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Rise of Nations is a complex real-time strategy game developed by Big Huge Games. Based in a historical context, it features gameplay from well before recorded history to the present spread across eight ages. The game is notable for its efforts at combining elements of traditional real-time and turn-based strategy games -- examples include the Conquer the World single player campaign, which plays like a game of Risk with a short game taking the place of rolling dice, and the concept of territories. In June 2014 an updated version of Rise of Nations titled Rise of Nations: Extended Edition was released on Steam. This version of the game includes updated visuals, Steamworks integration, and support for the Twitch.tv streaming service. Also included in this release is the Rise of Nations: Thrones andamp;amp;amp; Patriots expansion.
As with most real-time strategy games, Rise of Nations' core gameplay can be broken into several elements, relating to economic, technologic, or military strategy. Some of the game's more unique concepts apply to both aspects of play and are broken out below.
Economic development in Rise of Nations is particularly difficult to manage due to its sheer and vast scope -- by the end of each game, players manage no less than six resources: food, wood, metal, wealth, oil, and knowledge. At the beginning of the game, only the first three are available. Food, wood, metal, and oil are harvested through the traditional RTS means of building resource centers near where they physically exist on the map, and assigning citizens to work on them. In addition, resource centers built at cities may be enhanced with accompanying processing plants (eg a woodcutter's camp would be associated with a lumber mill, and farms would be related to a granary). However, Rise of Nations enforces an artificial cap on the gathering rate of all resources except knowledge known as the commerce limit. This limit may be raised individually through a variety of means such as nation bonuses, rare resources, and wonders, but in general it must be lifted through the Commerce research at the library -- more on this later. The commerce limit, as well as the maximum gather rate for knowledge, peaks at 999, and no bonus can raise it higher. There are also many rare resources, of which there is rarely more than one of each type per map. These must be harvested through the use of a merchant, but are well worth the effort, as they generally provide not only a stream of gathering for one or more standard resources, they typically also offer benefits: Uranium, for instance, cost and build time of nuclear missles.
The game's age advancement is in fact broken down into four major categories, which may be researched at the Library; before advancing to each next age, one must research each of the four up to at least the previous age, and at least two to the next age. These four categories are Military, which raises the population limit and unlocks military units and upgrades, Commerce raises the commerce limit and unlocks resource gathering-related technologies, Civics expands the city limit and grants access to new social technologies, and Science makes all research cheaper (including the other Library research tracks), as well as unlocking some technologies. Thus, when possible it is generally a good strategy to complete Science research first. Age advancement in and of itself grants few bonuses intrinsically. The single most significant change involves the unlocking of new resources at certain ages, but many military and the knowledge gathering technology are age-limited. At the final age, however, the four major Library techs become behemoths in both cost, research time, and reward. The Global Prosperity tech raises the commerce limit to 999, the Missle Shield tech completely prevents opponents from targetting nuclear and conventional missles anywhere within your territory, and the World Government and Artificial Intelligence techs have significant influence over the military component of the game, as detailed below. The ages available in Rise of Nations are:
There also exists the usual bevy of unit and resource related upgrades typically found in these games.
Rise of Nations' approach to military gameplay is fairly standard, deviating from the tried-and-true real-time strategy formula only rarely -- some of these deviations, however, are rather radical. The game puts a strong focus on all three mediums of warfare: land, sea, and air. The game places a strong emphasis, particularly early in the game, on the concept of territories, something normally found in turn-based strategy games. Players may research various patriotism-building technologies, which increase attrition for enemy troops in their territory; foes will slowly waste away while traipsing upon their lands. The only way for the attacker to prevent this comes from another emphasis the game has from a militaristic standpoint, which are support units. Keeping Generals and Supply Wagons close will eliminate attrition damage, a fact which makes these units prime targets during assaults. Generals also provide individual powers which may be activated to benefit the units in the immediate vicinity; these powers include increased speed, defense, or creating decoys to confuse the enemy. Spies are also available, which are able to convert ("bribe") enemy units or infiltrate buildings, at which point their owner may see everything to do with that building, including sharing its line of sight and observing the building's queue. Capturing enemy cities is a difficult task, but one which is often necessary in order to claim victory. In addition to reducing the enemy city's health to zero (referred to as reducing the city), the attacker must bring troops in and hold the city with superior numbers for a certain period of time, at which point the city becomes captured. After this time, however, while the city technically belongs to the new occupant, it undergoes another assimilation period before it or its buildings may be directly used. The final age technologies Missile Shield, World Government, Global Prosperity, and Artificial Intelligence have significant effects on the Militaristic gameplay. Missile Shield adds 2 to the armageddon clock and prevents ballistic or nuclear missiles from being fired on territory that you control. World Government eliminates all capture and assimilation time for cities -- the moment it is reduced and a superior number of forces is established in its immediate vicinity, the city belogs to the attacker. This is particularly lethal when a player's capital is exposed or vulnerable, as victory can be swift and unrelenting. Global Prosperity, while primarily an economic upgrade, also provides the crucial final upgrade to air units, which can help a player establish instant superiority through liberal use of bombers. The most interesting final age technology, however, is Artificial Intelligence. While the other two significant final age technologies serve to tip the scales in favor of the aggressor, Artificial Intelligence throws a monkey wrench into everything by making unit creating completely instant. Nuclear missles can be fired like machine gun bullets and armies can rise from dust in a matter of seconds, adding a level of controlled chaos to the final stages of long-running games.
