Conquest of Elysium 5

Conquest of Elysium 5

Populum
 This topic has been pinned, so it's probably important
Xelos  [developer] 11 Mar, 2022 @ 9:04am
Suggestions
A change you wish was added?
A change you don't like?
Balance issues that should be addressed?

Include suggestions here.
Last edited by Xelos; 10 May, 2022 @ 1:52pm
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Showing 1-15 of 92 comments
Conquestofgames54 13 Mar, 2022 @ 7:07pm 
should make the inn spawn drunk people. when attacked.
Xelos  [developer] 16 Mar, 2022 @ 1:25pm 
Originally posted by Conquestofgames54:
should make the inn spawn drunk people. when attacked.
That's easy enough, done.
Fuggena 19 Mar, 2022 @ 6:51pm 
Can Airya Aristocracy get a starting buff? They star out getting Negative gold. The Cloud Palace only gives 1 gold per turn. Cloud Hamlets are only worth 1 gold as well.
Last edited by Fuggena; 19 Mar, 2022 @ 6:55pm
Xelos  [developer] 20 Mar, 2022 @ 3:33pm 
Originally posted by Fuggena:
Can Airya Aristocracy get a starting buff? They star out getting Negative gold. The Cloud Palace only gives 1 gold per turn. Cloud Hamlets are only worth 1 gold as well.
I'll buff them in the next patch to be in line with the rest of the mod.
Coomby 26 Mar, 2022 @ 10:04am 
Is it possible to restrict the npc use of goblin crossbreeding or crossbreeding in general? I have been in a more than a few games where I have had 3 neighboring npcs either harvesting or crossbreeding every settlement in view distance. They seem to spam it a lot especially at higher difficulty levels and then the NPC's own economy appears to collapse afterwords.
Last edited by Coomby; 26 Mar, 2022 @ 10:22am
Coomby 26 Mar, 2022 @ 10:29am 
Also, did you remove the ability for Thanatocracy to receive captain recruitment offers? I remember the COE4 version of this had captain recruitment offers and the ability to upgrade them to various types of knights.
Xelos  [developer] 27 Mar, 2022 @ 7:30am 
Originally posted by 123:
Is it possible to restrict the npc use of goblin crossbreeding or crossbreeding in general? I have been in a more than a few games where I have had 3 neighboring npcs either harvesting or crossbreeding every settlement in view distance. They seem to spam it a lot especially at higher difficulty levels and then the NPC's own economy appears to collapse afterwords.

I'll make some chances to minimize it being spammed too much.


Originally posted by 123:
Also, did you remove the ability for Thanatocracy to receive captain recruitment offers? I remember the COE4 version of this had captain recruitment offers and the ability to upgrade them to various types of knights.

I'll add it back to the list.
Coomby 27 Mar, 2022 @ 10:22am 
Originally posted by Xelos:
Originally posted by 123:
Is it possible to restrict the npc use of goblin crossbreeding or crossbreeding in general? I have been in a more than a few games where I have had 3 neighboring npcs either harvesting or crossbreeding every settlement in view distance. They seem to spam it a lot especially at higher difficulty levels and then the NPC's own economy appears to collapse afterwords.

I'll make some chances to minimize it being spammed too much.


Originally posted by 123:
Also, did you remove the ability for Thanatocracy to receive captain recruitment offers? I remember the COE4 version of this had captain recruitment offers and the ability to upgrade them to various types of knights.

I'll add it back to the list.
Thank you! Also, I noticed the basic vampire/vampire count does not have the relocate soul from the previous version of the mod. At first I thought that was intentional but I noticed that the vampire witch countess does have the ritual.
Xelos  [developer] 28 Mar, 2022 @ 8:45am 
Originally posted by 123:
Originally posted by Xelos:

I'll make some chances to minimize it being spammed too much.




I'll add it back to the list.
Thank you! Also, I noticed the basic vampire/vampire count does not have the relocate soul from the previous version of the mod. At first I thought that was intentional but I noticed that the vampire witch countess does have the ritual.
Should be now added to the other High Vampire variants, though Low Vampires that become commanders somehow can't be given this ritual.
Endovior 30 Mar, 2022 @ 5:53pm 
Happened to get an Emperor in my latest game, who promptly summoned a Governor, who promptly summoned a bunch of Limitanei... who are stationary units that cost upkeep, and are therefore automatically terrible, but the Limitanei Slingers that came with them are basically a stationary version of the militia slinger that costs upkeep, making them EXTRA terrible.

