This mod 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. It also tries to re-balance the entire game and add unique units to underwhelming nations and take away unique units from overpowered ones.


ATTENTION STEAM USERS: A STEAM-FRIENDLY VERSION HAS BEEN RELEASED ON THE STEAM WORKSHOP. READ THE BELOW ARTICLES FOR INFO.


THE CURRENT VERSION IS 5.97.1.


(click the 'READ MORE' button for the full list of features and changes) >>>>>>>


FEATURES


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

As of version 5.95, all civilizations have 7 or 8 unique units, spread out through most of the ages. Every nation has at least 1 unit in Industrial Age or higher and has 1 or 2 unique buildings.

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 12 different unique buidings available (more to come)
      • Imperial Tagmata (Medieval Age only) - Greeks, Romans, Turks
        • can produce powerful Byzantine units
        • can have only 1 but can be rebuilt
        • becomes abandoned in Gunpowder Age
      • Chivalric Order (Gunpowder Age only) - Germans, Romans
        • can produce powerful Knights
        • can have only 1 but can be rebuilt
        • becomes abandoned in Enlightenment Age
      • Naval Fort / Naval Fortress / Naval Redoubt (Enlightenment Age--Industrial Age--Modern Age) - British, Dutch, French, Spanish
        • 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
        • become abandoned in Information Age
      • Frontier Watchpost / Frontier Outpost (Enlightenment Age--Industrial Age) - British, French, Spanish
        • 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
        • becomes abandoned in Modern Age
      • Marksman Watchtower / Sharpshooter Tower / Sniper Nest (Gunpowder Age--Industrial Age--Information Age) - Americans, Indians, Koreans, Russians, Turks
        • 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
        • does not become obsolete over the ages
      • Raider Stable (Classical Age) - Egyptians, Lakota, Mongols
        • 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 abandoned 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 abandoned in Enlightenment Age
      • Recruitment House (Classical Age) - Chinese, 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
      • Naval Watchpost/Outpost (Modern Age -- Information Age) - Chinese, Dutch, Japanese
        • a naval tower with some air defense that can protect an area from a medium sized fleet
        • upgrades in Information Age
        • costs a small bit of Knowledge to build
      • Raider Barracks (Classical Age) - Aztecs, Maya
        • an external recruitment building that produces Raiders
          • Raiders are melee units that are very effective against enemy civilians
          • more resilient against defenses than Horse Raiders but are ineffective against buildings
          • can have only 1 at a time
        • can have only 1 at a time
        • becomes abandoned in Industrial Age
        • very fragile and has no defenses
      • Treepost (Ancient Age) - Aztecs, Bantu, Inca, Maya, Nubians
        • a group of blowgunners hidden in some trees that can be placed anywhere in your territory
        • quite effective against small armies but becomes less effective with every age past Ancient
        • becomes abandoned in Gunpowder Age
        • can be taken down fairly easily without the need for siege weapons
      • Trenches (Industrial Age) - Americans, Egypt, Germans, Greeks, Japan, Koreans, Russians
        • a defense that can be placed inside your territory and can act as an impromptu wall
        • very resilient against most infantry and light vehicles but fairly easily destroyed by tanks and siege weapons
        • can build more than one but costs a bit of Knowledge
        • becomes abandoned in Information Age
  • 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


37+ 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)
  • Boucanier (France)
  • ELAS (Greeks)
  • Inti Tribesmen, Peruvian Guard and Elite Peruvian Guard (Inca)
  • Aryan Chariot, Chola Ship and Rajput Infantry (Indians)
  • Mohawk Riflemen (Iroquois)
  • Mitsubishi Ki-51, Yamato Battleship (Japan)
  • Turtle Ship and KLA (Korea)
  • Lakota Riflemen, AN/TWQ-1 and Lakota Supply Wagon (Lakota)
  • Tlaxcalan Warriors (Maya)
  • BMP-1, Red Army Cavalry andT-54 (Mongols)
  • 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 (Chivalric Order)
  • Byzantine Warrior and Byzantine Cavalry (Imperial Tagmata)
  • Horse Raiders (Raider Stable)
  • Shaman (Shaman Hut)
  • Recruits/Cadets/Army Reserve (Recruitment House)
  • Raiders (Raider Barracks)

NORMAL UNITS:

  • Monitor Ship (Industrial Age)
    • long range bombard 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 (75-600)
  • 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)
  • Military research discounts lowered
  • 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)
  • 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%
  • Taxation
    • reduced Wealth 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
    • Can build 7 farms per small city (10 per large city / 13 per major city)
    • now gather +5 Wealth
  • Granary, Lumber Mill, Smelter and Refinery
    • bonuses reduced
  • University
    • gathers +20 Knowledge by itself
  • Buildings (all)
    • now give +2 bonus Wealth
  • Markets
    • now give +20 bonus Wealth

UNITS:


  • All units
    • speed increased
    • costs completely overhauled (read here for more info: Moddb.com)
  • Tanks
    • attack slightly increased
    • added a small amount of splash damage
    • doubled armor value
    • raised HP
    • raised range
  • 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%
    • increased dmg vs. foot troops
  • Infantry (all)
    • decreased speed by 10%
    • decreased dmg vs. cavalry
  • 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
  • Scholars gather rates changed
  • Citizen gather is 8 resources instead of 10
  • Woodcutter slots slightly reduced
  • Mountain slots slightly reduced
  • 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
  • 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.

