ENDLESS™ Legend

ENDLESS™ Legend

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Empire Technologies
   
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TYPE: Extension
Tags: UGC
File Size
Posted
Updated
405.493 KB
11 Sep, 2018 @ 1:51pm
20 Nov, 2019 @ 7:06am
5 Change Notes ( view )
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Empire Technologies

Description
This is intended as a companion mod for the mods Twelve, Fifteen, and Eighteen Techs per Era, but can be used separately.

There are two significant problems with extending the game purely through requiring extra techs per era: the first is that, particularly on the higher requirements and in earlier eras, it can be frustrating to research technologies which you are sure you will not use, or in the case of some custom factions, there may simply not be sufficient technologies available to advance to the next era. The second problem is that with all the extra technologies researched, and the time to build those extra city improvements, Dust can become very short indeed.

This mod adds (at present) five techs per era which offer empire-wide bonuses. No facilities to build (and suck up more Dust), just simple bonuses. Several of these are Dust-focused to try and offset your additional upkeep expenses.

The new technologies are intended to be slightly below the power curve, and some of them might be useless to you in different games and circumstances.
50 Comments
Vacuity  [author] 3 Dec, 2021 @ 6:39am 
Of course!
clop1000 3 Dec, 2021 @ 6:14am 
Does the AI use these new technologies?
Friedrich 29 Sep, 2020 @ 12:52pm 
Yeah, I'm using it now and it works fine. Not sure what caused that glitch, but it wasn't this mod.
Vacuity  [author] 29 Sep, 2020 @ 5:37am 
That's not very likely as it doesn't touch any files involving stockpiles, also, other users have used it with the ELCP in the past and not reported any troubles in that regard.
Friedrich 28 Sep, 2020 @ 10:42am 
I think that this mod is breaking stockpiles. Using ELCP.
Vacuity  [author] 16 Sep, 2020 @ 1:20am 
I'll say that if you're only using the vanilla nine techs per era, most every one of these techs will only ever be a situational pick compared to vanilla techs, when you're picking, say, 15 or 18 per era, it's much more likely you'll find a use for it.
Iceberg 15 Sep, 2020 @ 9:58pm 
It's too small to be worth researching in their eras. Only time you might bother is when they're all available and you're about to make a big retrofit.
Vacuity  [author] 15 Sep, 2020 @ 9:46pm 
The discounts are meager because they apply to *all* strategic resources, not just one or two. A three percent discount applied to everything does add up: it's nominally equivalent to a nine percent discount applied to just two resources. Of course, circumstances in-game will always complicate matters, but the principal is reasonable. Secondly, if you check the last sentence of the description, these techs are intended to be below the power curve, so it is absolutely by design that this tech (and all the others) are a bit weaker than most (though not all) of the vanilla and DLC techs. It is, as is the case with many techs, situational. If you are spending a lot of all sic strategic resources on equipment, then those small discounts do add up. If you're not doing this, then you're probably better off picking another tech.
Iceberg 15 Sep, 2020 @ 9:25pm 
Why are the strat resource discounts so meager? I don't think 5-15% range would be unreasonable for the cost of a technology in their respective eras. Idk if 3% would even have any tangible effect, let alone be worthwhile.
Vacuity  [author] 20 Nov, 2019 @ 7:10am 
Well, four and a half months later, the mod will now display English text for users using any language supported by the game instead of missing strings.
Sorry it took so long.