# Reason: Making class special more relevant makes Baron more resistant vs medium sized raiding bands. # Effect: Levies have 7% chance to spawn militias which are identical to levies except for spawning. # Fluff: With time the Levies train additional militia forces. # Reason: He is no lousy senator hiding behind and it feels right. # Effect: Baron is front, has fastheal and second form without attacks and mid. # Fluff: The Baron is a model ruler just, wise, determined and brave - only when he is injured he allows himself to watch the battle from a distance. # Reason: Money that could be spent on irregulars is constant with constant chances for small groups large groups with lib and temple increased chance mean that large empires can spent more on irregulars than small maintaining the balance. # Effect: For all irregulars all classes have 2% + temple+lib bonus chance for larger group with Baron and Senator the price discount is greater with the larger groups. # Fluff: Large empires attract large mercenary forces. # Reason: AI too stupid to always keep one commander safe. # Effect: All classes except dwarves receive at least one immobile immortal dummy commander in home citadel dummy commanders kill themself with prebattle weapon in case of combat with special resource classes its an appropiate dummy commander. # Fluff: As long as the citadel stands, no empire can fall. # Reason: they suck and some classes need the dam vs Creeping Doom # Effect: Hedge wizards gain 1-2 armor negating fire and ice range bonus attacks # Fluff: Hedge wizards are an example of learning too much at once, only mastering minor hedge magic and weak fire and ice attack # Fluff: Elysium does forgive only few commanders the luxury of only watching a battle, hence most captains are trained in using bows. Therefore upping, though Catapult is more generic, therefore Balista more upped. Ballista similar, in siege rounds it kills less than 40 gp and then acts as about 1-2 crossbows, while it costs 60 gp equivalent. # Reason: Catapult costs 75 GP equivalent, with 4 shots in normal siege battle it kills on avarage less than 40 GP and in all other battles its useless. # Effect: Catapult has 4 siege shots with 1 - 40 dam strike anywhere and every 4 rounds 1-20 dam strike anywhere normal combat Balista has 8 siege shots 1-15 dam only hitting front and once every 2 rounds 1-15 # Fluff: While the catapult is useful even in field battle, only a few have the insight to make ballistas, which more than compensate a lack of range with higher firepower. Upps, warlock had dummy demonologist instead of dummy warlock apprenticeĬhanges in 1.101: bugs and barbarian changes description addedĮdit: Note that all prior 1.104 versions have problem with AI spamming forestsĬhanges compared to vanilla version (list by far not complete):
![conquest of elysium 5 trainer conquest of elysium 5 trainer](https://skidrowcracked.com/wp-content/uploads/2021/08/1629201945_457_Conquest-of-Elysium-5.jpg)
druid: bare chested swordsman +1hp to 6, boar warrior javelin attack removed and hp to vanilla value, hornblower order of attacks changed so his fist gets bonus, spawning of great and monster boars removed bakemono: Dai bakemono +1HP, dai bakemono archer prebat longbow attack as longbowman of baron, nushi spawns wild kappas instead of frogs
![conquest of elysium 5 trainer conquest of elysium 5 trainer](https://i.ytimg.com/vi/NGvtV6ZwyEo/maxresdefault.jpg)
![conquest of elysium 5 trainer conquest of elysium 5 trainer](https://img.gg.deals/44/10/2a8c948f02cf830c6e440d33c41e8ade94ad_1824cr970.jpg)
witch: fungus spawn chance to 7, slime mold frog chance to 50 from 100 no prebatsummon for slime mold (was far too good) Baron: Baying of dogs/dire wolf changed (only targeting animal does not work), Halberdier, Zweihander, Tower Guard upped slightly, Baron front line fighter with second rear form, levy spawn chance to 7 demonologist: imp familiar ranged fire attack serpent fiend armor 1 necromancer: dire wolf baying weak row attack unfrozen mage buggy ranged attack changed in rangedweaponbonus priest king has immobile sun and moon warriors instead of guardian instead of all classes guardian for home citadel defense, each class gains a roughly equivalent number of class specific troops, e.g.
![conquest of elysium 5 trainer conquest of elysium 5 trainer](https://c.opencritic.com/images/games/2038/hMA0GjPlNSxEG9Ni14R8HOGKO2Gr5qrk.jpg)
dummy captains, dummy spirit guides now gained upon at start/upon gaining the first respective unit and immortal instead of gained with a probability each turn and loner 50 -> game difference is that guaranteed commander now only till home citadel is conquered first time (in previous version reconquering gained again home citadel commander) only exception senator (due to mechanics for auto changing ancient forest to dryad/menad spawn places) "https:/zootovaryvsems.-started inserting text describing changes compared to vanilla version, reasons for and "fluff explanation"