Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

RobMod (for want of a better name)
Hello there,

I decided to compile together a few modifications I've been working on into a sort of, redux/expansiony sort of mod. I thought i'd post a list of changes and see if anyone was interested. Mainly involves xml changes, but I have made a few graphical changes also.

- Incorporated unused rare resources from the various CTW campaigns

- New Popcap of up to 1000. Scholars no longer take up Pop Cap (this might change if it causes problems, as removing pop caps can do) Scholars slightly more expensive, and citizens cheaper but take longer to produce.

- Generals and Patriots can attack (sounds added but no animations, may remove)

- Spies can detect other spies and special forces. Slightly more mana, but most actions now reveal the spy or special forces. Hit points and LOS increased to compensate, and cloaked rather than stealthed (so they are basically undetectable unit they act)

- Minutemen and Partisans can also detect spies and special forces.

- Range and power of both artillery and cities/defences increased. You will certainly need artillery support to take cities or level buildings now. Bombardment and modern ships also have increased range and armour, for longer ranged naval combat and shore bombardment.

- Increased pop cost for Dreadnoughts, Battleships etc. to reduce the number seen late game.

- Many sounds replaced, and new sounds added for various units (no more modern ships sounding like they have cannons, no more submarines firing shells. New unique firing sounds for different types of infantry to add more variation to the late game)

- Rebalanced armour for aircraft, especially bombers.

- Incorporated firepower, range, LOS and armour changes to Industrial Age and greater units. More of a contrast from previous ages. Some tweaks to previous gunpowder units to again increase the contrast. Flamethrowers and machine guns in particular are more dangerous, and artillery has more of a splash effect for use against infantry (representing HE Shells and the like)

- Unit and tech renames (less of the "Elite" and "Royal" prefixes. They were a bit contrived)
*Medieval Age -> Mediaeval Age
*Gunpowder Age -> Renaissance Age
*Enlightenment Age -> Imperial Age
*Modern Age -> Atomic Age

- Russia, Persia, China, Mongolia etc (Eastern Bloc type countries) now use the Tu-26 Backfire model for their Strategic Bomber. (Japan switched to using the B-52 model, as it's more of a Western country)

- Desert textures for Persian, Indian, Egyptian etc Artillery, Tanks and so forth (originally there was a rather odd mix of temperate and desert textures for these units)

- Germany, Rome and Spain now use the He-111 model for their Bomber. (Aztecs, Mayans and Incans now use the B-25 as most South American countries historically used US Surplus)

- Eastern Bloc / Soviet-friendly Middle Eastern countries now use the Mi-24D Hind model for their Attack Helicopter, as well as the BMP-1 or desert textured BMP-1 for their Armoured Cavalry and T-72 or desert textured T-72 for their Modern Tank.

- European nations (and India) use the Harrier model for their Naval Jet Fighter.

- Americans now use the M8 Greyhound model for their Armoured Scout Car.

- Germany now uses a stand-in model for the A7V (rather than the FT-17) for it's Early Tank

- Highlanders and Black Watch no longer replace British infantry but are an upgrade from King's Yeomanry and are produced at the Fort. British now have unique Redcoats in the Imperial Age with a new model and texture. Redcoats are stronger than other infantry, whereas Highlanders and Black Watch are faster. British also have a new unique "Man o' War" in the Imperial Age, also with a new texture (other nations get a Ship-of-the-Line). British also have unique Special Forces (SAS) in the Information Age

- French have unique Imperial Guard infantry in the Imperial Age

- Americans have the Ironclad, a hybrid bombardment ship and warship in the Imperial Age. Sort of a precursor to the Dreadnought. Americans also have a unique Liberator Bomber in the Atomic Age.

- Spanish have the Galleon replacing their Frigate in the Renaissance Age, as well as Conquistadors as unique cavalry.

- Persia now has Immortal Archers as a unique archer unit. (Three upgrades taken from the Alexander campaign)

- Incans, Mayans, Nubians, and Bantu get Guerilla Infantry in the Information Age. Weaker than Assault Infantry but capable of hiding. (South American variation for Incans and Mayans, African for Nubians and Bantu)

- Germans get Junkers in place of Musketeers.

