Category:The Northern Ravens
Introduction[edit | edit source]
A mod for Rise of Nations by Beelim Solutions, and a more intimate exploration of the Viking Era in Europe.
- Chief dev and research head: Ubba Ragnarsson
- Graphics and art, assistant dev: Robur Velvetclaw
- Public relations and administration: Diasavia.
Library[edit | edit source]
While the Library makes a return in The Northern Ravens, Assemblies and Sages instead form the intellectual backbone of this chapter of Rise of Kings, producing Knowledge which is then conducted to the Library for researching new technologies and eventually ageing up. The process of ageing up is vital for upgrading armies, and is also crucial for winning Wonder victories.
Additionally, The Northern Ravens uses the same upgrade system of Rise of Kings, yet its tech tree design is closer to that of Bronze Dawn - but not completely so. The mod's historical period of 750 to 1070CE means that tech tree limits should be in place, with large factions (eg Franks, Saracens, Denmark, Normandy) having the lion's share of technologies and upgrades, but smaller factions (eg Alba, Strathclydians, Bretons) getting a more limited number of upgrades (for instance, some factions may be deficient in Religion if they are non-Christian / non-Islamic but Christians and Muslims might lose access to the full Taxation track).
Technologies[edit | edit source]
All costs - involving resources and time - are also attuned to that of Warbirth, meaning that while you will be able to control as many as 400 or so units in a single game, your journey there will not be easy. Once you hit Level 4 Military, everything else beyond that will be a struggle to achieve, unless you have invested greatly in Cultural research and/or have acquired a Furs Rare Resource patch.
Trunk techs[edit | edit source]Like Bronze Dawn, there are two tiers of Trunk technologies - the Dark Age is the basic level, followed by the Mediaeval Age.
By virtue of being a prerequisite for these gateway upgrades, the Medieval Age upgrade also restricts access to other upgrades: Woodworking and Taxation also require this Trunk Tech to be researched before their upgrades can then be researched in turn. Yet, Indexation is probably the most important of all because it will also grant access later on to other upgrades — in particular, Architecture (required for Military Engineering) and Alchemical Lore.
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Commerce [edit | edit source]Unlike other chapters which preserve vanilla parameters for this track such as Bronze Dawn and Chronicles, Commerce research in The Northern Ravens uses Influence and Food - thus making it harder, as can be expected, to either invest in culture or in industry. You can either invest your Food and Influence in exacting more tax, or spend it on the arts or your economy. The choice is yours.
Science [edit | edit source]Unlike other chapters which preserve vanilla parameters for this track such as Bronze Dawn and Chronicles, Scientific research in The Northern Ravens uses Influence and Food - thus making it harder, as can be expected, to either invest in culture or in industry. You can either invest your Food and Influence in exacting more tax, or spend it on the arts or your economy. The choice is yours. i-War variations in this chapter mean that Scientific research is far less significant, since most buildings don't have any expandable LOS. However, since expandable LOS is now attached to the location of your Meeting House and the Palace wonder, it is still useful for you to research it if only as a precaution against anyone using spies or invisible units, such as the Dacians, Bach Viet or Germans.
Administration [edit | edit source]The task of administration is less connected to public deliberations as it is now to creating a physical presence - Administration creates the population centres, but only Science or Commerce can make them flourish as economic hubs. However, there are two areas of economic resource production which Administration governs -- and that is Wealth production through Taxation, as well as Food production through Agronomics. This, in addition to the Administration tech track taking over the vanilla Civics track of Rise of Nations (as well as its important task of expanding your geographic borders on the game map) makes the Administration track no less important (if not more) than the Military track. Without the resources and Peons that Administration can drag in, your empire will be stagnant. Nomenclature of this track of research is based on that of Swords of the Prophets. But we may change it over to fit the upgrades better with:
Military [edit | edit source]Perchance the favourite research track of all Rise of Nations players. However this does more than just provide the ability to train more troops at cheaper cost — it also grants access to better units too. Units that would normally appear in the High Mediaeval Era for Chronicles all would usually require the very highest levels of Military research, viz Retinue Cavalry, Frankish Knights and Swordsmen.
