Tech Tree
Foreword
The most prominent change in the tech tree of Temüjin, compared to The Hellenistic Era, lies in the building system:
- Mansions. These elite recruitment structures reprise their role as did the Noble Residence from The Hellenistic Era, but are few and far between.
- Nobles' Court. Large and very powerful, these structures like Mansions are more powerful and can function as mighty point defence structures that can't be captured should the host Settlement fall. Their main drawback is that they require more teching up. More importantly, you may build only one in every City that you control. A Nobles' Court also contributes 1 WP to your Wonder score, so if you have sufficient funds you can build as many of these across the map but they are nowhere as effective as true Wonders.
- Warrior Halls, like Nobles' Courts, function as point defences but are fairly weak. Nevertheless, they can be built in vast numbers - plus they can be built near any Settlement of your choice, unlike the Nobles' Court. Note that like Mansions, they can be captured by the enemy should their host Settlement be taken.
Because the Polovtsy and Hindustan can create BOTH Warrior Halls AND Nobles' Courts, it is often very difficult to seize control of their cities, except with dedicated anti-building units or siege artillery.
Unlike the Reforms of The Hellenistic Era, where Tier I increases tax income, and Tier II attrition damage, in Temüjin both tiers instead function as Logistics upgrades, increasing the ability of Supply vehicles to enhance siege weapon attack, as well as reduce Attrition when moving through enemy territory.
Increases your Supply level to 2.
- Unlocks the following units: Feudal Retinue, Gridny Retainers, Berdishy Dvor, Knight, Pronoiar
Increases your Supply level to 3.
- Unlocks the following units: Feudal Retinue, Gridny Retainers, Berdishy Dvor, Knight, Pronoiar
Researched from a Meeting House (or a Palace, if you researched Monarchy), Policies can be said to be special upgrades that have powerful effects on your civ, in addition to the addition of a Patriot unit with powerful abilities (eg healing units, boosting attack or production). Choose your Policies with care and where you site your Meeting House or Palace, for the latter establishes your capital and confers i-War advantages depending on its location .....
Green Policies : democratic governments

Populism
- Grants access to the Peer patriot unit (heals units within your Borders).
- Reduces the cost of foot units.
- Unlocks Levy Crossbowmen and Berrovier cavalry.

Commonwealth
- Grants access to the Magistrate patriot unit (heals units in non-hostile territory, boosts build and research speed).
- Reduces the cost of non-Civics research.
- Unlocks the following units: Feudal Retinue, Gridny Retainers, Berdishy Dvor, Knight, Pronoiar

Defensive Doctrine
- Grants access to the Governor patriot unit (heals units everywhere, boosts civilian production).
- Grants access to Bastions and Citadels.
- Unlocks the following units: Feudal Retinue, Gridny Retainers, Berdishy Dvor, Knight, Pronoiar
Red Policies : elitist governments

Aristocracy
- Grants access to the Baron patriot unit (boosts attack, large LOS range).
- Raises your Commerce Cap.
- Unlocks knightly cavalry at the Meeting House, and the Nobles' Court for select factions.

Monarchy
- Grants access to the Monarch patriot unit (boosts attack, large LOS range).
- Reduces the cost of mounted units.
- Upgrades Meeting Houses to Palaces, which are capable of providing vast LOS based on Science research, as well as boosting your Wonder Point score by 3.

Expansionism
- Grants access to the Conqueror patriot unit (heals units within range and has a powerful attack), and to Armed Supply Wagons. Also required for factions capable of raising Imperial Guardsmen or Imperial Spearmen.
- All Officers can be upgraded to Warlords (most factions) or Noyan (for Mongols).
Note the following:
- Fortification upgrades are wholly absent from Temüjin - they cannot be purchased at all.
- Only one Tier of Logistics upgrades is available.
- The usual number of Influence/Knowledge upgrade tiers is set to 2. However:
- Khwarazamshah and Egypt researches as many as four tiers of Influence/Knowledge upgrades.
- Selçuküler and Hindustan have access to only three.
Woodworking
Construction
Other chapters:
Wolf Among Lions [Steam | XBOX/EE | Gold]
Rise of the Barbarians [Steam | XBOX/EE | Gold]
Imperivm Invictvm [Steam | XBOX/EE | Gold]
Hammurabi: [Steam | XBOX/EE | Gold]
Other mods:
Rise of Kings: Chronicles [Steam | XBOX/EE | Gold]
New World Empires: Swords of the Prophets [Steam | XBOX/EE | Gold]
Warbirth: The Crucible [Steam | XBOX/EE | Gold]
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