Concentrating on the late medieval period, Age of Chivalry: Hegemony replaces or significantly alters each of the civilizations in the original game, while also adding a number of new ones, allowing the player to control Central and Western European states. Many new units and technologies have been added and gameplay dynamics have been changed considerably in this complete overhaul of Age of Empires II.

Play as Austria, Bavaria, Bohemia, Brandenburg, Brittany, Burgundy, Denmark, England, Flanders, Florence, France, Friesland, Genoa, Guelders, Helvetia, Hungary, Liège, Milan, Naples, the Papal States, Poland, Savoy, Saxony, Scotland, Venice, or Wales. Fight against your friends or the AI through random maps or on newly crafted real world maps of Central Europe, Western Europe, Northern Italy or the Low Countries, or play through the unique historical eight-scenario campaign. Explore a whole new medieval period in Age of Chivalry: Hegemony!

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I'm very happy to announce that Age of Chivalry: Hegemony is now also available in Spanish! The entire mod, including the campaign, has been translated into Spanish by igorhp (who did most of the work), wowegoo and Sak. The Spanish translation will hopefully make it easier for Spanish speakers to enjoy the mod. It's still possible to play multiplayer games against players who have the English or German version.

Italian harbour


To install the Spanish version, you first need to download and install the full version of Age of Chivalry: Hegemony v2.02 (the most recent release). After installing this, you can install the Spanish translated files.

To download Age of Chivalry: Hegemony 2.02, click here:

Age of Chivalry: Hegemony 2.02


After installing Age of Chivalry: Hegemony, you can then install the Spanish Language Pack, which you can download from here:

Age of Chivalry: Hegemony (Spanish Language Pack)


The creators of the Spanish translation:


Have you made a translation of Age of Chivalry: Hegemony into a language other than Spanish or German, or do you want to make one? Get in touch with me and I will help you create an install script, and will publish it here on the mod's homepage!

Age of Chivalry: Hegemony 2.02 released!

Age of Chivalry: Hegemony 2.02 released!

News 12 comments

Age of Chivalry: Hegemony 2.02 has been released, adding new building graphics, fixing bugs, and resolving an installation problem!

Age of Chivalry: Hegemony 2.0 released!

Age of Chivalry: Hegemony 2.0 released!

News 9 comments

A new version of Age of Chivalry: Hegemony has been released, adding new graphics and fixing balance issues and bugs.

Age of Chivalry: Hegemony beta 1.98 released

Age of Chivalry: Hegemony beta 1.98 released

News 17 comments

A new beta has been released for Age of Chivalry: Hegemony, adding three completely new countries: the Papal States, the Kingdom of Naples, and the Kingdom...

Age of Chivalry: Hegemony version 1.94 released!

Age of Chivalry: Hegemony version 1.94 released!

News 29 comments

A new version of Age of Chivalry: Hegemony has been released, featuring five brand new countries and many new graphics, units, and technologies!

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Age of Chivalry: Hegemony 2.02

Age of Chivalry: Hegemony 2.02

Full Version 29 comments

Age of Chivalry: Hegemony is a total conversion mod for AoK:TC set in Western and Central Europe, 1200-1500. This release fixes installation issues many...

Age of Chivalry: Hegemony (Spanish Language Pack)

Age of Chivalry: Hegemony (Spanish Language Pack)

Other 16 comments

Este es el paquete de idioma español para Age of Chivalry v2.02, hecho por igorhp (la mayor parte) wowegoo y Sak. Traducirá tu versión de Age of Chivalry...

Age of Chivalry: Hegemony (German Language Pack)

Age of Chivalry: Hegemony (German Language Pack)

Other

Dies ist das deutsche Sprachpaket für Age of Chivalry v2.02 von Marian Spill. Es übersetzt Ihre Version von Age of Chivalry ins Deutsche.

Age of Chivalry: Hegemony 2.01

Age of Chivalry: Hegemony 2.01

Full Version 34 comments

Age of Chivalry: Hegemony is a total conversion mod for AoK:TC set in Western and Central Europe, 1200-1500.

Age of Chivalry: Hegemony 2.0

Age of Chivalry: Hegemony 2.0

Full Version 41 comments

Age of Chivalry: Hegemony replaces or significantly alters each of the civilizations in Age of Empires II, while adding a number of new ones, allowing...

