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Thursday, February 14, 2013

Rise of Nations

Game: Rise of Nations


Info: Rise of Nations employs the concept of “territory”, as employed in later installments of the Civilization series of games; the area near the player’s settlements is considered their territory, and players may only construct buildings within their territory or that of an ally. A nation’s borders can be expanded by the creation and expansion of cities and forts, a technology tree, and obtaining access to certain rare resources. Other technologies and resources cause enemy units to suffer attrition over time, which can eventually destroy an unsupported invasion force.

Cities are centrally important to gameplay; most buildings can only be built within a certain distance of a city, borders are most easily expanded by building and expanding cities, and cities are the only source of the resource-collecting Citizen unit. Only a limited number of cities can be built, and a city can only be destroyed by its owner. Conquered cities join the conqueror’s faction.

Citizens (resource-collecting workers) in Rise of Nations do not remain idle after creation until orders are given to them; rather, after a brief pause, idle citizens look for any nearby construction sites, unoccupied resource gathering sites, or damaged buildings and automatically move to build, gather, or repair there. This option can be disabled if desired. All resource patches in Rise of Nations are infinite, unlike the finite amount of resources found in, for example, Warcraft single-player campaigns; the main limit is the player’s maximum-collection-rate cap, which must be upgraded via research.

Unlike most RTS games, which feature four (Age of Empires), three (Company of Heroes), two (Warcraft, StarCraft, Warhammer 40,000: Dawn of War, and Rise of Legends, the sequel to Rise of Nations), or one (Homeworld, Command & Conquer 3: Tiberium Wars, and The Lord of the Rings: The Battle for Middle-earth II) resource, there are six resources in Rise of Nations, five of which (Food, Timber, Metal, Oil, and Wealth) are used mostly to build units and buildings. The sixth resource, Knowledge, is used for researching technologies, though it is also necessary for the construction of missiles and the last two World Wonders (Supercollider and Space Program). Despite this proliferation of resources, each building, technology or unit type requires only one or two types to build; thus, gameplay is streamlined. While creating harvesting infrastructure can be time-consuming, it is partially eased by the fact that certain resources only become very available after progressing to a certain age; for instance, the player cannot harvest Oil until they have entered the Industrial Age because oil was not needed until after the Industrial Revolution.

As in the Civilization series, any nation can be played during any age, regardless of that nation’s fate throughout actual history. Some unique units are based on units that those factions had, if certain nations were not destroyed in real-life history: for example, the Native American nations (the Aztecs, Maya, and Inca) have unique units in the Modern and Information ages which resemble real-world Iberian-South American guerrillas. The end conditions are also made to be historically neutral, in that one can win the game by a capital capture, territorial superiority, researching four dominating technologies, or the usual wonder and score victories. It is also worth noting that the same city can be built by multiple nations: if the Romans, Greeks, and Turks are found in the same game, it is possible that the cities of Byzantium, Constantinople, and Istanbul will co-exist during the same game, despite the fact that these are different historical names for the same city.

Each of the 18 civilizations in Rise of Nations has its own set of between four and eight unique units spread throughout the ages, if at the age of play the faction did not exist in history the faction uses default units that were used in that time. Rise of Nations uses a hybrid 2D/3D engine to render buildings, but a 3D engine to render units, terrain, and special effects.[4]

A single player campaign, Conquer the World, is included in the game. It is comparable to the board game Risk, except that attacks on enemy territories take place using the in-game battle engine, which can last as long as 120 minutes depending upon the scenario. The campaign map is similar to Risk’s, but luck is not a factor. The player can also purchase reinforcements or bonus cards and engage in diplomacy with other nations. The campaign starts at the Ancient Age and progresses slowly over the course over the campaign to end at the Information Age (present day). Within the context of a battle, it may be possible to advance to the next available age (and thus benefit from the associated potential unit upgrades in that battle). There are five different campaigns, “Alexander the Great”, “Napoleon”, “The New World”, “The Cold War”, and “Conquer the World”. They all follow a set formula in which the player either chooses a nation (New World, Cold War) or is put with their general’s historic nation (Alexander the Great, Napoleon) aside from “Conquer the World”, in which any nation may be chosen to play throughout every age in the game.

File Size: 420 MB

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