By Chairman Baad
Project Imperator is an AoC2 mod with a focus on quality rather than quantity.
This mod has only a few scenarios, but the main scenario (Imperator: Modern Day) has its own storyline with events and decisions for various countries.
When you play Project Imperator, the decisions you make will affect the outcome of the story and determine the fate of your nation in the long run.
The main goal of Project Imperator is to provide the AoC2 community with a unique gameplay experience.
Do note, however, that the name "Project Imperator" is actually just a code name for the mod. The actual title has not yet been revealed.
Play the Alpha!
The current version of Project Imperator is Alpha Build 2, with events until March 31st, 2027.
The open alpha will end when the story is about twice as many years long, ending in 2032.
Link for PC players (Drive) | Link for Android players (Drive)
Download Build 2 (PC patch, Drive)
Download Build 2 (PC patch, s-ul)
PC players need to install Build 2 after they install Build 1. Android players don't need to do this.
Link for PC players (s-ul) | Link for Android players (s-ul)
The s-ul download link may give you a warning saying "Files of this type can sometimes contain malware or viruses". This does not apply to Project Imperator.
Get the soundtrack!
The soundtrack is incomplete, but you can still take a listen.
Link for PC players - Link for Android players
Hi! I am creating a Team of modder for AoC2.
Actually we are 2 but we need other 3/4 modders to work with us!
We are searching for a name too (the logo is not a problem).
- The game
- Modding Experiences
- Good English
For who is interested DM me on Discord: Fear2636#3666
"In the grim darkness of the far future, there is only War".
From the creator of the Star Wars Mod...
I announce you the mod which will bring you in 38,000 years in the grimdark future of Warhammer 40,000 universe!
The mod where you'll be able to play as a mighty Chaos Lord, awesome Ork Warboss, ambitious Tau Ethereal... or maybe as the Emperor of Mankind himself leading His legions to conquer the galaxy?
I can stumble on this mosaic forever
Regions (Sectors) Map. Note the borders of sectors, most of them are not squareish or angular (not counting the Segmentums borders which can be easily seen here). The features of background map such as warp storms, nebulas, clusters, etc. will be added later when the mapping will be finished (or when I'll get bored of mapping).
I work on this mod for 2 weeks (not counting the hiatuses) and I'm proud to say I'm breaking the limit for 2500 provinces! Segmentum Solar, Segmentum Obscurus, Segmentum Pacificus and areas beyond of them, and also the most of Segmentum Tempestus are covered by provinces! I think I need less than 100 provs to complete the Segmentum Tempestus. And it will be done today, then I will begin mapping the Veiled Region which lays beyond the Tempestus.
Mapping Segmentum Ultima would be the hardest task.
I use this interactive map for planets location and this map as the background (because it has the Milky Way overlay which can be found by google which will be used as a background), I use this map for putting dots around which new provinces will be drawn. At first, I draw sectors/regions on the background map used by Map Editor. I begin to do this from the edges of already dotted space, as a rule. I also seek the planets which mutual location on both of maps is OK. They would help me orientating the map further. And when I'm sure with the sectors and/or suitable planets, I dot the map. I use different colours to indicate the planet's alleigance, and that helps me to navigate too. If there is a planet presented on the background map, I make a thick dot and write it's name.
The Segmentum Ultima is big. It means here would be big distances and gaps where you can get lost easily. It would be easy to miscalculate the size of the sector which may result in unjustly big gaps or dense folds/thin stretches of worlds. It would take a lot of time to complete it.
