Realms is a project to consider more of the medieval world. Explore new ways to build and wage war in the peaks of the Himalayas, the coast of Peru, the jungles of Southeast Asia, Cilicia, Manchuria, and Europe with nineteen new civilizations:

  • Armenians- From Yerevan to Cilicia, defend your lands from a multitude of foes.
  • Bamars- Command the rise of Pagan, Ava, Hanthawaddy, or Taungoo.
  • Balts- Form a mighty commonwealth to subdue the encroaching crusader.
  • Bohemians- Forge an invincible army powered by innovative tactics and the fervor of your people.
  • Bulgars- Carve out a domain under the hooves of your armored cavalry.
  • Burgundians- Raise a varied army from Europe's finest mercenaries.
  • Chimus- Challenge the Inca for supremacy of the Andes.
  • Dravidians- Control the land and the sea in the struggle for South India
  • Dutch- Protect your economic interests with powerful militia armies.
  • Helvetians- Revive the discipline of the phalanx in battles once ruled by mounted knights.
  • Jurchens- Contend with the Han, Khitai, and Mongols for a Golden Dynasty.
  • Malays- Establish a grand thalassocratic state across the islands of the Southeast.
  • Mandinkas- Build an empire upon gold and salt.
  • Moors- Strive with foes all across the Mediterranean.
  • Muisca- Lead the armies of the Zipa or the Zaque to victory.
  • Khmers- Dominate Southeast Asia with vast armies, cultural strength, and mastery of war elephants.
  • Turcomans- Rule Khanates from Anatolia to Manchuria.
  • Tufans- Descend from the Himalayas to forge an enduring empire.
  • Viets- Drive out would-be conquerors with relentless guerrilla tactics and subterfuge.

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RSS Articles

Realms 1.93

News 2 comments

A new Realms patch is live, coming with balance changes, new content, and assorted fixes.

The biggest gameplay change is that the controversial gold pricetag on the Mandinka villager has been made optional. Players who were thrown off by the fundamental shift and just wanted to use known build orders will now be able to research a technology and revert to a more traditional playstyle, while those who were fond of the unique gameplay the bonus provided are free to ignore that tech. Other bonuses are left unchanged, so the group ruled by Mansa Musa will have a gold-centric economy either way.

Furthermore massed Pesilats will be less overpowering, Viet spies will function a bit better, and many more changes have been made to improve the overall balance.

https://media.moddb.com/images/mods/1/28/27888/Maps.png


There's also been partial support for independent architecture added: the Spanish, Celts, Byzantines, and Southeast Asian civilizations have been given duplicate building graphics, which will allow players to use custom architecture mods that, for example, change the Spanish buildings while leaving the the Frankish ones untouched. This is made to be compatible with the Independent Architecture mod for the HD edition and WololoKingdoms, so you'll be able use existing collections of architecture sets.

Beyond that, scenario designers will appreciate more tropical birds, an expansion of Realms' large selection of rocks and trees, new heroes, a few units with a fantasy bent, and more.


Though the mod has been progressing in a number of ways, there are two areas where I can't do much myself. The first is voices: it's obviously not ideal that Tibetans speak Chinese, but I don't know of any source for old-fashioned Tibetan speech similar to the in-game dialogue. If the lack of correct voices also bothers you and you have a knowledge of a language that should be in Realms and a microphone, please contact me. I'd jump at the chance to not have Farsi-speaking Armenians.

Translation is also something that people have asked about, but I don't personally have the language skills to produce Realms in anything but English. I have taken some steps to simplify the translation process, but it's ultimately going to require some dedicated multilingual fans for any translation work to occur.

