ENDLESS™ Legend

ENDLESS™ Legend

53 ratings
Ten Techs per Era
   
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TYPE: Extension
CONTENT: Balance, Gameplay
Tags: UGC
File Size
Posted
Updated
147.846 KB
28 Jul, 2019 @ 5:13am
17 Apr, 2021 @ 10:44am
4 Change Notes ( view )

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Ten Techs per Era

In 1 collection by Xumuk
EL with friends: Cozy Winter
13 items
Description
Increases the tech count required to ascend to a new era to ten. A little bit slower progression makes naval, defense and other situational techs more of an option without breaking a pace of a game.
Indirectly prevents harsh snowballing by making harder to reach second era before first empire plan.

Integrated ELCP[www.games2gether.com] victory ruleset to balance endgame and offset tech cost increase:
Economic 555000 -> 777000 Expansion 0.8 -> 0.6 (Note that ELCP also counts ocean and Urkan controlled regions)
Lowered Era VI techs requirement for Science Victory to 4. Also base cost of Era VI techs got slightly decreased.

If you have suggestions about balance of victory conditions, feel free to comment below.

Compatible with ELCP[www.games2gether.com] (Like most mods ^^)

If you want to further increase tech requirement, check out mods by burntfield:
Twelve Techs per Era
Fifteen Techs per Era
Eighteen Techs per Era
10 Comments
Question 21 Jun, 2024 @ 2:00pm 
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)"/>
Nemo Jr. 21 Nov, 2019 @ 8:42am 
Oh wow, I didn't expect such a detailed response... I'm no stranger to basic modding (just new to EL), so now I kinda feel bad for making you type all that... x)

But on the bright side, you basically gave me an "Endless Legend Modding 101" course, so it'll be very helpful... just not in the way you expected. :)

I think I'll go with the quick & dirty option for now (if I can stop playing "Endless Wiki" long enough to finish my vanilla game) and consider a custom mod once I'm seriously into EL modding.

Thank you very much!


PS: I have a sneaking suspicion that you made your mod exactly 10 techs just so you could use that thumbnail image without giving the poor girl a Fallout-esque mutation... but I've been wrong before. I also have an active imagination. x)
Xumuk  [author] 21 Nov, 2019 @ 3:29am 
Alternatively, you can change 10 to 15 for EraTechnologyCountPrerequisite in steamapps\workshop\content\289130\1817837701\Simulation\SimulationDescriptors[Class].xml and be done with it :D
Xumuk  [author] 21 Nov, 2019 @ 3:26am 
If you place Fifteen Techs after Ten Techs, then only change to victory conditions will be applied, but not era VI cost decrease. I think your best option would be to tweak everything yourself. To do this properly you should make your own mod, so when Endless Legend, ELCP or my workshop mod updates, you won't lose your changes. Don't worry, it is quite easy. You should install a good text editor like Notepad++ [notepad-plus-plus.org].

First, go to Documents\Endless Legend\Community (if you don't have \Community create it!), create a new folder and copy everything, except maybe PublishedFile.ld from steamapps\workshop\content\289130\1817837701 to it.
In TenTechsPerEra.xml: change <Title> and anything you want, except <Plugins>. Most importanly: find a cute preview image ;) You can rename .xml too. There are two files listed in <Plugins>, where the actual changes made.
Xumuk  [author] 21 Nov, 2019 @ 3:25am 
Open Simulatiom\SimulationDescriptors[Class].xml I left comments, where I made changes. You interested in EraTechnologyCountPrerequisite and Era6CostMultiplier (Ctrl+F those). Everything in SimulationDescriptors[Victory].xml are pretty much self explanatory.
I left my calculations for total science needed for the victory in Tech cost calculation.txt, you can check it out :)

If you interested in playing online with your mod, you either make sure everyone has it in their Documents\Endless Legend\Community or you can copy it in Documents\Endless Legend\User Generated Content launch the game with --enablemoddingtools and upload it! Then, you can set visibility of your mod in steam to friends-only or hidden, if you wish to hide your masterpiece from public eyes :D

Hope that helps ^_^
Nemo Jr. 20 Nov, 2019 @ 4:36pm 
Hi, is this also compatible with burntfield 's mods?
i.e. Can I use ELCP + Ten Techs per Era + Fifteen Techs per Era without problem? If yes, what should the load order be?

I'm asking because I'm interested in your science requirement changes, but would like more flexibility with the exact tech requirement.

Alternatively, is there something easy like a single value in an xml file I could quickly change and be done with it (so I don't need more than just your mod)? Sorry, I have no idea how EL modding works... yet.
Xumuk  [author] 1 Nov, 2019 @ 9:43am 
Made balance change based on total science cost of techs needed for Science Victory. Any feedback is appreciated.
Xumuk  [author] 12 Sep, 2019 @ 3:16am 
I decided not to change anything in tech cost scaling. You are right, it is hard to achieve scientific victory, but that's the case without mod. In vanilla you either autowin by supremacy with overpowered Serum of Iteru or win via Economic victory faster than you can manage researching five techs. ELCP nerfs Serum of Iteru and makes economic victory harder, but science victory is still redundant. Only solution I see is to reduce cost of Era VI techs, but that would require testing and balancing, as it also makes Serum of Iteru / Dust-Driven Distillery being in effect earlier (relative to the general gameflow).
TL;DR To win via science in Endless Legend, you have to consciously play suboptimally. I won't spend time on balancing game victory condition, that is already unachievable in base game.
AngryMarine 11 Sep, 2019 @ 4:48am 
Technologies for scientific victory increase their value with each technology studied. Does the mod balance this? Otherwise, the cost of scientific technology will increase very much and it will be almost impossible to win through science.
Epic Gamer 28 Jul, 2019 @ 9:03am 
cool mod