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Downloads Home » Game Modifications » Rise of Nations: Empires & Vassals(Updated 5/29/07)

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Rise of Nations: Empires & Vassals(Updated 5/29/07)

Author File Description
File Details
Needs T&P?: Yes
Rise of Nation: Empires & Vassals
Created by: KE_eKr3i6n A.K.A {U|R|R}_President_Seirvantis
Credit to : Underpants Man for Dark Egyptians
Credit to : Battleman for Naval Graphics
Special Thanks to : {U|R|R}_Dictator_Seraphim for Massive Testing and Advice
My website: http://unitedrepublic.guildplex.com

----- ABOUT MOD -----
- Civilization 3: Conquest meets Rise of Nations: Thrones & Patriots

Author thoughts
- I always loved the concept behind Civilization 3, but I always like the gameplay of Rise of Nations more. What this mod does is take things from the Civilization series and roughly adds them to Rise of Nations. The concept of city growth is shown through buildings having to be built inside of a city radius. Nation production is shown through only having one of each building, so a larger nation can produce military faster then a smaller nation. Cultural Powers reflect nation characteristics from the civilization series.

Project Notes
- Im gonna try to advance this mod as much as I can, adding new content and such. Im looking for a artist to do skin work for the mod. If your interested contact me at my website or at urr_president@hotmail.com. If you try the mod please leave feedback please, thanks!

----- NEW UNITS -----
- Conquistador (Unique Spanish Ranged Cavalry IV)
- Elite Conquistador (Unique Spanish Ranged Cavalry V)
- Expeditionist (Unique Spanish Gunpowder Infantry IV)
- Elite Expeditionist (Unique Spanish Gunpowder Infantry V)

- Junkers (Unique German Gunpowder Infantry V)

- Humvee (Unique American Ranged Cavalry VIII)

- Imperial Guards (Unique French Gunpowder Infantry V)

Greece (*NEW TO UPDATE*)
- Spartan (Unique Greek Heavy Infantry II)

----- NEW RARES -----
All rare resources from Conquer the World Campaigns are in regular gameplay.
- Cattles
- Huskies
- Olive Oil
- Gypsum
- Beaver Pelts
- Gold
- Rum
- Coffee
- Bananas
- Salmon
- Iron Ore
- Maize
- Incense

- Woodcutter's camps and mines must be placed inside of a city radius.

- All docks must be placed inside of a city radius, and only one dock allowed per city.

- Only one barrack, stable, siege factory, airbase and silo allowed per city, These buildings must be built inside of a city radius.
- Barracks, stables, siege factories, airbases and silos assimilate with cities.

Technology/Cultural Powers (Only with "Empires and Vassals Regular" and "Empires and Vassals Diplomacy" scripts)
- Each nation starts with two free techs depending on their Cultural Powers.

Diplomacy (Only with "Empires and Vassals Diplomacy" script) (*NEW TO UPDATE*)
- Terms for diplomatic relations have a ten minute window. Every ten minutes of gameplay you must refund wars and renew alliances or make new ones.

- Egyptians now have a dark complexion.

- Boats have a explosion graphic when destroyed.

----- OTHER CHANGES -----
Patch Fixes
- Help files updated to reflect true changes from the Big Huge Games patch.

- If you start a game without Nomad you can age really really fast. And I didnt change tech prices because you might wanna play a quick game.

Very Expensive and Slow
- This mod was intended for Very Expensive and Slow technology, but can be played on all settings.
AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
fatookit Quite Impressive ideas, I agree that moving the CTW units to the RM is the most awesome way to enhance the gameplay.
File Author
Thanks for the comment :) Ya I wanted to add some of the units from CTW if they could fit in with the nations. Im trying to learn to skin now, so hopefully I can add brand new units in later.
File Author
This comes with Installers and Uninstallers guys, so dont be afriad to try it out, you can uninstall all changes in a few clicks to make your game normal.

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