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"If it ain't broke, don't fix it" was never an option for the development of civilisations and polities, and this applies to Hammurabi too: any culture that attempts to stay the same without reforming either stagnates into oblivion, or is brutally annexed by more innovative and aggressive rivals.

 

While Hammurabi uses the same structure as all other Kings & Conquerors mods, the upgrades and technologies you will find however are clearly thematically different. Apart from that, little much has changed.
 

Technologies
and
upgrades

Reforms

Hammurabi continues the system of reforms as implemented in Kings & Conquerors, with two tiers of reforms dominating the tech tree. However, compared with Chapter 1, there are several differences: theme-wise and flavour wise, Reforms are no longer dependent on the development of your nation's intellectual and political organs but on the acceptance of new technologies (metalsmithing being the chief one) and new forms of social organisation.

​

To reflect this, the requirements to achieve these reforms are steeper than they were in The Hellenistic Era: to achieve Level I Reforms, you must first reach Level 4 Commerce, and Level 4 Administration; Level II Reforms require Level 5 Military, and Level 5 Culture. However, in comparison to The Hellenistic Era, the respective resource cost of each tier of Reform has been reduced in Hammurabi.

​

  • Level I Reforms introduce intermediate military units and unlocks Tier 2 Supply while improving Taxation income. Units introduced include but are not limited to Light Chariots and Composite Bowmen.
     

  • Level II Reforms bring a greater impetus on professional militarisation of your civ. The most powerful units are made available, along with the economic support and organisation required to sustain professional standing units for your armies.

​

As with other editions of Kings & Conquerors, Reforms are not researched at the Civic Centre, but are instead obtained from the Assembly.

Name

Cost

krateia_edited.jpg

: 1k

Level II Reforms

Level I Reforms

  • Prereqs:

  • Leads to:

Level I Reforms
Level II Reforms

: 500

: 360

ham_green2_tribalcons.png
ham_red2_authors.png
Wealth
ham_supply2_bagtrain.png
  • Prereqs:

  • Leads to:

ham_fort3_deffed.png
Defensive Doctrine
Offensive Strategy
Wealth

: 500

Civic Centre Research

The Civic 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 Civic Centre already set up, so all that is required is to obtain resources required to buy the research it has to offer.

 

Four research paths are available in the Civic Centre: Culture, 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.

​

  • 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!

  • Culture 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.

​​

Note that Military research faces drastically increased research time after level 3 (Rank and File). This is because Hammurabi is a Bronze Age mod and such changes in research time were added to reflect the historic difficulties in amassing large armies in the Bronze Age.

militaria.jpg
 Military research

Name

Cost

Census

ham_mil1_census.png
  • Leads to:

Drill

ham_mil2_drill.png

Rank and File

ham_mil3_rankfile.png

Physical Conditioning

  • Leads to:

ham_mil4_physcon.png

Military Tradition

Military

Mercenaries

Military

Soldiering

Military
faghtw_edited.jpg

 : 170

faghtw_edited.jpg

: 200

faghtw_edited.jpg

: 300

: 100

: 650

: 400

: 1k

: 630

: 1.3k

: 500

: 1.8k

: 1.2k

  • Leads to:

ham_agro2_presrv.png
ham_fort2_earth.png
ham_strat3_NCO.png
Level II Reforms
  • Leads to:

Administration
  Administration research

Name

Cost

Government

Administration
  • Leads to:

Traditions & Rituals

  • Leads to:

ham_civ2_tradrit.png

Caste System

  • Leads to:

ham_civ3_castes.png

Alienable Rights

ham_civ4_alienright.png
  • Leads to:

Morality

Administration
  • Leads to:

Codified Law

ham_civ5_codelaw.png
  • Leads to:

Nationhood

  • Leads to:

Administration
faghtw_edited.jpg

 : 120

faghtw_edited.jpg

 : 160

: 160

faghtw_edited.jpg

 : 160

: 300

faghtw_edited.jpg

: 300

: 500

: 500

faghtw_edited.jpg

: 1k

: 900

faghtw_edited.jpg

: 1.5k

faghtw_edited.jpg

: 1.5k

ham_tax1_writs.png
ham_rel1_religion.png
ham_rel2_clergy.png
ham_tax2_poll.png
ham_tax3_confactors.png
ham_rel3_myst.png
ham_attr1_allegiance.png
ham_inf1_button.png
ham_inf2_rhetoric.png
Tribalism
ham_inf4_popass.png
Level I Reforms
Commerce
  Commerce research

Name

Records & Tallies

ham_com4_records.png

Cost

Contractual Relations

  • Leads to:

ham_com3_contracts.png

Caravan Train

  • Leads to:

9cc41d88ab1b3a20e8b0591bd1053cef.png

Exploration

ham_Com6_explore.png
  • Leads to:

Commodity Money

  • Leads to:

ham_Com5_commoney.png

Land Development

  • Leads to:

ham_com7_landdev.png

Road Networks

  • Leads to:

