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Techs and Upgrades

Besides Trunk technologies, four research paths are available in the Civic Centre: Magic, Commerce, Administration, and Military - the latter by far being the most favoured research track in any Rise of Nations game. Each one of them is a prerequisite for further research, which in turn might contribute towards bettering your units.

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  • Military Research raises your Population Limit, and reduces the cost of upgrading and creating new units.

  • Administration Research increases the number of Settlements you can build, whilst increasing the size of your territory by increasing the border push effect of your Settlements.

  • Commerce Research raises your Commerce cap, allowing your faction to raise more resources -- otherwise, resources you collect in excess of the Commerce Cap are lost!

  • Magic reduces the cost of all other technologies and upgrades. It also increases the LOS of certain structures and units, thus improving your information warfare capabilities.

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Name

Cost

Name

Cost

Military research
Magic research
militaria.jpg

: 170

74d76a5f15c7ae586b9b23fe31d07a09.png

Upgrades

Not fully updated. Names will change depending on what technologies feed into which one but so far most Tier 1 techs are doing fine.

Not sure how Centralisation and Imperial Mandate and so forth are dealt with. But I have the following ideas:

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  • Centralisation - an upgrade for all High Mediaeval units, mainly associated with the Harimraj, but also researched by many others (which ones?)

  • Imperial Mandate - unique to Anbennar, Bhuvauri, Sun Elves and the Raj that like in Chronicles, reinforces buildings.

  • High Philosophy - unique Influence tech for the Harimari, who also get Centralisation AND Imperial Mandate. The effect of this is still unknown, but it is most likely to be this mod's equivalent of the vanilla Computerization upgrade.

  • Warrior Society - a unique early-game Attrition upgrade for "primitive factions" - Orcs, Lake Federation, Gnolls, Sun Elves, etc. Doesn't do much on its own.

74d76a5f15c7ae586b9b23fe31d07a09.png

Governments

The government system of The Unravelling is still unknown although at least there are 3 tiers of 2 tracks of upgrades. But the requirements to unlock them still remains very much unknown. As re their effects.

Magical research
Eldritch Research

Name

Cost

Name

Cost

Town Centre research

A Town Centre represents the municipal heart of your Settlements, and as such hosts important, ground-breaking technologies and innovations to improve your civilisation, feeding into new technologies, buildings and of course new units. Generally, each new game begins with a Town Centre already set up in your first Settlement by default, so all that is required is to obtain resources required to buy the research it has to offer.

Trunk technologies

Name

Ascendancy Era

Anbennar

Greentide Era

Anbennar Greentide
  • Leads to:

Cost

(basic)

faghtw.png

: 80

Wealth

: 80

The Unravelling takes place in the world of Anbennar, and the two Trunk techs that exist reflect the timeline it covers, namely the period of 1244 to 1500 AA.

 

As in Bronze Dawn, most military units do not experience upgrades until the Greentide Era, when the Orcish invasions begin provoking not just an armed response from Human settlements in Cannor, but also spark an arms race among them.

 

Naturally, Human nations such as Gawed, Gerudia, Anbennar and Lorrent are most likely to experience some sort of sudden drastic upgrades, or have new units appear in their ranks. The same can be said of some other races too, particularly the Goblins or the Harimari.

74d76a5f15c7ae586b9b23fe31d07a09.png

Patriot names

As mentioned before, Patriot nomenclature is derived from The Southeastern Dragon chapter of the New World Empires series:

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  • Green: Legislator, Populist, President

  • Red: Magnate, Senior Statesman, Lord Protector

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Note the following:

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  • Gnolls and Orcs may not get a Senate - they will have to capture one, and can only access either Oligarchy or Despotism - this however may not be a bad thing.

  • Only the Harimari, and some Elven and Human civs may access the last 2 tiers of Governments (ie no Monarchy or Commonwealth for Bhuvauri or Eordand).

The tech tree of The Unravelling mod is modelled after that of Rise of Kings: Bronze Dawn, in that although it clearly will differ in nomenclature, the mechanics are still nevertheless the same, save for the following:

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  •      Influence replaces        Pedagogics - Knowledge is still an important resource parameter but is clearly acquired through means that are different from those of our world (really?)

  •      Evocation replaces        Religion - since in Halann, religion and magic are often near-inseparable.

  • There are six as opposed to four Governments, all based on that of New World Empires ; Patriots are based on those from its Southeastern Dragon chapter.

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Otherwise, not much has changed:

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  • As in Chronicles and Bronze Dawn different ethnic groups (or rather, species here) have different high-tier techs that do various things.

