
"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.
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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.
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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.
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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.
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As with other editions of Kings & Conquerors, Reforms are not researched at the Civic Centre, but are instead obtained from the Assembly.
Name
Cost
: 1k
Level II Reforms
Level I Reforms
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Prereqs:
-
Leads to:
-
Prereqs:
-
Leads to:
: 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.
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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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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.
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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.
Military research
Name
Cost
Census
-
Leads to:
Drill
Rank and File
Physical Conditioning
-
Leads to:
Military Tradition
Mercenaries
Soldiering
-
Leads to:
-
Leads to:
Administration research
: 120
: 160
: 160
: 160
: 300
: 300
: 500
: 500
: 1k
: 900
: 1.5k
: 1.5k
: 1.8k
: 1.2k
: 1.3k
: 500
: 900
: 250
: 500
: 150
: 500
: 150
: 140
: 60
: 60
: 60
: 300
: 160
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.
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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.
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.
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Prereqs:
: 150
: 280
: 350
: 80
-
Prereqs:
: 600
: 250
: 450
Healthcare
Name
Cost
Medical Thought
: 100
: 80
Herbal Lore
-
Prereqs:
Materia Medica
-
Prereqs:
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.
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Prereqs:
: 250
: 350
: 350
: 450
: 450
-
Prereqs:
: 150
-
Leads to:
: 200
: 400
: 600
Popular Assemblies
-
Prereqs:
: 900
: 170
: 70
: 250
: 150
: 400
: 280