9310229f92a9509010ca5742b9c6ecf2.png

: 1.8k

Timber

: 1.2k

: 1.3k

Timber

: 500

: 900

Timber

: 250

: 500

Timber

: 150

: 500

: 150

Timber

: 140

: 60

Timber

: 60

: 60

Timber
faghtw_edited.jpg
Artisanship
Forestry
ham_agro1_plough.png
ham_metal3_mines.png
ham_agro2_presrv.png
ham_agro3_iroproj.png
ham_supply2_bagtrain.png
Level I Reforms
Wealth

: 300

: 300

: 160

Culture
  Culture

Name

Culture

ham_sci1_culture.png

Cost

Written Word

  • Leads to:

ham_sci2_writword.png

Loremastery

ham_sci3_lore.png
  • Leads to:

Aesthetics

ham_sci4_artsyfartsy.png
  • Leads to:

Numeracy

  • Leads to:

ham_sci5_numeracy.png
Wealth

: 500

: 500

Astrology & Horology

ham_sci6_astrology.png
  • Leads to:

Wealth

: 900

: 900

Mechanical Energy

ham_sci7_mechergy.png
  • Leads to:

Wealth

: 1.5k

: 1.5k

Crafts Specialisaton
ham_inf1_literacy.png
Engineering
Forestry
Carpentry
ham_agro1_plough.png
ham_med1_hcare.png
Timber
Wealth

: 120

: 50

Wealth

: 120

: 80

Wealth

: 200

ham_con2_archit.png
ham_metal1_kilns.png
ham_metal2_alloys.png
ham_supply3_supdep.png
ham_strat3_NCO.png
ham_inf3_button_edited.jpg
ham_med3_materia.png
ham_med2_herbal.png
Level II Reforms

Policies

Unlike conventional Government upgrades from the vanilla version of Rise of Nations,    Policies cost both Wealth and Influence. The difference however is that more Wealth is required on green Policies, while red ones require more Influence.

​

Policies are highly important, perhaps even moreso in Hammurabi than other Kings & Conquerors-related mods, in no small part due to red Policies becoming prerequisites for Wonders. The first 2 red Policies are prerequisites for most Wonders, while the final one -Offensive Strategy - grants access to armed traders who are tougher and faster than normal ones, making your economy more supercharged if you choose this Policy.

Screenshot 2019-03-07 15.37.20.png
Green Policies

Name

Cost

Populism

ham_green1_pop.png
Wealth

: 230

: 200

Tribal Confederation

  • Prereqs:

ham_green2_tribalcons.png
Wealth

: 750

: 250

  • Leads to:

Defensive Doctrine

  • Prereqs:

Defensive Doctrine
Wealth

: 800

: 400

Level II Reforms
Level I Reforms
ham_inf2_rhetoric.png
Red Policies

Name

Cost

Oligarchy

06f35c866c38c35f30a0e83310f7adec.png
Wealth

: 250

: 180

Authoritarianism

  • Prereqs:

ham_red2_authors.png
Wealth

: 520

: 300

Offensive Strategy

  • Prereqs:

Offensive Strategy
Wealth

: 750

: 500

Level II Reforms
Level I Reforms

Upgrades

For the Hellenistic Era tech tree, see here.

The meat and the potatoes of every game. There are upgrades for various functions in Hammurabi, yet resource gathering upgrades aside, the most important track probably is Logistics due to the lack of Supply Wagons. Some upgrades are required to access certain unit, particularly ships.

Woodworking

Name

Cost

Forestry

Forestry

Carpentry

  • Prereqs:

Carpentry

Artisanship

  • Prereqs:

Artisanship
  • Prereqs:

Timber
ham_sci3_lore.png
ham_Com5_commoney.png
faghtw_edited.jpg

: 450

: 450

faghtw_edited.jpg

: 250

: 250

faghtw_edited.jpg

: 150

: 150

ham_sci2_writword.png
ham_com3_contracts.png
Construction

Name

Crafts Sepcialisation

  • Prereqs:

Crafts Specialisaton

Cost

: 150

Architecture

  • Prereqs:

Architecture

Engineering

  • Prereqs:

Engineering
  • Leads to:

Construction
ham_sci2_writword.png
ham_sci4_artsyfartsy.png
ham_sci7_mechergy.png
xyla.png

: 350

xyla.png

: 150

: 280

krateia.png

: 350

xyla.png

: 80

krateia.png
krateia.png
ham_metal3_mines.png
Agronomics

Name

Cost

Plough

ham_agro1_plough.png

Preservation

  • Prereqs:

ham_agro2_presrv.png

Irrigation Projects

  • Prereqs:

ham_agro3_iroproj.png
  • Leads to:

faghtw.png
hcare.png
  • Prereqs:

: 350

faghtw_edited.jpg

: 250

: 150

faghtw_edited.jpg

: 450

xyla.png

: 150

krateia.png
krateia.png

: 600

: 250

xyla.png

: 250

: 450

xyla.png

: 450

Healthcare

Name

Cost

Medical Thought

ham_sci2_writword.png
ham_med1_hcare.png
krateia.png

: 100

faghtw_edited.jpg

: 80

Herbal Lore

  • Prereqs:

ham_med2_herbal.png

Materia Medica

  • Prereqs:

ham_med3_materia.png
ham_mil1_census.png
ham_Com6_explore.png
  • Prereqs:

ham_sci2_writword.png
ham_com3_contracts.png
ham_supply3_supdep.png
ham_com7_landdev.png
ham_sci5_numeracy.png
ham_sci3_lore.png

Note: only the 6 Middle Eastern and 2 Desert civs with Lukka, Shang, Harappa and Minoans can obtain Irrigation Projects (incl. Supply Depots; Defensive Federalism).

