Rise of Kings intro

Rise of Kings: Chronicles is a continuation project for the mod Rise of Kings, a mod originally started by Super7700 (with support from the Rise of Nations Heavengames community) for Rise of Nations: Thrones & Patriots.

Rise of Kings: Chronicles

Currently, the Rise of Kings: Chronicles project is on hiatus, but we are keeping this page open as we may return with new content some day.
For more information on this mod or to track its current progress, visit our main bulletin board and wiki here.

Whenever release of a new expansion pack is imminent, a news release is to be issued online for public review, and will contain a teaser for the next expansion pack.

Past news releases:

Rise of Kings 1.2 by Super7700, HistoricalModder and Beelim Solutions Bhd
Rise of Kings 1.1 by Super7700

Questions? issues? visit the FAQs section to learn more!

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New roundship model Campaign map Noblescourt_asian2

With regards to Rise of Kings, I was wondering if any one of you would like a new poll.
You see, recently we have been receiving complaints over how Eastern European history has been represented in Rise of Kings, and of late I've been having some creative urges to return back and revisit this mod. And also, I need to clear up the air on one faction that has been causing some bad blood between me and some people here.


You guessed it right. Bulgaria.

When I first started changing the factions for Bulgaria, I felt that I really wanted to add Bulgaria. Especially since one of my distant pen-pals works with the Bulgarian foreign affairs ministry, and so I thought of creating a Bulgarian faction which could serve as a buffer between the northern Slavic factions and the Byzantines. I even had the following drawn up for Bulgaria too:

  • Religion: Orthodox - so it gets lots of powerful buildings. Perhaps a unique building too,
  • Units:

Although the Bulgars are actually descended from the Indo-Iranian tribes of western Central Asia, by the onset of their possible appearance in Rise of Kings: Chronicles, they would have been effectively Slavicised. Proximity to Byzantium and a couple of decades in the Mongol vassalage system would also have resulted in some interesting cultural cross-pollination too, which is evident from Bulgaria's religion even today resulted in the potential tech tree below:

  • Cavalry: Druzhina [1] => boyars [2]
  • Medium cavalry: Mongol/Turkish Baatur and Tarkhans???

Bulgaria would have received missile units similar to the setup for Armenia - both light and medium cavalry, but no crossbows or Palace Gamekeepers (this is fitting especially in explaining how Bulgaria is currently being treated in Rise of Kings).
Here it gets very interesting, because of the following:

As a Slavicised nation, Bulgaria would have probably had Slavic levies. Potential units for medium infantry would have included either one of these:

  • Med inf: Slavic Wojaky or "Wojow" - tough but slow-training like Poland
  • Merc light inf: Slavic Raiders
  • Kopienostzi (+attack) [1] => Retinue Kopienostzi (++attack, but slower to train)
  • Archers => Composite Bowmen (similar to Byzantium)

But here is the problem. In the case of Bulgaria, it would've received only 2 unique units, whereas Serbia claims 3, and Armenia roughly about 4+. Some factions in Rise of Kings had only 2 notable unique units (like Portugal, and the previous Bohemian faction which has had its War Wagons sent off to China, Russia, Hungary, Poland and Germany). Moreover, like Serbia and Armenia, Bulgaria had an existence which was more or less coterminous with these factions whenever Byzantine power waned. Additionally, the architectural style of Bulgarian buildings - similar to that of Byzantium or Venice - left me feeling cold.

So there are many reasons why I had doubts of inserting Bulgaria into Rise of Kings. Consider these dates as well:

Status as of the commencement of Rise of Chivalry campaign for Rise of Kings (c 10th century)

  • Raskia: Petty city-state, probably annexed by Bulgaria although influenced by Byzantium
  • Armenia: Petty kingdom, consolidating power
  • Bulgaria: Independent kingdom, consolidating power

    It is easy to be seduced into considering keeping Bulgaria in. However,

Status as of the commencement of Renovatio Europam campaign for Rise of Kings (c 1350)

