Age of Empires II (2013)

Age of Empires II (2013)

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Project AG3
   
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New Workshop General: Graphics, Terrain
File Size
Posted
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31.022 MB
8 Apr, 2019 @ 12:50am
19 Sep, 2019 @ 6:01pm
26 Change Notes ( view )

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Project AG3

Description
**A VERSION INCLUDING MAJOR REBALANCES AND 6 NEW CIVILIZATIONS HAS BEEN RELEASED ON VOOBLY**
https://www.voobly.com/gamemods/mod/1317/AG3-Ancient-Empires
Discord link: https://discord.gg/Q8juZVf
Steam Group Link: https://gtm.steamproxy.vip/groups/ProjectAG3

Simply put, this is Aoe2 with Aoe1 civilizations
The biggest difference between vanilla aoe2 and this mod is the addition of 3 unit lines
- Hoplites, Phalanxes, and Centurions (similar to teutonic knights but trainable by most civs, heavily armored infantry with high attack)
- Elephant Archers, Elite Elephant Archers (Practically identical to the indian unique unit but trainable by some civilizations
- Chariots, Scythe Chariots, Chariot Archers (Chariot units replace mainstay cavalry units for select civilizations - they are entirely different units, being 10% cheaper than their cavalry counterparts, but with a little less HP and attack)

The majority of other changes are purely aesthetic and do not change generic units - Knights, Cavaliers, and Paladins are
the exact same as Cavalry, Heavy Cavalry, and Cataphracts. Bowmen, Improved Bowmen, and Composite Bowmen are identical
to Archer, Crossbowmen, Arbalest, Hand Cannoneers become Slingers and so on. In these cases most of the time the units are reskinned but are statistically the same.

I liked the antiquity setting of Aoe1 but preferred the much more balanced nature of 2, so this is my solution.

TECH TREES ARE A LITTLE BUGGY - Since much of the tech tree is hardcoded you'll see some anomalies here and there,
such as Spartans not getting Bridge Ships (formerly caravels) and Carthaginians not getting Genitours - these are purely tech tree
bugs and don't affect actual gameplay. Further on that, some techs had to be moved around in the tech tree - parthian tactics and thumb
ring will appear in the TECH TREE as being in the dark age but obviously in gameplay this is not the case, I had to make room for the elephant archers.
Because there's only so much available room on the archery range tree that isn't hardcoded (such as the genitour) *I had no way of putting in a chariot archer unit line*
No civilization lacks mounted archers entirely, so if the tech tree says a civilization doesn't get cavalry archers at all, they likely get chariot archers.

This project has been worked on consistently for several months, and been playtested rather thoroughly, however nothing is perfect
and there will always be bugs to a mod of this size - If you stumble across one, feel free to comment it and I will get to patching it as soon
as is convenient for me.
This mod changes every civilization, and changes a lot of graphics and text. For that reason, you will need
to subscribe to the text interface linked to the side. Once the interface text is installed, enable it from your workshop menu and restart the game - then everything should be readable.

Don't forget to select the data set when you begin a game (either single player or multiplayer) to Project AG3.
If you are experiencing bugs like wrong graphics or something in the mod not functioning properly, try reinstalling the mod - it could be a corrupted install, as mods of this size are prone to them.

CIVILIZATIONS

Assyrians
Siege Civilization
- Villagers move 10% faster
- Siege unit upgrades -33% cpst
- Chariot archers fire 20% faster
Unique Unit: Siege Engine
Unique Techs: Wrath of Nineveh (Workshop units +50% speed) Professional Army (Military created 25% Faster)
Team Bonus: University Research 80% faster

Athenians
Hoplite and Naval civilization
- Ships and Hoplites move 20% faster
- Lumber, Mill, and Mining Camp technologies -25% cost
- Fire ships +1 Range
Unique Unit: Marine (Archer)
Unique Techs: Philosophy (Techs researched in 1/2 time.) Polybolos (Scorpions fire multiple bolts)
Team Bonus: Markets work 20% faster


Babylonians
Defensive Civilization
- Buildings +10/20/30/40% HP per age
- Stone miners work 20% faster
- Monks heal 50% faster
- Ballistics is free
Unique Unit: Medes Horseman (Cavalry)
Unique Techs: Shield Bearers (Archers +1/1 Armor), Etemenanki (Team's Castles work 33% faster. Your defenses fire more arrows.)
Team Bonus: Amorite Guard team unit trainiable from Castle.

Calas
Monk and Infantry civilization
- Monks +5 HP per each monastery research
- Farms, Fishing ships -33% cost
- Heavy Slingers are 20% cheaper
- Begin the game with +1 villager, -50 food, and an Eagle Scout
Unique Unit: Moche Maceman (Infantry)
Unique Techs: Qipu (Monks Convert Faster) Shamanism (Moche Macemen, Eagle Warriors, and Monks train in half time)
Team Bonus: Relics generate 33% more gold


Carthaginians
Cavalry and Naval civilization
- Fire ships attack 20% faster. Careening is free.
- Camels Regenerate
- Elephant and Hoplite units +25% HP
Unique Unit: Numidian Cavalry (Cavalry Archer)
Unique Techs: Mercenaries (+500 gold on your team) Tunisian Camels (Camel troops +30 HP)
Team Bonus: Unique units 10% cheaper

