Age of Wonders III

Age of Wonders III

Empire Building Mod
597 Comments
Rewasder 19 Feb, 2024 @ 2:56am 
Thanks! I've been trying it and it looks like it, yes
Der Mentat  [author] 18 Feb, 2024 @ 10:32am 
It should work for the campaign as well.
Rewasder 13 Feb, 2024 @ 9:46am 
A bit late to the party, but... does the mod affect campaign? Or if I'm just interested in the campaign it won't work?
CaptainKampfkeks 30 May, 2023 @ 7:55pm 
That is quite fair. Thanks for answering nonetheless. I wish you luck in your future AoW4 modding endeavours and will be sure to keep my eyes peeled for your name on the workshop, when I'll eventually get the game myself. ^^
Der Mentat  [author] 30 May, 2023 @ 2:48pm 
Unfortunately modding is very time consuming. Currently I'm more focused on AoW4, so it's unlikely that I'll look back into my AoW3 mods and try to reconstruct how I coded them...
CaptainKampfkeks 29 May, 2023 @ 6:38pm 
I wonder, would you be perhaps interested to make a compatch for Deluxe Specialisations? That mod allows ultimate freedom in mixing specialisations and even allows multi-classing. The only problem is, that the secondary class buildings can't be build when used alongside your fantastic mod.
And leader skills only draw from the main class, but that could be intented behaviour, I'm not sure.
Der Mentat  [author] 17 May, 2023 @ 11:53am 
There will be a mod for AoW4 too but most likely not in the near future. I usually wait until all DLCs are done.
Haywood Jablome 11 May, 2023 @ 10:15am 
Any chance you'll do empire building mod for AOW4 too in the near future? :profgenki:
Der Mentat  [author] 1 May, 2023 @ 12:20pm 
You can just try it. It's very unlikely that it leads to a crash, however the hero skills from one mod might overwrite the skills from the other mod.
Ostrich-Hungry 23 Apr, 2023 @ 5:33pm 
I'm searching everywhere for an answer about this. It is compatible with Ayalin's mods? Both make changes to hero skills so I guess not, but I would love to have them together!
Der Mentat  [author] 11 Mar, 2023 @ 11:44am 
It should be. But I never tested it with the new campaign.
hottt3 9 Mar, 2023 @ 9:19am 
Thanks for the mod! Is it compatible with Shadow Realm mod?
Der Mentat  [author] 22 Aug, 2022 @ 1:19am 
Thanks. If there's a further update I'll look into this.
Dunadd 21 Aug, 2022 @ 5:59pm 
There's a bug with the skyguard pylon that if heroes have flying mounts and you're the defender, ending the spell works to let flying units fly that turn, but heroes on flying mounts continue to show as "walking" and still can't fly. Not complaining. Mod is awsome and thanks for all your owkr. Just letting you know and up to you of course whether you think it's worth the time it'd take to change that.
Warbeast 18 Apr, 2022 @ 2:00pm 
Is there any shadow realm compatibility to this?
Der Mentat  [author] 22 Feb, 2022 @ 11:09am 
@Jowry: That's really not a bad idea but I'm pretty sure there's nothing in the modding tools that allows to count the number of treasure sites of the same type within a city. So the only way I could change it would be to enable always both upgrade options (even with just 1 site).

Apart from that there's another issue: I can hardly find enough time to work on the Adventure Mod already. So, adding features for the EBM would delay everything even more. Therfore I currently don't plan to work on new updates for this mod, it's just too time-consuming...

