Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Kings and Conquerors (cap 1) The Wolf among Lions
   
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2.043 GB
26 Feb, 2018 @ 12:31am
1 Jan @ 1:08am
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Kings and Conquerors (cap 1) The Wolf among Lions

Description
WANNA SEE MORE OF OUR MODS? visit https://www.patreon.com/beelimsolutions/about
Need a non-Steam Workshop version to download? visit https://www.patreon.com/posts/8024458 (this is the official downloads page)
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MORE INFORMATION: kingsandconquerors.fandom.com

DISCLAIMER:
(1) All publicly accessible assets in this mod are the sole copyright of the creator of this mod as well as well as their contributors, if not produced by this mod's creator.
(2) This mod shall NOT be freely used in mod compilations, or its assets altered or redistributed by none other than Beelim Solutions, Valve Corporation or Super7700 unless permission to do so has been expressly granted by any of these three parties.
(3) Distribution of this mod outside of Steam Workshop shall be held to be a violation of copyright, and will be dealt with accordingly.


DO NOT DOWNLOAD THIS MOD EXCEPT FROM steamhost.cn/steamcommunity_com OR patreon.com !


Kings & Conquerors - The Wolf Among Lions is the continuation project for Kings and Conquerors, The Hellenistic Era, and is meant to be the first of a set of 3 mods. It covers the turbulent years of 300-100BCE, and concentrates mainly on Europe, North Africa, the Middle East and Central Asia.

Features:

- Two dozen highly unique factions, each with their own units, traits and playstyles based on their historical profile.
- A large number of new units with custom textures and models.
- New unit types, such as priests, levies, mercenaries and elite units.
- Information warfare and morale. Morale now affects your ability to fight information wars. Highly trained units provide better situational awareness, poorly trained ones have none. Priests can be used to offset this issue with their extensive LOS. Buildings have bad LOS, but some like Meeting Houses and Forts can extend it further.
- New wonders and buildings. Some nations receive Unique Buildings, which have effects on their playstyle.
- Increased population limit
- Unique tech pools. Like Age of Empires or Rome 2, each faction belongs to a unique cultural set that determines what sort of upgrades are available to them.
Popular Discussions View All (1)
0
16 Mar, 2022 @ 1:29am
PINNED: OTHER CHAPTERS of Kings & Conquerors
Robur Velvetclaw
37 Comments
Robur Velvetclaw  [author] 28 May, 2024 @ 4:35am 
Hello 征夷大将军. 你可以识别并修改RISE OF NATIONS的本地化文件,我可以为你创建华语版本。
征夷大将军 24 May, 2024 @ 6:31pm 
I really want to play it if I can make it into Chinese
Robur Velvetclaw  [author] 28 Mar, 2024 @ 6:11pm 
mostgreatpontiff: Not really. Shamans and Priests used to have scripts added to them, but they were removed and reworked to use whatever was built into vanilla RoN.
mostgreatpontiff 28 Mar, 2024 @ 2:47pm 
Does the lack of scripts have any impact on game mechanics or anything?
Robur Velvetclaw  [author] 15 Sep, 2022 @ 6:17pm 
Chapters are self-contained and you won't be missing a lot. Chapters 1 and 2 are already stand-alone mods. Read their descriptions for more info.
KrumStrashni 15 Sep, 2022 @ 3:26pm 
@Robur Velvetclaw I love slow game. Would I miss on a lot of cool units if I choose to play just Chapter 1 then? And what about the Hellenistic Era mod, also a slow play?
Robur Velvetclaw  [author] 15 Sep, 2022 @ 3:01am 
Chapters 2 and 3 all use the same format - you start the game in the Classical Age. The difference however is that these 2 have lower tech requirements.
Chapter 1 (this 1) is the classical experience - build, upgrade, survive, and exterminate.

Chapter 3 (owing to its historical background, it covers the events of 60-50 BCE) however is being built specifically for people who complain that Chapter 1 is too slow and want an experience closer to the old Rise of Nations style of game (as are my projected New World Empires series). It is still not complete but once it's done, it will be meant for those who like to reduce Kings & Conquerors to nothing more than an orgy of button mashing (not my kind of game).

You can say that it's a bit like Command and Conquer / Total Annihilation: once you unlock the buildings in Chapter 3 there isn't much upgrading if any at all that's required to access your units ;)
KrumStrashni 15 Sep, 2022 @ 2:27am 
@Robur Velvetclaw So chapters 2 and 3 should also start in the Classical? And Hellenistic in gunpowder era?
Robur Velvetclaw  [author] 14 Sep, 2022 @ 4:47pm 
Krum Strashni,
*sigh*
I should've written a guide on this but yeah it is a single age mod. Only Classical Age to Classical Age works, nothing else does. The other chapters are less reliant on reforms, especially Chapter 3.
Thanks for the reminder that I NEED to write a FAQ/Getting Started guide Maybe I should start putting some thought into my new Wix site for that..

BTW,
This mod is facing balance issues. If you have been playing for a while, and notice a unit is too weak / not that useful, let me know so I can decide what can be done to it.
KrumStrashni 14 Sep, 2022 @ 3:17pm 
Can't quite figure what era to start in when doing a solo game. Classical start bars me from making era progress, but reforms work. Ancient start allows me era progress. How many eras should be there?