World in Conflict is perhaps the most audacious project that has ever been embarked upon for Rise of Nations. It will implement real-world realism into Information Age warfare. This includes radical changes to graphics, units stats and all around game-play. The mod has already been released as an Alpha, and the Beta is being worked on. We estimate that it should be fully completed by either summer or fall of 2012.


I am Uthum876 and this mod is primarily a collaboration between myself and my two co-contributors Valdemar and CanoWorms - without these two gents and their hard work this mod would be nothing ;)


We are looking to recruit talented RON scripters who are willing to put in some time to help us develop a quick-battle script. Certain things like unit transport or suicide units are not code-able without the help of a script, so if we want those kinds of features in the mod we need a working script. PM me if you are interested.

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8 comments by Uthum876 on Dec 17th, 2012

WIC Beta

The Beta is up! You can grab it here:

World In Conflict Beta

Beta Features:
- New effects graphics including new types of munitions and missiles.
- Four factions: Russians (Russians), Americans (Americans), Israelis (Turks), Iranians (Koreans) --- these are the only playable factions.
- Brand new models and animations for Russian, American, Israeli and Iranian units.
- Population limit is at 600.
- Commerce Cap is at +999.
- Realistic unit stats and unit types. In the Beta each faction will receive a few new unit types. Some examples include: Transport helicopters, naval forces and secondary tanks.
- Real world cost system. This means military hardware is extremely
costly, it forces the AI and the player to rely more on infantry and build strong economies. Costs have been driven down in the Beta to make a more competitive AI, however things are still quite expensive.
- AI more intelligent with aircraft. The AI will now carryout airstrikes more frequently on your units, not just in their territory, but on your territory too. It will continue to attack forts and wonders, nevertheless prepare for death from above.
- Effectiveness of SAMs downgraded (they are now very expensive too), air superiority and the tactical use of aircraft emphasized.
- New icons.
- Introduced civilian housing and taxes. All of your cities, apartments, office buildings and hotels will each give +10 wealth.
- Supply wagons heal units.
- All wonders are disabled for now.
- A quick battle script will be available so that players can take advantage of many new features.
- A new Orthodox church for the Russians.
-Special Forces can now sabotage buildings.

All new units added to the Russian and American Factions:
UH-60L transport/gunship, Stryker MGS, Stryker command vehicle, 60mm mortar, Heavy
Sniper, Marine Infantry, AAV-7A1 Amtrac, LAV-25, AH-1Z Viper, MGM-140 ATACMS, Ticonderoga-class Missile Cruiser, Nimitz-class Aircraft Carrier and the F/A-18 Fighter Bomber
*New models for existing units: All Infantry, M270 MLRS, F-35 and F-16

PAK-FA, Tu-160, T-90 AM Tagil, Thermobaric Specialist, 2S12 Sani heavy mortar, 9K38 Igla
MANPAD, 9K22 Tunguska, TOS-1, BTR-80 Command Vehicle, Mi8 Hip E, Kirov-class Battle Cruiser, Admiral Kuznestov Aircraft Carrier and the Su-33 Fighter Bomber
*New models for existing units: All infantry, MiG-29 and the BM-30

Israeli Faction units:
IDF Rifle Infantry, IDF Rocket Infantry, IDF Support Infantry, IDF Grenadier, IDF Sniper, IDF 60mm Mortar, Spike ATGM, IDF Heavy Sniper, HMMWV, Namer, Merkava 3, Merkava 4, M109A4, M270 Mendetz, AN/TWQ-1 Avenger, Caterpillar D9, F-15 BAZ, F-16I Sufa, AH-64 Saraph, UH-60 Yanshuf, Tier-One Operators and Namer Command Vehicle

Iranian Faction units:
IRIA Rifle Infantry, IRIA Rocket Infantry, IRIA support Infantry, IRIA Grenadier, IRIA Sniper,
IRIA 60mm Mortar, M67 Recoilless Rifle, BRDM-2, BMP-2M, T-72S, Zulfiqar-3, 2S1 Gvozdika, BM-21, Sa-9 Gaskin, ZSU-23-2 Boragh, MiG-29, AH-1J Cobra, Hesa Saeqeh, Mi-17 and BTR Command vehicle

Units that didn't Make it into the Beta:
- AC-130 (had some issues with this guy's animations)
- UAVs
- Israeli AH-1 Tzefa
- Special Forces sniper units

I will release a small patch by January adding to the mod most of those units, right now Valdemar is busy and I would like some time off :p. So be patient.

Scripted "Transport" units:
The following units can "deploy troops" (APCs/IFVs can deploy regular infantry and helicopters can deploy SF units). However troops cannot be garrisoned back
inside of them:

-M2 Bradley
-AAV-7A1 Amtrac
-Namer IFV
-UH-60 Yanshuf
-Mi-8 Hip E

US Marine Forces:
When you play the mod on ocean maps as the Americans with the script running you have the
power of the USMC at your disposal. As soon as the script recognizes that you have built a dock, Marine units will replace regular Army units. I plan to expand Marine infantry in a later patch, perhaps give them the Javelin and 60mm mortar too. Maybe I will create more Marine vehicles as well.

