Campaign Civilizations v2
Campaign Civilizations v2
Have you played through the Campaigns of AoE3 and wanted to try the civs from there in multiplayer? Then this is the mod for you! Take command of 13 civilizations adapted from those found across the original campaigns from Vanilla, TWC, and TAD, as well as the DE Historical Battles. These civs are multiplayer compatible and intended for both supremacy and treaty. Civs the player controls in single player tend to be quite close to the way you remember, while I've taken some more liberties with non-playable factions.
Black's Mercenaries
From Vanilla's Ice Campaign, John Black and his best friend Ka:nien lead a band of mercenaries tasked with defending British Colonies. This civ combines the barracks of France and the German stable, and has strong Native and Mercenary play.
British East India Company
A commodities company which controls large portions of India. The antagonists from TAD's India campaign, the East India Co. plays mostly like standard Brits (tho skirms replace longbow) but with a big twist: from the Fort they can also train and upgrade several India units. Colonel Edwardson, your hero unit, can also train Sepoy and Gurkha.
Canadians
The remnants of British North America following the War of Independence, and featured in the Historical Battle "Battle of Queenston Heights". Canada is close to Brits in several ways, but also borrow the American skirmisher units, and their Hero can plant an Inspiring Flag. I've also borrowed a few cards from the Canada revolt; beware Grizzlies!
Falcon Company
This one's a bit of a messy amalgamation of mainly the civs from Vanilla's Steel and TWC's Shadow. Chayton Black has inherited the Falcon Railroad Company from his mother, Amelia, and has to keep it safe in the Wild West. The main civ bonus here is your deck has been expanded! Select up to 32 cards, though the normal limit of 10 per age max still applies. You can also train Rockets in the Foundry and Fort Wagons from the TC.
Hole in the Wall Gang
A dangerous band of outlaws led secretly by Chayton's war buddy Holme. This civ is a bit unusual, with a heavy focus on outlaws. The Saloon replaces both the House and Barracks (with a build limit of 10), and Pistoleros, Renegados, and Comancheros can be trained on every map, though the map's normal outlaws will also be trainable. Holme himself can also train Outlaws.
Japanese (Campaign)
This version of Japan starts with General Kichiro instead of the normal Monks, meaning shrines may only be built with Villagers and Wagons. As well, their Port and Dutch Consulate allies have been replaced with their campaign counterparts, meaning their armies now produce artillery.
Knights of Saint John
Relive the nostalgia with Morgan Black and Hoop Throwers! Though some cards are borrowed from DE's Malta, this civ sticks faithfully to the original campaign civilization, complete with Lancers, Rodeleros, and the like. They also can naturally train Mortars in the Fortress Age, again a reflection of the campaigns.
Moroccans
From the Historical Battle "The Battle of the Three Kings" the Moroccans are a speedy north African civ, though they don't use Influence. Their infantry is weak but cheap, though their cavalry is strong. Their hero, Mansur, can increase nearby units speed for a short duration. They can also train Mamelukes one age early, though with reduced stats.
Native Americans
Appearing as npcs in many Campaign levels, it was tricky figuring out how to adapt this civ into fully playable state. In the end, I decided to have them be a merger of various minor civilizations, the natives you can ally with, with priority given to those who help or interact with the various generations of the Black family. The main bonus is that in the War Hut each game you must select one of three options to gain your infantry: one hand infantry (Nootka, Maya, Zapotec), one archer (Carib, Seminole, Tupi), and one Skirmisher (Cree, Cherokee, Navajo). With your choice of Infantry, you also unlock two of their technologies in the unique building The Meeting Hut. This flexibility allows for greater strategic variety and creativity. Your Corral units are set however, taken from Lakota, Cheyenne, Comanche, and Apache.
Pirates
Under the command of Elizabet Ramsey from the original Blood campaign, the Pirates are not only a strong Naval civ but good on land too. Their Manors don't spawn a setter when built, but instead a small chest of coin. Their unique hand infantry, the Buccaneer, is comparable to a Rodelero but is a generalist rather than anti-cav specialist. And at the dock (which Lizzie herself can build) they have unlocked by default the Privateer, Fire Ships, and Lizzie's Flagship, Paris Burning, which can train more Buccaneers.
Somalis
This is an aggressive African civilization in the mold of Ethiopians and Hausa hails from the Historical Battle "Christopher da Gama's Expedition". Their army tends to have low hitpoints, but high attack and speed. They generate influence in addition to xp in combat, and their unique building the Lighthouse not only trickles xp, but can receive shipments and research age up technologies.
