Kings and Conquerors: The Hellenistic Era is a total conversion modification for Rise of Nations: Thrones and Patriots.
Our aim is to bring the Hellenistic period to life.


  • A set of highly unique factions.
  • A huge number of new units with high quality textures, and most with custom models
  • New unit types, such as priests, levies, mercenaries and elite units.
  • Many new wonders and buildings. Nations will receive Unique Buildings in addition to Unique Units that provide a range of bonuses.
  • A new political system with three tiers of policy decisions, providing strong bonuses and unlocking new units and buildings.
  • Army reforms can be enacted to upgrade and unlock units.
  • Combat mechanics overhauled. Ranged units may now miss their target, flanking damage has been drastically increased and units can no longer turn around instantly to counter an attack from behind.
  • Increased population limit and map sizes; a number of maps have been altered to fit with the mod's Hellenistic period setting.

We can use the help of any experienced modders who are willing to make a contribution. We need modellers, animators and scripters especially. Please send a PM here if you are interested.

If you have any feedback or issues, please post in the mod forum here: Moddb.com

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RSS feed Articles

The Hellenistic 0.11 has now been released! This version features several small additions and fixes to make the Roman and Macedonian factions more complete.



Rise of Nations

The Hellenistic Era 0.11

Rise of Nations: Extended Edition

The Hellenistic Era 0.11 is now available on the Steam Workshop! You can subscribe to the mod here.

IMPORTANT: This mod will crash if it's priority is set below certain mods, notably the Terrain 5 Extended mod. To fix this, go to Tools and Extras => Steam Workshop, select the Terrain 5 Extended mod from the list and move it to the bottom by pressing "priority down". Then, just to be safe, move The Hellenistic Era to the top of the list by pressing "priority up".


  • New units: Kestrosphendonetai and Hiera Ile for the Macedonians, Vigiles for the Romans.
  • A number of textures and models have been improved
  • Thanks to The_Fulcrum, heavily-damaged forts can now be captured if you have more soldiers nearby than its owner. With the Informer ability you can also capture undamaged forts.
  • The Peasant Dwellings, Noble Residence, Sporting Centre and Cultural Centre now produce resource trickles.
  • Several bugs and balancing issues have been fixed.


  • The following maps do not work with the Big Huge or Huge map sizes and will cause the game to crash:

  • - Atlantic Sea Power
    - East Meets West
    - Nile Delta

  • In order for the AI build orders to work, make sure that you list the human players before the AI players when setting up a quick battle, and make sure that you are using red as your player colour.
  • Many of the scripted features have not been implemented, so you won't be able to spawn mobs from cities or convert enemy citizens into slaves for instance.
  • Due to the custom script and the new models with higher polycounts, the mod will be more demanding on your computer. However if you have a decent computer then it shouldn't that noticeable.
  • With the exception of the Trireme and Ballista, naval and siege warfare have not been touched on and probably won't be until after the first release yet due to heavy modelling and animation requirements.

We hope you enjoy Kings and Conquerors: The Hellenistic Era! Please let us know if you come across any problems with this mod, and don't hesitate to give us any feedback you might have. There's also a forum where you can post your thoughts: Moddb.com

The Hellenistic Era 0.1 Released!

The Hellenistic Era 0.1 Released!

News 10 comments

We are proud to announce the release of Kings and Conquerors: The Hellenistic Era 0.1! This release comes with two playable factions and a range of features...

Kings and Conquerors for RoN: Extended Edition

Kings and Conquerors for RoN: Extended Edition

News 5 comments

Kings and Conquerors: The Hellenistic Era will be compatible with the Extended Edition as well as the original Rise of Nations.

Faction Preview: The Macedonians (Part 2)

Faction Preview: The Macedonians (Part 2)

News 8 comments

The second part of a preview covering The Hellenistic Era's Macedonian faction.

Faction Preview: The Macedonians (Part 1)

Faction Preview: The Macedonians (Part 1)

News 16 comments

The first part of a preview covering The Hellenistic Era's Macedonian faction.

RSS feed Files
The Hellenistic Era 0.11

The Hellenistic Era 0.11

Full Version 11 comments

This version is for those who have Rise of Nations: Thrones and Patriots (i.e. not the Extended Edition). Make sure that you read the readme (included...

The Hellenistic Era 0.1 (Extended Edition)

The Hellenistic Era 0.1 (Extended Edition)

Full Version 5 comments

This version is for those who have the Rise of Nations Extended Edition.