After level 3, :
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Upgrades[edit | edit source]
The upgrade system of The Northern Raven is based off that of Chronicles, but with several glaring differences:
- Upgrades that would normally take place in the Imperial Era are absent. Gateway upgrades that would permit these are not researchable, as are any upgrades that stem from them (Engineering, Bombardment, Operations, Medicine).
- Tier 3 techs are often the purview of dominant powers. Muslims retain control of Five Pillars and Darul Islam at the House of Worship and the Nobles' Court, as befitting a more theocratic and despotic Abbasid era.
- Imperial Mandate is now researchable by all Christian factions as well as the Khazars, but only the Byzantines will continue getting enhanced buildings like those it receives under the Chronicles chapter.
Woodworking [edit | edit source]Names have been changed (Paper milling, Deforestation replaced by Advanced woodworking, Timber trade) to preserve historical accuracy but they still carry over the original tech requirements of Chronicles.
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Construction [edit | edit source]Engineering (level 3) is omitted from The Northern Ravens.
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Agronomics [edit | edit source]Agronomics is a very valuable upgrade track since it increases Food yield and units. But it is also important since it also has one gateway upgrade: Land Law (Level 3)
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Healthcare [edit | edit source]Medicine (level 3) is omitted from The Northern Ravens.
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Metallurgy [edit | edit source]Mechanised Metalworking (level 3) is omitted from The Northern Ravens. Names of technologies have also been altered, since Chronicles’ original system was relevant mostly for the High and Late Mediaeval Era.
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Logistics [edit | edit source]Quartermasters (level 3) is omitted from The Northern Ravens.
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Pedagogics [edit | edit source]Printing Press (level 3) is omitted from The Northern Ravens.
Two technologies - Five Pillars and Darul Islam - are available for research to the Saracens at the House of Worship and the Nobles' Court, respectively.
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Strategy [edit | edit source]Operations (level 3) is omitted from The Northern Ravens.
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Taxation [edit | edit source]
There is a possibility that only non-Christian, non-Muslim factions may research Moneylenders. For obvious reasons. |
Religion [edit | edit source]It is likely that only factions that have access to some sort of Monotheistic religion (through adoption or exposure) may research Monotheism; again, the exact specifics is unknown as long as Ubba is a no-show.
Not being able to research Monotheism automatically locks access to Tier 3 Tax (Moneylenders). | ||||||||||||||||||
Fortification [edit | edit source]Bombardment (level 3) is omitted from The Northern Ravens.
Only major factions (those that have made an appearance in Chronicles) are expected to receive all upgrades. Smaller factions (such as Essex and Wessex) may not be eligible to research both. |
Attrition [edit | edit source]
A fourth technology, Imperial Mandate, is researchable to the Byzantines (and possibly Christian factions) from the Nobles' Court.
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Politics [edit | edit source]
- Green techs: Populism, Due Process, Urban Corporation
- Red techs: Feudalism, Monarchy
Only the Peer is available for the Green track of research. Urban Corporation has a production bonus for Siege Workshop and Dockyard.
Green Policies[edit | edit source]Note that only the Doge/Burgher is available for this entire track of research, but Officers may be recruited once Due Process has been researched.
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Red Policies[edit | edit source]
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Only two Red policies are available for research — this is in contrast with Green policies, which have three tiers, but only one Patriot available.
Patriot design[edit | edit source]
Names:
- Green: The Earl (the only one)
- Red: Duke, Monarch
Subcategories
This category has the following 3 subcategories, out of 3 total.
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Pages in category "The Northern Ravens"
This category contains only the following page.
Media in category "The Northern Ravens"
The following 3 files are in this category, out of 3 total.
- Iface UBBA.png 512 × 768; 606 KB
- Iface upgrades ubba.png 512 × 768; 701 KB
- Ubba upgrades.png 512 × 256; 228 KB