Conquest of Elysium 5

Conquest of Elysium 5

Not enough ratings
QoL_Overhaul
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
61.574 KB
7 Mar, 2023 @ 12:34pm
30 May @ 8:53am
9 Change Notes ( view )

Subscribe to download
QoL_Overhaul

In 1 collection by Undying_Unity
Perserverance Suite
11 items
Description
LOWER MOVEMENT COSTS
Have you ever felt like games take too long, or maybe you play on bigger maps and don't want to die of old age from traversing it?

Well we've got you covered! We've painfully edited over 60+ terrains as of writing to make traversing the map quicker. (The biggest examples of this would be mountains going from 3 action points cost to 2 action points cost, and hills going from 2 action point cost to 1 action point cost.)

If you dislike the movement cost changes, there's another version of this mod:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3433193823



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

STANDARDIZED CAPITALS
Have you ever felt like your starts could use a boost? Maybe you can't find that iron mine for the life of you and would love some trade to get started on your resources needed for rituals or some iron for a recruitment?

This is also not an issue with this mod, all capitals have been standardized to a degree. Every class will be on a more even playing field, wielding trade and iron at the start. (Capitals start with at least 1 trade and 1 iron income, as well as at least 2 gold income.)


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

INCOME ADJUSTMENTS
Have you ever noticed in the base game that there is inconsistencies in some incomes that are relatively the same to another resource? For example villages in the base game provide 2 sacrifices and only 1 hand income.

This mod aims to remedy that situation by standardizing income in certain areas, and nerfing incomes if deemed necessary.


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

We are always open to any suggestions for our mods, whether it be something you didn't like about it or something you feel would be cool to see added to it, let us know!

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

If you enjoy this mod, make sure to

It improves mod visibility™
Popular Discussions View All (2)
3
1 Aug @ 11:54am
PINNED: Suggestions
Undying_Unity
14 Comments
khjgames  [author] 17 Sep @ 5:04pm 
It'd be interesting if you could have items or many other effects contribute to things like your AP values but that's just not possible yet in CoE5. I hope they expand modding support for CoE6.
khjgames  [author] 17 Sep @ 5:03pm 
Unfortunately we are very restricted in what we can and cannot adjust in modding,
You can't adjust base AP values beyond making specific units, like a factions commanders fast which gives 4 AP or slow which gives 2 AP, but that would devalue proper fast units (like mounted commanders).
You can adjust the AP movement cost of individual terrain numbers / tile types which is what this mod does, aside from that the only other way you can interact with AP is changing ritual costs, which is also full of scuffed limitations.
But yeah stuff like refunding AP or charging none on ritual casts can be done, and is used in the PVE High Cultists Eldritch Vigor ritual to allow their commanders to restore AP for a gold & sac cost.
Another thing worth noting is there is a slow version of this mod that doesn't touch movement costs if you just want the other adjustments.
Yucon2550 16 Sep @ 7:35pm 
I know nothing about modding but I think having a mod that makes the base AP 4 would eliminate the need for this mod. the statagy of how the terain effects you would still be there but make the game "feel" faster. using rituals would feel like less of a waist of time if you get bad RNG. this would also debuff snow and movment modifires like "slow, mountan walk etc.
Yucon2550 16 Sep @ 7:32pm 
I have played some with this mod and my fears are confirm, its fun. I also saw that it made the game go by much faster per turn and I was thinking less peraction. My biggist downside is that it makes the map tile veriaty meaningless forests and hills mean nothing but set dressing. I like how easy it is to move over mountains and swamps. If i could make changes I would keep the changes but if posible add a set chance a extra AP is used when crossing in hills and forests(33%?). I would also like to know if there is a way for myself to change the values on my own Id like to configure it to my liking.
khjgames  [author] 30 May @ 8:56am 
Added ports to capital tile changes (they now have an 1 iron income and farsight) for the guildmaster.
Hierophant Green 30 May @ 6:14am 
My biggest turn-off of the game was how late into a match every turn was basically "auto-move all units 1 or 2 squares because the map is 90% high cost terrain, resolve the battles, repeat until I find that last damn city".
This helps immensely.
khjgames  [author] 27 May @ 5:14pm 
Lowered forest movement is an intended feature, part of the lowered movement costs.
You can use the Slow QoL Overhaul mod that doesn't change move costs if that's your thing.
Tanaka 21 May @ 8:32pm 
Is forest supposed to have the same movement as a plain? Seems off
Tanaka 21 May @ 1:22pm 
Needs update for new patch I think
khjgames  [author] 17 Mar @ 1:09pm 
Can't believe we're at almost 400 subs here, hope everyone interested noticed the Slow QOL overhaul. linked in the desc / comments.