Rome is about to fall, the Sarmatians are about to lose the steppes to the Huns, the Nubians resist the conquest of Egypt as the last bastion of Egyptian culture, the Thracians defend the hopeless northern borders of the Byzantine empire, and the Vandals dreadfully await the Byzantine reconquista of Africa...

...but you can change the course of history and save one or all of these civilizations from fading, rebuild their glory and have them compete with medieval factions they would have never encountered otherwise.

  • exciting new game-play elements, like mobile buildings (Wagon Fort)
  • 5 new civilizations (Romans, Thracians, Nubians, Sarmatians, Vandals)
  • exciting new technologies and supporting units/buildings (like aqueducts)

Dedicated to my late step grandfather Helmuth Siepmann who always loved to discuss the Great Migration.

Post article RSS Articles

IMPORTANT BUG-FIX: The Vandal unique unit upgrade is restored, also the population cost for the (Elite) Lancer, fixed today (03.04.2020).

I could never quite reach satisfaction with "Borderland Empires" of the same type I experienced with "Age of Vampires" or "Tzars and Salesmen"...

My newest project "Dawn of Rome" is to replace "Borderland Empires" for several reasons:

1. Overlap in concept (Great Migration/Beginning of the Middle Ages/End of the Classic Era)
2. Overlap in civilizations (Vandals)
3. Overlap in game-play (mobile buildings)

My best efforts for "Borderland Empires" will be donated, however, for integration with "Realms" which already overlaps with Borderland Empires in some aspects (like the playable factions Bulgars and Moors).

The new project takes over some of the exciting features of the old one, like mobile buildings and mine-able ruins, but alters the overall setting to introduce civilizations which faded at the beginning of the Middle Ages, but which the player will have the power to save and have compete with other medieval factions.

DawnRome


Several features will help you immerse in the (late) Roman Era... technologies like "Phalanx" which allow spearmen to form double-rows by providing +1 range, or buildings like the "aquaeduct" which will lift up the population limit and increase farm food amount. Support units like the dog can defend your villagers from wolves and help hunting boars.

You can choose from 5 new civilizations which are seldom portrayed in the Age of Empires series (including other mods), but still ring a bell with hardcore history fans, like the Sarmatians, Thracians and Nubians...

Nuuby

Add file RSS Files
The Foederati

The Foederati

Full Version 4 comments

Alternative Expansion for the Age of Kings, explores the last days of Rome, the Sarmatians, Thracians, Nubians and Vandals. Changed its name from "Dawn...

Post comment Comments  (10 - 20 of 64)
hectorvartor
hectorvartor - - 24 comments

me encanta manejar a los romanos.
en especial armar un ejercito de centuriones y destruir a los chinos...
así prevenir la aparición del corona virus.
y lo de crear perros para proteger el rebaño de ovejas que intencionalmente mando a pastar cerca de los ríos.
seria bueno que le agreguen un coliseo romano y gladiadores para ir a chingarse a los persas.

Reply Good karma Bad karma+2 votes
Ivacula Creator
Ivacula - - 316 comments

:D

Reply Good karma+2 votes
Ivacula Creator
Ivacula - - 316 comments

Tiny patch on this one today... I had to twitch some tech trees.

Reply Good karma+3 votes
Guest
Guest - - 706,574 comments

Great, I love that this mod has been updated. Have you thought about adding the Romans as a Civ, or at least adding Roman aspects like buildings and units in the editor?

Reply Good karma Bad karma+2 votes
Ivacula Creator
Ivacula - - 316 comments

There's Roman Ruins that can be mined for extra stone. Maybe there will be more in the future...

Reply Good karma+2 votes
Guest
Guest - - 706,574 comments

Hi, excuse me, I have a comment and I hope it doesn't bother you: could you change the Varangian, Bulgarian, Magyar and Hun style to the previous Slavic architecture style?

Reply Good karma Bad karma+2 votes
Ivacula Creator
Ivacula - - 316 comments

It doesn't bother me, but there is reasons I dropped that style

1) Overlap with other projects (Realms Mod uses the Slavic Style and(!) the old Bulgar unique unit design for their version of the Bulgars, too, while Forgotten literally uses these Buildings for the Slavs, which are conceptually close to my Varangians)

2) I wanted this project to feel like a natural extension to the game, I don't see these Slavic buildings anymore as fitting with the original graphics (texture differences, color intensity etc. ...)

I might change my mind again, but it is not very likely.

Reply Good karma+2 votes
Guest
Guest - - 706,574 comments

I understand, then you might consider using the architectural model of tzars and salesmen. It's very good too.

Reply Good karma Bad karma+2 votes
Ivacula Creator
Ivacula - - 316 comments

True, but see, here the logic is rather a different one: Tzars and Salesmen is currently the project which goes into details that are beyond the original game's organization, like the fact that there I also use different monk graphics for Muslim, Catholic and Orthodox civs...

Borderland Empires rather uses the original formula of unique unit + unique wonder building symbolize the unqiueness of a civ, some elements from the Old Slavic buildings, as you can see are used in the Varangian wonder building, as they make it stand out, like the Teuton and French wonders also don't resemble the remaining buildings in the original game.

Varangians, Bulgars and Magyars right now use the standard Eastern European set of the original game, because they also represent "sister civlizations" of the Vikings (Varangians) and Huns (Bulgars, Magyars) which also use these sets.

You will see this time I kept all other civs in the game, left the petard and winged hussar, which I otherwise tend to eliminate in more individual projects... this one however, aims to really feel like an extra expansion pack as if it was done back then for the old game.

Reply Good karma+2 votes
Ivacula Creator
Ivacula - - 316 comments

A one before last update added today (Borderlands_Expansion.zip) adds hero units to the editor and Roman Ruins can now be found on all Real World maps that were inhabited by Romans as well as Gold Rush and Crater Lake... allowing the player to ravage them for extra stone.

This is in preparation for Campaigns, which unlike my other projects I think I will manage to create for this mod :)

Reply Good karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

X