Conquest of Elysium 5

Conquest of Elysium 5

Populum
326 Comments
Arkaethen 17 Jun @ 8:53am 
The most recent update to CoE5 added in a trade town for guildmaster if they don't start on the water, it is unaffected by this mod.
Lettin you know, seems an easy fix.
Xelos  [author] 7 Jun @ 4:30am 
Yes it will grow naturally but it is a low chance per year based on various settlement sizes a human player needs to own.
forrestomintero 6 Jun @ 7:44pm 
does population grow slowly/randomly over time or do I need to kill something somewhere else on the map to trigger immigration?
Xelos  [author] 3 Jun @ 4:22pm 
@GG Heavy Infantry and Footman (From Baron)
Green Ghost 2 Jun @ 4:39am 
Just found out that crossbowmen can also be turned into ebonsteel versions, not just heavy infantry. Are there any other troops that can be equipped with ebonsteel?
Xelos  [author] 29 May @ 11:47am 
@GG I changed up to allow the grand wizard to also become an archmage (they have same ritual power level now); but the Grand wizard is much more expensive (being a thematically younger version of the grand wizard). Hopefully that works for now. The previous ritual to link the grand and old wizard was removed and I forgot to fix something so this is a patch.
Green Ghost 29 May @ 3:44am 
How do I promote an old wizard to archmage? I had a grand wizard grow into an old wizard but he didn't gain any new rituals.
Xelos  [author] 28 May @ 1:57pm 
@GreenGhost The player is converting time to summons with no resource cost so the chances are much lower. You should have a 6% chance to summon a normal elemental, then if that fails a 50% chance to summon 1-2 lesser version depending on elemental type. Otherwise it fails.
Green Ghost 28 May @ 8:39am 
Is it on purpose that the fabricate elemental rituals fail most of the time?
axxis32 25 May @ 4:51pm 
Really like this mod, cant play without it anymore :). I like the look of the new amazons. Also, thanks for the speedy updates
Xelos  [author] 25 May @ 4:11pm 
@ GreenGhost Fixed.
Green Ghost 25 May @ 3:44pm 
Are the new bards meant to be stupid? Seems weird considering they're ritual casters, not moving and drains money without an obsious way to get rid of them.
Gopher 24 May @ 7:36pm 
Thanks for the update!
Gopher 24 May @ 7:36pm 
It just felt weird due to how the various tooltips make it clear that we should be able to build a thieves guild on pirate bays, as there is some synergy between the different guilds.
Xelos  [author] 24 May @ 7:22pm 
@Gopher Any trade 1 will allow Thieves guild. But I fixed this adding 1 trade to pirate ports since that seems fair.
Gopher 24 May @ 6:28pm 
Weird... how do Guildmasters build Thieves Guilds on them, then? lol
forrestomintero 24 May @ 6:24pm 
Pretty sure that's vanilla
Gopher 24 May @ 6:21pm 
Question: Does this mod remove trade value from Pirate Ports or is that a vanilla thing?
Xelos  [author] 24 May @ 12:13pm 
Updated for new version.
forrestomintero 21 May @ 8:30pm 
*looks at guildmaster
*looks at populum
*looks at guildmaster
*looks at populum
*drools
Gopher 21 May @ 11:50am 
Love the mod! The economy feels so bland without it! lol
Green Ghost 14 May @ 1:21am 
:steamthumbsup:
Xelos  [author] 13 May @ 1:03pm 
Thanks I noticed the Grand Wizards are supposed to automatically become an Old Wizard after about 4 years. The code for that was missing and now is fixed.
Green Ghost 11 May @ 1:43pm 
How do you upgrade grand wizards into old wizards? Also are inn-recruited grand wizards meant to only have 3 random warlock rituals?
Xelos  [author] 22 Apr @ 2:28pm 
@Gopher Thanks. Forgot to update something when new classes were added. Hotfixed. Raksharaja is on my list but just too busy.
Gopher 22 Apr @ 1:09pm 
So, I have found an odd situation: Adventuring Party's text information is superimposing into the Raksharaja class selection on class select while Adventuring Party's selection itself is empty. After some sleuthing, I determined it is because Adventuring Party is using Raksharaja's in-game class number of 29, and upon looking, I realized: I can't find anything in the populum.c5m regarding Raksharaja! I notice Monkey Maharaja have likewise not recieved any love, but they at least get to keep their info screen! lol
Xelos  [author] 11 Mar @ 3:19pm 
@Vanilla I can put it on the list though my time is very limited. If someone wants to take a shot at adding to and continued development of the mod I'd be happy to oblige.
Vanilla OnlyXD 11 Mar @ 2:11pm 
@Xelos I mean if the AI will have smarter actions
forrestomintero 30 Jan @ 11:45pm 
is there any way for an unexpected hero that turns into a barbarian to get expendable units if your original race doesn't have access to any? (trying to figure out how to access the mod mechanics on races that don't originally start with access)
Xelos  [author] 27 Jan @ 7:03am 
@hahahacker: I think "Goblin" was added as a new resource that my mod hasn't reworked. What class were you playing / what was the exact name of the ritual?

