ENDLESS™ Legend is a turn-based 4X fantasy-strategy game, where you control every aspect of your civilization as you struggle to save your homeworld Auriga. Create your own Legend!
You mean each time you "learn" something it makes harder to research the next one even if it is from a "lower" era??
I haven't noticed that.. like I said, right now with 8-10 cities (I aslo love Huge Maps) I'm researching any tech at 5-8 turns without effort (I have like 1.2K researh per turn), but yes.. I just took a look and I saw there is only 1 turn diference between era 1 and 2 techs and almost no diference between era 2 and 3.., "just" about 1K per era..
Can you tell me how much Research are you getting?? I'm not sure if the increase cost formula is the problem or maybe we are getting too much research to make era changes noticiable..
Generally I play at normal speed, I dunno I just find it absolutely ridiculous (to the point to where it actively hampers my enjoyment of the game) that by simply taking a different path down research you can find it harder to research the use of Glassteel, a level 1 tech, than Adamantium.
I've been talking to friends who also stopped playing the game for the same reason and we all agree that each tech tier should have a max science amount for researching techs and they should stop increasing the cost of other techs at the same amount, but hell maybe we are just actively bad at the game.
Raith wrote: Will you be doing a retooling of the science cost increase of tech as you tech up?
I really feel that lower level techs should stop increasing the science cost at some point AND they should have a max science cost instead of forever increasing.
Well, I always loved to play slowest speed posible and right now I fee like I'm flooding in Dust (11K), Sience and Food (Most cities with high production with only 1-2 pop working on it)..., so I dont think I will reduce them.
Will you be doing a retooling of the science cost increase of tech as you tech up?
I really feel that lower level techs should stop increasing the science cost at some point AND they should have a max science cost instead of forever increasing.
You are wellcome, It's a pleasure mod a game when you like playing it
I have updated the file with a new version:
Changes V 0.15
Combat:
-Reworked Slayers abilities changed percentage to efficiency against. Example:
30% Efficiency against cavalry means:
30% More defense
30% More attack
3 Damage increase (0.3 * 10)
-Reduced Improved Initiative values to 1/2 of standard values
-Shields now decrease iniciative by 5%
-Tweaked some equipment values
-Weapons strategic resources now give less fixed bonus but added % bonus based on weapon's stats
-Reduced chances of Mind Control ability to 25%
-Reworked Adamantium and Palladium resources bonus/malus
-Titanium/Adamantium creates better cuality armor and weapons at the cost of speed
-Glasstel/Palladium creates lighter equipment at the cost of health and damage
General
-Reduced base approval ratio to 50
-All Roving units are cavalry
-Expansion penalty back to default (10)
-Reduced District penalty to -5 aslo reduce approval bonus to 10, now improving your cities cost less than building a new one.
I'm planing to work with the economy as I'm flooding in dust right now.., but maybe is because I'm playing at endless speed and there is too much summer time (for now)
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