Rise of the Moderns Wiki
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Faction Overview Strategic Overview CtW Information Tech Tree

Unique units[]

Iranbig
  • Gholam-e-Ghorchi [1] => Shahsevan Cavalry [2-3] => Regimental Lancers [4]
  • Cossack Regiment
  • Tofangchiyan [1-2] => Jazayerchiyan [3]
  • Heavy Spearmen (shared with India, Arab states)
  • Nomadic hunters [1-2] Fierce horseriding nomads from Central Asia, who are weaker than normal riders but cheaper and faster to create. Upgrades to carbineers.
  • Shaturnal [1] => Zamburak [2] (light mortar-class artillery mounted on camels)
  • Pikemen, heavy pikemen
  • Archers
  • Brigantine, Xebec, Heavy Frigate
  • Partisans [3-5]

Unique buildings[]

  • Mansion - trains your elite units.
  • Temple - performs taxation and religion research, and is the main stopping point for your auxiliary units.
  • Palace Complex (available from [1])
    • Hosts 2 sets of exclusive technologies, unique to non-Western nations.
    • Produces a small trickle of wood.

Nobles' Palace units[]

  • (With Concessions): Sarbaz regular infantry, Immortal Grenadiers, Sarbaz lancers (ahistorical Western-styled heavy cavalry and infantry available from 2-3 from Nobles' Palace)
  • (with Divine Mandate): Red Turban cavalry and swordsmen (available from 2-3 from Nobles' Palace)

Auxiliaries[]

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