Conquest of Elysium 5

Conquest of Elysium 5

32 ratings
Lizard King - C'tis Class
   
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1.050 MB
20 May @ 1:16pm
21 Jun @ 1:01pm
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Lizard King - C'tis Class

In 1 collection by HSmasher
HSmasher's Conquest of Elysium 5 Mods
9 items
Description
About The Mod
Deep within the bowels of Elysium's marshes a great power musters. Those dwelling upon its edges whisper of bands of lizard warriors prowling the hinterlands, screams echoing from ruins long thought abandoned, sightings of dreaded beasts only heard of in legend, tales of blasphemous sorceries and occult rites to ancient gods - and an ever encroaching blighted miasma spreading across the lands. The Lizard Kings are stirring, once more marshalling the might of the Swamplands to reclaim the glory of antiquity past.

The Lizard King is a class based on C'tis from dominions. It focuses primarily on MA C'tis but draws heavily from EA and LA as well. As a heavily defense oriented class it plays much like a mix of the Dwarf Queen & Priest King classes; while it starts out fairly weak, the ever expanding swamplands of the lizardmen become an increasingly difficult nut to crack, with almost perpetually increasing potential as the game progresses.


The class can be somewhat difficult starting out so if you find yourself struggling, check out this handy Lizard King Beginners Guide.


The mod has been extensively tested almost exclusively on the following settings and is intended to be played on them as a baseline:

Map Size: Enormous
Era: Any [but preferably one with larger amounts of gold income available]
# of AI: 8-16 (teams of 1-3)
AI Difficulty: Knight
Wilder: Enabled
Multiplayer: Co-op (optional) [Never Tested in Versus, YMMV]

Unlike some of my other class mods the AI plays this class surprisingly well without almost any direction from me, and can be safely left on for the AI to play as pretty much all the time.

Content

Summary

75+ Units
- C'tissian Army with Predator Lizard Slaves
- Sacred warriors, commanders and swamp beasts, with a bless that grows as your swamp spreads
- Sobeks, the big hangry croc-men
- The Empoisoners Guild and a heavy emphasis on poisoned weaponry
- Sauromancers reanimating C'tissian armies
- Tomb Kings & assorted ancient C'tissians
- A reformed professional army led by the Pharoah in the late game
- An ever expanding swamp peppered with sacred terrains
- Pretender God level end game summons

Resources
- Gold
- Iron
- Fungus
- Relics


40+ Rituals
- Marshmasters spread the swamp and restore the Sacred Swamplands
- Lizard Priesthood which summons the sacred beasts and blesses the armies
- Empoisoners Guild which trains assassins and provides poisoned armaments to the soldiery
- Sauromancers which reanimate longdead/soulless C'tissians as well as sacred mummies
- Slave labor, quarrying mountains to erect monuments and unearthing ancient tombs


Get. Out. Of. My. SWAMP!
Over time you will slowly increase the size of your starting swamp, from a small little puddle of fungus into an ocean of deadly marsh, it will become increasingly difficult for your foes to penetrate far into your domain. Unlike many classes you will often find yourself turning your attention inward moreso than out, swatting away the flies that wander in from the outside. Even the toughest invading forces will find themselves bogged down, trying to chase lizard armies they simply can't keep up with as they rally together for counterattacks.

Sacred Swamplands
As your swamp expands you will gain terrains held sacred by the lizardmen - temples, cities, ziggurats, etc.. Each of these will grant you access to various sections of the mod's content. Every game played as the Lizard King plays out differently depending on which of these terrains you get early on, making for a highly replayable experience with shifting priorities as each game progresses.

C'tissian Population
The class functions like the Dryad/Dwarf Queens in that you get your armies by upgrading basic freespawning C'tissians into actual warriors. Unlike other such classes this is not determined by fixed rates - the population of your Temple Cities will wax and wane with relation to the size of your Swamp. The more swampland you control the larger your population source and economy will grow.

Praise the Sun!
The lizardmen follow their own particular brand of the Solar Cult, distinct from others present in Elyisum. As you restore the Sacred Swamplands, tend to the sacred beasts and construct monuments the blessings of your scaled gods increases. Ultimately you will be able to call upon them to enter the mortal realm to decimate your enemies. Each of the C'tissian gods has a different emphasis in combat and can deal with a variety of threats the class may otherwise struggle against.

Mod Compatibility
The mod should be compatible with pretty much any other mod, as it alters very little of the base game. It can potentially have issues with any mods that might make use of C'tissians from dominions but probably only if they used the same names for units in any way.

