Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Kings and Conquerors (cap 2) Rise of the Barbarians
   
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2.127 GB
26 Feb, 2018 @ 12:41am
31 Dec, 2024 @ 7:54pm
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Kings and Conquerors (cap 2) Rise of the Barbarians

Description
WANNA SEE MORE OF OUR MODS? visit https://www.patreon.com/beelimsolutions/about
Need a non-Steam Workshop version to download? visit our site on Patreon[www.patreon.com] for official links (this are our official downloads pages)
LIKE THIS MOD? visit https://www.patreon.com/posts/help-us-11689318
GOT A QUESTION, COMPLAINT or BUG to report? please see our FAQs section: https://kingsandconquerors.fandom.com/wiki/Frequently_Asked_Questions

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, beelimsolutions.wixsite.com OR patreon.com !

Set after the 2nd Punic War, Rise of the Barbarians is the 2nd instalment in the Kings & Conquerors project. Rome has vanquished Carthage, yet at what cost? the republic is burnt out from war exhaustion, her nobles are bickering, and even foreign rulers - such as the Numidians - now dare to subvert elements within Rome's government for themselves.

And at the same time, Rome faces a new threat - the Germans - for they have cut a vast swathe of devastation, all the way into the very heart of Gaul itself .... even as new threats in the east have begun to emerge.

FEATURES

- Two dozen highly unique factions, each with their own units, traits and playstyles based on their historical profile. Gone are the major Greek powers, ie Macedon, Sparta. In their place have risen 2 minor Greek factions - Massalia and Galatia, while the Illyrians, Jews, Lugians and Gallaeci make their debut in this mod.
- Rome[kingsandconquerors.fandom.com] is now a diplomatic/wonder faction. With a new slew of Roman wonders, Rome is no longer the militaristic power of The Wolf Among Lions - it can spam a few Wonders. Roman players can now claim their rightful place in history as a hybrid kingmaker in free for all games.
- 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.

(i) Mausoleum Complex
(ii) Aedes Fortunae Primigeniae
(iii) Asklepeion
(iv) Pharos
(v) Acropolis
(vi) Pergamon Altar
(vii) Kom Ombo Temple
(iix) Mons Capitolinus
(ix) Artemisium
(x) Mouseion
(xi) Arg-e-Bam
(xii) Eikon tous Dios
(xiii) Qdos Qdosim - NEW
(xiv) Mehram Bilqis
(xv) Aedes Herculis Victor - NEW
(xvi) Curia Pompeii - NEW

- 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.

Visit https://kingsandconquerors.fandom.com/wiki/Wonders/Imperivm_Invictvm to learn more.
Popular Discussions View All (1)
0
21 Feb, 2023 @ 8:28am
PINNED: OTHER CHAPTERS of KINGS & CONQUERORS
Robur Velvetclaw
27 Comments
Robur Velvetclaw  [author] 21 May, 2023 @ 11:32pm 
Taking a survey on this mod. Please look at this questionnaire [kingsandconquerors.fandom.com], and leave your comments in the Discussion section of this Workshop mod.
Robur Velvetclaw  [author] 21 Feb, 2023 @ 7:58am 
Do you like Celtic history? think RoN modders concentrate too much on the classical Western civs? we have a new update for you.
The Cretan League has been removed. In its place is the Celto-Greek kingdom of Galatia! like Massalia, Galatia features a mix of Greek and Celtic units, and, owing to their isolation from mainland Europe, the mix consists of a mix of Greek, Celtic and British units, along with a light raiding fleet.

For now we don't have a strategy readout or any historical background explaining why they had to be included in this mod. But you can see what this new faction contains at: kingsandconquerors.fandom.com/Galatians/Tech_Tree !
Robur Velvetclaw  [author] 5 Mar, 2022 @ 4:40pm 
Thank you for your report. I looked over the mod's files, and found the error you mentioned. It was mostly by hunches, but I got there all the same. Hopefully it should work now.

I've also updated the mod's files a bit since Bactrians aren't supposed to be in this chapter.
Baldr995 5 Mar, 2022 @ 1:29pm 
Yes, the enemy faction were the Bactrians. There was no error. The game freezed for a second, then a crash to desktop and nothing else happened then.
Robur Velvetclaw  [author] 5 Mar, 2022 @ 5:29am 
NO but I know what might've caused it. was there another faction? Do you have an error readout or was there none? (viz straight CTD no message). Thanks for letting me know.
Baldr995 5 Mar, 2022 @ 4:17am 
I found another problem while playing the Suebi, the game ran fine but as soon as I decided to attack the enemy with my army, the game crashed. Is that a known bug?
Robur Velvetclaw  [author] 3 Mar, 2022 @ 11:31pm 
Yeah, I understand. Steam can be spotty and IMHO we need to recreate this Kings & Conquerors mod as a greenfield project, alas.
Baldr995 3 Mar, 2022 @ 10:51pm 
About the broken save I am not sure because I allready played yesterday with the mod activated, saved the game and tried to load it and got this error. But I tried it with other mods too and get the same error so it is not even a problem with your mod. There could be something different and I don´t even know what.
Robur Velvetclaw  [author] 3 Mar, 2022 @ 6:18pm 
Ummmm.....
It would seem that you saved the game while some custom animation was taking place, but you left it for a while and came back, and got this error. Would I be correct? it seems that your mod is failing to upload animations from Workshop to your game. I am not sure if I can help since I have not had anyone complain of this issue with my other mods. It IS still possible though, that changes I made to this mod over the past few weeks may have broken your save.
Baldr995 3 Mar, 2022 @ 12:47pm 
Hello!
It´s really strange. I remember on the old RoN Version the save files of different mods worked, the error goes like this:


BHG RTS run time FATAL

"Error loading section, probably in GraphicEvents

(Click RETRY to debug, IGNORE to turn this message off and continue)

Safe to Ignore: NO