Nobles' Court

Historically, these buildings would constitute parliaments or quarters for the nobility, and could be used by the sovereign to enact laws and to restrain the unruliness of the aristocracy by forcing them to dwell near the capital, where they could be better moderated.
So in New World Empires, the Nobles' Court no longer has the ability to function as a fortress-like building, but is now used to conduct the research normally allotted to a Senate in any vanilla game. Aside from that, it continues to maintain most other traits from Rise of Kings: Chronicles .
==National Assembly==
Once a Republic is researched, the Nobles' Court is converted instantly into the National Assembly. Unlike the Nobles' Court this building has no Wonder value, but is more efficient — it is built more quickly, and cheaply, and also has a higher armour bonus. it still retains its ability as being the most information-efficient building of all.
So if you suddenly find that you are facing problems, you can easily demolish your National Assembly, and rebuild it whereso needed.
*The generic "European" design of this building is based off Independence Hall in Philadelphia, USA.
*The Mediterranean version is based off Florence's Uffizzi Complex.
*Chinese- unknown.
*Indian? ocould be Mysore palace or a variant of Chehel Sotun.
==Units trained==
===Unique units===
Japan's army relies heavily on a Nobles' Court for the creation of most of its units.
*Heavy cavalry: Mounted Saburai [3]
*Ranged cavalry: Saburai archers [2]
*Heavy infantry: Foot Samurai [3]
===Chivalric orders===
*Holy Order Marshall - Trainable only by Portugal and Spain.
*Order Knight, Brother-Sergeant - Trainable only by Prussia
===Agents===
Asian and Muslim factions have the ability to recruit very powerful and specialised agents from the nobles' court. Although most of them have different abilities, one trait that they do share is the ability to perform assasinations against any and all units, including spies.
*Fedayeen are Muslim agents which can only bribe other units, but have extra hitpoints and craft, are cloaked when moving, and have a very high attack that can kill most units in one hit. It is to be noted that an exact replica of this unit, known as the hashishin, are recruitable by some non-Muslim factions (notably Venice and Russia) as mercenary units, and also feature greatly in some CtW scenarios.
*Imperial legates are Asian agents which have extra hitpoints and craft. While they are cloaked when moving, they are also capable of detecting hidden units, neutralising enemy spies, and assassination.
*Monomi are the ultimate agent, and are a Japanese unique unit upgrade of the Imperial legate. They are faster, have the most hitpoints and craft, and are capable of performing assasinations, counterintelligence and sabotage missions.
==Military technologies==
===Imperial Mandate===
"The Empire is a family of which the Emperor is the father."
*Requires: Asceticism from house of worship; Land Law from Granary.
*For Japan, Divine Mandate allows access to several units: the Monomi; Saburai Cavalry, Saburai Archers and Foot Saburai fron the Nobles' Court; and Ashigaru from the Barracks, upgraded into a Dojo.
*Grants the use of the following buildings:
====Production/low-level defence====
*Munitions Ministry (China and Serbia)
*Constabulary (China, Mongolia, Armenia)
*Dojo (Japan)
*Naval Cantonment (China, Japan)
*Chapterhouse (Byzantium, Serbia, Russia)
*Magistracy (Byzantium, Serbia, Armenia, Russia)
*Eunuch's Court Is available mainly to most Asian nations but is also built by Edo)
*Imperial City (Most Asian nations - but also available to Edo)
*Oba's Palace - an upgrade of the Nobles' Court for the Edo.
====High-level defence====
*Bastion (all)
*Stronghold (Mongolia, China)
Cost	Requirements	Leads to
*880; 880
*Time to complete: Long	
*
* 	
===Centralisation===
"The moving force is national honour, not the injury of a single individual."
*Grants access to advanced units from the barracks and the stable, and obsoletes various foot mercenaries for various factions, notably:
**Basque Warriors
**Brigand
**Caucasus Mountain Men
**Slavic Raiders
**Merchant Cavalry
*Units upgraded with Centralisation are costlier to create, but their abilities over Dark Age and Castle units must be attested. A Man-at-Arms may cost more than normal knights, but the strength of their armour, their mounts and their killing power simply cannot be ignored!
Cost	Requirements	Leads to
*900; 1250
*Time to complete: Long	
* 
* 
* 	
===Darul Islam===
"Believers, be steadfast and guard your borders."
*Increases knowledge accumulation to the highest possible maximum without wonders
*Houses of worship won't convert in enemy territory
*Opens access to a select corps of military units.
Cost	Requirements	Leads to
*990; 990
*Time to complete: Long	
* 
* 	
===Combo nations===
Unlike Rise of Kings where one faction may research only one (or two) military technologies, in The Southeastern Dragon, some factions have the opportunity to access not just one tech, but two as well.
* + : Bamar, Bini, Liao
* + : Persians
* + : Mughals
For many of these factions, some new units can't be trained unless these upgrades are first purchased.