Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

173 ratings
Rise of Humankind - The Calm and The Storm
12
6
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
166.680 MB
Sep 27, 2021 @ 11:37am
Mar 4 @ 12:02pm
31 Change Notes ( view )

Subscribe to download
Rise of Humankind - The Calm and The Storm

Description
A complete overhaul of the entire game, through all its ages!
This mod was originally made for personal use as I started out with "Rise of the Ages" by 0wca. However, as it grew more and more over the years, I decided to release it publicly.

The main features of this mod are:

  • A much longer playtime for every match with around 3 hours to reach Information Age
  • Enough time for at least one big battle each age
  • More depth, uniques, immersion, and strategy
  • Reworked commerce and battle systems
  • Higher population limits and with that much bigger economies and armies
  • A steady change between fighting battles and working on your industry to keep you busy
  • New sounds, along with unique units now having sounds that fit their nation
  • An extended version of the "The Entire World" campaign

DISCLAIMERS:
  • It is advised to lower the population limit if your PC is not able to handle the amount of units that you and the AI might field.
  • This mod breaks all of the campaigns except for "The Entire World".
  • To work properly the mod needs to be installed locally. You also need to add the "RiseOfHumankind_GameMaster.bhs" script for each skirmish or multiplayer match that you want to play, otherwise some features of the mod will not work, and the AI will perform very poorly. In case of CtW the script is already added to automatically do its thing.

IMPORTANT: Installation Instructions
  • 1. Subscribe to this mod
  • 2. Subscribe to Rise of Humankind - Script
  • 3. Navigate to your steam folder and go to steamapps/workshop/content/287450
  • 4. Copy the folder named "2613116925"
  • 5. Go to your Rise of Nations game folder, open your mods folder (create it if it does not exist) and paste the previously copied folder there
  • 6. Start the game, go to Tools & Extras, then Steam Workshop
  • 7. Disable "Rise of Humankind - The Calm and The Storm" and enable "2613116925<local>". Make sure that "Rise of Humankind - Script" is enabled as well.
  • 8. When starting a quick battle, don’t forget to add the script called "riseofhumankind_gamemaster". You can find the option to add a script on the lower right on your setup screen.
In case you need to update the mod, the process is exactly the same.

Mod Highlights in more detail:

The Calm...
The mod is made to reward you for stopping your righteous crusade to conquer the world from time to time and focus on your economy:
  • The economy system has been thoroughly reworked to reduce one of Rise of Nations biggest flaws: The commerce limit capping at +999 resources. In order to do so, the production rates of the original Rise of the Ages economy has been changed up: All workers and buildings produce around 1/4 of the resources but gather them in a shorter time span. This effectively means that you are able to gather around the same number of resources in the same amount of time, while having more room to further your economy before hitting the cap.
  • Several other changes have been made to accommodate the resource gathering rework. Cities can be upgraded to Large Cities from Ancient Age onward, you can build 6 farms for every city and 5 more for every upgrade, each commerce limit has of course been refitted, along with several smaller changes and lots of cost rebalances.
  • Granaries, Lumbermills, Smelters and Refineries are more important than ever, as their bonuses are important to keep your economy actually viable.
  • In late game you get access to four new economic buildings that produce either food, timber, metal or oil on their own but reduce their effectiveness the more cities you have, with 10 cities being the point where their production no longer scales down. This is to allow even smaller nations to acquire the strength needed to fight bigger nations in late game. (This is one of the many features that require the Gamemaster script to work, so don't forget to add it to your matches!)
  • Advancing in ages and colored technologies is much more expensive, in order to extend the time you spend in each age. However, if someone else advances before you, you will get a significant cost reduction to your technologies. Advancing before everyone else might just give you that upper edge in strength you need but waiting for someone else to advance first might now be the better option in order to not waste precious resources.

... and the Storm
When you are done managing your resources it is time to show your enemy the power of your empire. To enhance waging war, the entire combat system has been thoroughly reworked:
  • The use of damage modifiers has been minimized. A unit’s role is now decided by its actual stats instead, to keep them from all feeling the same. Armor values now go much higher than 8, especially with tanks. No more cavalry defeating a tank for some weird reason. There are also no more ramping costs, except for some special support units and oil (to give a feeling of modern vehicles using up oil to move).
  • Battles are now similar to what you might find in a Total War game. Flanking and height bonuses are important factors for your strategy, as well as new unit classes that each counter each other (For example: Spears -> Cavalry -> Swords -> Spears).
  • All ranged units now have a certain degree of inaccuracy, making melee units much more viable throughout all ages.
  • The maximum amount of population has been increased significantly to allow for huge battles.
  • Huge battles require good management of logistics. To emphasize this, Supply Wagons are much more expensive. Make sure to protect them well! Attrition now hits much harder, but supplied units also get a slight healing bonus.
  • Many new unique units await your command, from Supply Planes to Priests, Monks, Zeppelins and many others!
  • Unit classes have been greatly expanded. As your units develop through the ages, they might change classes and with this even fulfill an entirely different role on the battlefield.
  • There is a huge army coming towards your base that you can't handle? Build a fortress! All kinds of fortresses are now able to keep almost any army at bay. Defense is now more important than ever but can also be countered easily: Bring out your siege weaponry if you need to take down a fortress, and make sure to protect it from cavalry and aerial attacks.
  • If an ally of yours loses a city they built, it will be automatically returned to them if you are the one that takes it back instead of them. (This feature will only work with the script enabled!)

