Beelim Solutions
and Azangara
present:

NEW WORLD EMPIRES:

Fallen Giants

Introduction: Eurasia, December 1920 CE

"It's been three years since the greatest war the world has ever seen came to a bitter close, yet the world is no less safer than it was back in that fateful summer more than seven years ago.


"Fallen giants seldom pass on quietly, for even as they die, there are always pretenders seeking to take their place in the sun. The death of Czarist rule in Russia has inspired local Marxists, now called Bolsheviks, to seize control ... even as the peoples of that empire fight not just for freedom from Bolshevism, but also from their enemies, the loyalist Whites, as well as a resurgent Germany eager to maintain her control on eastern Europe.  


"This struggle for postwar survival and greatness is mirrored further south, where the nascent Turkish republic struggles with Greece for control of the Bosporus while simultaneously seeking to extend her influence into lands lost to Russia. Meanwhile, the seemingly victorious but fledgling Chinese republic is sundered by warring cliques who use corruption and coercion to usurp votes - only the south remains true to the Republican cause, otherwise northern China is lost to the machination of the great powers of the day and warlords vying to become the next Son of Heaven. Unsurprisingly, the Bolsheviks and Japanese see China as easy prey for different motives: the former attempts to subvert China as a stepping stone toward a pan-global workers' dictatorship, the latter seeks in China the means to contain both godless Communism and European aggression in Asia.

"Together, the wake of these fallen giants - the Sublime Porte, the Romanov dynastty, and the Qing Empire - has grim consequences for peace in the Old World. Regardless, an era of NEW WORLD EMPIRES is about to visit the chapters of man's history - but at what cost to our own humanity?"  


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Features

In contrast to previous mod projects, the New World Empires family instead is built around rushing, and this mod is no exception, continuing this theme of "cheap armies, costly cities" with....


  • Higher Pop Cap. The population cap is increased to a maximum population size of 600, but reaching so high a manpower count has its economic challenges. 
  • Aggressive gameplay. Vanilla recruitment centres (Armoury, Drill Square) can be built right away without the need for "teching up", guaranteeing your being able to build an army right away. Nevertheless, teching up is a thing if you want more advanced units, particularly aircraft and tanks. 
  • Colonial warfare. Fallen Giants goes beyond the simplistic trope of liberalism versus communism. Many factions, particularly Asian nations (Russian, Muslim, Chinese), still rely on or use mediaeval-era units as their primary military force. This mod also explores how Asian colonies supplied the British and French empires until their collapse during World War II.
  • Sudden Death!  Due to the shorter timespan, buildings are cheaper but cities are significantly more costly and take much longer to build. Choose your settlement sites with care!
  • i-War. The LOS of most buildings and mercenaries is drastically reduced, making spies more useful. Professional units have higher LOS, while levies are almost deprived of them.
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Frequently Asked Questions

Frequently Asked Questions

PLEASE READ IF YOU ARE GETTING CRASHES OF ANY KIND:

CURRENT ISSUES (NWR / NER 0.0.11)- Odd crashes have been noted especially late in the game. We 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?

If you appreciate the effort we've put in, PLEASE consider being a patron here: http://www.patreon.com/posts/help-us-11689318 to see what you can do!Interested in what else we are working on? visit http://patreon.com/beelimsolutions

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FACTIONS

Meet the playable factions of Fallen Giants. Read about their histories - and how it affects your gameplay.

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WONDERS

Fallen Giants has seventeen Wonders, mostly drawn from precursor projects. Only the addition of monuments of Russo-Ukrainian and Australian provenance form the major exceptions, as do the new cost structures in place for them.

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BUILDINGS & UPGRADES

Not all factions are made alike and different factions have access to different buildings. Learn more about how buildings influence your tech tree, and your gameplay.

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UNITS & COMBAT

As befitting a reflection of one of the most important transitory periods in human military science and technology, Fallen Giants has a unique and innovative system of units and combat.

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FAQ & TROUBLESHOOTING

Questions? problems? stuffups? visit this page to see if we can help you with a problem.

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OTHER MODS

Learn more about other mods produced under the New World Empires project.

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As befitting a mod that covers the post-WW1 era of history and the five great conflicts of the period (the Third Afghan War (1919CE), the Russian Revolution and Civil War (1917-1921), the Chinese Civil War (c 1913-1947CE) and the Greco-Turkish War (1919-1922CE), as well as the colonial (mis)adventures of Britain and France in Western Asia), Fallen Giants has a unit balance system that encapsulates the military developments of the era - modern armoured warfare is on the rise, but tanks remain costly, and armoured cars very much function as the "heavy cavalry" of the era, meant to suppress infantry and machine guns but not being cost-effective enough to replace horse cavalry entirely.


In addition, the evolution of warfare at air and sea is also acknowledged, with Britain, France and Japan having access to Aircraft Carriers, and Germany being able to research her way into some of the most effective bomber and submarine designs of the era.

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