- mod recommended for random map setting - uses both Golden Realms and Eternal Lords DLCs, AoW3 Steam Edition - reworked tech and spec trees for 4 races and all leader classes - new units, artworks, spells - more variety: multiple figures for most units
current version: specializations and terrains edited, balanced for Golden Realms DLC - have a Steam edition of AoW3 with both DLCs installed - unpack the .zip file to Documents/My Games/AoW3/UserContent - choose Barbarian mod.acp in the User Content folder of the game launcher - play random map!
1. new race: southern Humans
- new race roughly based on late medieval Ottomans/Mamluks; basically the same as vanilla (aka "northern") humans, with mostly same bonuses, but different graphics, terrain preferences and some units
- northerners dislike Tropical, southerners Arctic climate
- southern Humans replace the Tigran race; they use the same (adapted) governance upgrade tree
- unit bonuses from governance affect both northern and southern humans: e.g. Throw Net ability (military upg. 1) is gained by Militia built in both northern and southern cities
- minor differences in units: northerners have Crossbowman with shield and the vanilla Priest, southerners have a cheaper Archer and Dervish as their support unit, more capable in melee
- southern Engineer trains Seymen infantry (with Fire Bomb) as their bonus unit requiring Weapon Kit skill; southern Musketeers are unarmored, but also cheaper
- southern Prophet trains Ghazi (cavalry with Spirit Blast) instead of Crusader; Martyrs evolve to mounted Ghazis too
- southern Rogue can train an Assassin upgraded with Shoot Poison Darts for a ranged attack
- southern Warlord has an additional bonus unit: Janissary, a T3 archer with neutral race bonuses and Total Awareness; requires The Draft skill and city bonus for T2 units to build
- Mercenary Camp allows training of different units in northern (Gallowglass, Longbowman, Stratiot, Trabant) and southern (Bedouin, Falxman) cities
- the same counts for the Altar of Bound Souls: Chalicer, Hussar, Landsknecht and Reislaufer are available in the North, Amazon and Myrmidon in the South; among these, Amazon and Hussar are neutral towards Arctic/Tropical climate
2. Sorcerer-elemental mastery synergy
- summoning spells for four units for specific elemental masteries (Jinn, Sylph, Trogg and Vodnik) were removed; some of them may be gained as secret spells
- specialization tech trees were readjusted, with some old spells replacing the summoning spells
- they are still available to Sorcerers, who can train them in cities with the second class upgrade (Mana Vault), given they have Master specialization for the given element
- Sorcerer with Wild Magic Master specialization can train Centaurs: T2 cavalry with Barrens Running, Throw Javelin and Bloodthirsty
- demon-summoning spells (Lesser Demon and Balrog) of the Destruction specialization remain available
3. racial bonus units
- further units can be produced in cities with basic upgrades (Barracks, Armory, racial T3 building), requiring a specific player skill or specialization3.1. Humans
- northern Humans can train Haiduk irregular with Weapon Kit skill in cities with Barracks; with Side Arms, they can also produce Cossack, a pistol-armed cavalry
- as already mentioned, souther Human Warlord can train Janissary with The Draft, Engineer trains Seymen with Weapon Kit
- as a kind of "expeditionary" units, Cossack, Haiduk and Seymen aren't affected by negative morale for Arctic/Tropical climate
- Janissaries may also be hired at Inns as mercenaries3.2. Dwarves
- Dwarves have three bonus units for the Engineer: Flamethrower "archer" (requires Dragon Oil), Sapper, infantry with Sabotage (requires Weapon Kit) and Combat Drone, a T3 Fireworks-armed flying machine (req. Flash Bang and Siege Workshop city upgrade)3.3. Elves
- Elven specialty is Air Magic: any hero with the spell Zephyr Bird can train Zephyr Riders in Elven cities with the racial T3 building; Riders have First Strike and with veterancy they also gain Inflict Stun
- Druids having the Call Ancestral Spirits skill can also produce staying Ancestral Guardians, slightly upgraded (but mana hungry) spirits; these are available Elven cities with Henge (Druid T2 class upg.)3.4. Orcs
- Orc specialty is Destruction: spell Summon Lesser Demon enables training of Felguard, a T3 shock infantry with Unholy Champion and Overwhelm ability, given the city has the racial T3 building (Dark Citadel)
- Orc Engineer with Side Arms has also a pistol-armed cavalry, the Dragoon
- Orc Warlord with Thoroughbred Mounts can train Black Knights, now with new armored horses, upgraded to T3; these are also available at Inns as mercenaries
- in Orc cities with Henge, Druids with Insect Plague skill can train new Goblin Marauders, which count as irregulards with a Poison Dart ranged attack and Inflict Enfeebling Fever ability
4. Necromancer
- forced property Use Dead Cities has been deactivated: the player can Absorb cities and then Ghoul them with a spell
- this allows more tactical maneuvering (dead cities offer a limited choice of units) and gives sense to hiring non-necromancer heroes
- BUG! this feature breaks the AI, which simply doesn't Ghoul conquered cities at all
- an alternative .acp file may be used to enable the Use Dead Cities property as a fix (but it affects human players too)
- another BUG! casting Ghoul City spell on a freshly conquered city (in the "awaiting fate" status) removes the Absorb button and the city remains useless for the player; the city can still be Purged
- furthermore, Human Fanatics can evolve to Deathguard, a more powerful T2 melee infantry
5. other updates
- Fey dwelling can produce Faun, a T3 version of the Satyr with Minor Bard Skills; requires Nightshade Hollow
- new unique mercenary unit: Ta'unqa, T2 orc charioteer with Javelin, able to Inflict Crippling
- new unique mercenary unit: Angband Guard, T2 orc infantry with Overwhelm; a rework of the vanilla Greatsword concept
- new unique mercenary unit: Whitespark Clan, T2 dwarven "archer" with a bazooka (Fireworks)
- Arctica Embassy upgrade allows training of Frostguard, which are close to the original and also carry a harpoon (Frostlings are still disabled)
- additional models for the Horned God, Lesser Spirit Elemental, Bone Horror, Reaper (with scythe), Death Knight, Orc Devastator and others
- new icons for Musketeers
- Draconian units (Warriors and Priests) can be seen in Dragon dwellings as guards
- hotfix 27.5.: Southern Human Necromancer settings
enjoy!