Comments  (0 - 10 of 754)
Guest
Guest

Hello! First of all I want to say I installed this mod on Age2 HD (Steam version) after applying the compatibility patches and what not and it works perfectly! It's incredibly fun, complex, detailed, the art is great and a big etc. for all the praise that could go on endlessly.

Just a few small questions:

- Is there any "official" forum/subreddit/etc. where players gather to talk about the mod, share strategies and such?

- Is it possible to play multiplayer? Do you have to do it the good old way of giving my IP to my friends so they can connect, or is there any way to browse or host lobbies for people to join?

- Is this mod still under development? More than that, the question is if it's still supported in case of finding bugs that could need fixing rather than new content updates or balance patches.

Cheers and thanks for the mod!

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Happertesch Creator
Happertesch

Thanks! Glad to hear it also works with the compatibility patch for HD.

To answer your questions:
- There's not really a dedicated site. There's a discord server where some players meet up and try and arrange games, but it's been rather quiet of late. You can go to it here: Discord.gg
There's also an active thread on AoK Heaven where I discuss most of the progress, which can be visited here: Aok.heavengames.com It's not a place where people discuss strategies a lot however.

- You can play multiplayer using IP, yes, or you can use Gameranger or Voobly to play.

- Yes, there's still releases from time to time. Not very often as I'm busy with work etc, but for instance, this year saw two patches which added new architecture sets and improved existing ones. I'm currently working on an overhaul of the Italian architecture, which should be the next patch. These patches also tend to include fixes for bugs and balance problems that players have encountered.

Hope that helps!

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Guest
Guest

Hello, I've heard that Lorraine was the faction that existed before Poland. Do you mind telling more details about that former faction, please?

Also, I've heard there was a UU similar to the Bajoras for Lorraine. What about it?

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Happertesch Creator
Happertesch

Lorraine was added at a time when modding AoK was a lot more difficult, and a lot less could be achieved. If you're thinking of a mix between current Poland and the vanilla Saracens, that's more or less what Lorraine was. They were very lancer heavy, and their UU was very similar to the Bajoras, except it was two-tiered (ie had a regular and upgraded unit version).

When Lorraine was replaced with Poland it received a fair few innovations, such as the Szlachcic, and more limited access to other units. On the whole it's pretty hard to properly compare the two, because when Lorraine was removed a lot of now familiar features to Age of Chivalry - such as princely courts and guild halls - were not yet in place, and policy decisions were a lot more basic. For instance, Lorraine's were: Gallicisation (trading fee 10%, militia +1 attack, +15 hit points) / Imperial Principality (lancers +3 attack, +2/+1p armour). If I remember correctly, these were identical to those of Savoy at the time.

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Guest
Guest

Hello again, the UU's name was Lothringier Lancer, right? I was curious about that faction before Poland, thank you for describing it for me!

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Happertesch Creator
Happertesch

Correct. The upgraded version was the Herzoglicher Lancier.

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Guest
Guest

Hello, I wanted to ask you Happertesch about something, just out of curiosity.

What are in your opinion the top civs for:

1)Infantry (IMO the best is Flanders, simply because of these insane bonuses that make infantry very cheap and quickly trained)

2)Cavalry (to me, Poland and Hungary are tied. Poland has limited but very versatile cavalry, with either policy, Hungary has both great variety and strong cavalry boni)

3)Archers (I'd say Wales)

BTW, I would like to ask you something: can you please make the Union of Krewo PD more powerful for Poland? While the Bajorai are great units, they are outweighted from these great cranequiniers, and the fact that pikemen and footmen become available. Maybe adding an extra unit or a bonus to existing ones?

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Happertesch Creator
Happertesch

Hi, I'm not necessarily the best person to ask as I'm not exactly the greatest player in the world, but I'll give it a go:

- Flanders is great. Helvetia is also a very good infantry faction. Another one is Scotland, which has both great pikemen and fast-training and relatively cheap raiding infantry, which makes them a versatile choice against both cavalry-heavy and other factions. There's a lot of options for good infantry factions - Friesland is another one, for instance.

- Poland and Hungary are both very good. I prefer Hungary because it has a potentially more balanced army. The same is true for Austria, especially since the last patch, which gave its army a better infantry backbone for support as well. I have a weakness for Burgundy myself, but even better, perhaps, are Milan and Liège, which have Condottieri/Rhenish Knights/Ministeriales that can become incredibly powerful and remain relatively cheap. They don't pack the same punch as a mounted knight from the get go, but they are cheaper and can get a lot of upgrades which make them really competitive and easy to spam out even in the late game.

