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Technologies[]

In Age of Empires, technologies are researched from the File:Hqc townctr.png Town Centre. For the purposes of this mod, they shall be based off palatial villas.

Reforms[]

As with other editions of Kings & Conquerors, Reforms are not researched at the Civic Centre, but are instead obtained from the Assembly.

  • Level 1 Reforms improve your Wealth gathering rates.
  • Level 2 Reforms increase attrition damage to enemies traversing your territory, and are the most important upgrade as they will allow access to heavy infantry and chariots.
Name Cost
Level 1 Reforms
[1] Level 1 Reforms
Prereqs : Literacy
Leads to : Intelligentsia Despotism Democracy
Krateia : 1,000
Metal : 630
Level 2 Reforms
[2] Level 2 Reforms
Leads to :
Popular Assemblies Supply Depots Offensive Doctrine Defensive Strategy
Krateia : 3,400
Metal : 1,000

Policies Mileng[]

Unlike conventional Government upgrades from the vanilla version of Rise of Nations, all Policies cost both Wealth and Knowledge. The difference however is that more Wealth is required on green Policies, while red ones require more Influence.

Green Policies[]

Name Cost
Populism
Populism
Prereq: Administration Level 1: Government
Wealth : 220
Krateia : 200
Democracy
Democracy
Prereq: Level 1 Reforms
Leads to : Intelligentsia
Wealth : 750
Krateia : 250
Defensive Strategy
Defensive Strategy
Prereq : Level 2 Reforms
Wealth : 800
Krateia : 450

Red policies[]

Name Cost
Patronage
Patronage
Prereq: Administration Level 1: Government
Wealth : 250
Krateia : 180
Despotism
Despotism
 Prereq: Level 1 Reforms
Wealth : 520
Krateia : 300
Offensive Doctrine
Offensive Doctrine
Prereq: Level 2 Reforms
Wealth : 750
Krateia : 500
(Scroll down to see Upgrades)

Commerce Commerce[]

Unlike Age of Chariots and Rise of the Ancients, Commerce research in Age of Empires 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.

Name Cost
Commerce Level 1: Barter
Barter
Food:60
Timber:60
Commerce Level 2: Scribes
Scribes
Leads to :
Agriculture Carpentry
Krateia:140
Timber:60
Commerce Level 3: Contractual Relations
Contractual Relations
Leads to: Supply Depots
Krateia:200
Commerce Level 4: Records and Tallies
Records and Tallies
Leads to: Preservation
Krateia:800
Food:300
Commerce Level 5: Commodity Money
Commodity Money

Leads to : Plough

Krateia:1,200
Food:500
Commerce Level 6: Exploration
Exploration


Leads to : Forestry

Krateia:1,500
Food:800
Commerce Level 7: Land Development
Land Development


Leads to: Hushing Process

Krateia:2,000
Food:60
Timber:60

Culture Culture[]

In place of Science, Culture is the primary means of fostering innovation and improvement in Hammurabi. Otherwise the roles of all seven levels of Cultural research resemble those of Science under The Wolf Among Lions.

Name Cost
Culture Level 1: Culture
Culture

Timber : 120
Wealth : 50

Culture Level 2: Written Word
Written Word
Leads to:
Carpentry Architecture Agriculture Medical Thought Literacy

Wealth : 120
Krateia : 80

Culture Level 3: Loremastery
Loremastery
 Leads to :
Herbal Lore Foraging Artisanship

Wealth : 200
Krateia : 160

Culture Level 4: Aesthetics
Aesthetics
 Leads to :
Crafts Specialisation Metal alloys Mass Manufacturing

Wealth : 300
Krateia : 300

Culture Level 5: Numeracy
Numeracy
Leads to :
Materia Medica Mining Intelligentsia

Wealth : 500
Krateia : 500

Culture Level 6: Astrology and Horology
Astrology and Horology
 Leads to : Intelligence

Wealth : 900
Krateia : 900

Culture Level 7: Mechanical Energy
Mechanical Energy
Leads to : Engineering

Wealth : 1,500
Krateia : 1,500

Administration Civic[]

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.

Name Cost

Administration Level 1: Government
Government
Leads to :
Populism Patronage Allegiance

Food : 120

Administration Level 2: Traditions and Rituals
Traditions and Rituals
Leads to : Clergy Writs & Decrees

Food: 160

Administration Level 3: Caste System
Caste System

Leads to :
Rhetoric Attrition Warfare Theocracy

Krateia: 160
Food: 160

Administration Level 4: Alienable Rights
Alienable Rights
Leads to: Contractual Factorship

Krateia: 300
Food: 300

Administration Level 5: Codified Law
Codified Law

Leads to : Scorched Earth

Krateia : 500
Food : 500

Administration Level 6: Morality
Morality

Leads to:
Popular Assemblies Poll Tax

Krateia : 1,000
Food : 900

Administration Level 7: Nationhood
Nationhood
Leads to : Syncretic Beliefs
Krateia : 1,500
Food : 1,500

Military Military[]

Name Cost
Military Level 1: Census
Census
Leads to: Preservation

Food:170

Military Level 2: Drill
Drill

Food : 200

Military Level 3: Rank and File
Rank and File
Leads to:

Food : 300
Metal : 100

Military Level 4: Physical Conditioning
Physical Conditioning
Leads to: Reserve Caches Non-Commissioned Officers

Krateia : 1460
Metal : 280

Military Level 5: Military Tradition
Military Tradition
Leads to: Chargés d'Affaires
Krateia : 650
Metal : 400
Military Level 6: Mercenaries
Mercenaries
Leads to: Defensive Federalism
Krateia : 1,300
Metal : 500
Military Level 7: Soldiery
Soldiery
 Leads to : Intelligence

Krateia : 1,800
Metal : 1,200

Note that the research time of all Military techs has been drastically increased, so that from Level 4 onward, it gets harder than before to research each and every last level.

