Victory Condition Tweaks
(Ensures era 6 science tech receives improved formulaic priority from ELCP when placed below Military Revolution in load order)
Wonder building cost substantially increased. It was very common to win this way.
Quests scale with game speed now. Quest victory was very rare. (Thanks LeaderEnemyBoss for the property)
Diplomatic victory point cost was lowered. This is another rare victory condition.
Economic victory dust cost increased. This was a somewhat common victory condition.
Expansion requirement lowered to 1/2 of all regions instead of 2/3rds. This was another rare victory condition and most people would call the game before it’s even over because it just takes too long to win this way.
Supremacy victory was changed so that it cannot occur before turn 100 now. You can take people’s capitals sooner, but you’ll have to hold onto them until then. Supremacy was by far the most common victory type. This has the side-effect of making elimination no longer redundant.
Science victory slightly increased in speed due to a change to the era 6 technologies.
Depreciated: (Era 6 techs have been improved somewhat. They’ve been altered in terms of their priority so that they multiply a greater proportion of your FIDSI than they used to. You may have noticed you don’t really get a 100% increase. That’s because the multiplier was being applied on your base FIDSI without any percentage-based bonuses being applied. The formula is moderately improved now.)
ELCP quest balancing adopted:
"Rebalanced the Erycis lore quest ‘The Land of Godheads.’"
"Buffed the Dust and army reward (scaling with Era)."
"The army reward of the "Mothers in Distress" quest now scales with Era (number of units, equipment and level)."
"Improved the Rewards for the Quest "Surprise Party!" Also reduced the timer for the second step of the quest."
Revisions:
Old revisions of this mod are available below. Click the link to download.