Still, thanks for your feedback!
Jowry 10 Feb, 2022 @ 6:03am 
about the new mythical city upgrades and the mechanics of preventing the other from being built, I think it would be better if you could build the 2 mythical city upgrades from the same treasure site if there are 2 of the same treasure site in the domain, for example, if you have 2 wizard tower ruins in your domain, you can build both Arcane Catalyst and Library of the Arcane Arts
Roman 26 Nov, 2021 @ 4:37am 
Is there a version which adds only new hero upgrades?
Dragon 16 Nov, 2021 @ 2:47pm 
So will there be a patch for Return of Wonders - Sphere and Spells? some of their additions can't be built in cities.
libērtaŞ 28 Oct, 2021 @ 5:15pm 
this need a bigger regiments submod so bad
Castellan of sea 26 May, 2021 @ 8:32pm 
I wish their is a compatibility mod for Shadow realm and Wastelands...
When I use two mods together some of shadow realm and wasteland unts have missing body parts or clothes become invisible.
Der Mentat  [author] 13 May, 2021 @ 11:58am 
All units from the basic EBM should be included in the manual (linked in the description above).
TemplarKing 9 May, 2021 @ 6:18pm 
Is there a list of all the units you used in this? I am going to attempt to make a compatability patch for "Leveled units very strong"
CNC 4 Apr, 2021 @ 9:14pm 
but does the AI know how to play this?
Der Mentat  [author] 29 Mar, 2021 @ 1:13am 
Sorry, but this would be a lot of work and currently I'm fully occupied with completing the Adventure Mod.
skaz88 15 Mar, 2021 @ 8:55pm 
Can you make a patch for Eomolch's Archons?
Der Mentat  [author] 2 Feb, 2021 @ 4:15am 
It's not called EBM but Adventure Mod ;) So currently I'm actually indeed completely focussed on Planetfall. Unfortunately there's no further update planned for the EBM.
chi 1 Feb, 2021 @ 2:23am 
Hi, just chiming in to ask, if there's any news rregarding Shadow Realm compatibility? I checked to see if there's an EBM for Planetfall, since you wanted to move on, but there isn't, so I figured maybe you're still not fully invested there and there's a chance you'll yet update EBM? ;)
Closet Deadpooler 31 Dec, 2020 @ 11:20am 
The Sylvan safekeepers seem really underwhelming to me. They have a buffed T1 ranged attack that requires you to weaken their already low defenses, they're slower than most cavalry, they have subpar damage due to only getting one attack and not getting any damage buffs as they level. Their aetherbound effect is a good support ability but they're a liability in most cases. Plus the support cost and time to level of a T3 makes them even worse.
Timujin 19 Dec, 2020 @ 4:55pm 
Dunadd 9 Oct, 2020 @ 2:09pm 
Is there any chance of making racial governance upgrades that apply to all units of that race also apply to heroes and lords? Or would that take more time than you have to spare just now? Either way, thanks again for making this mod
Der Mentat  [author] 6 Aug, 2020 @ 12:56am 
@T.FOX: I just did a short test game - The Cathedral of Bones was for me immediately available after building the Embalmers Guild. If it's not there it might be a mod conflict.

@Dredgy: What do you mean with "required structure" - the Store House? Usually Settlers should be available after building the Store House or the Emblamers Guild. That seems to be still working (at least in my test game).
Dredgy 12 Jul, 2020 @ 1:21am 
After building the required structure the option to produce settlers is no longer avaliable. Am I missing somthing?
ALEXNTFOX 13 Jun, 2020 @ 10:59am 
@Der Mentat after install this mod i can't build Cathedral of Bones
Der Mentat  [author] 29 May, 2020 @ 4:32am 
It works with racial heritage mod and probably also with Chivalrous Inentions (I didn't test this though). For PBEM Balance mod you should use the compatibility mod additionally:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=947634602
Timujin 28 May, 2020 @ 5:37pm 
How compatible is this with racial heritage and Chivalrous Intentions?

