Conquest of Elysium 5

Conquest of Elysium 5

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Elysium Remastered
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12.497 MB
2 Apr @ 8:27am
25 Jul @ 1:02pm
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Elysium Remastered

Description
This started as me tinkering with game files to look busy during a conference. Then it spiraled. Two years and 26,000 lines of code later, it’s a full overhaul.

It is probably the nerdiest thing I’ve ever done—an Opus Magnum of productive procrastination. I’m pretty proud of it.

Elysium Remastered revisits every class, plane, and system in the game. The goal was to keep the spirit of the original intact while making things feel more consistent, better balanced, and more replayable in the long term. Most changes follow the logic of flavor first, mechanics second. This isn’t a content dump—where new content was added, it’s because something felt missing. I tried to keep clutter to a minimum.

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What’s New

General Improvements
• Lots of tweaks to balance, functionality and quality of life. Lightning attacks scale less well, ant hills burn, ancient forests can be capped by all classes etc.
• Many sprite upgrades pulled from Dominions and other community mods

Class Overhauls
Every class has been touched in some way. The idea was to give each of them:
• A clearer sense of identity
• Unique mechanics and new content
• A longer runway for late-game development and exploration
• Fewer filler rituals and useless units
• A more even footing overall—though it’s still wildly asymmetrical

Highlights:
Markgraf — undead labor reforms, vampires, and vivisection
Witch — darker nature magic, Baba Yaga vibes, and a branching endgame
Scourge Lord — reworked into something like a Dark Sun/Arabian Nights villain (no more graffiti or breeding pits)
Enchanter & High Priestess — more sustainable playstyles, less terrain destruction
Necromancer — must find and exhume the remains of giant monsters in order to reanimate them

Expanded Planes and Exploration
• New monsters, terrain, and treasures across all planes
• Agartha feels like a real underdark: interconnected tunnels, slime pools, ancient ruins, buried gods
• Sky Plane is more alive, with higher resource density and reasons to conquer it
• Celestial Realm, Inferno, Aztlan, and the Primal Plane have unique recruitment and better defended citadels (good luck killing God)

AI Rework
• Smarter ritual use, better army composition, less suicide
• Builds thematic garrisons and levels mages properly
• Class-specific logic: the Markgraf becomes a vampire, the Baron gets crowned, the Dwarf Queen actually works

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Overview of contents (not exhaustive though): https://docs.google.com/document/d/1S42LwkNoo29--LIVgq8KPTP4qwGIqNFd1Zxg3ZDw-VI/edit?tab=t.0

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Compatibility: Should work with most other mods. Modprio is set to 1—this will get overridden by others if there's overlap. Combining with other single class- or full overhauls is probably not a good idea.
Performance: Slightly longer loading time at start-up, but no laggy background events—runs smoothly once you’re in.

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Credits
This mod was inspired by major overhauls like:
CoExpanded
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2580936249
Large Overhaul
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2957711744
AXPmod for CoE4/5
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3459944026

It also draws on work by many other authors across the Conquest of Elysium and Dominions modding community.

Thanks especially to:
Executor, Sturm, Nyaxe, Alextheebeetrayer, Nethermind, Juz — for inspiration, concepts, and sprites.
If you find something you really like, there’s a good chance it came from one of them. Many sprites especially from Sturm. The mod files include references if you want to track where something originated.

Sprite sources include:
Sturm’s Sprite Overhaul & The Gathering Sturm
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3459944026
Executor’s Confluence & Legendary Mods
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3411126459
Ny’s New Nations
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3240957628
Juz’s Enhanced Classes
https://steamhost.cn/steamcommunity_com/profiles/76561198014387315/myworkshopfiles/?appid=1606340

Also thanks to Merlin and ColonelDraculaJoinsTheNavy for making the game files accessible.

Feedback & Support

Feedback and ideas make the mod better. I’ve added just about every non-insane request so far, so don’t hesitate to share your thoughts!