  • A Nobles' Court is still a valuable acquisition for most "settled" factions (ie, Dwarves, Elves, Humans) and continues to host important upgrades that unlock new units for this or that faction, depending on their culture (ie, Cannorian versus Bhuvaurian, or Sun Elf versus Eordandi).

rel.png
Evocation
cryst.png
krateia.png
Military Tradition
Paths of Magic
Arcane Understanding
sorcery guilds
cosmography
daemonsprincetactic.png
Heritage of the Precursors
Mercenaries
Recruitment
standing army
linear tactics
Warrior Society
strategic reserves
Total war

Welcome!

 

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  • Kai Rising

  • Cormoddagor

Elementalism
Credit
Taxation
Wealth

Name

State Monopolies

  • Prereqs:

Manorial System
State Monopoly

Cost

Evocation
cryst.png

Name

Elementalism

  • Prereqs:

Eldritch Research
Elementalism

Cost

  • Leads to:

Customs & Excise

  • Prereqs:

bureaucracy
Customs & Excise

Militarised Spellcasting

  • Prereqs:

Manorial System
Militarised Spellcasting
  • Leads to:

Credit

Credit
Anbennar Greentide
  • Prereqs:

Spheres of Influence

Magical Bloodlines

Magical Bloodlines
  • Prereqs:

bureaucracy

: 80

: 80

  • Leads to:

NOTE: The Taxation upgrade track is researched from the Granary, not the Sanctuary.

castrum.png
Fortification

Name

Bombardment

_default (266).png
  • Prereqs:

Recruitment

Cost

: 80

Wealth

: 80

Attrition
Attrition

Name

Communalism

Communalism
  • Prereqs:

Government

Cost

Polygonal Architecture

_default (1238).png
  • Prereqs:

Food

: 300

Wealth

: 150

Warrior Society

  • Prereqs:

Legislature
  • Leads to:

Mercenaries
Influence
Evocation

Name

Arcane Analysis

  • Prereqs:

Paths of Magic
Arcane Analysis

Cost

  • Leads to:

Artificery

  • Prereqs:

Artificery
cosmography
  • Leads to:

Medical Thought

Ravelian Doctrine

Ravelian Doctrine
  • Prereqs:

  • Leads to:

Strategy

Name

Intelligence

  • Prereqs:

Recruitment

Cost

  • Leads to:

Secret Police

  • Prereqs:

standing army
  • Leads to:

Operation

  • Prereqs:

Anbennar Greentide
  • Leads to:

Strategy
Intelligence
Secret Police
Operations
Operations
Woodworking
Woodworking

Name

Silviculture

  • Prereqs:

Paths of Magic
Scribes

Cost

  • Leads to:

Artisanship

  • Prereqs:

  • Leads to:

Paper Milling

  • Prereqs:

  • Leads to:

Ravelian Doctrine
Construction
Construction

Name

Masonry

  • Prereqs:

Paths of Magic

Cost

  • Leads to:

Crafts Specalisation

  • Prereqs:

  • Leads to:

Monumental Architecture

  • Prereqs:

Anbennar Greentide
daemonsprincetactic.png
  • Leads to:

Pharmacopeia
Pharmacopeia
faghtw.png
Agronomics

Name

Farming Tools

  • Prereqs:

Cost

Land Law

  • Prereqs:

Brewing

  • Prereqs:

Artificery
  • Leads to:

Healthcare
Healthcare

Name

Paths of Magic

Alchemical Lore

  • Prereqs:

Alchemical Lore

Cost

faghtw.png

: 80

Wealth

: 80

Medical Thought

  • Prereqs:

Medical Thought
Artificery
faghtw.png

: 180

Wealth

: 180

Pharmacopeia

Pharmacopeia
  • Prereqs:

Anbennar Greentide
Ravelian Doctrine
faghtw.png

: 350

Wealth

: 350

Metallurgy
Metallurgy

Name

Blast Furnace

  • Prereqs:

sorcery guilds

Cost

Mechanised Metalworking

  • Prereqs:

Callous Exploitation

  • Prereqs:

  • Leads to:

Ravelian Doctrine
Logistics
Logistics

Name

Quartermasters

  • Prereqs:

Arcane Understanding

Cost

  • Leads to:

Supply Network

  • Prereqs:

Secret Police

Railroad Freightage

  • Prereqs:

Note: Railroad Freightage is available only to Dwarven civs.

Mechanised Metalworking
Callous Exploitation
Blast Furnace
Callous Exploitation
Blast Furnace
Mechanised Metalworking
Callous Exploitation

: 80

Wealth

: 80

: 300

Wealth

: 300

Note: Warrior Society is available only to certain factions - they are dominated chiefly by Orcish and Gnollish nations.

