Conquest of Elysium 5

Conquest of Elysium 5

PVE_Architect
 This topic has been pinned, so it's probably important
Undying_Unity  [developer] 11 Jan @ 1:22am
Suggestions
tbd
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If you could add possability to build temples, King castle, Capital, Gold mines/silver mines, coastal hamlets, deep sea deposits, ability to make iron swamps, forest, ancient forest, Enchanted forest, Market village, Ports, ability to add and remove fairy circle and lakes also old battlefields, convert abandoned mines into something.
Also not sure how its working on other planes but if there is no support there maybe you could add some there as well?

That would be above amazing!
Also please enable that we can build on old battlefields or remove that that would be a life saver!
khjgames  [developer] 28 May @ 8:18am 
Most of the specialized buildings should be part of pve suite class reworks kits and income building, not part of the architect.

As for the premise of making another terraformer / creator mod able to make many more things with less restrictions than the architect, I cannot balance and design ritual costs for THAT many tiles or understand their use, especially for a unit which only has gold and iron associated, no specialty resource. And deciding what to include or exclude would also be very random. theres hundreds of special tiles, acadamies, villages, cities, forts, temples, battlefields, forests, monster lairs etc, you're not going to make a class that has 100-300 rituals that all cost 10 gold and 1 action point to make them, that's what custom map creation is for. And yeah if you did want to do such a thing it would no longer be a utility mod but have to be some entirely designed custom class that balances the varied creation with progression and troops somehow.
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