ENDLESS™ Legend

ENDLESS™ Legend

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Military Revolution
   
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TYPE: Extension
CONTENT: Other
Etiquetas: UGC
Tamaño
Publicado el
Actualizado el
343.062 KB
20 MAR 2017 a las 14:00
5 OCT 2023 a las 13:11
10 notas sobre cambios ( ver )

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Military Revolution

Descripción
V1.6.0:

- Various changes to Merged Tier 1 techs, regarding compatibility and loot.
- Tier 2 Rare Alloys and Armor (Mytrite/Hyperium) now cost 25% more research cost.
- Advanced Metal Foundry cost from 5 to 10 Hyperium, still 5 Mitrite.
- Wyrm Farm, Era IV food building for volcanic terrain, now has 25 flat food instead of 15.

More details about the update in the change notes

Lots of changes specially focused on buildings, techs and luxuries.

The objective is to give some balance, boosting some game techs and resource buildings, and also gives the player more strategic options to consider, lowering the usual luck involved in some strategies (finding quest techs/luck with strategics/luck with luxuries/luck with Silics!!).

The mod has AI support so AI knows about the benefits of new/changed buildings and techs. Full integration with Improved AI mod (load this mod AFTER improved AI in the load order), but also works fine as standalone, or with ELCP.

A resume of the changes with explanations:

- Search Party also adds 1 movement on all units.
- Food buildings and techs buffed: Most powerful food buildings also add a food percentage into another resource, and on Era II we have two interesting techs for food (mix of pop on food/passive food and strategy about terrain)
- Additional Influence building on Glory of the Empire tech: was an easily ignored option until public works, now is a bit more of an option.
- Some tweaks on industry buildings: Production Line with only +3 industry/pop was totally lackluster (similar effects on adamantian tomes/slavery necro hero/cultist hero), so also gives an industry percentage bonus. Canal system is a plain bonus of +12 summer industry and +1 industry/pop to be able to push industry on cities with low production from tiles, plus get a minor bonus if the player industry focuses the population a lot.
- Some military bonuses are more dependent on tech and less dependent on the luck of luxuries: lowered exp needed on heroes BUT redsang is half effective, military XP buildings buffed BUT quicksilver is half effective.
- Some bonuses to units production reduction in buildings, to keep some track on building production reductions bonuses.
- More military passive bonuses in the tech tree: Extra XP per turn on units from Brigade System to help low-level units to catch up a bit, and 0.5 strategic resource gain from rare strategics unlock, just like the extra luxury gain from uncommon luxuries unlock.
- Also a unique building for +4 strategic resource on region, buffing the very situational advanced quarry tech, allowing some interesting decisions on strategic resources.
- Some twists in strategic gear techs: Merged all tier 1 techs, Tier 2 Mithrite/Hyperium as Era 5 and enabled for research (still obtainable in quests). The objective is to free tech options for the buffed military techs, or other strategies.
- Some balance restrictions: Max unit/buildings industry reduction is 75%, tech reduction to 85% (for the Forgotten to avoid potentially buying the entire tech tree for 0 gold), Military upkeep calculated in steps so 50% & 50% = 75% (to avoid 0 military upkeep).
- Tweaks on Ultimate techs: Dust and Science also give some trade bonuses for an extra boost: science/dust buildings carry lots of percentage boosts already so the final boost could be not that great. Also serum of Iteru nerfed to 50% health and Damage, I always considered that buff was too extreme.
- Tweaks on Luxuries: I missed a second source of influence and a source of trade science, so pixie dust terrible bonus is added to emeralds, and gets 50% science trade and 25% Influence. Blood crystal gives 20% damage instead of 25% attack, to keep attack vs defense more balanced (we have already an attack boost on the empire plan, strategic weapons get high attack but is mitigated with brigade system).

The strict details on the change notes.
35 comentarios
ninakoru  [autor] 4 OCT 2023 a las 17:03 
@MelodyFunction thanks for the indication, yeah I had to include a big simulation (city) class for the caps on cost reductions, the over-approval was there, I can confirm I played with it recently and over-approval skills work.
MelodyFunction 11 SEP 2023 a las 23:11 
This mod has a small compatibility issue with ELCP.
The "over approval" Hero skills do not work when loading this mod. Any idea how to fix that?
MelodyFunction 28 DIC 2022 a las 14:49 
Ah yeah, I think I used that mod I few times myself, too.
I get where you are coming from, though. It's probably not a critical thing to change.


A strong base should not have adverse effects on your new food conversion techs - cause it doesn't scale. Aside from that, Food is not that valuable, so I think there is some leeway for powerful tech combinations in era 3-5.
ninakoru  [autor] 28 DIC 2022 a las 11:43 
Well, about strategic equipment, I always play with my mod that works out these upgrades: Re-Items, in this mod armies fully geared in dust equipment are more competent, also there are many tweaks about strategic costs.

About the food in higher tier food building, I would have to play through again to consider any change, the co-lateral upgrades on higher food building are because food doesn't scale so well in endgame, is an indirect way to make those buildings worth the tech slot..
MelodyFunction 28 DIC 2022 a las 5:02 
Thing is, mithrite/hyperium is in short supply already. The situations where you can deck out your units in higher tier mithrite/hyperium stuff is already pretty rare.
But honestly, you might be right. If you manage to get a surplus of mithrite and Hyperium, you should probably be able to research T2 mithrite/hyperium stuff.

Agree on canal locks. Industry is strong in Era 2 and starts losing value in era 3+ compared to dust. And as you said, Canal Locks is the reason you research that tech.

I'd still push for an era 3-4 Food Tech for cities with low food production from tiles.
ninakoru  [autor] 27 DIC 2022 a las 3:49 
Thanks for the feedback, yes, is up to debate, I didn't play this game in a long time, but IIRC industry dominates other resources due to its flexibility and raw power to make things happen. I felt +12 was good enough as canal locks already gives a strong industry source if well managed. On the tech merges... I always seen a extreme RNG dependency on strategic resources, to me, excessive as is only one variable of the equation in a powerful army: you also want leveled units, and the sources of such materials. T2 being locked under RNG... Well, this mod is about lowering the dependency on RNG after all.
MelodyFunction 25 DIC 2022 a las 3:37 
Tried this mod out for a bit, changes feel very nice to play. Some feedback~
There should be a lategame food tech for cities that have little food production(instead of boosting food per tile, some flat food would be good).
Canal System still feels weak. +15 would probably more appropriate. Canal Locks is the real draw of the tech, though.
I don't think tier 1 Adamantium/Palladium equip tech should be merged. They are very strong researches already. Merging T1 Hyperium/Mithrite tech is a good choice, though. Although, making the T2 Hyperium/Mithrite available by default doesn't sit right with me. It's like.. OP in niche situations, not used in other situations.
Iceberg 4 SEP 2020 a las 22:32 
I've added a patch to my victory conditions tweaks mod.
Iceberg 4 SEP 2020 a las 22:29 
Noticed one thing (there may be more) that could be updated for ELCP: the era 6 science tech had its priority changed to 2.
ninakoru  [autor] 8 FEB 2020 a las 9:52 
Great to hear that, thanks for the feedback.