• Features 5 "epochs": Colonial (the 1600s), Mercantile (the 1700s), Imperial (roughly the late 1700s till 1830s), Industrial (the late 1800s) and the Machine era (early 20th century).
  • Political choices as in Rise of Kings determine what units and wonders you can build. *Militaristic wonders generate units; civil wonders have a unique tech.
  • Combat triangle system for land units.
  • Archers/skirmishers and infantry units now have a minimum range, giving cavalry a different lease of life. This doesn't mean that they aren't effective, however. In subsequent ages, firearms become sufficiently deadly that cavalry are as good as decimated if they try a full frontal assault.
  • Three gripping campaigns telling the story of the world: the Founding of America campaign, the East Indies campaign and the modern-era Grand Campaign.


Click here to see the AtlasClick here to see the AtlasEmpire of SpainMexicoPerúSavoyFranceAustriaPortuguese EmpireUnited States of AmericaGerman StatesUnited KingdomNetherlandsSwedenRussiaDai VietChinaSiamMalay kingdomsJapanDaejoseonIndian StatesBamarBedouin tribesIran (Rise of the Moderns)Ottoman TurksAnno1600
(For more information, visit the category page)


Work began on this mod in late 2016, and it is to be split up into several "chapters", being:

Chapter 1: Ultima RatioEdit

Ultima Ratio is in effect a rehash of Rise of Napoleon, an earlier mod by Ray Tang and originally hosted on Rise of Nations Heaven. However, while being a remake, this instalment of Rise of the Moderns sees the removal of the Rhine Confederation and Canada, and the insertion of Iran and Bavaria along with a vast slew of units for non-Western factions and bugfixes for buildings.

Chapter 2: Forge of StormsEdit

Several new non-European factions are slated, notably Mexico , Japan, and Siam; alongside the Italian kingdom of Sardinia, and is meant to cover the entire 19th century.

Chapter 3: Children of the EmperorEdit

Children of the Emperor will continue to feature some of the previous units, structures and buildings.

As its name suggests this chapter focuses on Western colonisation and the Far East. We expect more factions to be implemented/converted over from Children of the Emperor.

Chapter x: Rise of the Moderns

The penultimate "chapter" it is the end of Rise of the Moderns — all 24 major factions as mentioned are fully implemented and ready to play, from the Thirty Years' War to the First World War.