@Icarus: To recruit an elder cyclops you need a rock troll first to get a normal Cyclops. Then you should get an offer for an Elder Cyclops but you need to have the Cyclops present at the recruit location. There is also a gem cost associated.

@Vanilla: Do you want more NPC classes to fight?
hahahacker 24 Jan @ 2:33pm 
How many gobins are you supposed to need to start a coal mine, because I had like 20 vs the 10 it said and it still said not enough.
Icarus 16 Dec, 2024 @ 4:24pm 
How can I recruit elder cyclopses, whenever i try it gives me a message saying "no cyclops can be converted here"
Vanilla OnlyXD 13 Dec, 2024 @ 5:38pm 
I wonder if there will be an addition to the AI
Xelos  [author] 11 Dec, 2024 @ 3:37pm 
Thanks found a bug in Toad warriors and will be updated in next patch. Updated polymorph to get rituals. May have some problems given rituals have a limit on the number of commands.

What did you mean by: "when a cat familiar gains spells it loses acute senses"? Cat familiar isn't supposed to get spells.

Please report in Bug reports thread in the future, I'm going to turn off comments here soon.
[Mi.Sa]Skullduggery 10 Dec, 2024 @ 3:22pm 
Is a beholder vessel supposed to have no spells initially?
[Mi.Sa]Skullduggery 9 Dec, 2024 @ 2:44pm 
when a cat familiar gains spells it loses acute senses
[Mi.Sa]Skullduggery 9 Dec, 2024 @ 3:48am 
The spear version of the toad warrior has a obsidian clubsword instead of a spear
Xelos  [author] 8 Dec, 2024 @ 9:56am 
6 range is correct. The only javelins that should have very high range are the units with flying attribute who are technically flying and throwing a javelin.
[Mi.Sa]Skullduggery 8 Dec, 2024 @ 7:55am 
Princep guards only have range 6 on their javelins
Xelos  [author] 7 Dec, 2024 @ 7:35pm 
Fixed in recent update.
[Mi.Sa]Skullduggery 7 Dec, 2024 @ 2:44pm 
Are the spider tribe archer's only supposed to have 4 range with their small poison bows? It seems weird since serpent tribe warriors have 15 range on their javelins and you'd think bows would have better range than a thrown javelin, heck even slings have 10 range.
Xelos  [author] 3 Dec, 2024 @ 9:25am 
@Templar There was an issue with the ritual "Royal Sacred Appointment" to upgrade the monk being too high a level and not showing up. Should be fixed now. Thanks for the heads up.
Templar Praising The Sun 3 Dec, 2024 @ 8:07am 
how do you get the Abbot unit? i have a monk on a temple and it says im on the wrong tile
[Mi.Sa]Skullduggery 26 Nov, 2024 @ 2:27pm 
I can't remember how long it takes but it does eventually die after a certain point. (the unit slowly takes damage each turn)
Commander Tahren 26 Nov, 2024 @ 2:24pm 
Ok thanks I wasn't sure since the prisoner still cost gold I'll test it out by leaving them for a while.
[Mi.Sa]Skullduggery 26 Nov, 2024 @ 2:22pm 
If I remember correctly after a while the prisoner either transforms into another unit which eventually goes away or prisoners themselves eventually go away and vanish. At the end of this process you no longer have a useless parasite draining your economy.
Commander Tahren 26 Nov, 2024 @ 2:15pm 
Just curious what does making unruly people prisoners actually do for the Baron?
BadCub 1 Nov, 2024 @ 5:10pm 
Thank you very much!
Xelos  [author] 1 Nov, 2024 @ 5:03pm 
That is very unusual to have a Republic starting tile on non-Elysium plane. I can see if there's a way to prevent that.

Yes, the tribune is the normal start commander for Republic.
BadCub 1 Nov, 2024 @ 3:58pm 
Also, is the senator supposed to start off as a tribune?