Cities are of great importance in Rise of Nations, as evidenced by the fact that players are limited in the number they are allowed to build by Civics research. Cities provide hubs for caravans to travel between and earn wealth, they push territorial boundaries outward, and they have the distinct quality of levelling over time. As more buildings are introduced to each city, it grows larger and stronger, more able to resist attack. The temple can help strengthen each city even further. In addition, building resource centers in cities is the only way to leverage resource boosting buildings.
Briefly touched upon in the Military section, territory is a concept introduced by Rise of Nations to the real-time strategy genre with a number of interesting implications. In addition to being a potential victory condition, players may only build new buildings within their own (or allies') territorial bounds, and enemy units will experience attrition in foreign lands. Also significantly, one method of harvesting wealth is through taxation, researchable through the Temple, which essentially provides a fixed wealth income depending on the taxation rate (which is determined by the level of tax research) and the proportion of territory held. Cities and Forts are able to influence territorial lines, and erecting Temples can boost not only the influence of an individual city on territory, but Temple research can boost the effect of all Cities and Forts on the critical lines.
Unlike many previous real-time strategy games, Wonders serve legitimate and practical purpose in addition to being a potential victory condition. For instance, the Colossus provides, among other things, one of the few ways to obtain a population cap of greater than 200, by supplying a static bonus of 50 to the cap. The Space Program allows its owner to survey all lands without fog of war, and the Supercollider enables a large variety of technology researches to be instant. Due to the power of these Wonders, only one of each may ever be built in a single game, creating pressure to erect favorites as quickly as possible.
Rise of Nations has many configurable game settings, and provides the following presets:
Victory may be achieved through holding 70% of the world's territory, earning and holding 8 more Wonder points than anyone else, or simply defeating all enemies by taking their capitals.
The team's recommended "Free for all" format, alliances are forbidden and each nation is assigned a specific target nation, which is the only nation they are allowed to attack.
One team is granted access to the full tech tree, and is required to defend itself from every other player in the game, who are on a team and limited in technology, and thus referred to as barbarians.
Same as Standard, but players are given vast resources at the start of the game.
Same as Standard, but research and resource harvesting is accelerated.
Same as Deathmatch, but all nations start with the full tech tree. Since Missle Shield is necessarily researched already, no nuclear weapons may be built.
No one is allowed to attack until someone reaches the Gunpowder Age.
Players do not begin the game with a City or a Scout. Nation powers are not activated until they build a City.
Players may not attack each other; instead, they race to a designated age.
Custom maps and settings may be built by users and loaded for play.
At any point any city is captured, that player instantly loses. In addition, any player may win instantly by reaching 8 wonder points above all opponents, or capturing 70% of the world territory.
In addition to standard real-time strategy play, the Conquer the World mode is provided as a single-player experience. Its gameplay component plays much like a game of Risk, except that instead of rolling dice, each battle is actually carried out in the real-time strategy component of the game. Thus, Conquer the World is a very long and ambitious process. One significant feature it boasts which contributes to both aspects of the game mode is the concept of nation bonus cards; upon conquering any nation, you recieve that nation's bonuses (see below) as a card, along with any cards they have collected. You are then free to use the card on a battle and take advantage of the nation's powers; after the battle, the card is spent.
The Nations available in Rise of Nations are fairly diverse and many in number. Each is listed below with their nation bonuses and Unique Units
The Aztec have the Power of Sacrifice:
Unique Units
The Bantu have the Power of Migration:
Unique Units
The British have the Power of Empire
Unique Units
The Chinese have the Power of Culture:
Unique Units
The Egyptians have the Power of The Nile:
Unique Units
The French have the Power of Leadership:
Unique Units
The Germans have the Power of Industry:
Unique Units
The Greeks have the Power of Philosophy:
Unique Units
The Inca have the Power of Gold:
Unique Units
The Japanese have the Power of Honor:
Unique Units
The Koreans have the Power of Tradition:
Unique Units
The Maya have the Power of Architecture:
Unique Units
The Mongols have the Power of the Horde:
Unique Units
The Nubians have the Power of Trade:
Unique Units
The Romans have the Power of Caesar:
Unique Units
The Russians have the Power of The Motherland:
Unique Units
The Spanish have the Power of Discovery:
Unique Units
The Turks have the Power of Gunpowder:
Unique Units