ENDLESS™ Legend

ENDLESS™ Legend

Twelve Techs per Era
55 Comments
Vacuity  [author] 21 Jun, 2024 @ 2:05pm 
Hmm, never tried, and as I made these years ago, I don't remember much of the internal workings any more. Sorry.
Question 21 Jun, 2024 @ 1:59pm 
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)"/>
Vacuity  [author] 7 May, 2024 @ 11:07pm 
I'm glad it meets a satisfactory minimum for you. ;)
LuckyBrock07 7 May, 2024 @ 10:53pm 
I find this modification to be acceptable in many ways. Thanks. :)
piddyx 1 Sep, 2023 @ 2:29pm 
brilliant idea
LoadofCode 12 Jul, 2023 @ 9:19pm 
Thanks for the quick reply!
Vacuity  [author] 12 Jul, 2023 @ 7:27pm 
They're out-teching you.
LoadofCode 12 Jul, 2023 @ 7:23pm 
Brand new to the game so I could be wrong. I'm playing wild walkers and an AI hit the second era before I finished researching my 7th tech. It's it possible the AI isn't being held to 12, or just that their science dwarfs mine?
ffomecblot 6 Sep, 2022 @ 1:39pm 
Hi, I'm still using this mod for the pacing, and it works with ELCP 2.7.8
clop1000 4 Dec, 2021 @ 1:23am 
I mean can you create a new mod with fewer technologies needed per turn?
clop1000 4 Dec, 2021 @ 12:43am 
Is there a change to get fewer technologies per era? Say 10 or 8?
yorick 16 Jul, 2021 @ 3:22am 
Okay, i've just tried 12 and 18 techs-per-era versions and it looks pretty good ingame, tooltip descriptions also describe it properly. Had ELCP v2.7.0 enabled.
So those were other mods to cause conflict... :elite:
yorick 16 Jul, 2021 @ 2:32am 
@Vacuity I will test this right now. Tell you later about results...
Vacuity  [author] 16 Jul, 2021 @ 2:23am 
It didn't use to be incompatible with the ELCP. Did the ELCP extend its reach/incompatibilities even further? Can you confirm that using only this mod and the ELCP, it doesn't work please?
yorick 15 Jul, 2021 @ 12:03pm 
Seems not working with current ELCP, have this mod with couple of others and it doesn't give +3 techs each era
jujubee20062010 23 May, 2021 @ 9:35am 
So if it helps ninja, I deleted my folder containing the 12 techs mod, and then redownloaded it, and that fixed the issue I had had earlier (obviously different issue though)
Vacuity  [author] 22 May, 2021 @ 11:32pm 
You came here and said it crashes the game. I came here and said it doesn't.
If you want help, you could give information on what you've done to troubleshoot and suchlike.
Ninjamestari 22 May, 2021 @ 11:21pm 
That doesn't really help me.
Vacuity  [author] 22 May, 2021 @ 10:55pm 
Works just fine for me
Ninjamestari 22 May, 2021 @ 10:15pm 
This mod crashes the game, either when validating or when trying to start a new game.
jujubee20062010 14 May, 2021 @ 9:32am 
Thanks for looking into it, but now I have no idea what is going on... I've uninstalled and reinstalled EL, reapplied the community patch, and the other mods I use often seemed to be fine. Guess I will do a bit more experimenting
Vacuity  [author] 13 May, 2021 @ 9:53pm 
I've just checked this mod, as well as the Fifteen and Eighteen Techs versions and all three work A-okay for me. Either you have a conflicting mod, or the new DLC itself is changing something. I haven't purchased the DLC (yet), so I cannot check that.
jujubee20062010 13 May, 2021 @ 8:13pm 
Anyone else have this mod not work after the new patch (May 2021)? Started a game with this mod, but it was reverted to 9 techs in game
Vacuity  [author] 18 Dec, 2020 @ 7:53am 
I generally play on extremely large maps, with eight factions, on the slowest settings, so... it's a bit hard to tell you what's going to give you the most enjoyable experience. Try turning off Economic and Diplomatic and have a go at that and see how it feels. It's quite possible, particularly on your settings, that the actual victory will be expansion or domination, and that's fine in my book. If you're quite happy with that, try enabling the Diplomatic and Economic victories, have another go and see how it plays.

That's my recommendation, I guess.
Aktuarus 18 Dec, 2020 @ 6:41am 
@Vacuity

I'm playing on normal difficulty with the community patch. AI plays well with the patch. I love 2 factions, this Broken Lords and Vaulters. Game speed is fast. The world map for 4 players, but I put 6 players, thus everything is tight to each other. I don't know how to adjust the difficulty of the game so that there is at least some kind of balance.

There is a "Victory Condition Tweaks" mod that changes the conditions of victory, for example, economic victory becomes a little difficult. True, he also complicates the scientific victory.
Vacuity  [author] 18 Dec, 2020 @ 12:33am 
If you are running a tech-capable faction, then you can keep the other victory types active and just look at it as a "hard mode", at least for this, the Twelve Techs version. Otherwise, yes, the AI factions absolutely will achieve quest or wonder victories at a certain point depending on your difficulty setting, so that probably needs to be disabled if you want the scientific victory to be more than a hardcore challenge. Economic and diplomatic victories kind of depend on which factions are in the game, and the game settings. A Drakken-like faction will get a diplomatic victory if given enough time, just as a faction like the Roving Clans or Broken Lords will get an economic victory, but the speed at which they'll achieve it depends on things like what other factions are present, and what the map settings are.
Aktuarus 17 Dec, 2020 @ 11:37am 
@Vacuity Hello! Sorry for google translator.
I wanted to reopen the topic of the cost of technology. As far as I understand, some of the victories will have to be turned off so that the scientific victory is available. Victory in quests and the wonder of the world will definitely have to be turned off.

