Wiki adoption
Given his many and high quality contributions to this wiki, I nominate User:X42bn6 as a new admin. --Kjnoren
Rise of the Kai/Darkness and Light
What is this campaign about?
It's pre-MoD, so that means.....
- Ruel is nonexistent
- Forces of Darkness rule the Darklands
Rise of the Kai/Design Notes
Rise of Kings currently has the following:
- North European
- South European
- West Asian
- East Asian
- African (unused)
- Ice Barbarians (again, unused),
and,
- North European
- Slavic 1 (Drakkarim and Darklands)
- Slavic 2 (someone else, probably Lunarlian and Lencian)
- Byzantine (used for some locations, such as the Stornlands?)
- Moorish (Vassa)
- Middle Eastern (unused)
- Asian - used for Chai, Bhanar, others?
- "Sarmatian" - Telcharian and Ice Barbarian?
- North European - generic "mediaeval appearance"
- Drakkar - generally hosts the Drakkar units. Villagers are depicted as poor slave peasants. Ruel, Drakkarim and FoD tend towards this build set.
- West Asian - Vassa appearance
- East Asian - Mythenish
- Lissanian?
- Telchosian
and,
- North European
- Slavic
- Burgundian
- Byzantine
- Moorish
- Middle Eastern…
Rise of the Kai
- Doubt not your purpose nor your strength, for inside you there burns a flame that can light the hopes of future men for all time.’
"Magnamund. A world of myth and fable, where teeming oceans and tranquil forests coexist with harsh desert and violent volcanism, born out of the epic struggle between the cosmic gods Ishir and Naar. A world on the brink of disaster.
"For almost eight long centuries, the forces of Naar have been at work, with the intent of erasing all natural life in Magnamund as a sacrifice to their dark master by an infernal blend of technology and sorcery, thwarted only by the death of their greatest champion, Darklord Vashna, in an apocalyptic battle against their mortal foe, the Sommlendings. Magnamund may breathe a sigh of …
Rise of the Kai/Technologies
- 1 Darklords
- 2 Fort
- 3 Nobles' Court
- 4 Temple
- 5 Conclave
- 5.1 Influence
- 6 Granary
- 6.1 Agronomics
- 7 Sawmill
- 7.1 Woodworking
- 7.1.1 Craftsmanship
- 7.1.2 Forestry
- 7.1.3 Prefabrication
- 7.2 Construction
- 7.3 Supply
- 7.1 Woodworking
- Missile Shield => Tanaz-Tukor
- Global Prosperity => Relentless Exploitation
- World Government => Evil Presence
- AI => Agarashi Manipulation
Strategy
(now required to research new levels for units)
- Leadership
- Tactics
- Strategic Doctrine
Attrition
- Allegiance
- Scorched Earth
- Total War (Drakkarim, Sommerlund, Durenor, Forces of Darkness, Stornlander only)
- Cener Plague (evil factions only)
Taxation
- Suzerainty
- Direct Taxation
- Contractual Factorship
- Slave labour (evil factions only)
Religion
- Theurgical Clergy
- Sacred Texts
- Divine Presence (good factions only)
- Archivists
- Sorcerors' Guild
- Occult Recall
(Dessi…
Rise of the Kai/Civic Centre
In Kings & Conquerors, the Civic Centre takes the place of the vanilla Library and handles fundamental groundbreaking research, which then feeds 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 the library has to offer.
There are five paths of research in the Civic Centre: Magic , Commerce , Civic , and Military , as well as three trunk technologies. Each one of them is a prerequisite for further research, which in turn might contribute towards bettering your units and even the stylistic appearance of your faction's buildings!
- 1 Trunk technologies
- 2 Scientific research
- 3 Commerce research
- 4 Civics research
- 5…
Rise of the Kai/Units
Apart from Rise of Kings, the most common setup is that unlike Rise of Kings, Rise of the Kai has 4 levels of development (Drakkar and Forces of Darkness don't need them).
The following are to be expected
- 1 Infantry
- 2 Cavalry
- 3 Siege
- 4 Naval
- 5 Outpost
- 6 What abour religious figures?
- 7 Summonables
- Warriors (heavy spearmen) [1] => Spearmen [2] => Spear Sergeants [3]
- Archers [2] => Crossbow infantry [3]
- Militia [2] => Swordsmen [3] => Heavy swordsmen [4]
- Charioteers [1] => Cavalry archers or Javelin Cavalry
- Scout Cavalry [1-2] => Light Cavalry [3]
- Lancers [1] => Knight [2]
- Dougga raiders and dougga skirmishers
Different factions have a separate unique super-heavy cav unit, etc Sinistrari for the Eldenorans, Order of Ilion cavalry? Zagannozod, White Mountain Knight…
Rise of the Kai/Buildings and Upgrades
How is this mod treated?\
It borrows heavily from Kings & Conquerors
- Knowledge is replaced by influence
- The military and civic lines are from Rise of Kings
- The economics lines are from Kings & Conquerors
- The scientific line is replaced by magic, being
- Astrology and horology
- Mathematics
- Mage guilds
- Mastery of the Elements
- Prescience
- Sorcerous domination
- Otherworldly focus
Endgame techs:
- Military: overwhelming force
- Magic: mind over matter
- Commerce: global prosperity
- Civics: World domination
- Politics: Republic v Despotism, Urban corporation v Feudalism, Democracy v Monarchy
- Primitive nations and Evil-aligned factions can't research anything beyond tier 2 politics.
- Darklands can't build Senate at all, but can recruit Archlords.
Influence research:
- Surveyors
- Advisor…
Rise of the Kai/Factions
A mod for Rise of Nations based off the Lone Wolf Mythos.
- 1 Lastlanders
- 2 Vassa
- 3 Western
- 4 Mythenish
- 5 Tianese
- 6 Forces of Darkness
- Sommerlund - possibly British?
- Durenor - Americans
- Anarian League - Firalond, Lourden, Kakush as allies
- Dessi - Greeks
- Vassagonia - Nubia or
- Talestria - ????
- Lencian League - ????
- Stornland Confederacy -France?
- Lyris
- Palmyrion - Bantu
- Siyen
- Magador
- Chai
- Bhanar
- Shadakine - Lakota
- Talestria
- Drakkarim - Aztecs
- Ruel - Turks
- Forces of Darkness - Russians!