ENDLESS™ Legend

ENDLESS™ Legend

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Attack on Balance
   
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TYPE: Extension
CONTENT: Balance, Other
Tags: UGC
File Size
Posted
Updated
235.226 KB
17 Apr, 2021 @ 8:30pm
6 May, 2021 @ 7:37am
9 Change Notes ( view )

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Attack on Balance

In 1 collection by Xumuk
EL with friends: Cozy Winter
13 items
Description
Major overnight changes

Meant to be played with ELCP[www.games2gether.com], Military Revolution Revision, Re-Items, Ten Techs per Era, Mightier and Magicker, Contextual Diplomatic Terms, Vanilla Hero Rebalance and with any mod or rules that prevent salting abuse.
^Complete collection

Empire plan changes
Economy and Population level 2 building buyout reduction 25% -> 20%
Empire and Expansion level 4 food on cities +50% -> +75%
Science and Production level 2 building cost reduction 33% -> 25%
Science and Production level 3 now also gets +20 production on City Center
Science and Production level 4 +4 industry on district +3 science per pop


Diplomat's Manse auto-unlocks on entering Era 2
Hospitality Den moved to Era 3
Pillage unlocked from the start. Moved Detection and Camouflage accessories to Dust Sense
Dust Sense available to all factions, Forgotten start with Dust Sense unlocked
Mercenary Corps auto-unlocks on entering Era 4, but doesn't give market price reduction effect. Roving clans still have to unlock privateers in Era 2, but remained 20% discount on mercenaries and heroes

Note auto-unlocks doesn't count towards tech cost calculations and next era prerequisites


Public Granary +15 food -> +20 food
Plow Factory food per exploitation +3 -> +4
Lumber Mill & Apprenticeship Registry industry on respective tiles +1 -> +2
Wyrm Farm food +15 -> +40 cost reduced to match Lava Works and its technology moved to Era 3. Kapaku lost ability to research this tech. Tome of the Lithophage accessory moved to Magma Hydraulics with reduced cost (10 -> 8 palladium)


Era 1 Legendary Deed Wealth Harvester nerfed from 130 luxury to 70 except emeralds, also spices added to rewards list

Wonders
No buyout on wonders, production cost increased by 20% (except Museum)
Strategic cost:
Museum 5/5 -> 7/7
Throne of Emperors 35/35 -> 15/15 20/20
Reliquary of Auriga 45/45 -> 20/20 25/25
Museum effect on dust and science nerfed 20% ->15%

Magtay assimilation bonus changed from not working at all (nice one devs) to +10% fortification per village
Reduced cost of rebuilding destroyed villages (120 -> 100)

Military upkeep reworked
Individual unit upkeep formula (level) -> (level - 1) * 2
Meritocratic promotion upkeep on armies -2 -> -4
Signal corps upkeep on armies -2 -> -8

Partly FCF Warlords buffs

All unit/heroes with the standard heal ability
-20% to their damage, but the heal increase to 170% of the damage (for a final heal of 136% of what it was before)
This will make healer better at their role, and worst as offense

Drider: Access to the Quarterstaff
Vinesnake: Gain Intimidation aura
Justicere: Gain Healing Halo
Tetike: Reduced cost (180 -> 120), gain True Sight

Fixed russian localization for Ardent mages faction quest
9 Comments
❖ RazzorBee 5 Aug, 2024 @ 6:22am 
Блин, хотелось бы анлок грабежа со старта иметь и в целом мод выглядит солидно, но я боюсь что он может оказаться несовместимым с модами Melody, менающими баланс юнитов. Ну что ж, попробуем, надеюсь заработает.
MelodyFunction 16 Sep, 2023 @ 10:21pm 
Great to hear you are using mine, I hope you enjoy them ^.^

I wouldn't even know where to start with making an unlock real-player only.. I doubt it's possible. Well, at least not easily.

As for balance, I'd really like the Museum being pushed back down to 5/5. Getting museum early is luck dependent anyway. A 7/7 museum makes luck less of a factor(to an extent), but makes the faction you chose matter more - so basically, if you struggle to get early strategics with your faction, you are basically out of luck with this change, imo.
Xumuk  [author] 16 Sep, 2023 @ 6:41am 
Thanks for the feedback! The mod is really niche and was made to specifically cater to our playgroup. Nowadays we are not playing actively, so I can't confidently argue for any balance changes and my current setup doesn't allow me to playtest effectively.

I was surprised that auto-unlocks actually worked at all, so a bug or two is kinda expected :) I'm not sure if its possible to remove auto-unlocks for AI though, but that's a really good idea. Since you continue to actively develop your mods (next time we play with your heroes+skills rebalance ^^) if you figure it out in the future, please let me know.

If anyone interested, I don't mind any use of my mods by the community, feel free to implement your vision and upload it.
MelodyFunction 13 Sep, 2023 @ 8:43pm 
Another thing I've noticed: Auto-unlock on Diplomats Manse seems to make AI really, really tame. They just make peace everywhere and barely fight eachother or you.
Well, this mod is aimed at multiplayer anyway, but a version without the diplomats manse unlock(or maybe only for non-AI players, if that is at all possible?) would be great.
MelodyFunction 10 Sep, 2023 @ 11:23am 
I also found a bug regarding Diplomats Manse:
Unlocking era 2 as them allows you to still select diplomats manse in the research queue. If you queue it up and research something else via dust, you cannot remove DM from the queue, but also cannot research it, making it impossible to research anything else via dust buyout.
MelodyFunction 10 Sep, 2023 @ 11:19am 
The mod seems pretty good overall. The only thing I find questionable is the increase in cost of the Museum.
Ruin searches often give out +5 strategics. Some faction have a harder time to get strategics in the first place. Increasing the cost to 7/7 feels like it benefits the factions that have an easier time getting early strategics, while making it even harder for the ones that struggle with that aspect.
Iceberg 18 Nov, 2022 @ 9:24am 
Too late, already did it.
Xumuk  [author] 18 Nov, 2022 @ 8:59am 
It's a part of FCF Warlords buffs, so all thanks to GATC, I just copied part of his work :)
Iceberg, you are an experienced modder, you can do a stand-alone mod yourself ^_^
Iceberg 17 Nov, 2022 @ 9:24am 
"All unit/heroes with the standard heal ability
"-20% to their damage, but the heal increase to 170% of the damage (for a final heal of 136% of what it was before)
"This will make healer better at their role, and worst as offense"

Would be nice if this was its own mod. Not keen on the whole package, particularly the technology changes.