Also, if you enjoyed the mod, consider giving it a 👍. It helps others find it - and lets me know it's worth working on. Thanks!
Popular Discussions View All (2)
277
2
8 hours ago
Balance, bugs, suggestions and so on.
Ragnar Sfinx
0
4 Jul @ 12:53pm
PINNED: If you want to contribute to the mod
Ragnar Sfinx
313 Comments
Ragnar Sfinx  [author] 31 Jul @ 4:19pm 
Ah good! Sounds like you more or less solved that one on your own :-)

Prevent AI Suicide Mod should mostly be unnecessary when running this one btw. There is a bunch of suicide counter measures included already.
Zug 31 Jul @ 2:36pm 
I found out the issue and your advice helped me notice it! There is a unit called Nether's Test Guy at the very bottom of the mod file, and it adds 15000 gold, 2000 iron, and 2000 trade, and 2 of them were spawned into my game. They replaced units from the Prevent AI Suicide mod, so i think that is where the issue came from, some sort of mod incompatibility. Should be able to resolve the issue now!!!
Zug 31 Jul @ 2:26pm 
Thanks for the response and information. Really enjoy the mod btw, thanks for all your hard work.
Ragnar Sfinx  [author] 31 Jul @ 6:41am 
An insanely hacky solution could be to simply revert it manually, by giving some monster you own a corresponding negative income modifier. If you want to try, the code would be

selectmonster "Demonologist" #or whichever other monster you own exactly one of
gold -30000
trade -4000
iron -4000

just copy that in the bottom of the relevant .c5m (notepad will work). If you acquire more than one of said monster, you will need to adjust the numbers accordingly of course. And remember to delete the lines it if you restart the game.
Ragnar Sfinx  [author] 31 Jul @ 6:40am 
Hey Zug, thats annoying. It does not sound like the ordinary issues stemming from incompatible mod- and savegame file versions. Those are usually unit and ritual id´s being shuffled around, as you experienced when trying the earlier backup. Also no updates since the 25th.

My immediate guess would be a savegame glitch from some other source, including local or network issues (or other mods if you have more than one). I can´t rule out that running this thing is part of it, but if its not directly caused by an update, then going back in time is not going to help.
Zug 30 Jul @ 5:41pm 
After finding the workshop mod folder and tinkering with it, i discovered that going back to backup dated 250725 did not fix it the issue. Going back to the backup dated 220725 fixed the income issue, but changed all the armies because it wasn't the same version of the mod I started the run on.
Zug 30 Jul @ 4:34pm 
For reference after doing the math. The game is adding 30000 gold, 4000 iron, and 4000 trade a turn, with no apparent source.
Zug 30 Jul @ 4:28pm 
My recent save game with Demonologist has an issue after updating. When I load the game, my gold, iron, and trade income are hugely inflated, to thousands and tens of thousands, but when i click on them, none of the listed sources show any changed income amounts. Not sure what to do.

the game shows as having updated today, but when i go to the mod folder, there is nothing there and no backup folder. Yet all the mods are accessible in game. It seems like Steam isn't installing them in the mod folder?
Ragnar Sfinx  [author] 27 Jul @ 12:35pm 
@ Jambondepays: Sounds like it is bugged yes. Probably a copystat error. I´ll look at it.

@ BlackNecron: Thanks for the support - and patience. I get the frustration. It is a problem of COE modding in general. I try to minimize the disruption whenever possible, but is impossible to avoid. So yeah, many updates bring many broken saves.

There is in fact a solution for you - and I should probably sticky this somewhere very visible by now: The previous mod file is always (almost) included in the update. Go to the mod folder (accessed from the in-game navigator), open Backup folder, copy the relevant .c5m to the main folder, and load that one from the mod selection. It will let you finish whichever game you were playing. Completely harmless, and will reset when Steam updates.
BlackNecron 27 Jul @ 7:15am 
You are doing good work with this mod. I will just add that it is very frustrating that even minor updates seem to break saves, though I suppose that may be a problem of Elysium modding in general. I could of course just continue my senator run where all centurions turned into magistrates without rituals and the god emperor of the underworld is no longer interested in opening portals to said underworld, or the enchanter one where my enchanters forgot all their rituals and I suddenly have trolls and ettins around, but it is, well, frustrating XD