- Russians get SSBN Submarine. More powerful and tougher than regular SSN Submarines.

- Greeks get Greek Mercenaries as an additional unit type in the Classical Age. Weaker but cheaper than Phalanxes.

- Romans and Greeks can build Deceres; Catamaran siege ships armed with onagers.

- New "Early Bomber" unit for all nations in the Industrial Age. Upgrades to Bomber

- New "Patrol Boat" for all nations in the Industrial Age. Upgrades from earlier fireships. Submarines now a "new build" unit. Less powerful than Submarines, cannot hide but more resilient.

- New "Humvee" unit for all nations. Faster than Armoured Cavalry but weaker.

- Carriers now carry 10 aircraft, Airbases carry 20.

- Missiles are more expensive but more powerful, especially atomic weapons.

- All aircraft and missiles have their range increased slightly (due to...)

- Big Huge Map size now 140 rather than 100 (largest possible I believe)

- "Barbarian" infantry for Russia and Germany in the Ancient and Classical ages.

I think that's about it. Anyone interested?
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Showing 1-15 of 24 comments
super7700 15 Sep, 2014 @ 8:10pm 
That's a really good set of changes! The rebalancing makes a lot of sense and it'll be good to see nations with more accurate units. Hopefully the Steam Workshop is implemented soon, so you can put this up on there.
I haven't currently got it set up as an enable/disable mod, just an overwrite of existing files. I see what it takes to change it into one though before release.
Beszedits 23 Sep, 2014 @ 8:21pm 
- Incorporated unused rare resources from the various CTW campaigns

- Many sounds replaced, and new sounds added for various units (no more modern ships sounding like they have cannons, no more submarines firing shells. New unique firing sounds for different types of infantry to add more variation to the late game)

Those two are the only ones that I really liked. Not sure about the others.
Need more info.
theG<TZW> 9 Oct, 2014 @ 7:23pm 
WoW! What the rerelease of RONX should have done and didn't. Sweet Jesus, if you did this I would play this mod for sure!...Very Interested!...
Just few a things, PoP-Cap over 400 in Multiplayer games will lag unless it's a local lan.
Ground Anti Air is a joke in this game. Increase the distance to engage or increase damage. I have to put in 4-6 anti air to hit one target enough to kill it!..
Last edited by theG<TZW>; 9 Oct, 2014 @ 7:33pm
I've noticed that AA now seems rather weak. I shall have to tweak that. I am still doing some bug fixes and polishing, then we'll see if I can make it an enabled mod or not.

Myself I don't play multiplayer, but I will reduce the pop cap down for release if its an issue for people.
Gnortle'Glomp 28 Oct, 2014 @ 10:24am 
I like all but the name changes:
"Atomic Age"
"Mediaeval Age"
"Imperial Age"
BulkVanderHuge 7 Nov, 2014 @ 8:24pm 
Everything sounds really good! BTW how is everything going with the mod?
Not bad. Few weird wobbles with certain map settings which is confusing. I've mainly been working on other things though of late. Will get back to this shortly :)
Malasuerte 9 Nov, 2014 @ 2:44pm 
Hi! Can you upload this file to a externa link? Steamwork It is not working for me. Tnkz
theG<TZW> 9 Nov, 2014 @ 5:00pm 
He released mod?! Did I miss something? What Link? Whose Haircut?...
Bananaedmonkey 18 Nov, 2014 @ 4:44pm 
when will this be done/released, also

in the "controll the world" campain i HATE how technology advances, if you could add an option in your mod to get rid of that, it'd be great.
Patience, patience :)

I haven't made any changes to the CTW system. I don't really play it, and the units it uses take up space that can be used for others.
Stag Hammer 18 Dec, 2014 @ 8:13pm 
This looks cool, any idea when it will be available on workshop?
astuccio 1 Jun, 2015 @ 4:26pm 
is this mod still alive? Looks great!
Still alive yes. Unfortunately it's taking longer than expected to convert to a mod that can be enabled and disabled.
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