Age of Wonders III

Age of Wonders III

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Chivalrous Intentions
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File Size
Posted
Updated
93.461 MB
Oct 13, 2018 @ 10:04am
Oct 28 @ 1:12am
337 Change Notes ( view )
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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://steamcommunity.com/app/226840/discussions/0/3315233099222399220/

OVERVIEW:
Adding 459 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!
Popular Discussions View All (19)
560
Mar 24 @ 7:37pm
PINNED: The Council Hall with Chivalrous Intentions
That Human
71
Feb 18, 2023 @ 2:56pm
PINNED: Chivalrous Intentions Complete Unit List
That Human
11
1
Jun 14 @ 1:43pm
PINNED: Chivalrous Intentions to AoW4?
That Human
1,929 Comments
misterlibido Nov 19 @ 2:28am 
Would you ever consider making something like this for AoW4? I beg you
That Human  [author] Nov 18 @ 8:32am 
@Goemoe
I do recommend Wasteland not just because Gladen's excellent two new races and two new dwellings, but also my Chivalrous Additions submod for it which already add over 100 new units including new ships and secret units for the old races.
The nomads and lizardmen are waiting for you if ever want even more content! :3
Goemoe Nov 18 @ 7:30am 
Looking for other mods? O.O Why should anyone do this, when we can have Chivalrous Intentions ;)
We play the game daily for years now (>5000 hours) and we enjoy all the variety the game offers with a bunch of addons, but especially yours. We still have units which surprise us which keeps the game fresh. So thank you thank you thank you for your work.
That Human  [author] Nov 6 @ 11:03pm 
@Goemoe
The issue there is that the game has set "early-middle-late" settings for events and I work within those limitations. They can be modified but that would cause large compatibility issues. I am a little surprised since I often hear they are cakewalks in multiplayer. They were balanced around the AI and what it can handle as they cannot prepare for events properly. I would recommend looking for other mods that add events, such as Wasteland (which I made an chiv. additions mod for without any new events) which adds a lot. And two new races and lots of other content doesn't hurt either.
Goemoe Nov 6 @ 10:24am 
The events might be nice to have later, but if they occur in this way early we simply have to disable them. We start with few units and would get a serious disadvantage to prepare all our units for random events that early in the game. Perhaps you can modify the strength of the events in relation to the turn number.
That Human  [author] Nov 6 @ 5:03am 
@Goemoe
The very early invasion events can be easy to deal with if you are ready for them. They often do not appear that early but sending your main stacks to guard or having a small group of guards help a lot. The four turn countdown is to allow you time to prepare. There is usually a large space between them (which is why there are so many other events) but at rare occasion you can get one after another.
Goemoe Nov 6 @ 4:25am 
We are still big fans of this mod, big thanks for all of your work!. But one question bugs us: did your events got harder? When we are flooded with zombies, exploding goblins or other critters on turn 80, it adds to the game (we only play multiplayer coop) but in my actual PBEM I met 3 stacks of kobolds on turn 12, which ... well will probably kill me ;) It would be great if "flood the game with creatures"-events can't pop up that early...
tazarbill Oct 1 @ 11:50pm 
Starv I dont if it helps any,sometimes we encounter in multiplayer games events that may stack game. In general what we do to keep our game going on especially if its along game 100-200 turns we just load the autosave and remove the events from the options .The event icon remains but it never occurs ,sadly no other event occurs after that as well, but at least we keep our game going
That Human  [author] Oct 1 @ 10:54am 
Thanks to the testing by Vimper the Steam Tank no longer starts on a cooldown! Additionally, the Satyr Champion can now withstand magic a little better!
Starv Aug 10 @ 5:53am 
I cannot thank you both @That Human and @Glad enough for your incredible work and support, unfortunately the file with the crash got overwritten by the auto-save of another game i started after, i still have a manual save but it's from turn 164, before the event triggered, i tried to skip ahead until turn 223 (when i lost) but the event never reappeared again, I'm very sorry about this.
I hope to get the event in the current game i'm playing on a new map, will leave feedback here in that case.