ENDLESS™ Legend

ENDLESS™ Legend

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FCFWarlords
   
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TYPE: Extension
CONTENT: MajorFactions
Tags: UGC
File Size
Posted
Updated
1.215 MB
26 Feb, 2019 @ 10:12am
6 Apr, 2020 @ 1:51pm
17 Change Notes ( view )

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FCFWarlords

Description
/!\ Must be placed below FCF, need it to work
Features:
Introduce 3 new mechanics:
Troop size, Revanchism and War Exhaustion


Troop size:
Units now take between 1 and 5 troops slots, based on their base cost.
Most basic unit cost 2 slots.
To compensate, the base army have been increased by 5 (For 9 slots at start) and the technologies and traits that increase the amount of troop got doubled.

Some units have also been a bit changed:
Ryder: 1 handed hammer changed into a 2 handed hammer. Gain Charge level 2 and Life Drain 3.
Now got a less useless hammer, and it's charge capacity make him more useful as a true cavalry unit.

Bishop:
Gain Free counter
It need a slight buff, as it is size 4.

Nameless Guard: +1 to it's range.
It need a slight buff, as it is size 4.

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

Guardian Killer: Gain Urkan Slayer level 2
Logical buff

Rumbler: Align myself with the ELCP: Claw become 2H axe, loose beam, reduce cost (and thus, size).
Rumbler are more a standard soldier, but with axes, best for faction without one.

Drider: Access to the Quarterstaff
They can now also be used as a debuff unit

Vinesnake: Gain Intimidation aura.
Grant them a bit of CC.

Justicere: Gain Healing Halo.
Making them better combat healer.

Tetike: Reduced cost (/2), gain True Sight
You can now field much more of them, and they can explore much easier.

Burdeki: Align myself with the ELCP: Base cost going from 60 to 80, Reduced the base damage by 14
Will be a bit less numerous on the battlefield, nerfing the stun, and became more of a support.


Revanchism:
Loosing a war is frightening. That fear can be channeled to make your population take part of your war at a lower cost.
For each point of population you lose in a war (Either from the lost of a city, lost of a settler or a sacrifice), the BASE cost of your troops will lower by a percentage. ((Lost pop/total pop)*2, down to 50% reduction of the base cost)


War Exhaustion:
The cost of the army got changed a bit.
The base cost is now 0.3 of it's previous cost, then power 1.2, then multiplied by 2, but only if you are not currently at war. (((Xx0.3)^1.2)x(2-[at war])
In less mathematical term, small starting armies will cost a bit less.
Big army, if you are at peace, will cost MUCH more
If you are at war, will will be able to field twice as much unit for the same upkeep.

Also, the BASE cost or your troop will be reduced by 35% if you are at war (multiplicative with Revanchism)

But beware, a nation can only maintain war effort for so long.
For each turn you are at war, all your cities will take 0.5 point of approval penalty (after a 5 turn grace period). That penalty is removed at a 5 point per turn rate.



There is a topic opened to discuss any balance issue.
Popular Discussions View All (1)
0
26 Feb, 2019 @ 10:18am
Balance
GATC
18 Comments
Championxs 2 Nov, 2022 @ 11:51am 
Not sure if this is still being worked on but... I have a problem with the size scaling, so not only does it add the size to the total army but it also then decreases the total by it's size essentially doubling any units size cost towards the army. That and Drakkenling cost 3 size? For a base unit??? I get they're powerful but when I can field 3 mykara base units per 1 of them... something has seriously gone wrong.
Xenouzik 14 Feb, 2022 @ 5:03pm 
Hi, great features for the game! Thought does AI understand that it dangerous to wage long wars? It had that tendency in vanilla.
Jojo_Fr 18 Jan, 2020 @ 10:06am 
Great mod. Some good things few bad things. Thanks a lot. More people should test it !
Iceberg 8 Nov, 2019 @ 5:23pm 
They probably were. I'm sure some changes have been made since I last looked into it. If so, then my pestering is all for nothing. Anyway, hope life's going well for you. Thanks again for your mods.
GATC  [author] 8 Nov, 2019 @ 5:11pm 
Oh... OH!!!
^^'
Wern't they buffed in ELCP?
Iceberg 8 Nov, 2019 @ 4:38pm 
"ipotanes," but jojo style
Perhaps I should be more direct.
Do you plan to buff ipotanes or nah?
Not to complain or nag, but we talked about it back in April Xd
GATC  [author] 8 Nov, 2019 @ 1:51pm 
hipodanes? oO
Iceberg 8 Nov, 2019 @ 12:15pm 
'member hipodanes? pepperidge farm remembers xd
GATC  [author] 4 Nov, 2019 @ 2:03pm 
Thanks for the hint ;p
For the army size... I've yet to find a solution TT
Xumuk 3 Nov, 2019 @ 4:32am 
Bug report: during dust eclipse cost of fungal bloom buyout is 0, but only if I play with ELCP. Seems like adding <!-- ELCP modify node cost--> segment in SimulationDescriptors[EmpireType] will fix this ^_^