Age of Wonders III

Age of Wonders III

322 ratings
PBEM & Single player Balance Mod 1.31
File Size
34.813 MB
Apr 8, 2016 @ 12:07pm
Apr 24, 2021 @ 3:07pm
31 Change Notes ( view )
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PBEM & Single player Balance Mod 1.31

1.31 version was released!

1.3 Changelog

What is the PBEM & Single player balance mod?
The PBEM & Single player balance mod aims to balance the game for PBEM and single play, that is to say to make it possible for any combination of class/race/specialisations chosen to win a match if good strategic and tactical choices are made during the match. In PBEM games, it is a must-have to avoid one-sided games, and in single play, it significantly increases the fun of games through both balancing and the addition of synergistic abilities for some units (like Engineers and Halfling Brew Brothers). The mod is mainly coded and coordinated by Zaskow and Hiliadan (and in the past cbower).
The mod has been developed with the AoW3’s community and changes are integrated only after a consensus is reached regarding their need. It is thus a real community mod and not a mod based on the opinion of its developers. Changes that do not achieve their initial aims are edited or removed and the mod has already been through many iterations over more than a year.

Why PBEM players and single players should use the balance mod?
Triumph stated that they are happy with the current balance of the game. Its latest official patch, v1.8, brings only a handful of balance changes and mainly focuses on bug fixing. It is thus now the job of the community and of this mod to balance the game!

The game suffers from several big imbalances that the mod corrects:

– Necromancers can win games in 10-20 turns by reanimating Death Bringers and Titans and Ghoul Cursing all the units of the maps with 100% chances of success thanks to Inflict Despair
Illustration of why Necro is OP – Round 5 of the 2015 PBEM Duel Tournament – Necromancer Draconian mirror match

– XP farming is encouraged in the official version because touch abilities (Touch of Faith, etc.) provide XP whenever they are used and the limits of XP each unit can yield when it is hit is too high, meaning that players have huge incentives to stall fights to use all their touch abilities and to limit damages caused to enemy units to harvest as much XP as possible from these units (see also the videos above)

– Mind control strategies are too strong and can be used too early and production/summoning strategies can’t compete

– Slayer’s Doubt and Stiffen Limbs last until the End of Battle, making high-level sites very easy to clear in early game

– Dreadnought and Halflings are too slow and too weak respectively making them uncompetitive

– And many more smaller issues

The balance mod pays attention not to bring changes that can reduce the fun for single players. Using the mod thus brings you the benefits of a more fulfilling game without any drawbacks. The mod also brings many new interesting synergies and uses to weak units (Dreadnought's Engineers can now build Roads and have an improved Flash Bomb; Halfling Brew Brothers provide Bolster when they use Fortifying Meal and synergize with Halfling Farmers by allowing them to re-use Throw Chicken) and weak specializations (all elemental spec have been boosted, e.g. Domain of the Sun now gives +1 fire damage). Cf. the screenshots.

Simple changelog - and full detailed changelog (dedicated GoogleDoc):

Feedback welcome to further improve balance!
This mod contains 2 visual mods (with permission of their authors): Racial Class Unit Reskin by Tibbles and Racial Watchtowers by iHunterKiller.

--- To go further ---
Bug reporting: on Paradox official forums: or by commenting here on the Workshop
Balance discussion:
News on the latest versions of the balance mod on the AoW3 community website, the Battlefield, in the news section:
Summary of all the proposed changes and opinions of the community:

--- Beta Branch ---
This mod is the "Main Branch" of the balance mod, i.e. the stable version we recommend for most users. A Beta Branch is used to test the latest changes before bringing them to the Main Branch, and is updated more often:

Great thanks to Tibbles for our nice logo!!!
Great thanks to SfH|ExileFromHeaven and Larik.частица.света for Russian localization!!!
Great thanks to Badok for Polish localization!!!
Popular Discussions View All (6)
Jun 11, 2021 @ 7:49am
Bugs, issues, technical problems...
Oct 11, 2020 @ 9:38am
Feedback, ideas, propositions...
Feb 9, 2021 @ 8:56am
Compatibility with other mods
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Ш.У.Т May 10 @ 4:43am 
А перевод от Project {LINK REMOVED} работает с версией 1.31?
Storm7 Feb 8 @ 2:31pm 
Is this mod stopping arcane binding from working? My heroes can select it (spend points on it), but it doesn't show up under their list of skills or in combat.
Blackdragonhole Jan 13 @ 12:24pm 
@s_oregan: Thanks.
Tartan Kane Dec 30, 2022 @ 3:08pm 
@Blackdragonhole In the game launcher there is a tab for User Content. You can enable the mod in there.
Blackdragonhole Dec 30, 2022 @ 12:46am 
I subscribed to the mod, but nothing happened. Am I doing something wrong?
Ironman_Mk11 Aug 30, 2022 @ 2:56pm 
TLDR: Will this mod break an existing campaign save if activated mid-campaign?

So, I was unfamiliar with the peculiarities of the extra steps mods need to function in this game. I did what I do with basically every other steam game, I subscribed to some mods, launched the game and assumed they'd work... Not so, it seems, as I missed the whole "need to go into the User Content tab that's not even in the game but in the launcher pre-game and actually activate them" step.

I've activated them now, but I'm getting mod conflict errors when I try to launch the save. Worried, because I don't want to bork anything up. Read through your whole description, didn't see mention of if it would be safe to do this. I'm assuming not, but I'm hoping...
Kardthus the Ouch-Causer Jul 11, 2022 @ 6:42pm 
Have you considered adding additional player properties to the AI to help it out? If you make an avatar skill with the same settings as basic seafaring but with a round limit beyond the length of any game it won't have any effect on player sides, short of using the "ERASMUS" console command there is no way to acquire the skill afaik and you can get the all-knowing empire quest as you normally would. There are a lot of options for altering the AI this way.
Gladen Jun 18, 2022 @ 9:53am 
You may want to raise the number of quests for High Elves. A bug is present in the original game that all other races have 38 quests in total on Town, City and Metropolis. High Elves only has 26 quests on Town, 17 quests on City and 16 quests on Metropolis.

This can be confirmed throughout CityLogik.rpk and compared with other independent quest sets in DLC that nothing new is added over vanilla. This either makes High Elves have an advantage or disadvantage in comparison to the other 8 races since they only have 2-5 quests set on hard/very hard.
elijafire Mar 15, 2022 @ 10:56am 
When the necromancer started leeching my kills in an Emp game I just spam killed tons of units and eventually he couldn't afford them and it decimated his economy. Easy win.

I played as a halfling rogue and won super easy against multiple computers on hardmode.

The main problem as I see it is the AI is just too dumb, if you put defenders on hard they can't even beat themselves, sad panda.

Anyway thanks for the mod keep up the good work!
Project Dec 19, 2021 @ 7:09am 
Hello, I have updated the Russian translation in the mod, please add