Conquest of Elysium 5

Conquest of Elysium 5

Raise the Levies! - Baron Class Mod
84 Comments
mystery.spartan25 16 Jul @ 1:25pm 
Hi, I've been playing with this mod for a long time and it's one of my favourites.
HSmasher  [author] 17 Jun @ 6:51am 
Yeah he is a quite strong AI, if I'm not playing the Baron myself and I want a less intense game I often turn off the mod. Granted I mostly play intense games.
igotsmeakabob11 16 Jun @ 10:37pm 
Love everything about this mod, except it seems like the Baron AI will dominate everything in the game :'D
Even if the other AI are baron difficulty and he's the step below knight, he's riding around dominating the map :'D
HSmasher  [author] 26 May @ 11:46pm 
They increase your global iron income by +1, not the iron income of their square. The game doesn't display this accurately anywhere other than in that your total iron income is accurate.
genessee 26 May @ 11:00pm 
It looks like the Blacksmith community pillars are supposed to increase iron production on their respective tile, but as far as I can tell they don't. Might only improve iron production on tiles that already make iron, but I don't think there's any levy-able settlements that produce iron?
HSmasher  [author] 4 May @ 11:32am 
There is no way unfortunately to direct wandering units to want to go to specific terrains beyond the general ones set by the hardcoded wander objectives. If I remember correctly the knight errants use the one that makes them want to visit human settlements.

The latter half of that is possible if they happen to find themselves standing on a hamlet, but not something I would want to add to this particular mod.
catfoodbob 4 May @ 10:43am 
Wonder if it would be possible to get the knightly quest to just almost exclusively look for hamlets. and have an event when they are on one to just "Upgrade to Motte and baily" while also just promoting themselves into a vassal knight
TheHaluzer Official™ 4 May @ 10:07am 
That would be very appreciated!
And thank you for making this amazing mod!
Super appreciated!
HSmasher  [author] 4 May @ 5:27am 
My power's been out all week but I can try to look into that too when I get a chance.
HSmasher  [author] 29 Apr @ 8:28am 
I can look into it. :steamthumbsup:
Green Ghost 29 Apr @ 8:25am 
Hey HSmasher, would you consider making a small compatibility patch for Emperor Herb's Royal Druidism mod? Your mods work fine together but his dryadic high lords and captains still use the vanilla levy ability.
TheHaluzer Official™ 3 Apr @ 2:33am 
Can you make levis or some units spawn in castles to as i only see a few lesser nobles spawn there?
Maybe some simple levis on mines and such as well?
HSmasher  [author] 28 Mar @ 8:20am 
Not to give anything away but I have a new class I'm almost finished working on.

Stay tuned. ;)
ahilger1 28 Mar @ 7:38am 
are you planning on making more faction mods?
HSmasher  [author] 8 Mar @ 7:59am 
I've actually been considering for a while making their second shot into a 50 or 25 % chance attack; this being my first mod, looking back I can see how I went a bit overboard on some things.

I have several other projects I'm focusing on at the moment but I will probably revisit Raise the Levies at some point.
catfoodbob 7 Mar @ 11:36am 
The woodland rangers, straight up feel powerful enought that they could probably just be thier own class.
Also would suggest instead of Two longbow shots which is absolutley oppressive. just 1 prebattle shot would work as well.
HSmasher  [author] 31 Jan @ 8:00am 
A simple enough fix, I've updated the mod. Let me know if there are any issues.
Feraa 31 Jan @ 7:02am 
I believe trade posts were added after this mod was last updated, thus it's not included?
Iron knight Fe 31 Jan @ 12:48am 
trade posts are not used for recruiting Levis when you can in base is there a particular reason for this or is it just a bug
/!X\Space\\^//Badger/X!\ 12 Jan @ 6:49am 
Yeah, well We all know what Led Zeppelin had to say about the abuses of the Monarchial/Feudal System!
To be clear, It was Memphis Minnie and Kansas Joe McCoy who first recorded this song in 1929, and it is supposedly about the great Mississippi Flood of 1927