  • Vukanovic Serbia: Independent kingdom, stable
  • Cilician Armenia: Petty kingdom, but with strong ties to Lusignan Cyprus - many Armenians, both highborn and of the bourgeousie and peasantry were either married to Cypriot nobility and/or migrated there, with control of Sis on the Cilician coast.
  • Bulgaria: Politically fractured and weakened

As you can see it was a problematic toss-up, all 3 factions - Serbia, Armenia and Bulgaria had equal chances of being picked if we considered CtW-worthiness alone. This then boiled down to the regional and unique units of all 3 factions. After thinking for a while, I felt that Armenia had the best chance to go in, it had an interesting culture which was a blend of western, Asian and Orthodox cultures - this allowed Armenia to support an interesting plethora of unique units which would've allowed it to be distinguished from other factions.

Next on the list was Serbia. It was not easy picking between Serbia and Bulgaria, but Serbia won because in contrast with Bulgaria which had to borrow unique units from other factions, Serbia could lay claim to being next by its unique military. I decided to let them in.

Don't get me wrong. Those who say that Bulgaria has a valid right to be in the game are speaking the truth and I agree with them. But we sadly have run out of faction slots, and after having replaced the Swedes (subsumed after the Kalmar Union) and Bohemians (occassional rulers of the HRE and extremely Germanised). However, if people can provide good reasons to cannibalise another faction, I don't mind opening up to them. BUT, I also have another plan for my own....



If lack of unique units is not a barrier to being selected to becoming a Rise of Kings faction, then what of the Indians? especially moreso if we base them off the Mediaeval Tamil civilisations of Southern India?

Let's consider the following:

  • Navy: India gets a unique mix of warships: tower ships and war junks replace the heavy ship line, which in turn are replaced either by brigantines and lanternas later on (carracks would be adopted only by the early modern Vijayanagara)
  • No [2] infantrymen for India - because of the varna system, India only gets archers and spearmen.
  • No [2] cavalry, because southern India is not known for cavalry. Only scout cavalry, lancers and javelin cavalry are available.
  • Nobles' Court trains war elephants and kshatriyas - expert swordsmen (2 unique units)

    As if that wasn't enough, we also have the following statistics:

  • Pandyan empire: 0.34% of world landmass (c1200s)
  • Vijayanagara empire: 0.4% (c1530s)
  • Bulgarian empire: 0.4% (c900s)


  • Bulgars, Serbs - primarily land-based armies. Mostly influenced by other cultures
  • Indians - land and sea-based, with a bias towards the latter with extensive cultural influence, possibly throughout all of Southeast Asia.


  • Bulgar architecture: Italo-Roman (based on Byzantium and Venice)
  • Indian architecture: unique (based off Dark Age Asian architecture)

Currently there is no place for the Indians in CtW, apart from being a sub-faction like the Bulgars, but I believe that if anyone thinks we ought to have a new faction in Rise of Kings, the Indians have greater feasibility here. But I'd rather leave it to a vote to see what people say. My preference is to have the Bulgars appear as a NPC faction in the 1st Rise of Kings campaign to replace the Serbs, but if anyone has better arguments to best mine, I am happy to consider them.

New flash: New patches for Rise of Kings

New flash: New patches for Rise of Kings

1 year ago News 2 comments Report

New patches are expected to be rolled out for Rise of Kings. The upgrade for Rise of Kings is expected to be ready by the end of the year.

Contract with Beelim terminated.

Contract with Beelim terminated.

2 years ago News 1 comment Report

Beelim Solutions Ltd/Sdn Bhd to terminate all involvement with Rise of Kings effective 1 June.

Rise of Kings units-only version imminent

Rise of Kings units-only version imminent

2 years ago News 0 comments Report

Rise of Kings is nearing the end of beta - but one final version is being put up for download!

RSS Feed Downloads
Rise of Kings 1.4 (units finalised, skirmish only)

Rise of Kings 1.4 (units finalised, skirmish only)

9 months ago Patch 17 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)

10 months ago 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

2 years ago Full Version 38 comments

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

Post comment Comments  (20 - 30 of 73)
YourStepDad Jan 24 2015 says:

Is there a way or could you make it so that the mod's art does not override the existing art from the vanilla game?

