Conquest of Elysium 5

Conquest of Elysium 5

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Elysium Remastered
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17.830 MB
2 Apr @ 8:27am
23 Oct @ 11:51am
50 Change Notes ( view )

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Elysium Remastered

Description
An Opus Magnum of productive procrastination, Elysium Remastered revisits every class, plane, and system in the game. The goal was to keep the spirit of the original intact while making things feel more consistent, better balanced, and more replayable in the long term. Most changes follow the logic of flavor first, mechanics second. This isn’t a content dump—where new content was added, it’s because something felt missing. I tried to keep clutter to a minimum.

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What’s New

General Improvements
• Lots of tweaks to balance, functionality and quality of life. Lightning attacks scale less well, ant hills burn, ancient forests can be capped by all classes etc.
• Many sprite upgrades pulled from Dominions and other community mods

Class Overhauls
Every class has been touched in some way. The idea was to give each of them:
• A clearer sense of identity
• Unique mechanics and new content
• A longer runway for late-game development and exploration
• Fewer filler rituals and useless units
• A more even footing overall—though it’s still wildly asymmetrical

Highlights:
Markgraf — undead labor reforms, vampires, and vivisection
Witch — darker nature magic, Baba Yaga vibes, and a branching endgame
Scourge Lord — reworked into something like a Dark Sun/Arabian Nights villain (no more graffiti or breeding pits)
Enchanter & High Priestess — more sustainable playstyles, less terrain destruction
Necromancer — better balanced, must find and exhume the remains of giant monsters in order to reanimate them

Expanded Planes and Exploration
• New monsters, terrain, and treasures across all planes
• Agartha feels like a real underdark: interconnected tunnels, slime pools, ancient ruins, buried gods
• Sky Plane is more alive, with higher resource density and reasons to conquer it
• Celestial Realm, Inferno, Aztlan, and the Primal Plane have unique recruitment and better defended citadels (good luck killing God)

AI Rework
• Smarter ritual use, better army composition, less suicide
• Builds thematic garrisons and levels mages properly
• Class-specific logic: the Markgraf becomes a vampire, the Baron gets crowned, the Dwarf Queen actually works

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Overview of contents (not exhaustive, and increasingly outdated): https://docs.google.com/document/d/1S42LwkNoo29--LIVgq8KPTP4qwGIqNFd1Zxg3ZDw-VI/edit?tab=t.0

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Compatibility: Should work with most other mods. Modprio is set to 1—this will get overridden by others if there's overlap. Combining with other overhauls is probably not a good idea.
Performance: Slightly longer loading time at start-up, but no laggy background events—runs smoothly once you’re in.

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Credits
This mod was inspired by major overhauls like:
CoExpanded
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2580936249
Large Overhaul
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2957711744
AXPmod for CoE4/5
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3459944026

It also draws on work by many other authors across the Conquest of Elysium and Dominions modding community.

Thanks especially to:
Nullpointer, who is basically a coauthor by now. Also Sturm, Executor Nyaxe, Juz, for sprites, especially a lot from Sturm. Many ideas from Alexthebeetrayer and Nethermind. If you find something you really like, there’s a good chance it came from one of them. The mod files include references if you want to track where something originated.

Sprite sources include:
Sturm’s Sprite Overhaul & The Gathering Sturm
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3459944026
Executor’s Confluence & Legendary Mods
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3411126459
Ny’s New Nations
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3240957628
Juz’s Enhanced Classes
https://gtm.steamproxy.vip/profiles/76561198014387315/myworkshopfiles/?appid=1606340

Also thanks to Merlin and ColonelDraculaJoinsTheNavy for making the game files accessible.

Feedback & Support

Feedback and ideas make the mod better. If you have an idea, or something feels off, let me know!

