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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Blog RSS Feed Report abuse Latest News: News Flash: Rise of Kings 1.3 imminent

2 comments by Beelim on Aug 16th, 2014


With Rise of Kings 1.3 coming around the corner, I've decided to reveal a little more on what is in store for you folks!


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 in order to enhance gameplay further, we decided that we could insert units whose availability depended on your political preferences, which was perfectly understandable. No more will politics be merely about unlocking a newfangled leader unit and some civ-wide bonuses! in Rise of Kings, the decision to install either a Republic or a Monarchy will be a vital component in strategic decision making for various factions, especially the two Arabophone factions - the Saracens and the Moors. These two factions now have a series of new units to play with:

Bedouin Horse Retinue


The power of Islamic empires sometimes rested on obtaining an oligarchic consensus from the many smaller tribes and clans which presided over a certain region, such as the taifas of Spain. The Bedouin Horse Retinue is drawn from the ruling classes of the lesser nomadic clans, and is best described as a "chivalric order unit" with a short-ranged, low-frequency missile attack, capable of rallying units to stay longer in a fight. These units, however, form an elite corps of cavalry, and for this reason only the richest and most devout factions which rely on consensus as opposed to authoritarianism can hope to muster them from a nearby mosque.

Tabardiyyah Infantry


In contrast to the Bedouin Horse Retinue, Tabardiyyah Infantry are not drawn from Arab tribal confederates, but are slaves and mercenaries recruited from the lands east and north of the Black Sea. Trained to perfection, and under the will of a single ruler, Tabardiyyah can constitute a powerful corps of heavy assault infantry, meant to both disrupt spear formations and gaffe cavalrymen off their mounts, but only the richest and most evangelical of Sultans can hope to recruit these men on their side, and a Nobles' Court must be built to host them.

Islamic factions aren't the only ones which will have the ability to "customise" their armies through politics. We also wanted more realism in our game, so the government system for the Muslims is also being applied to the Italian factions as well as the Burgundians, Byzantines and Mongols.

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.



Of higher rank than the Keshig and Tarkhan castes in Mongol society are the Noyan — the governors and commanders of Mongol forces, fighting as heavy cavalry archers but also capable of boosting the attack strength of nearby friendly troops. Because the Noyan are recruited by bypassing the traditional tribal structures of Mongol society, you must have researched Monarchy and Imperial Mandate before you can expect these fearsome warriors to make an appearance.


In addition to the all-new government-based units, we also have a new stock of toys, although the coding for them isn't quite perfected yet for them:

Battering ram


The first of all siege machines available from the Siege Workshop, the Battering Ram is the very first and foremost siege weapon that you may construct, and is also the cheapest. The battering ram has a rather high amount of hitpoints and armour, making them ideal for absorbing enemy fire especially if attacking enemy buildings.

Armoured Mastiffs


These war dogs are trained by the Spanish for use against unarmoured targets, such as Moorish tribesmen and Aztec warriors who did not have metallic armour. These large and lumbering killing machines proved to be a conquistador's best friend in the wilds of the New World when the Spanish began their quest for colonial hegemony beyond the Atlantic Ocean.



Mongol success also stimulated some interest in light cavalry combat in the Late Mediaeval Period, but for those who could not do so, they could always recruit Mongols whereso needed as the khanates began to politically dissolve. As such, Tatars can be recruited as mercenaries by those with contact with the Mongols, notably Russia, Poland, China and Byzantium.

New units are just the tip of the iceberg, however: Patriots now have more culturally correct unit icons! gone are the days of Asian patriots wearing western-styled crowns - they all have their own special icons to give them that extra aesthetic oomph which they did not have previously. New skins have also been created as well for quite a number of unique units as well, such as the Chinese Shenbinu corps and the Russian dvor.


Once more, we have also decided to insert a new faction to replace Bohemia - thus we decided to bring in Serbia. There are several reasons for doing this:

  • The recruitment and tech tree possibilities for Serbia were rather intriguing.
  • It was an important ally and vassal of Hungary and Byzantium during the Middle Ages
  • We also felt that there weren't enough Eastern European factions.

So we decided that Serbia would be ideal. This would help pump up the number of Orthodox factions to four, as well as the number of Eastern European factions to approximately around the same number as well. The Serbian faction will be replacing the Hungarians, with the Hungarians taking over the original bonuses of the Bohemians, who apart from their claim to fame with the tactics of the Hussites seemed rather bland, although they were quite the power in their heyday during the 14th century. The Bulgars were also considered but rejected because they didn't last quite as long as the Serbs, and their tech tree would've meant borrowing units from other factions, whereas the Serbs have three new units, which upgrade faster than any other faction thanks to the Serbs' unique cultural bonuses.



The first Serb army you will ever recruit will be mostly dominated by the Byzantine-style Scolarios like Venice and Sicily, but will also have its own indigenous infantry component, the Ratniky. In the future they may have an attack bonus against regional infantry units of the Dark Age, such as Caucasus Huntsmen and Feudal Retinue. Ratniky are also available in mercenary form to the Poles and Norse where they are repackaged as the Balt Spearman.



Voyniky are the upgrade of Ratniky - they don't differ much from their Spear Sergeant peers except in that they are cheaper, and later would be able to kill most non-Imperial regional units, not just infantry or Dark Age units.


2012-09-20 23.16.37

Pronijari are the "Trooper" units of the Orthodox factions, being powerful and less technologically complex - but they train far more slowly, making them somewhat difficult to use but ideal for a cash-strapped kral or knez who just can't stump up the Wealth required to recruit the Pronijar's more famous cousin, the Huszar.