Tatars
From the "Chuvash Cape" Historical Battle, the Tatars are a central Asian civ somewhere between Russia and China, with strong cavalry but weak infantry. They have an unusual start with no traditional hero unit and no 3 villager card; instead, they begin with a hero dog and a mongol scout, which may collect treasures and construct TCs & TPs (you may train more from your TC), as well as 7 villagers, a Village Rickshaw, and 2 sheep. The Tatars are also unable to build a long term economic building by default, instead having to rely on their cheaper and longer lasting sheep and the Salt Camels trainable from their TC. In a mix of east and west, you age up with politicians from the Town Center but also have a Consulate from which using export you may ally with the British, Ottomans, Russians, or Chinese.
The Circle
The Circle of Ossus is the running antagonist from the Vanilla campaign trilogy. A mysterious foe, the Circle has a plethora of strong options to destroy their enemies with; all of their standard units have Royal Guard upgrades. But perhaps their most fearsome warriors are the Boneguard, Elite Swordsmen and Musketeers. Expensive and tanky but with low attack, over the course of a game a Circle player can upgrade them into a near unstoppable force.
This is a mod I've been working on for a while, and I've gotten some positive responses from it. But I realized I hadn't made a post on here, so I'll be happy if people who hadn't heard about it give it a try.
Black's Mercenaries
From Vanilla's Ice Campaign, John Black and his best friend Ka:nien lead a band of mercenaries tasked with defending British Colonies. This civ combines the barracks of France and the German stable, and has strong Native and Mercenary play.
British East India Company
A commodities company which controls large portions of India. The antagonists from TAD's India campaign, the East India Co. plays mostly like standard Brits (tho skirms replace longbow) but with a big twist: from the Fort they can also train and upgrade several India units. Colonel Edwardson, your hero unit, can also train Sepoy and Gurkha.
Canadians
The remnants of British North America following the War of Independence, and featured in the Historical Battle "Battle of Queenston Heights". Canada is close to Brits in several ways, but also borrow the American skirmisher units, and their Hero can plant an Inspiring Flag. I've also borrowed a few cards from the Canada revolt; beware Grizzlies!
Falcon Company
This one's a bit of a messy amalgamation of mainly the civs from Vanilla's Steel and TWC's Shadow. Chayton Black has inherited the Falcon Railroad Company from his mother, Amelia, and has to keep it safe in the Wild West. The main civ bonus here is your deck has been expanded! Select up to 32 cards, though the normal limit of 10 per age max still applies. You can also train Rockets in the Foundry and Fort Wagons from the TC.
Hole in the Wall Gang
A dangerous band of outlaws led secretly by Chayton's war buddy Holme. This civ is a bit unusual, with a heavy focus on outlaws. The Saloon replaces both the House and Barracks (with a build limit of 10), and Pistoleros, Renegados, and Comancheros can be trained on every map, though the map's normal outlaws will also be trainable. Holme himself can also train Outlaws.
Japanese (Campaign)
This version of Japan starts with General Kichiro instead of the normal Monks, meaning shrines may only be built with Villagers and Wagons. As well, their Port and Dutch Consulate allies have been replaced with their campaign counterparts, meaning their armies now produce artillery.
Knights of Saint John
Relive the nostalgia with Morgan Black and Hoop Throwers! Though some cards are borrowed from DE's Malta, this civ sticks faithfully to the original campaign civilization, complete with Lancers, Rodeleros, and the like. They also can naturally train Mortars in the Fortress Age, again a reflection of the campaigns.
Moroccans
From the Historical Battle "The Battle of the Three Kings" the Moroccans are a speedy north African civ, though they don't use Influence. Their infantry is weak but cheap, though their cavalry is strong. Their hero, Mansur, can increase nearby units speed for a short duration. They can also train Mamelukes one age early, though with reduced stats.
Native Americans
Appearing as npcs in many Campaign levels, it was tricky figuring out how to adapt this civ into fully playable state. In the end, I decided to have them be a merger of various minor civilizations, the natives you can ally with, with priority given to those who help or interact with the various generations of the Black family. The main bonus is that in the War Hut each game you must select one of three options to gain your infantry: one hand infantry (Nootka, Maya, Zapotec), one archer (Carib, Seminole, Tupi), and one Skirmisher (Cree, Cherokee, Navajo). With your choice of Infantry, you also unlock two of their technologies in the unique building The Meeting Hut. This flexibility allows for greater strategic variety and creativity. Your Corral units are set however, taken from Lakota, Cheyenne, Comanche, and Apache.
