Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

81 ratings
Rise of Kings - Chronicles
File Size
1,332.566 MB
Mar 5, 2017 @ 4:58pm
Dec 7 @ 9:14am
159 Change Notes ( view )

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Rise of Kings - Chronicles

Rise of Kings: CHRONICLES is part of the Rise of Kings family of mods and revolves around the Middle Ages, beginning with the aftermath of the Treaty of Verdun, and ending in the 1530s.

One of the more well-known mods created for Rise of Nations since its emergence in early 2004, Rise of Kings was first based around concepts available in the Rise of Napoleon mod, but by 2011, a v1.0 edition was produced (albeit with no unique units). Now the Rise of Kings mod series is available as a mod for the Steam edition of Rise of Nations.

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- Set across three ages that cover the medieval era: The Early Mediaeval Era (Classical Age), the High Mediaeval Era (Medieval Age), and the Late Mediaeval Era (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 ghuzat, 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.

- [WORKSHOP ONLY] A custom playlist of music suited to the ambience of this mod.

For more info, feel free to visit out official wiki, now based with http://riseofkings.shoutwiki.com/wiki/Chronicles .
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Robur Velvetclaw  [author] Aug 4 @ 5:25pm 
Hi von Mehlau.
Yes but Rise of Kings is a more "primitive" mod. In any case no walls are existent.
For my campaign I prefer to represent the Great Wall (or what passes for it in Jin territory) as a series of Fortresses and Bastions :)

I have no intention of adding walls other than as a scenario-only non-buildable, due to the fact that RoN was not designed to carry them.
It has not helped that I have not mastered making campaigns for RoN yet, I still have yet to fix the issues with my CTW on Ron.heavengames.com , The Power and the Glory :(
von Mehlau Aug 2 @ 10:48am 
@Robur Velvetclaw
But didnt Super7700 include walls as kinda blocks in the Hellenistic era mod?
Robur Velvetclaw  [author] Jul 30 @ 9:14pm 
I can confirm that the mod works as expected, you just need Science, Mil and Construction upgrades to get what you want:

xvozrn Jul 29 @ 1:29pm 
i don't know why, but i can't train volley guns and culverins... :/
Robur Velvetclaw  [author] Apr 14 @ 8:22pm 
@Rice Farmer: it is NEITHER -- it is a standalone skirmish-only mod. It is true tht I would like to change it to a new campaign / scenario list but so far, I cant' get anyone to help me create scenarios, and trying to get RoN as it is to make scenarios with content from this mod is a nightmare :(
Loyal Meat Shield Apr 10 @ 3:23pm 
Is this new campaign or scenarios?
Robur Velvetclaw  [author] Mar 12 @ 2:37am 
Hospitaller Knight: Any level of AI is fine but we usually prefer to play with Moderate and higher :)
The Hospitaller Knight Mar 12 @ 1:04am 
this works versus ai right? What difficulty should ai be
Robur Velvetclaw  [author] Feb 20 @ 2:57pm 
@Von Mehlau
Walls would be too difficult to add and have been considered only as campaign only.
von Mehlau Feb 20 @ 5:22am 
Could you possibly include walls?