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Rise of Kings 1.4 (units finalised, skirmish only)

Rise of Kings 1.4 (units finalised, skirmish only)

Dec 26, 2014 Patch 7 comments

NOTED ISSUES - Units may appear distorted or without weapons if you selected "invisible crew members" from the graphics options. - Peasant Levy is selectable...

Rise of Kings 1.3d (test version, Gold v only)

Rise of Kings 1.3d (test version, Gold v only)

Nov 11, 2014 Patch 2 comments

WARNING-LEGACY EDITION. Do not download, this has been posted here only for administrative purposes.

Rise of Kings 1.2

Rise of Kings 1.2

May 25, 2013 Full Version 38 comments

WARNING-LEGACY EDITION. Do not download, this has been posted here only for administrative purposes.

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 199)
Beelim Apr 11 2015, 10:50pm says:

Okay, some quick news:
- the reason why sometimes swords disappear from units is because you may have the option to set crew members to not render in the game. If this happens, many units will be affected.
- some Peasant Levy derivative units, such as Ghuzat Volunteers Pike Levy are intended to be selectable by mouse. Perhaps this is a bug in the Steam version, perhaps it is not.

+1 vote     reply to comment
Griffster26 Mar 28 2015, 12:18pm says:

I can't find any "Microsoft Games" folder on my computer so I don't know how to install this.

+1 vote     reply to comment
Beelim Mar 28 2015, 10:53pm replied:

If you are playing the old 2003+ edition, it will normally install under "Program files" (at least for XP) or "Program files (x86)" in some newer versions of Windows. Steam will require a very, very different process. I unfortunately have not figured out protocol for transferring the mod to Steam yet, but I know it is possible.

+1 vote     reply to comment
Beelim Feb 22 2015, 10:58am says:

Recently a tester confirmed 2 bugs: the game crashes if you're playing as the Scots, and the Serbs are missing the Ratniky. Can anyone confirm this bug?

+1 vote     reply to comment
waleedsohail Jan 31 2015, 10:33am says:

i cant research imperial mandate

+1 vote     reply to comment
Beelim Feb 2 2015, 4:26am replied:

IM is available only to some factions in the Castle Age and beyond. If you are playing either as a Catholic faction or a Muslim faction, IM is not available to you, but you can still research the other 3 NC techs.

+1 vote     reply to comment
Riminate Jan 25 2015, 1:42pm says:

How do I get the Nobles Court? I supposed to have it to get a lot of things but I can't find out how to make it.

+1 vote     reply to comment
Beelim Feb 2 2015, 4:23am replied:

Heya, this should tell you exactly what is needed:

Bear in mind however that a Nobles' Court's library tech requirements increase if you start off in the Castle Age instead of the Dark Age. Another way you could get the Nobles' Court units is to build the White Tower wonder.

+1 vote     reply to comment
ESmod Dec 30 2014, 6:08am says:

Well one of the most popular armies in Byzantia were Varangian guards footsoldiers (Viking who settled there or something like that) then there were Cataphracts they were very popular at the war in the east they were used by Byzantia - Scythians, Sarmatians, Parthian army, Achaemenid army, Sakas, Armenian army, Seleucids, Pergamenes, the Sassanid army, the Roman army, the Goths and the Byzantine army. They were also believed to have influenced the later european knights and paladins

+1 vote     reply to comment
Beelim Dec 30 2014, 12:30pm replied:

I know, but if we created a Bulgarian faction, it would not be very interesting - we would have to borrow units from many other factions, especially Russia, Poland, Serbia Mongolia and Byzantium. I did a quick check and realised many of the Bulgar units had been covered by them. Serbia was far more interesting - but we promise that if a CtW appears, Bulgaria WILL be included albeit as a sub-faction.

Also do not forget I am looking into possibly developing Rise of Kings 2 (which will definitely include Bulgaria) but such a plan won't be in existence for some time.

ON THE OTHER HAND, feel free to check out these other mods: Kings & Conquerors, Age of Darkness and the Second Great War being developed by Nickox. They do feature Bulgaria (or rather, the Sarmatians) as a faction.

+1 vote     reply to comment
ESmod Dec 30 2014, 3:32pm replied:

Would not be very interesting with Bulgaria ????? Did you seriously said this ? Serbs are more interesting ? With ? And you have to borrow units from other factions for what ? Bulgarian army was a total copy of theirs? ?

+1 vote     reply to comment
Beelim Dec 30 2014, 10:20pm replied:

I sympathise with you and really wanted to add Bulgaria. If you look at the wiki, you will realise I have stub articles for both Bulgarians and Indians. Bulgarians were known for their cavalry - but what is there to distinguish a Slavic druzhina that was, say, recruited by Poland, Russia or Bulgaria?
And if we also considered the late Bulgarian army which consisted of bowmen and infantry, what could we possibly give them? we already have heavy archers and composite bowmen - but what was there to distinguish, say the Bulgarian archers from others?
I also tried to give Mongol-style cavalry (the tarkhans) to the Bulgars, but after a while, I realised it wasn't working out for me. The Serbs on the other hand had some really interesting stuff out there - a strange mix of Byzantine, Slavic and Western European traditions.

Moreover, as I remember clearly, M2TW vanilla had no Bulgars :( But enough of this. One day the sons of Simeon shall rise again. This is my solemn promise to you.

+1 vote     reply to comment
ESmod Dec 31 2014, 6:44am replied:

I gave you an option to look at Medieval 2 Total War to make your units for accurate, i gave you 2 of Byzantines elite units. And im done arguing with you for Bulgaria when i see theres no point in doing it.

+1 vote     reply to comment
ESmod Dec 30 2014, 6:10am replied:

If you wanna look into in more i would suggest from Medieval Total War II

+1 vote     reply to comment
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Released Dec 25, 2011
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