Conquest of Elysium 5

Conquest of Elysium 5

38 ratings
Lizard King - C'tis Class
   
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1.050 MB
20 May @ 1:16pm
15 Aug @ 6:49am
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Lizard King - C'tis Class

In 1 collection by HSmasher
HSmasher's Conquest of Elysium 5 Mods
10 items
Description
About The Mod
Deep within the bowels of Elysium's marshes a great power musters. Those dwelling upon its edges whisper of bands of lizard warriors prowling the hinterlands, screams echoing from ruins long thought abandoned, sightings of dreaded beasts only heard of in legend, tales of blasphemous sorceries and occult rites to ancient gods - and an ever encroaching blighted miasma spreading across the lands. The Lizard Kings are stirring, once more marshalling the might of the Swamplands to reclaim the glory of antiquity past.

The Lizard King is a class based on C'tis from dominions. It focuses primarily on MA C'tis but draws heavily from EA and LA as well. As a heavily defense oriented class it plays much like a mix of the Dwarf Queen & Priest King classes; while it starts out fairly weak, the ever expanding swamplands of the lizardmen become an increasingly difficult nut to crack, with almost perpetually increasing potential as the game progresses.


The class can be somewhat difficult starting out so if you find yourself struggling, check out this handy Lizard King Beginners Guide.


The mod has been extensively tested almost exclusively on the following settings and is intended to be played on them as a baseline:

Map Size: Enormous
Era: Any [but preferably one with larger amounts of gold income available]
# of AI: 8-16 (teams of 1-3)
AI Difficulty: Knight
Wilder: Enabled
Multiplayer: Co-op (optional) [Never Tested in Versus, YMMV]

Unlike some of my other class mods the AI plays this class surprisingly well without almost any direction from me, and can be safely left on for the AI to play as pretty much all the time.

Content

Summary

75+ Units
- C'tissian Army with Predator Lizard Slaves
- Sacred warriors, commanders and swamp beasts, with a bless that grows as your swamp spreads
- Sobeks, the big hangry croc-men
- The Empoisoners Guild and a heavy emphasis on poisoned weaponry
- Sauromancers reanimating C'tissian armies
- Tomb Kings & assorted ancient C'tissians
- A reformed professional army led by the Pharoah in the late game
- An ever expanding swamp peppered with sacred terrains
- Pretender God level end game summons

Resources
- Gold
- Iron
- Fungus
- Relics


40+ Rituals
- Marshmasters spread the swamp and restore the Sacred Swamplands
- Lizard Priesthood which summons the sacred beasts and blesses the armies
- Empoisoners Guild which trains assassins and provides poisoned armaments to the soldiery
- Sauromancers which reanimate longdead/soulless C'tissians as well as sacred mummies
- Slave labor, quarrying mountains to erect monuments and unearthing ancient tombs


Get. Out. Of. My. SWAMP!
Over time you will slowly increase the size of your starting swamp, from a small little puddle of fungus into an ocean of deadly marsh, it will become increasingly difficult for your foes to penetrate far into your domain. Unlike many classes you will often find yourself turning your attention inward moreso than out, swatting away the flies that wander in from the outside. Even the toughest invading forces will find themselves bogged down, trying to chase lizard armies they simply can't keep up with as they rally together for counterattacks.

Sacred Swamplands
As your swamp expands you will gain terrains held sacred by the lizardmen - temples, cities, ziggurats, etc.. Each of these will grant you access to various sections of the mod's content. Every game played as the Lizard King plays out differently depending on which of these terrains you get early on, making for a highly replayable experience with shifting priorities as each game progresses.

C'tissian Population
The class functions like the Dryad/Dwarf Queens in that you get your armies by upgrading basic freespawning C'tissians into actual warriors. Unlike other such classes this is not determined by fixed rates - the population of your Temple Cities will wax and wane with relation to the size of your Swamp. The more swampland you control the larger your population source and economy will grow.

Praise the Sun!
The lizardmen follow their own particular brand of the Solar Cult, distinct from others present in Elyisum. As you restore the Sacred Swamplands, tend to the sacred beasts and construct monuments the blessings of your scaled gods increases. Ultimately you will be able to call upon them to enter the mortal realm to decimate your enemies. Each of the C'tissian gods has a different emphasis in combat and can deal with a variety of threats the class may otherwise struggle against.

Mod Compatibility
The mod should be compatible with pretty much any other mod, as it alters very little of the base game. It can potentially have issues with any mods that might make use of C'tissians from dominions but probably only if they used the same names for units in any way.

If there is a compatibility issue it is probably related to conflicting numbers being used, if that is the case simply find the conflicting numbers and alter them in the c5m of this or the other mod. The following are the relevant numbers used in the mod:

Custom Terrains 935
Terrain Groups -1055 to -1058
Variables 7335 to 7340

Support Me

Join My Discord[discord.gg] - I've set up a discord where you can get info & updates on my current & upcoming projects, this is also the easiest way to get in touch with me. I plan on expanding into modding Dominions & other games in the future, I hope you'll look forward to playing those as I am.

If you like what I do and want to throw a few bucks my way I've opened a ko-fi account: https://ko-fi.com/hsmasher.

I take mod commissions - if you've got a mod you'd like me to make for you, or you'd like an extra pair of hands for your own, get in touch, if I like it and feel it's something within my ability to make I'd be happy to do so.
51 Comments
MrPicklesAndTea 31 Aug @ 4:31am 
To be clear, I tried again, it's a fun mod.
HSmasher  [author] 17 Aug @ 2:22pm 
Ooof.
MrPicklesAndTea 17 Aug @ 12:35pm 
Fun, but I ragequit the game at "year of the fungus!". Theoretically good until hundreds of hostile mushrooms steal all my land. To be fair, this was after primal gods tore through me and the gate of hell opened up, all in the early game.
HSmasher  [author] 15 Aug @ 6:50am 
It was indeed bugged. I've updated the mod, it should work now. :steamthumbsup:
Devolops 15 Aug @ 3:12am 
I've been trying to figure out why with my Empoisoner Guild Master, neither of their Empoisoned Arms is able to upgrade the Falchioneers. They are listed as one of the more priority basic troops that it can upgrade for the ritual description so this appears to be a bug.
haychy101 12 Aug @ 10:54pm 
Needs a bit more to do early game, and a few more uses of fungus IMO.
HSmasher  [author] 2 Aug @ 3:16pm 
I wouldn't say its unlucky since having 5 lets you get the Pharoah, but it do be that way sometimes.
dianamarr14 2 Aug @ 2:37pm 
am i just unlucky or is it weird i got 4 temple cities in a row when i used sacred swamplands?
HSmasher  [author] 11 Jul @ 2:33pm 
There it is!

27 positive rating + 1 negative rating = 4 stars
Valerie.City 8 Jul @ 2:20pm 
Ah what? That's so interesting. Sometimes I feel like Steam is put together with tape and dreams and other times like it's perfectly designed. Maybe a bit of both in this case lol.

And yes modding is so incredibly fun. Much easier than making my own game that's for sure >.<
I was lucky to have your work (and those of others) to figure out how any of this actually works. Very clean scripts in your class, very readable. Funny to see you (and everyone) fighting against load order. Makes me wish we could have separate files. Don't let my faction stop you lol. It's incredibly rough around the edges and was mostly an experiment. Feel free to "borrow" anything you like from it.