Note: Very few factions can receive Healthcare upgrades. Only Harappans, Elam and Egypt can access Materia Medica.

Metallurgy

Name

Cost

Kilns

ham_metal1_kilns.png
faghtw_edited.jpg

: 250

Metal Alloys

  • Prereqs:

ham_metal2_alloys.png

Shaft Mining

  • Prereqs:

ham_metal3_mines.png
  • Prereqs:

metal.png
xyla.png

: 250

faghtw_edited.jpg

: 350

xyla.png

: 350

faghtw_edited.jpg

: 450

xyla.png

: 450

9310229f92a9509010ca5742b9c6ecf2.png
Engineering
ham_sci4_artsyfartsy.png
ham_sci5_numeracy.png
supply.png
Logistics

Name

Cost

Foraging

ham_supply1_forage.png

Baggage Trains

  • Prereqs:

ham_supply2_bagtrain.png

Supply Depots

  • Prereqs:

ham_supply3_supdep.png
  • Leads to:

  • Prereqs:

: 150

: 450

: 80

: 80

: 250

: 250

Wealth
Wealth
Wealth
9cc41d88ab1b3a20e8b0591bd1053cef.png
ham_agro3_iroproj.png
ham_sci4_artsyfartsy.png
ham_sci3_lore.png
ham_fort2_earth.png
ham_fort3_deffed.png
  • Leads to:

Level I Reforms
Pedagogics

Name

Cost

Literacy

  • Prereqs:

ham_inf1_button.png

Rhetoric

ham_inf2_rhetoric.png
  • Prereqs:

Intelligentsia

ham_inf3_intelligentsia.png
  • Prereqs:

Strategy

Name

Tactics

  • Prereqs:

ham_strat1_ tactics.png

Cost

: 150

Leadership

ham_strat2_ledership.png
  • Prereqs:

Non-Commissioned Officers

ham_strat3_NCO.png
  • Prereqs:

  • Leads to:

krateia.png
Military
ham_sci6_astrology.png
ham_attr3_war.png
ham_mil4_physcon.png
Military
ham_sci2_writword.png
Administration
ham_green2_tribalcons.png
ham_civ3_castes.png
ham_sci5_numeracy.png
7c2fcb3b8b00b97c4891e784bf94aca2.png
xyla.png

: 200

xyla.png

: 400

xyla.png

: 600

Popular Assemblies

  • Prereqs:

ham_civ7_nation.png
ham_inf4_button.png
xyla.png

: 900

Taxation

Name

Cost

Writs and Decrees

  • Prereqs:

ham_tax1_writs.png

Poll Tax

  • Prereqs:

ham_tax2_poll.png

Contractual Factorship

  • Prereqs:

ham_tax3_confactors.png
Religion

Name

Cost

Mysticism

  • Prereqs:

ham_rel3_myst.png

Clergy

  • Prereqs:

ham_rel2_clergy.png

Religion

  • Prereqs:

ham_rel1_religion.png
Wealth
ham_civ2_tradrit.png
ham_civ4_alienright.png
ham_civ2_tradrit.png
Administration
rel.png
krateia.png

: 450

faghtw_edited.jpg

: 150

krateia.png

: 170

faghtw_edited.jpg

: 70

krateia.png

: 600

faghtw_edited.jpg

: 300

ham_civ5_codelaw.png
ham_civ3_castes.png

: 170

xyla.png

: 70

krateia.png

: 250

xyla.png

: 150

krateia.png

: 400

xyla.png

: 280

krateia.png
Fortification

Name

Cost

Reserve Caches

ham_fort1_rescache.png

Earthworks

  • Prereqs:

ham_fort2_earth.png

Defensive Federalism

  • Prereqs:

ham_fort3_deffed.png
Attrition

Name

Cost

Allegiance

  • Prereqs:

ham_attr1_allegiance.png

Tribalism

  • Prereqs:

Tribalism

Attrition Warfare

  • Prereqs:

ham_attr3_war.png
castrum.png

: 300

Wealth

: 300

: 150

Wealth

: 150

: 80

Wealth

: 80

ham_supply3_supdep.png
ham_mil4_physcon.png
ham_supply2_bagtrain.png
faghtw.png

: 300

Wealth

: 300

faghtw.png

: 150

Wealth

: 150

faghtw.png

: 80

Wealth

: 80

ham_civ3_castes.png
Administration
ham_strat3_NCO.png
Attrition
Level II Reforms
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