Rise of Kings 1.2

  • Greater emphasis on historical accuracy and the role of political systems, naval forces and religion in the Medieval era.
  • A new outpost building that can train scouts and mercenaries - mercenaries are costly and weak, but can be summoned to break rushes.
  • More realism! English longbows can no longer outshoot or out-power arbalests, but can deal splash damage against opponents!
  • The Noble's Court, a powerful defensive building that can perform special upgrades and train elite warriors.
  • Regional units are units that are like unique units but are shared by multiple nations such as the Muslim Ghazis, Asian conscripts, Germanic feudal retinue and the Scandinavian longships.
  • The castle can train gunpowder units like arquebusiers and bombards: gunpowder units hit harder but less further than their wooden counterparts, and are also created faster.
  • Technology's importance is increased. In the past players often neglected research. Now, with various technologies and upgrades feeding into one another, research has an even more vital role to play. Some naval units can only be built if a nation researches a certain government type.
  • New wonders like the Tower of London and Chartes Cathedral. Also we are introducing a system that makes sure nations only have access to wonders that suit their region but still gives all nations access to an equal number of wonders.
  • Many new textures and models for units and buildings across the mod. Plenty of new units too, from English knights-sergeants to Hussite War Wagons to the mighty Venetian Galleass!
  • Over twenty newly retooled factions, representing the powers of the Medieval Old World: join the quest of the Holy Roman Empire for supremacy, defend your home with the erstwhile Armenians, or conquer the world with the Mongols.
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Another day, another new animation The Rough Wooing The Mamluks
Blog RSS Feed Report abuse Latest News: Rise of Kings - A New Direction

4 comments by Beelim on Apr 6th, 2014

The last time I checked out on you, I remembered that some of you mentioned that there were bugs with some of the races and wonders, and so tonight, I felt that I had to do two things: the first was to thank you guys for your added support, since Rise of Kings now is practically a one-man project now, and to give you some ideas on what we expect to see this year.

Units: A new system
When we first brought out Rise of Kings 1.2, we felt that there were still many areas that needed to be reworked. Despite the new models introduced, there were bugs associated with some of the buildings, not to mention transparency glitches, the Bohemians weren't that interesting, almost one-third of the factions of Rise of Kings were rather dull. It is hard to say that the Mongols were fun to play with especially given the near-lack of unit diversity they had - all they had were just three unique units, and little more than that. Ditto the Saracens, who had weak pikemen and even weaker cavalry archers.

So with that in mind, we decided to go back to the drawing board and do some changes, and boy do we have a number to introduce! the first one (as an experiment to my own modern combat mod, Age of Darkness) will be seeing the introduction of more politically affiliated units. You have seen how in Rise of Kings, Imperial social policies at your senate affected the quality of your navies, with more autocratic nations investing resources in heavy ship production, and those favouring limited rule going for a light ship fleet. The next step in the evolution of Rise of Kings promises a new set of units which will be based on two Castle Age governments - Monarchy and Republic.

When we first started Rise of Kings, we thought that Islamic factions should have a monopoly on research, while the Europeans could have an emphasis on tactical strength in the form of better units in the late game. While this seemed logical, it however meant that some factions like the Saracens and Moors were often ill-equipped and inadequately prepared to face the modern era, especially given the fact that they lasted far much longer than factions like Wales or Burgundy. Moreover, for a Muslim player the Nobles' Court seemed pretty much a waste of resources because of the dearth of units therein and near-lack of functionality.
So we decided that to balance out the ability to get better units in the late game, we wanted to allow them a new mechanic that functioned somewhat like Japan's but with a different twist - you get to choose the types of units that you will need. So Christian factions would be able to get the full plethora of units with two tiers of technology (Imperial Era and Centralisation), but the Saracens and Moors can obtain a selection of powerful units and upgrades an age earlier but at the cost of having to research three instead (a government, followed by Darul Islam and Five Pillars).

Islamic factions aren't just going to receive these. We also wanted more realism in our game, so the government system for the Muslims are also being applied to the Italian factions as well as the Mongols and Byzantines. With Bohemia removed in favour of the more interesting Serbian civilisation, the old armed logistical units are being given to the Mongols, Venetians and Papal States - but only if Republic was researched. The Mongols, however, are being fleshed out as a true empire and so if Monarchy was chosen instead they get to train two heavy cav archer units from the Nobles' Court. The Venetians, who were the Mongols' key trading partners in Europe, will also get a new upgrade too: they will be able to upgrade the Balkan Stradiot into the Heavy Stradiot, but only if a Republic was previously established.

