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[MOD]Path to Victory

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10 years ago
Jan 5, 2015, 7:12:27 AM


Path to Victory

"If you want to succeed you should strike out on new paths, rather than travel the worn paths of accepted success."

>>>Download or fork the latest version from Github here!<<<





There are many victory possibilities in Endless Legend. Yet, on harder difficulties, it feels that almost all follow the same path in single player. A path of rapid expansion and cutting down any faction that begins to snowball. Thus, the many victory paths end up really becoming one. This mod attempts to make alternative victory conditions more feasible without necessitating rapid expansion or military aggression. On the other hand, a single city empire shouldn't have all the advantages either.



This primarily involves penalties to FIDS based on increasing city counts following a non-linear function, similar to penalties found in Civ games. The idea is to make aggressive expansion required only for military based victories, not science, diplomacy, wonder, etc.



This is designed with single player in mind and has not yet been extensively balance tested. It may not yet achieve the intended goal, which is why I'm requesting feedback on balance.



Other planned features include a rework of the hero ability trees to no longer have using heroes as governors be the best strategy as well as make there be less useless abilities.



Samanie's Combat Rework mod (v3) is included in this release.





[code]

---Changelog---

(Latest can always be found at https://github.com/xhh2a/pathtovictory/commits/master)



---Future---

-(Unimplemented) Planned fix for broken fortification bonus from districts in the base game.

-Rework and balance base faction traits based

-Modify base research growth functions

-Rebalance city improvements

-Modify Influence Cost function to be non-linear

-Modify Attributes in slow/fast game speeds so effective gameplay is more similar.

--Hero Cost (Too high in slow. You can have 3-4 cities in slow before being able to afford to buy a hero)

--Movement Speed (Fast should have faster movement speed)

--Buyout Cost (Slightly high in slow relative to Fast)

-Rework Hero Attribute Trees



---v0.1.1---

-Update with v3 of SCR

-Reduce research penalty by dividing by 15 instead

-Reduce logistics penalty by offering an additional free logistic unit per era



---v0.1.0---

(Compatible with 1.0.24 EL)

-Fortification system changed. Cities should range is from 150 to ~500

--Capital palace building now provides 100 fortification bonus.

--Base fortification increased to 100

--Reduced fortification bonuses for Vaulter and Cultists

--Reduced fortification bonuses from city improvements

-Research by Era Costs increased to be flat increases of 0.5 between eras.

-Research Penalty implemented.

--Research Cost Multiplier = 1 + ((x^3)/3 -4(x^2)+16x)/10

--x is the number of cities you own.

--This is the integral of (x-4)^2 divided by a factor of 10.

--In other words, the growth of the research penalty between cities follows (x-4)^2

--Feedback on balance is welcome!

-Conquering cities now applies an additional expansion penalty

--Expansion Penalty = Base * (2 - Ownership)

--This means expansion penalty can be double if ownership is 0%

--No changes for cities you found yourself

-Unit Health Reworked

--Player health is 70% of previous values.

-Unit Upkeep Reworked

--Unit Upkeep = Max((1 + Level - Era) * Era, 0)

-Logistical Penalty on Large Armies

--Additional Military Upkeep = (All Units - 1)^2 *[AllCities/2+ConvertedVillages/4]

--Note this has not been tested for Cultists or Broken Lords, feedback is welcome!

[/code]
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10 years ago
Apr 25, 2015, 8:22:24 PM
I like the wide play penalty for tech! Im going to try this out, keep the good work.
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