Big campaign update:
If you like playing the campaign, give the new "The Entire World" campaign a try! Based on DonTheDime's great work way back in 2004, you can now play on an expanded world map with more territories, cards, longer missions and game mechanics regarding the management of your nation.

There are many more smaller changes that it's impossible to list them all, most of them relating to balance and game feel. I suggest taking a look in the discussions, as there is some more information on unit classes and troubleshooting.

Credits
  • Rise of the Ages (Models, Animations, Textures)
  • =Q4= Sztypettto (CtW World Map Graphic)
  • Fierce War Gold Edition (Textures)
  • Ivenend on RoN Heaven (Landsknecht model and Textures)
  • Cap_Nikollas on RoN Heaven (A7V Model and Textures)
  • Robur Velvetclaw (Tachanka Model and Textures)
  • BoneZone on Discord (Textures)
  • Age of Empires 3 Sounds (Gun Sounds, Voice Lines)
  • Age of Empires 3 Wars of Liberty Sounds (Voice Lines)
  • Cossacks 3 Sounds (Gun Sounds)
  • Vsevolod Ivanov (Thumbnail)

If anyone credited here does not want their resources to be used, please contact me and I will remove them immediately from the mod.
Popular Discussions View All (2)
10
Jul 11, 2024 @ 7:57am
Troubleshooting
Tark
0
1
Sep 27, 2021 @ 11:41am
Additional info on new and old unit classes
Tark
407 Comments
Tark  [author] Mar 5 @ 11:37am 
@[UNem] djtesoman Thank you for looking into it. Though the "random" pop cap increase is probably linked to you building cities, as each city also adds 100 to your pop cap. If that is the case, then that's intended behaviour. i should probably add that to the city description in the next update...
[UNem] djtesoman Mar 4 @ 6:21pm 
Hi @Tark, sory for my late response.

What I found during my quick play was that the pop cap increases at random moments different from when I researched mil tech.

I started in the Ancient Age and I was able to see increments in my pop cap even when I didn't research any tech

Hope this bring more information about the bug
Tark  [author] Feb 27 @ 4:29pm 
@Scipion Thank you! I hope you'll have fun relearning the game
Scipion Feb 27 @ 4:23pm 
Awesome, thanks for the information. Really like what you did with the mod.
Also discovered that playing "Tough" difficulty is now much more challenging than vanilla is. Will have to tone down the difficulty while I relearn the game.
Tark  [author] Feb 27 @ 4:17pm 
@Scipion Yes, this is intended. The tech costs are scaled to a much larger economy, and longer game time. And in general, you're not really meant to progress far technologically in the Ancient Age, which I assume you're in since you didn't mention metal costs. Costs change a lot once you hit Classical Age. If you still really want to reach higher color tech levels while still in Ancient Age, consider upgrading the territory you're attacking from to increase your starting resources, use cards, and raid the enemy a lot.
Tark  [author] Feb 27 @ 4:03pm 
@[UNem] djtesoman Maybe unlocking mil tech per script leads to the game not updating the pop cap properly? At least your findings suggest that, and that would be quite a bit of a problem because I'm not sure there is a workaround for that. I'll look into it, thank you for the info
Scipion Feb 27 @ 1:02pm 
I'm playing a campaign, is it normal for research to be so expensive ? For example, Military level 2 is 465 food and 1000 timber. It seems to me that it would be impossible to progress very far in a 2 hour scenario. Is that the intent ?
[UNem] djtesoman Feb 26 @ 4:31pm 
Hi @Tark, I found that for some CtW missions in Age 1 to 4 the limit was capped around 400.
Later in the same campaign around the ages 7 to 8 the limit was increasing dinamically with each mil research upgrade in the battle. The upgrade was not inmediatelly aparent, but it increases.

In the campaign mode, I had around mil 2 using the projects pop-ups using the tribute.

I don't know if this has some relevance.

I will play quick battle to see if it maintains the same problem.

Thanks for your help
Tark  [author] Feb 24 @ 3:31pm 
@[UNem] djtesoman Thanks man, I tried to replicate the problem but the population limit was increasing correctly for me. Does the limit also stay the same when playing Quick Battle?
[UNem] djtesoman Feb 24 @ 7:34am 
Hi, I don't know how this mod works about the maximun limit population in CtW Conquest scenarios, it seems that is always around 400 max pop cap but even if I research Mil tech in game, the limit doesn't increment.

Maybe anyone know how to increment the limit?

BtW, great mod @Tark