Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

New World Empires - Swords of the Prophets
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Update: 29 Oct, 2020 @ 11:30pm

Update: 29 Oct, 2020 @ 9:01am

Update: 28 Oct, 2020 @ 11:31pm

Latest:

[REBALANCE] Spearmen, Lancers get +2 armour, making them a little more powerful and less fragile.
- Arab merc units added to Makurian and Arab roster.
- Arabs get Abtal Infantry.
- Some attempts to rebalance the relationship between buildings and infantry done.

TO-DO [23/10]

KOREANS still remain UNDONE.

- JAPANESE: Uji Chief lacks proper melee anim.
- SRIVIJAYA: Still missing a Jungle Scout / Blowgunner. May create a dummy unit to test this.
- INDIANS - No Imperial Gajah. STILL WIP (sigh)
- TANG, TIBET - No Qiang. Xianbei levies done for Outpost.

COMPLETE LIST:

Chinese, Japanese, Lombards, Byzantines, Franks, Visigoths, Saxons, Vikings, Russians, Poles, Magyars, Avars, Bulgars, Sogdians, Turks, Khazars, Tibetans

WISH LIST:

- Fix unit icons & help text, we haven't spent much on them.
- Implement KOREANS.
- Insert tech restrictions, wonders
- Insert Stephanie's suggested balance rules.

Update: 27 Oct, 2020 @ 7:13am

Update: 26 Oct, 2020 @ 8:06am

FOR STEPHANIE: Happy 30th!
(7.8.2020)

New World Empires: SWORDS OF THE PROPHETS is a prequel to Rise of Kings: CHRONICLES, and the first installment of the NEW WORLD EMPIRES series of mods.

Whereas CHRONICLES concentrates on the six centuries following the rise of the Capetian Dynasty in France and the fall of the Tang in China, SWORDS OF THE PROPHETS this time has a single start date - 666 CE, and functions as a prologue - albeit much belated - to the 10th century world of CHRONICLES itself.

One of the more well-known mods created for Rise of Nations since its emergence in early 2004, the Rise of Kings mod series is now available as a mod for the Steam edition of Rise of Nations.

WANNA SEE MORE OF OUR MODS? visit https://www.patreon.com/beelimsolutions
LIKE THIS MOD? visit https://www.patreon.com/posts/help-us-11689318

FEATURES

While the Rise of Kings series concentrates mainly on booming and expanding (the historically accurate long run scenario), New World Empires instead is built around rushing. Unlike Rise of Kings where you must first research new techs in order to open up all military options, here the barracks and the hovels are immediately ready. However, as this mod covers only a short span of time - 200 years - cities are understandably costlier, but buildings cheaper.

- 24 completed factions featuring different playstyles - from the melee-heavy Norse and Tibetans, to the more mobile Turks and Arabs (saracens don't exist).

- More custom units, with many new models and animations.

- A more variegated and complex mercenary management system. The Outpost isn't the only player in town.

- Aggressive gameplay. Barracks and Hovels can be built right away without the need for "teching up".

- Morale and information warfare. The LOS of most buildings and mercenaries is drastically reduced, making spies more useful. Professional units have higher LOS, while levies don't have any.

- A full set of medieval wonders to flesh out the Early Middle Ages.

For more info, feel free to visit out official wiki, now based with http://newworldempires.fandom.com/Swords_of_the_Prophets

Update: 25 Oct, 2020 @ 1:18am

Latest:

- Removed unique unit status from Chelandion (Arab-Byzantine heavy ship)
- More ethnically and politically correct Arabs. Ansariyun got a new skin, as did Arab lancers.

TO-DO [23/10]

KOREANS still remain UNDONE.

- JAPANESE: Uji Chief lacks proper melee anim.
- SRIVIJAYA: Still missing a Jungle Scout / Blowgunner. May create a dummy unit to test this.
- ARABS, MAKURIANS - Arab mercs are still missing.
- INDIANS - No Imperial Gajah. STILL WIP (sigh)
- TANG, TIBET - No Qiang. Xianbei levies done for Outpost.

COMPLETE LIST:

Chinese, Japanese, Lombards, Byzantines, Franks, Visigoths, Saxons, Vikings, Russians, Poles, Magyars, Avars, Bulgars, Sogdians, Turks, Khazars, Tibetans

WISH LIST:

- Fix unit icons & help text, we haven't spent much on them.
- Implement KOREANS.
- Insert tech restrictions, wonders
- Insert Stephanie's suggested balance rules.