In general, I feel like stationary defensive summons really shouldn't cost upkeep, provided that you aren't able to keep summoning them in the same place until you have a doom-turtle.
Xelos  [developer] 30 Mar, 2022 @ 6:52pm 
I've never seen these units before, these are new from COE5. I'll rework these more in the flavor of Populum.
Endovior 30 Mar, 2022 @ 7:31pm 
For reference, in vanilla COE5, the Governor is summoned by the Emperor for a nominal fee; his main thing is going around setting up static defences. These include Limitanei, which are approximately the Senator's version of Levies, and come in Limitane (legionary soldier) and Limitane Slinger (peasant with a sling) variants)... and, far more significantly, Statues (very tough stationary casters that offer a minor gold boost, and which come in two variants depending on whether the Senator promoted in the regular Capitol or the haunted one). Unlocking Governors is half the payoff for becoming an Emperor, IMO; Statues are one of the most impressive defensive units in the game, and they only cost 100 gold each.

Of course, all the defensive options are ultimately available in Populum, where you could feasibly wind up having Levies and Trebuchets and an Inn and Trained Guards and Tribune-spawned Militia and Limitanei and a Statue of the Emperor, all guarding a city whose walls feature with several deadly enchantments. Probably a waste of resources at that point, but it's kind of fun building up like that.

EDIT: As a further suggestion regarding defensive units, Vassals and their attending forces will need a rework. In vanilla COE 5, Vassals offer a slight economic boost, at the cost of transferring some of your freespawn forces to become a stupid army defending the area around their home Motte and Bailey. In Populum as it stands, both the Vassal Knight and their supporting forces (Spearmen, Archers, and Knights) cost upkeep, which makes what was a slightly good deal become an extremely bad deal. I'm not sure how moddable this is, since Vassal spawns get the same units that the Baron normally gets through the same process (which would prevent eliminating their maintenance costs unless you remove those costs from all the Monarchy's freespawn). The easiest patch I can think of would be to remove the maintenance cost for Vassal Knights and increase their gold bonus; that would help offset the costs of their retainers. Even so, they'll be a much more situational unit than they were before.
Last edited by Endovior; 2 Apr, 2022 @ 12:03pm
SHADOWRISE 5 Apr, 2022 @ 7:44am 
Standard Kobolds shouldn't have any upkeep. while the elite kinds of kobolds could or could not, either way could work. as it is now the Kobold economy completely crashes from the freespawns that they need to progress their military.
Xelos  [developer] 5 Apr, 2022 @ 8:44am 
Originally posted by SHADOWRISE:
Standard Kobolds shouldn't have any upkeep. while the elite kinds of kobolds could or could not, either way could work. as it is now the Kobold economy completely crashes from the freespawns that they need to progress their military.
Thanks, I'll remove upkeep on freespawn version in the next update.
Endovior 5 Apr, 2022 @ 8:08pm 
Stationary commanders that are not ritual casters don't serve much purpose as commanders. It'd be convenient if they could be commanded by someone else who's present in the area (minimizing clutter), but stationary units cannot be commanded by other units (per vanilla). As such, any place that you've been running an Inn for awhile tends to get cluttered up with Persons. They're slightly useful, since they give a gold boost, but it'd be nicer if they could do so quietly (since there's enough things going on in large settlements to quickly clog them up with lots of commanders). I see how this is related to how some Persons can do manual labour to become Farmers, if this Inn happens to be in a Village-... which is awesome, but possible farmers and actual beggars alike clutter up the place. If they weren't Immobile, Beggar-type Persons could be shuffled off to whatever defensible city has room for more +Limited Gold Bonus, but then the Farmer-type Person would be even more awesome, since you'd be able to use all such persons that show up in a Town+.

Alternatively, since Inns on Farms produce Farmers directly, maybe rework Persons so that they all can move and have a "Look for Work" ability, and what job they take depends on where they're looking?

They might promote to Farmers in farms or Peddlars in trade locations; new possibilities might include Miners in mines (immobile non-commanders with limited +Iron), Clerks in larger settlements (immobile non-commanders with upkeep but a slightly larger limited +Gold), Novices in temples (who have a slow unreliable ritual that promotes them to a religious class... or just a Temple Guard), Scholars in libraries (who have a slow unreliable ritual that promotes them to Hedge Wizards... or maybe a low-tier non-commander mage), or maybe they just become a Scout if the ritual is cast where nothing else seems to apply. As necessary for balance, looking for work might just fail, or soft-fail by causing them to become low-tier non-commander military units like Militia or Trained Guards, or maybe even a few actively unhelpful possibilities like Thieves (immobile units who cost upkeep and need to be hunted down by appropriate agents of justice, or just paid an exorbitant bribe to go be Assassins instead).
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