Also, if you enjoyed the mod, consider giving it a 👍. It lets me know it's worth to keep working on. Thanks!
Popular Discussions View All (2)
383
3
2 hours ago
Balance, bugs, suggestions and so on.
Ragnar Sfinx
0
4 Jul @ 12:53pm
PINNED: If you want to contribute to the mod
Ragnar Sfinx
480 Comments
Ragnar Sfinx  [author] 28 Oct @ 12:14am 
@FestiveDesert: Thanks. That is probably the explanation, yes.
FestiveDesert 27 Oct @ 2:21am 
The "Awaken the Silent Kings" ritual can fail if you've already summoned one. ("No one answered the summoning") (It's probably able to pick a already summoned one)
Ragnar Sfinx  [author] 26 Oct @ 11:53am 
@ Nick: Yes, you are right. They should have affliction resistance. They do a lot of tanking, and it makes perfect sense. Will add that.

@ Nullpointer: :-)

@ A.red: Thanks for flagging it. Will fix.

@ Volthrar: Ah, you can code directly in the map file? Makes it much easier. Thanks for code snippet. Keep in mind that depending on how you code them, squareevents can slow down things down a lot. Add too many and the map will take a billion years to load.
Volthrar 25 Oct @ 7:59pm 
Ragnar thanks for the info. I´ve found that i can add code to the map text and i´ve being testing with the underground ruins and i make it work with a random spawn event ( random between yours spawns). It worked really nice, at least for me hehe. Now i have to do the same with the other terrain and i will have a full populating code for it. I let you here an example in case it could be helpfull in the future.

squareevent
+turnnbr -1
+player 25
+chance 10
+plane 0
+terrain 804
newunits 24 "5d5*Giant Rat"
holdit
endevent

squareevent
+turnnbr -1
+player 25
+chance 10
+plane 0
+terrain 804
-hasunithere -1
newunits 24 "1d4*Giant Spider & 1d8*Large Spider"
holdit
endevent

squareevent
+turnnbr -1
+player 25
+plane 0
+terrain 804
-hasunithere -1
newunits 24 "1d4*Giant Spider & 1d8*Large Spider & 1*Treasure"
holdit
endevent

Sorry for the long comment. Keep it up love your mod!
a.red 25 Oct @ 3:52pm 
i think scourge king has small mistake, because upgraiding second level of scourge can give second copy of memory of mask II ritual
NullPointer 25 Oct @ 9:48am 
> But Barbarians are semi-broken by me

Makes a lot if sense to fix it first ahahah
Nick 25 Oct @ 9:46am 
I feel like an intuitive change for Abomination would be either affliction immunity or, similar to an immortal creature, it could have a chance to heal an affliction every month it spends in a place with bodies it can absorb. After all how can a creature with thousands of bodies incorporated into it "Lose an eye"? It literally has thousands of them. Feels like it should be vanilla, honestly.
Ragnar Sfinx  [author] 24 Oct @ 4:13pm 
Nullpointer: Yeah, I know you want that one fixed. So do I. But Barbarians are semi-broken by me, which bothers me more than Guildmaster being semi-broken by vanilla design. So Barbarians come first, for my peace of mind. But I will probably get stuck and switch to something else while waiting for inspiration to strike. So there’s a good chance Guildmaster gets some attention soonish as well xD

Exciting with the new job and all. Must be pretty stressful though, especially with house hunting on top. Hope it goes well. Give me a ping once you’ve got your head above water again!
NullPointer 24 Oct @ 2:36pm 
@ Ragnar

In my opinion Guildmaster is the first priority at the moment because, I'm not even sure he's playable in MP (maybe I'm just bad).

Regarding the relocation: the new job is A LOT. Sometimes I have 1-2 hours of free time. And I'm mostly choosing something quick and simple like battlefield.
Maybe I will have more time after finding an apartment!
Ragnar Sfinx  [author] 24 Oct @ 12:32pm 
@ Anastasia: You eventually get a new one if you lose him, but besides that yeah. Only one Markgraf/chief vampire at a time.