Conquest of Elysium 5

Conquest of Elysium 5

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17 Aug, 2021 @ 7:22pm
20 Aug, 2021 @ 8:15am
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Description
Greatly accelerates the early parts of the game and makes it less random. If you want to jump straight into the strategic parts without worrying about the AI dying to deer before the game even starts then this is the mod for you!

Many players likes the chaotic ragtag feel of starting a new game, this mod isn't for them.

This mod significantly helps co-op play, since unmodded if you lose your main guy it will take around 20-50 turns to get him back, basically ending the game for you. With this mod that wont happen, you can quickly get back on track and start helping your friend again as long as you don't lose your starting area!

Speeding up the early game also greatly balances the different picks since the biggest difference is just how much resources the different leaders starts with. Now everyone starts on a roughly equal footing making many of the previous very hard to play leaders now become a breeze.

A nice side effect is that these bonuses benefits the AI way more than humans, as they suicide themselves and their commanders so much. So lower difficulty AI gets much harder than before, so you don't have to play against the enemy spam you see on higher difficulties and instead fight smaller more interesting armies.

The mod doesn't change anything else, you just get more commander offers and start with higher income and a defender. All unit stats stays the same etc. The income buff was chosen to roughly make capitols provide around 20% of the maps resources, like in dominions. You still lack money until you cap more sites, it just corresponds to everyone, you and the AI, having a perfect first 20 turns and then starts from there.

Rough Changes:

* Starting income for everyone increased by 24 gold and 12 trade. I tested around a bit and this is enough to get you going but far from enough to do all the things you want, so going around and capturing the map still matters a lot.

* Everyone starts with a decently strong defender. This unit is strong enough to easily beat 20 soldiers in an open field battle, but will probably lose to 50, meaning it will easily die to dedicated armies. You want to protect this unit at all cost and not rely too much on it to fight since it gives the gold and trade mentioned above, lose your starting site and you lose all those resources.

* Wizard recruits now show up about 4 times as often as before. This helps you spend those extra starting resources and lets you easier field more armies or bounce back from setbacks. Extra helpful for co-op play where you don't want to reload just because someone screwed up and for the AI who screws up all the time.

* Everyone gets the generic wizard recruits as if they had several libraries. You would get this normally as a part of capturing territory, libraries still increases the rate but this way you still get some even if you don't find any libraries. This greatly expands what you can do with your armies, and make AI armies become more diverse threats since they now contain more kinds of magic backup.
50 Comments
Shamwow 6 May @ 3:09am 
please add all races. only half of races work with this mod. no monkey races, warlock or bakemo. haven't checked all races though probably more.
mrcoolize 17 Feb, 2024 @ 9:10am 
Sadly this mod is seriously outdated, not covering all factions and turning itself off at each game launch (even if its says it is on)
Alpharius 6 May, 2023 @ 3:20am 
Hey man, tried to contact you.
Any chance you can add The Elder Wizard to your mod, or get in touch with b r e a d the mod author. Would be cool is they were compatible. Thanks
Molay 24 Jul, 2022 @ 10:56am 
An update to include the new faction would be fantastic :))
☭ KGrushB ☭ 9 Jul, 2022 @ 2:33pm 
Great mod, a nice fix for the lacking AI tactics early game, however it doesn't work for the Raksharaja. The Avatar doesn't spawn with AI or player, so they are quickly out of the game
OznerpaG 10 Apr, 2022 @ 11:40am 
don't know if it's the mod or not, but after the last patch the mod no longer auto-loads when the game starts - it's enabled, but you have to go in and disable then re-enable it for the mod to activate
Gut 30 Sep, 2021 @ 12:26pm 
@Mollari Yeah I figured that in the mean time, anyway thanks for the info ;)
MiyabiSFG 28 Sep, 2021 @ 6:31am 
I have had a great multiplayer experience with this mod. Thank you for the amazing mod. By the way, I have one question. If I increase the difficulty of AI, will this initial bonus of "24 gold and 12 trade" also be affected and increased?
Bullet Tooth Tony 20 Sep, 2021 @ 11:17am 
@Gut: Beholder etc are secret classes only playable by selecting random faction ;)
Gut 17 Sep, 2021 @ 12:25am 
@Tewt it is very easy to modify, simply edit the .c5m file in the mod folder with a text editor. Just modify the line 24, and reduce the trade value to your taste. ;)
@Klockan3 I have noticed that there are lines about classes not implemented (goblin king, beholder, etc..), these are dead lines or it is for intended purpose?