Rise of Nations: Extended Edition

Rise of Nations: Extended Edition

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Rise of Kings - Chronicles
   
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4.403 GB
5 Mar, 2017 @ 4:58pm
9 Jun @ 4:23pm
327 Change Notes ( view )

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Rise of Kings - Chronicles

Description
WANNA SEE MORE OF OUR MODS? visit our site on Patreon[www.patreon.com].
Need a non-Steam Workshop version to download? visit this page's official Patreon site[www.patreon.com] (this is the official downloads page)
LIKE THIS MOD? visit this link[www.patreon.com].
GOT A QUESTION, COMPLAINT or BUG to report? please read this page[riseofkings.shoutwiki.com].


DISCLAIMER:
(1) All publicly accessible assets in this mod are the sole copyright of the creator of this mod.
(2) This mod shall NOT be freely used in mod compilations, or its assets altered or redistributed by none other than Beelim Solutions or Valve Corporation -- unless permission to do so has been expressly granted by any of these parties.
(3) Distribution of this mod outside of Steam Workshop shall be held to be a copyright violation, and will be dealt with accordingly.



DO NOT DOWNLOAD THIS MOD EXCEPT FROM steamhost.cn/steamcommunity_com OR patreon.com !

One of the more well-known mods created for Rise of Nations since its emergence in early 2004, the Rise of Kings mod series is now available as a mod for the Steam edition of Rise of Nations.

Rise of Kings: CHRONICLES is the first chapter of the Rise of Kings family of mods[www.patreon.com] and revolves around the Middle Ages, beginning with the aftermath of the Treaty of Verdun, and ending in the 1530s. Originally proposed as a mod project in late 2010, 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).


FEATURES

- Set across three ages that cover the medieval era: The Early (Classical Age), High (Medieval Age), and Late Middle Ages (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 riseofkings.shoutwiki.com/wiki/Chronicles .
LIKE THIS MOD? need a non-Workshop version? visit https://www.patreon.com/posts/8003698
GOT A QUESTION, COMPLAINT or BUG to report? please read this page[riseofkings.shoutwiki.com].


DISCLAIMER:
(1) All publicly accessible assets in this mod are the sole copyright of the creator of this mod.
(2) This mod shall NOT be freely used in mod compilations, or its assets altered or redistributed by none other than Beelim Solutions or Valve Corporation -- unless permission to do so has been expressly granted by any of these parties.
(3) Distribution of this mod outside of Steam Workshop shall be held to be a copyright violation, and will be dealt with accordingly.



One of the more well-known mods created for Rise of Nations since its emergence in early 2004, the Rise of Kings mod series is now available as a mod for the Steam edition of Rise of Nations.

Rise of Kings: CHRONICLES is the first chapter of the Rise of Kings family of mods[www.patreon.com] and revolves around the Middle Ages, beginning with the aftermath of the Treaty of Verdun, and ending in the 1530s. Originally proposed as a mod project in late 2010, 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).


FEATURES

- Set across three ages that cover the medieval era: The Early (Classical Age), High (Medieval Age), and Late Middle Ages (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 riseofkings.shoutwiki.com/wiki/Chronicles .
Popular Discussions View All (3)
2
21 Mar @ 12:10pm
Map is all black
ToMattBan
1
10 Mar, 2023 @ 5:03pm
Have you considered more recent eras?
NobleNerd
189 Comments
Robur Velvetclaw  [author] 22 Mar @ 1:51am 
@Sasabaka:
Savegame crashes should not happen, unless you had saved a game using a previous version of this mod which then suddenly experienced a change. The most common culprit is if media files - eg sounds and images and 3d models - are no longer referenced by the mod's latest updates. I have not experienced a savegame crash except if and when there were alterations to the mod's files.
Sasabaka28 7 Mar @ 4:38am 
thx for reply and one more question: i tried to save game and then load and it crashed too. I want to know is it possible to load save game with this mod at all or not?
Robur Velvetclaw  [author] 6 Mar @ 10:22pm 
@Sasabaka:
As to your questions -
1, consult our FAQs at riseofkings.shoutwiki.com/wiki/Chronicles
2, thank you for your report. Apparently, you can't have units require 2 different upgrades to be created, the one being a requirement for the other.
Sasabaka28 5 Mar @ 1:13pm 
superior mod, i couldnt imagine how cool can be this game after so much time, but this mod show me. All is working, but there are some things i would to know: 1* How to choose militia by mouse (who is recruited from small houses) i click on they but nothing happens :c 2* it crashed when i tried to research "engineering" tech in sawmill, why? :c
Robur Velvetclaw  [author] 24 Feb @ 8:36am 
@mostgreatpontiff: Patreon page supports four links. Which ones aren't working? the ones running through Google, or ModsBase?
mostgreatpontiff 5 Feb @ 7:46pm 
Hi, this link from patreon is dead; {LINK REMOVED}
Robur Velvetclaw  [author] 12 Dec, 2024 @ 8:19pm 
@kmccabe:
Have you tried Swords of the Prophets yet? <3
kmccabe.11235 17 Oct, 2024 @ 5:06pm 
Tried it and didn't like it. There is a cap on the number of baracks you can build meaning you can't utilize our economy really at all at the end and the conquest portion of a match is just a slog. There's too many buildings and the prerequisites for research is too spread across way too many buildings. Was not a fan of these changes.
Robur Velvetclaw  [author] 14 Aug, 2024 @ 7:43pm 
@Turinturambar:
You can try using the XBOX/Non-Steam Worklshop version of this mod. It is a modder-friendly version of this mod.
It has been designed in such a way so that you only need to back up your vanilla /data folder, then replace the contents once more, when you are finished.
TurinTurambar 6 Aug, 2024 @ 8:44pm 
Hi, is there any way to import the mod assets into the scenario editor? I have been doing some research, but I cannot find any way to do that.