Age of Wonders III

Age of Wonders III

262 ratings
Empire Building Mod
File Size
12.969 MB
Aug 16, 2016 @ 12:45pm
Sep 22, 2018 @ 11:31am
19 Change Notes ( view )
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Empire Building Mod

As the title says the main purpose of this Mod is to bring more depth to the Empire Building aspect of Age of Wonders. This includes as an essential part an expansion of the concept of Mythical City Upgrades – but the Mod contains also a lot of other content that is linked to the Empire Building idea: for example several new units for each race that get available if a city is developed in a particular way and that provide some substantial new synergy effects.

For an overview of the features I’ve created a separate Manual:

It shows the changes and their purpose more illustrative than I could describe it here. Summarized the changes are related to the following things:

- several new buildings that allow more economic and military specialization for cities

- 27 alternative racial units with more variation in unit types (e.g. additional tier II and III archers and irregulars) to make the respective (old and new) mythical city upgrades more valuable

- a more complex Hero upgrade system

- 2 additional combat spells for every class that strengthen different ways for each class to use magic (e.g. combat summoning or crowd control)

The Mod needs both DLCs.

The Empire Building Mod is available in English, German and thanks to mourioche for the most part now also in French (around 90% are finished).

Because this mod changes a lot of data the compatibility is not very high. To make it work together with the Triumphant Heroes you need additionally the following mod:
For compatibility with the PBEM and Single Player Balance Mod you need additionally:

To make it compatible with mods that change heroes you can use the reduced version instead:
It removes all hero upgrades from the Empire Building mod though.
Popular Discussions View All (4)
Jan 21 @ 10:03am
Some Balance discussions / ideas / complaints
Aug 21, 2017 @ 7:39am
Activate the Mod
May 29, 2018 @ 3:00am
Building Bridges?
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Der Mentat  [author] Mar 20 @ 12:41pm 
I’ll possibly add a compatibility version for the Shadow Realm mod. It really depends how much free time I’ll have in July, in August I’m probably going to focus on the new game.
skaz88 Mar 19 @ 5:27pm 
Dow you plan to add compatibility for the Shadow Elves?
Der Mentat  [author] Feb 25 @ 11:37am 
The Chieftain is mainly a ranged unit, so it makes sense that he deals only physical damage.
Is it displayed somewhere that he should get an additional blight channel?
alacam Feb 22 @ 12:15pm 
My Goblin Chieftain doesn't get the Blight Damage when levelling up. Does anybody know why?
Der Mentat  [author] Feb 12 @ 5:55am 
Unfortunately I don't have any other solutions. One year ago it seems to have worked for Golden Pollo by using a persional mod... Maybe another mod is interfering?
Cat-lunatic Feb 11 @ 8:40pm 
Der Mentat, I can't get the personal submod to replace bear rider with boar riders to work, at all, the one i have just makes no mounted cavalry for the dwarves appear, as in. ..Instead of boar riders, just nothing. So I guess I have to stick with the bear rider.
steelwork Jan 21 @ 9:22am 
ah nice to hear! it was a shame to not be able to fully use the empire mod with shadow elves.
also a few unit addition for them would always be appreciated, they kinda lack a bit variety compared to other races (because of mods mostly)
Der Mentat  [author] Jan 6 @ 8:21am 
I’m not really sure yet which sources I would use (and I can’t guarantee that I’ll include them at all). But most likely it should be possible to just work with the models that are already part of the Shadow Realm expansion and modify them, similar to the way I dealt with the other races. Thanks for the comment anyway.
Gokhlayeh Dec 29, 2018 @ 2:23pm 
Hello, first of all I like to say thank you for the great mod! I'm glad to read that you will integrate the shadow elfes. Do you use your own mod for this or the existing race mod 1.2? If you use the race mod 1.2 please have a look to my comment from November ->
I think that is really important, because the archer is a very good unit :-). Thanks & Cheers
Der Mentat  [author] Dec 29, 2018 @ 1:51pm 
Before you enter the mod editor (on the screen where you set the name and the prerequisites of the mod) you can also choose the priority. It has to be higher than the mod it changes.