Age of Wonders III

Age of Wonders III

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Chivalrous Intentions
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File Size
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95.540 MB
13 Oct, 2018 @ 10:04am
12 Jul @ 6:39pm
345 Change Notes ( view )
You need DLC to use this item.

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Chivalrous Intentions

Description
For non-Steam users:
https://www.moddb.com/mods/chivalrous-intentions
Please note: Many units use DLC content to work! Without them many units will be missing!
If you have problems with invisible models:
https://steamhost.cn/steamcommunity_com/app/226840/discussions/0/3315233099222399220/

OVERVIEW:
Adding 461 units, Chivalrous Intentions is a massive mod that does not just aim to add more things, but also balance the game and add more to the lore of Age of Wonders, with returning units, units based on concept art and "speculative" units that are lore friendly.
CORE UNITS:
Every race have a new building line that can be built alongside the barracks line. It is cheaper with more unit variety but lacks the additional ranks given by the barracks line.
Additonally, those who manage to build a Grand Palace or Palace of the Perished can now produce a T3 unit from it. Every race also gets one new ship.
CLASS UNITS:
Every race/class combination get a series of new units exclusive to them in the new building line, although some may appear in random spawns depending on the race and unit. Necromancers can now also produce skeletons and some Rogues may be able to produce a pirate-themed non-ship unit from their harbor.
DWELLINGS:
All dwellings have more units. Some classes may also have special units available to them. However, as units usually require their own building you are unlikely to make all units available in a single game and should focus on what you want to make! The more powerful units may require some more complex paths.
SECRET UNITS:
Unlocking certain Mystical City Upgrades in your city may also unlock secret units unique to that race. These are balanced around the rarity of the building and the strength of it's least powerful defending stack at normal settings.
OTHER UNITS:
There are many animals and other units to find in the world or summon with spells, some rarer than others.
EVENTS/HAPPENINGS:
Many new events have been added, including invasions. Watch out for zombies and the dreaded goblintide!
INDEPENDENT STACKS:
Independents have been organized into new stacks. A lost library may host the souls of ancient patrons or be populated by goblin squatters just to mention a few. The original stacks still exist with the addition of new units.
SPAWNERS:
Spawners have been reworked and are more akin of central points of unrest in the area of a certain type. A bear cave can spawn a warg stack, for example. Goblin, Orc, Frostling and Satyr tribes and pirate crews have also set up warcamps throughout the world which may cause other rowing raiders to appear etc.
COMPATIBILITY:
The mod is designed with compatibility in mind and balanced to work well with other mods such as Empire Building Mod as well as mods adding new races and classes without making the vanilla races and classes vastly superior. It should work well with most mods.
Old Man and the Sea is not recommended without the "Ze" patch. Without it, it's RMG is broken and removes some of the normal sea structures and makes the game very unstable. Unfinished, abandoned mods are not recommended in general due to the instability issues they bring.

Is incompatible with "Deluxe Specialization Combination Selection", probably due to how it heavily modifies tech trees as long as you use Secondary Class Options (big thanks to darth.cygnus and Catmeister for this!).
It is possibly also incompatible with M.Ul.E's AI Booster 0.9, but it could be another issue with that mod as it appears to be left incomplete since 2016.
If you encounter incompatibility please let me know!

PS: Keep the number of mods you run to 30 or less. The game becomes unstable beyond that point. This is regardless of what the mod does. This is something anyone running any mod should know and most find out the hard way.

PS2: If you run any mod that requires this mod to run never ask me about any issues. I cannot solve issues if they do not exist in CI. Bring any and all of the problems you run into with the sub-mod's author.

It is recommended to finish your current game before adding or updating mods.

Credits:
That Human: Design, balance, textures, model composition, icons, flavor text, lore, sound design.
好想养只宠物啊: Meshes, rigging, model editing
Poldon: Typo fixes, playtesting
Vacuity: Typo fixes
Iguana-on-a-stick: Balance advice, screenshots
Siwinger: Playtesting, screenshots
ElJoe: Saker model
Additional thanks:
Liberty Valance (Wolfie) for meshes!
dilaguna for meshes!
ashetaroth for meshes!
And huge thanks to the community for constructive feedback!

You can support me here:
https://www.subscribestar.com/chivalrousintentionalmodding
Popular Discussions View All (19)
560
24 Mar, 2024 @ 7:37pm
PINNED: The Council Hall with Chivalrous Intentions
That Human
71
18 Feb, 2023 @ 2:56pm
PINNED: Chivalrous Intentions Complete Unit List
That Human
11
1
14 Jun, 2024 @ 1:43pm
PINNED: Chivalrous Intentions to AoW4?
That Human
1,991 Comments
That Human  [author] 18 Jul @ 8:01am 
@orog58
The Necropolis building paths are quite the labyrinth but I can recall you needed the Haunted Vault first. When hovering your mouse over the Haunted Vault building option it should be listed there as well as it's requirements.
orog58 18 Jul @ 6:53am 
Hi, I'm trying to figure out how to make a spectre. In your list it says graves of the damned, but I can't figure out what that is! haha, sorry can you help?
Vacuumrider 14 Jul @ 4:00am 
@That Human
Thank you for listening and for your reactivity !
That Human  [author] 12 Jul @ 6:43pm 
@Vacuumrider
Update released. As I looked at the unit some stats had to be reduced drastically. I believe last time I did any balance changes to it was 5 years ago which really speaks volumes to how important feedback is! Thank you!

The exact changes are in the notes (found below the mod header). While damage was kept, it's defenses and resistance has been significantly reduced.
Vacuumrider 12 Jul @ 7:29am 
Some build have no answer against dancing blades.With good damage, very good defense, Tireless, Overwhelm, Martial Arts and First Strike they simply destroy most close combat units for a fraction of the price, but still they have Reinforced, are immune to 2 elements and very resistant to 2 others. Gargoyle for exemple are countered by physical damage and pikemen and are T3. Sure, DB have low hp and Cannot regenerate but are easily heal by supports.
If DB stay cheap and accessible, maybe they could have -1 in damage and defense, and a weakness to shock. But more importantly, I think Martial Arts an First Strike are skills for swordmasters, not mindless automated objects. They could have Overwhelm and/or Bleeding Wounds has promotion.
That Human  [author] 11 Jul @ 2:19pm 
@Vacuumrider
I agree Arboreal should get Forestry, they did not have that since I wanted to emphasize them being slow but it also makes sense they would know the shortcuts. I will add that to the next update since the Treeman has it by default (applied by being a Fey unit).

Dancing Swords can be tough but they can also be killed quickly depending if you can field a good counter, same with the Gargoyles and other unconventional units. Of course, if you can give me strong statistics and ideas for changes backed up by said statistics I am glad to look into it!
Vacuumrider 11 Jul @ 10:25am 
Thank you for your work. Just wanna say you forgot "forestry" on the Draconian Arboreal. I also think the dancing sword is far to OP. Still the best mod out there.
rizzoyuen 8 Jul @ 11:09pm 
@That Human
Thank you, it is a beautiful unit.
That Human  [author] 7 Jul @ 6:11am 
@rizzoyuen
It's from Chivalrous Additions: Wasteland.
You need the Menhir of Fire before you can build the additional building that produces them.
rizzoyuen 6 Jul @ 11:41pm 
@That Human
May i know how to recruit "Forge Giant" ?
Is it from you ?