Conquest of Elysium 5

Conquest of Elysium 5

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Imperial_Governor
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3.662 MB
29 Mar, 2024 @ 8:22pm
23 Jul, 2024 @ 9:12am
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Imperial_Governor

Description
"What's the price of a mile?
Thousands of feet march to the beat
It's an Army on the march
Long Way From Home
Paying the Price in Young Men's Lives."
-Price of a Mile, Sabaton

LATEST UPDATE (v0.29): Hotfixes. Thanks for your feedback and bug reports, and keep them coming! Previous major update (0.20): Major mod overhaul. Lots of new terrain constructions and upgrade paths, new commanders and rituals, lots of new units and abilities (Psykers, Valkyries, Voxcasters, Saints Potentia, Livings Saints, and more), upgraded tech-priests now with mechandendrites, a lot of bugfixes and balancing changes, and much, much more. Not everything we have been thinking about has made it into this update, but it's still a pretty big shake up, the three of us hope you all enjoy it!

Saving a local copy of the mod file (Imperial_Governor.c5m) will ensure updates do not break your saves.



Mod Description
This Warhammer 40k mod adds the Imperial Governor, an economy/logistics-focused class that allows you to take control of a band of Administratum crash survivors and their entourage to pacify the Death World known as Elysium in the name of the Holy Emperor. Though you expected an easy retirement on a quiet Agri-World, your story took a different turn when your vessel crashed onto Elysium during a powerful warpstorm. You must quickly gather the survivors of the crash and establish work camps in the surrounding areas before you are overrun by the wild forces on this world.

How Imperial Governor Plays
Different units and abilities are unlocked by different tech trees, which in turn are unlocked by possessing and upgrading units in those (and sometimes other) trees. Check out the second image in the Steam Workshop (spoiler alert!), and watch for rituals with the (U) tag in-game because this tag marks an upgrade prerequisite. Also note that there is a 3-tile restriction on new higher-tier constructions, meaning you must expand to unlock everything. Higher-tier terrain constructions require specialist commanders: The Adeptus Terra's defensive Bastion constructions require a Militarum Engineer, while the Adeptus Mechanicus Manufactorum constructions require a Rune-priest; the main Adeptus Ministorum construction Sanctum Imperialis is limited to the Surviving Acolyte, but even lowly Ecclesiarchy Preachers can create mundane Imperial Shrines.

Production is at the core of the Governor's work, and you will need to develop work camps, Imperial Colona, and Imperial Townships (or convert existing human settlements into them) with your Ordinates quickly before you are overwhelmed. Remember the 3-full-tile restriction between founding new Colona and Townships, as well as other advanced constructions, so it is always best to fill out an area before upgrading to avoid creating conflicts, but work camps are not subject to the restriction and can fill in empty spaces on the map.

You should seek aid in the form of powerful allies also. The Adeptus Ministorum (Ecclesiarchy) offers Adepta Sororitas units, blessings, Inquisition mechanics and psykers, and the ability to recruit a semi-divine and immortal Living Saint, while the Adeptus Mechanicus offers Enginseers, terrifyingly powerful war machines and artillery, super-soldier Shocktroopers, and advanced economic production constructions. An Enginseer is needed to create a few advanced Guard units also.

Turns 1-15 hints: Set your Magos Survivor to Personal Labor (repeat ritual) in the Shipwreckage to generate extra resources; alternatively, use them as a combatant to clear nearby tiles, but you cannot replace the Magos Survivor. If your Surviving Acolyte has a conversion spell and there are human settlements nearby, you can grow your military by conversion; they are a powerful combatant even without conversion, but the Surviving Acolyte also cannot be replaced. Use your Governor to conduct Survivor Resettlement in a nearby plains tile as soon as it is safe to do so, but remember that the 3-tile restriction on creating new citadel constructions like Mechanicus sites or the Sanctum Imperialis will apply to the Colona you found with the survivors. Begin to Harvest Woodland for extra resources to boost your economy if possible. Hire an Administratum Ordinate to help harvest resources and develop the surrounding area; they can muster Tithed Laborers without gold cost too. Unit upgrades take Sacrifices directly from your resources pool, but terrain upgrades require Tithe Laborers on the tile to cast the ritual. Adding a Mayor to settlements can boost tithing (Sacrifice production), and you can add Munitorum Scribes to many tiles for limited resource boosting and a Peacekeeper Patrol Captain to generate roaming, semistupid (commandable) Peacekeepers who will patrol the area in small squads until you collect and merge them into larger platoons. Don't forget to leverage your burgeoning trade empire to exchange resources. From here, check the tech tree image in the Steam Workshop to determine which direction you want to build.