- Wales is great for archers, but Genoa and Bohemia are also not to be snuffed at. With their pavises upgrade their archers become much more durable than those of other factions, which compensates for the longer reload and slower movement speed. England also gets very good archers, especially in combination with their Billmen infantry.

Regarding the Union of Krewo, I'll take it into consideration. I agree that its bonuses seem a bit meagre in comparison to Ostsiedlung at the moment.

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Guest
Guest

Hello Kor!

I played the 2.02 version, and I'm seriously in love with your new building, unit and terrain graphics, the campaigns feel even more detailed than before!

There is a problem however: some campaign triggers seem to not properly work; for example, in Vitkov Hill (The Battle of Prague), the Crusaders don't seem to operate properly. While the first two waves work fine, after that, I am forced to use my Monk to convert a Reichsritter to draw Crusaders little by little, until eventually the Vitkov Hill mission is completed. I even ended up killing Emperor Sigismund hahahaha

By the way, do you intend to add new missions? It would be nice to see one featuring Naples or Eastern Europe for a change.

Off topic question: will there be more dialects/languages for different factions' units? It feels a bit off to hear Slavic and Dutch peasants speak German, or for Welshmen to speak Gaelic. Also regarding languages, what dialect do the Dutch factions speak? I've heard Dutch before, but I can't recognise it (for example, too many uvular consonants, even for Dutch).

Sorry for the long post, I wish you the best of luck with the future editions! :)

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Happertesch Creator
Happertesch

Hi, thank you for your comment!

Regarding campaign bugs, do you have a list of other bugs you ran into? I test the various scenarios from time to time and then fix any bugs I encounter, but there's simply too many of them for me to do this for each scenario on every release. More specific bug reports - like the one for Vitkov Hill - are the only way in which I can fix them. There's also a chance, of course, that a bug is a one-off, and that it may not reoccur if I will try it out myself. If I recall correctly, the third wave is spawned after crusader artillery opens a gap in your wall and allows the enemy to come into the fortress from the side. I don't know what you did, but if you charged out of the fortress and destroyed the artillery piece before it could do that, it would explain why the chain of events broke.

As to adding new missions, I'd love to do so, and to add a greater diversity to the factions covered in the campaign, but unfortunately I don't have enough time to do so for a while yet. At the moment I'm still, very slowly, working on improving various architecture sets (currently working on the Italians). Perhaps I'll get back to scenario design once this is finished.

As to voices, I'm not sure this is a problem I can solve. It's not easy to find decent voice actors who also happens to possess good recording equipment, and I want diversity of voices (ie different actors for peasants and military units, like in the original), and those voices to originate from native speakers. This isn't really achievable and I've essentially given up on it. Luckily most players will not understand these various languages, and will consequently not recognise they're speaking the wrong language.

The Dutch you hear is Middle Dutch, the late medieval version of Dutch spoken in the Low Countries. There's a few local differences - the Flemish have some Flemish battle cries, the Frisians some Frisian ones. Unfortunately I had to break my own rule for these as I voiced them myself, and I'm not a native speaker of either, but I liked adding local battle cries where possible. The main difference in pronunciation between Dutch and Middle Dutch lies in the vowels, not the consonants,* and the latter are fairly similar to regular Dutch. I don't have an accent so it's pretty standard Dutch, but that is quite different from the Amsterdam/Rotterdam accents you may be more familiar with. I didn't want to use the AoE3 Dutch voices because they were horribly modern/Randstad-like, which my ears could not suffer to listen to for any length of time.

* Although the 'hard g' you may be familiar with wasn't really around yet then, which is convenient as I speak with a more rounded g myself.

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Guest
Guest

Concerning the campaign: yes, I was forced to destroy the enemy's Houfnice (nice choice of model, by the way, the Cossacks' howitzer is awesome), as it fired on my Tower, and I would lose if it fell.

Another bug is when you lose a commander in pitched battles: while occasionally troops will flee if he dies, or lose HP, this does not always seem to be the case. I recall losing 1-2 commanders in Golden Spurs, but no effect occured. Finally, one of the Burgundian commanders in Neuss was on the player's side without the Duke approaching the camp.