If there is a compatibility issue it is probably related to conflicting numbers being used, if that is the case simply find the conflicting numbers and alter them in the c5m of this or the other mod. The following are the relevant numbers used in the mod:

Custom Terrains 935
Terrain Groups -1055 to -1058
Variables 7335 to 7340

Support Me

If you like what I do and want to throw a few bucks my way I've opened a ko-fi account: https://ko-fi.com/hsmasher.

I'm also now taking mod commissions - if you've got a mod you'd like me to make for you, get in touch, if I like it and feel it's something within my ability to make I'd be happy to do so.

I plan on publishing mods for CoE more frequently and may even do some Dominions modding in the future, so stay tuned!
43 Comments
HSmasher  [author] 11 Jul @ 2:33pm 
There it is!

27 positive rating + 1 negative rating = 4 stars
Valerie.City 8 Jul @ 2:20pm 
Ah what? That's so interesting. Sometimes I feel like Steam is put together with tape and dreams and other times like it's perfectly designed. Maybe a bit of both in this case lol.

And yes modding is so incredibly fun. Much easier than making my own game that's for sure >.<
I was lucky to have your work (and those of others) to figure out how any of this actually works. Very clean scripts in your class, very readable. Funny to see you (and everyone) fighting against load order. Makes me wish we could have separate files. Don't let my faction stop you lol. It's incredibly rough around the edges and was mostly an experiment. Feel free to "borrow" anything you like from it.
HSmasher  [author] 8 Jul @ 1:38pm 
The 3 stars is misleading. As of right now it is 26 positive ratings 1 negative. Because Steam Workshop is weird in many ways, I'm using the opportunity to see what ratio is required for it to become 4 stars.

Normally having 25 positive ratings gets you the 4 stars default; my current theory is having any negative ratings under X total ratings caps the max stars you can have to 3 (much like having a 5 star rating is impossible with less than 100 something ratings). So I'm waiting to see at what point it becomes 4 to compare. (For reference, the Ashen Emperor has 68 positive 1 negative, with 4 stars.)

On that note - modding is fun aint it? Its encouraging to see your first mod has a strong starting view-sub ratio. I actually always wanted to play a Kraken class - if you hadn't made one I would have had to eventually. xD
Valerie.City 8 Jul @ 12:36pm 
This is my favourite mod on the workshop by far and it's genuinely shocking to me that it has a rating of 3/5 at the time of writing. That's criminal. This mod is so god it inspired me to make my first ever mod. Big thank you for all of your hard work.
HSmasher  [author] 2 Jul @ 6:29am 
That's exactly what I was going for. I intentionally tried my best to make the early game fun but still a bit on the weak side because my other classes are all more on the op side from start to finish.
Casino 2 Jul @ 12:12am 
This is the best mod class I've played so far. It fits in really well, plays differently, and yet THANKFULLY manages to not be horribly overpowered like so many other class mods, even the really fun ones. If anything Lizard King can be a bit of a struggle sometimes, and that's totally fine and in keeping with the spirit of CoE. Big thumbs up.
HSmasher  [author] 1 Jul @ 12:07pm 
I'm really glad to hear that, I personally think of all my mods so far the Lizard King is the one I enjoy playing the most and it is gratifying to see many people also have enjoyed it.

Regarding changes: I think what I'm going to do is make a QoL submod that will alter the rougher parts of the class and make the early game a bit smoother. I enjoy the class as it is but this way people who don't like certain aspects of it can get those kinds of changes without having to alter the 'normal' base class.
MercerFraidknot 1 Jul @ 10:34am 
I absolutely adore this mod, skyrocketed to my top 3 factions in game easily, the unit variety and playstyle make it a joy to play. I like the swamp spread mechanic alot, early game felt kinda bad but once you get the pharroh you feel like a proper strong faction. Only thing id ask for is giving swamp move to the lizard longdead and upping the offer for the large groups of ranged units, i neeed more crossbows. awesome mod tho, better than most base game factions imo
HSmasher  [author] 26 Jun @ 5:59am 
Technically speaking once you get the Pharoah your Lizard Princes can also cut & burn but yeah having only 1 guy who can do it for most of the game is a bit of a pain.

I might do a small update for the Lizard King sometime soon, maybe I'll add something along those lines in it.
Beardynoise 26 Jun @ 5:02am 
I really like this class, it's great fun! I must say that I think they need more units with access to cut & burn for forest expanses. Just having one single unit in the entire faction, and it being your main unit, that can deal with forests? Really slows it down and weakens you pretty hard. I'd say maybe pop it on sobek generals, or give marshmasters a ritual for swampifying forests?