Upgrades[]

For the Hellenistic tech tree, see here.

Woodworking Woodworking[]

Name Cost
Carpentry
Carpentry

 Prereq:
Culture Level 2: Written Word Commerce Level 2: Scribes

Metal : 150
Food : 150
Artisanship
Artisanship
 Prereq: Culture Level 3: Loreamastery
Metal : 250
Food : 250
Forestry
Forestry
 Prereq: Exploration

Metal : 450
Food : 450

Construction Construction[]

Name Cost
Architecture
Architecture
Prereq: Science Level 2: Written Word

Krateia:150
Timber: 80

Crafts Specialisation
Crafts Specialisation
Prereq: Culture 4: Aesthetics

Krateia280
Timber: 150

Engineering
Engineering
Prereq: Culture Level 7: Mechanical Energy
Leads to: Hushing Process

Krateia350
Timber: 350

Agronomics Agronomics[]

Name Cost
Agriculture
Agriculture

 Prereq: Culture Level 2: Written Word Commerce Level 2: Scribes

Metal : 150
Timber : 150

Preservation
Preservation
Prereq: Commerce Level 4: Records & tallies Military Level 1: Census
Metal : 250
Timber : 250
Plough
Plough
Prereq: Commerce Level 6: Commodity Money
Leads to : Supply Depots
Metal : 450
Timber : 450

Healthcare Healthcare[]

Name Cost
Medical Thought
Medical Thought
Prereq: Culture Level 2: Written Word
Krateia :100
Food : 80
Herbal Lore
Herbal Lore
Prereq: Culture Level 3: Loremastery
Krateia : 350
Food : 250
Materia Medica
Materia Medica
Prereq: Culture Level 5: Numeracy
Krateia : 600
Food : 450

Only Egypt gets to reach Level 3 in Healthcare.

Metallurgy Metallurgy[]

Name Cost
Metal alloys
Metal alloys
Requires: Culture 4: Aesthetics

Timber: 250
Food: 250

Mining
Mining
Prereq: Culture Level 5: Numeracy

Timber: 350
Food: 350

Hushing process
Hushing process
Prereqs: Commerce Level 5: Land Development Engineering

Timber: 450
Food: 450

Logistics Logistics[]

Name Cost
Foraging
Foraging
Prereq: Culture Level 3: Loreamastery
Wealth :80
Metal : 80
Supply Depots
Supply Depots
Prereq: Level 2 Reforms Commerce Level 3: Contractual Relations
Leads to: Reserve Caches
Wealth :250
Metal : 250
Mass Manufacturing
Mass Manufacturing
Prereq: Culture Level 4: Aesthetics Plough
Leads to: Defensive Federalism
Wealth :450
Metal : 450

Only Egypt, Babylon reach Level 3 in Logistics.

Pedagogics Pedagogics[]

Name

Cost
Literacy
Literacy
 Prereq : Culture Level 2: Written Word Administration Level 1: Government
 Leads to : Level 1 Reforms
Timber : 200
Rhetoric
Rhetoric
 Prereqs: Democracy Administration Level 3: Caste System
Timber : 400
Intelligentsia
Intelligentsia
Prereq : Level 1 Reforms Culture Level 5: Numeracy
Timber : 600
Popular Assemblies
Popular Assemblies
 Prereq : Level 2 Reforms Administration Level 6: Morality
Timber : 900

Strategy Strategy[]

Name

Cost
Non-Commissioned Officers
NCOs
Prereq: Military Level 4: Physical Conditioning
Food : 100
Chargés d'Affaires
Chargés d'Affaires
Prereq: Military Level 5: Military Tradition
Wealth: 80
Food : 150
Intelligence
Intelligence
Prereq: Military Level 7: Soldiery Culture Level 6: Astrology & Horology
Leads to:Scorched Earth
Wealth: 150
Food : 300

Taxation Taxation[]

Name Cost
Writs & Decrees
Writs and Decrees
Prereq: Administration Level 2: Tradition & Rituals
Krateia : 170;
Timber : 70
Contractual Factorship
Contractual Factorship
Prereq: Administration Level 4: Alienable Rights
Krateia : 250;
Timber : 150
Poll Tax
Poll Tax
 Prereq : Administration Level 6: Morality
Krateia : 400;
Timber : 280

Religion Religion[]

Name Cost
Clergy
Clergy
Prereq: Administration Level 2: Traditions & Rituals
Krateia : 170;
Food : 70
Theocracy
Theocracy
Prereq: Administration Level 3: Caste System
Krateia : 450;
Food : 150
Syncretic Beliefs
Syncretic Beliefs
Prereq: Administration Level 5: Nationhood
Krateia : 600;
Food : 300

Fortification Fortification[]

Name Cost
Earthworks
Earthworks

Metal : 80
Wealth : 80

Reserve Caches
Reserve Caches
Prereq: Military Level 4: Physical Conditioning Supply Depots

Metal : 150
Wealth : 150

Defensive Federalism
Defensive Federalism
Prereq: Military Level 6: Mercenaries Mass Manufacturing

Metal : 300
Wealth : 300

Only Egypt, Babylon reach Level 3 in Fortification.

Attrition Attrition[]

Name Cost
Allegiance
Allegiance
Prereq: Administration Level 1: Government
Food : 80
Wealth : 80
Attrition Warfare
Attrition Warfare
Prereq: Administration Level 3: Caste System Chargés d'Affaires
Food : 150
Wealth : 150
Scorched Earth
Scorched Earth
Prereq: Administration Level 5: Codified Law Intelligence
Food : 300
Wealth : 300
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