What types of victories do you think will work well with this mod?
Vacuity  [author] 23 Aug, 2020 @ 12:57am 
It affects all empires equally. For the other mods (15 and 18), one needs to be careful that you don't have an empire which cannot progress to the next era. Personally, I use the Empire Technologies mod which avoids this problem by making new techs available to all factions.
clop1000 22 Aug, 2020 @ 11:27pm 
Btw - do AI players also need to research 12 tech per ERA?
Or does only work for the player?
Vacuity  [author] 22 Aug, 2020 @ 9:37pm 
Although I do own the game, I've never really played it: it remains a resident of my pile of shame. When I ever do play it, I'll probably remake some of my mods for it however.
I'm not really interested in making even more versions of this mod though: 12, 15, and 18 offer enough options for me without being too numerous to be practical.
clop1000 21 Aug, 2020 @ 11:02am 
Could you please do simmilar mod for endless space 2?
And maybe 11 tech version?
Vacuity  [author] 17 Sep, 2019 @ 2:27pm 
[contd.]
The point of this series of mods is to slow the game down further by forcing a more thorough exploration of each era's available techs, which by the time you've installed all the DLC are quite extensive. This means that the time and effort required to achieve a scientific victory is significantly higher, and so is a debuff to the victory type. It does not debuff individual techs in any way, however, and rebalancing the era 6 techs to make the scientific victory require the same time and effort would be directly counter to the intended goal of the series of mods, which is to make the game last longer.
Vacuity  [author] 17 Sep, 2019 @ 2:26pm 
It in no way debuffs the Era 6 techs; they're just as powerful as they were before, what happens is it takes longer to reach them, and the game is more likely to be over before any given faction reaches them. I'm honestly not sure what you mean by extending the shelf life of earlier techs. All techs are basically useful throughout the game, except for ones that are of marginal usefulness in any case.

[comment is too long for Steam to allow, continued in following comment]
DustDevil 17 Sep, 2019 @ 2:00pm 
@burntfield

i would argue the purpose of them od is to extend shelf life of earlier techs, as the game progresses too fast, not exactly debuff the Scientific Victory or the Era 6 techs.

But you're the author, so obviously you know best. Thanks
Vacuity  [author] 17 Sep, 2019 @ 12:38am 
@DustDevil
Correction: all techs' costs are calculated based on how many techs have previously been researched. That means that those 15 extra techs required to reach Era 6 compared to vanilla (60 vs 45) are increasing the length of time/amount of research required by well over a third.

Anyway, that's beside the point. The mod is intended to slow down progress through the eras and tech tree. That's inherently a debuff to the scientific victory. You don't make the racetrack longer and then shift the finish line to only halfway down the extra-long track.
DustDevil 16 Sep, 2019 @ 4:11pm 
Hey, did you balance the tech cost for Scientific Victory? The cost of Era 6 techs are calculated on basis of hwo many techs you previously researched, so this mod would directly affect that victory condition in a bad way unless you balanced it. Can you explain? Thanks
Devanor 27 Aug, 2019 @ 6:23am 
This is nice. I've always been really annoyed at the fact that there are so many techs I want in each era, but I unlock the next era too fast. Not sure if I want this, ten or eight tech mod, but I'll try them out.
Ka'shurio 16 Aug, 2019 @ 2:24am 
This looks cool!
MelodyFunction 23 Jun, 2019 @ 4:39am 
Do you consider doing a 10 techs per era mod? Id like to see it, tbh.
Hotklou 30 May, 2019 @ 11:00pm 
Been waiting for a mod like this for ages! I've always felt as though they sort of force you to move on to the next era's techs once you've unlocked them. I always find myself never really getting all the technologies I wanted from that previous era. Keep up the good work! :-D
Mc.turdle 29 Mar, 2019 @ 9:52pm 
Thank you!
Vacuity  [author] 29 Mar, 2019 @ 8:07pm 
Probably? No one's reported any incompatibilities between this series of mods and the CP.
Mc.turdle 22 Mar, 2019 @ 6:51am 
is this compatible with the community patch?
Vacuity  [author] 26 Feb, 2019 @ 11:53pm 
Uhh, well, 8 techs per era *is* too short: the vanilla game is 9 techs per era!

But yes, I agree; by the time you have all the addons installed, nine techs per era is painful, both because there's so much stuff you're soft-locked out of due to the limited techs, but also because there's so much content in the game, but only so many turns before the next era rolls around.
Khardinal 26 Feb, 2019 @ 10:36pm 
This mod should be base line now.
With all the Spy - Guardian - Naval - Volcanic technologies added...
8 techs per ERA is too short.

Then you have factions like Ardent Mages who also have to research their Pillars >.<
Vacuity  [author] 25 Feb, 2019 @ 11:58pm 
@Spiner909
It didn't, but it should now.

In other news:

Updated for the Symbiosis DLC! Please let me know if there are any problems.
Spiner909 2 Feb, 2019 @ 7:23pm 
Does this work with Symbiosis?
Vacuity  [author] 21 Dec, 2018 @ 5:45am 
@hookum
Glad to hear it's sorted now.

@luke0328
Yes, it's a game variable which applies to all empires.
luke0328 20 Dec, 2018 @ 2:51pm 
Does the mod increase to 12 tech per era apply to the AI as well?
Valar Morghulis 19 Sep, 2018 @ 12:46pm 
OK thanks! has got settled ... very good mod