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