ENDLESS™ Legend

ENDLESS™ Legend

103 ratings
Twelve Techs per Era
   
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TYPE: Extension
CONTENT: Balance, Gameplay
Tags: UGC
File Size
Posted
Updated
10.198 MB
17 Aug, 2018 @ 11:31am
25 Feb, 2019 @ 11:57pm
3 Change Notes ( view )

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Twelve Techs per Era

Description
Increases the tech count required to ascend to a new era to twelve.
55 Comments
Vacuity  [author] 21 Jun, 2024 @ 2:05pm 
Hmm, never tried, and as I made these years ago, I don't remember much of the internal workings any more. Sorry.
Question 21 Jun, 2024 @ 1:59pm 
Hi, i was wondering if its possible to change it so that it only counts tech from the previous era, instead of all previous eras? E.G. to unlock tier 3, you would need X tier 2 techs, instead of a mix of tier 1 + 2 techs.

I tried many things in the class file, but it just doesnt work :(

E.G. <SimulationModifierDescriptor TargetProperty="Era3RequiredUnlockedTechnologyCount" Operation="Addition" Value="$(Era2UnlockedTechnologyCount)"/>
Vacuity  [author] 7 May, 2024 @ 11:07pm 
I'm glad it meets a satisfactory minimum for you. ;)
LuckyBrock07 7 May, 2024 @ 10:53pm 
I find this modification to be acceptable in many ways. Thanks. :)
piddyx 1 Sep, 2023 @ 2:29pm 
brilliant idea
LoadofCode 12 Jul, 2023 @ 9:19pm 
Thanks for the quick reply!
Vacuity  [author] 12 Jul, 2023 @ 7:27pm 
They're out-teching you.
LoadofCode 12 Jul, 2023 @ 7:23pm 
Brand new to the game so I could be wrong. I'm playing wild walkers and an AI hit the second era before I finished researching my 7th tech. It's it possible the AI isn't being held to 12, or just that their science dwarfs mine?
ffomecblot 6 Sep, 2022 @ 1:39pm 
Hi, I'm still using this mod for the pacing, and it works with ELCP 2.7.8
clop1000 4 Dec, 2021 @ 1:23am 
I mean can you create a new mod with fewer technologies needed per turn?