ENDLESS™ Legend

ENDLESS™ Legend

98 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.
53 Comments
Vacuity  [author] May 7 @ 11:07pm 
I'm glad it meets a satisfactory minimum for you. ;)
LuckyBrock07 May 7 @ 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?
clop1000 Dec 4, 2021 @ 12:43am 
Is there a change to get fewer technologies per era? Say 10 or 8?
yorick Jul 16, 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: