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:

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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:

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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  (30 - 40 of 379)
Guest Sep 29 2014 says:

This comment is currently awaiting admin approval, join now to view.

Super7700 Creator
Super7700 Sep 29 2014 replied:

One of the RoN:EE devs has told me what's causing this (incorrect filepaths), so I can fix this quite easily. Unfortunately I can't do anything about it until Thursday.

+2 votes   reply to comment
CCPAirborne Sep 26 2014 says:

Hi Super7700, its AirAssault7 from the Rise of Nations Heaven forum. I was wondering if you could include me in the credits as an "Ideas and History Consultant." Put me down as First Citizen Gallienus aka AirAssault7. Much obliged.

+2 votes     reply to comment
Super7700 Creator
Super7700 Sep 27 2014 replied:

Hi, it's nice hearing from you after so long! You helped a lot with ideas and history, so I'll definitely put you in the credits, and I apologise for not doing so earlier.

+1 vote   reply to comment
CCPAirborne Sep 27 2014 replied:

Cool! Thanks my friend! I look forward to trying the game out but I'll have to wait for my friend as he's been borrowing both of my Rise of Nations discs.

+2 votes     reply to comment
Beelim Aug 21 2014 says:

Quinqueremis/Penteres models are ready. Please note the addition of new folder ./Shils and siege/Penteres (I learnt that pentekonters had evolved into the lembos).

Please check the Greek penteres, then decide on an ideal oar plan. The oars are causing me problems for Kings & Conquerors because of the sheer number of them.

+2 votes     reply to comment
ziedt Aug 9 2014 says:

War To End All Wars Mod For Rise of nations Is combo Mod Between the best mods ever made to the game like
world in conflict & World War III -by uthum876
civil innovation -by Greathan
the ends of days -by fps_css
also i used the models made by llhhll and valdemar

the mod include about 22 faction

AMERICAN : USA,maybe il add Venezuela or brazil
AFRICAN : NIGERIA,maybe il change it to algeria&tunisia
OTHER FACTION : al qaeda& taliban and UMBRELLA CORPORATION from resident evil not sure to keep it


how to instal:
1/you need to have the original game installed
2/you only have to extract the rar then launch the game from patriots.exe found in the folder thats all

hope you enjoy and thanks to uthum876/greathan/fpc_css/llhhll/valdemar ;)

here is the link

plz seed

+2 votes     reply to comment
Super7700 Creator
Super7700 Aug 10 2014 replied:

It's looking really good! Why don't you create a new mod page for this so you don't have to post on other mods' pages?

+2 votes   reply to comment
Beelim Aug 8 2014 says:

I need further help.
Can you see if we can have the machine gun build in the siege workshop? I've been having all sorts of issues with siege units in RKC and want to avoid the same with AXP. There is a scorpio model in your dropbox files - if you want it to be an unpackable, I want you to have it replace the Machine Gun. Let me know afterwards what happens when you try to start the game with it there.

+1 vote     reply to comment
Super7700 Creator
Super7700 Aug 8 2014 replied:

So you're getting the issue with a machine gun-based unit being trained at the siege factory? My guess is that this is because of an issue with the unit's coding, and you can test this by moving it to the barracks to make sure it's not a problem with the building.

+1 vote   reply to comment
Beelim Aug 8 2014 replied:

I think I will try to create a scorpion for Rise of Kings and test it out. Also, do you know how the variables for "TEX_ID" work? I know that TEX_ID can be 0 and 2, but what about 1?

By the way...K&C wiki has an article representing the Battering Ram. You can copy the icon image there to your own files for use in K&C.

+1 vote     reply to comment
Super7700 Creator
Super7700 Aug 8 2014 replied:

I don't think the TEX_ID does anything.

+1 vote   reply to comment
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Released Jul 12, 2014
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