Information warfare ("i-War") is a vital part of The Northern Ravens, and in this mod, the LOS of buildings is severely curtailed, with cities nearly blind and thus easy prey for enemy units, especially Agents such as Spies or Fedayeen, unless additional infrastructure is built up around them.
Generally,
Outposts are cheap, and can be built almost anywhere to provide some decent LOS in your territory, but they can't detect hidden units. You need Agents, or buildings and units capable of detecting hidden units for this task.
Senates, Forts and Towers also provide LOS, but still cannot detect hidden units. These buildings all however need you to improve your Cultural research at the Library to expand their LOS.
The City Watch (and its enhanced version, the Magistracy) all have some decent LOS (but not as good as the Senate's) and can also detect hidden units entering their LOS. It also has the ability to expand its LOS with Cultural research at the Library, as does its upgrade the Magistracy (albeit at a higher magnitude) - thus, nations such as the Franks, Varangians and Byzantines are often very difficult to assail with Agents, especially in the late game once Imperial Mandate is achieved for them, while Norse and English nations are very susceptible to Agent infiltration.
TECHNOLOGIES
LIBRARY
The Library handles fundamental groundbreaking research, which then feeds into new technologies, buildings and of course new units. Generally, each new game begins with a Library 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 Library:
Trunk techs or "Ages" as they are colloquially known are the primary way by which your nation upgrades its civilisation and alongside other Research tracks listed below (and some Upgrades) is the primary means by which you can acquire new units, structures, upgrades, and even skins for them.
Commerce helps your economy to grow by raising your Commerce Cap, allowing you to increase the amount of resource in your stockpile. Throughout Rise of Kings (but not The Southeastern Dragon or Swords of the Prophets) it is also a prerequisite for recruiting most Mercenaries.
Administration is a track of research that helps your nation to geographically expand by increasing your City Limit, allowing you to build more settlements and increasing the amount of territory claimed by each settlement you build.
Militaryresearch is considered by most Rise of Nations players as the most important of all research Tracks at the Library (or Town Centre for Bronze Dawn). It doesn't just allow you to raise more units by increasing your Population Limit, but also reduces the cost of recruitment and upgrading them.
Culturemay seem like an afterthought in a world of armies and violence, but in truth, it is very important. Higher Culture levels allow Scouts and Explorers to harvest more resources from Ruins; while as mentioned before, Senates, City Watch Guilds, Magistracy buildings, Forts and Castles enjoy increased LOS with each level of Cultural research.
Each one of these 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!
TRUNK TECHS
Name :
Cost :
[1] Dark Age
<base>
[2] Mediaeval Age Leads to :
: 1,000 ; : 1,000
MILITARY RESEARCH
Name :
Cost :
Feudal Levies
: 170
Military Tradition
: 200
Hierarchy & Command
: 300 ; : 100
Mercenaries
: 460 ; : 280
Census
: 650 ; : 450
Professional Corps
: 1,300 ; : 500
Heraldry & Code of Honour
: 300 ; : 100
Blah, blah.
CULTURE RESEARCH
Name:
Cost:
Patronage of the Arts
: 120
Classicism
: 170
Archivists
: 200 ; : 160
Weights and Measures
: 300 ; : 300
Mathematics
: 800 ; : 500
Mechanical Energy
: 1,200 ; : 800
Philosophy
: 1,500 ; : 1,500
Blah, blah.
ADMINISTRATION RESEARCH
Name:
Cost:
Nationhood
: 50
Authority
: 150 ; : 120
Legislature
: 300 ; : 160
Multicultural Society
: 500 ; : 230
Manorial System
: 800 ; : 500
Jurisdiction
: 1,000 ; : 800
Sovereignty
: 1,500 ; : 1,000 ; : 800
Blah, blah
COMMERCE RESEARCH
Name:
Cost:
Records & Tallies
: 100
Entrepot Trade
: 200
Warehousing
: 400 ; : 200
Coinage
: 800 ; : 300
Road Networks
: 1,200 ; : 500
Infrastructure
: 1,500 ; : 800
Cartography
: 2,500 ; : 1,500
Unlike 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 culture and the arts. The choice is yours.
POLICIES
SENATE
Blah, blah.
wE GOT THE FOLLOWING:
Green: Populism, Due Process, Commonwealth
Red: Feudalism, Monarchy
Notes from Ubba:
- ALL Germanic and Norse factions hold what is called the Althing. Historically, this is a general assembly to decide important matters of the tribes / jarldoms under the rule of the leader. Here, we can utilize the tax levy system as well as the Ritual System which will allow sacrifices for a buff in the power of these nations' religious figures. - ALL Anglo-Saxon kingdoms hold the Folkmoot. This is historically very similar. Levying from vassal states will commence. The Folkmoot however can also be utilized as a way to realistically utilize the Fyrd mechanic as well. Fyrds raised from a Folkmoot would likely be as similar to a militia army, as was most Fyrds. To implement these, we may use an embassy of sorts; this should be discussed as a way to lead into the Vassal/Ally mechanic
Ubba Ragnarson
- Anglo-Saxon Kingdoms also hold the Witan which was the immediate meetings of the respective King and his council. The respective landowners are called Ealdormen. - The Witan and its Ealdormen can be responsible for raising their respective stronger Fyrds comprised of better equipped & trained soldiers while the Folkmoot's fyrds comprised of the weaker militia generally gathered from farmers and other civilians for said kingdom.
UPGRADES
SCHOOL
The School is The Northern Ravens' equivalent of the University and the Assembly, and has the same purposes as that of the latter - in addition to generating Influence from garrisoned Sages and hosting Pedagogics upgrades that increase the Influence yield from the same, it also hosts upgrades for Healthcare and Construction - functions originally associated with the Sawmill and Granary, but migrated here for the purposes of this mod.
PEDAGOGICS
Name :
Cost :
Indexation Prereqs : Leads to :
: 200
Encyclopaedia Leads to :
: 400
CONSTRUCTION
Name :
Cost :
Masonry
: 80 ; : 80
Architecture
: 150 : 150
HEALTHCARE
Name :
Cost :
Herbology
: 80 ; : 80
Alchemical lore
: 180 ; : 180
NOTE:
Level 3 is blocked in The Northern Ravens.
Note that with the exception of Byzantium and Kievan' Rus, all Healthcare upgrades are barred for Christian factions, while Level 2 Healthcare is available only for the Umayyads, Khazars, and Abbasids.
In addition to increasing Food yields from Farms through Agronomics upgrades, Granaries also host Taxation upgrades, which in turn increase the amount of Wealth you earn from Tradesmen and the amount of territory your nation controls in game.
Blah, blah.
AGRONOMICS
Name :
Cost :
Crop Rotation
Animal Husbandry
Land Law
1
TAXATION
Name :
Cost :
Poll tax
Vassalage
Moneylenders
Only non-Muslim, non-Christian factions may research the final tier of Taxation upgrades. For obvious reasons.