Big galaxy map, much bigger than Star Wars Mod has! How many provinces? It's still hard to say. Segmentum Obscurus has nearly 1000 provs, Solar has 326, Pacificus has 388, Tempestus will have nearly 500 provs. Segmentum Ultima is the biggest one, and it extends farther than you think if you looked at the picture above. I think that finally the map will have somewhere around 5000 provinces, or even more. Once used in Star Wars Mod, organic bordering is applied to most of the provinces. New principle of bordering applied: there are no provinces bigger than one peripheric square of the background map used in Map Editor (albeit there are some exceptions, these are early provinces of sectors in Obscurus). That's why you can see the gaps which are also made organic and appropriate-looking. There are also Systems applied (concentric rings of provinces can be seen on the first picture). Some of planets in them also have moons. As I stated, the galaxy map has its own Continents and Regions packs. Continents are Segmentums, Regions are Sectors. It's still hard to say how many civilizations will be there. Besides the Imperium, Tyranids and Tau which are united factions, I plan to introduce dozens of Chaos, Orks and Necrons civilizations. I will also try to introduce as many minor xenos civilisations as it possible. In the Imperium, there will be abhuman minorities, Chaos and Genestealer cults which would rebel one time (because in Warhammer 40k, there is only war, and in AoC2, with war also comes lesser stability). The final number will obviously be bigger than Star Wars Mod has. Initially only recommended, but then each major faction's independent civilization will have certain mechanics. For example, Ork Empires would increase their happiness up to 100% when they are at war but they would get -20% happiness fine if they are not at war for a long time. The same thing would apply for civilizations worshipping Khorne, but they would get not only the happiness fine (which would be -33%) but also lose the movement points. New biomes for the alien worlds inherited from and compatible with Star Wars Mod. Ecumenopolis biome renamed as Hive World. Beside these, four new terrain types added (Daemon World, Craftworld, Maiden World, Webway Gate). I'm not sure yet how many new ages here will be. I can definitely say here will be Age of Terra (5000-15000), Dark Age of Technology (15000-25000), Age of Strife (25000-29797), Great Crusade (29798-30003), Horus Heresy (30004-30014), The Time of Rebirth (30015-31000?/37999?), The Waning (38000?-40743), The Time of Ending (40744-40999) and The Era Indomitus (41000-???). The Age of Civilizations will be extended back to 8000 BC (to allow to write the Emperor's birth date). There will be also the War in Heaven age dating back to 65,000,000 BC. It's only purpose is to write the birth date of Necron leaders. But there are also The Forging, Nova Terra Interregnum, Age of Apostasy and Age of Redemption. I consider them worthless to add because there are no planned scenarios for these times. At shorter, there will be from 9 to 13 new ages. New fonts borrowed right from the Warhammer's official books. Initially, there will be only 1 or 2 scenarios ("Warhammer 40,000 Civilizations from their Homeworlds" (probably) and "7th Edition") dedicated to the end of 41st millenium. Further, I plan to make scenarios dedicated to Indomitus Crusade, Horus Heresy and the Great Crusade (definitely), Unification Wars scenario on Earth map (likely) and "Humankind Divided" scenario (unlikely). There will be from 5 to 7 new scenarios. 6 new government types inherited from Star Wars Mod (if you possess Addon+): Corporate, Stratocracy, Criminal Organization, Magocracy, Hive Mind, Machine Intelligence. I don't know yet how many leaders' portraits will be here. Leaders of major factions whose arts I would not find will use generic portraits, from 10 to 20 per each faction. They will be Hearts of Iron 4-styled and based on miniatures' photos. 47 (currently) new tracks related or non-related but well-fitting to the Warhammer 40,000 universe. This number is planned to be increased up to 60 or 70 tracks. (Probably) the small changes in UI such as changing the government crowns and/or the city dots. I hope I would finish making this map up to the end of August. The version 1.0, especially "7th Edition" scenario will be done immediately after the map will be finished.
Bringing turn count to 1 to avoid the permanent 0 relations glitch. Plus new way to switch countries.Fix: 0 relations glitch. Plus new way to switch countries.
Improved version of the map editor, which differs from the usual one in that this version does not need to constantly restart the editor and manually rename the province files. This innovation will significantly reduce the time spent on creating a map and save your nerves.
Addon 2.0 is our new global modification, designed to revise the idea of the original, and significantly expand its potential, due to the excellent implementation.
Age of Elder Scrolls - is a mod that takes you to the universe of Elder Scrolls, to the planet Nirn. There will be:
- A big map of Nirn;
- Large count of elaborated scenarios;
- New ideologies;
- New diseases;
- Music from TES games;
- Remaded ages;
- Various wonders;
This mod will be developed for a long time, during the development something new will be added.
We are in VK - https://vk.com/ageofelderscrolls
Bloody Europe II - it's a mod with a huge map of Europe.
In these mod is:
-Big map of Europe (maybe 1k-2k provinces)
-Large count of scenarios from antic times to modern
-New music, sounds, icons and fonts
-Some new civilizations, form civs and unions
Mod has been released! Actual version - 0.1B
If you want download link, go to the page 3 of this topic
Mine group in VK- firstovinc
My first mod project - Age of Elder Scrolls
Picked ByRIas. Exe,