Conquest of Elysium 4

Conquest of Elysium 4

Mod idea - Bandit Prince
So i'm not working on this yet as I would rather wait for the modding manual to be released but the plan is that it will be a human based army with a few twist.

So heres the fluff i've worked up
---Background/story
Bandits have been a long standing pest, even greater than the roving hordes of deer and bears. What makes the bandits stand out is that they are generally small bands simply seeking easy prey and plunder, the lords of Elysium often had little trouble removing these petty groups as they had rarely been unified under a single banner.

With the fall of the King of Elysium a new era is begining. The Wizard lords have declared Elysium safe from the tyrannical reign of a soverign or worse the repeats of history in the fall of the great empire.

Rumors have been whisperd by concerned townsfolk about seeing large organized bands of humans in the forest as well as in the icy tundra. Too cordinated to be Barbarians, too restrained to be the minions of Ba'al, too sane of mind to be raving madmen of another fish cult. The Bandit Prince, lord of all low life is rumored to exist, a threat that could overthrow the council should his or her power not be kept in check.
----- Class Characteristics
The Bandit Prince is a human warlord who has a wide variety of lowlife that serve him through greed rather than any notion of honor or fetility.
Class characteristics.

20% increased gold income.
Can convert ancient forest as well as market villages into Brigiand lairs.
Brigiand lairs spawn various types of freespawn as well as Marauder lords 1*
Can recruit a variety of unique priest/mages some with tier 1 rituals 2*
Troops are powerful and well equipped, some are more expensive than others, while others are simply cheap and easy to amass meatshields.
Unique resources: Blood sacrifices, Relics, Hands of Glory.
1* Marauder lords are "stupid" leaders that will grab bandit freespawn and basically act like independent bandits on roids.
2*The Bandit Prince can recruit a variety of novice mages whose masters have been killed or who have been exiled from a institute of magic.
These mages consist of basic necromancers who can cast basic summons and raise dead.
Demonologist that can summon basic demons
And a relic hunter who can convert relics into units that come equipped with various kinds of unique equipment. (does not cast magic)
In addition, all class specific mages that can be recruited can be upgraded to lvl three magic skills but can only learn basic rituals for balance reasons.
--------Current leader ideas
*Bandit Prince slightly buffed human stats, broadsword, random starting item, three shoot crossbow (takes 4turns to reload) can convert locations to lairs
*Robber Baron (wears heavy plate armor, wields a great sword, can convert locations to lairs
*Novice necromancer (basic necromancer apprentice, collects hands)
*Novice Demonologist (basic demon guy, collects sacrifices)
*Relic hunter, collects relics, can use to recruit various leaders that have a chance to have random equipment I.E Pocket lich, hydra bowl, soultaker e.t.c, bandit unique items specifically for these guys will be made, two rituals will exist one for bandit generic items and one for more powerful items both generic and bandit unique.
------Alternate version of Relic hunter
*Mastermind, He spends relics to improve the amount of freespawn lairs poop out as well as an alternative upgrade that also increases the rate. In addition he can spend relics to recruit a random mage so that the Bandit Prince can still field mages even if he does not have the gold to spend on them.
So he would have three rituals
(Bandit connections- improves chance of gaining freespawn from lairs
Cost would be 25, 50, 75, 125 relic(s)
(Incite Rebellion- increase amount of freespawn lairs produce
50, 70, 90, 120 relic(s)
(Recruit a shady mage- Spends relics to gain a random none ritual mage both generic and exclusive to Bandit Prince.
50 relic(s)
------
*Marauder lord (probably an unmounted mid rank fighter similar stats to a captain, is stupid
*Gutter prince (The Bandit Prince version of a captain, can come with items equipped.
*Shadow templar (An Assasin esque unit that can also hold his own should he get into a fight, can't lead units)
*1: Concept idea, All none mages might have a "death cry" ability where all allies with a certain range have to pass a morale check or gain the routed affect. The purpose behind this is to show that these lowlife may dislike their leader but if he dies they may not get paid so they have no point to keep fighting.
-----Troops
*Ruffian: Basic bandit troop, infeior stats to swordsmen, comes with a short sword 15, 50g
*Robber: Basic bandit troop, (Essentially a slinger) 10, 60g
*Bandit, same as independent
*Brigiand: Short sword and board, slightly better stats than swordsmen, 1 armour 5, 55g
*CutPurse: Battle fast infantry, short swords and throwing knives, 5: 55g
*Raider: Battle fast infantry, repeating crossbow (3shots 4turn reload) frontline with 1armour 5 60g
*Cuttthroat: Stealthy infantry, longbows and short swords, 1armour 5: 65g
*Marauder: Heavy infantry from barbarian tribes: two axes, bezerk, 2armour 5: 65g
*Pillager: Superheavy infantry, prebattle grenade throw, sword, shield, repeating crossbow, better than average stats, 2: 70g
----Special recruit Troops
*Saboteur: Siege infantry, siege: grenade, area 5, range 20, reload 5turns, 2armour, stealth, broadsword handcrossbow, one use only. 1, 100g
Forager: Scout infantry, Repeating Crossbow, dagger, stealth, 30g
Racketeer: No equipment, a single dagger, produces 5g a turn, cost 60g owning temples increase spawn chance.
-------------------------------Starting location
Castle, farm, brigiand lair
--------------------------------------
This is just a theory, feedback, ideas, critque opinions all is welcome, I apologize for horrible grammar and or spelling, I'm runin off of two hours of sleep and have been putting off writing this down for too long.






