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some units have only ranged attacks, which makes them very vulnerable in melee (but doesn't drain their action points), some ranged units have use limits to their abilities, and the range of most ranged attacks is reduced most units are represented as squads, which is also reflected in their stats (makes low tier units more relevant) loads of new sprites and Glorantha lore put into unit descriptions 15 new races spread across Elder-Neutral-Tainted range, with relevant race relations and preference to tech level (tribal races getting boosts to economy in smaller settlements, more civilized ones requiring more buildings to get all units and not everyone having tier 4 units) Also keep in mind that the AoW 3 mods need both DLCs to function.Īge of Glorantha total conversion (the setting of KoDP). Keep in mind that both my suggestions completely overhaul the game so if you're planning to play anything other than random maps then it's not a good idea to use them. There's also a bunch of visual enhancement mods I don't care about.
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elves have wood elves and dark elves) that each come with its own buildings and units, another adds over 300 new units, including something that I've always wished the game had from the start - race & class combo units (so for example, a goblin technocrat will have different class units compared with an elf technocrat) and is updated almost on a weekly basis. The collection includes several mods, one of which adds the ability to specialize cities into different areas (gold, mana, research, units) and more city buildings, another adds subfactions for each faction (e.g. I remember I played with it a lot in multiplayer.ĪoW 3: basically everything from here. It's a very unbalanced but fun mod that adds a lot of new units and even new faction IIRC.
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