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.

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Version 5.97.1 hotfix changelog

Feature

CHANGELOG


NATIONS

  • Aztecs
    • slay bonus is now 16 (max 112)
  • Japan
    • unit discount = 6%
    • unit train time = 6%
  • Maya
    • building bonus HP = 30%

RESEARCH

  • Military research
    • upg. discount = 6%

MISC

  • Population limit
    • 75 (+75 for each level) -> max 600
MOD FEEDBACK

MOD FEEDBACK

Feature 2 comments

The official article to comment on changes you would like to see in the mod.

STEAM VERSION HAS BEEN RELEASED!

STEAM VERSION HAS BEEN RELEASED!

News 1 comment

Finally, a Steam version has been released! Read the info on the summary page or read below for more info.

INSTALLING AND PLAYING THE MOD

INSTALLING AND PLAYING THE MOD

Feature

How to install and play the mod. Please read this description before posting about bugs.

BUGS AND ISSUES

BUGS AND ISSUES

Feature

Read about and report about bugs in this article.

Add file RSS Files
Rise of the Ages v5.97.1 - non-steam

Rise of the Ages v5.97.1 - non-steam

Full Version

The steam version of the mod; read installation guide for info.

Rise of the Ages v5.97.1 - steam

Rise of the Ages v5.97.1 - steam

Full Version 2 comments

The steam version of the mod; read installation guide for info.

Rise of the Ages v5.97 - steam

Rise of the Ages v5.97 - steam

Full Version

The non-steam version of the mod, read installation article for more info.

Rise of the Ages v5.97 - non-steam

Rise of the Ages v5.97 - non-steam

Full Version

The non-steam version of the mod, read installation article for more info.

Rise of the Ages v5.96 - non-steam

Rise of the Ages v5.96 - non-steam

Full Version

Non-Steam version of the mod, read installation article for more info.

Rise of the Ages v5.96 - steam

Rise of the Ages v5.96 - steam

Full Version

Steam version of the mod; read installation article for more info.

Comments  (0 - 10 of 43)
Guest
Guest

Oh thank you i get it

Reply Good karma Bad karma+1 vote
dee2505dee
dee2505dee

Excuse me sir. mod is for steam?

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0wcabibi88 Creator
0wcabibi88

Yes it is! Check the article about the Steam version. It's on the Steam workshop. You also have a non-Steam version. Check the installation guide on how to install either.

Reply Good karma+1 vote
Vodkaman455
Vodkaman455

I keep getting the "NO DEFAULT UNIT GPIECE" error every time I try to start a game. I'm using the non-steam 5.97.1 version. I tried deleting the Microsoft Games\Rise of Nations folder and My Games\Rise of Nations folder and it still isn't working. Is there any way to fix it?

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

I've updated the file. Re-download it and follow the installation instructions here:
Moddb.com

It should work now. Tell me in case it doesn't work.

Reply Good karma+1 vote
0wcabibi88 Creator
0wcabibi88

Yeah I've just noticed that I've set too many file paths to the mod folder. This is an issue. I'll try to figure out how to fix it and post an update.

Reply Good karma+1 vote
0wcabibi88 Creator
0wcabibi88

Good news guys, the new version is gonna hit sometime tommorow! It's gonna add a lot of stuff and fix some bugs and annoyances.

Reply Good karma+1 vote
a4blue
a4blue

yesterday was Jul 23 ? close enough ^^
but delays are normal, keep up the good work

Reply Good karma Bad karma+2 votes
0wcabibi88 Creator
0wcabibi88

That comment was for 2 versions ago :)

Reply Good karma+1 vote
SHOGUN999
SHOGUN999

Hello guys my game suuddenly closed when I select Imperial tagmata for construct. What should I do for these kind of crashes?

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

Really? What nation were you playing as and are you playing on Steam? The Tagmata works fine last time I checked...

Reply Good karma+1 vote
SHOGUN999
SHOGUN999

Not steam version, so maybe I need different version of game

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0wcabibi88 Creator
0wcabibi88

Download the new 'non-steam' version and read the installation info..

Reply Good karma+2 votes
SHOGUN999
SHOGUN999

Thanks man, It worked fine. And great mod, congratulations

Reply Good karma Bad karma+1 vote
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