As for the Byzantines, what use is a Byzantine empire with no single sovereign to keep Rome alive and unified? for this reason, the Byzantines will also receive new updates too. The Byzantine and Serbian navies are being nerfed - although it must be said that the Byzantine navy will get an initial boost in the form of the Byzantine dromon. Unlike a normal dromond, the Byzantine dromon is actually a barque which can be built one age earlier, but cannot receive modern upgrades - so in the more modern stages of a game, the Byzantines, formerly one of the most powerful naval factions, are now reduced to being the weakest. Byzantine mercenaries are also getting a boost - the Galloglaich, formerly meant to represent Anglo-Viking warriors, can be upgraded to become the Varangopouloi but only as long as Monarchy was chosen by the Byzantines. This is historically correct since the Varangian Guard served only the sovereign and nobody else, and for this reason, the Varangopouloi are no longer created at the Outpost, but come from the Nobles' Court.

New skins

Unit structures however aren't the only ones getting a makeover. The appearance of units and structures are also being earmarked for a major remodelling. Some of them have already experienced it and a few are still waiting in the wings. For instance, the Islamic billman is being phased out and will be recast as a new mercenary unit for the Hungarians and Serbians, with a janissasry-styled soldier taking its place.

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Rise of Kings 1.2

Rise of Kings 1.2

May 25, 2013 Full Version 37 comments

This version of Rise of Kings contains all units, technologies, and possible buildings ... we however have not fully completed balance issues for units...

Rise of Kings 1.1

Rise of Kings 1.1

Mar 3, 2012 Patch 14 comments

Patch for Rise of Kings, the medieval total conversion mod that brings many new features to Rise of Nations: Thrones and Patriots. Credits, installation...

Rise of Kings 1.0

Rise of Kings 1.0

Dec 25, 2011 Full Version 11 comments

Older version of the mod, download Rise of Kings 1.1!

Post comment Comments  (0 - 10 of 134)
Yarpen93 Jun 21 2014, 10:38pm says:

Wow, how come this mod is not more popular? I'm not exactly an avid RoN player, but this is amazing. By the way, is it compatible with the Extended Edition?

+1 vote     reply to comment
Beelim Jun 29 2014, 11:23am replied:

INDEED it is a sad thing that this mod is still very much WIP. However we have been assured that like other mods it should be playable with the new Steam edition of Rise of Nations.

+1 vote     reply to comment
Tyraels Jul 13 2014, 7:31am replied: Online

So finally its possible to run it by the new launcher in the steam edition ? how does it work ?

+1 vote     reply to comment
Beelim Jul 17 2014, 3:41am replied:

You need to locate the folder "Thrones and Patriots" under Steam's data for Rise of Nations. Insert a folder named "mods" into that folder - that is the mod file "Rise of Kings 1.0" goes. The rest is self-explanatory.

+1 vote     reply to comment
Beelim Jun 10 2014, 7:35am says:

CtW update!
Instead of having multiple campaigns which made things messy, we have reduced the CtW component of Rise of Kings to three simple components :-

- Rise of Islam, in which you attempt to save the fledgling Islamic nation from being trampled underfoot by Persians and Romans and learn about the mechanics of Rise of Kings in four scenarios,
- Rise of Chivalry, where you take control of one of nine playable factions and try to create a kingdom of your own in the world after the Treaty of Verdun, and
- Renovatio Europam, which depicts the world after the Black Death, and charts the rise of empires. You can either try to establish an English empire in France, free Wales, restore the Roman empire .... or try your hand by recreating the major empires of old such as the Ming, Ottoman and Timurid empires.

However this is still nothing but concept, unless someone can stand up and help in coding a CtW scenario for us. If you know someone, let him stand up and be counted.

+1 vote     reply to comment
Beelim May 2 2014, 11:28am says:

Cav archers are now working. We are putting in another Mongol unit, as well as a couple of sprites for both Muslim and Asian Palace gamekeepers to suit their role as elite mounted archery specialists.

+3 votes     reply to comment
Kriegtooth Apr 23 2014, 6:58pm says:

Did you ever release the patch you said may come out in December, but somewhere else?

Also, im curious...I have the 1939-1945 Second Great War mod installed, and ive noticed some visual conflicts. Just different icons, but is there any other possible conflicts? I love both mods :(

+1 vote     reply to comment
Beelim May 2 2014, 11:25am replied:

Yes, because some icons and resources overlap one another. Chief of them are the tech, unit and interface icons so you need to be careful if you overwrite anything other than what is in your mods folders.

I have not been able to work on the patch because of my precarious situation. Only now that I have had time of my own am I able to work on getting the patches in process. Sadly everyone has to eat you know.

+1 vote     reply to comment
Beelim Apr 22 2014, 12:55am says:

Back on track and tackling the thorny issue of cavalry archers. I noticed that there was a "pivot node 0" embedded in many units. I wonder if it is the key to solving the issue with how cavalry archers fire.

+2 votes     reply to comment
Beelim Apr 9 2014, 8:53pm says:

A temporary setback.
I tried to work with RKC today, but discovered that something in unit_rules was preventing me from going further with my work. While we've managed to fix the appearance of outposts, our work on units has been very much set back because it caused the game to crash whenever you reached the Castle Age and tried to research commerce techs :(

+1 vote     reply to comment
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Released Dec 25, 2011
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