Conquest of Elysium 5

Conquest of Elysium 5

PVE_Voice_of_El
 This topic has been pinned, so it's probably important
khjgames  [developer] 31 Jan @ 7:14am
Voice of El: Player Guide & Mechanics
-------------------------------------------------------------------------------------------
Voice of El: Player Guide & Mechanics
-------------------------------------------------------------------------------------------

STARTING UNITS

You start off with an Arch Bishop and a Crusader Paladin & Captain,
giving you access to both vanilla ceremonies and the mod's ritual school.

-------------------------------------------------------------------------------------------

VANILLA CEREMONIES

The Arch Bishop, your priest, is the base game Voice of El.

You ramp gold income through converting settlements to the faith of El, bolster devotion to increase the amount of OP random stat buffs your blessed units gain, break some seals to allow celestial reinforcements to enter Elysium, or cause the end of the world. You can promote to Cardinals and Pontiff for greater magic, Inquisitions & Crusades.

-------------------------------------------------------------------------------------------

MOD MECHANICS

Sacred Sites – 7 level 1, 5 level 2, and 4 level 3 sites are dormant PVE dungeons in any world with a Voice of El.

You can seize them for production, but beware a looming threat! Upon unearthing a tomb entrance, you can slay the defending army to reap great treasures and enlist the celestials trapped within. These tombs randomly unearth with time, but the Voice of El may unearth them or teleport armies to them through rituals.

Sacred site - detailed mechanics

The voice of el & events can spawn Tomb Entrance units holding Tomb Maps on these tiles. Tomb Map item when held above a sealed tomb unlocks the entrance and spawns the defending army. The defending army has a Tomb Key for its level. When a player or ai class owned unit obtains a Tomb Key they get corresponding rewards for the dungeon clear. That means rarely, if an independent faction like a wandering void creature gets a tomb key, the loot remains unclaimed until a class obtains that key.

Tomb key - acquisition rewards

Any Class ~ Tomb Key Lv.1 : 20 gold, 6 iron
1d2+1*Judgement Angel & Celestial Rabbit & 1d2*Judgement Angelic Warrior & Tomb Chest

Voice of El Class ~ Tomb Key Lv.2 : 50 gold, 20 iron
1d2+2*Judgement Angel & 4*Celestial Rabbit & 1d2+2*Judgement Angelic Warrior & c*Judgement Lion & c*Judgement Harbinger & Tomb Chest & Ornate Tomb Chest

Other Classes ~ Tomb Key Lv.2 : 50 gold, 20 iron
1d2+2*Judgement Angel & 4*Celestial Rabbit & 1d2+2*Judgement Angelic Warrior & c*Tomb Lion & c*Tomb Harbinger & Tomb Chest & Ornate Tomb Chest

Voice of El Class ~ Tomb Key Lv.3 : 85 gold, 35 iron
3*Judgement Angel & 2*Judgement Angelic Warrior & c*Judgement Ophan & c*Judgement Seraph & c*Judgement Arch Angel & Tomb Chest & Ornate Tomb Chest & Divine Tomb Chest and one Tomb Rider commander.

Other Classes ~ Tomb Key Lv.3 : 85 gold, 35 iron
3*Judgement Angel & 2*Judgement Angelic Warrior & c*Tomb Ophan & c*Tomb Harbinger & Tomb Chest & Ornate Tomb Chest & Divine Tomb Chest and one Tomb Rider unit.

- - - -

Bastion of Faith – A risky, all-or-nothing citadel.

Through the power of faith in RNGesus, it passively recruits celestial defenders and levels up every 7 turns, increasing production, ritual utility, and quality of passive celestial defenders. When it falls to enemy hands, all faith is lost, the Bastion crumbles to a plain, and the victor receives great one-time instant spoils from the battle.

Celestial Defender - details

Every 6~ish turns reinforcements chances are rolled at every bastion of faith.
All are stationary, except Celestial Rabbits, which can be moved.

