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Downloads Home » Mod Packs » Age of Kings: Realms

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Age of Kings: Realms

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Version: The Conquerors 1.0c
Age of Kings: Realms is a project to consider more of the medieval world. Built on Forgotten Empires, it brings the total number of civilizations to 42:

Armenians- From Yerevan to Cilicia, defend your lands from a multitude of foes.

Balts- Form a mighty commonwealth to subdue the encroaching crusader.

Bamars- Command the rise of Pagan, Ava, Hanthawaddy, or Taungoo.

Bohemians- Forge an invincible army powered by innovative tactics and the fervor of your people.

Bulgars- Carve out a domain under the hooves of your armored cavalry.

Burgundians- Raise a varied army from Eurpoe's finest mercenaries.

Chimus- Challenge the Inca for supremacy of the Andes.

Dravidians- Control the land and the sea in the struggle for South India.

Dutch- Protect your economic interests with powerful militia armies.

Helvetians- Revive the discipline of the phalanx in battles once ruled by mounted knights.

Jurchens- Contend with the Han, Khitai, and Mongols for a Golden Dynasty.

Khmers- Dominate Southeast Asia with vast armies, cultural strength, and mastery of war elephants.

Malays- Establish a grand thalassocratic state across the islands of the Southeast.

Mandinkas- Build an empire upon gold and salt.

Moors- Strive with foes all across the Mediterranean.

Muisca- Lead the armies of the Zipa or the Zaque to victory.

Tufans- Descend from the Himalayas to forge an enduring empire.

Turcomans- Rule Khanates from Anatolia to Manchuria

Viets- Drive out would-be conquerors with relentless guerrilla tactics and subterfuge.

In addition to the new teams, a few other features are included:

Randomized variation of cliffs, wolves, birds and more in every random map

New architecture for many civilizations.

Custom random maps with capturable locations and respawning wildlife, and more!

Balance updates taking direction from the latest DLC changes.

Display your superiority with a wonder of the world- not only will many tremble and surrender before its glory, it will increase both the size and wealth of your empire.

Many new editor objects and trigger effects are added.

Comes with an installer for simple setup.
Current version: 1.93

Full Credits

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AuthorComments   ( All | Comments Only | Reviews Only )
SM_KnyT @Vardamir:Sure.I would like to share it:
1.The Ayrudzi.Currently it destroys cataphracts just like cataphrats destroy infantry.
2.Tufan castle age cavalier rush. Only countered by Helvetians,Incas, and middle east civs.You could well understand your spears have not even upgraded to pikes when your opponent comes with cavaliers.
Other than this, everything is perfectly balanced,especially I like Chimus and Dutch.I might also suggest to increase cost of Ruiter by +10/20 gold.
New map designs are excellent.Hope those castellum/abbeys are inspired by Aoe3?

[Edited on 09/18/16 @ 08:24 AM]

File Author
I'll keep those thoughts in mind. Ruiters' price has already been increased for the next patch as a matter of fact.

AoE III was indeed an influence in the neutral buildings.
qetuo787 Hello, dear Author.
Honestly, your work is very outstanding and excellent, so I want to make a Chinese translation for it. And I also want to modify some civilizations of it. I will not use it to earn any benefit or else, I just want to share it with Chinese, just make a translation of language.dll file. So I came to here to request for your agreement, and I will show message like this:
"Realms(40civs) for AOE2, origin from AOK HEAVEN, Author: Vardamir, Chinese translation."
Thanks for you patience to read such a long article.
File Author
qetuo787, that would be fine. Just curious, what modifications were you planning? I'd be interested to see what changes you feel would improve the mod.
qetuo787 OH, Thanks for your reply!
I found some graphic delays, like units have
Incorrect direction, I had improved them.
Few days ago, I lost my language files so NOW THEY ARE ALL LOST.
Some special units give me a big problem, I don't know how to translate it.
And, some amazing advanced units, I want them to appear in game, like imperial skirmisher, arambai...and so on.
But I will not change your work unless you give me your agreement, it's just a translation.
My poor, terrible English, So SORRY.
qetuo787 And, I improved some range units and archers, make sure that, their projectiles would appear at more accurate places, tried to make them have more proper frame delays( but mangudai still have 0 frame delay, I think it should have it own features).
File Author
Just a translation, probably. That would be easier to keep synced with future patches anyway. I'd be interested to hear exactly what changes you made (or even just a list of changed units and a your edited data file), but that's probably better put on the mod's forum page:,44031,0,30

Good luck on your translation!
qetuo787 These are the bugs or mistakes that I found:
1.Standing Army/Ordonnance Companies technologies: They have wrong dll names and descriptons, they should be exchanged.
2.Not found 7166.Baltic Mercenaries and 7167.Swiss Mercenaries in language file
3.Not found Dutch's unique unit: Beguine on Tech-tree.
4.Not found 7000.Arrowslits in language file
5.Dutch Mercs did not work. Ruiter will not appear at stable after researching Dutch Mercs.
qetuo787 or other military buiding
File Author
Thanks for the report! Just a few notes:

1) If you mean that their dll names don't match their internal dat names, the dll ones are correct. I've swapped the dat names for the next patch so it won't be as confusing. If you meant something else, could you elaborate? They look fine ingame.

2) Thanks! Those will be present for the next patch.

3) That can't be fixed without an exe change, unfortunately. I may use Janworks' editor to fix it, but until then, Beguines and Corsair Ships will have to remain invisible :(.

Edit: actually, I've made them appear at the castle instead of their proper locations.

4) The main Arrowslits tech uses ID 7278. 7000 is used by most auto-researching techs and shouldn't be assigned anything.

5) That's been fixed in the recently released patch 1.711, but it was a fairly large issue. They now appear at the stable properly.

[Edited on 02/23/17 @ 06:09 PM]

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