Pirates
Under the command of Elizabet Ramsey from the original Blood campaign, the Pirates are not only a strong Naval civ but good on land too. Their Manors don't spawn a setter when built, but instead a small chest of coin. Their unique hand infantry, the Buccaneer, is comparable to a Rodelero but is a generalist rather than anti-cav specialist. And at the dock (which Lizzie herself can build) they have unlocked by default the Privateer, Fire Ships, and Lizzie's Flagship, Paris Burning, which can train more Buccaneers.
Somalis
This is an aggressive African civilization in the mold of Ethiopians and Hausa hails from the Historical Battle "Christopher da Gama's Expedition". Their army tends to have low hitpoints, but high attack and speed. They generate influence in addition to xp in combat, and their unique building the Lighthouse not only trickles xp, but can receive shipments and research age up technologies.
Tatars
From the "Chuvash Cape" Historical Battle, the Tatars are a central Asian civ somewhere between Russia and China, with strong cavalry but weak infantry. They have an unusual start with no traditional hero unit and no 3 villager card; instead, they begin with a hero dog and a mongol scout, which may collect treasures and construct TCs & TPs (you may train more from your TC), as well as 7 villagers, a Village Rickshaw, and 2 sheep. The Tatars are also unable to build a long term economic building by default, instead having to rely on their cheaper and longer lasting sheep and the Salt Camels trainable from their TC. In a mix of east and west, you age up with politicians from the Town Center but also have a Consulate from which using export you may ally with the British, Ottomans, Russians, or Chinese.
The Circle
The Circle of Ossus is the running antagonist from the Vanilla campaign trilogy. A mysterious foe, the Circle has a plethora of strong options to destroy their enemies with; all of their standard units have Royal Guard upgrades. But perhaps their most fearsome warriors are the Boneguard, Elite Swordsmen and Musketeers. Expensive and tanky but with low attack, over the course of a game a Circle player can upgrade them into a near unstoppable force.
This is a mod I've been working on for a while, and I've gotten some positive responses from it. But I realized I hadn't made a post on here, so I'll be happy if people who hadn't heard about it give it a try.
-
ocemilky
- Dragoon
- Posts: 225
- Joined: Aug 5, 2015
- ESO: Motch | Milky__
Re: Campaign Civilizations v2
Looks fun to mess around with mate, where can I find the mod?
sergyou wrote:i won't even bother reply to ur posts anymore and id like u to the same and not quote me
howlingwolfpaw wrote:cognitive dissonance is what people suffer from when refusing to look at 9/11 truth.
Re: Campaign Civilizations v2
You can find it in game by going to the Mod center, and under Browse searching "Campaign Civilizations v2"
On the official website, you can find it here:
https://www.ageofempires.com/mods/details/60025/
On the official website, you can find it here:
https://www.ageofempires.com/mods/details/60025/
Re: Campaign Civilizations v2
Just put out a minor update, mostly some changes to the Hole in the Wall Gang. New flag, new building, some balance changes mainly targeted at making their early game smoother. Also some changes to other civs, added and shuffled around some cards. Forgot to mention in the Change Log on the official page, but I also fixed a bug for Japan (Mod) where their Spanish Consulate armies wouldn't spawn.
Sound effects for units were also added and corrected, hopefully making things feel more lively.
Sound effects for units were also added and corrected, hopefully making things feel more lively.
Re: Campaign Civilizations v2
New update, sorry for the delay. Hopefully this one's a bit more substantial. First, as an apology for the absence, I've added a new Civ: Barbary Pirates. Their tech tree is broadly similar to the Moroccans, but with the emphasis shifted from Cavalry to Infantry. Previously I had worried about their redundancy in including them, but I felt they should be added for completeness and I think they're unique enough to stand apart.
There were quite a few adjustments to old civs as well, which I'll have to list in full another day. The broad strokes are better distributing team cards across civs, fixing bugs, and making balance changes.
I should say the reason this update took so long was because I was working on my second mod, "Fully Playable Revolutions" which ran a bit behind schedule. The premise of the mod is much the same, taking the all revolts in the game and expanding them to fully realized civs. And I made it so (hopefully) you can play both mods at the same time!
Finally, I wanted to say the future of this mod will be to keep improving it, with new features, balancing from feedback, and to eventually have all of the campaign only civs playable.
There were quite a few adjustments to old civs as well, which I'll have to list in full another day. The broad strokes are better distributing team cards across civs, fixing bugs, and making balance changes.
I should say the reason this update took so long was because I was working on my second mod, "Fully Playable Revolutions" which ran a bit behind schedule. The premise of the mod is much the same, taking the all revolts in the game and expanding them to fully realized civs. And I made it so (hopefully) you can play both mods at the same time!
Finally, I wanted to say the future of this mod will be to keep improving it, with new features, balancing from feedback, and to eventually have all of the campaign only civs playable.
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