Conquest of Elysium 5

Conquest of Elysium 5

The Conquest of Elysium 5 Total Overhaul
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Aggiornamento: 6 ott 2021, 0:07

Pale Ones:
Added more restrictions to producing income sites, as it appears that the rate that Agartha gets dug out far exceeded expectations.
Generally added more centralization to Empire-Building. Probably not too noticable due to the time spent digging.
Updated ritual tooltips.

Cloud Lord:
Added some centralization to Empire Building. Only for Cloud Cities for now.
Added adjacency requirements to Make Clouds to prevent a statemate forcing technique.
Updated ritual tooltips.

Dwarfs:
Made a concerted attempt at streamlining the "Dom5 Blood Nation-esque" logistics situation. Player turn times past early game should now be up to 30% shorter. This includes better resource sinks and a more thorough distribution of iron, but comes at the cost of a more tenuous early game.
Arquebussiers replaced by Donderbussiers (flame and rime arquebussiers are untouched). Enjoy the shotguns.
Two new units to properly round out the roster.
Somewhere around a dozen new rituals (see item #1).
Added two new units.
Rewrote recruitment.
Finally fixed Ancestor Gods' missing ritpow. Turns out allrit isn't redefinable.

Aggiornamento: 5 ott 2021, 12:23

General:
Increased secondary load priority of the c5m file for increased compatibility with other modprio 1 mods.
Miscellaneous tweaks/balance changes (i.e. "I forgot what I did last night")

Aggiornamento: 4 ott 2021, 13:32

Initial Release