Conquest of Elysium 5

Conquest of Elysium 5

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CoExpansion
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2.540 MB
21 Aug, 2021 @ 6:02am
24 Jun, 2022 @ 8:01am
24 Change Notes ( view )

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CoExpansion

Description
This is a kind of unreleased overhaul for CoE4 and ported into CoE5.

This mod aims to expand and alter existing factions and bring more Content to CoE while keeping the game feeling pretty similar just a bit faster.

Features include: Unit edits (over 980!), new units (over 150), new rituals (over 120), free defenders, less aggressive animals, more magic items spawns, many terrain changes (over 220) and playable and reworked AI only factions, descriptions for all of this and more.

There are too many changes to fully explain in a single description so open the .c5m in Notepad++ or similar to see some more comments.

Should be compatible with most new classes, may cause issues if paired with balance mods, total overhauls or other mods that alter default units/terrains/rituals. Uses portal number 880 and mirror index 88.

Thanks to Steam users Marlin and Colonel Dracula joins the Navy, without their data dumps this would of been hell to make. Also thanks to Tyburn for 5 years of testing and ideas.

Known issues:
Some events may not work properly in MP due to oddities with simturns.

All new sprites are edited CoE or Dom sprites because I can't draw.

Vision overhaul submod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2605021740
Additional magic items: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2654539845

Ready for the notes? This got so long I couldn't save the description. So expect more than is written here.

