SUMMARY:

This modpack adds all the additions from the TaP Redux mod and also completely overhauls the game. Each age now feels more extended and isn't rushed, as well as gameplay is more strategic than just spamming units from production facilities. It is best used in multiplayer, although the computer can be quite a challenge on the higher difficulties. It also tries to re-balance the entire game and add unique units to underwhelming nations and take away unique units from overpowered ones.

---------------------------------------------------------------------------------------------------------------------------------------------

FEATURES


The changes in this mod are extensive. Below are some of the highlights:

As of version 5.8, all civilizations have 6 or 7 unique units, spread out through most of the ages. Every nation has at least 1 unit in Industrial Age or higher.

THIS MOD GREATLY EXTENDS ALL RESEARCH TIMES AND COSTS AS WELL AS UNITS. IF YOU DON'T LIKE SEVERAL HOUR LONG GAMES, THIS IS NOT FOR YOU.


NEW GAMEPLAY FEATURES:


  • ADMIRALS (NAVAL GENERALS)

    • huge ships that can boost a fleet's armor value the same way generals can
    • can use Ambush but not other general powers
    • benefits from same upgrades as normal generals
    • can attack and is formidable in combat
    • can have more than 1 at a time but cost increases based on fleet size
    • upgrades its stats every 2 ages
    • available from Classical Age
  • UNIQUE BUILDINGS

    • nations now benefit from several unique buildings
    • there are currently 7 different unique buidings available (more to come)
      • Imperial Tagmata (Medieval Age) - Romans, Turks, Greeks
        • can produce powerful Byzantine units
        • can have only 1 but can be rebuilt
        • becomes obsolete after Medieval Age
      • Chivalric Order (Gunpowder Age) - Romans, Germans
        • can produce powerful Knights
        • can have only 1 but can be rebuilt
        • becomes obsolete after Gunpowder Age
      • Naval Forts (Gunpowder Age - Information Age) - American (VII,VIII), British (VII), Dutch (IV, V), Spanish (VI)
        • essentially water-based forts that can protect an area from ships
        • have a formidable defence and attack and are hard to take down
        • can have only 1 per city and must be built within city range
      • Frontier Watchpost / Outpost (Gunpowder Age - Information Age) - British (IV), French (IV,VI), Spanish (IV)
        • a tower that you can place outside your nation's borders
        • weaker than a tower but good enough to fend off a small force
        • CANNOT be garrisoned and becomes weaker with every age past Industrial Age
        • can be built in enemy territory but suffers from attrition
        • costs a bit of knowledge do discourage spamming
      • Marksman Tower / Sniper Nest (Gunpowder Age - Information Age) - Koreans (IV, VI), Russians (VI)
        • a tall tower that has 2 snipers in it
        • very long range and is effective against all kinds of units
        • very fragile and is easily destroyed if attacked by a medium sized force
        • CANNOT be garrisoned and becomes weaker with every age past Industrial Age
        • must be built in a radius of a Large City and only one may be built per city
        • costs a bit of knowledge do discourage spamming
      • Raider Stable (Classical Age) - Egyptians, Mongols, Lakota
        • produces Horse Raiders
        • can be built outside of borders but suffers from attrition if built in enemy territory
        • can have only one but can be rebuilt if destroyed
        • becomes obsolete in Industrial Age
      • Shaman Hut (Ancient Age) - Bantu, Inca, Iroquois, Nubians
        • can produce the Shaman support unit
        • can have only 1 but can be rebuilt
        • becomes obsolete in Enlightenment Age
      • Recruitment House (Classical Age) - Chinese, Indians, Persians
        • recruitment buildings that can produce Recruits/Cadets/Army Reserve units
        • can have only 1 but can be rebuilt
        • must be built in range of city
        • does not become obsolete over the ages
  • DEFENSIBLE BARRACKS

    • Barracks now shoot arrows
    • have very limited range and power and become less effective each Age
    • useful to handle small groups of rushing units


32+ NEW UNITS:


UNIQUE UNITS:

  • RAH-66 Comanche and MB-1 Light Bomber (America)
  • Jaguar Warriors (Aztec)
  • Resistance Fighters (Bantu)
  • HNLMS Groningen (Dutch)
  • Hakim Infantry (Egypt)
  • ELAS (Greeks)
  • Inti Tribesmen, Peruvian Guard and Elite Peruvian Guard (Inca)
  • Chola Ship (India)
  • Mohawk Riflemen (Iroquois)
  • Mitsubishi Ki-51 (Japan)
  • Turtle Ship and KLA (Korea)
  • Lakota Riflemen, AN/TWQ-1 and Lakota Supply Wagon (Lakota)
  • Tlaxcalan Warriors (Maya)
  • T-54 and BMP-1 (Mongolia)
  • Anti-Air Infantry (Nubians)
  • Qader (Persians)
  • Panavia Tornado (Romans)
  • Man O' War and Operaciones Especiales (Spain)
  • F.H. 98/09 (Turks)
  • as well as several units from TaP redux that have been re-textured, made into unique units and re-balanced for this mod

UNIQUE UNITS (FROM UNIQUE BUILDINGS):

  • Foot Knight and Knight Hospitaller (Germans, Romans)
  • Byzantine Warrior and Byzantine Cavalry (Greeks, Romans, Turks)
  • Horse Raiders (Mongols, Lakota)
  • Shaman (Bantu, Inca, Iroquois, Nubians)
  • Recruits/Cadets/Army Reserve (Chinese, Indians, Persians)

NORMAL UNITS:

  • Naval Artillery (Industrial Age)
    • long range bombard ships a.k.a. monitor ships
    • useful at taking out buildings at long range but vulnerable to all ships

MAP & TECH:


  • 30% larger 'big huge' map
  • Ages and techs take A LOT more time to research and cost A LOT more
  • ALL ramp up cost limits increased
  • Population limit tweaked (50-600)
  • Government types now have larger differences and upgrade with further government selections
  • Gather rates and scholar rates slower (resources per 60s, Knowledge per 120s)
  • Commerce rates tweaked (start at 150, +75 for each Commerce research level)
  • AGE ADVANCEMENT changed:
    • each Age advancement costs every resource available in the previous age (Food is still the main cost, but it is slightly lowered and instead other resource costs are introduced)
      • Classical Age (Food, Timber, Gold)
      • Medieval Age --- Enlightenment Age (Knowledge, Food, Timber, Gold, Metal)
      • Industrial Age --- Information Age (Knowledge, Food, Timber, Gold, Metal, Oil)
  • AGE costs and times REDONE
    • bigger costs and research times in age milestones (I->II, III-IV, V-VI, VII-VIII)
    • slightly lower costs and research times in smaller technological leaps (II->III, IV->V, VI->VII)
    • because of this I've also added 2 new versions: Extended and Extreme (both have bigger cost factors to allow for longer play as the current version is slightly faster than previous versions)
  • FINAL TECHS changed:
    • each final tech now costs an associated resource as well as Oil and Knowledge
      • Missile Shield (Knowledge, Metal, Oil)
      • World Government (Knowledge, Food, Oil)
      • Global Prosperity (Knowledge, Gold, Oil)
      • Artificial Intelligence (Knowledge, Timber, Oil)
  • Science tech
    • raised discount from 10% to 12%
  • Temple bonuses
    • reduced city HP bonus

BUILDINGS:


  • Towers and forts now MUCH stronger:
    • can now DECIMATE an army if siege weapons are not used
    • lots more HP and armor as well as attack
    • fires more arrows and garrisons more units
    • Redoubts have much bigger range, to cope with increased range bonus from CEO
  • Docks have more HP and armor
  • Anti-air guns more HP, damage and range
  • Missile Silo
    • can now only build in Large City radius (but can build more than 1)
  • Cities
    • raised cost
    • reduced armor

UNITS:


  • All units
    • speed increased
  • Tanks
    • attack slightly increased
    • added a small amount of splash damage
    • doubled armor value
    • raised HP
  • Bazooka and Anti-Tank Missile
    • raised attack (because of tougher tanks)
    • added a small amount of splash damage
  • Ships completely overhauled:
    • 3x HP, 3x attack but cost more
    • siege ships cost even more
    • subs increased range, decreased speed but more HP
  • Siege weapons MORE expensive
  • Supply wagons have more range; all supply wagons heal units, French supply wagons heal at double speed
  • Generals (and Patriots) have more range
    • Government generals have difference in stats, larger ranges and military generals are more resilient than economic ones
    • increased bonuses given by government generals
    • Forced March lasts longer
    • turn speed increased
    • rally speed increased
  • Aircraft Carrier
    • now holds 10 planes instead of 15
    • population cost reduced from 7 to 6
  • Citizens
    • no longer have ramp up cost
    • cost slightly increased
  • Cavalry (all)
    • increased speed by 20%
  • Infantry (all)
    • decreased speed by 10%
  • Supply Trucks
    • turn speed increased
  • Siege units
    • turn speed increased
  • Pre-Industrial age non-anti air ground units (all)
    • chance to hit air units now very small
  • UNITS (ALL)
    • higher age units have a significant damage bonus against lower age units
  • Nukes
    • now truly obliterate ANYTHING in the blast area
  • Different units take different amount of population:
    • all cavalry (including tanks): 2 pop
    • infantry: 1 pop
    • anti-air units: 2 pop
    • siege weapons: 4 pop
    • supply wagons: 2 pop
    • machine gun units: 2 pop
    • submarines: 4 pop
    • heavy ships: 5 pop
    • light ships: 3 pop
    • fireships: 1 pop
    • siegeships: 4 pop
    • aircraft carrier: 7 pop
    • fighters: 1 pop
    • fighter-bombers: 2 pop
    • helicopters (and zeppelin): 2 pop
    • bombers: 3 pop
    • unique units: varies

NATIONS & WONDERS:


  • Nations:
    • added several new (previously disabled by default) powers
    • re-balanced existing powers
  • Wonders:
    • cost A LOT more
    • give more balanced bonuses
    • added several new (previously disabled by default) bonuses
    • take twice as long to construct, so it's easier to catch someone who is trying to 'steal' your wonder

MISC:


  • Rare resources re-balanced
  • Larger city economic range
  • Lumber mill range increased
  • Borders tweaked
  • Scouts 2x faster
  • Nukes now VERY EXPENSIVE and take A LOT OF TIME TO BUILD, but also increased damage and blast radius
  • Missiles increased damage and cost
  • Oil derricks give 2x much oil
  • Plunder bonuses increased
  • City upgrade requirement increased
    • 8 different buildings for Large City
    • 13 different buildings for Major City
  • Plunder/Raze values REDONE
    • reduced raze values (all)
    • changed raze for wonders
      • raze value now gives total amount of cost to build it (for example if the wonder costs 500 food and 500 timber, razing it gives back 1000 resources (type depends on wonder)
    • city raze value increased per level of city
    • capital raze value increased
    • Despots give bigger plunder bonus
    • Added some useful hotkeys to the pause button info
    • Added plunder value info to all buildings

and much much more...


FUTURE PLANS:

  • Re-balance everything as best as possible
  • Unique buildings (add more)
  • As I work my way to version 6.0, updates will be less frequent and will first feature a major rebalancing of the entire game and maybe a change in one or two uniques.

-------------------------------------------------------------------------------------------------------------------------------------------------

RECOMMENDED GAME SETTINGS


It is recommended that you play on these settings as that's what the mod was balanced for. Other settings were not extensively tested.

  • MAP SIZE: Big Huge (Does not work for all maps! Check Q&A at the bottom for info!)
  • GAME SPEED: Fast (or Normal)
  • GAME RULES: Custom
  • GAME MODS: 0wca mod
  • START WITH: City Center Only
  • RESOURCES: Standard
  • TECHNOLOGY: Very Expensive and Slow
  • REVEAL MAP: Explored
  • POPULATION: 200
  • RUSH RULES: Peace for 30 min
  • START AGE: Ancient age
  • END AGE: Information age
  • ELIMINATION: Capital
  • VICTORY: Conquest

(recommended that scripts are not used, haven't tested)

--------------------------------------------------------------------------------------------------------------------------------------------------

INSTALLATION


TESTED WITH RISE OF NATIONS EXTENDED EDITION v1.04. SHOULD WORK WITH OTHER VERSIONS, BUT HAVEN'T TESTED. THIS MOD ALSO OVERWRITES SOME BASE ART FILES. IF YOU WISH TO UNINSTALL THERE ARE ORIGINAL FILES INCLUDED IN THE .rar OR JUST BACK THEM UP BEFORE YOU INSTALL.