https://www.youtube.com/watch?v=uwiTs60VoTM
Boka 3 Oct, 2024 @ 9:00am 
Great idea! Great mod!
HSmasher  [author] 26 Aug, 2024 @ 1:30pm 
I've never tried so I don't know for certain, but in theory it should be. I've seen people use it with other baron mods before.
𝒯𝒽ℯ 𝒟ℯℯ𝓉𝓏 26 Aug, 2024 @ 8:49am 
this compatible with jon fuklaws east and west baron mod?
catfoodbob 10 Apr, 2024 @ 9:17am 
If knightly quest is from this pack, the one where you send out a knight with group of people. would be nice if they mostly just path to hamlets, to then stop there, turn themselves into a vassal knight, then make mottenbaily.
Beefus Primus 2 Mar, 2024 @ 3:27am 
Baron is my favourite class. Just like Vanilla is my favourite flavour :D Thanks for this mod!
Green Ghost 29 Nov, 2023 @ 8:09am 
I think I found the culprit, the 'Special Commanders (At Academy)' mod, once I deactivated it I got an armourer offer almost immedietly.
HSmasher  [author] 29 Nov, 2023 @ 7:05am 
The Armourer is a random mercenary like the monk and court mage; I tested it just now and I got a recruitment offer for one in the first year of the game. I'm not sure what could be causing you to not receive the recruitment offer other than extremely unlucky rng.
Green Ghost 28 Nov, 2023 @ 11:05pm 
The AI doesn't seem to have a problem upgrading their troops but I can't find any option to. It's possible some other mod is to blame but none of them directly modifies the baron.
Green Ghost 28 Nov, 2023 @ 4:22pm 
How do i get armourers? I see no rituals for it and I've played multiple games without getting a recruitment offer for one.
Feraa 11 Jan, 2023 @ 3:43pm 
Nice. I enjoyed this one and Ashen Emperor, so I can't wait for that one.
HSmasher  [author] 11 Jan, 2023 @ 11:48am 
Sure. It's a new class mod, a very large one; another mashup of things from Dominions like the Ashen Emperor was Ermor/Lemuria, only this time it's not strictly just converting factions from dom into coe, there's more to it this time around.
Feraa 11 Jan, 2023 @ 8:17am 
Sneak peak on the topic of your next mod?
HSmasher  [author] 10 Jan, 2023 @ 7:41am 
Unfortunately I haven't had much time to work on modding lately; I do still plan to add more to this mod but only after I've finished my next mod which is currently about 45% completed. Stay Tuned.
bridgeofblues 9 Jan, 2023 @ 9:00pm 
Any further upgrades to the King yet?
Feraa 6 Jan, 2023 @ 9:37am 
Real useful to buff said rangers' armies.
HSmasher  [author] 6 Jan, 2023 @ 8:19am 
@PapaJan Glad you like it!

You take the crates to a Ranger Outpost or Woodland Fortress and use the rangers captains' ritual Open Animal Crate, which will promote the crates into random animals.
PapaJan 6 Jan, 2023 @ 5:02am 
Thank you for this phantastic mod. There`s just one thing I can´t figure out: what can I do with the animal crates. Maybe a discription would help others too. Please go on with your work!
HSmasher  [author] 3 Jan, 2023 @ 11:15am 
It's to limit the number of men he can upgrade each turn; just like you can normally only recruit/upgrade units once in a citadel each turn (excluding mercenaries). Even the Crossbowman one still costs 1 AP as all rituals in the game cost 1 by default, the game just doesn't list it. Having several Armourers in your main recruiting citadel is advisable.
PaulBr 3 Jan, 2023 @ 9:17am 
Why does every "Arm unit" spell from the armourer cost movement points aside from the Arm Crossbowman option?
Lun4r 30 Dec, 2022 @ 12:00am 
idk how multiplayer games are like but alot of classes have their own strenghts and weaknesses. play by your own overpowered strong points and deny enemy of exploiting your weaknesses. Alchemical trebs and the ballistae are your friends
Not to badmouth your mod but tbh i like it how it currently is
상자 9 Oct, 2022 @ 9:42pm 
Cool. really cool.
HSmasher  [author] 10 Sep, 2022 @ 1:56pm 
I'm glad you enjoy it!

We can definitely dream of forest move some day.
RBrandon 10 Sep, 2022 @ 12:36pm 
Really enjoyed your mod! So many things to like - decent units from conscription, unicorn buffs and rangers, blessed units expansion. Being able to give your piles of spearmen bows. Great stuff!

With the woodland troops we have yet another faction that really wants a forest walk ability :)
Feraa 19 Aug, 2022 @ 9:28am 
Yeah, I didn't actually remember. I was just guessing based on the name.
HSmasher  [author] 19 Aug, 2022 @ 6:18am 
@Feraa I tend to view variations in HP as a 'soft armor' as opposed to the regular 'hard' armor. Since COE doesn't have as varrying gradations in armor differences as dominions does; things that you would look at and go 'this has 8 protection and this has 13 protection' a fairly decent difference in dominions would both translate into just 1 armor in coe, so the only thing that can really differentiate them here is HP. That's how I see it at least.
Feraa 19 Aug, 2022 @ 6:03am 
Mmm. So it don't have more armor. Gotcha xD
HSmasher  [author] 18 Aug, 2022 @ 4:13pm 
Also giving it the 2nd armor point would make the 'Heavy Infantry (Lightened)' a little bit redundant aside from the large shield.

I've always felt like the regular swordsman aren't really worth using, I feel the Armoured Swordsman fills their role much better.
HSmasher  [author] 18 Aug, 2022 @ 4:07pm 
@Jakalor I wanted to have an upgraded swordsman that was a mid-point between a swordsman and a heavy infantry, so I threw some more armor pieces onto his sprite and upped his HP/attack. I didn't give it 2 armor because then it would be just a gimped heavy infantry (and would need to be more expensive). As-is it's just a fairly cheap improvement over a regular swordsman. That and 'Improved Swordsman' doesn't have the same ring to it.
Feraa 18 Aug, 2022 @ 1:52pm 
Because they have MORE armor?