ENDLESS™ Legend

ENDLESS™ Legend

104 ratings
Twelve Techs per Era
   
Award
Favorite
Favorited
Unfavorite
TYPE: Extension
CONTENT: Balance, Gameplay
Tags: UGC
File Size
Posted
Updated
10.198 MB
Aug 17, 2018 @ 11:31am
Feb 25, 2019 @ 11:57pm
3 Change Notes ( view )

Subscribe to download
Twelve Techs per Era

Description
Increases the tech count required to ascend to a new era to twelve.
55 Comments
Vacuity  [author] Jun 21, 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 Jun 21, 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] May 7, 2024 @ 11:07pm 
I'm glad it meets a satisfactory minimum for you. ;)
LuckyBrock07 May 7, 2024 @ 10:53pm 
I find this modification to be acceptable in many ways. Thanks. :)
piddyx Sep 1, 2023 @ 2:29pm 
brilliant idea
LoadofCode Jul 12, 2023 @ 9:19pm 
Thanks for the quick reply!
Vacuity  [author] Jul 12, 2023 @ 7:27pm 
They're out-teching you.
LoadofCode Jul 12, 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 Sep 6, 2022 @ 1:39pm 
Hi, I'm still using this mod for the pacing, and it works with ELCP 2.7.8
clop1000 Dec 4, 2021 @ 1:23am 
I mean can you create a new mod with fewer technologies needed per turn?