Level 0 & 1 (Bastion of Faiths):

20% - "1d2*Celestial Crossbowman & 1d2*Celestial Longbowman"
25% - "1d2*Celestial Spearman & 1d2*Celestial Swordsman"
30% - "3*Celestial Archer"
20% - "1d2*Celestial Sword"

Level 2 (Bastion of Faiths):

7% - "Divine Lion & 1d2*Celestial Rabbit"
14% - "Celestial Paladin & 1d2*Celestial Templar"
7% - "Celestial Angel & Celestial Angelic Warrior"

Level 3 (Bastion of Faiths):

2% - "Celestial Ophan"
3% - "Celestial Seraph"
3% - "Celestial Arch Angel"
6% - "Celestial Harbinger"
12% - "Celestial Angelic Warrior & 2*Celestial Angel"


-------------------------------------------------------------------------------------------

MOD RITUAL SCHOOL

(Crusaders, celestial commanders, etc.)

Reveal Sacred Site – Helps you locate sacred sites before anyone else.

Unearth Tomb – Can be cast on a revealed sacred site to unearth the tomb next turn.

Appoint Cardinal / Pontiff – A slightly cheaper Ceremony of Mastery since base game costs couldn't be edited.

Convert Rituals – 0 action point cost but more expensive than convert settlement.

Raise Bastion of Faith – Raise a new level 1 Bastion for cheap. It takes 14 turns to reach level 3.

Rush Bastion of Faith – Rush a new level 2 Bastion; it takes 7 turns to reach level 3.

Holy Armaments – An expensive item lootbox ritual, a good way to spend iron and fully equip your best units so they’re invincible.

Answering Prayers – Allows you to teleport a lone commander from a Bastion of Faith to a Bastion of Faith Lv.2+ or Sacred Site.

Granting Miracles – Teleport the caster’s army from a Bastion of Faith Lv.3 to any Bastion Lv.2+ or Sacred Site.

De-Convert – Deconverts, then reconverts an already converted settlement at the end of the turn. (Use when the building on a tile changes, like from a farm to a city, so you gain the correct gold—base-game bugfix.)

-------------------------------------------------------------------------------------------

Coerce Judgement Rituals These are your BEST RITUALS.

These rituals summon one of your 3 celestial ambassadors for one turn on target tiles. If a stupid celestial commander’s army ends their turn on the same tile as one of your celestial ambassadors, you will gain complete control over that army. This converts originally non-controllable celestial faction allies—Celestial Lions, Harbingers, Arch Angels, Seraphs, Ophanim, etc.—into Judgement variants under your full command.

Once you have broken a few seals through ceremonies, powerful celestial allies will frequently roam the map. Predict where they will stop, place ambassadors there, and, if you're lucky, capture their armies.


-------------------------------------------------------------------------------------------

SUGGESTED PLAY GUIDE

You start off with an Arch Bishop and a Crusader Paladin & Captain.

You can give your Crusader Paladin command over your Knights & Celestial Rabbit for a fast-moving, aggressive army.

You aim to convert all settlements as cheaply and quickly as possible. This secures tons of gold— even if you lose ownership, you still get yearly gold from conversions.
Save money by converting close lands with your Arch Bishop’s ceremony rather than your Crusader’s rituals.
Rituals convert multiple settlements per turn but are more expensive.
Construct as many Bastions of Faith as possible and hold them.
Losing control results in total annihilation of the fortress and your opponents gaining a massive instant influx of resources.
Seek out or teleport armies to Sacred Tombs.
The treasures and celestial reinforcements from clearing them significantly strengthen your army.
Level 3 Tomb rewards include controllable Apocalypse Riders.
Break 5 seals (6-7 as last resorts).
Max out divine favor.
Bolster devotion when affordable and pray for good blessings like +1 armor.
Use OP Coerce Judgement rituals to capture stupid armies.

-------------------------------------------------------------------------------------------

SPECIAL RECRUITMENTS

3 Crusader Paladins → Crusader Unicorn Knights
Can only recruit when no Unicorn Knights exist, requiring previous generations to die before promoting again.
Owning a Judgement Harbinger → Unlocks Judgement Angel recruitment.
Owning a Judgement Arch Angel → Unlocks Judgement Angel & Judgement Angelic Warrior recruitment.
Owning a Judgement Seraph → Unlocks Judgement Angel & Judgement Angelic Warrior recruitment.
Owning a Judgement Ophan → Unlocks Judgement Angel & Judgement Angelic Warrior recruitment.
Owning a Judgement Lion → Unlocks Celestial Rabbit recruitment.

-------------------------------------------------------------------------------------------

I hope this clarifies some of the things you can do and how they work.

Feel free to add your own tips / guide discussion / or questions for the class.

