Conquest of Elysium 5

Conquest of Elysium 5

Not enough ratings
JD's AXP mod [balance + new units + content]
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
41.777 MB
7 Apr @ 10:27am
7 Apr @ 10:50am
6 Change Notes ( view )

Subscribe to download
JD's AXP mod [balance + new units + content]

Description
AXP Mod Adaptation for CoE5
This is an adaptation of JD’s AXP mod for CoE4.




Summary

This mod focuses primarily on improving balance for multiplayer games, rather than providing a complete overhaul.

Some global mechanics have been adjusted

Numerous new units introduced while maintaining the pace and feel of the original game

A few new classes added

Originally posted by JD:
“The XP mod adds new units, commanders and rituals to existing classes, as well as doing minor and major balance changes to existing units and rituals.”

“Modifies the base game classes and neutral units.
Includes 6 new classes mostly taken from Dominions: Lizard Priest, the Jade Emperor, the Jotun, the Sorcerer, the Merchant and the Pontifex. These new classes can be enabled and disabled independent of each other and the XP mod and work without it, but they work better with it. The new classes are balanced with the vanilla game + my XP mod.”




Feature List

Changelog for the original XP mod (slightly outdated but still accurate):
Google Doc Changelog[docs.google.com]
“Recent” Changes:
Update Notes[docs.google.com]

The examples below are not a full changelog — they’re just a few key highlights to give you a feel for the direction of the changes.
For the complete details, refer to the documents above.

General Gameplay Examples

  • Summoner Recruitment Boost:
    Classes that start with a summoner/resource gatherer now have ~5% chance to recruit a level-1 apprentice. If no resource gatherers are present, there's a second 15% chance roll each turn.
    → Helps prevent softlocking when losing early-game ritual casters.

  • Sacrifice Income Adjustments:

    Village and Market Village now provide 1 sacrifice/month (down from 2)

    Motte and Bailey provides 1 sacrifice/turn (down from 2)
    → Encourages players to value fortified towns and cities more than weak, undefended villages.

  • Siege Weapon Improvements:

    Catapults and Trebuchets now fire outside of siege phase (reduced rate and range)

    AI now uses siege engines offensively, making factions like Dwarves more dangerous on the map

    Catapult range and HP increased




Class updates example: Dryad

A mix of new summons and tweaks to existing unit balance

New Recruited Units:
  • Woodsman Bowman – mercenary archer
  • Woodsman – mercenary that shoots poison darts

New Summoned Units:
  • White Satyr
  • Horned One

Balance Adjustments:
  • Satyrs, Centaurs, and Minotaurs – HP decreased
  • Minotaurs – damage slightly decreased
  • Stymphalian Bird – HP increased (4 → 6)
  • Harpies, Harpy Scouts, Queens – now forest stealthy
  • Dryad Hoplites – gain Forest Magic lvl 1; can be summoned from Grove of Gaia & Primal Forest
  • Bramble Fort – herb cost reduced (150 → 100); gates now highly vulnerable to fire
  • Call of Gaia – can summon White Satyrs
  • Summon Servants of Gaia – summons Gryphon or Horned One instead of Nymph+Satyrs
  • Earth Mother – no longer has natural regen; now has Fastheal and Decay Immunity; rituals removed




Compatibility

? Honestly, it’s a miracle this CoE4 mod even works with CoE5. It just does.
What more do you need?




Credits

  • JD_888 – MVP, the original author of the AXP mod
  • khuppa / dreamingofloo – Posted updated gamefiles for CoE5 on Discord
  • me – Just found the files on Discord and posted them to Workshop. Basically a 1-hour job 2-hour job 3-hour job
  • ChatGPT - For generating these pretty formated description, that will probably be seen by 5 people not counting my proud and supportive mother

Additional credits from JD’s thread:


Illwinter Game Design for creating awesome games and making them moddable

Marlin and Colonel Dracula joins the Navy for extracted CoE4 data files

Marlin, Colonel Dracula joins the Navy and anyone else I might have forgotten for answering modding/game mechanics questions

Jakalor for Zak'Torr's Complete Spell Compendium
3 Comments
Dots 19 Apr @ 6:17pm 
I'm running into the same issue as Iggy, with at least the Sorcer and Lizard races.

This seems like a cool mod, but the lifeforce issue makes it tough to play.
NullPointer  [author] 13 Apr @ 12:31pm 
I've seen this issue in multiple other mods as well. I believe the constant for some resources were changed when transitioning from CoE4 to CoE5

Probably should be not too difficult to fix. If I see more people playing this mod, I might try to do it (though again, I only published this mod, have nothing to do with its design)
Iggy 8 Apr @ 4:54pm 
I think I ran into a small error while playing the "Sorcerer" class.

Right now the ritual "Make Effigy" costs Lifeforce to make, which I think it was meant to cost corpses instead.