The Hellenistic Era 0.1

The Hellenistic Era 0.1

Full Version 21 comments

This version is for those who have Rise of Nations: Thrones and Patriots (i.e. not the Extended Edition).

Comments  (0 - 10 of 396)
Zenex00
Zenex00

walls?? build-able??

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Super7700 Creator
Super7700

Hi Zenex00, the walls are currently not in the released version of the mod, but they will be available as a scenario editor-only building in the next release, though I can't tell you when this release might be.

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marfel
marfel

dear super 7700,

i have a couple of questions when will you release the next update of the mod?
and can you add the walls again in the scenario editor? your tips worked anyway but i dont see the option of building walls....

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Super7700 Creator
Super7700

Hi marfel, I'm sorry for the late reply and I hope you managed to resolve the issue with the exception error (if you follow the installation instructions extra carefully you shouldn't have any issues). Regarding the walls, those haven't been released yet but when it's time for the next release they will be included in the scenario editor.

I can't really make any promises about release dates unfortunately. I probably won't have access to my computer which has all the mod files until the end of this year, and even then I'm not sure how much time I will have to work on it.

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marfel
marfel

Help i get exception if add those folders in t&p. and i would like to use it in scenario but it doesnt work my game crashes if i put the files in that you said.
can you help me please?

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Robcore
Robcore

God thank you for this! I follow this Mod now! Hope you finish it someday! BTW is it compatible with the Steam Version?

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Super7700 Creator
Super7700

Hey Darklorder, thanks for your support! You can get the steam version of the mod here: Steamcommunity.com

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Optar
Optar

I also just noticed that when I change government to Democracy, I don't get the Patriot General, whereas when I choose Despotism, I get The Tyrant. What's going on there? Is that unit just not complete?

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Optar
Optar

Hi Super 7700,

Love the mod! I just started playing RoN on Steam, and it's a really solid game. Unfortunately, it was very much lacking in the classical time period, which disappointed me, because I really wanted a "swords and sandals" type RTS. The boring wooden buildings and limited city size a population were real drags. Hellenistic Era really brings the game up to speed with beautiful buildings and historically-accurate units. The Latin and Greek names are particularly enjoyable!

I have a few questions, though:

-It seems I can only get the computer AI to function if I start it off with a large town. Is that one of the intended requirements?

-What is the purpose of the "Hellenistic Era" script in the Quick Battle menu? The mod seems to function alright without it.

-To simplify this trial-and-error process for others, could you publish a list of the menu settings necessary to get the AI running? (So far I have: 1. set human player first, 2. use red as color, 3. load Hellenistic Era mod, 4. use only "Turks" and "Romans" as factions 5. select map type other than Atlantic Sea Power, East Meets West, and Nile Delta, and 5. designate "large cities" as starting point.) Are these all correct?

-What about wonders? Are these disabled in Hellenistic Era? I really dislike wonders for victory, but to tell you the truth, I enjoy building them for the hell of it. They look cool, and add to the immersion of the game.

-Lastly, another immersion question: do you have any plans to incorporate walls? I know these could be added in the scenario editor of the original game using this mod, but not sure about Steam, or quick battle. Thoughts?

Thanks again for a terrific mod. I know it must have taken significant time. This is a beautiful addition to an already top-notch game.

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Super7700 Creator
Super7700

Hi Optar,

Thank you so much for your feedback! To answer your points:

- The AI is meant to function regardless of the starting town size, but it looks like something may have gone wrong so thanks for pointing this out!

- A lot of features in the mod, such as patriots, mercenary recruitment and priest healing only work when the script is running, so make sure you have it selected before you start a game. So if you haven't been playing with the script, that would explain why you didn't get a patriot after choosing Democracy

- Yep those are correct, also make sure that you have the script selected and have set the start and end age to the Gunpowder/Hellenistic Age. I did put installation instructions in a readme in the download but I admit that they need to be more accessible, particularly for those using the Steam version. I'll keep that in mind for the next release

- At the moment, wonders have been disabled because I haven't gotten around to creating new wonders for this mod.

- So yeah at the moment they are a scenario-editor only building, and I have no plans to implement them in quick battle because the AI would have no idea how to use them and it'd be a pain for the player to build one wall piece at a time. As for Steam, I'm considering making it so that the next version of the mod is available in all modes and not just quick battle.

Thanks again for the feedback and support, I really appreciate it!

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Guest
Guest

Thanks, man. This was all very helpful. Looking forward to the next release! (This is Optar at work lol)

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