ENDLESS™ Legend

ENDLESS™ Legend

Unstacked
56 Comments
quadin1886 10 Sep, 2023 @ 4:45am 
does the ai use this too =)? by the way nice mod
Hazardous 28 Jan, 2019 @ 3:29pm 
does this make my cities spread out more? I like the look of cities expanding
wanderinghobo49 9 Aug, 2018 @ 2:23pm 
anyone know if this mod can work on multiplayer?
Mors 14 May, 2018 @ 3:17pm 
You have an error in one of the localization files: the empire mint is missing an entry, resulting in the buff for the mint district to be called %DistrictImprovementMintTitle

Minor complaint, but I can only fix it for myself locally and if it bugs anyone else they have to DIY.
The_Hoff779 8 Jan, 2018 @ 7:29pm 
I'm not seeing the yeilds (dust/food) displayed on the district tiles built via the Mint and the Seed Storage - they're still in effect as far as numbers go. Has anyone else had this bug?
Ashnal 26 Aug, 2017 @ 9:13am 
After playing with this it seems a little too powerful. The ability to level the districts, combined with the extra city tiles gained tends to speed the early game along, and thus speed the rest of the game up. I've also noticed that the AI doesn't build these anymore, which gimps it quite a bit.
The Numi 10 Jul, 2017 @ 4:04pm 
While I wouldn't say no to more districts for city improvements, I still feel that keeping the same stats as non-district city improvements, and above through leveling, tilts the balance of the tech alittle too much since it also gives the stats from the additional tiles as well, which makes getting the city improvement districts a no-brainer and AI who skips on them fall behind by quite a lot.

Anyway, sad to hear you're not continuing the mod, best of luck with any future projects you may be up to! C:
Elchardus 10 Jul, 2017 @ 1:11pm 
AMEN
Mylon  [author] 10 Jul, 2017 @ 8:16am 
@The Numi I'd rather go in the opposite direction and turn more city improvements into districts. But honestly I've moved on to other projects right now. Maybe I'll be able to publish my own standalone game in the near future instead of little mods here and there.
The Numi 9 Jul, 2017 @ 5:28pm 
I also forgot to say, the leveling isn't necessarily the issue, but one that would be easier to fix to balance them. The main issue is that since they are districts, they give the benefit of the extra tiles, which ends up adding up a great amount, especially with new cities.
The Numi 9 Jul, 2017 @ 5:20pm 
I feel to compensate for the ability to level these up, they should have decreased starter stat (+10, +5, etc) so that at level 1 they're worse than without the mod, but at level 2 they're slightly better but not overly so. An example might be +7 or +8 food for Seed Storage, and at level 2 it's +14/+16, above +10 but not ridiculously so that you may require to plan ahead a bit more and maybe not always research them.
The Numi 9 Jul, 2017 @ 5:20pm 
I love this mod, been using it a fair bit. Unfortunately after several playthroughs, I feel turning these improvements into districts, while keeping the same stats that can be leveled, is bit too powerful. While the AI builds them, they tend to not build all of them, since they don't know they can be upgraded and focuses on what they need, while I've found grabbing all no matter what is way better than not.

As such, every game I always research all of these, despite not needing the extra, and it always benefits me far more than researching anything else and it becomes a huge benefit when expanding your empire.
Mylon  [author] 2 Apr, 2017 @ 5:23pm 
@Enchanteur: It's possible to include mod files that only modify a portion of the game, like how this one works. If you can share your info on how to modify the description that would be great, as I tried multiple times to do that on my own and never had any success and I would love to include it as a base part of the mod.
Enchanteur 2 Apr, 2017 @ 11:33am 
Iam actualy doing some districts improvements. My problem is when I mouse over on the tile, there is no tooltip saying the name of my district. After some researchs, it look it need to add propertys in class city. So I will not do this because this is a main class of the game and it's regularly updated by official releases. Or if there is a way to use class city from another class without editing vanilla class it could be nice, but I find no way to do that. At least, if there is a Fids district bonus on the tile, it's said in the list of bonus. So i will give a minimal fids bonus to all my new districts, so there is still a way for player to see it, even it's not a very nice means.
ale93 5 Mar, 2017 @ 7:24pm 
I love this mod. I actually wish this went a little farther and had some of the later game higher tech era buildings also become districts some of them. It'd be especially cool if someone made graphics for the buildings so they actually look distinct from regular "borough streets" districts. not demanding anything just brainstorming ideas. thanks for this mod, is great.
Bunions 9 Jan, 2017 @ 2:42pm 
Does the AI make good use of these changes?
Shablumanafu 4 Jan, 2017 @ 1:16pm 
I love this mod. Thank you
Elchardus 27 Oct, 2016 @ 7:46pm 
no problem mate
E for Edgy 27 Oct, 2016 @ 6:39pm 
@Elchardus Thanks!
Elchardus 27 Oct, 2016 @ 10:54am 
@Reset My MRR PLS; yes
E for Edgy 27 Oct, 2016 @ 10:03am 
Does this mod work with the new tempests dlc?
SpaceRice 21 Oct, 2016 @ 5:29pm 
NullReferenceException: Object reference not set to an instance of an object
--------------------------------------------------------------------------------
DistrictWorldCursorTarget.AddMouseCursorKeyForDistrictHighlight (.CursorTarget cursorTarget, .District district)
DistrictWorldCursorTarget.OnHighlightChanged (Boolean previouslyHighlighted, Boolean highlighted)
Amplitude.Unity.View.CursorManager.Update ()
CursorManager.Update ()

