Powers of the Crown

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A new standalone, incorporating some of the mechanics of Rise of Kings, but with more units, structures, and certainly MORE factions. This is a standalone based off Rise of Kings, and faces the following changes:

  • In place of Ages and Civics, you now have Demographics and Administration
  • Demographics consists of two tiers: Castellation and Conurbation
  • Administration replaces the old Civics branch.
  • A new set of powerful abilities, Prerogatives, can be obtained.

Old factions:

New factions

Sub-factions

Sub-factions are based off one or more different factions. For instance, the Sicilians are used for South Italians, the Papal States for the northern ones of Italy, while the HRE and France are used for various Frankish and German duchies (as are the Chinese for the different "kingdoms").

New buildings

  • House - Houses provide Housing, which is required to keep resource buildings collecting resources. Without sufficient Housing, you will suffer a penalty in collecting resources. All Workhouses require Housing, and if upgraded to mines or timber lodges, they will require more. Houses must be built around Cities.
  • Workhouse - generates resources, depending on what it is attached to. If attached to Forests, it produces Timber. If attached to Mountains or Cliffsides, produces Metal. Consumes Housing, and can be upgraded to either Mine or Timber Lodge.
    • Graphics: when built, they will start spawning villagers who will walk out of the building and start extracting resources. If killed, they will cease to produce resources. If attacked, the villagers will run back into the building and not come out.
  • Supply Cache: functions like an immobile supply wagon but has a greater radius. Supply Caches however degrade over time if the enemy has an attrition field. Boost the power of Supply Caches with Logistics. You can garrison a Supply Cache with 10 Villagers to convert it into a Small City or Village
  • Ribat - an upgrade of the Town Watch Guild for the Moors and Andalusians. A Ribat increases the auto-heal rate of cities and can heal ALL units within the jurisdiction of its host city WITHOUT garrisoning.
  • Magnum Horologium: allows for insta-researching of upgrades and techs only.
    • Sun Temple: has the same ability as World Government, is actually a Chola upgrade for the Clock Tower.
    • Oxford University: unique upgrade for Clock Tower for England, reduces cost of all Library techs.
    • Procuratie: an upgrade for Venice and Lombardy which grants a +200 increase to your Wealth Commerce cap.
  • Mines and Timber Lodges - upgraded from Workhouse. Consumes more Housing to produce more output.
  • Farms: research Land Law and Customs and Excise to allow greater yields at the cost of additional housing.

Buildings now no longer require peasants. When a new building is set up, a builder will emerge from the nearest city to begin construction. You can build buildings anywhere on the map only as long as you have at least one city left. A city can be selected to be the primary building where builders come out.

Buildsets

  • Russians and Chukchi buildsets are based off one another (the Swedes, Poles and Bulgars share the same buildsets with Russia, but Chukchi buildings won't progress beyond that of the Dark Age)
  • There are some variations for Sweden and Poland and Bulgaria.
  • Chinese, Khmer, Indians, Mongols and Japanese share the same buildsets (but the Indian and Khmer have a Dark Age only buildset)

Demographics

You now need to research upgrades in order to increase your population, not Mil technologies. However, the three tech trees, civics, science and commerce, still exist and are vital for progress. Housing is provided not by research but by building houses. Houses are used primarily for ensuring that your economic structures are working. If Commerce is not sufficiently high, or you do not have houses, you suffer a 99% production penalty.

New Technologies

The role of Politics has been changed. Instead of being an upgrade you research, Policies are available from Senates and are instantaneous, coming available with each Age. Once more, you now have new technologies to help you — and they are all based around religion.

Muslim technologies

  • Darul Islam now requires Monarchy to be researched. Increases Knowledge stream based on number of Scholars. Unlocks units.
  • Fiqh and Tafsir now requires Republic to be researched. Creates a passive stream of Knowledge.

Fiqh and Tafsir is a new technology that is researched at the Town Watch Guild, and essentially makes your militia units — particularly the Ghuzat Volunteers and the Ahdath Levy — stronger by giving them added armour and accuracy in their attacks, thus making them super-units that can be used to flesh out your armies.

Catholic technologies

There are two new technologies at the House of Worship, and these include:

  • Reformation: functions like a taxation tech (more money from trade), increases the timer count for Wonder victories.
  • Society of Jesus: functions like a religion tech (better tactical stats to settlements and their effect on border push). City assimilation is instantaneous.

Both of these technologies are exclusive and require Asceticism in order to be researched.

Hindu technologies

  • Ashwamedha: (Requires Divine Mandate) Invokes a Prerogative that instantly prevents other players from using Prerogataives and prevents other players' Prerogatives from charging while active.

Terrain and weather effects

  • Desert: imposes an armour penalty on units not accustomed to desert.
  • Snow: reduces the LOS and train speed for units not accustomed to snow.
  • River, swamp - always slows down units. Period.
  • Rocks - +armour for light infantry
  • Forests - forests unlike RoN are now traversable, but heavy units tend to move more slowly through forest
  • Mountain - absolutely impassable for heavy units, and large ones. So a Bombard cannot get through, bot a Halberdier or a Culverin may cross mountains and even deploy on them.

Resources

  • Wild Foliage - forage these for Food and Wood, or sacrifice 5 workers to convert them into a Rare Resource.
  • Rock formation - Can be mined out for Wealth and Metal, or have 5 workers sacrificed to convert it into a Rare Resource.
  • Clay Pit - can be mined out to provide Wealth and Timber, or generate 2 worker slot for a nearby Workhouse/Mine.

Other thoughts

  • The effects of generals and chivalric orders must be boosted. Doubled, at least.