Concerning languages: I can't help myself, but I recall that the Napoleonic Era mod for AoEIII has native Danish and Polish dialogues, among others, for their units and their civilians.

As far as the Dutch dialogue is concerned, I noticed a guttural r, as with French, that's what made impression on me. From which area of the Netherlands you descend?

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Happertesch Creator
Happertesch

Hi, you're not supposed to actually destroy the Houfnice, and as people don't normally attempt to this bug was never mentioned before, although it must have been an option since the beginning. I'll look at this to make sure the scenario carries on even if you manage to destroy the houfnice.

Regarding commanders, the effects vary from scenario to scenario. In some scenarios there will be no effect, in the case of Bouvines, the effect varies strongly from one commander to the next. Some will cause specific units to rout, or cause damage to some of your own units. In the Golden Spurs, there are three minor warriors who will have an effect but it's so small that you might not notice it - when those that are mentioned in the Hints section die, this will inflict a 5 hp damage penalty on all your units within a certain area (roughly the area where they started). I made the damage small so as not to frustrate players, as these minor hero units could be pretty hard to find (as they're not actual heroes and so mix in with the regular formation). I guess it's possible that you avoided the damage areas if you withdrew back far enough. A bigger problem might be that this scenario is too easy, so that even this penalty will not swing the tide of battle.

Thanks, I've fixed the bug in Neuss.

If AoE III has Danish and Polish that might well be worth looking into. Is it possible for you to extract these files and send them to me? I don't have AoE III myself, and so can't install it.

To your final question, my family has always moved around a lot, and pretty much no family member was ever born in the same place as their parents since the beginning of the 19th century. So I don't have a regionally distinct accent, especially as I've moved around between different areas of the Netherlands and Belgium since my childhood. But some of those areas do use a uvular rhotic, particularly Maastricht. It's a fairly common way of pronouncing the r, especially in cities, but also in Brabant and Limburg.

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Guest
Guest

Thank you for your response! I tried to find some way to access the in-game dialogue sounds of the NE mod, but to no effect. Still, you could contact the NE team; try contacting the mod's team leader: his email is "tilanuscommodor(at)gmx(dot)de"

They also have Italian voices (including for both genders of workers), and might also be having other recorded languages too. It is worth noting that their mod includes Prussia and Austria, and since the team leader is German, they might have german dialects for future releases.

Oh, and thank you for covering my curiosity about your accent, I'm really interested in linguistic matters (as you might have already understood :P )!

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Happertesch Creator
Happertesch

I've implemented a fix for the Vitkov Hill battle which should hopefully prevent the bug you experienced from happening. I tested it out and to be fair I don't actually see how you managed to destroy the enemy houfnice without losing the battle - as it attacks at the same time as the enemy army, and you shouldn't really be able to hit it from inside the camp, you'd be exposing yourself to enemy attack. How did you do it?

And thanks, I'll be looking at adding more Napoleonic Era sounds (in the past I already used some of their Swiss sounds)! I may keep the Denmark sounds as they are - I prefer to use medieval Norse over modern Danish - but I'll definitely use Polish villager sounds if possible.

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Guest
Guest

Concerning Vitkov Hill, it was all about micromanagment. In order to prepare for the first wave, I placed my halberdiers to the entrance (with spearmen behind to abuse their long pikes). Behind were shooters and tarasnices, and to the back line was a houfnice that I ordered to fire in front of the halberdiers.

All went well, until the enemy's houfnice fired on the tower. This might surprise you, but I didn't attack it from my camp! The secret is the Monk. While my troops were holding their ground, he would convert Reichsritteren or other strong units to weaken enemies while boosting my army.

At the meantime, I garrisoned the tower with Serfs/Hussites. I would occasionally ungarrison and move around one of them, in order to draw fire (the houfnice would target him), and to distract some Crusaders. After much time, I eventually felled it thanks to a converted Reichsritter.

Another bug: in Random Map games, the AI doesn't create Docks and a navy, not even Fishing Boats.

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Happertesch Creator
Happertesch

Thanks for your explanation! That's a very inventive way of doing it.

What random map were you playing on, against which factions? The AI always trains ships on naval maps in my experience.

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EPIC THIS IS VERY NICE

Jan 28 2011 by Jared_Kane☭

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