Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Auto Ages Script
   
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29 Jan, 2020 @ 3:16am
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Auto Ages Script

Description
This script can be run with any random map with any number of civs in any order. I always found that RoN became too much of a "rush through to the information age as quickly as possible" without enjoying playing the ages in between, but neither did I enjoy artificially limiting the game to end in certain ages. So, I created a script to fix this.

What this script does is remove the player (and AI) ability to advance ages automatically. Instead, ages advance every 30 minutes or so, with a prompt appearing on screen to inform the players that the world has advanced. There is also a period in the Modern Age before Atomic Weapons become available, and in the Information Age before Future/Super Technology becomes available, again to get full use out of all units. Library technologies are also limited to appropriate ages. No more researching computers in the Medieval Age! This does mean expansion and such are limited early on, but again this helps the game feel less rushed and help with a proper, realistic feeling of expansion in the late Renaissance period. "Discovering the New World" etc. especially on maps with those sorts of gameplay features.

I also added scripts that rename each civ and leader per age, again to give it a more realistic feel. I started to add scripts that renamed cities based on age and owner but this was rather complex and slowed the game significantly, so I believe only some British cities do this (I may have removed it in this version, I haven't worked on it in some years)

Finally, I also limited wonders to be built only by appropriate civs. This does give certain civs an advantage, but well it always struck me as a bit weird to see the Romans building Ankor Wat or something. There are some wonders that are, strictly speaking, without a civilisation, but I gave them to those that are "close enough", culturally speaking.

Hope you enjoy.
20 Comments
Cpl. Burden R 3294  [author] 22 Jun, 2020 @ 8:21pm 
That really isn't part of this script or it's aim.
506skywalker 22 Jun, 2020 @ 7:02pm 
Im just gonna ask one more time, Could you maybe make another version of this mod that removes atrrition, its not that its bad, its just I dont want to worry about it in large conflict, if you dont, thats fine.
506skywalker 7 Jun, 2020 @ 6:04pm 
Ive tried doing that, for me, they get targeted by artillery, and then literally all my medieval troops die
Cpl. Burden R 3294  [author] 7 Jun, 2020 @ 11:09am 
I've never had an issue with supply wagons. Use them in formations with your units and they stay where they are ordered to.
506skywalker 7 Jun, 2020 @ 10:12am 
Its like everyone is dead here oof
506skywalker 28 May, 2020 @ 2:09pm 
Could you make a version of this that also takes away attrition please, its just that when in early and mid game, supply wagons are pain. They always run infront of the actual units, in ancient era, you can only use your general. They are super weak and die almost instantly if targeted, and makes invading just about the worst thing you could ever do, period.
Ruh Roh 27 May, 2020 @ 3:37pm 
ty for the quick response, i see how to do it now it works. your awesome
506skywalker 27 May, 2020 @ 11:35am 
Could you make a version of this that also takes away attrition please
Cpl. Burden R 3294  [author] 27 May, 2020 @ 1:13am 
Make sure you're selecting it under "scripts" when starting a random map
Ruh Roh 26 May, 2020 @ 3:18pm 
mod doesnt work for me, computer ages normally fast.