Rise of Kings is a mod for Rise of Nations: Thrones and Patriots which is being developed by Super7700 and LT_Monty with assistance from Beelim Solutions Ltd/Bhd, centred around the cultures of the old world, spanning a historical period of roughly from 888 to 1530CE. The mod is currently based at The Mod Database and while it is currently playable, more content has been envisioned for it over time.
Rise of Kings was originally proposed as a mod project in late 2010, based around Rise of Napoleon on HeavenGames. By 2011, a v1.0 edition was produced (albeit with no unique units) and by 2013 it began to take on its current form with RKC Update 7. Since then, it has become one of the more popular mods for Rise of Nations.
On 26th December, an image depicting several new infantry units was posted to Rise of Kings' main page on Moddb.com. It is expected that more content has been confirmed for the mod in 2014. This involved a graphical update to many of the mod's naval units in early 2016.
The mod is currently pending conversion to a Steam-friendly format (for the Extended Edition) and may include preliminary work on a custom CtW.
- Set across three ages that cover the medieval era: The Dark Age (Classical Age), The Castle Age (Medieval Age), and the Imperial Age (Gunpowder Age).
- 24 completed factions, ranging from the Holy Roman Empire to Armenia to Mongolia
- A large number of new units, with many new models and animations.
- A range of mercenaries can be recruited at the Outpost building.
- The powerful Noble's Court can research special technologies and train elite warriors.
- Regional units are shared by multiple nations such as the Muslim Ghazis, Asian conscripts, Germanic feudal retinue and the Scandinavian longships.
- The castle can train gunpowder units like arquebusiers and bombards.
- Technology's importance is increased. For instance, some naval units can only be built if a nation researches a certain government type.
- A full set of medieval wonders such as the Tower of London and the Hagia Sophia.
There are now four different tech trees - Catholic, Eastern Christian, Islamic and Asiatic, all centred around religion. Religion and politics play a vital role in Rise of Kings - for instance, the kind of government you have in the Imperial Era determines how naval recruitment will occur, authoritarian governments will result in a capacity to build and support capital ships in your fleets, while a more decentralised government will mean that you will have to rely on large flotillas of lighter vessels for naval supremacy.
Christian factions generally tend to favour a militaristic approach as they are incapable of wonder rushing given the dearth in the number of wonders they may erect (compared to the Muslims or Asians who can create vast numbers of them). To offset this, they tend to have the best endgame units, and can survive the mid-game using elite "chivalric orders" who can either boost the attack of units on the field, or stiffen resistance by healing them.
The two Arab nations — the Saracens and the Moors — also have two different strategies revolving around government as well, for this in conjunction with religious research also results in them being to muster different sets of units.