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Mod Features

Units, Mercenaries & your Economy

There are very, very few unique units, and most of them usually are some genus of infantry, as befits a Bronze Age setting, be they Shang dagger-axe infantry, Egyptian Archers of Neith .... or the formidable Shukuthlu and Maryannu of the Hurrian kingdom of Naharin

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Only a select few mercenaries - Anatolians, Semites, and Africans - are recruited from the Outpost. All other groups follow the same system that is currently in place for Warbirth, although the absence of the Mercenary Camp means that depending on their grouping, units will be recruited either from a Settlement, Outpost or Hovel.

Additionally, because this mod is in the early Bronze Age, Mines can't be built unless you have attained Level 4 Commerce from the Civic Centre so until you have invested sufficient resources into research, you will have to rely heavily on trading or Merchants to  obtain Metal for use - meaning that defensive works can be a very difficult thing to build, but since Siegeworks and Proving Grounds aren't available for construction, it also means that Forts, Watch Towers and Citadels can be very effective, Metal willing. Forts as well as the Grand Citadel retain their stats over from other instalments of Kings & Conquerors, but now take much longer to build, and also have lower armour as befitting a mod that is seeing man slowly enter the Metal Ages at different intervals.

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So even as Metal is still available early on, you will still have to be shrewd over how you use it, especially since you might not always be able to build as many Towers or as Forts as you normally would. True, they are more useful because siege weapons are absent in Hammurabi - but the construction of a Fort in one area can mean you are weak in other spots on the map, so as a result, one mini-game that emerges in Hammurabi is one where you have to balance out your Metal usage - do you build more heavy infantry and more units, or do you concentrate on raising more mercenaries? and if you use your Metal to build fortifications, where should they be placed?

Slower Demographics and Economy

The world of Hammurabi is the early Eurasian Bronze Age, and this is demonstrated in the availability of Towns and pop cap expansion. Despite it being a Bronze Age mod, you will still be able to recruit as many as 575 units at any given time, but it will be very time-consuming to expand your population from the 200-250 range for most of any game you play because your access to Metal is heavily curtailed until you have reached Level 4 Commerce.

Metal is more difficult to extract

Unlike conventional games, Mines are not cheap, and also require Level 4 Commerce (Exploration) as mentioned before. Each mine is costly to build, requiring vast outlays of Timber AND Food to be erected, and, because this is a game set in the early Bronze Age, are built very slowly - as much as 3.5x as long as their original construction time in other mods of the Kings & Conquerors family.


In addition, each Mine now has an additional ramp cost of 13 food per unit, and are thus a very significant investment. So, as a result, you might want to first concentrate on exploring the map and grabbing whatever patches of Obsidian, Furs, Marble, Silver, Salt, Copper or Sulphur which exist in your game world first, before your opponents get in on the action, since it will be a while before you can hope to generate Metal in vast amounts.

Information Warfare and Military Conflict

As with the Kings & Conquerors series, i-War is important - professional units contribute more to i-War with increased LOS, whereas irregular "domestic" units contribute less owing to lower morale, while Mercenary units are very vulnerable to i-War approaches, with spies. This is especially moreso given how simplified Hammurabi's military systems are in comparison to those of The Hellenistic Era.

 

Buildings, too, have had their LOS curtailed, with only certain buildings providing any semblance of visibility, in keeping with the pre-globalisation setting of Hammurabi, leaving them very vulnerable to infiltration by spies and agents.

Upgrade-dependent teching up

As with all instalments of the Kings & Conquerors mod family, Hammurabi features the use of special Upgrades — called Reforms — which serve to slow down the game given that your technological progression is now not solely governed by resource acquisition.

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Two tiers of Reforms are available, and together they unlock a vast complement of powerful units and abilities:

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  • Level I Reforms improve your Wealth gathering rates, and grant access to intermediate units, notably Composite Bowmen and Light Chariots, as well as artillery support.

  • Level II Reforms increase attrition damage to enemies traversing your territory, and are the most important upgrade as they will allow access to swordsmen medium chariots as well as more powerful war machines at the Dock and the Proving Grounds.

 

For further information, consult the Techs and Upgrades page for this mod.

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All mods below are grouped based on their tech tree nomenclatures and thematic settings.
Aside for links specifically labelled for Steam Workshop, all other versions are stored on Google Drive, but also have mirrors on modsbase with links to these files located on our Patreon page.

As of 24.2/4, only Hammurabi, Alexander and The Hellenistic Era are mostly finished, but other mods are expected to follow suit.

Downloads

Announcement (24.2/4)

As the Middle East burns once more, people aren't just being robbed of their livelihoods and possibly their future, but also of the cultural patrimony that is their birthright as well as their historic heritage which forms the bulk of source material this mod was based on.

IF YOU do ENJOY THIS MOD, PLEASE SPARE A THOUGHT and DONATE TO THESE CHARITIES.

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Mods

Steam
plugin / XBOX

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Steam
Workshop

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RoN
Gold

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  • Temüjin

KEN 0.0.0

KHAN 0.0.0

  • Chapter 1: The Wolf among Lions

  • Chapter 2: Rise of the Barbarians

  • Chapter 3: Imperivm Invictvm

KE2 1.2.0

KC2 1.2.0

  • New World Empires - Alexander

The Hellenistic Era is the original cycle of Kings & Conqueror mods as introduced by Super7700, and is directly related to Hammurabi, Alexander and Temüjin. Alexander requires prior installations of Hammurabi AND The Wolf Among Lions.
Temüjin is loosely related to the Rise of Kings family of mods, thematically and unit-wise, but retains the tech tree system of Kings & Conquerors.

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For further information on the New World Empires series of mods, please visit its official page on Patreon.
 

  • Kai Rising

  • Cormodagor

Not Available

This family of mods, consisting of Cormodagor and Kai Rising, use the same Reforms-dominated tech tree system of Kngs & Conquerors, but have different units and structures.
 

  • Age of Chariots

WEI 0.0.0

WBI 0.0.0

  • Age of Empires

WEH 0.26.0

Warbirth is not part of Kings & Conquerors, these 2 mods from the Warbirth family are thematically linked to Kings & Conquerors: Age of Chariots forms a link between Hammurabi and Alexander, while Age of Empires can be seen to be a sequel to The Hellenistic Era, with the 6th century CE as its historic end date.
 

If you would liket to learn more, visit our page on Patreon to learn more about these mods.

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