--------------------------------------------------------------------------------
V1.5.1 S3 (64-bit)
had this error when I took a city with your mod
SpaceRice 19 Oct, 2016 @ 1:50pm 
Does this work in multiplayer?
Mylon  [author] 17 Oct, 2016 @ 8:59am 
I updated Increased District Levels to be compatible with the latest version. Unlike my Unstacked Mod, there seems no easy way to modify only the value needed so it has to be manually updated if a big patch comes out.
Elchardus 17 Oct, 2016 @ 8:24am 
I'd be nice if you could :D those two were a match made in heaven.
fb.aazzoggerr 17 Oct, 2016 @ 6:41am 
@Mylon
Indeed it is great mod pair. Could you recreate it (I mean district lvl mod)?
Mylon  [author] 17 Oct, 2016 @ 6:38am 
@Elchardus, I love that mod too and I think that one plus mine make a perfect pair. Strange that it went missing. It's not exactly complicated and I could repubish it.
Valar Morghulis 17 Oct, 2016 @ 5:29am 
great mod
Elchardus 17 Oct, 2016 @ 2:55am 
GUYS, I know it's got nothing to do with this mod but I was wondering if anyone knows what happened to the 'increased district level' mod? It was as awesome as this one.
fb.aazzoggerr 17 Oct, 2016 @ 12:57am 
Awesome mod :)
Elchardus 15 Oct, 2016 @ 4:45pm 
Niiice :D hero
Mylon  [author] 15 Oct, 2016 @ 11:47am 
Yes, this is still compatible with Tempest.
Elchardus 15 Oct, 2016 @ 9:36am 
Yoo guys, does the mod still work after Tempest?
nmly 15 Oct, 2016 @ 6:47am 
is there a chance to translate this to spanish? i think i could do it (add me as friend if you want)
N0Br41nZ 15 Oct, 2016 @ 3:39am 
Consider having these districts level up, and having a certain district requirement before upgrading the building (or just changing the upgrade to follow the district tier.
xNBKx_Demonic 9 Oct, 2016 @ 10:02am 
i tend to agree with whats been overly stated , your description leaves a lot to be desired. no idea whats this is if its for endless legend or for mario cart. give a FAQ of some kind jesus.
Mylon  [author] 13 Sep, 2016 @ 8:49am 
Yes, AI uses these districts normally and tries to level them up.
p449312 12 Sep, 2016 @ 10:27am 
Dose that also aply to ai?
Mylon  [author] 9 Sep, 2016 @ 5:13pm 
The list includes 5 of the T1-T2 buildings. Seed Storage, Foundry Mill, Mint, Bazaar, and Library. It's mostly a proof of concept to emphasize one of the strengths of this game (A strength used by Civilization 6) and help take better advantage of the huge region sizes of the default game.
Therax 9 Sep, 2016 @ 8:08am 
Would be nice if there was a list of all of the buildings get turned into districts.
Elchardus 8 Sep, 2016 @ 1:49pm 
@Spiked-Wall Man :D It turns a couple of buildings (the primary stuff like foundry mill) into districts, with an increased bonus per district level added (in foundry mill's case, more industry % per district level).
Döktor Jönes 7 Sep, 2016 @ 5:09pm 
Your description sucks:steamfacepalm:
Matheredor 26 Jul, 2016 @ 3:59pm 
@Mylon I frankly have no idea which district I placed there, but it does seem to have been resolved, perhaps it was a bad load, or I simply messed up, but upon loading up the game just now, it worked perfectly.
Mylon  [author] 26 Jul, 2016 @ 2:31pm 
@Mathreredor: Which districts aren't working? I forsaw that problem and made sure each one had the "can extract resources" tag.
Elchardus 25 Jul, 2016 @ 11:04am 
@Matheredor; good point mate
Matheredor 25 Jul, 2016 @ 9:14am 
Any plans for the new districts to function as extractors? An issue I've experienced is newer resources popping up under one of the districts and being unable to utilize 'em.
Mylon  [author] 18 Jul, 2016 @ 5:57am 
@InfectedWaffle, I don't have models to insert into the game and I also don't know how to set up the code to add them. It's not entirely obvious how to change the mouseover tooltip, like how the wonders are displayed or I would at least put that in.
Infectedwaffle 17 Jul, 2016 @ 5:39pm 
@Mylon is it because of the unique instancing that the game has when it is run? I ran into a similar problem when I tried to extract models from the game.
Mylon  [author] 13 Jul, 2016 @ 6:06am 
They look like default districts. New models are a bit trickier to add.
HappyHead 12 Jul, 2016 @ 2:41pm 
do the new districts have distinct looks to them? or do they all use the faction's default district skin?