Kings and Conquerors – Hammurabi
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.
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HAMMURABI is the fourth instalment of the five Rise of Nations mods that form the Kings & Conquerors[www.patreon.com] family, and while it shares many traits with the Hellenistic Era series of mods, it features a totally different world compared to that of the former, as well as the fantasy-based world of the Fall of Nations mods: it covers the rise of the Aryan races in Central Asia, as well as the life of its titular character, Hammurabi of Babylon[www.worldhistory.org] (c 18th century BCE).
As a prequel of sorts (indirectly) to Kings & Conquerors: The Hellenistic Era, New World Empires: Alexander (as well as the Warbirth family of mods), Hammurabi understandably replicates traits of The Hellenistic Era, but transposes them into an early Bronze Age[www.worldhistory.org] world where almost 50% of the world still lives in the Stone Age, and iron and true horse cavalry are almost unknown.
Some Old Hands and Some New Friends
Priests, Shamans, Warlords, Slaves and Assassins make a comeback in Hammurabi, alongside things like i-War … and some newer old civs and units, most notably chariotry. Relive the story of Hammurabi’s rise and heroic stand against the might of Elam in the 18th century BCE Middle East, or the dawn of the Greek, Chinese and Indo-Aryan civilisations … or try your hand at playing out or even staying the fall of Egypt to the Hyksos ….
Upgrade-dependent teching up
As with all instalments of the Kings & Conquerors mod family, Hammurabi continues to feature 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.
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 Hurrians of Naharin.
The bulk of your armies usually consist of mercenaries, and that means outlays of Wealth to maintain your military edge. While you will still be able to recruit as many as 575 units at any given time, it will however 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. So you’re faced with a dilemma – trade for the resource you need, or invest in obtaining Metal self-sufficiency as soon as possible?
While we take pains to ensure a smooth player experience, we nevertherless advise players to take note of all the following data whenever they start a new game:
- Factions chosen
- Map size
- Presence of snow/water
- (if a crash occurs) what you were doing and what age you were in when it happened.
These are issues that are being looked at and which should be corrected in future.
In the meantime we advise strongly against the use of random players. For best results, you should take down notes on which games had snow or navigable ocean, and what factions were used. Why not use a virtual dice thrower to select the factions for you instead?
(1) This mod shall NOT be freely used in mod compilations, or its assets altered or redistributed by none other than Beelim Solutions or Valve Corporation unless permission to do so has been expressly granted by any of these three parties.
(2) Distribution of this mod outside of Steam Workshop shall be held to be a violation of copyright, and will be dealt with accordingly.