ENDLESS™ Legend

ENDLESS™ Legend

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SaltingBegone
   
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TYPE: Extension
CONTENT: Balance, Gameplay
Tags: UGC
File Size
Posted
Updated
456.384 KB
21 Mar, 2020 @ 11:41am
24 Mar, 2020 @ 5:22pm
3 Change Notes ( view )

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SaltingBegone

Description
Salting the Earth takes a number of turns equal to half the population plus one, and all settlers increase empire scale.

Based on Xumuk's mod, found here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1867342023

Why does this mod exist?
While the above mod does a good job of removing the exploits that salting provides, I personally found it didn't go far enough.

For each change:
Salting the Earth takes a number of turns equal to half the population plus one.
Salting the Earth obviously shouldn't be used to skirt around the Empire Plan and Luxury Booster costs, but in the style of game I like to play (large political multiplayer free-for-alls) a large, valuable city (or several) should not be removed from the map in a single turn. Denying your opponent the spoils of war (or, if you took someone's city and are salting it so they don't get it back) should be possible, but not easy.
The number of turns will probably be adjusted in the future when I can, preferably so that game speed affects how long it takes.

All settlers increase empire scale.
While the above mod makes it so that settlers made by salting the earth increase empire scale, I frankly think that settlers made normally should too. Otherwise, you end up in the not-quite-as-exploitative but still pretty cheesy strategy of waiting to settle (sometimes multiple!) cities till after you have activated your plan and boosters for the next 10+ turns. You can still time your settler production, but the payoff is much less, as you don't have the new city or cities down yet.

Future changes include more tool tip fixes (perhaps getting the turns required section for Salt fixed somehow) and setting turns required to change based on game speed.
9 Comments
Anonymous 20 Nov, 2020 @ 2:43pm 
@tekett
You want to raze cities when you are trying to get your 1st/2nd/3rd settler from pt a to pt b
That way you can gain resource while they are traveling and/or potentially evade to the influence cost for empire plan as well if your city didn't reach its destination for too long.
This is kind of an exploit but ofcourse if u took someone's city you won't want to raze it unless you know that they have the military power to get it back but just hasn't get there in time to stop you from taking it yet
TeKett 17 May, 2020 @ 7:32am 
But why would you want to raze a city? Thats just a waste, its better to just shift the workers to influence since you still get dust and science. As someone who mainly play necrophage against the AI i just steal cities and shift them to make influence and forget about them. I'v never had any problems maxing the empire plan after reaching era 2.
Mors  [author] 21 Apr, 2020 @ 11:58am 
@Anonymous
That's interesting, are there any other mods you are running? I made and tested it over the ELCP so I'm not sure why there would be issues.
Anonymous 21 Apr, 2020 @ 5:40am 
Empire plan part seems to work in elcp but # of turns to salt earth remain as 1
I think its prob better for the game imo if salt earth never existed kek but then maybe roving clans will be op
Mors  [author] 10 Apr, 2020 @ 11:30am 
@Anonymous I can't imagine it would be incompatible. I built and tested it on ELCP. Looks like I forgot to mention that in the description whoops.

@Yrol Denjeah
I forgot to respond I apologize. While flavor wise that does make sense, this mod was more focused on the game-y aspects of it. So, being unable to "undo" your cities at all seemed like a bad idea mechanically. I am still not sure how I would remove it atm, from a technical standpoint.
Anonymous 9 Apr, 2020 @ 11:17pm 
Is it compatible with ELCP
Yrol Akiyama 27 Mar, 2020 @ 7:39pm 
I do not like the whole concept offit. Only evil and stupid people did that in history and it
really hurts the civilians. And i am a completionist, so i want to build everything in the menu,
but can't as That Silly Thing is always there, mocking me, baiting me...
Mors  [author] 27 Mar, 2020 @ 10:59am 
It's an interesting proposition, I'm not sure how that would be done but I could maybe look into it in the future. Any reason as to why? It doesn't sound like a good idea, but I am having a hard time explaining why at the moment.
Yrol Akiyama 27 Mar, 2020 @ 6:33am 
Can you maybe make a version where the button ( and of course the function )
does not even exist?