivated in the pregame menu (Advanced Game Settings - ELCP Settings - Diplomatic Point Ruleset).

### Score

This victory will be given to the faction with the highest score after a fixed number of turns. The number of turns needed to reach this point is shown on the first table, and the factors that contribute to your point total - and how much they contribute - are shown on the second table.