Talk:Swords of the Prophets

"666AD:

Once more, the world is convulsed by war. It is a world of religious conflict, as old ideas come under the test of new forces born out of upheaval and chaos. From east to west, barbarian raiders ride forth from the emptiness of Asia, looting and laying trails of blood and ash everywhere they go, while in the Middle East, an obscure cult has risen to become the latest and most influential religion the world has ever seen — Islam, even as Christendom seems to be on the brink, hemmed in by Muslims from the south and the heathen scourge from the north.

A age of new prophets and swords is upon us."

Simple one-age Rise of Kings.
 * No units beyond Dark Age.
 * Religion now limits your tech tree.

Overview
Another era, another empire, this covers the early Middle Ages and concentrates on one major nation - the Umayyad Caliphate. The period of this mod is 666-888CE, and covers the geographic scope of Rise of Kings - Europe, North Africa, and northern Eurasia.

Buildings

 * Cities are extremely difficult to build: they take a long time to build, and additional cities cost more resources - in particular, Wealth and Influence to build, but if successfully upgraded can be very powerful.
 * A City has Major City stats, a Village retains its vanilla values but has no armour.
 * The Imperial City of Rise of Kings has buffed up stats and no longer needs to be unlocked, but is available only to two factions: China and India.
 * To compensate, non-Military buildings are now cheaper. Buildings that previously cost exclusively Timber in their ramp now have it reduced to 1 Wealth.

Tech Tree

 * Each religion practised has a particular set of technologies attached to it, but some factions can sometimes build real life Christian monuments, eg Saxons, Varangians and Norse.

Units
While most units follow the conventional format of Rise of Kings, there are some noteworthy changes:
 * Most nomadic factions use the same sort of units -- notably, Steppe Nomads as a horse archer unit. This is true for the Turks, Khazars and Kipchak as it is for other sedentary cultures such as the Tibetans and Sogdians.
 * Most factions use lancers, but the unique units of some factions (druzhniky, heavy lancers, scara cavalry, jarls) are recruited either from a Warrior Hall or a Noble Residence.