Last edited by 404 Float not found; 12 Mar, 2016 @ 4:32pm
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Showing 1-15 of 16 comments
Verro 12 Mar, 2016 @ 11:05am 
I find this idea really interesting, and I would gladly test balance or bugs for you when it becomes more then an idea. When I have some more time (I'm running a cyberpunk game in an hour or so!) I will take a closer look, but it looks very sound and theoretically balanced thus far!
Curious 12 Mar, 2016 @ 3:40pm 
Oh now this sounds cool, but what about the brigiands lairs that are auto generated already?
Or will it sort of be a form of Voice of El (With converting villages, that idea)?
Originally posted by -W3E- barlth:
Oh now this sounds cool, but what about the brigiands lairs that are auto generated already?
Or will it sort of be a form of Voice of El (With converting villages, that idea)?
I'm leaning towards him being able to capture them and they would spawn mobs for him.
On a side note i'm also thinking along the lines of striping the Relic hunters current concpet in favor of him instead *spending* relics to either gain large groups of troops or to recruit those various mages instead of having to wait for an event.
Verro 13 Mar, 2016 @ 2:19pm 
The troops would need some balance tweaks on costs. 15 poor swordsman for 50g would be pretty damn impressive. Are you thinking hoburg like stats for them? Part of the reason you get 15 crap hoburgs for 50g is also the slow movement. I'd keep that in mind. On the other hand, the bandit princes' crossbow requiring 4 turns to reload seems excessive. That means he'd only fire it on average 2-5 times in a fight, if that. Keep in mind any units in the front row will charge forward every turn, regardless of if they are equipped with ranged weapons or not. (They end up firing about once, maybe twice if you're lucky, before closing with the enemy's front line.) I'd say keep the three shot crossbow, but have it reload every other turn. He is a commander, after all.
Originally posted by draco2million:
The troops would need some balance tweaks on costs. 15 poor swordsman for 50g would be pretty damn impressive. Are you thinking hoburg like stats for them? Part of the reason you get 15 crap hoburgs for 50g is also the slow movement. I'd keep that in mind. On the other hand, the bandit princes' crossbow requiring 4 turns to reload seems excessive. That means he'd only fire it on average 2-5 times in a fight, if that. Keep in mind any units in the front row will charge forward every turn, regardless of if they are equipped with ranged weapons or not. (They end up firing about once, maybe twice if you're lucky, before closing with the enemy's front line.) I'd say keep the three shot crossbow, but have it reload every other turn. He is a commander, after all.

The 15swordsmen would have lower health (think slaves but slightly better) without a shield, a few balancing things I have in mind is most of the troops will have lower than average morale so fear and the like would be much more efficient on them.

As for the Raiders i'm thinking they'll be frontline- kinda like pikemen so that they can still shoot, and if their screen/meatshield is eliminated they can rush forward to keep enemy troops from flanking.

I'm thinking the Repeating Crossbow should either shoot 3 shots and have 3turn reload, or shoot every turn without the need to reload.

Also i'm thinking about scraping some of the unit choices or merging because theirs some unneeded overlap.
Last edited by 404 Float not found; 13 Mar, 2016 @ 4:10pm
Mickio Tanerdum 10 Apr, 2017 @ 2:27pm 
Sounds pretty neat. hope it happens.
nemid 14 Apr, 2017 @ 7:38am 
This sounds super cool. Insta-download if it happens
Xelos 14 Apr, 2017 @ 10:55am 
Good stuff. I did recently expanded the bandits and add an npc bandit faction (Bandit King) in populum.
Orpheus 14 Apr, 2017 @ 10:56am 
Given that the OP last posted here a year ago, I think this might be dead...
Xelos 14 Apr, 2017 @ 10:57am 
Originally posted by Orpheus:
Given that the OP last posted here a year ago, I think this might be dead...
Thanks for noting the necro. I may just repurpose these ideas into populum.
nemid 14 Apr, 2017 @ 11:41am 
Originally posted by Orpheus:
Given that the OP last posted here a year ago, I think this might be dead...

Wow. I didn't even notice. I may end up making this in the future, if I have patience/time.
Eh the idea is still alive in my head but with school and work in full swing I rarely have time for much of anything. Plus I had a newer idea I started work on it but its not gonna happen either, I suppose I prefer creative brainstorming to actual doing the thing. Sorry lads.
Orpheus 16 Apr, 2017 @ 9:47am 
I suffer from the same problem. I can't count the number of mods, full games and novels that I've half-planned and then never continued. I tend to pick things up later - a lot later. Everything gets filed away for completion one day.
Xelos 16 Apr, 2017 @ 10:53am 
Idea generation is easy, actually developing the ideas is hard. Also if you don't know how to implement the ideas by never doing you'll not really understand what the limits and thus be limited in what you can later design.
Originally posted by Xelos:
Idea generation is easy, actually developing the ideas is hard. Also if you don't know how to implement the ideas by never doing you'll not really understand what the limits and thus be limited in what you can later design.
Very good point, I agree but at the same time I got to priortize, school and money outweigh recreation by tonnes, by the summer I will probs start work on for fun projects including this mod,if I decide to since I'll be out of school and have flexible workhours
Last edited by 404 Float not found; 18 Apr, 2017 @ 8:44pm
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