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.
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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.
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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!
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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
: 170
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?)
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Imperial Mandate - unique to Anbennar, Bhuvauri, Sun Elves and the Raj that like in Chronicles, reinforces buildings.
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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.
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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.
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
Greentide Era
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Leads to:
Cost
(basic)
: 80
: 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.
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
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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.
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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?)
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Evocation replaces Religion - since in Halann, religion and magic are often near-inseparable.
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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.
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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).
Welcome!
This is your friendly guide to Rise of Kings: The Unravelling. And ours as well.
DOWNLOADS:
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THE UNRAVELLING
RISE OF KINGS --
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The Southeastern Dragon
NEW WORLD EMPIRES --
FALL OF NATIONS --
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Kai Rising
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Cormoddagor
: 80
: 80
: 300
: 300
Note: Warrior Society is available only to certain factions - they are dominated chiefly by Orcish and Gnollish nations.
: 200
: 80
: 80
: 80
: 80
Nobles' Court upgrades
Administration research
Government
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Leads to:
Manorial System
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Leads to:
Legislature
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Leads to:
Empire
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Leads to:
Bureaucracy
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Leads to:
Spheres of Influence
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Leads to:
Superpower
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Leads to:
Commerce research
Guilds
-
Leads to:
Scribes
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Leads to:
Land Development
-
Leads to:
: 260
: 100
Mercantilism
-
Leads to:
: 500
: 150
Banking & Finance
-
Leads to:
: 900
: 250
Postage
-
Leads to:
: 1,300
: 500
Economic Theory
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Leads to:
: 1,800
: 1,200
: 80
: 80
: 180
: 180
: 350
: 350
: 150
: 150
: 250
: 250
: 450
: 450
: 250
: 250
: 350
: 350
: 450
: 450
: 140
: 60
: 60
: 60
: 50
: 150
: 1,500
: 1,000
: 800
: 120
: 300
: 160
: 500
: 230
: 800
: 500
: 1,000
: 800
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).
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Imperial Mandate - unique to Anbennar, Bhuvauri, Sun Elves and the Raj that like in Chronicles, reinforces buildings. (Attrition Tier V)
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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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