PBEM and SP Balance as well?
Der Mentat  [author] 26 May, 2020 @ 9:24am 
A big part of this mod is the specialization of cities. The AI can't really handle this but on higher difficulty levels the AI can just build everything (due to its buffs) which is not very efficient but works. The player has still an advantage when using city specialization correctly but he kind of needs it because the unit upkeep is also adjusted to this (possible) higher income. Overall it's at least harder for the human player to spam high tier units, while the AI is generally not affected that much.
nakaz101 15 May, 2020 @ 10:38am 
Hey interesting mod, how does the AI handle this mod? One problem i have is that the End game AI is a bit to easy and they just spam Tier 3 units and sit around.
Dragon 13 May, 2020 @ 5:26pm 
So it turns out that it wasn't this mod that cause the crash. Somehow the multiplayer only allows for like 31 mods to play at once, sorry for accusing your mod for the crashed =( but now we know =D
Dragon 13 May, 2020 @ 4:53pm 
Ok found out that multiplayer doesn't work with Empire Building mod, is there a reason why this mod isn't available for multiplayer games? Or am I missing a compatibility patch of some sorts?
Der Mentat  [author] 22 Apr, 2020 @ 2:54am 
Thanks for reporting. It's probably indeed a mod conflict though. At least I couldn't reproduce it in a test game...
Hiro Dark 15 Apr, 2020 @ 12:16pm 
Don't have a Pillar of the Stylites in that city either, but that one is available to be produced while the Monument isn't also to be completely clear.
Hiro Dark 15 Apr, 2020 @ 11:58am 
Very much enjoying the mod, and still finding out cool new things about it even now! Unfortunately though, I'm not sure if this is due to a conflict with another mod and I'm not certain if it only applies to this one building, but for some reason I'm not being given the option to build the Monument to the ancient God-King in a city that has an Ancient Ruin in it. Just wanted to let you know in case something got borked with the mod so you'll be able to fix it if you're still working on it!
sorval 1 Mar, 2020 @ 10:01am 
This mod could use a better name. I was looking to get back to the old hero leveling system and this mods name didnt represent its function at all.
BOT 27 Feb, 2020 @ 6:19am 
Hello, really enjoying the mod!

One thought, not major, but is it possible to make the ice shapers a little bigger?
Currently the scapers seem to shrink when they evolve.
Der Mentat  [author] 13 Jan, 2020 @ 3:12am 
Here's a link to a pdf: https://docdro.id/KeiDS2t

The section about Frostling units is outdated though. Their T3 is now the Valkyrie instead of the White Lady. Besides, the manual doesn't include all changes, especially those that came with later updates. The most important is probably the upkeep increase: T2 units have +25%, T3 +50% and T4 +75% (This was primarily added to compensate for the higher income through new buildings like the market and the trading center).
gladis 12 Jan, 2020 @ 11:07am 
Is there also a PDF file available to see the Changelog?
The jpg doesn´t allow to search for specific words.
Der Mentat  [author] 10 Jan, 2020 @ 10:42am 
@Maximum Effort: The changes to T1s are very minor, so I guess the reason are the new T3s. Some of them have significant weaknesses and can be countered by specific units. It might just be that you encountered an unfavourable army composition. Similar to alexej I never experienced this myself though.

@Stukov: Thanks, I'll try to reproduce und fix it in a future update.

@Poldon: If you want to change certain units the easiest way is to just to add another mod to the EBM with higher priority. It allows you to modify all new units in the mod. Personally I consider the EBM as finished, future updates will most likely only contain bug fixes.
Samurai Zaiboshi 6 Jan, 2020 @ 12:51am 
Hello there! Did anyone else encounter a critical bug where game crushes if your High Elf Ranger manages to inflict "Under fire" on an enemy unit (I think it was Frostling Royal Guard, not sure if it matters though) in a Hall of the Forefathers? The error said something about duplicating ability IDs or something. It doesn't seem to cause an error in any other site though, so I'm kind of at a loss here. I do use a bunch of other mods (class units and towers reskins, decodence packs (all 3 of them), and additional cosmic events), but none of them should affect unit abilities, except for the Empire building mod.
alexej 2 Jan, 2020 @ 8:28pm 
Never experiencrd such thing using this mod from its birth