---General---
All citadels get free defenders spawn in.
Hamlets and bigger settlements get a weaker levy for free.
Walled locations get defenders too.
Some factions get defender rituals where they had none.
---Terrain---
Added proper battle maps to some tiles that were plains.
More special resources at rare locations.
More temples and libraries.
Sea tiles faster, mountains slower. Most special tiles not slow.
---Items---
Most human indies have a chance of spawning with random items.
Most heroes start with random items.
---Monsters---
Necromancers of all flavours regain sanity.
Ethereal, celestial and horror monsters are decay and affliction immune.
Summoned scouts are uniform, all are farsight, stealthy and cannot cap tiles or fight.
Wandering animals will prefer forests, herbivores will probably never leave. Most will wander when uncontrolled.
Gates stronger, wood gates more hp less armour.
---Weapons---
Some semi-magic attacks like project lightning weaker.
Longbows more range, crossbows more damage, javelins higher init. Some units pack multiple Javs.
Banefire bows have another chance to resist.
Seige has insane range, making it actually fire in big battles.
Ballista (but not stuntie ballista) not slow.
Some of the spells that only really hurt your own units have this aspect reduced (black cloud, I'm looking at you).
---Baron---
Monastries reworked, now built over an ancient forest but are citadels.
Can upgrade his castle into a king's castle in any age.
Can get married and have children, who have the same level powers as the baron.
More alchemist rituals, fire thrower infantry and werewolfise your doggos.
Royal Guard, strong unit requires a king to train.
Tower guard beefier, slow.
Vassals less lazy and suicidal. Can recruit in any walled location
Can recruit knights rarely.
---Necromancer---
Regains sanity slowly.
Can build a gate to hades.
Tartatian titans.
Split minor summoning into hades and worldly undead.
Wraiths can summon stuff. DK's passively reanimate longdead. Mound king not useless.
Soulless weaker but now slow. Their flesh gives armour.
Ghouls can eat the dead to quickly multiply, but they're weaker. Wander when not controlled.
---Demonologist---
Can summon in inferno.
4 abyssian units scattered throughout their summon tiers.
Hot and cold demons radiate that thermal property.
---Witch---
SEND THE WINGED MONKEYS!
Androphag resistant to poison.
Witches VERY resistant to poison.
Creeping doom less of a mis-identified horror (not nonmagic invuln) but stronger.
---Priestess---
Scout for humans to sacrifice with a new ritual.
Giants can wear magic items.
BEHOLD THE VARFLKE HAR, the sling king!
Ba'al now an unstoppable and uncontrolable force of pure evil and chaos.
Can recruit basic giants later in the game.
---Bakemono---
Ninjas.
Water themed units on some summons if cast near water.
Dai Oni have no fear of battle.
---Barbarian---
Sack settlemnts to build your horde.
Settle barbarians to make camp.
Ancestors less squishy.
Bone tribe, they eat the dead, turn into animals and cast simulacrum.
Mounted amazons of all flavours.
Nature spirits.
---Senator---
More content for Dark God Emperors, summon your leigons from beyond the veil of death! Invade hades!
Become emperor in any age.
6 elite units when you ascend to the throne.
Equites, definitely not a cavalryman spriteswap.
---Pale Ones---
Geomancer, terraform the lands.
Sense your foes through the earth.
All pale ones are slightly tougher.
King of the Deep gathers gems, slightly tougher.
---Druid---
Can use ancient forests as a citadel.
Find ancient forests quickly with a new ritual.
Vine men/ogres/lords. Tough but won't heal danage.
Rogue Sidhe recuits & 2 new animal summons.
Make a portal to the Primal Plane.
Make new 'Ancient' Forests.
---Burgmeister---
Iron contructs, don't need gems but weaker.
Faeries, their queens and Piconye.
Animal summonings get more varied units.
Clockwork Giants and Mech Suits.
---Warlock---
Gets new thematic troops. Defenders for greater mines.
Elemental lords can make portals to their home plane.
Thematic utility rituals for each school.
Excessive fire units WILL ignite the world.
---Priest King---
Zotz, flying rats. Manhunters, use a bola to root their prey.
Slaves better meatshields, worse against magic.
Higher tier ritualists get cheaper rituals, Gods get very cheap ones.
---Troll King---
Him, his Mum, Grandpappy and all other trolls can wear any magic item.
Some new utility and summoning rituals for existing units.
Can recruit more thematic units (lake trolls).
Mountain Troll King, his subjects and Moose Knights.
---Enchanter---
No recruits, but can always get apprentices.
Animate pickaxes, dig, drown.
Animates can't get afflictions at all, most can swim.
Always start with basic summons.
---Beholder---
Made playable.
VERY powerful, struggle to get more commanders.
---Goblin King---
Made playable.
Elite Goblins, who are almost as good as humans.
Spam gobbos, lots and lots and lots of gobbos.
---High Cultist---
Mad Fishman, has the wrath of cod in his hands.
Strange thing less awful. Star Oak less godly.
Spawn loyal Hybrids.
---Dwarf Queen---
Tunnelers.
Avatar of Dvalin, big guy, hits HARD.
Upgrades are repeatable, you don't have to micro as much.
---Voice of El---
Witch hunter (assassin type) and preacher (spams convert).
Celestials better vision, more aggressive.
MANY more recruitments as more Celestials decend.
---Illusionist---
Constant phantasms.
Mirror crystal to defend mines.
Better sight as his training progresses.
---Markgraf---
Ghouls wander and necros regain sanity like necromancer.
Flesh Rite preformable in any citadel.
---Dryad Queen---
Start with apprentice.
Enter the Primal Plane.
---Scourge Lord---
Fully desert themed. Including new units and a southern start.
2 new unholy humans. 2 new summons.
Reworked progression. Commanders generate lifeforce.
Ghouls reproduce quickly, wander when not controlled.
High tier units Unholy.
Mountain of power succs from a much bigger range.
New sprites for your OG scourge lord and the King.
---Cloud Lord---
Can congeal cloud people.
Farsight on commanders.
Starts with apprentice.
---Kobold King---
Summon Drakes on the go.
Dragons less NEET, they sometimes actually leave their El-damned caves.
Popular Discussions View All (2)
3
28 Sep, 2021 @ 2:09am
Baron feedback
DeX
1
31 Dec, 2021 @ 1:41am
Voice of El
RedMattis
152 Comments
Gentleman Crow 11 Jul @ 8:08am 
I really enjoy this mod but it's currently broken.
Leunan 21 Jun @ 12:08pm 
update plz
Spaceman Spiff 16 Jun @ 5:53pm 
The Guildmaster update has broken this mod.

If you apply the mod, it kicks you out of the game due to an error regarding no monster called Heroine or some such.

Hopefully this get fixed, as this was my personal favorite overhaul mod.
Bumfight Sparkle 3 Jun @ 2:14pm 
got an error saying ..../CoExpansion.c5m at line 1626
No monster called:Heroine
Is that something that can be fixed?
catfoodbob 17 Feb @ 1:30pm 
The amazon riders do not get the tattoos that the other amazons get, And the painted amazon sorceresses and priestesses do not have the recruitment flag for them
Feraa 15 Feb @ 7:55am 
No, this mod was created before the monkeys were added.
Trout of truth 3 Feb @ 6:29am 
does this mod do anything for monkey maharaja? i like them but they seem really weak
crawlers 19 Apr, 2024 @ 5:42pm 
For compatibility with this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3028909437&tscn=1713572858 can you make oases not count as forests?
AliensOnMars 11 Oct, 2023 @ 8:38am 
Probably a silly question - do you know if your rework here can coexist with the overhauls like Commissar Jon's? Really like the changes you've made here but also curious to try out some of the others and would rather not either/or if I can help it!
Curious 30 Jun, 2023 @ 8:22am 
Goblin King doesn't seem to recognise Ancient Forests as capitals for me sadly