ENDLESS™ Legend

ENDLESS™ Legend

Military Revolution
Showing 1-10 of 10 entries
Update: 5 Oct, 2023 @ 1:11pm

- Merged Tier 1 techs have now the weapon title (Alloys instead of Armor, more fitting)

- Tier 2 Rare Alloys and Armor (Mytrite/Hyperium) now cost 25% more research cost, I was thinking on moving them into Era 6 but didn't sit well in me, this is a middle-ground solution.

- Fixed internally the strategic discounts, with ELCP and nothing in between like the vanilla mod, you got 30% discount instead of 20% for titanium/glassteel stuff (that could go up to 70%...).

- Added internally a fallback for the now hidden Strategic Weapons Tier 1 of all rarities, so if they are researched because other mods, or the faction traits with the free tech, you get still the armor techs with the 20% discount and access to all tier 1 stuff.

- Edited all the loot tables containing the hidden Strategic Weapons Tier 1, if is later added to them by another mod is not a big deal.

- Advanced Metal Foundry cost from 5 to 10 Hyperium, still 5 Mitrite.

- Wyrm Farm (Era 5 food building for volcanic terrain) now has 25 flat food instead of 15. On the configuration comments appear something of being a hybrid building of dust and food, but at the end was a very expensive second granary, just for volcanic lands.

Update: 26 Sep, 2023 @ 2:46pm

Foerign Marketplace from 3 base influence to 1, but 2 influence per pacified village instead of 1.

Quicksilver and Brigade System XP effects now also affect militia.

Unit production cost reduction from Conscription Center and National Military Collegue now have a tag for the multiplicative stacking that ELCP does (doesn't affect vanilla, the 75% reduction cap will prevent exploits)

Update: 18 Sep, 2023 @ 10:48am

Compatibility changes with community patch (does nothing if you don't use it)

Fixed description for hero skill with +1 movement from search party tech.

Update: 25 Jun, 2019 @ 5:15am

Update to avoid Industry cost Reductions from Heroes & Buildings stack with Winter effect on Minor/Major faction units that could lead to 0 industry units.

Now, these percentage reductions apply at different priority levels.

Update: 22 Jun, 2019 @ 10:16am

Forgot to add Aquaculture Center building AI Parameters, didn't update Version.

Update: 22 Jun, 2019 @ 9:46am

Irrigation Networks (food bonus on river) moved to public granary tech.

AI evaluations aligned with some changes made on improved AI: borer's guild proper strategics, adjusted some strategic extractor techs.

Update: 19 May, 2019 @ 12:54pm

Update to fix compatibility due to latest DLCs.

They were lots of changes in the City class due to Overgrown.

Update: 25 Mar, 2017 @ 3:42am

Search party add 1 movement on all units. This movement also applies on water, making this tech more interesting overall.

Applied some suggested text changes on the buildings.

Update: 20 Mar, 2017 @ 3:33pm

Update of the AI part of the mod

Update: 20 Mar, 2017 @ 2:00pm

Initial release with these changes:

Techs:

- Merge all tier 1 strategic technologies.
- Mithrite and Hyperium tier 2 technologies now part of era V techs, unlockable by quest as always but also by research.
- Rare metal foundry gives .5 resource extraction boost.
- Brigade System also gives +1XP on all units.
- Irrigation networks moved to public granary tech, new building on Aquacultural science, Aquaculture center.
- Serum of iteru down to +50% damage and +50% life. Dust-triven distillery also give +50% city trade route gold. Difference engine also give +50% city trade route science.

Buildings:

- All buildings that give experience at unit recruit now give either a 50% more in XP than vanilla or a percent value.
- Conscription Center also gives 10% unit production cost reduction on city.
- National Military Collegue now gives 50% attack bonus on units in city instead on 100% and 2% unit production cost reduction on city per population. (with hidden effect to cancel the unit buyout bonuses to prevent abuse).
- Aquaculture center: +1 food in food terrain and +5 food
- Refrigeration plant upped to +30% food and +4 food per pop. Subterranean gardens, 10% of city food output added to industry.
- Fertilizer plant, 20% of city food output added city gold, Hothouses, 20% of city food output added to city science.
- Canal System now gives +12 industry on summer and +1 industry per assigned population.
- Production line give the usual 3 industry per pop plus 20% industry production on city.
- New unique building, advanced metal foundry at advanced quarry tech that gives +4 strategic resource on region.
- New building on Glory of the Empire technology: Foerign Marketplace adds 3 influence plus 1 extra influence per non-converted village.

Luxuries:

- Emeralds now gives 30% defense and 15% health regen on cities.
- Pixie dust now gives 50% trade route science and 25% Influence.
- Quicksilver and Redsang give 50% bonus to experience instead of 100%.
- Blood Crystal gives 20% extra damage instead of 25% extra attack.
- Fixed GrassSkilk bonus to apply properly, bonus down to 75% (was doubling all trade routes income including bonuses instead of adding the bonus)

Balance/Other:

- Heroes need 25% less XP for level up.
- Unit and Building production reduction can't go higher than 75% reduction in any case (both could reach 100% in specific situations).
- Research cost reduction can't lower the research cost more than 85% (some situations allowed Forgotten to buy all techs at 0 cost)
- Military Upkeep Reduction now is applied differently: 50% & 50% reduction now is 75% reduction instead of 100% reduction.