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 Downloads
The Hellenistic Era 0.11

The Hellenistic Era 0.11

Full Version 9 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).

Post comment Comments  (40 - 50 of 382)
Beelim
Beelim

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.

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Super7700 Creator
Super7700

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.

Reply Good karma+1 vote
Beelim
Beelim

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.

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Super7700 Creator
Super7700

I don't think the TEX_ID does anything.

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Beelim
Beelim

With successful galley animations for Rise of Kings, the way is now clear for us to continue on Kings & Conquerors.

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Super7700 Creator
Super7700

That's excellent news, well done!

Reply Good karma+1 vote
Beelim
Beelim

Battering rams are now corrected. Took us 4 days to solve the damned issue but the wheels do turn now. Not sure why it froze, but we had to start off with a fresh new rig.

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Super7700 Creator
Super7700

More great news! Unfortunately it won't be until the weekend when I can start adding the new things into the game.

Reply Good karma+1 vote
Beelim
Beelim

That is not an issue. Have you looked at the Lembos and made a decision yet? please upload the triremis mesh ASAP so I can use it for size decisions.

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Super7700 Creator
Super7700

I'll get those things done in the weekend.

Reply Good karma+1 vote
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