Food
orkunitstats.png
orkunitstats.png
daemonsprincetactic.png
65c095b2e2ccb31892df757d0838c9e8.png
Farming Tools

: 150

Food

: 150

: 250

Food

: 250

: 450

Food

: 450

Food

: 200

Railroad Freightage
Supply Network
Quartermasters
krateia.png
Food

: 80

: 80

krateia.png
Food

: 80

: 80

krateia.png
Food

Military Tradition

  • Leads to:

Mercenaries

  • Leads to:

Recruitment

  • Leads to:

Intelligence
_default (266).png

Standing Army

  • Leads to:

Secret Police

Linear Tactics

_default (1238).png
  • Leads to:

Strategic Reserves

  • Leads to:

Total War

  • Leads to:

Silviculture
Artisanship
Paper Milling
Masonry
Crafts Specialisation
sistersbuildbasestrategy.png
Railroad Freightage
strategic reserves
74d76a5f15c7ae586b9b23fe31d07a09.png
Warrior Society
Nobles' Court upgrades
Administration research
Administration research

Government

Government
Communalism
  • Leads to:

Manorial System

Manorial System

Militarised Spellcasting
  • Leads to:

State Monopoly
Legislature

Legislature

Warrior Society
  • Leads to:

Empire

empire
  • Leads to:

Bureaucracy

bureaucracy
Magical Bloodlines
  • Leads to:

Customs & Excise
Credit

Spheres of Influence

  • Leads to:

Spheres of Influence

Superpower

superpower
  • Leads to:

Commerce research
Commerce research
Guilds

Guilds

  • Leads to:

Scribes

Scribes

  • Leads to:

Land Development

Land Development

  • Leads to:

krateia.png

: 260

xyla.png

: 100

Mercantilism

Mercantilism

  • Leads to:

krateia.png

: 500

xyla.png

: 150

orkunitstats.png

Banking & Finance

Callous Exploitation
  • Leads to:

krateia.png

: 900

xyla.png

: 250

Postage

  • Leads to:

Postage
krateia.png

: 1,300

xyla.png

: 500

Economic Theory

Economic Theory
  • Leads to:

krateia.png

: 1,800

xyla.png

: 1,200

: 80

Wealth

: 80

: 180

Wealth

: 180

: 350

Wealth

: 350

xyla.png
xyla.png
xyla.png
_default (1238).png
Monumntal Architecture
Railroad Freightage
Monumntal Architecture
Monumntal Architecture
Crafts Specialisation
Arcane Analysis

Eldritch Research

  • Leads to:

Paths of Magic

  • Leads to:

Alchemical Lore
Arcane Analysis

Arcane Understanding

  • Leads to:

Sorcery Guilds

  • Leads to:

Cosmography

  • Leads to:

Witch-Kingship

  • Leads to:

Heritage of the Precursors

  • Leads to:

Food
Food

: 300

: 100

krateia.png

: 460

: 280

krateia.png

: 1,300

: 500

krateia.png

: 1,800

: 1,200

krateia.png

: 650

: 400

Green policies

Name

Populism

Populism

  • Prereqs:

Cost

  • Leads to:

Due Process

Due Process
  • Prereqs:

  • Leads to:

Commonwealth

  • Prereqs:

_default (265).png
  • Leads to:

Red policies

Name

Oligarchy

Oligarchy

  • Prereqs:

Cost

  • Leads to:

Despotism

Despotism
  • Prereqs:

  • Leads to:

Monarchy

  • Prereqs:

_default (260).png
  • Leads to:

Crafts Specialisation

: 150

: 150

: 250

: 250

: 450

: 450

: 250

Food

: 250

: 350

Food

: 350

: 450

Food

: 450

xyla.png
xyla.png
xyla.png
xyla.png
xyla.png
xyla.png
Crafts Specialisation
linear tactics
Customs & Excise
Communalism
krateia.png

: 140

xyla.png

: 60

: 60

Food

: 60

xyla.png
Scribes
Paths of Magic
Farming Tools
Silviculture
Farming Tools
Silviculture
Wealth

: 50

Wealth

: 150

: 1,500

: 1,000

krateia.png

: 800

xyla.png

: 120

Wealth

: 300

xyla.png

: 160

Wealth

: 500

xyla.png

: 230

Wealth

: 800

xyla.png

: 500

Wealth

: 1,000

xyla.png

: 800

Wealth
xyla.png

Aside from Railroad Freightage and Warrior Society, there are 3 unique upgrades in The Unravelling which are accessible only from a Nobles' Court:

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  • Centralisation - an upgrade for all High Mediaeval units, mainly associated with the Harimraj, but also researched by many others (which ones?) Increases Wealth income (Taxation Tier IV).

  • Imperial Mandate - unique to Anbennar, Bhuvauri, Sun Elves and the Raj that like in Chronicles, reinforces buildings. (Attrition Tier V)

  • High Philosophy - unique Influence tech for the Harimari, who also get Centralisation AND Imperial Mandate. The effect of this is still unknown. High Philosophy replaces the Darul Islam upgrade that Muslim civs get in Chronicles. (Influence Tier V)

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My guess is that unique units from the Raj and Anbennar are recruited at the Nobles' Court. But what are these exactly?

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