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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Blog RSS Feed Report abuse Latest News: The Hellenistic Era 0.11 Released!

4 comments by Super7700 on Sep 28th, 2014

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

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The Hellenistic Era 0.11

The Hellenistic Era 0.11

Sep 27, 2014 Full Version 8 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)

Jul 12, 2014 Full Version 4 comments

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

The Hellenistic Era 0.1

The Hellenistic Era 0.1

Jul 12, 2014 Full Version 21 comments

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

Post comment Comments  (340 - 350 of 375)
Guest
Guest Jan 9 2013, 9:15am says:

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Super7700 Creator
Super7700 Jan 9 2013, 2:47pm replied:

You want to make a mod fo Rise of Nations? The best place to start is by looking at guides, which you can find in the modding library and forums on this site: Ron.heavengames.com and by downloading other mods to see how they have done things.

+1 vote   reply to comment
almos_22
almos_22 Nov 28 2012, 2:54pm says:

Good work Super7700, those seleucid units are looking perfect!

+7 votes     reply to comment
Super7700 Creator
Super7700 Nov 29 2012, 12:43am replied:

Thanks!

+2 votes   reply to comment
Starvoider
Starvoider Nov 17 2012, 8:15pm says:

any updates on release dates?

+2 votes     reply to comment
Super7700 Creator
Super7700 Nov 17 2012, 8:39pm replied:

I've had multiple exams over the past few months, and I have five more next week, so I haven't been able to make much progress. However some major changes have been made to the concept of this mod, which I will reveal next weekend. Once my exams are over, I will have much more time to work on this mod, so you can expect far more regular updates.

+2 votes   reply to comment
Beelim
Beelim Oct 4 2012, 10:15pm says:

You are right, the Rise of Napoleon mod uses different typenames. I believe that the biggest hurdle I am facing so far has been dealt with, but then I will have to divert attention from RKC2 just to attend to your Hippeis model and RKC3.

Also, do you plan to scavenge any of my units from RKC for your own mod? I can transfer over the same format I used for Rise of Kings I over to the K&C wiki, so long as the info is applicable, such as unit histories.

+2 votes     reply to comment
Super7700 Creator
Super7700 Oct 4 2012, 11:20pm replied:

I don't plan on taking anything from RKC (possibly except for the ship models that you have allowed us to use), but without doubt some of the important units historically will appear in both mods.

+2 votes   reply to comment
Super7700 Creator
Super7700 Sep 30 2012, 4:31pm says:

An update on the competition: thanks to Ca_Putt and BogdanM, who correctly identified two items each, I will be revealing some more Republican Roman units and only one more unit needs to be named before I reveal Uthum's Egyptian buildings.

All you need to do now is name the lightly armoured skirmishers in this image: Moddb.com Hint: it isn't an auxiliary, levy or town watch unit.

+2 votes   reply to comment
Super7700 Creator
Super7700 Sep 30 2012, 7:01pm replied:

Pictures revealing the additional Republican Roman units are up:

- Moddb.com
- Moddb.com

+2 votes   reply to comment
pachenco
pachenco Sep 30 2012, 2:36pm says:

One question:
In the early ages do all nations have the same units? or only the Roman Empire? or you plan to add unique units to other nations?

+2 votes     reply to comment
Super7700 Creator
Super7700 Sep 30 2012, 4:21pm replied:

I will try to keep unit sharing to a minimum, so factions can be as unique as possible. In some cases nations will receive the same units for historical reasons but I will try to keep their graphics unique. In the first age of this mod though, most units are quite generic so more units will be shared in this age.

Also, if there aren't enough unit slots for nations to have unique graphics for all of their military units, more graphics may have to be shared between factions.

+2 votes   reply to comment
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