Balance
Originally balanced for Commissar Jon Fuklaw's "Total Overhaul Mod", with or without Sloppy Froppy's "MuhBalance" mod (though it may make the game much easier for the Governor since he doesn't have max cast on resource sites), but not always tested for it now. Works fine vanilla too, particularly after update 0.20, which included many terrain abilities.

Compatibility
This mod is not tested for conflicts with most other mods and odd conflicts continue to be reported. Multiplayer compatibility is not guaranteed, but we tried to design things to allow multiple Governors in multiplayer. Imperial_Governor.c5m changes terrain records in the 901 to 930 and -1199 to -1189 ranges and adds many rituals, units, weapons, and more with names from Warhammer 40k, and the workshop mod adds new audio and graphical assets, so enabling other mods with conflicting code or files will cause problems. Mods that change terrain seem to cause the most problems. This mod is a Work in Progress™ and updates may occasionally break existing saves, though care is taken to hotfix quickly when possible. This mod is compatible with Complete Overhaul and is balanced with that mod in mind. It is not currently compatible with Elysium Content Pack.

Acknowledgements
Thanks to Enjoy, the author of "Firepower", for the WW2-inspired models; MrMyst for permission to use sprites and other stuff which I based my early work entirely on; Commissar Jon Fuklaw for the fantastic modding guide and the sprites I used for the Mechanicus Facility; and Umrex on Newgrounds for the amazing sprites I use for sentinels, sisters of battle, and other Ecclesiarchy units primarily.

Intellectual Property
I make no claims of ownership to material I did not create. Warhammer 40k and many things related to it are copyrighted or trademarked by Games Workshop, and they reserve all rights to aforementioned properties.
Popular Discussions View All (5)
32
12 Aug @ 9:28am
Suggestions
Kazeck
21
22 Jun, 2024 @ 1:34pm
June 2 update
Gubbins
12
28 Sep, 2024 @ 9:26pm
Art/Sprites
Kazeck
172 Comments
acv55555 7 hours ago 
Apart from the Communications Hub, Stronghpoint and Landing Pad, do the other Imperial Bastion side buildings do stuff besides generate resources? The drill pad mentions being important for making stormtroopers, but stormtroopers are upgraded via the Magos no?
[WAR] nilloc93 8 Aug @ 5:13pm 
I'm a bit confused, the Acolyte needs to hold a convention to build a sanctum but a convention can only be held in a sanctum? All the options are grey'ed out
not running any other mods
lukmpor 6 Aug @ 8:02pm 
Yo Creator W Sabaton Song Dawg, Listening to steel commanders rn
gn0sis  [author] 16 Jun @ 2:47pm 
You need to Hold an Ecclesiarchy Convention. See tech tree image in the Workshop mod description. If you do not see the ritual, you may be running another mod that conflicts somehow.
iste_nex 11 Jun @ 12:20pm 
My Surviving Acolyte has no Rite to create an Imperial Sanctum, only for an Imperial Shrine,
am i missing something to create the Convention required to progress?
Lanwrath  [author] 23 May @ 2:11pm 
I reached out to the mod author to resolve the conflict, until than just avoid the content pack.
Lanwrath  [author] 23 May @ 12:32pm 
@Tungul I have started poking around at this mod again and noticed that it also is causing Colona to become water. Will look into this and get a fix put together for publishing.
ResignedShell 19 Mar @ 4:11pm 
right got you, thanks for the quick reply!
Kazeck  [author] 19 Mar @ 2:50pm 
Well, the inquisitorial acolyte is developed via his rituals, chiefly claiming the mantle of lord inquisitor, and establishing the convention.

Establishing the Sororitas and such as well, it's intended that you use them as your primary bless-centric infantry.

Plans for the future were to include a 'crusade' mechanic and freespawn fanatics upon officially siding with the faith. Alternatively the Mechanicus would provide Mavroforming and toxic warfare, and the guard consolidation other options.

I might come back to this one day but for now I'm content that it works, I want to fix bugs soon though.
ResignedShell 19 Mar @ 2:41pm 
Hey so i just found this mod and love it so far kinda got my head round the bastion, mechanicus side of things just wondering how do i develop the the acolyte? sorry if this is a stupid question just cant seem to figure it out