Eventually I gotta do something like this, at least clarifying hidden mechanics and goals for all our class mods.

-------------------------------------------------------------------------------------------
Last edited by khjgames; 22 Feb @ 10:50pm
< >
Showing 1-9 of 9 comments
Does this mod change the frequency of the diffferent random summons? i've got favour quite high, and still only get lions and almost never angles or higher. Similarly i'm getting a lot of apocolyptic riders spawning , does this increase the frequency?



regarding the owned angels etc >> recruit options. does this mean capturing them with the alpha, beta , c rituals etc?

Also these guides are definitely helpful. i think the changes are too complex to intuit without them.
khjgames  [developer] 7 Feb @ 7:06am 
This mod does not change any of the base game voice of el behavior at all. There is no way to modify base game ceremonies or events, at least that I've come to know of in 2 years of coe modding.
You can either use Coerce judgement to capture them with the alpha, beta, c rituals, or obtain some as dungeon rewards from conquering a Level 2 or 3 Sacred Tomb.
khjgames  [developer] 7 Feb @ 7:50am 
Added new details explicitly clarifying sacred tomb rewards.

Originally posted by khjgames:

Sacred site - detailed mechanics

....

Tomb key - acquisition rewards

Any Class ~ Tomb Key Lv.1 : 20 gold, 6 iron
1d2+1*Judgement Angel & Celestial Rabbit & 1d2*Judgement Angelic Warrior & Tomb Chest

Other Classes ~ Tomb Key Lv.3 : 85 gold, 35 iron
khjgames  [developer] 7 Feb @ 8:34am 
To clarify how automatic bastion of faith leveling occurs, you should be able to see a unit named "Believer" in your bastions of faith, with a numbered scroll item ex: "1", "2" - "8", you should be able to see this scroll item be incremented every turn.
khjgames  [developer] 22 Feb @ 10:57pm 
Originally posted by khjgames:

Celestial Defender - details

Every 6~ish turns reinforcements chances are rolled at every bastion of faith.
All are stationary, except Celestial Rabbits, which can be moved.

Level 0,1, 2, 3 (Bastion of Faiths):

Added a section detailing the exact bastion of faith celestial defender
recruitment frequency & probabilities for those who are curious.
Some questions regarding the celestial ambassadors, please.

When you say if the stupid celestial ends a turn where an ambassador is currently summoned, does this mean I'm supposed to be predicting where the celestial is going?

So basically "this angel that just spawned in my village looks like it's going to grab troops from this garrison, I should cast the ritual targeting the garrison spot"?

Or can I summon them and leave them places, and that's why there's 3?

Last, it is only the celestials that randomly spawned that this works on, or is it stupid commanders period? Through RNGesus conversion, I got a starspawn which picked up stupid and is about to bravly end it's own existence on some indies. Could this be used to get cross path ritual access?
Last edited by Saint Augustine; 21 Mar @ 10:18pm
khjgames  [developer] 22 Mar @ 9:13pm 
there is no way to make it work on stupid commanders period, the way COE5 implemented the stupid tag there is no way to remove it, you have to create an identical duplicate unit with every other stat the same but no stupid tag and manually, individually replace every unit with one that doesn't have the stupid tag, that's why the names of the units change. So there is a long event list that replaces all of the celestial spawns with duplicates that no longer have the stupid tag, you attempt to predict where/if they will move by placing ambassadors where you think it might move, you get 3 ambassadors which means you can guess 3 tiles per turn that the unit might stop on. There's also a chance the unit doesn't move so you could always guess its current tile.
Great, thank you!

Another question, please. In the making of unicorn knights, is that 3 crusader paladins from your mod that are needed, or 3 paladins that vanilla freespawn with templars?
khjgames  [developer] 24 Mar @ 4:12pm 
Originally posted by Saint Augustine:
In the making of unicorn knights, is that 3 crusader paladins from your mod that are needed
Specifically 3 crusader paladins at that citadel, which are only obtainable via commander recruitments. They're pretty great early-mid game before you can get your hands on judgement units, and also great as 4 AP fast army commanders, I usually give them a bunch of knights and celestial rabbits and expand aggressively with the small-fast-elite armies
Last edited by khjgames; 24 Mar @ 4:13pm
< >
Showing 1-9 of 9 comments
Per page: 1530 50