Competitive AI:
The script tries to optimize AI behavior and make the AI very deadly. If you want a real
challenge play the AI on the "toughest" setting with the script running. The AI will build a big, realistic army with plenty of infantry. It will also try to build a strong economy by first creating 60+ citizens and 6 cities. This only works if you allow the AI to be red, blue or purple. You will find that one on one matches are now more enjoyable.

Known Bugs:
- Transport Helicopters don't seem to heal when garrisoned in the airbase.

Known Issues:
- To make the most authentic looking units, I had gone over the poly count recommended by BHG
for most of my models. Because of this don't expect to play huge 8 player matches. The maximum amount of players per map should be no more than 4 if you have the script running. Even with 4 players you will experience some FPS issues. Try to lower population limits or take out an enemy early.
-The mod works well on Deathmatch mode, but sometimes for some reason in a regular quickbattle an ai player starts off inactive for a while not expanding beyond one city. Sometimes if you attack, it stimulates the ai to begin building their nation. I don't know what causes this.
- As mentioned in the readme, the script complements the mod. However the script will only work
if your player color is the following: green, yellow, white, orange, and cyan. If you play using red, blue or purple colors, the script will train units automatically for you. In the next release I want to try and fix this and make the script compatible with all player colors.

- This is a Beta, meaning its not the final release of this project. So please make all criticism
constructive, I will not respond/entertain you with a response if you are here to insult or whine.
- As said, since this is a Beta, please play the hell out of it. I have not had time to extensively play test it myself, so you the users will be my testers. I will give all of you guys till the last days of this year to play around with the mod and report all bugs to me so I can release a hotfix by year-end.
- Tell me how you feel. What do you think is lacking? What do you think of the balance? I specifically want to know your opinions on naval warfare. What units need to be

What's to Come:
- Now that the Beta is out of the way, I will resume work on the mod soon. More factions and
units for existing factions are planned. When I get back to work my main priorities will be to get more naval units done especially for Iran and Israel.
- I want to do something with ballistic missiles and missile platforms; I especially want to
give mobile systems to Russia and Iran. Help me figure this out.
- I want to definitely expand the script. I especially want to fine-tune it and fix the issues I have with it. What do you think of guerrilla units/rebel forces emerging out of captured cities? And how about suicide bombers and mines?

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World In Conflict Beta Hotfix

World In Conflict Beta Hotfix

Dec 18, 2012 Patch 30 comments

This is a re-release of the Beta, bugs have hopefully been please.

Post comment Comments  (0 - 10 of 617)
Guest May 19 2015 says:

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Dweezle125 Mar 8 2015 says:

Can anyone or has anyone created a Full Working CTW Campaign WW2 to info age? I've downloaded the current WW2 CTW But keep getting a Gsomething error. I would love to see a CTW campaign where on the main map you can purchase and launch nukes and yada yada lie the Cold War scenario.

+1 vote     reply to comment
Aryan001 Jan 29 2015 says:

Is this great mod still alive?

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Guest Nov 26 2014 says:

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CoreyKoopa12 Dec 23 2014 replied:

Hey This is a Hotfix You need to get it off the work shop

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Guest Nov 25 2014 says:

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RubyH4XX0R Nov 22 2014 says:

Actually i dont like the normal Rise of Nations But Mods Change it

+1 vote     reply to comment
PO22y Nov 7 2014 says:

is it dead? been waiting for this for a long time.

+1 vote     reply to comment
kmarnes Sep 17 2014 says:

Hi, I am a developer working on Rise of Nations EX on Steam. We've been working very hard to implement full Steam Workshop support and weeks ago, was led to this particular mod as an example of the most complicated example to get working. Well we finally got it working with the Steam version and soon we'll want to get some experts involved to test it. We want to do this by deploying a Mod Manager beta branch in Steam soon.

While we never altered the mod, there were some clashes with primarily the interface.xml (the modded version was based on the original game including GameSpy stuff that no longer works). It was modernized for the Steam release, so I had to basically merge your desired changes into it.

A big change is that I finished implementing a truly dynamic system for mods. You no longer need to replace original files, and now everything is loaded dynamically, so I've restructured the mod directory structure accordingly.

New way:
mods\World In Conflict\art\*
mods\World In Conflict\data\*
mods\World In Conflict\sounds\*
mods\World In Conflict\scenario\*
mods\World In Conflict\tribes\*
mods\World In Conflict\info.xml

However our knowledge of this mod is quite limited and we've identified the following problems on our end -- and not sure if it is just the way the mod is set up or not, so please let me know what your thoughts are:
1. Nothing limits the players from choosing outside of the 4 factions.
2. We're not sure if the game is meant to be played only in the information age or from the beginning.
3. Not sure if the bhs file is being utilized or not.

So in any case, we're quite close and I just wanted to mention something here. When everything is officially out, I'd like the original author of this mod to publish it and own it. I think it'll be the tip of the iceberg for others that wish to make or port other mods to the new system.

+1 vote     reply to comment
mohammedmeshal Aug 29 2014 says:

I'm just wondering how you can make infantry change weapon like bazooka team?

+1 vote     reply to comment
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