It's very convenient just selecting the mod in the lobby and all, but it's kind of a bummer seeing improper art in vanilla.

Anyway, love chronicles as I did RoK, keep it up! Just sheer brilliance.

One more thing - Will you be updating Dark Age buildings and the scout? It's a slight bummer seeing everything early on looking like it fell out of antiquity. Luckily not that far from the dark ages but some wooden buildings would be nicer and more flavorous.

+1 vote     reply to comment
Beelim Creator
Beelim Jan 25 2015 replied:

I have no plans to replace the scout, because from what I inferred, dress styles in the Dark Ages of this mod (well into 1100 AD) often resembled those of antiquity. So we won't be making any changes. However, I might contemplate replacing the churches/mosques for some factions.

+1 vote   reply to comment
YourStepDad Jan 24 2015 replied:

Seeing improper art when deciding to play vanilla is what I meant.

+1 vote     reply to comment
Beelim Creator
Beelim May 1 2015 replied:

Okay, quick update to your question:
The mod Age of Darkness for Rise of Nations is experimenting with that goal in mind. Currently, icons for ages, techs, and units and buildings for that mod are currently self-contained. The issue wasn't overwriting old graphics, it was overwriting files. In this case our mod doesn't overwrite as it does force the computer to recognise the existence of certain files.

+1 vote   reply to comment
Beelim Creator
Beelim Jan 19 2015 says:

While not related to Rise of Kings in any way, we are proud to announce that the wiki now has a more effective dropdown menu, which should allow greater access to information as well as the downloads for Rise of Kings.

See the new menu at Ronriseofkings.wikia.com

+1 vote   reply to comment
Beelim Creator
Beelim Jan 3 2015 says:

After much consideration, I will be contemplating an upgrade to RKC 1.4a.
New changes:

- some CtW units (mostly Chukchi) will be added
- England, France, and Burgundy to get Polearms Levy (a unique republic-only unit)
- English Foot Knights available only with Monarchy AND Imperial Era, and will be a Castle Trainable
- Byzantine armour on infantry (kontaratoi and spathatoi) will be boosted by a degree of 1. This is not excessive, as the European Pikeman will still best them in terms of armour.
- The wood cost of the Kontaratoi will be lowered slightly.

+1 vote   reply to comment
Guest Nov 23 2014 says:

This comment is currently awaiting admin approval, join now to view.

Beelim Creator
Beelim Dec 9 2014 replied:

Depends what you mean by mode.

+1 vote   reply to comment
Brikkfist Sep 5 2014 says:

After a few minutes of gameplay, I get a crash to desktop and an error that says "face array not ready yet".

+1 vote     reply to comment
Beelim Creator
Beelim Dec 9 2014 replied:

Yeah, that was stupid of me because of a flawed model which I didn't rig, but fortunately 1.3d should have fixed the issue :)

+1 vote   reply to comment
rogat100 Sep 17 2014 replied:

Me to, this game is broken

+1 vote     reply to comment
Beelim Creator
Beelim Sep 2 2014 says:

More new units are being scheduled for RKC 1.4:

- Trade ships: no more will Rise of Kings be merely a contest of knights and mercenaries - trade will also be revolutionised too! advances in seafaring technology and politics also spell the arrival of newfangled trade vessels - with Western factions such as the Germans and Italians getting there first, followed by the Eastern factions as well as Portugal.

- More new units: what is Russia without autocracy? or a Venice without superior stradiots? or even a Byzantium without the Varangian guard? with this in mind, THREE new units will be taking the stage. Russia will also be updated so that it now reflects Russian history better - do you establish a republic with a better means to supply your units and your empire, or do you try to establish yourself as Tsar to gain control over your army? The Russian cavalry arm will be rejigged, so that now Pomestia and the new unit, the Votchinnik, are reliant on politics in order to be established.

+2 votes   reply to comment
Beelim Creator
Beelim Aug 16 2014 says:

A new and improved version, 1.3, is in the works. I just haven't finished the unit descriptions yet.

+2 votes   reply to comment
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Released May 25, 2013
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