INSTALLING FOR THE FIRST TIME:

  1. Extract the folders in the .rar files to the main directory of the game
  2. overwrite
  3. in game lobby choose under 'Game Mods' -> 'Rise of the Ages v5.x'


INSTALLING A NEWER VERSION:

  1. Delete ‘0wca mod’ and ‘0wca mod scenario’ folder in ‘mods’ folder
  2. Extract the folders in the .rar files to the main directory of the game
  3. overwrite
  4. in game lobby choose under 'Game Mods' -> 'Rise of the Ages v5.x'


STEAM VERSION:

  1. same as above, but extract to /Steam/steamapps/Rise of Nations Extended Edition (or smth similar)/

NOTE: There seems to be an issue for Steam users not being able to use the mod in multiplayer. I will upload a steam-friendly version in the future.

--------------------------------------------------------------------------------------------------------------------------------------------------

Q&A


Q: I can't select certain bombers in my Airbase! They are bombers, but their icons show as helicopters and when I click them, nothing happens.
A: This is a bug I've been trying to get rid of for ages. I don't know what's causing it, but until I fix it, you can use a workaround: build an airbase specifically for fighters or bombers or helicopters. Then just deploy one or all of the units docked in the base by right-clicking on the terrain (or shift-right-click to deploy all). Will fix it as soon as I figure out how...

Q: I can't harvest certain rare resources! I see them but when I send a Merchant to gather them, he won't deploy.
A: This is a weird bug that just sort of appeared out of nowhere. I'll try to fix it as soon as I figure out how. In the meantime, the only rare resources that you can harvest are the ones that are also visible (and blinking) on the minimap when selecting a Merchant, Market, Fisherman or Dock.

Q: Some textures aren't displaying right, or flicker!
A: Make sure you copied the iface_buildings_CTW.tga, iface_units_03.tga and iface_units_03_half.tga to \art folder and overwritten files! If you haven't messed with the folder structure of the .rar file and extracted to your game directory, it should work fine!

Q: The game crashed during loading of a map!
A: Since the mod increases the 'Big Huge' map size by 30%, certain maps may not load at this size. Known maps with this issue are Atlantic Sea Power, East Meets West and Nile Delta. When playing these maps, set map size to 'Huge' or lower to avoid crashes. I will try to address this issue in further updates. There is also a scenario version available so you can use the mod with custom maps.

Q: I found a bug or some weird feature or imbalance or whatever.
A: Pop a comment on the official mod page (Rise of the Ages mod), and I'll see to getting it fixed.

--------------------------------------------------------------------------------------------------------------------------------------------------

Disclaimer: This mod is based on the TaP Redux mod (by probed1969) posted on the Rise of Nations heaven site (link: Ron.heavengames.com). That being said, I have not asked the original author if I can use his work in this mod. If there are any complaints by the original author, I will put it down.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Version 5.94 changelog

Feature

CHANGELOG


UNIQUE BUILDINGS

  • NEW UNIQUE BUILDING: Recruitment House (Classical Age) - Chinese, Indians, Persians
    • recruitment buildings that can produce Recruits/Cadets/Army Reserve units
    • can have only 1 but can be rebuilt
    • must be built in range of city
    • does not become obsolete over the ages

UNIQUE UNITS (FROM UNIQUE BUILDINGS):

  • Shaman
    • raised HP
  • Eagle Bomber
    • speed increased
    • turn speed increased
    • attack range raised
  • Anti-Air Infantry
    • AI should build FAR LESS now
  • KLA
    • AI should build FAR LESS now
  • NEW UNIQUE UNIT: Recruit/Cadet/Army Reserve
    • essentially militia units in greater numbers
    • tougher than normal militia with slightly better stats
    • very cheap and fast to build
    • take 3 pop per unit

UNITS

  • Zeppelin
    • raised dmg received from fighter aircraft (all)
  • Anti-Tank Infantry (all)
    • damage raised

BUILDINGS

  • Fort
    • slightly reduced dmg
  • Castle
    • slightly reduced dmg

NATIONS

  • NUBIANS
    • Markets, Caravans and Merchants are now free
  • BANTU
    • pop limit bonus is not 40%
    • max pop cap bonus is now 17%
    • city discount = 70%

REMODELS/RESKINS

  • Ship of the Line
    • remodeled

MISC

  • Fixed info for forts (all) and towers (all)
  • Fixed info for Shaman
Some 5.91 updates

Some 5.91 updates

News 2 comments

Some updates on the coming 5.91 version and some changes.

