Age of Wonders III

Age of Wonders III

252 ratings
Racial Heritage Mod
File Size
7.375 MB
Oct 12, 2015 @ 11:49am
Mar 17, 2017 @ 9:40am
39 Change Notes ( view )
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Racial Heritage Mod

This mod aims to add subfactions to each race, one for good and one for evil alignment (production isn't tied to alignment though). This includes 4 new units (2 per subfaction) which are unlocked in separate and mutual exclusive building chains that give some additional boni for certain units or the city itself.

Building chains generally look like this:
- 1st subfaction building: general city boni, no building needed
- 2nd subfaction building: unlock 1st subfaction unit (tier 2) and boni for one of the baracks units, needs 1st subfaction building and baracks
- 3rd subfaction building: unlock 2nd subfaction unit (tier 3) and general city boni, needs 2nd subfaction building
- 4th subfaction "building": costs only mana, newly produced racial units gain the new subfaction trait, needs 3rd subfaction building

Factions for the different races:
- High Elves: Dark Elf Heritage vs. Wood Elf Heritage
- Humans: Occultists vs. Visionaries
- Frostlings: Wolfkin vs. Children of Artica
- Draconians: Firedrake Heritage vs. Lizardman Heritage
- Goblins: Boglings vs. Hob-Goblins
- Dwarves: Order of Stormy Heights vs. Order of the Deep
- Tigrans: Sun Cult vs. Moon Cult
- Halflings: Shroomer Clan vs. The Vigil
- Orcs: Blackskull Tribe vs. Whitemane Tribe

******Important Information***********
- the mod should now be compatible with any other mod that also adds new city upgrades (this doesn't mean that other side effects can't occur)
- the mod is now compatible with the alignment city spells (they will overwrite the alignment like for any other units, so e.g. you can create dedicated to good dark elves now)

******Known Issues******
- the AI won't use the witch lightning ability of the hag
- units adjacent to the hex where the aether gate is spawned can't use the use aether gate ability until they move one hex away and back next to the aether gate again (I reported this, but devs won't fix it since it's no feature of the core game)
- for players with lower spec PC's that use >= high texture quality it can happen that some of the new unit's models (e.g. high elf spider queen model) are only partially visible

- compatibility mod for the regiments mod by Inviktys :
- there is an extension of this mod for my new archon race:

- Flenoom, for showing me how to vastly improve my spider queen model
- L_M_Glegg, for writing those great unit descriptions
- Franziskus, for translating the unit descriptions into german
- Charlatan for allowing me to use his amazing airship model

*******My other mod projects******
- Hero Development Mod:
- Hero Professions Mod:
- The Old Man and the Sea:
- Beastman Dwelling Mod:
- Archon Race Mod:
Popular Discussions View All (4)
Jul 25, 2018 @ 1:14pm
Bug Reports
May 28, 2016 @ 7:33am
Balancing Suggestions
Jun 12, 2016 @ 4:15am
Change Logs
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skaz88 Mar 19 @ 5:25pm 
Will you make an add on for the Shadow Elves?
tjimagineer Feb 2 @ 11:32pm 
Is the Ice maiden being an elemental intended( instead of a support which she appears to be) as she doesn't get the class bonuses for most things as a result of this?
GodlikeDennis Jan 30 @ 2:16am 
AFAIK the airship has to be considered army leader to work properly in transporting troops.
tjimagineer Jan 29 @ 7:07pm 
The Human Airship seems to disable my heroes abilities that enhance the whole army. Is their a way to fix this?
steelwork Jan 21 @ 5:10am 
would be cool to have new units for shadow elves! (for the shadow realm mod).
(they were dark elves in previous AOW's)
lastarchon Nov 25, 2018 @ 8:10pm 
liked this a lot, but had to un-sub after running into some game-breaking ones like Tigran False God with its frenzy-inducing ability. Really suggest removing that ability altogether.
Syhron Nov 10, 2018 @ 10:47am 
I just wanted to point out that your "Molerider" is actually riding a Badger. I like the reference to Age of Wonders 2, where Dwarves had this unit. Still, here it's clearly a Badger ;)
Theobald Nov 1, 2018 @ 9:44am 
Same bug/conflict about wolfkin path. May be an EBM light issue (not an Arsenal one in any case).
nechaef Oct 10, 2018 @ 12:02am 
I have a strange bug with this mod, Frostlings are locked out of the Wolfkin path. I presume it's a mod conflict anybody had this happen to them and knows what mod(s) responsible?
HjAa Sep 30, 2018 @ 10:31am 
Hi Eomolch! I wanted to ask - Would it be possible to make the Orc Warlord lead Tier 4 units?