Rise of Kings is a revolutionary total conversion modification for Rise of Nations: Thrones and Patriots that recreates the Medieval era. Set across 3 ages and with 24 factions to choose from, this is one of the largest and most ambitious mods for Rise of Nations.
Happy Aidilfitri 1435H to all our Muslim fans.
As you can see, the role of politics in Rise of Kings is ever more important for various factions, particularly for the Muslims. Depending on the kind of government you use and your Islamic research levels, it opens various possibilities - do you want a semi-mercenary army which is dependent on wealth, or do you want a more tribal approach which uses the same tactics as those used by the Arab tribes which settled in Spain, Africa and the Middle East?
Researching Monarchy during the Castle Age allows you to receive the Mamluks - a group of powerful units descended from Turkic tribes settled in Eastern Europe and Central Asia. Although considered mercenaries, Mamluks are highly professional and so they cost wealth and time to recruit.
From front to back: Tabardiyyah infantry, Royal Hounds, Ghilman Cavalry and Mamluk Lancers.
Although Islam frowns down on dogs, some breeds were popular with Muslim cultures, such as the Kangal which ranged from Turkey to India, as well as the Saluki. The Kangal was prized for strength, while the Saluki was the choice of sheikhs because they were proficient runners, and don't slobber as much as other breeds do (in Islam the slobber of a dog is unclean). For this reason Salukis can be frequently found in the Middle East, although in some Islamic societies there is an aversion to any and all dogs.
The Royal Hound is not considered an "Islamic" unit but is in fact recruitable to the more advanced factions, such as China or Venice if Monarchy was chosen as your government. Unlike the European factions, especially Spain, war dogs can't be recruited by the Islamic factions except from the Nobles' Court.