Some 5.91 unique building ideas

Some 5.91 unique building ideas

News 1 comment

I'd like to hear your input on these possible unique buildings.

Some more version 5.9 info!

Some more version 5.9 info!

News 5 comments

Some more info before release and some building reveals.

Some more version 5.9 news

Some more version 5.9 news

News 4 comments

Filled the list for unique buildings that can be realistically implemented.

Add file RSS Files
Rise of the Ages v5 94

Rise of the Ages v5 94

Full Version

1 new unique building and some needed fixes; read changelog for more info.

Rise of the Ages v5.93.1 hotfix

Rise of the Ages v5.93.1 hotfix

Full Version

A quick hotfix fixing some issues with the new version.

Rise of the Ages v5.93

Rise of the Ages v5.93

Full Version

A few important changes in this one; check changelog for info.

Rise of the Ages v5.92

Rise of the Ages v5.92

Full Version

Quite a bit of changes in this one and a new unique building; check changelog for more info!

Rise of the Ages v5.91.1 hotfix

Rise of the Ages v5.91.1 hotfix

Full Version

A quick hotfix fixing some minor issues before next version hits.

Rise of the Ages v5.91

Rise of the Ages v5.91

Full Version

Quite a few changes in this one. Read changelog for more info!

Comments  (0 - 10 of 29)
BigLez
BigLez

Stupid Question: Does this work with the Steam Edition?

Or only the Original Version?

Reply Good karma Bad karma+1 vote
0wcabibi88 Creator
0wcabibi88

Based on feedback, it works with Steam but only in single-player. I'm going to make a Steam-friendly version in the near future.

Reply Good karma+1 vote
altanmongke
altanmongke

So in this mod 'the ages' fight, not 'the nations'. That's why it is Rise of the Ages not Rise of Nations.

Reply Good karma Bad karma+1 vote
0wcabibi88 Creator
0wcabibi88

Yeah, that's an interesting way of putting it :D

Certainly the ages now act more as a stalemate breaker. It's not necessary to finish the game in Information Age. It could theoretically end in Ancient Age :)

But still the nations are not overlooked at all. They all have a bunch of unique units and their bonuses are emphasized more to give a varied playstyle with each one.

Reply Good karma+2 votes
SkGrenadier
SkGrenadier

And thanks for that, since I always dreamed that for rise of nations

Reply Good karma Bad karma+1 vote
Zoar_Prime
Zoar_Prime

this may sound like a dumb question but how do you set the population limit to 600 in game?
and when I go to select mods the 0wca doesn't show up in game

Reply Good karma Bad karma+1 vote
Zoar_Prime
Zoar_Prime

disregard, I'm a spoof XD

Reply Good karma Bad karma+1 vote
0wcabibi88 Creator
0wcabibi88

Hope you fixed it :)

Reply Good karma+1 vote
Zoar_Prime
Zoar_Prime

so are the naval forts implemented yet? it wouldn't let me build one regardless of age tech level or location as America
also couldn't harvest whales until the industrial age for some reason

Reply Good karma Bad karma+1 vote
0wcabibi88 Creator
0wcabibi88

Download the new version, I've fixed the issue.

And check Q&A section in the summary page for the resource bug.

Reply Good karma+1 vote
0wcabibi88 Creator
0wcabibi88

Yeah the forts are implemented but I did a small mistake by not making the tech requirement scale with the settings. It's fixed in the upcoming version which will hit sometime later this week, sorry about that.

Whales as well as other rare resources have a similar issue. It will also be fixed in the next version.

Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Rise of Nations: Thrones and Patriots
Creator
Contact
Send Message
Release date
Mod watch
Follow
Share
Community Rating

Average

10

5 votes submitted.

You Say

-

Ratings closed.

Style
Embed Buttons
Link to Rise of the Ages by selecting a button and using the embed code provided more...
Rise of the Ages
Statistics
Last Update
Watchers
75 members
Files
14
Articles
21
Reviews
5