Update: 23 Oct, 2020 @ 6:32am

(7.8.2020)
FOR STEPHANIE: Happy 30th!

New World Empires: SWORDS OF THE PROPHETS is a prequel to Rise of Kings: CHRONICLES, and the first installment of the NEW WORLD EMPIRES series of mods.

Whereas CHRONICLES concentrates on the six centuries following the rise of the Capetian Dynasty in France and the fall of the Tang in China, SWORDS OF THE PROPHETS this time has a single start date - 666 CE, and functions as a prologue - albeit much belated - to the 10th century world of CHRONICLES itself.

One of the more well-known mods created for Rise of Nations since its emergence in early 2004, the Rise of Kings mod series is now available as a mod for the Steam edition of Rise of Nations.

WANNA SEE MORE OF OUR MODS? visit https://www.patreon.com/beelimsolutions
LIKE THIS MOD? visit https://www.patreon.com/posts/help-us-11689318

FEATURES

While the Rise of Kings series concentrates mainly on booming and expanding (the historically accurate long run scenario), New World Empires instead is built around rushing. Unlike Rise of Kings where you must first research new techs in order to open up all military options, here the barracks and the hovels are immediately ready. However, as this mod covers only a short span of time - 200 years - cities are understandably costlier, but buildings cheaper.

- 24 completed factions featuring different playstyles - from the melee-heavy Norse and Tibetans, to the more mobile Turks and Arabs (saracens don't exist).

- More custom units, with many new models and animations.

- A more variegated and complex mercenary management system. The Outpost isn't the only player in town.

- Aggressive gameplay. Barracks and Hovels can be built right away without the need for "teching up".

- Morale and information warfare. The LOS of most buildings and mercenaries is drastically reduced, making spies more useful. Professional units have higher LOS, while levies don't have any.

- A full set of medieval wonders to flesh out the Early Middle Ages.

For more info, feel free to visit out official wiki, now based with http://newworldempires.fandom.com/Swords_of_the_Prophets

Update: 23 Oct, 2020 @ 3:37am

Update: 23 Oct, 2020 @ 1:51am

Latest:

- Chinese units audited. Last mainstream Tang units added to Magistrate.

TO-DO [23/10]

KOREANS still remain UNDONE.

- JAPANESE: Uji Chief lacks proper melee anim.
- SRIVIJAYA: Still missing a Jungle Scout / Blowgunner. May create a dummy unit to test this.
- ARABS, MAKURIANS - Arab mercs are still missing.
- INDIANS - No Imperial Gajah. STILL WIP (sigh)
- TANG, TIBET - No Qiang levies done for Outpost.

COMPLETE LIST:

Chinese, Japanese, Lombards, Byzantines, Franks, Visigoths, Saxons, Vikings, Russians, Poles, Magyars, Avars, Bulgars, Sogdians, Turks, Khazars, Tibetans

WISH LIST:

- Fix unit icons & help text, we haven't spent much on them.
- Implement KOREANS.
- Insert tech restrictions, wonders
- Insert Stephanie's suggested balance rules.

Update: 22 Oct, 2020 @ 10:20am

Latest:

- Arab units rejigged. Ansariyun should now be part of Arab roster. But still no Arab mercs.
- Makurian roster should mostly be done.

TO-DO [20/10]

KOREANS still remain UNDONE.

- JAPANESE: Uji Chief lacks proper melee anim.
- SRIVIJAYA: Still missing a Jungle Scout / Blowgunner. May create a dummy unit to test this.
- ARABS, MAKURIANS - Arab mercs are still missing.
- INDIANS - No Imperial Gajah. STILL WIP (sigh)

COMPLETE LIST:

Chinese, Japanese, Lombards, Byzantines, Franks, Visigoths, Saxons, Vikings, Russians, Poles, Magyars, Avars, Bulgars, Sogdians, Turks, Khazars, Tibetans

WISH LIST:

- Fix unit icons & help text, we haven't spent much on them.
- Implement KOREANS.
- Insert tech restrictions, wonders
- Insert Stephanie's suggested balance rules.