Choson
Tower and Infantry Civilization
- Swordsmen get +1 melee armor per age advancement
- Stone lasts 20% longer
- Tower upgrades are free
- Towers and Ballistas +1/2 range in Castle and Imperial age
Unique Unit: Hwarang (Archer)
Unique Techs: Great Flaming Arrow (Ballista units +1 range, more bonus damage vs buildings); Aegisal (Towers and castles fire 25% faster. Towers +1 tange)
Team Bonus: Villagers +2 LOS

Cimmerians
Cavalry Civilization
- Hunters work 50% faster
- Villagers kill wolves with one strike
- Light cavalry -15% cost in Feudal Age, -25% cost in Imperial age
- Military created 15% faster
Unique Unit: Tabiti Headhunter (Cavalry)
Unique Techs: Barbarianism (Train Headhunters from Stables) Temple of Fire (Units +6 vs. buildings)
Team Bonus: Military buildings +5 population space


Egyptians
Chariot civilization
- Chariots and Chariot Archers +25% HP
- Farms return 20% of their wood cost on death
- Gold miners work 20% faster
- Block printing is free
Unique Unit: Medjay (Archer)
Unique Techs: Rangers (Medjay trained in half time) Maryannu (Chariots get trample damage)
Team Bonus: Cartography free from dark age

Gauls
Infantry Civilization
- Arson is free
- Farm upgrades are free
- Light Infantry are 25% cheaper starting in Feudal Age
Unique Unit: Rix (Cavalry)
Unique Techs: Druids (monks return 40% gold cost on death) Oathsworn (Light infantry get trample damage)
Team Bonus: Siege workshops work 20% faster

Hittites
Offensive civilization
- Forging, Iron Casting, Blast furnace free
- Chariots +1/1 Armor
- Imperial age -30% cost
Unique Unit: Meshedi (Infantry)
Unique Techs: Meteorite Iron (Melee units +1 attack) Storm of Teshub (Siege weapon blast radius increased)
Team Bonus: Infantry +2 vs rams

Macedonians
Siege and Hoplite Civilization
- Military buildings -15/20/25% cost per age
- Tracking is free
- Siege units -15% cheaper
- Rams attack 20% faster
Unique Unit: Hetairoi (Cavalry)
Unique Techs: Drill (Hoplites +1/2 armor) Sarissa Phalanx (Hoplites can attack from behind eachother)
Team Bonus: Units more resistant to conversion

Continued https://docs.google.com/document/d/13Pg_cIgVaC9Uiv5aZtHe8CpK0B4goGGJB-03PnPZb18/edit?usp=sharing

This mod uses graphics from many sources, including Ivindor, Mahazona,and many good folk on the AoCHeaven Blacksmith modding community that I can't immediately all list. Big shout out to [NpA] Zyth.uDTas this mod borrows MANY unit graphics from his workshop mods such as Gaul, Roman, and Greek unit sets. :)
96 Comments
A-yan 21 Aug, 2022 @ 5:12am 
If possible, could you make a dedicated AI for this mod? After downloading this mod, it's so much fun that I can't stop!
THE TERRIBLE SORCERER  [author] 19 Aug, 2022 @ 6:57am 
There is not
A-yan 19 Aug, 2022 @ 4:54am 
Is there no dedicated AI for this mod?
Grimmbolt 5 Mar, 2022 @ 8:47am 
Hi!

I first want to say that I really love this mod; in fact, I almost never play without this mod enabled.

I wanted to ask if you have thought able changing the building animations of the civilizations? While the units all have different animations, the buildings have stayed the same. (Such as with the Minoans still having Briton buildings when I feel they should have Greek-ish architecture.) I know there are some mods on steam that could be used to change the architecture of the different civilizations to something more accurate. (Which is something I have been doing with mixed results.)

Thanks again for the awesome mod :)
clark.x.zhang 14 Jan, 2022 @ 9:36pm 
Hi, I'm having trouble enabling the mod. In the "Workshop" window, I have the Project AG3 UI mod enabled. I think the Project AG3 mod is enabled as well. When I go to "Single Player" and try to switch to the Project AG3 dataset, it says I need to purchase the DLC from the Steam Store. Can someone help me?
framco_96 5 Nov, 2021 @ 8:08am 
I was looking something like this mod for years. I can't belive that I didn't found it before. Congratulations!
THE TERRIBLE SORCERER  [author] 8 Nov, 2019 @ 3:03pm 
you're welcome pouring over pages on pages of historical analysis made me realize hammurabi's code of law was quite possibly the first jojo reference i got a deal with the chief of police i keep his family safe he sencds me banananam gfish
dollerama 8 Nov, 2019 @ 2:46pm 
I love this mod, it is the best mod I have ever met on steam, this mod is the definitive and completely perfect mod, in addition to the theme of the magical madoka anime it makes it even more perfect, thank you very much for creating and offering us this perfect mod.
Professor Frankly 31 Aug, 2019 @ 4:29pm 
Done.
THE TERRIBLE SORCERER  [author] 31 Aug, 2019 @ 11:48am 
I'm glad y'all enjoy the mod!

I was considering making a group for AG3 to host AG3 games, seeing as the community is so small and far inbetween it's hard to host in the normal lobby. I have several friends that play with it as well - if you're interested friend request me and I'll add you to the group.