Finally, a changelog:
All melee units given slight area damage to combat stacked Pesilats
Carracks +15 wood, 10 gold cost (to 135/85)
Armored units class restricted to Militia line and Knights
Armenians: Starting trickle reduced to 5 wood, 4 food (from 10/8)
Armenians: Ayrudzi +4 build time (to 25 seconds)
Armenians: Lose Bracer
Bamars: Lose Bloodlines
Bamars: Get Parthian Tactics
Bulgars: Lose Siege Engineers
Bulgars: Knights attack 10% faster in Castle Age (from 15)
Burgundians: Lose Guilds, Siege Engineers
Burgundians: Team bonus effect reduced
Burgundians: Lose Block Printing, gain Illumination
Chimus: Condottieri benefit from armor bonus
Franks: Forage bonus reduced to 20% (from 25)
Dravidians: Archer line -8 train time in Castle Age (matches crossbow)
Dravidians: Lose Siege Engineers
Dravidians: Varu is now affected by Burgundian Team Bonus
Dutch: Cannon Galleons have no minimum range instead of half
Dutch: Beguine heal rate increased to 1.875 (from 1.25)
Jurchens: Lose Arbalest
Jurchens: Villagers +5 frame delay, benefit from Fletching, +1 range per age rather than +1/3 in Dark/Feudal
Hindustani: Lose Halberdiers
Malays: Reduced (Elite) Pesilat dodge ability, speed decreased to 1.05 (from 1.12)
Malays: Elite Pesilat upgrade cost increased to 800f 750g (from 600 each)
Mandinkas: Gold villager cost is optional
Moors: Light cavalry attack 15% faster (from 20)
Saracens: Team bonus effect raised to 2 (from 1)
Slavs: Farmer bonus reduced to 10% (roughly)
Tufans: Lose Hussar
Tufans: Stone Conservation reduced to 30% (from 40)
Viets: Archer move speed bonus increased to 15% (from 10)
Viets: Diep Vien class changed. Will no longer return to build location and are more resistant to being auto-targeted

Realms 1.92

Realms 1.92

News 2 comments

A holiday update containing a variety of small improvements

Realms 1.90

Realms 1.90

News 5 comments

Realms brings the civilization count up to 42, an auspicious number

Realms 1.81

Realms 1.81

News 2 comments

A new version of Realms is now available, with balance changes, new objects and maps

Realms 1.80 Release

Realms 1.80 Release

News 5 comments

A new version with an additional team, many balance changes, and content addition.

RSS Files
Realms Espanol (Outdated)

Realms Espanol (Outdated)

Patch 3 comments

El instalador en Español para Realms v1.802, traducido por pereajfrancisco. Esto debe instalarse después de la versión básica. The Spanish language...

Realms 1.93

Realms 1.93

Full Version 11 comments

Realms version 1.93, which includes nineteen new civilizations: the Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians...

No Rush Map pack

No Rush Map pack

Script

A set of maps that prevent rushing for predefined periods of time.

Realms 1.711

Realms 1.711

Full Version 15 comments

Realms version 1.711, which includes seventeen new civilizations: the Armenians, Balts, Bamars, Bohemians, Bulgars, Burgundians, Chimus, Dutch, Helvetians...

Comments  (0 - 10 of 278)
Guest
Guest

I have a problem, I don't see the shortcut of the mod I should do?

Tengo un problema no me sale el acceso directo de el mod que debo hacer?

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Jorritkarwehr Creator
Jorritkarwehr

There should be a Realms.exe in your age2_x1 folder. Make a shortcut to that manually.

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carmen-1294
carmen-1294

A query: Do the factions have voices?

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Jorritkarwehr Creator
Jorritkarwehr

Some of them do, but there's also a lot of recycling existing voices.

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carmen-1294
carmen-1294

Can you give me some factions of the AoK: Realms that carry voices ... Please?

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Jorritkarwehr Creator
Jorritkarwehr

Bamars, Viets, Khmer, Malays, Mandinkas, and Moors have voices from the corresponding civs in the HD edition. Hindustani and Dravidians both use the Indian voices.

Bohemians, Dutch, and Helvetians have partial voice sets from other sources

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carmen-1294
carmen-1294

For the Armenians, Tufans, Turcomans, Balts, Bulgars, Burgundians, Chimus, Jurchens and Música?

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Jorritkarwehr Creator
Jorritkarwehr

Farsi and Latin, Chinese, Turkish, Slavic, Slavic and Turkish, French, Inca, Chinese, and Mayan voices respectively.

Reply Good karma+1 vote
Guest
Guest

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Guest
Guest

Hi.Aoe 2 is good game only for Multiplayer. So if a player want to be pro, he must know everything about it.. Please, Don't add new buildings or civs anymore, because I will not play it. When you add new buildings or civs, The pro players must start from scratch, from zero.. A agree if you only balance the statistics of units.
I play other old game- Rage of Mages. That game is good ONLY for Singleplayer. SO, I will be glad and very happy, if you add new Campaigns, maps and units for this game. Rage of Mages was created at the same time as Age of Empires 2. But Aoe 2 is similar to CHESS. I need to know everything to be good at it.

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Jorritkarwehr Creator
Jorritkarwehr

I can appreciate that viewpoint, though I'm a little curious as to why someone who has it gets started in Realms at all. As it stands, I'm two civilizations away from the maximum the game supports. While I haven't been in any rush to get there, doing so has always been the eventual plan. Hopefully that's not a large enough change to drive you away when in happens.

Reply Good karma+1 vote
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